{$Cleo .cm}
//------------------------------E1------------------------------
thread 'driver'
:Event_1
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
if and
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 0
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 1
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 2
else_jump @ENDER
//02D4: car $TEMPVAR_ACTOR_CAR turn_off_engine
0ABF: set_vehicle $TEMPVAR_ACTOR_CAR engine_state_to 0
wait 1000
0376: 1@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 1@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0
wait 4000
0376: 2@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 2@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 1
wait 6000
0376: 3@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 3@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 2
wait 100
if or
car.Id($TEMPVAR_ACTOR_CAR) == 437
car.Id($TEMPVAR_ACTOR_CAR) == 431
then
0376: 8@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 8@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 3
wait 3000
0376: 9@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 9@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 4
wait 3000
0376: 10@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 10@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 5 
wait 4000
0376: 11@ = create_random_actor_at 5@ 6@ 7@
0430: put_actor 11@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 6 
end
0ABF: set_vehicle $TEMPVAR_ACTOR_CAR engine_state_to 1
00AF: set_car $TEMPVAR_ACTOR_CAR driver_behaviour_to 2
Marker.CreateIconAndSphere(4@, 55, 1576.19, -1011.19, 23.906)
:Event_1_0
wait 0
if
00F1:   actor $PLAYER_ACTOR sphere 1 near_point 1576.19 -1010.80 radius 5.0 5.0 stopped_in_car
else_jump @Event_1_0_1
jump @Event_1_2
:Event_1_0_1
wait 0
if
not car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @Event_1_1
jump @Event_1_0
:Event_1_2
if and
actor.InCar(1@, $TEMPVAR_ACTOR_CAR)
actor.InCar(2@, $TEMPVAR_ACTOR_CAR)
actor.InCar(3@, $TEMPVAR_ACTOR_CAR)
else_jump @Event_1_1
/*
0633: AS_actor 1@ exit_car
0633: AS_actor 2@ exit_car
0633: AS_actor 3@ exit_car
if or
car.Id($TEMPVAR_ACTOR_CAR) == 437
car.Id($TEMPVAR_ACTOR_CAR) == 431
then
0633: AS_actor 8@ exit_car
0633: AS_actor 9@ exit_car
0633: AS_actor 10@ exit_car
0633: AS_actor 11@ exit_car
end
*/
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR

wait 1000
01C2: remove_references_to_actor 1@
01C2: remove_references_to_actor 2@
01C2: remove_references_to_actor 3@
01C2: remove_references_to_actor 8@
01C2: remove_references_to_actor 9@
01C2: remove_references_to_actor 10@
01C2: remove_references_to_actor 11@
0ACB: show_styled_text "Travelling Job Done" time 1000 style 2
Marker.Disable(4@)
wait 1000
if
actor.DrivingVehicleType($PLAYER_ACTOR, 418)
then
Player.Money($PLAYER_CHAR) += 2600
0ACE: show_formatted_text_box "Total Passenger Payment 2600$ Moonbeam Wheels" 
end
if
actor.DrivingVehicleType($PLAYER_ACTOR, 437)
then
Player.Money($PLAYER_CHAR) += 6500
0ACE: show_formatted_text_box "Total Passenger Payment 6500$ Coach Wheels" 
end
 if
actor.DrivingVehicleType($PLAYER_ACTOR, 404)
then
Player.Money($PLAYER_CHAR) += 1200
0ACE: show_formatted_text_box "Total Passenger Payment 1200$ Normal Peren Wheels" 
end
if
actor.DrivingVehicleType($PLAYER_ACTOR, 431)
then
 Player.Money($PLAYER_CHAR) += 3800
0ACE: show_formatted_text_box "Total Passenger Payment 3800$ Bus Wheels" 
 end
 Car.RemoveReferences($TEMPVAR_ACTOR_CAR) 
jump @ENDER
:Event_1_1
01C2: remove_references_to_actor 1@
01C2: remove_references_to_actor 2@
01C2: remove_references_to_actor 3@
01C2: remove_references_to_actor 8@
01C2: remove_references_to_actor 9@
01C2: remove_references_to_actor 10@
01C2: remove_references_to_actor 11@
Marker.Disable(4@)
0ACB: show_styled_text "Travelling Job Faild" time 1000 style 2
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
//0ACC: show_text_lowpriority "Travelling Job Faild" time 100
:ENDER
end_thread