{$CLEO .cs}

//-------------MAIN---------------
thread 'LOADER' 
$SELECTED_ITEMS = 1 // integer values 
$BOX_SELECT = 80.0 // floating-point values 
0adf: " " " "
:LOADER_27
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_27
IF
  NOT ACTOR.Dead($PLAYER_ACTOR)
  jf @LOADER_27
if 
00E1:   player 0 pressed_button 18 
jf @LOADER_27 
Player.CanMove($PLAYER_CHAR) = False
wait 250 

:LOADER_76
$SELECTED_ITEMS = 1 // integer values 
$BOX_SELECT = 80.0 // floating-point values 

:LOADER_93

03F0: enable_text_draw 0 
WAIT 0

0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 '028' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 '01' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 '02' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 '03' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 '04' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 '05' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 '06' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_759 
if and
   not $BOX_SELECT >= 125.0 // floating-point values 
   not $SELECTED_ITEMS >= 6 // integer values 
jf @LOADER_759 
wait 2 
$BOX_SELECT += 9.0 // floating-point values 
$SELECTED_ITEMS += 1 // integer values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_759
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_878 
if 
  $SELECTED_ITEMS > 1 // integer values 
jf @LOADER_878 
wait 4 
$SELECTED_ITEMS -= 1 // integer values 
if 
  $BOX_SELECT > 80.0 // floating-point values 
jf @LOADER_878 
$BOX_SELECT -= 9.0 // floating-point values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_878
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_920 
wait 250 
Player.CanMove($PLAYER_CHAR) = True
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_27 

:LOADER_920
if 
  $SELECTED_ITEMS == 1 // integer values 
jf @LOADER_4411 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_4411 
$SELECTED_ITEMS_1 = 1 // integer values 
$BOX_SELECT_1 = 80.0 // floating-point values 
$ID = 0 // integer values 
wait 250 

:LOADER_984
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_984 
Player.CanMove($PLAYER_CHAR) = False
$SELECTED_ITEMS_1 = 1 // integer values 
$BOX_SELECT_1 = 80.0 // floating-point values 

:LOADER_1028
03F0: enable_text_draw 0 
wait 0 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 'PLAY28' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 'PLAY1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 'PLAY2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 'PLAY3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 'PLAY4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 'PLAY5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 'PLAY6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 134.0 'PLAY7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 143.0 'PLAY8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 152.0 'PLAY9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT_1 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_1901 
if and
   not $BOX_SELECT_1 >= 152.0 // floating-point values 
   not $SELECTED_ITEMS_1 >= 9 // integer values 
jf @LOADER_1901 
wait 2 
$BOX_SELECT_1 += 9.0 // floating-point values 
$SELECTED_ITEMS_1 += 1 // integer values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_1901
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_2020 
if 
  $SELECTED_ITEMS_1 > 1 // integer values 
jf @LOADER_2020 
wait 4 
$SELECTED_ITEMS_1 -= 1 // integer values 
if 
  $BOX_SELECT_1 > 80.0 // floating-point values 
jf @LOADER_2020 
$BOX_SELECT_1 -= 9.0 // floating-point values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_2020
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_2072 
wait 250 
$SELECTED_ITEMS_1 = 1 // integer values 
$BOX_SELECT_1 = 80.0 // floating-point values 
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_76 

:LOADER_2072
if 
  $SELECTED_ITEMS_1 == 1 // integer values 
jf @LOADER_2120
IF
  NOT ACTOR.Dead($PLAYER_ACTOR)
  JF @WW
00BC: text_highpriority 'FXG' 50 ms 1 
$70X00 = Actor.Health($PLAYER_ACTOR)
Actor.Health($PLAYER_ACTOR) = $70X00

:LOADER_2120
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_1 == 1 // integer values 
  $X > 0 // integer values 
jf @LOADER_2220 
Actor.Health($PLAYER_ACTOR) = $7000
$7000 = Actor.Health($PLAYER_ACTOR)
if 
   not $7000 >= 25300 // integer values 
jf @LOADER_2220 
$7000 += 1 // integer values 
01E3: text_1number_styled 'HEL' number $7000 time 60 style 4 

:LOADER_2220
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_1 == 1 // integer values 
  0 > $X // integer values 
jf @LOADER_2326 
Actor.Health($PLAYER_ACTOR) = $7000
$7000 = Actor.Health($PLAYER_ACTOR)
if 
  $7000 > 1 // integer values 
jf @LOADER_2319 
$7000 -= 1 // integer values 
01E3: text_1number_styled 'HEL' number $7000 time 60 style 4 

:LOADER_2319
:WW
jump @LOADER_1028 

:LOADER_2326
if 
  $SELECTED_ITEMS_1 == 2 // integer values 
jf @LOADER_2358 
00BC: text_highpriority 'FXG' 50 ms 1 

:LOADER_2358
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_1 == 2 // integer values 
  $X > 0 // integer values 
jf @LOADER_2431 
$9000 += 3 // integer values 
01E3: text_1number_styled 'MON' number $9000 time 60 style 4 
Player.Money($PLAYER_CHAR) += $9000

:LOADER_2431
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_1 == 2 // integer values 
  0 > $X // integer values 
jf @LOADER_2511 
$9000 -= 3 // integer values 
01E3: text_1number_styled 'MON' number $9000 time 60 style 4 
Player.Money($PLAYER_CHAR) += $9000
jump @LOADER_1028 

:LOADER_2511
if 
  $SELECTED_ITEMS_1 == 3 // integer values 
jf @LOADER_2543 
00BC: text_highpriority 'FXG' 50 ms 1 

:LOADER_2543
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_1 == 3 // integer values 
  $X > 0 // integer values 
jf @LOADER_2642 
$SETR0 = Player.WantedLevel($PLAYER_CHAR)
if 
   not $SETR0 > 5 // integer values 
jf @LOADER_2642 
$SETR0 += 1 // integer values 
Player.WantedLevel($PLAYER_CHAR) = $SETR0
01E3: text_1number_styled 'VAN' number $SETR0 time 60 style 4 

:LOADER_2642
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_1 == 3 // integer values 
  0 > $X // integer values 
jf @LOADER_2748 
$SETR0 = Player.WantedLevel($PLAYER_CHAR)
if 
  $SETR0 > 0 // integer values 
jf @LOADER_2741 
$SETR0 -= 1 // integer values 
Player.WantedLevel($PLAYER_CHAR) = $SETR0
01E3: text_1number_styled 'VAN' number $SETR0 time 60 style 4 

:LOADER_2741
jump @LOADER_1028 

:LOADER_2748
if 
  $SELECTED_ITEMS_1 == 4 // integer values 
jf @LOADER_2810 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_2810 
wait 250 
Player.ClearWantedLevel($PLAYER_CHAR)
03E5: text_box 'CH144' 
jump @LOADER_1028 

:LOADER_2810
if 
  $SELECTED_ITEMS_1 == 5 // integer values 
jf @LOADER_2874 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_2874 
wait 0 
01F0: set_max_wanted_level_to 6 
03E5: text_box 'CH144' 
wait 0 
jump @LOADER_1028 

:LOADER_2874
if 
  $SELECTED_ITEMS_1 == 6 // integer values 
jf @LOADER_2938 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_2938 
wait 0 
01F0: set_max_wanted_level_to 0 
03E5: text_box 'CH144' 
wait 0 
jump @LOADER_1028 

:LOADER_2938
if 
  $SELECTED_ITEMS_1 == 7 // integer values 
jf @LOADER_4127 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_4127 
if 
  $ID > 28 // integer values 
jf @LOADER_2998 
$ID = 0 // integer values 

:LOADER_2998
if 
   not $ID > 28 // integer values 
jf @LOADER_4120 
$ID += 1 // integer values 
if 
  $ID == 1 // integer values 
jf @LOADER_3061 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3061
if 
  $ID == 2 // integer values 
jf @LOADER_3099 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3099
if 
  $ID == 3 // integer values 
jf @LOADER_3137 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3137
if 
  $ID == 3 // integer values 
jf @LOADER_3175 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3175
if 
  $ID == 4 // integer values 
jf @LOADER_3213 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3213
if 
  $ID == 5 // integer values 
jf @LOADER_3251 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3251
if 
  $ID == 6 // integer values 
jf @LOADER_3289 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3289
if 
  $ID == 7 // integer values 
jf @LOADER_3327 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3327
if 
  $ID == 8 // integer values 
jf @LOADER_3365 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3365
if 
  $ID == 9 // integer values 
jf @LOADER_3403 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3403
if 
  $ID == 10 // integer values 
jf @LOADER_3441 
0352: set_actor $PLAYER_ACTOR skin_to 'IGJEZZ' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3441
if 
  $ID == 11 // integer values 
jf @LOADER_3479 
0352: set_actor $PLAYER_ACTOR skin_to 'IGDICK' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3479
if 
  $ID == 12 // integer values 
jf @LOADER_3517 
0352: set_actor $PLAYER_ACTOR skin_to 'IGPERCY' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3517
if 
  $ID == 13 // integer values 
jf @LOADER_3555 
0352: set_actor $PLAYER_ACTOR skin_to 'IGPHIL' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3555
if 
  $ID == 14 // integer values 
jf @LOADER_3593 
0352: set_actor $PLAYER_ACTOR skin_to 'IGKEN' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3593
if 
  $ID == 15 // integer values 
jf @LOADER_3631 
0352: set_actor $PLAYER_ACTOR skin_to 'IGBUDDY' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3631
if 
  $ID == 16 // integer values 
jf @LOADER_3669 
0352: set_actor $PLAYER_ACTOR skin_to 'IGMIKE' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3669
if 
  $ID == 17 // integer values 
jf @LOADER_3707 
0352: set_actor $PLAYER_ACTOR skin_to 'IGCOLON' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3707
if 
  $ID == 18 // integer values 
jf @LOADER_3745 
0352: set_actor $PLAYER_ACTOR skin_to 'CGONA' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3745
if 
  $ID == 19 // integer values 
jf @LOADER_3783 
0352: set_actor $PLAYER_ACTOR skin_to 'FSFA' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3783
if 
  $ID == 20 // integer values 
jf @LOADER_3821 
0352: set_actor $PLAYER_ACTOR skin_to 'CHEF' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3821
if 
  $ID == 21 // integer values 
jf @LOADER_3859 
0352: set_actor $PLAYER_ACTOR skin_to 'COURIER' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3859
if 
  $ID == 22 // integer values 
jf @LOADER_3897 
0352: set_actor $PLAYER_ACTOR skin_to 'IGSONNY' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3897
if 
  $ID == 23 // integer values 
jf @LOADER_3935 
0352: set_actor $PLAYER_ACTOR skin_to 'SAM' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3935
if 
  $ID == 24 // integer values 
jf @LOADER_3973 
0352: set_actor $PLAYER_ACTOR skin_to 'IGGONZ' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_3973
if 
  $ID == 25 // integer values 
jf @LOADER_4011 
0352: set_actor $PLAYER_ACTOR skin_to 'KGOONA' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_4011
if 
  $ID == 26 // integer values 
jf @LOADER_4049 
0352: set_actor $PLAYER_ACTOR skin_to 'BGB' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_4049
if 
  $ID == 27 // integer values 
jf @LOADER_4087 
0352: set_actor $PLAYER_ACTOR skin_to 'MPORNA' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LOADER_4087
if 
  $ID == 28 // integer values 
jf @LOADER_4105 

:LOADER_4105
wait 250 
03E5: text_box 'CH144' 

:LOADER_4120
jump @LOADER_1028 

:LOADER_4127
if 
  $SELECTED_ITEMS_1 == 8 // integer values 
jf @LOADER_4213 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_4213 
04DD: $HECK_KAMIZELKE = actor $PLAYER_ACTOR armour 
if 
   not $HECK_KAMIZELKE >= 99 // integer values 
jf @LOADER_4206 
035F: set_actor $PLAYER_ACTOR armour_to 250 
03E5: text_box 'CH144' 

:LOADER_4206
jump @LOADER_1028 

:LOADER_4213
if 
  $SELECTED_ITEMS_1 == 9 // integer values 
jf @LOADER_4397 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_4397 

:LOADER_4248
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_4308 
$TEST = 0 // integer values 
wait 50 
end_thread_named 'HEX8' 
03E5: text_box 'CH145' 
jump @LOADER_4390 

:LOADER_4308
if 
   not $TEST == 1 // integer values 
jf @LOADER_4383 
$TEST = 1 // integer values 
wait 50 
end_thread_named 'HEX8' 
wait 500 
05DE: create_custom_thread 'S\IN.CS'  
03E5: text_box 'CH144' 
jump @LOADER_4390 

:LOADER_4383
jump @LOADER_4248 

:LOADER_4390
jump @LOADER_1028 

:LOADER_4397
jf @LOADER_1028 
jump @LOADER_1028 

:LOADER_4411
if 
  $SELECTED_ITEMS == 2 // integer values 
jf @LOADER_12204 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_12204 
$SELECTED_ITEMS_2 = 1 // integer values 
$BOX_SELECT_2 = 80.0 // floating-point values 
$CAR = 0 // integer values 
$CAR_ID = 130 // integer values 
$IX = 0 // integer values 
wait 250 

:LOADER_4490
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_4490 
Player.CanMove($PLAYER_CHAR) = False
$SELECTED_ITEMS_2 = 1 // integer values 
$BOX_SELECT_2 = 80.0 // floating-point values 

:LOADER_4534
03F0: enable_text_draw 0 
wait 0 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 'VEH28' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 'VEH1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 'VEH2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 'VEH3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 'VEH4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 'VEH5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 'VEH6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 134.0 'VEH7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 143.0 'VEH8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 152.0 'VEH9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 161.0 'VEH10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT_2 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_5476 
if and
   not $BOX_SELECT_2 >= 161.0 // floating-point values 
   not $SELECTED_ITEMS_2 >= 10 // integer values 
jf @LOADER_5476 
wait 2 
$BOX_SELECT_2 += 9.0 // floating-point values 
$SELECTED_ITEMS_2 += 1 // integer values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_5476
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_5595 
if 
  $SELECTED_ITEMS_2 > 1 // integer values 
jf @LOADER_5595 
wait 4 
$SELECTED_ITEMS_2 -= 1 // integer values 
if 
  $BOX_SELECT_2 > 80.0 // floating-point values 
jf @LOADER_5595 
$BOX_SELECT_2 -= 9.0 // floating-point values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_5595
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_5647 
wait 250 
$SELECTED_ITEMS_2 = 1 // integer values 
$BOX_SELECT_2 = 80.0 // floating-point values 
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_76 

:LOADER_5647
if 
  $SELECTED_ITEMS_2 == 1 // integer values 
jf @LOADER_5665 

:LOADER_5665
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  $SELECTED_ITEMS_2 == 1 // integer values 
  6@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_5786 
if 
   not $CAR_ID >= 236 // integer values 
jf @LOADER_5786 
wait 4 
$CAR_ID += 1 // integer values 
01E3: text_1number_styled 'CS' number $CAR_ID time 6000 style 4 
018C: play_sound 16 at 0.0 0.0 0.0 
jump @LOADER_5900 

:LOADER_5786
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  $SELECTED_ITEMS_2 == 1 // integer values 
  0 > 6@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_6323 
if 
  $CAR_ID > 130 // integer values 
jf @LOADER_5900 
wait 4 
$CAR_ID -= 1 // integer values 
01E3: text_1number_styled 'CS' number $CAR_ID time 6000 style 4 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_5900
if and
   not $CAR_ID == 203 // integer values 
   not $CAR_ID == 227 // integer values 
   not $CAR_ID == 218 // integer values 
   not $CAR_ID == 217 // integer values 
   not $CAR_ID == 177 // integer values 
   not $CAR_ID == 199 // integer values 
   not $CAR_ID == 176 // integer values 
   not $CAR_ID == 223 // integer values 
jf @LOADER_6316 
if and
   not $CAR_ID == 182 // integer values 
   not $CAR_ID == 160 // integer values 
   not $CAR_ID == 202 // integer values 
   not $CAR_ID == 190 // integer values 
   not $CAR_ID == 184 // integer values 
   not $CAR_ID == 136 // integer values 
   not $CAR_ID == 183 // integer values 
   not $CAR_ID == 214 // integer values 
jf @LOADER_6316 
if and
   not $CAR_ID == 165 // integer values 
   not $CAR_ID == 180 // integer values 
   not $CAR_ID == 181 // integer values 
   not $CAR_ID == 187 // integer values 
   not $CAR_ID == 192 // integer values 
   not $CAR_ID == 193 // integer values 
   not $CAR_ID == 194 // integer values 
   not $CAR_ID == 196 // integer values 
jf @LOADER_6316 
Model.Load($CAR_ID)
038B: load_requested_models 
if 
   not Model.Available($CAR_ID)
jf @LOADER_6165 
03E5: text_box 'NLOD' 
jump @LOADER_6316 

:LOADER_6165
if 
   Model.Available($CAR_ID)
jf @LOADER_6181 

:LOADER_6181
if 
   Model.Available($CAR_ID)
jf @LOADER_6316 
wait 150 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$XSDM = Actor.Angle($PLAYER_ACTOR)
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6264 
0362: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_remove_from_car 
Car.Destroy($FURA_BOSS_CJ)
Car.RemoveReferences($FURA_BOSS_CJ)

:LOADER_6264
$FURA_BOSS_CJ = Car.Create($CAR_ID, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle($FURA_BOSS_CJ) = $XSDM
036A: put_actor $PLAYER_ACTOR in_car $FURA_BOSS_CJ 
04BA: set_car $FURA_BOSS_CJ speed_instantly 0.0 
wait 150 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:LOADER_6316
jump @LOADER_4534 

:LOADER_6323
if 
  $SELECTED_ITEMS_2 == 2 // integer values 
jf @LOADER_6498 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_6498 
wait 50 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6388 
03E5: text_box 'TH146' 

:LOADER_6388
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6404 

:LOADER_6404
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6481 
$CAX = Actor.CurrentCar($PLAYER_ACTOR)
0209: $CAR1 = random_int_in_ranges 1 94 
0209: $CAR2 = random_int_in_ranges 1 94 
02FD: text_2numbers_lowpriority 'COLO' $CAR1 $CAR2 5 flag 1 
0229: set_car $CAX color_to $CAR1 $CAR2 

:LOADER_6481
03E5: text_box 'CH144' 
jump @LOADER_4534 

:LOADER_6498
if 
  $SELECTED_ITEMS_2 == 3 // integer values 
jf @LOADER_6771 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_6771 
wait 50 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6563 
03E5: text_box 'TH146' 

:LOADER_6563
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6579 

:LOADER_6579
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6764 

:LOADER_6599
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_6674 
$TEST = 0 // integer values 
Car.SetImmunities($__XOR__, 0, 0, 0, 0, 0)
01EC: make_car $__XOR__ very_heavy 0 
053F: set_car $__XOR__ tires_vulnerable 1 
03E5: text_box 'CH145' 
jump @LOADER_6764 

:LOADER_6674
if 
   not $TEST == 1 // integer values 
jf @LOADER_6757 
$TEST = 1 // integer values 
wait 50 
$__XOR__ = Actor.CurrentCar($PLAYER_ACTOR)
Car.SetImmunities($__XOR__, 1, 1, 1, 1, 1)
01EC: make_car $__XOR__ very_heavy 1 
053F: set_car $__XOR__ tires_vulnerable 0 
03E5: text_box 'CH144' 
jump @LOADER_6764 

:LOADER_6757
jump @LOADER_6599 

:LOADER_6764
jump @LOADER_4534 

:LOADER_6771
if 
  $SELECTED_ITEMS_2 == 4 // integer values 
jf @LOADER_7012 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_7012 
wait 50 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6836 
03E5: text_box 'TH146' 

:LOADER_6836
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_6852 

:LOADER_6852
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7005 

:LOADER_6872
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_6937 
$TEST = 0 // integer values 
wait 50 
$__XOR__1 = Actor.CurrentCar($PLAYER_ACTOR)
020A: set_car $__XOR__1 door_status_to 1 
03E5: text_box 'CH145' 
jump @LOADER_7005 

:LOADER_6937
if 
   not $TEST == 1 // integer values 
jf @LOADER_6998 
$TEST = 1 // integer values 
wait 50 
$__XOR__1 = Actor.CurrentCar($PLAYER_ACTOR)
020A: set_car $__XOR__1 door_status_to 2 
03E5: text_box 'CH144' 
jump @LOADER_7005 

:LOADER_6998
jump @LOADER_6872 

:LOADER_7005
jump @LOADER_4534 

:LOADER_7012
if 
  $SELECTED_ITEMS_2 == 5 // integer values 
jf @LOADER_7252 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_7252 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7073 
03E5: text_box 'TH146' 

:LOADER_7073
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7089 

:LOADER_7089
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7245 

:LOADER_7109
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_7170 
$TEST = 0 // integer values 
end_thread_named 'SPX' 
wait 500 
03E5: text_box 'CH145' 
jump @LOADER_7245 

:LOADER_7170
if 
   not $TEST == 1 // integer values 
jf @LOADER_7238 
$TEST = 1 // integer values 
end_thread_named 'SPX' 
wait 500 
05DE: create_custom_thread 'S\SP.CS'  
03E5: text_box 'CH144' 
jump @LOADER_7245 

:LOADER_7238
jump @LOADER_7109 

:LOADER_7245
jump @LOADER_4534 

:LOADER_7252
if 
  $SELECTED_ITEMS_2 == 6 // integer values 
jf @LOADER_7492 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_7492 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7313 
03E5: text_box 'TH146' 

:LOADER_7313
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7329 

:LOADER_7329
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_7485 

:LOADER_7349
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_7410 
$TEST = 0 // integer values 
wait 250 
end_thread_named 'FUX' 
03E5: text_box 'CH145' 
jump @LOADER_7485 

:LOADER_7410
if 
   not $TEST == 1 // integer values 
jf @LOADER_7478 
$TEST = 1 // integer values 
end_thread_named 'FUX' 
wait 500 
05DE: create_custom_thread 'S\FU.CS'  
03E5: text_box 'CH144' 
jump @LOADER_7485 

:LOADER_7478
jump @LOADER_7349 

:LOADER_7485
jump @LOADER_4534 

:LOADER_7492
if 
  $SELECTED_ITEMS_2 == 7 // integer values 
jf @LOADER_10305 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_10305 

:LOADER_7527
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_7527 
if 
  $CAR > 19 // integer values 
jf @LOADER_7572 
$CAR = 0 // integer values 

:LOADER_7572
if 
   not $CAR > 19 // integer values 
jf @LOADER_10298 
$CAR += 1 // integer values 
if 
  $CAR == 1 // integer values 
jf @LOADER_7738 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#FREEWAY)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 4.0 0.0 
$MYCAR = Car.Create(#FREEWAY, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#FREEWAY)

:LOADER_7738
if 
  $CAR == 2 // integer values 
jf @LOADER_7870 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#ZEBRA)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#ZEBRA, 0@, 1@, 2@)
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#ZEBRA)

:LOADER_7870
if 
  $CAR == 3 // integer values 
jf @LOADER_8011 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#FIRETRUK)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#FIRETRUK, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#FIRETRUK)

:LOADER_8011
if 
  $CAR == 4 // integer values 
jf @LOADER_8152 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#AMBULAN)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#AMBULAN, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 6 3 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#AMBULAN)

:LOADER_8152
if 
  $CAR == 5 // integer values 
jf @LOADER_8284 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#LOVEFIST)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#LOVEFIST, 0@, 1@, 2@)
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#LOVEFIST)

:LOADER_8284
if 
  $CAR == 6 // integer values 
jf @LOADER_8425 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#SENTXS)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#SENTXS, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#SENTXS)

:LOADER_8425
if 
  $CAR == 7 // integer values 
jf @LOADER_8564 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#FBICAR)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#FBICAR, 0@, 1@, 2@)
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#FBICAR)

:LOADER_8564
if 
  $CAR == 8 // integer values 
jf @LOADER_8712 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#ENFORCER)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#ENFORCER, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 1 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#ENFORCER)

:LOADER_8712
if 
  $CAR == 9 // integer values 
jf @LOADER_8860 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#RHINO)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#RHINO, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 41 41 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#RHINO)

:LOADER_8860
if 
  $CAR == 10 // integer values 
jf @LOADER_9001 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#HOTRINA)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#HOTRINA, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#HOTRINA)

:LOADER_9001
if 
  $CAR == 11 // integer values 
jf @LOADER_9142 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#HOTRINB)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#HOTRINB, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#HOTRINB)

:LOADER_9142
if 
  $CAR == 12 // integer values 
jf @LOADER_9283 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#HOTRING)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#HOTRING, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#HOTRING)

:LOADER_9283
if 
  $CAR == 13 // integer values 
jf @LOADER_9424 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#BLOODRB)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#BLOODRB, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#BLOODRB)

:LOADER_9424
if 
  $CAR == 14 // integer values 
jf @LOADER_9572 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#BLOODRA)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#BLOODRA, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#BLOODRA)

:LOADER_9572
if 
  $CAR == 15 // integer values 
jf @LOADER_9713 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#VOODOO)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#VOODOO, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#VOODOO)

:LOADER_9713
if 
  $CAR == 16 // integer values 
jf @LOADER_9854 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#SABRETUR)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#SABRETUR, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#SABRETUR)

:LOADER_9854
if 
  $CAR == 17 // integer values 
jf @LOADER_10002 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#BFINJECT)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#BFINJECT, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#BFINJECT)

:LOADER_10002
if 
  $CAR == 18 // integer values 
jf @LOADER_10150 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#SANDKING)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#SANDKING, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#SANDKING)

:LOADER_10150
if 
  $CAR == 19 // integer values 
jf @LOADER_10298 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#FBIRANCH)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#FBIRANCH, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#FBIRANCH)

:LOADER_10298
jump @LOADER_4534 

:LOADER_10305
if 
  $SELECTED_ITEMS_2 == 8 // integer values 
jf @LOADER_11703 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_11703 

:LOADER_10340
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_10340 
if 
  $IX > 9 // integer values 
jf @LOADER_10385 
$IX = 0 // integer values 

:LOADER_10385
if 
   not $IX > 9 // integer values 
jf @LOADER_11696 
$IX += 1 // integer values 
if 
  $IX == 1 // integer values 
jf @LOADER_10551 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#PCJ600)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#PCJ600, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#PCJ600)

:LOADER_10551
if 
  $IX == 2 // integer values 
jf @LOADER_10692 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#SANCHEZ)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#SANCHEZ, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#SANCHEZ)

:LOADER_10692
if 
  $IX == 3 // integer values 
jf @LOADER_10833 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#SEASPAR)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 7.0 0.0 
$MYCAR = Car.Create(#SEASPAR, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#SEASPAR)

:LOADER_10833
if 
  $IX == 4 // integer values 
jf @LOADER_10974 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#MAVERICK)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 7.0 0.0 
$MYCAR = Car.Create(#MAVERICK, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 3 6 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#MAVERICK)

:LOADER_10974
if 
  $IX == 5 // integer values 
jf @LOADER_11122 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#HUNTER)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 8.0 0.0 
$MYCAR = Car.Create(#HUNTER, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
020A: set_car $MYCAR door_status_to 0 
wait 0 
Model.Destroy(#HUNTER)

:LOADER_11122
if 
  $IX == 6 // integer values 
jf @LOADER_11263 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#INFERNUS)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#INFERNUS, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#INFERNUS)

:LOADER_11263
if 
  $IX == 7 // integer values 
jf @LOADER_11404 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#BANSHEE)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#BANSHEE, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#BANSHEE)

:LOADER_11404
if 
  $IX == 8 // integer values 
jf @LOADER_11545 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#CHEETAH)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#CHEETAH, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#CHEETAH)

:LOADER_11545
if 
  $IX == 9 // integer values 
jf @LOADER_11686 
Car.RemoveReferences($MYCAR)
Car.Destroy($MYCAR)
wait 0 
Model.Load(#PHEONIX)
038B: load_requested_models 
038B: load_requested_models 
wait 0 
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.0 
$MYCAR = Car.Create(#PHEONIX, 0@, 1@, 2@)
0229: set_car $MYCAR color_to 0 0 
Car.SetImmunities($MYCAR, 1, 1, 1, 1, 1)
01EC: make_car $MYCAR very_heavy 1 
Car.Health($MYCAR) = 50000
wait 0 
Model.Destroy(#PHEONIX)

:LOADER_11686
03E5: text_box 'CH144' 

:LOADER_11696
jump @LOADER_4534 

:LOADER_11703
if 
  $SELECTED_ITEMS_2 == 9 // integer values 
jf @LOADER_11943 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_11943 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_11764 
03E5: text_box 'TH146' 

:LOADER_11764
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_11780 

:LOADER_11780
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_11936 

:LOADER_11800
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_11861 
$TEST = 0 // integer values 
wait 250 
end_thread_named 'PAS' 
03E5: text_box 'CH145' 
jump @LOADER_11936 

:LOADER_11861
if 
   not $TEST == 1 // integer values 
jf @LOADER_11929 
$TEST = 1 // integer values 
end_thread_named 'X' 
wait 500 
05DE: create_custom_thread 'S\PA.CS'  
03E5: text_box 'CH144' 
jump @LOADER_11936 

:LOADER_11929
jump @LOADER_11800 

:LOADER_11936
jump @LOADER_4534 

:LOADER_11943
if 
  $SELECTED_ITEMS_2 == 10 // integer values 
jf @LOADER_12183 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_12183 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_12004 
03E5: text_box 'TH146' 

:LOADER_12004
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_12020 

:LOADER_12020
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_12176 

:LOADER_12040
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_12101 
$TEST = 0 // integer values 
wait 250 
end_thread_named 'WIN' 
03E5: text_box 'CH145' 
jump @LOADER_12176 

:LOADER_12101
if 
   not $TEST == 1 // integer values 
jf @LOADER_12169 
$TEST = 1 // integer values 
end_thread_named 'X' 
wait 500 
05DE: create_custom_thread 'S\UX.CS'  
03E5: text_box 'CH144' 
jump @LOADER_12176 

:LOADER_12169
jump @LOADER_12040 

:LOADER_12176
jump @LOADER_4534 

:LOADER_12183
jf @LOADER_4534 
jump @LOADER_4534 
jump @LOADER_93 

:LOADER_12204
if 
  $SELECTED_ITEMS == 3 // integer values 
jf @LOADER_16081 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_16081 
$SELECTED_ITEMS_3 = 1 // integer values 
$BOX_SELECT_3 = 80.0 // floating-point values 
wait 250 

:LOADER_12261
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_12261 
Player.CanMove($PLAYER_CHAR) = False
$SELECTED_ITEMS_3 = 1 // integer values 
$BOX_SELECT_3 = 80.0 // floating-point values 

:LOADER_12305
03F0: enable_text_draw 0 
wait 0 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 'BRON28' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 'BRON1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 'BRON2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 'BRON3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 'BRON4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 'BRON5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 'BRON6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 134.0 'BRON7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 143.0 'BRON8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 152.0 'BRON9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 161.0 'BRON10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 170.0 'BRON11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 179.0 'BRON12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 188.0 'BRON13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 197.0 'BRON14' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 206.0 'BRON15' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 215.0 'BRON16' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 224.0 'BRON17' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 233.0 'BRON18' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 242.0 'BRON19' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 251.0 'BRON20' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 260.0 'BRON21' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 269.0 'BRON22' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT_3 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_14077 
if and
   not $BOX_SELECT_3 >= 269.0 // floating-point values 
   not $SELECTED_ITEMS_3 >= 22 // integer values 
jf @LOADER_14077 
wait 2 
$BOX_SELECT_3 += 9.0 // floating-point values 
$SELECTED_ITEMS_3 += 1 // integer values 
0513: 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_14077
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_14198 
if 
  $SELECTED_ITEMS_3 > 1 // integer values 
jf @LOADER_14198 
wait 4 
$SELECTED_ITEMS_3 -= 1 // integer values 
if 
  $BOX_SELECT_3 > 80.0 // floating-point values 
jf @LOADER_14198 
$BOX_SELECT_3 -= 9.0 // floating-point values 
0513: 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_14198
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_14250 
wait 250 
$SELECTED_ITEMS_3 = 1 // integer values 
$BOX_SELECT_3 = 80.0 // floating-point values 
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_76 

:LOADER_14250
if 
  $SELECTED_ITEMS_3 == 1 // integer values 
jf @LOADER_14340 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14340 
wait 250 
Model.Load(#COLT45)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14340
if 
  $SELECTED_ITEMS_3 == 2 // integer values 
jf @LOADER_14430 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14430 
wait 250 
Model.Load(#PYTHON)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14430
if 
  $SELECTED_ITEMS_3 == 3 // integer values 
jf @LOADER_14520 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14520 
wait 250 
Model.Load(#SHOTGSPA)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 20 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14520
if 
  $SELECTED_ITEMS_3 == 4 // integer values 
jf @LOADER_14605 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14605 
Model.Load(#BUDDYSHOT)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 21 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14605
if 
  $SELECTED_ITEMS_3 == 5 // integer values 
jf @LOADER_14690 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14690 
Model.Load(#TEC9)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 22 
01B1: give_player $PLAYER_CHAR weapon 22 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14690
if 
  $SELECTED_ITEMS_3 == 6 // integer values 
jf @LOADER_14775 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14775 
Model.Load(#INGRAMSL)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 24 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14775
if 
  $SELECTED_ITEMS_3 == 7 // integer values 
jf @LOADER_14860 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14860 
Model.Load(#MP5LNG)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 25 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14860
if 
  $SELECTED_ITEMS_3 == 8 // integer values 
jf @LOADER_14945 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_14945 
Model.Load(#M4)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 26 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_14945
if 
  $SELECTED_ITEMS_3 == 9 // integer values 
jf @LOADER_15030 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15030 
Model.Load(#RUGER)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 27 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15030
if 
  $SELECTED_ITEMS_3 == 10 // integer values 
jf @LOADER_15115 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15115 
Model.Load(#ROCKETLA)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 30 
01B1: give_player $PLAYER_CHAR weapon 30 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15115
if 
  $SELECTED_ITEMS_3 == 11 // integer values 
jf @LOADER_15200 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15200 
Model.Load(#FLAME)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 31 
01B1: give_player $PLAYER_CHAR weapon 31 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15200
if 
  $SELECTED_ITEMS_3 == 12 // integer values 
jf @LOADER_15285 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15285 
Model.Load(#M60)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 32 
01B1: give_player $PLAYER_CHAR weapon 32 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15285
if 
  $SELECTED_ITEMS_3 == 13 // integer values 
jf @LOADER_15370 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15370 
Model.Load(#MINIGUN)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 33 
01B1: give_player $PLAYER_CHAR weapon 33 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15370
if 
  $SELECTED_ITEMS_3 == 14 // integer values 
jf @LOADER_15455 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15455 
Model.Load(#LASER)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 29 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15455
if 
  $SELECTED_ITEMS_3 == 15 // integer values 
jf @LOADER_15540 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15540 
Model.Load(#SNIPER)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 28 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15540
if 
  $SELECTED_ITEMS_3 == 16 // integer values 
jf @LOADER_15622 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15622 
Model.Load(#CAMERA)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 36 
01B1: give_player $PLAYER_CHAR weapon 36 ammo 40 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15622
if 
  $SELECTED_ITEMS_3 == 17 // integer values 
jf @LOADER_15707 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15707 
Model.Load(#MOLOTOV)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 15 
01B1: give_player $PLAYER_CHAR weapon 15 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15707
if 
  $SELECTED_ITEMS_3 == 18 // integer values 
jf @LOADER_15792 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15792 
Model.Load(#TEARGAS)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 14 
01B1: give_player $PLAYER_CHAR weapon 14 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15792
if 
  $SELECTED_ITEMS_3 == 19 // integer values 
jf @LOADER_15877 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15877 
Model.Load(#GRENADE)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 12 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15877
if 
  $SELECTED_ITEMS_3 == 20 // integer values 
jf @LOADER_15962 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_15962 
Model.Load(#UZI)
038B: load_requested_models 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B8: set_player $PLAYER_CHAR armed_weapon_to 23 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 1E15 // Load the weapon model before using this 
03E5: text_box 'CH144' 
jump @LOADER_12305 

:LOADER_15962
if 
  $SELECTED_ITEMS_3 == 21 // integer values 
jf @LOADER_16011 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_16011 
0331: set_player $PLAYER_CHAR fast_reload 1 
jump @LOADER_12305 

:LOADER_16011
if 
  $SELECTED_ITEMS_3 == 22 // integer values 
jf @LOADER_16060 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_16060 
0331: set_player $PLAYER_CHAR fast_reload 0 
jump @LOADER_12305 

:LOADER_16060
jf @LOADER_12305 
jump @LOADER_12305 
jump @LOADER_93 

:LOADER_16081
if 
  $SELECTED_ITEMS == 4 // integer values 
jf @LOADER_18957 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18957 
$SELECTED_ITEMS_4 = 1 // integer values 
$BOX_SELECT_4 = 80.0 // floating-point values 
wait 250 

:LOADER_16138
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_16138 
Player.CanMove($PLAYER_CHAR) = False

:LOADER_16165
03F0: enable_text_draw 0 
wait 0 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 'TEL28' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 'TEL1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 'TEL2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 'TEL3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 'TEL4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 'TEL5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 'TEL6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 134.0 'TEL7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 143.0 'TEL8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 152.0 'TEL9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 161.0 'TEL10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 170.0 'TEL11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 179.0 'TEL12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT_4 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_17247 
if and
   not $BOX_SELECT_4 >= 179.0 // floating-point values 
   not $SELECTED_ITEMS_4 >= 12 // integer values 
jf @LOADER_17247 
wait 2 
$BOX_SELECT_4 += 9.0 // floating-point values 
$SELECTED_ITEMS_4 += 1 // integer values 
0513: 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_17247
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_17368 
if 
  $SELECTED_ITEMS_4 > 1 // integer values 
jf @LOADER_17368 
wait 4 
$SELECTED_ITEMS_4 -= 1 // integer values 
if 
  $BOX_SELECT_4 > 80.0 // floating-point values 
jf @LOADER_17368 
$BOX_SELECT_4 -= 9.0 // floating-point values 
0513: 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_17368
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_17420 
wait 250 
$SELECTED_ITEMS_4 = 1 // integer values 
$BOX_SELECT_4 = 80.0 // floating-point values 
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_76 

:LOADER_17420
if 
  $SELECTED_ITEMS_4 == 1 // integer values 
jf @LOADER_17551 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_17551 
wait 250 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at 236.8172 -1288.716 range 11.0712 12.1856 
0055: put_player $PLAYER_CHAR at 236.8172 -1288.716 11.0712 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_17551
if 
  $SELECTED_ITEMS_4 == 2 // integer values 
jf @LOADER_17677 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_17677 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at 99.4379 -1476.304 range 10.4318 12.1856 
0055: put_player $PLAYER_CHAR at 99.4379 -1476.304 10.4318 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_17677
if 
  $SELECTED_ITEMS_4 == 3 // integer values 
jf @LOADER_17798 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_17798 
wait 250 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at 496.0751 -84.8324 range 10.0303 12.1856 
0055: put_player $PLAYER_CHAR at 496.0751 -84.8324 10.0303 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
jump @LOADER_16165 

:LOADER_17798
if 
  $SELECTED_ITEMS_4 == 4 // integer values 
jf @LOADER_17924 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_17924 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at 102.8857 246.4552 range 21.8013 12.1856 
0055: put_player $PLAYER_CHAR at 102.8857 246.4552 21.8013 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_17924
if 
  $SELECTED_ITEMS_4 == 5 // integer values 
jf @LOADER_18050 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18050 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at 409.7102 -472.9901 range 10.1055 12.1856 
0055: put_player $PLAYER_CHAR at 409.7102 -472.9901 10.1055 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_18050
if 
  $SELECTED_ITEMS_4 == 6 // integer values 
jf @LOADER_18176 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18176 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at 485.9786 1124.621 range 16.3511 12.1856 
0055: put_player $PLAYER_CHAR at 485.9786 1124.621 16.3511 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_18176
if 
  $SELECTED_ITEMS_4 == 7 // integer values 
jf @LOADER_18292 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18292 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at -378.3614 -540.8933 range 17.2831 12.1856 
0055: put_player $PLAYER_CHAR at -378.3614 -540.8933 17.2831 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
jump @LOADER_16165 

:LOADER_18292
if 
  $SELECTED_ITEMS_4 == 8 // integer values 
jf @LOADER_18418 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18418 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at -1455.816 -831.861 range 14.8717 12.1856 
0055: put_player $PLAYER_CHAR at -1455.816 -831.861 14.8717 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_18418
if 
  $SELECTED_ITEMS_4 == 9 // integer values 
jf @LOADER_18544 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18544 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at -696.295 -1487.588 range 11.2454 12.1856 
0055: put_player $PLAYER_CHAR at -696.295 -1487.588 11.2454 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_18544
if 
  $SELECTED_ITEMS_4 == 10 // integer values 
jf @LOADER_18670 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18670 
wait 1500 
fade 1 1000 
04FA: reset_sky_colors_with_fade 0 
select_interior 0 
0395: clear_area 1 at -1058.009 1379.029 range 12.5786 12.1856 
0055: put_player $PLAYER_CHAR at -1058.009 1379.029 12.5786 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_16165 

:LOADER_18670
if 
  $SELECTED_ITEMS_4 == 11 // integer values 
jf @LOADER_18787 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18787 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @LOADER_18721 

:LOADER_18721
if 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @LOADER_18780 
04C4: create_coordinate $896X $897X $898X from_actor $PLAYER_ACTOR offset 0.0 5.0 -1.0 
0055: put_player $PLAYER_CHAR at $896X $897X $898X 

:LOADER_18780
jump @LOADER_16165 

:LOADER_18787
if 
  $SELECTED_ITEMS_4 == 12 // integer values 
jf @LOADER_18936 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_18936 
wait 10 
0208: $RANDOM_X = random_float -2800.0 2800.0 
0208: $RANDOM_Y = random_float -2700.0 2700.0 
$RANDOM_Z = 0.0 // floating-point values 
02C0: set $RANO1 $RANO2 $RANO3 to_ped_path_coords_closest_to $RANDOM_X $RANDOM_Y $RANDOM_Z 
select_interior 0 
04FA: reset_sky_colors_with_fade 0 
057E: make_radar_grey 0 
04E4: unknown_refresh_game_renderer_at $RANO1 $RANO2 
0055: put_player $PLAYER_CHAR at $RANO1 $RANO2 $RANO3 
wait 500 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @LOADER_16165 

:LOADER_18936
jf @LOADER_16165 
jump @LOADER_16165 
jump @LOADER_93 

:LOADER_18957
if 
  $SELECTED_ITEMS == 5 // integer values 
jf @LOADER_21445 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21445 
$SELECTED_ITEMS_5 = 1 // integer values 
$BOX_SELECT_5 = 80.0 // floating-point values 
$WAT = 1 // integer values 
$700X0 = 1.0 // floating-point values 
wait 250 

:LOADER_19031
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_19031 
Player.CanMove($PLAYER_CHAR) = False
$SELECTED_ITEMS_5 = 1 // integer values 
$BOX_SELECT_5 = 80.0 // floating-point values 

:LOADER_19075
03F0: enable_text_draw 0 
wait 0 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 'GAM28' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 'GAM1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 'GAM2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 'GAM3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 'GAM4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 'GAM5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 'GAM6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 134.0 'GAM7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 143.0 'GAM8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 152.0 'GAM9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT_5 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_19948 
if and
   not $BOX_SELECT_5 >= 152.0 // floating-point values 
   not $SELECTED_ITEMS_5 >= 9 // integer values 
jf @LOADER_19948 
wait 2 
$BOX_SELECT_5 += 9.0 // floating-point values 
$SELECTED_ITEMS_5 += 1 // integer values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_19948
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_20067 
if 
  $SELECTED_ITEMS_5 > 1 // integer values 
jf @LOADER_20067 
wait 4 
$SELECTED_ITEMS_5 -= 1 // integer values 
if 
  $BOX_SELECT_5 > 80.0 // floating-point values 
jf @LOADER_20067 
$BOX_SELECT_5 -= 9.0 // floating-point values 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_20067
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_20119 
wait 250 
$SELECTED_ITEMS_5 = 1 // integer values 
$BOX_SELECT_5 = 80.0 // floating-point values 
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_76 

:LOADER_20119
if 
  $SELECTED_ITEMS_5 == 1 // integer values 
jf @LOADER_20151 
00BC: text_highpriority 'FXG' 50 ms 1 

:LOADER_20151
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  $SELECTED_ITEMS_5 == 1 // integer values 
  6@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_20254 
01E3: text_1number_styled 'WAT' number $WAT time 60 style 4 
01B5: force_weather 1 
set_weather $WAT 
if 
   not $WAT >= 6 // integer values 
jf @LOADER_20249 
$WAT += 1 // integer values 

:LOADER_20249
wait 150 

:LOADER_20254
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  $SELECTED_ITEMS_5 == 1 // integer values 
  0 > 6@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_20359 
01E3: text_1number_styled 'WAT' number $WAT time 60 style 4 
01B5: force_weather 1 
set_weather $WAT 
if 
  $WAT > 1 // integer values 
jf @LOADER_20352 
$WAT -= 1 // integer values 

:LOADER_20352
jump @LOADER_19075 

:LOADER_20359
if 
  $SELECTED_ITEMS_5 == 2 // integer values 
jf @LOADER_20391 
00BC: text_highpriority 'FXG' 50 ms 1 

:LOADER_20391
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  $SELECTED_ITEMS_5 == 2 // integer values 
  6@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_20510 
00BF: $TIME_HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
   not $TIME_HOURS >= 24 // integer values 
jf @LOADER_20499 
$TIME_HOURS += 1 // integer values 
00C0: set_current_time $TIME_HOURS $MINUTES 
036D: text_2numbers_styled 'TIM' numbers $TIME_HOURS $MINUTES time 50 style 4 

:LOADER_20499
wait 15 
jump @LOADER_19075 

:LOADER_20510
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  $SELECTED_ITEMS_5 == 2 // integer values 
  0 > 6@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_20625 
00BF: $TIME_HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
  $TIME_HOURS > 1 // integer values 
jf @LOADER_20618 
$TIME_HOURS -= 1 // integer values 
00C0: set_current_time $TIME_HOURS $MINUTES 
036D: text_2numbers_styled 'TIM' numbers $TIME_HOURS $MINUTES time 50 style 4 

:LOADER_20618
jump @LOADER_19075 

:LOADER_20625
if 
  $SELECTED_ITEMS_5 == 3 // integer values 
jf @LOADER_20661 
wait 1 
00BC: text_highpriority 'FXG' 50 ms 1 

:LOADER_20661
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_5 == 3 // integer values 
  $X > 0 // integer values 
jf @LOADER_20763 
if 
   not $700X0 >= 6.0 // floating-point values 
jf @LOADER_20763 
$700X0 += 0.5 // floating-point values 
01E3: text_1number_styled 'GASP1' number $70X0X0 time 60 style 4 
015D: set_gamespeed $700X0 
0090: $70X0X0 = float_to_integer $700X0 // never used in VC or GTA 3 

:LOADER_20763
0494: get_joystick 0 data_to $X $Y $SX $SY 
if and
  $SELECTED_ITEMS_5 == 3 // integer values 
  0 > $X // integer values 
jf @LOADER_20869 
if 
  $700X0 > 0.5 // floating-point values 
jf @LOADER_20869 
$700X0 -= 0.5 // floating-point values 
01E3: text_1number_styled 'GASP1' number $70X0X0 time 60 style 4 
015D: set_gamespeed $700X0 
0090: $70X0X0K = float_to_integer $700X0 // never used in VC or GTA 3 
wait 1 

:LOADER_20869
if 
  $SELECTED_ITEMS_5 == 4 // integer values 
jf @LOADER_21019 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21019 
0209: $G1 = random_int_in_ranges 17 33 
0209: $G2 = random_int_in_ranges 17 33 
0237: set_gang 0 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 1 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 2 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 3 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 4 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 5 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 6 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 7 primary_weapon_to $G1 secondary_weapon_to $G2 
0237: set_gang 8 primary_weapon_to $G1 secondary_weapon_to $G2 
jump @LOADER_19075 

:LOADER_21019
if 
  $SELECTED_ITEMS_5 == 5 // integer values 
jf @LOADER_21085 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21085 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03E5: text_box 'CH144' 
jump @LOADER_19075 

:LOADER_21085
if 
  $SELECTED_ITEMS_5 == 6 // integer values 
jf @LOADER_21151 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21151 
01EB: set_traffic_density_multiplier_to 5.0 
03DE: set_pedestrians_density_multiplier_to 5.0 
03E5: text_box 'CH145' 
jump @LOADER_19075 

:LOADER_21151
if 
  $SELECTED_ITEMS_5 == 7 // integer values 
jf @LOADER_21207 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21207 
0396: pause_timer 1 
03E5: text_box 'CH144' 
jump @LOADER_19075 

:LOADER_21207
if 
  $SELECTED_ITEMS_5 == 8 // integer values 
jf @LOADER_21263 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21263 
0396: pause_timer 0 
03E5: text_box 'CH145' 
jump @LOADER_19075 

:LOADER_21263
if 
  $SELECTED_ITEMS_5 == 9 // integer values 
jf @LOADER_21424 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_21424 

:LOADER_21298
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_21298 
0180: set_on_mission_flag_to $ONMISSION 
if 
  $ONMISSION == 1 // integer values 
jf @LOADER_21351 
03E5: text_box 'EM' 

:LOADER_21351
if 
  $ONMISSION == 0 // integer values 
jf @LOADER_21369 

:LOADER_21369
if 
  $ONMISSION == 0 // integer values 
jf @LOADER_21417 
03D8: show_save_screen 
wait 0 

:LOADER_21393
if 
83D9:   not save_done 
jf @LOADER_21417 
wait 0 
jump @LOADER_21393 

:LOADER_21417
jump @LOADER_19075 

:LOADER_21424
jf @LOADER_19075 
jump @LOADER_19075 
jump @LOADER_93 

:LOADER_21445
if 
  $SELECTED_ITEMS == 6 // integer values 
jf @LOADER_33490 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_33490 
$SELECTED_ITEMS_6 = 1 // integer values 
$BOX_SELECT_6 = 80.0 // floating-point values 
wait 250 

:LOADER_21502
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_21502 
Player.CanMove($PLAYER_CHAR) = False
$SELECTED_ITEMS_6 = 1 // integer values 
$BOX_SELECT_6 = 80.0 // floating-point values 

:LOADER_21546
03F0: enable_text_draw 0 
wait 0 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 68.0 'GUR28' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 80.0 'GUR1' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 89.0 'GUR2' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 98.0 'GUR3' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 107.0 'GUR4' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 116.0 'GUR5' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 125.0 'GUR6' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 134.0 'GUR7' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 143.0 'GUR8' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 152.0 'GUR9' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 161.0 'GUR10' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 170.0 'GUR11' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 179.0 'GUR12' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 23.0 188.0 'GUR13' 
0341: set_text_draw_align_justify 1 
0342: set_text_draw_centered 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_color 255 255 255 255 
033F: set_text_draw_letter_width_height 0.3 0.8 
033E: text_draw 15.0 $BOX_SELECT_6 'SET' 
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  7@ > 0 // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_22697 
if and
   not $BOX_SELECT_6 >= 188.0 // floating-point values 
   not $SELECTED_ITEMS_6 >= 13 // integer values 
jf @LOADER_22697 
wait 2 
$BOX_SELECT_6 += 9.0 // floating-point values 
$SELECTED_ITEMS_6 += 1 // integer values 
0513: 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_22697
0494: get_joystick 0 data_to 6@ 7@ 8@ 9@ 
if and
  0 > 7@ // integer values 
80E1:   not player 0 pressed_button 16 
jf @LOADER_22818 
if 
  $SELECTED_ITEMS_6 > 1 // integer values 
jf @LOADER_22818 
wait 4 
$SELECTED_ITEMS_6 -= 1 // integer values 
if 
  $BOX_SELECT_6 > 80.0 // floating-point values 
jf @LOADER_22818 
$BOX_SELECT_6 -= 9.0 // floating-point values 
0513: 
018C: play_sound 16 at 0.0 0.0 0.0 

:LOADER_22818
if 
00E1:   player 0 pressed_button 15 
jf @LOADER_22870 
wait 250 
$SELECTED_ITEMS_6 = 1 // integer values 
$BOX_SELECT_6 = 80.0 // floating-point values 
03F0: enable_text_draw 0 
03E6: remove_text_box 
jump @LOADER_76 

:LOADER_22870
if 
  $SELECTED_ITEMS_6 == 1 // integer values 
jf @LOADER_24594 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_24594 
Model.Load(#COP)
Model.Load(#SWAT)
Model.Load(#FBI)
Model.Load(#ARMY)
Model.Load(#VICE1)
Model.Load(#VICE2)
Model.Load(#VICE3)
Model.Load(#VICE4)
Model.Load(#VICE5)
Model.Load(#VICE6)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#MP5LNG)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_23002 

:LOADER_23002
wait 6 
if and
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#MP5LNG)
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_23002 
if and
   Model.Available(#COP)
   Model.Available(#SWAT)
   Model.Available(#FBI)
   Model.Available(#ARMY)
   Model.Available(#VICE1)
   Model.Available(#VICE2)
jf @LOADER_23002 
if and
   Model.Available(#VICE3)
   Model.Available(#VICE4)
   Model.Available(#VICE5)
   Model.Available(#VICE6)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_23002 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_23163 
$XXGUN = 17 // integer values 

:LOADER_23163
if 
  $XXXX == 2 // integer values 
jf @LOADER_23188 
$XXGUN = 22 // integer values 

:LOADER_23188
if 
  $XXXX == 3 // integer values 
jf @LOADER_23213 
$XXGUN = 23 // integer values 

:LOADER_23213
if 
  $XXXX == 4 // integer values 
jf @LOADER_23238 
$XXGUN = 24 // integer values 

:LOADER_23238
if 
  $XXXX == 5 // integer values 
jf @LOADER_23263 
$XXGUN = 25 // integer values 

:LOADER_23263
if 
  $XXXX == 6 // integer values 
jf @LOADER_23288 
$XXGUN = 27 // integer values 

:LOADER_23288
if 
  $XXXX == 7 // integer values 
jf @LOADER_23313 
$XXGUN = 32 // integer values 

:LOADER_23313
if 
  $XXXX == 8 // integer values 
jf @LOADER_23338 
$XXGUN = 26 // integer values 

:LOADER_23338
0209: $COPS = random_int_in_ranges 1 9 
if 
  $COPS == 1 // integer values 
jf @LOADER_23471 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$COP = Actor.Create(Gang6, #COP, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($COP)
01B2: give_actor $COP weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $COP running 1 
Actor.Health($COP) = 9000
02A9: set_actor $COP immune_to_nonplayer 1 
01DF: tie_actor $COP to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_23471
if 
  $COPS == 2 // integer values 
jf @LOADER_23595 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$SWAT = Actor.Create(Gang6, #SWAT, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($SWAT)
01B2: give_actor $SWAT weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $SWAT running 1 
Actor.Health($SWAT) = 9000
02A9: set_actor $SWAT immune_to_nonplayer 1 
01DF: tie_actor $SWAT to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_23595
if 
  $COPS == 3 // integer values 
jf @LOADER_23719 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$FBI = Actor.Create(Gang6, #FBI, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($FBI)
01B2: give_actor $FBI weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $FBI running 1 
Actor.Health($FBI) = 9000
02A9: set_actor $FBI immune_to_nonplayer 1 
01DF: tie_actor $FBI to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_23719
if 
  $COPS == 3 // integer values 
jf @LOADER_23843 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$ARMY = Actor.Create(Gang6, #ARMY, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($ARMY)
01B2: give_actor $ARMY weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $ARMY running 1 
Actor.Health($ARMY) = 9000
02A9: set_actor $ARMY immune_to_nonplayer 1 
01DF: tie_actor $ARMY to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_23843
if 
  $COPS == 4 // integer values 
jf @LOADER_23967 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$VICE1 = Actor.Create(Gang6, #VICE1, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($VICE1)
01B2: give_actor $VICE1 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $VICE1 running 1 
Actor.Health($VICE1) = 9000
02A9: set_actor $VICE1 immune_to_nonplayer 1 
01DF: tie_actor $VICE1 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_23967
if 
  $COPS == 5 // integer values 
jf @LOADER_24091 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$VICE2 = Actor.Create(Gang6, #VICE2, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($VICE2)
01B2: give_actor $VICE2 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $VICE2 running 1 
Actor.Health($VICE2) = 9000
02A9: set_actor $VICE2 immune_to_nonplayer 1 
01DF: tie_actor $VICE2 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_24091
if 
  $COPS == 6 // integer values 
jf @LOADER_24215 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$VICE3 = Actor.Create(Gang6, #VICE3, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($VICE3)
01B2: give_actor $VICE3 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $VICE3 running 1 
Actor.Health($VICE3) = 9000
02A9: set_actor $VICE3 immune_to_nonplayer 1 
01DF: tie_actor $VICE3 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_24215
if 
  $COPS == 7 // integer values 
jf @LOADER_24339 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$VICE4 = Actor.Create(Gang6, #VICE4, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($VICE4)
01B2: give_actor $VICE4 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $VICE4 running 1 
Actor.Health($VICE4) = 9000
02A9: set_actor $VICE4 immune_to_nonplayer 1 
01DF: tie_actor $VICE4 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_24339
if 
  $COPS == 8 // integer values 
jf @LOADER_24463 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$VICE5 = Actor.Create(Gang6, #VICE5, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($VICE5)
01B2: give_actor $VICE5 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $VICE5 running 1 
Actor.Health($VICE5) = 9000
02A9: set_actor $VICE5 immune_to_nonplayer 1 
01DF: tie_actor $VICE5 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_24463
if 
  $COPS == 9 // integer values 
jf @LOADER_24587 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$VICE6 = Actor.Create(Gang6, #VICE6, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($VICE6)
01B2: give_actor $VICE6 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $VICE6 running 1 
Actor.Health($VICE6) = 9000
02A9: set_actor $VICE6 immune_to_nonplayer 1 
01DF: tie_actor $VICE6 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_24587
jump @LOADER_21546 

:LOADER_24594
if 
  $SELECTED_ITEMS_6 == 2 // integer values 
jf @LOADER_26191 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_26191 
Model.Load(#HFYMD)
Model.Load(#HFYPR)
Model.Load(#BFYRI)
Model.Load(#BFYPR)
Model.Load(#WFYST)
Model.Load(#WFYBE)
Model.Load(#WFYPR)
Model.Load(#WFYG1)
Model.Load(#WFYG2)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#MP5LNG)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_24722 

:LOADER_24722
wait 6 
if and
   Model.Available(#HFYMD)
   Model.Available(#HFYPR)
   Model.Available(#BFYRI)
   Model.Available(#BFYPR)
   Model.Available(#WFYST)
jf @LOADER_24722 
if and
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#MP5LNG)
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_24722 
if and
   Model.Available(#M60)
   Model.Available(#M4)
   Model.Available(#WFYBE)
   Model.Available(#WFYPR)
   Model.Available(#WFYG1)
   Model.Available(#WFYG2)
   Model.Available(#MP5LNG)
jf @LOADER_24722 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_24884 
$XXGUN = 17 // integer values 

:LOADER_24884
if 
  $XXXX == 2 // integer values 
jf @LOADER_24909 
$XXGUN = 22 // integer values 

:LOADER_24909
if 
  $XXXX == 3 // integer values 
jf @LOADER_24934 
$XXGUN = 23 // integer values 

:LOADER_24934
if 
  $XXXX == 4 // integer values 
jf @LOADER_24959 
$XXGUN = 24 // integer values 

:LOADER_24959
if 
  $XXXX == 5 // integer values 
jf @LOADER_24984 
$XXGUN = 25 // integer values 

:LOADER_24984
if 
  $XXXX == 6 // integer values 
jf @LOADER_25009 
$XXGUN = 27 // integer values 

:LOADER_25009
if 
  $XXXX == 7 // integer values 
jf @LOADER_25034 
$XXGUN = 32 // integer values 

:LOADER_25034
if 
  $XXXX == 8 // integer values 
jf @LOADER_25059 
$XXGUN = 26 // integer values 

:LOADER_25059
0209: $GIRL = random_int_in_ranges 1 8 
if 
  $GIRL == 1 // integer values 
jf @LOADER_25192 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$HFYMD = Actor.Create(Gang6, #HFYMD, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($HFYMD)
01B2: give_actor $HFYMD weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $HFYMD running 1 
Actor.Health($HFYMD) = 9000
02A9: set_actor $HFYMD immune_to_nonplayer 1 
01DF: tie_actor $HFYMD to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25192
if 
  $GIRL == 2 // integer values 
jf @LOADER_25316 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$HFYPR = Actor.Create(Gang6, #HFYPR, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($HFYPR)
01B2: give_actor $HFYPR weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $HFYPR running 1 
Actor.Health($HFYPR) = 9000
02A9: set_actor $HFYPR immune_to_nonplayer 1 
01DF: tie_actor $HFYPR to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25316
if 
  $GIRL == 3 // integer values 
jf @LOADER_25440 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BFYRI = Actor.Create(Gang6, #BFYRI, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BFYRI)
01B2: give_actor $BFYRI weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BFYRI running 1 
Actor.Health($BFYRI) = 9000
02A9: set_actor $BFYRI immune_to_nonplayer 1 
01DF: tie_actor $BFYRI to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25440
if 
  $GIRL == 3 // integer values 
jf @LOADER_25564 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BFYPR = Actor.Create(Gang6, #BFYPR, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BFYPR)
01B2: give_actor $BFYPR weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BFYPR running 1 
Actor.Health($BFYPR) = 9000
02A9: set_actor $BFYPR immune_to_nonplayer 1 
01DF: tie_actor $BFYPR to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25564
if 
  $GIRL == 4 // integer values 
jf @LOADER_25688 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$WFYST = Actor.Create(Gang6, #WFYST, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($WFYST)
01B2: give_actor $WFYST weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $WFYST running 1 
Actor.Health($WFYST) = 9000
02A9: set_actor $WFYST immune_to_nonplayer 1 
01DF: tie_actor $WFYST to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25688
if 
  $GIRL == 5 // integer values 
jf @LOADER_25812 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$WFYBE = Actor.Create(Gang6, #WFYBE, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($WFYBE)
01B2: give_actor $WFYBE weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $WFYBE running 1 
Actor.Health($WFYBE) = 9000
02A9: set_actor $WFYBE immune_to_nonplayer 1 
01DF: tie_actor $WFYBE to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25812
if 
  $GIRL == 6 // integer values 
jf @LOADER_25936 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$WFYPR = Actor.Create(Gang6, #WFYPR, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($WFYPR)
01B2: give_actor $WFYPR weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $WFYPR running 1 
Actor.Health($WFYPR) = 9000
02A9: set_actor $WFYPR immune_to_nonplayer 1 
01DF: tie_actor $WFYPR to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_25936
if 
  $GIRL == 7 // integer values 
jf @LOADER_26060 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$WFYG1 = Actor.Create(Gang6, #WFYG1, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($WFYG1)
01B2: give_actor $WFYG1 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $WFYG1 running 1 
Actor.Health($WFYG1) = 9000
02A9: set_actor $WFYG1 immune_to_nonplayer 1 
01DF: tie_actor $WFYG1 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_26060
if 
  $GIRL == 8 // integer values 
jf @LOADER_26184 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$WFYG2 = Actor.Create(Gang6, #WFYG2, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($WFYG2)
01B2: give_actor $WFYG2 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $WFYG2 running 1 
Actor.Health($WFYG2) = 9000
02A9: set_actor $WFYG2 immune_to_nonplayer 1 
01DF: tie_actor $WFYG2 to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_26184
jump @LOADER_21546 

:LOADER_26191
if 
  $SELECTED_ITEMS_6 == 3 // integer values 
jf @LOADER_26856 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_26856 
Model.Load(#BKA)
Model.Load(#BKB)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#MP5LNG)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_26291 

:LOADER_26291
wait 6 
if and
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#MP5LNG)
jf @LOADER_26291 
if and
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
   Model.Available(#BKA)
   Model.Available(#BKB)
jf @LOADER_26291 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_26399 
$XXGUN = 17 // integer values 

:LOADER_26399
if 
  $XXXX == 2 // integer values 
jf @LOADER_26424 
$XXGUN = 22 // integer values 

:LOADER_26424
if 
  $XXXX == 3 // integer values 
jf @LOADER_26449 
$XXGUN = 23 // integer values 

:LOADER_26449
if 
  $XXXX == 4 // integer values 
jf @LOADER_26474 
$XXGUN = 24 // integer values 

:LOADER_26474
if 
  $XXXX == 5 // integer values 
jf @LOADER_26499 
$XXGUN = 25 // integer values 

:LOADER_26499
if 
  $XXXX == 6 // integer values 
jf @LOADER_26524 
$XXGUN = 27 // integer values 

:LOADER_26524
if 
  $XXXX == 7 // integer values 
jf @LOADER_26549 
$XXGUN = 32 // integer values 

:LOADER_26549
if 
  $XXXX == 8 // integer values 
jf @LOADER_26574 
$XXGUN = 26 // integer values 

:LOADER_26574
0209: $BIKERS = random_int_in_ranges 1 3 
if 
  $BIKERS == 1 // integer values 
jf @LOADER_26707 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BKA = Actor.Create(Gang6, #BKA, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BKA)
01B2: give_actor $BKA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BKA running 1 
Actor.Health($BKA) = 9000
02A9: set_actor $BKA immune_to_nonplayer 1 
01DF: tie_actor $BKA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_26707
if 
  $BIKERS == 2 // integer values 
jf @LOADER_26831 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BKB = Actor.Create(Gang6, #BKB, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BKB)
01B2: give_actor $BKB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BKB running 1 
Actor.Health($BKB) = 9000
02A9: set_actor $BKB immune_to_nonplayer 1 
01DF: tie_actor $BKB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_26831
if 
  $BIKERS == 3 // integer values 
jf @LOADER_26849 

:LOADER_26849
jump @LOADER_21546 

:LOADER_26856
if 
  $SELECTED_ITEMS_6 == 4 // integer values 
jf @LOADER_27531 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_27531 
Model.Load(#PGA)
Model.Load(#PGB)
Model.Load(#MP5LNG)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_26956 

:LOADER_26956
wait 6 
if and
   Model.Available(#PGA)
   Model.Available(#PGB)
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
jf @LOADER_26956 
if and
   Model.Available(#INGRAMSL)
   Model.Available(#MP5LNG)
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_26956 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_27064 
$XXGUN = 17 // integer values 

:LOADER_27064
if 
  $XXXX == 2 // integer values 
jf @LOADER_27089 
$XXGUN = 22 // integer values 

:LOADER_27089
if 
  $XXXX == 3 // integer values 
jf @LOADER_27114 
$XXGUN = 23 // integer values 

:LOADER_27114
if 
  $XXXX == 4 // integer values 
jf @LOADER_27139 
$XXGUN = 24 // integer values 

:LOADER_27139
if 
  $XXXX == 5 // integer values 
jf @LOADER_27164 
$XXGUN = 25 // integer values 

:LOADER_27164
if 
  $XXXX == 6 // integer values 
jf @LOADER_27189 
$XXGUN = 27 // integer values 

:LOADER_27189
if 
  $XXXX == 7 // integer values 
jf @LOADER_27214 
$XXGUN = 32 // integer values 

:LOADER_27214
if 
  $XXXX == 8 // integer values 
jf @LOADER_27239 
$XXGUN = 26 // integer values 

:LOADER_27239
0209: $VERCETTI = random_int_in_ranges 1 3 
if 
  $VERCETTI == 1 // integer values 
jf @LOADER_27372 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$PGA = Actor.Create(Gang6, #PGA, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($PGA)
01B2: give_actor $PGA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $PGA running 1 
Actor.Health($PGA) = 9000
02A9: set_actor $PGA immune_to_nonplayer 1 
01DF: tie_actor $PGA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_27372
if 
  $VERCETTI == 2 // integer values 
jf @LOADER_27496 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$PGB = Actor.Create(Gang6, #PGB, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($PGB)
01B2: give_actor $PGB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $PGB running 1 
Actor.Health($PGB) = 9000
02A9: set_actor $PGB immune_to_nonplayer 1 
01DF: tie_actor $PGB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_27496
if 
  $VERCETTI == 3 // integer values 
jf @LOADER_27514 

:LOADER_27514
03E5: text_box 'CH144' 
jump @LOADER_21546 

:LOADER_27531
if 
  $SELECTED_ITEMS_6 == 5 // integer values 
jf @LOADER_28206 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_28206 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
Model.Load(#MP5LNG)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_27631 

:LOADER_27631
wait 6 
if and
   Model.Available(#HNA)
   Model.Available(#HNB)
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#MP5LNG)
jf @LOADER_27631 
if and
   Model.Available(#INGRAMSL)
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_27631 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_27739 
$XXGUN = 17 // integer values 

:LOADER_27739
if 
  $XXXX == 2 // integer values 
jf @LOADER_27764 
$XXGUN = 22 // integer values 

:LOADER_27764
if 
  $XXXX == 3 // integer values 
jf @LOADER_27789 
$XXGUN = 23 // integer values 

:LOADER_27789
if 
  $XXXX == 4 // integer values 
jf @LOADER_27814 
$XXGUN = 24 // integer values 

:LOADER_27814
if 
  $XXXX == 5 // integer values 
jf @LOADER_27839 
$XXGUN = 25 // integer values 

:LOADER_27839
if 
  $XXXX == 6 // integer values 
jf @LOADER_27864 
$XXGUN = 27 // integer values 

:LOADER_27864
if 
  $XXXX == 7 // integer values 
jf @LOADER_27889 
$XXGUN = 32 // integer values 

:LOADER_27889
if 
  $XXXX == 8 // integer values 
jf @LOADER_27914 
$XXGUN = 26 // integer values 

:LOADER_27914
0209: $HAITANS = random_int_in_ranges 1 3 
if 
  $HAITANS == 1 // integer values 
jf @LOADER_28047 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$HNA = Actor.Create(Gang6, #HNA, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($HNA)
01B2: give_actor $HNA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $HNA running 1 
Actor.Health($HNA) = 9000
02A9: set_actor $HNA immune_to_nonplayer 1 
01DF: tie_actor $HNA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_28047
if 
  $HAITANS == 2 // integer values 
jf @LOADER_28171 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$HNB = Actor.Create(Gang6, #HNB, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($HNB)
01B2: give_actor $HNB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $HNB running 1 
Actor.Health($HNB) = 9000
02A9: set_actor $HNB immune_to_nonplayer 1 
01DF: tie_actor $HNB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_28171
if 
  $HAITANS == 3 // integer values 
jf @LOADER_28189 

:LOADER_28189
03E5: text_box 'CH144' 
jump @LOADER_21546 

:LOADER_28206
if 
  $SELECTED_ITEMS_6 == 6 // integer values 
jf @LOADER_28871 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_28871 
Model.Load(#CBA)
Model.Load(#CBB)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_28301 

:LOADER_28301
wait 6 
if and
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#RUGER)
jf @LOADER_28301 
if and
   Model.Available(#M60)
   Model.Available(#M4)
   Model.Available(#CBA)
   Model.Available(#CBB)
jf @LOADER_28301 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_28404 
$XXGUN = 17 // integer values 

:LOADER_28404
if 
  $XXXX == 2 // integer values 
jf @LOADER_28429 
$XXGUN = 22 // integer values 

:LOADER_28429
if 
  $XXXX == 3 // integer values 
jf @LOADER_28454 
$XXGUN = 23 // integer values 

:LOADER_28454
if 
  $XXXX == 4 // integer values 
jf @LOADER_28479 
$XXGUN = 24 // integer values 

:LOADER_28479
if 
  $XXXX == 5 // integer values 
jf @LOADER_28504 
$XXGUN = 25 // integer values 

:LOADER_28504
if 
  $XXXX == 6 // integer values 
jf @LOADER_28529 
$XXGUN = 27 // integer values 

:LOADER_28529
if 
  $XXXX == 7 // integer values 
jf @LOADER_28554 
$XXGUN = 32 // integer values 

:LOADER_28554
if 
  $XXXX == 8 // integer values 
jf @LOADER_28579 
$XXGUN = 26 // integer values 

:LOADER_28579
0209: $CUBANS = random_int_in_ranges 1 3 
if 
  $CUBANS == 1 // integer values 
jf @LOADER_28712 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$CBA = Actor.Create(Gang6, #CBA, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($CBA)
01B2: give_actor $CBA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $CBA running 1 
Actor.Health($CBA) = 9000
02A9: set_actor $CBA immune_to_nonplayer 1 
01DF: tie_actor $CBA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_28712
if 
  $CUBANS == 2 // integer values 
jf @LOADER_28836 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$CBB = Actor.Create(Gang6, #CBB, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($CBB)
01B2: give_actor $CBB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $CBB running 1 
Actor.Health($CBB) = 9000
02A9: set_actor $CBB immune_to_nonplayer 1 
01DF: tie_actor $CBB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_28836
if 
  $CUBANS == 3 // integer values 
jf @LOADER_28854 

:LOADER_28854
03E5: text_box 'CH144' 
jump @LOADER_21546 

:LOADER_28871
if 
  $SELECTED_ITEMS_6 == 7 // integer values 
jf @LOADER_29536 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_29536 
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#MP5LNG)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_28971 

:LOADER_28971
wait 6 
if and
   Model.Available(#MP5LNG)
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
jf @LOADER_28971 
if and
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
   Model.Available(#SGA)
   Model.Available(#SGB)
jf @LOADER_28971 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_29079 
$XXGUN = 17 // integer values 

:LOADER_29079
if 
  $XXXX == 2 // integer values 
jf @LOADER_29104 
$XXGUN = 22 // integer values 

:LOADER_29104
if 
  $XXXX == 3 // integer values 
jf @LOADER_29129 
$XXGUN = 23 // integer values 

:LOADER_29129
if 
  $XXXX == 4 // integer values 
jf @LOADER_29154 
$XXGUN = 24 // integer values 

:LOADER_29154
if 
  $XXXX == 5 // integer values 
jf @LOADER_29179 
$XXGUN = 25 // integer values 

:LOADER_29179
if 
  $XXXX == 6 // integer values 
jf @LOADER_29204 
$XXGUN = 27 // integer values 

:LOADER_29204
if 
  $XXXX == 7 // integer values 
jf @LOADER_29229 
$XXGUN = 32 // integer values 

:LOADER_29229
if 
  $XXXX == 8 // integer values 
jf @LOADER_29254 
$XXGUN = 26 // integer values 

:LOADER_29254
0209: $SMOKI = random_int_in_ranges 1 3 
if 
  $SMOKI == 1 // integer values 
jf @LOADER_29387 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$SGA = Actor.Create(Gang6, #SGA, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($SGA)
01B2: give_actor $SGA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $SGA running 1 
Actor.Health($SGA) = 9000
02A9: set_actor $SGA immune_to_nonplayer 1 
01DF: tie_actor $SGA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_29387
if 
  $SMOKI == 2 // integer values 
jf @LOADER_29511 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$SGB = Actor.Create(Gang6, #SGB, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($SGB)
01B2: give_actor $SGB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $SGB running 1 
Actor.Health($SGB) = 9000
02A9: set_actor $SGB immune_to_nonplayer 1 
01DF: tie_actor $SGB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_29511
if 
  $SMOKI == 3 // integer values 
jf @LOADER_29529 

:LOADER_29529
jump @LOADER_21546 

:LOADER_29536
if 
  $SELECTED_ITEMS_6 == 8 // integer values 
jf @LOADER_30211 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_30211 
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#MP5LNG)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_29636 

:LOADER_29636
wait 6 
if and
   Model.Available(#MP5LNG)
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
jf @LOADER_29636 
if and
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
   Model.Available(#CLA)
   Model.Available(#CLB)
jf @LOADER_29636 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_29744 
$XXGUN = 17 // integer values 

:LOADER_29744
if 
  $XXXX == 2 // integer values 
jf @LOADER_29769 
$XXGUN = 22 // integer values 

:LOADER_29769
if 
  $XXXX == 3 // integer values 
jf @LOADER_29794 
$XXGUN = 23 // integer values 

:LOADER_29794
if 
  $XXXX == 4 // integer values 
jf @LOADER_29819 
$XXGUN = 24 // integer values 

:LOADER_29819
if 
  $XXXX == 5 // integer values 
jf @LOADER_29844 
$XXGUN = 25 // integer values 

:LOADER_29844
if 
  $XXXX == 6 // integer values 
jf @LOADER_29869 
$XXGUN = 27 // integer values 

:LOADER_29869
if 
  $XXXX == 7 // integer values 
jf @LOADER_29894 
$XXGUN = 32 // integer values 

:LOADER_29894
if 
  $XXXX == 8 // integer values 
jf @LOADER_29919 
$XXGUN = 26 // integer values 

:LOADER_29919
0209: $VERCETTI_GANG1 = random_int_in_ranges 1 3 
if 
  $VERCETTI_GANG1 == 1 // integer values 
jf @LOADER_30052 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$CLA = Actor.Create(Gang6, #CLA, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($CLA)
01B2: give_actor $CLA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $CLA running 1 
Actor.Health($CLA) = 9000
02A9: set_actor $CLA immune_to_nonplayer 1 
01DF: tie_actor $CLA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_30052
if 
  $VERCETTI_GANG1 == 2 // integer values 
jf @LOADER_30176 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$CLB = Actor.Create(Gang6, #CLB, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($CLB)
01B2: give_actor $CLB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $CLB running 1 
Actor.Health($CLB) = 9000
02A9: set_actor $CLB immune_to_nonplayer 1 
01DF: tie_actor $CLB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_30176
if 
  $VERCETTI_GANG1 == 3 // integer values 
jf @LOADER_30194 

:LOADER_30194
03E5: text_box 'CH144' 
jump @LOADER_21546 

:LOADER_30211
if 
  $SELECTED_ITEMS_6 == 9 // integer values 
jf @LOADER_30876 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_30876 
Model.Load(#WMYCR)
Model.Load(#BMYCR)
Model.Load(#MP5LNG)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_30311 

:LOADER_30311
wait 6 
if and
   Model.Available(#UZI)
   Model.Available(#COLT45)
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#RUGER)
jf @LOADER_30311 
if and
   Model.Available(#M60)
   Model.Available(#M4)
   Model.Available(#WMYCR)
   Model.Available(#BMYCR)
   Model.Available(#MP5LNG)
jf @LOADER_30311 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_30419 
$XXGUN = 17 // integer values 

:LOADER_30419
if 
  $XXXX == 2 // integer values 
jf @LOADER_30444 
$XXGUN = 22 // integer values 

:LOADER_30444
if 
  $XXXX == 3 // integer values 
jf @LOADER_30469 
$XXGUN = 23 // integer values 

:LOADER_30469
if 
  $XXXX == 4 // integer values 
jf @LOADER_30494 
$XXGUN = 24 // integer values 

:LOADER_30494
if 
  $XXXX == 5 // integer values 
jf @LOADER_30519 
$XXGUN = 25 // integer values 

:LOADER_30519
if 
  $XXXX == 6 // integer values 
jf @LOADER_30544 
$XXGUN = 27 // integer values 

:LOADER_30544
if 
  $XXXX == 7 // integer values 
jf @LOADER_30569 
$XXGUN = 32 // integer values 

:LOADER_30569
if 
  $XXXX == 8 // integer values 
jf @LOADER_30594 
$XXGUN = 26 // integer values 

:LOADER_30594
0209: $CRIMINALS = random_int_in_ranges 1 3 
if 
  $CRIMINALS == 1 // integer values 
jf @LOADER_30727 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$WMYCR = Actor.Create(Gang6, #WMYCR, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($WMYCR)
01B2: give_actor $WMYCR weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $WMYCR running 1 
Actor.Health($WMYCR) = 9000
02A9: set_actor $WMYCR immune_to_nonplayer 1 
01DF: tie_actor $WMYCR to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_30727
if 
  $CRIMINALS == 2 // integer values 
jf @LOADER_30851 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BMYCR = Actor.Create(Gang6, #BMYCR, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BMYCR)
01B2: give_actor $BMYCR weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BMYCR running 1 
Actor.Health($BMYCR) = 9000
02A9: set_actor $BMYCR immune_to_nonplayer 1 
01DF: tie_actor $BMYCR to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_30851
if 
  $CRIMINALS == 3 // integer values 
jf @LOADER_30869 

:LOADER_30869
jump @LOADER_21546 

:LOADER_30876
if 
  $SELECTED_ITEMS_6 == 10 // integer values 
jf @LOADER_31707 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_31707 
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 
023C: load_special_actor 3 'BOUNCA' 
Model.Load(#MP5LNG)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_31004 

:LOADER_31004
wait 6 
if and
023D:   special_actor 1 loaded 
023D:   special_actor 2 loaded 
023D:   special_actor 3 loaded 
   Model.Available(#MP5LNG)
   Model.Available(#UZI)
   Model.Available(#COLT45)
jf @LOADER_31004 
if and
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_31004 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_31116 
$XXGUN = 17 // integer values 

:LOADER_31116
if 
  $XXXX == 2 // integer values 
jf @LOADER_31141 
$XXGUN = 22 // integer values 

:LOADER_31141
if 
  $XXXX == 3 // integer values 
jf @LOADER_31166 
$XXGUN = 23 // integer values 

:LOADER_31166
if 
  $XXXX == 4 // integer values 
jf @LOADER_31191 
$XXGUN = 24 // integer values 

:LOADER_31191
if 
  $XXXX == 5 // integer values 
jf @LOADER_31216 
$XXGUN = 25 // integer values 

:LOADER_31216
if 
  $XXXX == 6 // integer values 
jf @LOADER_31241 
$XXGUN = 27 // integer values 

:LOADER_31241
if 
  $XXXX == 7 // integer values 
jf @LOADER_31266 
$XXGUN = 32 // integer values 

:LOADER_31266
if 
  $XXXX == 8 // integer values 
jf @LOADER_31291 
$XXGUN = 26 // integer values 

:LOADER_31291
0209: $SPECIALNY = random_int_in_ranges 1 3 
if 
  $SPECIALNY == 1 // integer values 
jf @LOADER_31424 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BGA = Actor.Create(Gang6, #SPECIAL01, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BGA)
01B2: give_actor $BGA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BGA running 1 
Actor.Health($BGA) = 9000
02A9: set_actor $BGA immune_to_nonplayer 1 
01DF: tie_actor $BGA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_31424
if 
  $SPECIALNY == 2 // integer values 
jf @LOADER_31548 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BOUNCA = Actor.Create(Gang6, #SPECIAL02, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BOUNCA)
01B2: give_actor $BOUNCA weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BOUNCA running 1 
Actor.Health($BOUNCA) = 9000
02A9: set_actor $BOUNCA immune_to_nonplayer 1 
01DF: tie_actor $BOUNCA to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_31548
if 
  $SPECIALNY == 3 // integer values 
jf @LOADER_31672 
wait 500 
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0 2.0 0 
$BGB = Actor.Create(Gang6, #SPECIAL03, 11@, 12@, 13@)
wait 100 
Actor.RemoveReferences($BGB)
01B2: give_actor $BGB weapon $XXGUN ammo 9999 // Load the weapon model before using this 
0319: set_actor $BGB running 1 
Actor.Health($BGB) = 9000
02A9: set_actor $BGB immune_to_nonplayer 1 
01DF: tie_actor $BGB to_player $PLAYER_CHAR 
03E5: text_box 'CH144' 

:LOADER_31672
if 
  $SPECIALNY == 4 // integer values 
jf @LOADER_31690 

:LOADER_31690
03E5: text_box 'CH144' 
jump @LOADER_21546 

:LOADER_31707
if 
  $SELECTED_ITEMS_6 == 11 // integer values 
jf @LOADER_32783 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_32783 
Model.Load(#MP5LNG)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#INGRAMSL)
Model.Load(#RUGER)
Model.Load(#M60)
Model.Load(#M4)
Model.Load(#PGA)
Model.Load(#PGB)
038B: load_requested_models 
wait 0 
wait 0 
jump @LOADER_31807 

:LOADER_31807
wait 6 
if and
   Model.Available(#PGA)
   Model.Available(#PGB)
   Model.Available(#MP5LNG)
   Model.Available(#UZI)
   Model.Available(#COLT45)
jf @LOADER_31807 
if and
   Model.Available(#TEC9)
   Model.Available(#INGRAMSL)
   Model.Available(#RUGER)
   Model.Available(#M60)
   Model.Available(#M4)
jf @LOADER_31807 
0209: $XXXX = random_int_in_ranges 1 8 
if 
  $XXXX == 1 // integer values 
jf @LOADER_31915 
$XXGUN = 17 // integer values 

:LOADER_31915
if 
  $XXXX == 2 // integer values 
jf @LOADER_31940 
$XXGUN = 22 // integer values 

:LOADER_31940
if 
  $XXXX == 3 // integer values 
jf @LOADER_31965 
$XXGUN = 23 // integer values 

:LOADER_31965
if 
  $XXXX == 4 // integer values 
jf @LOADER_31990 
$XXGUN = 24 // integer values 

:LOADER_31990
if 
  $XXXX == 5 // integer values 
jf @LOADER_32015 
$XXGUN = 25 // integer values 

:LOADER_32015
if 
  $XXXX == 6 // integer values 
jf @LOADER_32040 
$XXGUN = 27 // integer values 

:LOADER_32040
if 
  $XXXX == 7 // integer values 
jf @LOADER_32065 
$XXGUN = 32 // integer values 

:LOADER_32065
if 
  $XXXX == 8 // integer values 
jf @LOADER_32090 
$XXGUN = 26 // integer values 

:LOADER_32090
04C4: create_coordinate $X $Y $Z from_actor $PLAYER_ACTOR offset 1.0 2.0 0.0 
$GUARD1 = Actor.Create(Gang7, #PGA, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD1)
Actor.Health($GUARD1) = 9000
011A: set_actor $GUARD1 search_threat 64 
0319: set_actor $GUARD1 running 1 
02AB: set_actor $GUARD1 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD1 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD1 to_player $PLAYER_CHAR 
wait 500 
$GUARD2 = Actor.Create(Gang7, #PGB, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD2)
Actor.Health($GUARD2) = 9000
011A: set_actor $GUARD2 search_threat 64 
0319: set_actor $GUARD2 running 1 
02AB: set_actor $GUARD2 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD2 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD2 to_player $PLAYER_CHAR 
wait 500 
$GUARD3 = Actor.Create(Gang7, #PGA, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD3)
Actor.Health($GUARD3) = 9000
011A: set_actor $GUARD3 search_threat 64 
0319: set_actor $GUARD3 running 1 
02AB: set_actor $GUARD3 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD3 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD3 to_player $PLAYER_CHAR 
wait 500 
$GUARD4 = Actor.Create(Gang7, #PGB, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD4)
Actor.Health($GUARD4) = 9000
011A: set_actor $GUARD4 search_threat 64 
0319: set_actor $GUARD4 running 1 
02AB: set_actor $GUARD4 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD4 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD4 to_player $PLAYER_CHAR 
wait 500 
$GUARD5 = Actor.Create(Gang7, #PGA, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD5)
Actor.Health($GUARD5) = 9000
011A: set_actor $GUARD5 search_threat 64 
0319: set_actor $GUARD5 running 1 
02AB: set_actor $GUARD5 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD5 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD5 to_player $PLAYER_CHAR 
wait 500 
$GUARD6 = Actor.Create(Gang7, #PGB, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD6)
Actor.Health($GUARD6) = 9000
011A: set_actor $GUARD6 search_threat 64 
0319: set_actor $GUARD6 running 1 
02AB: set_actor $GUARD6 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD6 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD6 to_player $PLAYER_CHAR 
wait 500 
$GUARD7 = Actor.Create(Gang7, #PGB, $X, $Y, $Z)
$X += 1.0 // floating-point values 
Actor.RemoveReferences($GUARD7)
Actor.Health($GUARD7) = 9000
011A: set_actor $GUARD7 search_threat 64 
0319: set_actor $GUARD7 running 1 
02AB: set_actor $GUARD7 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B2: give_actor $GUARD7 weapon $XXGUN ammo 9999 // Load the weapon model before using this 
01DF: tie_actor $GUARD7 to_player $PLAYER_CHAR 
wait 0 
jump @LOADER_21546 

:LOADER_32783
if 
  $SELECTED_ITEMS_6 == 12 // integer values 
jf @LOADER_33045 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_33045 
0054: store_player $PLAYER_CHAR position_to $SECURITY_1 $SECURITY_2 $SECURITY_3 
05EF: $SECURITY = random_actor_near_point $SECURITY_1 $SECURITY_2 $SECURITY_3 in_radius 1000.0 find_next 1 pass_deads 0 //IF and SET 
if 
856D:   not actor $SECURITY defined 
jf @LOADER_32881 
03E5: text_box 'NDX' 

:LOADER_32881
if 
056D:   actor $SECURITY defined 
jf @LOADER_33038 
Actor.RemoveReferences($SECURITY)
0470: $SECURITY_WEAPON = actor $PLAYER_ACTOR armed_weapon 
Model.Load($SECURITY_WEAPON)
038B: load_requested_models 

:LOADER_32917
wait 6 
if 
   Model.Available($SECURITY_WEAPON)
jf @LOADER_32917 
01ED: clear_actor $SECURITY threat_search 
01B2: give_actor $SECURITY weapon $SECURITY_WEAPON ammo 999999 // Load the weapon model before using this 
02AB: set_actor $SECURITY immunities BP 1 FP 1 EP 1 CP 1 MP 1 
035F: set_actor $SECURITY armour_to 900 
011A: set_actor $SECURITY search_threat 65536 
011A: set_actor $SECURITY search_threat 64 
011A: set_actor $SECURITY search_threat 1048576 
Actor.Health($SECURITY) = 9500
01DF: tie_actor $SECURITY to_player $PLAYER_CHAR 
02E2: set_actor $SECURITY weapon_accuracy_to 85 
03E5: text_box 'CH144' 

:LOADER_33038
jump @LOADER_21546 

:LOADER_33045
if 
  $SELECTED_ITEMS_6 == 13 // integer values 
jf @LOADER_33476 
if 
00E1:   player 0 pressed_button 16 
jf @LOADER_33476 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
jf @LOADER_33113 
03E5: text_box 'TH146' 
jump @LOADER_33165 

:LOADER_33113
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_33129 

:LOADER_33129
wait 5 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_33469 
if 
847A:   not actor $PLAYER_ACTOR driving_a_motorbike 
jf @LOADER_33469 

:LOADER_33165
wait 0 
if 
  $TEST == 1 // integer values 
jf @LOADER_33250 
$TEST = 0 // integer values 
wait 50 
if 
  $CREATED == 1 // integer values 
jf @LOADER_33243 
Actor.RemoveReferences(15@)
Actor.DestroyInstantly(15@)
03E5: text_box 'CH145' 
$CREATED = 0 // integer values 

:LOADER_33243
jump @LOADER_33469 

:LOADER_33250
if 
   not $TEST == 1 // integer values 
jf @LOADER_33462 
$TEST = 1 // integer values 
wait 50 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @LOADER_33469 
Model.Load(#PGB)
Model.Load(#MP5LNG)
038B: load_requested_models 

:LOADER_33306
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @LOADER_33306 
14@ = Actor.CurrentCar($PLAYER_ACTOR)
15@ = Actor.Create(Gang1, #PGB, 0.0, 0.0, 0.0)
Actor.Health(15@) = 5000
0243: set_actor 15@ ped_stats_to 16 
011A: set_actor 15@ search_threat 65536 
011A: set_actor 15@ search_threat 64 
011A: set_actor 15@ search_threat 1048576 
0291: set_actor 15@ attack_when_provoked 1 
048F: actor 15@ remove_weapons 
wait 50 
0464: put_actor 15@ into_turret_on_car 14@ at_car_offset 0.0 -2.0 1.0 position 1 angle 360.0 with_weapon 25 
$CREATED = 1 // integer values 
jump @LOADER_33469 

:LOADER_33462
jump @LOADER_33165 

:LOADER_33469
jump @LOADER_21546 

:LOADER_33476
jf @LOADER_21546 
jump @LOADER_21546 

:LOADER_33490
jf @LOADER_93 
jump @LOADER_93 
