// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .cm}
$onmission = 1
04ED: load_animation  "bomber"
04ED: load_animation  "carry"
01F0: set_max_wanted_level_to 6
const
miniguns1 = 821@
miniguns2 = 822@
miniguns3 = 823@
miniguns4 = 824@

end   
0ADF: add_dynamic_GXT_entry "_fail" text "~r~Object Failed!"

///////04F7: status_text $truck1  type 0 line 1 GXT 'BB_18' // global_variable  // Score
                                 
//-------------MAIN---------------
0247: load_model #SWAT
0247: load_model #FAM1
0247: load_model #FAM1
0247: load_model #FAM1
0247: load_model #BOXVILLE     
0247: load_model 14606 
0247: load_model 14624 
0247: load_model 14623 
0247: load_model 1557 
0247: load_model 1569 
0247: load_model 1537 
0247: load_model 3798 
0247: load_model 3799 
0247: load_model 3577 
0247: load_model 3800 
0247: load_model 1431 
0247: load_model 1497 
0247: load_model #MINIGUN 
0247: load_model 1550 
0247: load_model #ROCKETLA 
0247: load_model 1550 
0247: load_model 9093 
0247: load_model #SILENCED 
0247: load_model #MP5LNG 
0247: load_model 1242 
0247: load_model 1213 
0247: load_model #BMYBU 
0247: load_model #GUNGRL3 
0247: load_model #MAVERICK 
0247: load_model #GUNGRL3 
0247: load_model #GUNGRL3 
0247: load_model #m4 

0247: load_model #wmyst
0247: load_model #bmymib
0247: load_model #wmomib

0247: load_model #wmomib
0247: load_model #wmomib
0247: load_model #COLT45
0247: load_model #AK47
0247: load_model #bmyboun
0247: load_model #wmyboun
0247: load_model #wmyconb
0247: load_model #vwmybjd
0247: load_model #vwfycrp
0247: load_model #vbfycrp
0247: load_model #mafboss
                  
0247: load_model 2969  //BOX
0247: load_model 2912  //BOX 2
038B: load_requested_models 

09A6: enable_interior_radar_blips 1

const
TRUCK1  =  1@
TRUCK2 =   2@
BOMBER = 50@
NPC_OBJECT1 = 101@
NPC_OBJECT2 = 102@
HELI_CARRY = 124@
MARKER = 1001@
x_object_placed1 = 421@
x_object_placed2 = 422@
x_object_placed3 = 423@
x_object_placed4 = 424@
x_object_placed5 = 425@
_x_Specialist_manager = 200@
end

///jump @CASINO
//jump @final_part 
500@ = actor.Create(gang2, #wmomib, 2178.9226, 1116.777, 23.3359)
actor.Angle(500@) = 71.5747
501@ = actor.Create(gang2, #wmomib,  2176.4292, 1112.1204, 23.3359)
actor.Angle(501@) = 71.5747
502@ = actor.Create(gang2, #wmomib, 2215.9841, 1075.9955, 29.6411)
actor.Angle(502@) =  39.087
503@ = actor.Create(gang2, #wmomib, 2232.3899, 1062.1379, 33.5234)
actor.Angle(503@) =   36.3258
504@ = actor.Create(gang2, #wmomib, 2247.9578, 1076.0306, 33.5234)
actor.Angle(504@) =   230.3259
505@ = actor.Create(gang2, #wmomib,  2236.2275, 1081.2762, 33.5234)
actor.Angle(505@) =   151.3261
0605: actor 505@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor 504@ perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
actor.GiveWeaponAndAmmo(505@, m4, 111)
actor.GiveWeaponAndAmmo(504@, m4, 111)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1

player.CanMove($player_char )  = false
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2083.1768 1167.741 10.8203
actor.Angle($PLAYER_ACTOR) = 243.6136
if
056D:   actor $SECOND_PLAYER_ACTOR defined

then
0362: remove_actor $SECOND_PLAYER_ACTOR from_car_and_place_at  2082.4192 1166.3163 10.8203

actor.Angle($SECOND_PLAYER_ACTOR) = 243.6136

end
0936: set_camera  2106.2468 1155.7137 40.8203 position_to  2217.5808 1022.5844 79.8203 time 5600 smooth_transition 1
0920: point_camera    2146.7214 1133.8424 14.8203 transverse_to  2245.9546 1085.8706 33.8203 time 5600 smooth_transition 1

04BB: select_interior 0 
00A5: HELI_CARRY = create_car #MAVERICK at  2246.8257 1084.3109 33.5234
0175: set_car HELI_CARRY Z_angle_to  297.6143           
car.Health(HELI_CARRY) = 3500
0229: set_car HELI_CARRY primary_color_to 0 secondary_color_to 0
0825: set_helicopter HELI_CARRY instant_rotor_start
//04A2: set_heli HELI_CARRY fly_to  2271.053 1627.6522 94.9219 altitude_between 20.0 and 20.0
//0743: heli HELI_CARRY fly_to -2244.48 129.14 34.56 altitude 0.0 0.0
WAIT 5600
    0ACD: show_text_highpriority "Go and walk to towards building and get in the helicopter." time 4000
player.CanMove($player_char )  = true
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0

//125@ = actor.CreateAsDriver(civmale,#wmyst,HELI_CARRY)
///036A: put_actor $PLAYER_ACTOR in_car HELI_CARRY
//0430: put_actor $PLAYER_ACTOR into_car HELI_CARRY passenger_seat 0
while true
wait 0
gosub @Mission_Progress 
 if   and
not actor.Driving($PLAYER_ACTOR)
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2185.498 1116.9188 12.6538 radius 3.0 3.0 1.0
 then
  break 
 end
end
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2183.5596 1121.3574 23.3359
actor.Angle($PLAYER_ACTOR) =  72.7861
if
056D:   actor $SECOND_PLAYER_ACTOR defined

then
0362: remove_actor $SECOND_PLAYER_ACTOR from_car_and_place_at  2185.4026 1123.9271 23.3359

actor.Angle($SECOND_PLAYER_ACTOR) =  72.7861

end



fade 0 400
wait 400
fade 1 400
//wait 2000
while true
wait 0
gosub @Mission_Progress 
        if
        actor.InCar($PLAYER_ACTOR,HELI_CARRY)
        then
            0ACD: show_text_highpriority "Fly to the rooftop of the casino." time 4000

        break
        end
    if
   car.Wrecked(HELI_CARRY) 
    then
    0ACD: show_text_highpriority "~r~Objective Failed!~n~~w~You destroyed the helicopter." time 4000
    jump @end_mission
    end
end

0107: 1000@ = create_object #m4 at 2268.0667 1618.9315 95.8201
0382: set_object 1000@ collision_detection false
0750: set_object 1000@ visibility  false
marker.CreateAboveObject(MARKER, 1000@)
marker.SetColor(MARKER, 4)
018B: set_marker MARKER radar_mode 2


while true
wait 0
gosub @Mission_Progress   
        if
        00ED:   actor $PLAYER_ACTOR sphere 1 near_point  2268.2173 1619.4667  radius 1.2 1.2 on_foot
        
        then
        object.Destroy(1000@)
        fade 0 800
wait 800
fade 1 800
        break
        end

end 
mission_cleanup
01F0: set_max_wanted_level_to 0

:CASINO

999@ = 0  //weapons
00A5: 1@ = create_car #BOXVILLE at 2218.05 1577.62 1000.08 
0175: set_car 1@ Z_angle_to 180.0 
0840: link_car 1@ to_interior 1 
0229: set_car 1@ primary_color_to 0 secondary_color_to 0
car.Health(1@) = 3500


04BB: select_interior 1 
00A5: 2@ = create_car #BOXVILLE at 2222.05 1577.62 1000.08 
0175: set_car 2@ Z_angle_to 180.0 
0840: link_car 2@ to_interior 1 
0229: set_car 2@ primary_color_to 0 secondary_color_to 0
car.Health(2@) = 3500

car.DoorStatus(2@,4)
car.DoorStatus(1@,4)
029B: 3@ = init_object 14606 at 2218.62 1470.31 1067.98 
0453: set_object 3@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 3@ to_interior 1 
029B: 4@ = init_object 14624 at 2275.99 1465.45 1069.3 
0453: set_object 4@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 4@ to_interior 1 
029B: 5@ = init_object 14623 at 2258.45 1544.33 1071.01 
0453: set_object 5@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 5@ to_interior 1 
029B: 6@ = init_object 1557 at 2255.0 1582.47 1069.49 
0453: set_object 6@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 6@ to_interior 1 
029B: 7@ = init_object 1557 at 2258.04 1582.47 1069.49 
0453: set_object 7@ XYZ_rotation 0.0 0.0 180.0 
0566: link_object 7@ to_interior 1 
029B: 8@ = init_object 1569 at 2215.17 1472.2 1063.32 
0453: set_object 8@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 8@ to_interior 1 
029B: 9@ = init_object 1537 at 2215.16 1472.26 1063.26 
0453: set_object 9@ XYZ_rotation 0.0 0.0 180.0 
0566: link_object 9@ to_interior 1 
029B: 10@ = init_object 1569 at 2215.17 1472.18 1065.72 
0453: set_object 10@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 10@ to_interior 1 
029B: 11@ = init_object 3798 at 2141.33 1617.62 992.69 
0453: set_object 11@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 11@ to_interior 1 
029B: 12@ = init_object 3798 at 2142.04 1620.22 992.69 
0453: set_object 12@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 12@ to_interior 1 
029B: 13@ = init_object 3798 at 2148.22 1619.11 992.69 
0453: set_object 13@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 13@ to_interior 1 
029B: 14@ = init_object 3798 at 2146.78 1613.14 992.69 
0453: set_object 14@ XYZ_rotation 0.0 0.0 350.0 
0566: link_object 14@ to_interior 1 
029B: 15@ = init_object 3798 at 2153.51 1614.41 992.69 
0453: set_object 15@ XYZ_rotation 0.0 0.0 9.997 
0566: link_object 15@ to_interior 1 
029B: 16@ = init_object 3798 at 2133.51 1620.01 992.69 
0453: set_object 16@ XYZ_rotation 0.0 0.0 349.992 
0566: link_object 16@ to_interior 1 
029B: 17@ = init_object 3798 at 2170.36 1587.47 998.98 
0453: set_object 17@ XYZ_rotation 0.0 0.0 359.991 
0566: link_object 17@ to_interior 1 
029B: 18@ = init_object 3798 at 2169.62 1585.38 998.97 
0453: set_object 18@ XYZ_rotation 0.0 0.0 359.989 
0566: link_object 18@ to_interior 1 
029B: 19@ = init_object 3799 at 2170.5 1611.65 998.97 
0453: set_object 19@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 19@ to_interior 1 

029B: 21@ = init_object 3800 at 2215.66 1590.78 998.98 
0453: set_object 21@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 21@ to_interior 1 
029B: 22@ = init_object 3800 at 2215.67 1589.72 998.98 
0453: set_object 22@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 22@ to_interior 1 

029B: 24@ = init_object 1431 at 2170.57 1622.65 999.52 
0453: set_object 24@ XYZ_rotation 0.0 0.0 49.998 
0566: link_object 24@ to_interior 1 
029B: 25@ = init_object 1497 at 2147.07 1604.7 1005.09 
0453: set_object 25@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 25@ to_interior 1 
029B: 26@ = init_object 1497 at 2147.07 1604.7 1007.59 
0453: set_object 26@ XYZ_rotation 0.0 0.0 0.0 
0566: link_object 26@ to_interior 1 


029B: 31@ = init_object 1550 at 2144.49 1632.77 992.96997 // object (CJ_MONEY_BAG) (1)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 31@ to_interior 1
029B: 34@ = init_object 1550 at 2143.3701 1635.49 992.96997 // object (CJ_MONEY_BAG) (2)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 34@ to_interior 1
029B: 35@ = init_object 1550 at 2144.21 1638.38 992.96997 // object (CJ_MONEY_BAG) (3)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 35@ to_interior 1
029B: 36@ = init_object 1550 at 2144.7 1636.09 992.96997 // object (CJ_MONEY_BAG) (4)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 36@ to_interior 1
029B: 37@ = init_object 1550 at 2143.05 1633.5 992.96997 // object (CJ_MONEY_BAG) (5)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 37@ to_interior 1
029B: 38@ = init_object 1550 at 2144.1499 1634.49 992.96997 // object (CJ_MONEY_BAG) (6)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 38@ to_interior 1
029B: 39@ = init_object 1550 at 2142.6599 1637.1 992.96997 // object (CJ_MONEY_BAG) (7)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 39@ to_interior 1
029B: 40@ = init_object 1550 at 2143.8401 1632.16 992.96997 // object (CJ_MONEY_BAG) (8) money CUTSCENE
0453: set_object 40@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 40@ to_interior 1
029B: 41@ = init_object 9093 at 2144.0601 1626.99 994.31 // object (cmdgrgdoor_lvs) (1) break thE THIS CUTS CSNE
0453: set_object 41@ XY_rotation 0.0 0.0 angle 270.0
0566: link_object 41@ to_interior 1
029B: 42@ = init_object 3798 at 2138.72 1609.59 992.69 // object (acbox3_SFS) (9)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 10.0
0566: link_object 42@ to_interior 1
029B: 43@ = init_object 347 at 2215.6299 1589.83 1000.03 // object (5)
0453: set_object 43@ XY_rotation 78.0 0.0 angle 300.0
0566: link_object 43@ to_interior 1
029B: 44@ = init_object 353 at 2215.76 1590.66 1000.08 // object (6)
0453: set_object 44@ XY_rotation 88.0 0.0 angle 280.0
0566: link_object 44@ to_interior 1
029B: 45@ = init_object 1242 at 2215.7 1590.97 1000.29 // object (bodyarmour) (1)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 290.0
0566: link_object 45@ to_interior 1

029B: 23@ = init_object 1431 at 2172.11 1626.22 999.52 
0453: set_object 23@ XYZ_rotation 0.0 0.0 10.0 
0566: link_object 23@ to_interior 1 
02A3: enable_widescreen 1
00A1: put_actor $PLAYER_ACTOR at 2223.55 1591.72 999.97 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.003 
0860: link_actor $PLAYER_ACTOR to_interior 1 

 029B: 20@ = init_object 3577 at 2187.69 1577.9 999.75 
0453: set_object 20@ XYZ_rotation 0.0 0.0 270.0 
0566: link_object 20@ to_interior 1 
0936: set_camera  2231.311 1633.8889 1009.3594 position_to  2219.0867 1613.0557 1009.3594 time 4600 smooth_transition 1
0920: point_camera   2229.5593 1599.1345 1006.35947 transverse_to  2198.8657 1603.4872 1005.3594 time 4600 smooth_transition 1
wait 4600
BOMBER = actor.Create(gang2, #wmomib, 2147.8823, 1599.4124, 1004.2993)
actor.Angle(BOMBER) = 7.6984
ACTOR.PutAt($PLAYER_ACTOR, 2220.304, 1589.2206, 999.9716)
actor.Angle(BOMBER) = 185.6958

015F: set_camera_position  2143.2515 1603.2133 1006.1677 rotation 0.0 0.0 0.0
0160: set_camera_point_at   2148.0667 1603.9333 1006.1677 switchstyle 2
0615: define_AS_pack_begin 155@
//04EB: AS_actor -1 crouch 1
0804: AS_actor  -1 walk_to  2147.8167 1602.9692 1006.1677 angle 3.9965  radius 0.5 animation "BOM_Plant_In" IFP_file "bomber" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1
0812: AS_actor -1 perform_animation "BOM_Plant_Loop" IFP "bomber" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
0812: AS_actor -1 perform_animation "BOM_Plant_2Idle" IFP "bomber" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
04EB: AS_actor BOMBER crouch 0
05D3: AS_actor -1 goto_point  2147.571 1596.5785 1003.9677 mode 7 time -1 ms // versionA

0618: assign_actor BOMBER to_AS_pack 155@
061B: remove_references_to_AS_pack 155@                                 

while  true
wait 0
if 0611:   actor BOMBER performing_animation "BOM_Plant_2Idle"  


then
jump @1 
end
gosub @Mission_Progress

end
:1
//015F: set_camera_position 2149.4707 1602.8879 1006.1677 rotation 0.0 0.0 0.0
//0160: set_camera_point_at 2146.9724 1603.0933 1006.1677 switchstyle 2
029B: 46@ = init_object 1213 at 2147.8301 1603.5699 1005.3 // object (mine) (1)mine destroy gaurd door
0453: set_object 46@ XY_rotation 0.0 0.0 angle 0.0
0566: link_object 46@ to_interior 1

wait 3000
actor.DestroyInstantly(BOMBER)

02A3: enable_widescreen 0
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 1
0746: set_acquaintance 1 of_actors_pedtype 1 to_actors_pedtype 24
0746: set_acquaintance 1 of_actors_pedtype 0 to_actors_pedtype 24
NPC_OBJECT1 = object.Create(2969, 2222.8252, 1585.7058, 996.9685)
NPC_OBJECT2 = object.Create(2969, 2222.8252, 1585.7058, 996.9685)
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
object.ToggleInMovingList(NPC_OBJECT1,true)
08E9: set_object NPC_OBJECT1 liftable 1

62@ = actor.Create(gang2,#wmomib, 2222.8252, 1585.7058, 999.9685)
actor.Angle(62@) = 354.5248
actor.StorePos(62@, 91@,92@,93@)
actor.Health(62@) = 500
//object.PutAt(NPC_OBJECT1,91@,92@,93@)  
  {
0615: define_AS_pack_begin 155@
//07C9: AS_actor -1 walk_to_object NPC_OBJECT1 then_lift_and_hold_in_hands
//0804: AS_actor  -1 walk_to   2222.0613 1581.8219 999.9749 angle  174.6418 radius 1.5 animation "putdwn05" IFP_file "carry" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1
05D3: AS_actor -1 goto_point   2230.8806 1593.479 999.9586 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2222.5374 1592.5079 999.9731 mode 4 time -1 ms // versionA
0804: AS_actor  -1 walk_to  2222.0684 1581.639 999.975 angle  186.8029 radius 1.5 animation "putdwn05" IFP_file "carry" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1
05D3: AS_actor -1 goto_point  2222.5374 1592.5079 999.9731 mode 6 time -1 ms // versionA

0618: assign_actor 62@ to_AS_pack 155@
   0643: set_AS_pack 155@ loop 1
061B: remove_references_to_AS_pack 155@     }
/////0247: load_model 2969  //BOX
///////0247: load_model 2912  //BOX 2


78@ = actor.Create(GANG2,#wmomib,   2204.1665, 1588.425, 999.9789)
actor.Angle(78@) =  187.9487
ACTOR.Health(78@) = 750
ACTOR.GiveWeaponAndAmmo(78@, AK47, 99999)
0446: set_actor 78@ dismemberment_possible 0



79@ = actor.Create(GANG2,#wmomib,  2178.9805, 1584.7695, 999.9727)
actor.Angle(79@) =  187.9487
ACTOR.Health(79@) = 750
ACTOR.GiveWeaponAndAmmo(79@, AK47, 99999)
0446: set_actor 79@ dismemberment_possible 0
0615: define_AS_pack_begin 155@
05D3: AS_actor -1 goto_point  2178.9805 1584.7695 999.9727 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2217.4604 1584.8173 999.975 mode 4 time -1 ms // versionA
    0643: set_AS_pack 155@ loop 1
0618: assign_actor 79@ to_AS_pack 155@
061B: remove_references_to_AS_pack 155@ 

80@ = actor.Create(GANG2,#wmomib,  2217.6582, 1593.5488, 999.9758)
actor.Angle(80@) =  187.9487
ACTOR.Health(80@) = 750
ACTOR.GiveWeaponAndAmmo(80@, M4, 99999)
0446: set_actor 80@ dismemberment_possible 0
0812: AS_actor 80@  perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1  lockX 0 lockY 0 lockF 0 time -1  // versionB


81@ = actor.Create(GANG2,#wmomib,   2192.5786, 1623.9912, 999.9738)
actor.Angle(81@) =  148.9812
ACTOR.Health(81@) = 750
ACTOR.GiveWeaponAndAmmo(81@, AK47, 99999)
0446: set_actor 81@ dismemberment_possible 0
0812: AS_actor 81@  perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loopA 1  lockX 0 lockY 0 lockF 0 time -1  // versionB


82@ = actor.Create(GANG2,#wmomib,  2172.6375, 1611.4484, 999.9777)
actor.Angle(82@) =  100.9837
ACTOR.Health(82@) = 750
ACTOR.GiveWeaponAndAmmo(82@, MP5, 99999)
0446: set_actor 82@ dismemberment_possible 0
0812: AS_actor 82@  perform_animation "BOM_Plant_Loop" IFP "BOMB" framedelta 4.0 loopA 1  lockX 0 lockY 0 lockF 0 time -1  // versionB

83@ = actor.Create(GANG2,#wmomib,  2199.645, 1618.8248, 999.9766)
actor.Angle(83@) =  187.9487
ACTOR.Health(83@) = 750
ACTOR.GiveWeaponAndAmmo(83@, AK47, 99999)
0446: set_actor 83@ dismemberment_possible 0
0615: define_AS_pack_begin 155@
05D3: AS_actor -1 goto_point 2199.645 1618.8248 999.9766 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point   2223.7266 1619.1383 999.9766 mode 4 time -1 ms // versionA
    0643: set_AS_pack 155@ loop 1
0618: assign_actor 83@ to_AS_pack 155@
061B: remove_references_to_AS_pack 155@ 
///0A1A: actor 88@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC


84@ = actor.Create(GANG2,#wmomib,  2224.2422, 1577.2703, 999.9743)
actor.Angle(84@) =  6.0905
ACTOR.Health(84@) = 750
ACTOR.GiveWeaponAndAmmo(84@, M4, 99999)
0446: set_actor 84@ dismemberment_possible 0


 x_object_placed1 = object.Create(2912, 2229.0884, 1576.5916, 999.9706)
08E9: set_object x_object_placed1  liftable 1
object.ToggleInMovingList(x_object_placed1,1)
marker.CreateAboveObject(885@,x_object_placed1)
marker.SetColor(885@,0)
07E0: set_marker 885@ type_to 1

 x_object_placed2 = object.Create(2912, 2201.3777, 1582.6793, 999.9766)
08E9: set_object x_object_placed2  liftable 1
object.ToggleInMovingList(x_object_placed2,1)
marker.CreateAboveObject(886@,x_object_placed2)
marker.SetColor(886@,0)
07E0: set_marker 886@ type_to 1

 x_object_placed3 = object.Create(2912, 2186.9873, 1591.7565, 999.9779)
08E9: set_object x_object_placed3  liftable 1
object.ToggleInMovingList(x_object_placed3,1)
marker.CreateAboveObject(887@,x_object_placed3)
marker.SetColor(887@,0)
07E0: set_marker 887@ type_to 1

 x_object_placed4 = object.Create(2912,  2171.6775, 1579.3145, 999.9669)
08E9: set_object x_object_placed4  liftable 1
object.ToggleInMovingList(x_object_placed4,1)
marker.CreateAboveObject(888@,x_object_placed4)
marker.SetColor(888@,0)
07E0: set_marker 888@ type_to 1


 x_object_placed5 = object.Create(2912,  2189.0098, 1623.1875, 999.9751)
08E9: set_object x_object_placed5  liftable 1
object.ToggleInMovingList(x_object_placed5,1)
marker.CreateAboveObject(889@,x_object_placed5)
marker.SetColor(889@,0)
07E0: set_marker 889@ type_to 1
///018B: set_marker 889@ radar_mode 2

 32@ = 5000  
While true
actor.StorePos(62@, 91@,92@,93@)
wait 0
gosub @Mission_Progress
gosub @weapons_SETS
    
    if  and
    32@ > 6000
    00FE:   actor 62@ sphere 0 in_sphere  2230.8806 1593.479 999.9586 radius 2.2 2.2 2.0
  8737:  not actor 62@ lifting_object NPC_OBJECT1

    then
//    07C9: AS_actor 62@ walk_to_object NPC_OBJECT1 then_lift_and_hold_in_hands
    object.PutAt(NPC_OBJECT1,91@,92@,93@)
    0615: define_AS_pack_begin 155@
07C9: AS_actor -1 walk_to_object NPC_OBJECT1 then_lift_and_hold_in_hands
05D3: AS_actor -1 goto_point  2223.2998 1592.8409 999.9721 mode 6 time -1 ms // versionA
0804: AS_actor  -1 walk_to  2222.1907 1581.6631 999.9749 angle   175.6094 radius 1.5 animation "putdwn05" IFP_file "carry" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1


0618: assign_actor 62@ to_AS_pack 155@
061B: remove_references_to_AS_pack 155@   
    32@ = 0  
    end
    if  and
       00FE:   actor 62@ sphere 0 in_sphere 2222.1907 1581.6631 999.9749 radius 2.2 2.2 2.0
   0737:   actor 62@ lifting_object NPC_OBJECT1

    then
    object.PutAt(NPC_OBJECT1,  2228.0251, 1593.5416, 995.9585)
       0615: define_AS_pack_begin 155@
0812: AS_actor -1 perform_animation "putdwn05" IFP "carry" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

05D3: AS_actor -1 goto_point  2224.4863 1592.7816 999.9694 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  2231.0251 1593.5112 999.9585 mode 6 time -1 ms // versionA


0618: assign_actor 62@ to_AS_pack 155@
061B: remove_references_to_AS_pack 155@   
    end
    
  if
   03CA:   object x_object_placed1 exists
   then
            if
           0737: not  actor $PLAYER_ACTOR lifting_object x_object_placed1
        
            then
                        if  or
                       04E6:   object x_object_placed1 near_point  2222.0437 1581.5376 999.9751 radius 1.3 1.3 1.3 flag 1
                       04E6:   object x_object_placed1 near_point  2218.2273 1581.271 999.9789 radius 1.3 1.3 1.3 flag 1
                     
                        then
                        018C: play_sound 1054  at 0.0 0.0 0.0

                       object.Destroy(x_object_placed1) 
                        end
            end
  end  
  if
   03CA:   object x_object_placed2 exists
   then                      
            if
           0737: not  actor $PLAYER_ACTOR lifting_object x_object_placed2
        
            then
                        if  or
                       04E6:   object x_object_placed2 near_point  2222.0437 1581.5376 999.9751 radius 1.3 1.3 1.3 flag 1
                       04E6:   object x_object_placed2 near_point  2218.2273 1581.271 999.9789 radius 1.3 1.3 1.3 flag 1
                     
                        then
                                    018C: play_sound 1054  at 0.0 0.0 0.0

                       object.Destroy(x_object_placed2) 
                        end
            end
  end  
    if
   03CA:   object x_object_placed3 exists
   then
            if
           0737: not  actor $PLAYER_ACTOR lifting_object x_object_placed3
        
            then
                        if  or
                       04E6:   object x_object_placed3 near_point  2222.0437 1581.5376 999.9751 radius 1.3 1.3 1.3 flag 1
                       04E6:   object x_object_placed3 near_point  2218.2273 1581.271 999.9789 radius 1.3 1.3 1.3 flag 1
                     
                        then
                                    018C: play_sound 1054  at 0.0 0.0 0.0

                       object.Destroy(x_object_placed3) 
                        end
            end
  end  
    if
   03CA:   object x_object_placed4 exists
   then
            if
           0737: not  actor $PLAYER_ACTOR lifting_object x_object_placed4
        
            then
                        if  or
                       04E6:   object x_object_placed4 near_point  2222.0437 1581.5376 999.9751 radius 1.3 1.3 1.3 flag 1
                       04E6:   object x_object_placed4 near_point  2218.2273 1581.271 999.9789 radius 1.3 1.3 1.3 flag 1
                     
                        then
                                    018C: play_sound 1054  at 0.0 0.0 0.0

                       object.Destroy(x_object_placed4) 
                        end
            end
  end 
      if
   03CA:   object x_object_placed5 exists
   then
            if
           0737: not  actor $PLAYER_ACTOR lifting_object x_object_placed5
        
            then
                        if  or
                       04E6:   object x_object_placed5 near_point  2222.0437 1581.5376 999.9751 radius 1.3 1.3 1.3 flag 1
                       04E6:   object x_object_placed5 near_point  2218.2273 1581.271 999.9789 radius 1.3 1.3 1.3 flag 1
                     
                        then
                                    018C: play_sound 1054  at 0.0 0.0 0.0

                       object.Destroy(x_object_placed5) 
                        end
            end
  end
  
  if and
   83CA:  not object x_object_placed4 exists
   83CA:  not object x_object_placed5 exists
   83CA:  not object x_object_placed3 exists
   83CA:  not object x_object_placed2 exists
   83CA:  not object x_object_placed1 exists
   
   then
   break
   end
END

   // 0ACD: show_text_highpriority "Go to the door." time 3000
    _x_Specialist_manager = actor.Create(gang2,#mafboss,  2165.4802, 1618.6005, 999.9751)
actor.Angle(_x_Specialist_manager) =  275.2405
ACTOR.Health(_x_Specialist_manager) = 3000
//ACTOR.GiveWeaponAndAmmo(_x_Specialist_manager, AK47, 99999)
0446: set_actor _x_Specialist_manager dismemberment_possible 0
077A: set_actor _x_Specialist_manager acquaintance 1 to_actors_pedtype 0 // see ped.dat
077A: set_actor _x_Specialist_manager acquaintance 1 to_actors_pedtype 1 // see ped.dat
077A: set_actor _x_Specialist_manager acquaintance 1 to_actors_pedtype 8 // see ped.dat
0804: AS_actor _x_Specialist_manager walk_to  2166.856 1618.5476 999.9769 angle  275.2405 radius 0.2 animation "time" IFP_file "PLAYIDLES" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1
015F: set_camera_position   2170.5369 1618.9324 999.9766 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2165.5254 1618.6196 999.9752 switchstyle 2
02A3: enable_widescreen 1
01B4: set_player $PLAYER_CHAR can_move 0
00A1: put_actor $PLAYER_ACTOR at  2174.5894 1618.6396 999.9766
actor.Angle($PLAYER_ACTOR) = 85.6974
0707: start_scene_skip_to @rocket

0ACD: show_text_highpriority "(~r~Boss~w~) Okay there rookie, that's enough. Now we need to get big ass cash in the bank." time 5000
wait 5000
0ACD: show_text_highpriority "(~r~Boss~w~) We have to figure out a way to destroy the gate." time 4000
wait 5000
0ACD: show_text_highpriority "(~r~Boss~w~) There's a rocket launcher inside one of the trucks. Being to me so I can shoot it." time 6000
wait 6000

:rocket
0701: end_scene_skip

camera.Restore_WithJumpCut()
02A3: enable_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
128@ = pickup.Create(#ROCKETLA, 3, 2221.894, 1581.5074, 999.9752 )
03DC: 129@ = create_marker_above_pickup 128@
marker.SetColor(129@,3)
while true
wait 0 
gosub @Mission_Progress
    if 
    pickup.Picked_up(128@)
    then
    break
    end

end
0ACD: show_text_highpriority "Being to rocket to him." time 5000

repeat
wait 0 
gosub @Mission_Progress


until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2169.6729 1618.7317 999.9766 radius 2.0 2.0 2.0 
02A3: enable_widescreen 1

029B: 27@ = init_object #MINIGUN at 2147.31 1627.55 997.19 
0453: set_object 27@ XYZ_rotation 0.0 44.0 132.0 
0566: link_object 27@ to_interior 1 
029B: 28@ = init_object #MINIGUN at 2141.49 1627.55 997.19 
0453: set_object 28@ XYZ_rotation 0.0 43.995 51.995 
0566: link_object 28@ to_interior 1 
029B: 29@ = init_object #MINIGUN at 2141.49 1642.81 997.19 
0453: set_object 29@ XYZ_rotation 0.0 43.989 301.993 
0566: link_object 29@ to_interior 1 
029B: 30@ = init_object #MINIGUN at 2146.98 1642.89 997.19 
0453: set_object 30@ XYZ_rotation 0.0 43.989 241.992 
0566: link_object 30@ to_interior 1 
miniguns1 = actor.Create(mission6,#FAM1, 2144.0718, 1631.2745, 993.5761)
miniguns2 = actor.Create(mission6,#FAM1, 2144.0718, 1631.2745, 993.5761)
miniguns3 = actor.Create(mission6,#FAM1, 2144.0718, 1631.2745, 993.5761)
miniguns4 = actor.Create(mission6,#FAM1, 2144.0718, 1631.2745, 993.5761)
02AB: set_actor miniguns1 immunities BP 1 FP 1 EP 1 CP 1 MP 1
02AB: set_actor miniguns2 immunities BP 1 FP 1 EP 1 CP 1 MP 1
02AB: set_actor miniguns3 immunities BP 1 FP 1 EP 1 CP 1 MP 1
02AB: set_actor miniguns4 immunities BP 1 FP 1 EP 1 CP 1 MP 1

0489: set_actor miniguns2 mute_pain_audio 1
0489: set_actor miniguns3 mute_pain_audio 1
0489: set_actor miniguns4 mute_pain_audio 1
0489: set_actor miniguns1 mute_pain_audio 1
09B5: set_actor miniguns3 signal_after_kill 0
09B5: set_actor miniguns2 signal_after_kill 0
09B5: set_actor miniguns1 signal_after_kill 0
09B5: set_actor miniguns4 signal_after_kill 0

actor.GiveWeaponAndAmmo(821@,minigun, 99999)

0337: set_actor miniguns1 visibility false
07DD: set_actor miniguns1 attack_rate 100 // previously known as temper_to
actor.GiveWeaponAndAmmo(822@,minigun, 99999)
0337: set_actor miniguns2 visibility false
07DD: set_actor miniguns2 attack_rate 100 // previously known as temper_to
actor.GiveWeaponAndAmmo(823@,minigun, 99999)
0337: set_actor miniguns4 visibility false
07DD: set_actor miniguns4 attack_rate 100 // previously known as temper_to
 actor.GiveWeaponAndAmmo(824@,minigun, 99999)
0337: set_actor miniguns3 visibility false
07DD: set_actor miniguns3 attack_rate 100 // previously known as temper_to

070A: AS_actor miniguns1 attach_to_object 27@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
070A: AS_actor miniguns3 attach_to_object 28@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
070A: AS_actor miniguns2 attach_to_object 29@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
070A: AS_actor miniguns4 attach_to_object 30@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1

 018C: play_sound 39076   at 0.0 0.0 0.0

actor.PutAt(_x_Specialist_manager, 2143.9114, 1609.4795, 993.6882)
actor.Angle(_x_Specialist_manager) = 0.1693
actor.GiveWeaponAndAmmo(_x_Specialist_manager, rpg, 9999)
actor.SetImmunities(_x_Specialist_manager,0,0,1,0,0)
0667: AS_actor _x_Specialist_manager aim_at  2143.8528 1629.4795 993.6882 120000 ms
0936: set_camera  2149.5835 1620.0675 995.6882 position_to  2149.5835 1620.0675 995.6882 time 4600 smooth_transition 1
0920: point_camera  2143.9478 1607.2974 993.6882 transverse_to  2144.3406 1625.4462 993.6882 time 4600 smooth_transition 1

wait 4600
015F: set_camera_position  2145.7842 1616.972 993.6882 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2144.1624 1608.7064 993.6882 switchstyle 2
0668: AS_actor _x_Specialist_manager rotate_and_shoot_at  2143.8528 1629.4795 993.6882 1000 ms

wait 2000
015D: set_gamespeed 0.5
object.Destroy(41@)
0948: create_explosion_at 2144.2642 1626.5758 993.6882 type 11 camera_shake 3.0
015F: set_camera_position  2146.9373 1615.5266 993.6882 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2144.2251 1626.5758 993.6882 switchstyle 2
wait 1200
015D: set_gamespeed 1.0
015F: set_camera_position 2144.7859 1627.2515 993.7676  rotation 0.0 0.0 0.0
0160: set_camera_point_at  2144.1104 1630.2083 993.5761 switchstyle 2
018C: play_sound 100001  at 0.0 0.0 0.0

actor.PutAt(_x_Specialist_manager, 2144.3428, 1627.9677, 993.5761)
actor.Angle(_x_Specialist_manager) = 3.1605
0804: AS_actor _x_Specialist_manager walk_to  2144.0718 1631.2745 993.5761 angle  359.6896 radius 0.2 animation "BOM_Plant" IFP_file "bomber" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1
wait 3500
05E2: AS_actor miniguns4 kill_actor _x_Specialist_manager
05E2: AS_actor miniguns3 kill_actor _x_Specialist_manager
05E2: AS_actor miniguns2 kill_actor _x_Specialist_manager
05E2: AS_actor miniguns1 kill_actor _x_Specialist_manager

wait 3000
ACTOR.PutAt($PLAYER_ACTOR, 2144.0957, 1604.7742, 993.5684)
ACTOR.Angle($PLAYER_ACTOR) = 2.0237
05BE: AS_actor _x_Specialist_manager die
wait 1300
camera.Restore_WithJumpCut()
02A3: enable_widescreen 0

ACTOR.PutAt(80@, 2146.3875, 1596.6887, 999.7676)
ACTOR.Angle(80@) = 25.0237
ACTOR.PutAt(82@,  2142.9968, 1603.0171, 993.5684)
ACTOR.Angle(82@) =  355.0236
0A1D: AS_actor 82@  rotate_to_actor $PLAYER_ACTOR

0ACD: show_text_highpriority "(~b~Guard~w~) The boss is dead, we need to do something? How where gonna get the cash?" time 5000
wait 5000
0ACD: show_text_highpriority "(~b~Guard~w~) Oh well. You are our new leader!" time 4000
wait 4000
0ACD: show_text_highpriority "(~b~Guard~w~) We will guard the area for you. If you need , you can backup if any trouble." time 5000

wait 5000
OBJECT.Destroy(46@)
OBJECT.Destroy(6@)
OBJECT.Destroy(7@)
0948: create_explosion_at  2039.4296 1494.8918 10.6719 type 7 camera_shake 3.2

wait 1000
0ACD: show_text_highpriority "(~b~Guard~w~) SHIT! They've breaking in!" time 5000
300@ = actor.Create(gang7,#SWAT,  2147.9604, 1603.6787, 1006.1677)
actor.Angle(300@) = 186.034
05BE: AS_actor 300@ die


301@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(301@) =  41.2253
actor.Health(301@) = 700
actor.GiveWeaponAndAmmo(301@, m4,9999)
0446: set_actor 301@ dismemberment_possible 0
077A: set_actor 301@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 301@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 301@ goto_point_using_paths  2145.3291 1619.5526 993.6882 mode 7 time 999999

wait 250
302@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(302@) =  41.2253
actor.Health(302@) = 700
actor.GiveWeaponAndAmmo(302@, m4,9999)
0446: set_actor 302@ dismemberment_possible 0
077A: set_actor 302@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 302@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 302@ goto_point_using_paths 2221.0964 1589.9099 999.9706 mode 7 time 999999
wait 250
303@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(303@) =  41.2253
actor.Health(303@) = 700
actor.GiveWeaponAndAmmo(303@, mp5,9999)
0446: set_actor 303@ dismemberment_possible 0
077A: set_actor 303@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 303@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 303@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 303@ goto_point_using_paths  2176.1165 1590.1146 999.9759 mode 7 time 999999
wait 250
304@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(304@) =  41.2253
actor.Health(304@) = 700
actor.GiveWeaponAndAmmo(304@, mp5,9999)
0446: set_actor 304@ dismemberment_possible 0
077A: set_actor 304@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 304@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 304@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 304@ goto_point_using_paths 2221.0964 1589.9099 999.9706 mode 7 time 999999
wait 250
305@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(305@) =  41.2253
actor.Health(305@) = 700
actor.GiveWeaponAndAmmo(305@, m4,9999)
0446: set_actor 305@ dismemberment_possible 0
077A: set_actor 305@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 305@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 305@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 305@ goto_point_using_paths 2176.1165 1590.1146 999.9759 mode 7 time 999999
wait 250
306@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(306@) =  41.2253
actor.Health(306@) = 700
actor.GiveWeaponAndAmmo(306@, mp5,9999)
0446: set_actor 306@ dismemberment_possible 0
077A: set_actor 306@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 306@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 306@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 306@ goto_point_using_paths 2176.1165 1590.1146 999.9759 mode 7 time 999999
wait 250
307@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(307@) =  41.2253
actor.Health(307@) = 700
actor.GiveWeaponAndAmmo(307@, mp5,9999)
0446: set_actor 307@ dismemberment_possible 0
077A: set_actor 307@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 307@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 307@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 307@ goto_point_using_paths 2221.0964 1589.9099 999.9706 mode 7 time 999999
wait 250
308@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(308@) =  41.2253
actor.Health(308@) = 700
actor.GiveWeaponAndAmmo(308@, mp5,9999)
0446: set_actor 308@ dismemberment_possible 0
077A: set_actor 308@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 308@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 308@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 308@ goto_point_using_paths  2145.3291 1619.5526 993.6882 mode 7 time 999999
wait 250
309@ = actor.Create(gang7,#SWAT,  2144.5559, 1599.0027, 1003.9677)
actor.Angle(309@) =  41.2253
actor.Health(309@) = 700
actor.GiveWeaponAndAmmo(308@, mp5,9999)
0446: set_actor 309@ dismemberment_possible 0
077A: set_actor 309@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor 309@ acquaintance 4 to_actors_pedtype 1 // see ped.dat
05E2: AS_actor 309@ kill_actor $PLAYER_ACTOR
05F5: AS_actor 309@ goto_point_using_paths  2145.3291 1619.5526 993.6882 mode 7 time 999999

while true
wait 0
gosub @trap 
gosub @Mission_Progress
gosub @truck 


    if   and
    actor.Dead(308@)
    actor.Dead(307@)
    actor.Dead(306@)
    actor.Dead(305@)
    actor.Dead(303@)
    actor.Dead(304@)
    actor.Dead(302@)
    actor.Dead(301@)
    then
     break   
    end

end
wait 1000
015F: set_camera_position  2146.4014 1627.5503 993.5761 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2143.583 1636.4921 993.5761 switchstyle 2

0948: create_explosion_at  2144.626 1635.537 994.6882 type 7 camera_shake 3.2

087E: AS_actorWEAP miniguns1   0
087E: AS_actorWEAP miniguns2   0
087E: AS_actorWEAP miniguns3   0
087E: AS_actorWEAP miniguns4    0
        
05BE: AS_actor miniguns1 die
05BE: AS_actor miniguns2 die
05BE: AS_actor miniguns3 die
05BE: AS_actor miniguns4 die

wait 3500
camera.Restore_WithJumpCut()
     0ACD: show_text_highpriority "Miniguns are disabled, go down there and grab all the cash." time 4300
        
repeat 
wait 0
gosub @Mission_Progress


until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2143.8027 1631.4969 993.5761  radius 2.0 2.0 2.0
MISSION_CLEANUP
:final_part 
fade 0 500
wait 500
fade 1 500
CONST
driver = 30@
passenger = 31@
AI_player2_passenger = 36@


END
TRUCK1 = CAR.Create(#BOXVILLE, 2297.6455, 1566.7725, 10.8203)
CAR.Angle(TRUCK1) = 176.4576
CAR.Health(TRUCK1) = 3000

TRUCK2 = CAR.Create(#BOXVILLE, 2295.3259, 1553.823, 10.8203)
CAR.Angle(TRUCK2) = 127.4568
CAR.Health(TRUCK2) = 3000
ACTOR.PutAt($PLAYER_ACTOR,  2308.8188, 1564.1616, 10.8203)
03AB: set_car TRUCK2 strong 1
01EC: make_car TRUCK2 very_heavy 1
088B: set_car TRUCK2 form_drag_multiplier_to 0.2
0229: set_car TRUCK2 primary_color_to 0 secondary_color_to 0
0229: set_car TRUCK1 primary_color_to 0 secondary_color_to 0

marker.CreateAboveCar(64@,TRUCK2)
marker.SetColor(64@,3)
018B: set_marker 64@ radar_mode 2
07E0: set_marker 64@ type_to 1

driver = actor.CreateAsDriver(gang2, #wmomib,TRUCK2)
actor.Health(driver) = 1300
actor.GiveWeaponAndAmmo(driver, mp5,9999)

00AE: set_car TRUCK2 traffic_behaviour_to 3

passenger = actor.CreateAsPassenger(gang2, #wmomib,TRUCK2,0 )
actor.GiveWeaponAndAmmo(passenger, mp5,9999)
0615: define_AS_pack_begin 150@
05D1: AS_actor -1 drive_car -1 to 2285.2932 1549.2295 10.8203 speed 35.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 2070.9163 1564.2874 10.8203 speed 35.0 2 model #NULL 5


0618: assign_actor driver to_AS_pack 150@
061B: remove_references_to_AS_pack 150@
01F0: set_max_wanted_level_to 6
010D: set_player $PLAYER_CHAR wanted_level_to 4

 if
056D:   actor $SECOND_PLAYER_ACTOR defined

then
ACTOR.PutAt($SECOND_PLAYER_ACTOR,  2308.8188, 1564.1616, 10.8203)

////0362: remove_actor $SECOND_PLAYER_ACTOR from_car_and_place_at  2082.4192 1166.3163 10.8203

0430: put_actor $SECOND_PLAYER_ACTOR into_car TRUCK1 passenger_seat 0

else

AI_player2_passenger = actor.CreateAsPassenger(gang2, #wmomib,TRUCK1,0 )
actor.GiveWeaponAndAmmo(AI_player2_passenger, mp5,9999)
0631: put_actor AI_player2_passenger in_group $PLAYER_GROUP

end
//036A: put_actor $PLAYER_ACTOR in_car TRUCK1
072A: put_actor $PLAYER_ACTOR into_car TRUCK1 driverseat
     0ACD: show_text_highpriority "Follow the truck." time 4300


SELECT_INTERIOR 0 
0860: link_actor $PLAYER_ACTOR to_interior 0

 
repeat
 wait 0 
gosub @Mission_Progress
gosub @truck 
until 01AF:   actor TRUCK2 sphere 0 in_sphere  2070.9163 1564.2874 10.8203 radius 15.0 15.0 15.0
actor.DestroyInstantly(driver)
actor.DestroyInstantly(passenger)
car.DriveTo(TRUCK2, 976.5295, 2134.604, 10.8203)
car.SetDriverBehaviour(TRUCK2, FollowRoad)
//04BA: set_car TRUCK2 speed_to 35.0
car.DriveTo(TRUCK2, 976.5295, 2134.604, 10.8203)

repeat
 wait 0 
gosub @Mission_Progress
gosub @truck 
until 01AF:   actor TRUCK2 sphere 1 in_sphere  976.5295 2134.604 10.8203 radius 9.0 9.0 9.0


0394: play_music 2
0ACB: show_styled_text  "~y~Objective completed!~w~" time 4000 style 5
0109: player $PLAYER_CHAR money += 800000

jump @end_mission

:truck 
if or
car.Wrecked(1@)
car.Wrecked(2@)
then
     0ACD: show_text_highpriority "~r~Objective failed!~w~~n~They destroyed the truck." time 4300

jump @end_mission
end
return 
:trap
0AE1: 1009@ = random_actor_near_point  2150.8955 1646.8502 1000.5761 in_radius 40.0 find_next 1 pass_deads 1

if
///00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2143.7092 1635.9712 993.5761 radius 15.0 15.0 15.0
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA  2139.5735 1628.0405 cornerB  2150.8955 1646.8502 

then
05E2: AS_actor miniguns1 kill_actor $PLAYER_ACTOR
05E2: AS_actor miniguns2 kill_actor $PLAYER_ACTOR
05E2: AS_actor miniguns3 kill_actor $PLAYER_ACTOR
05E2: AS_actor miniguns4 kill_actor $PLAYER_ACTOR
      
end
if
056D:   actor $second_PLAYER_ACTOR defined
then
         if
        ///00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2143.7092 1635.9712 993.5761 radius 15.0 15.0 15.0
        00A3:   actor $second_PLAYER_ACTOR sphere 0 in_rectangle_cornerA  2139.5735 1628.0405 cornerB  2150.8955 1646.8502 
        
        then
        05E2: AS_actor miniguns1 kill_actor $second_PLAYER_ACTOR
        05E2: AS_actor miniguns2 kill_actor $second_PLAYER_ACTOR
        05E2: AS_actor miniguns3 kill_actor $second_PLAYER_ACTOR
        05E2: AS_actor miniguns4 kill_actor $second_PLAYER_ACTOR
              
        end
end
 if
056D:   actor 1009@ defined
then
089F: get_actor 1009@ pedtype_to 1013@
 if  and
not 1013@ == 26 
not 1013@ == 27 
 then
         if
        ///00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere  2143.7092 1635.9712 993.5761 radius 15.0 15.0 15.0
        00A3:   actor 1009@ sphere 0 in_rectangle_cornerA  2139.5735 1628.0405 cornerB  2150.8955 1646.8502 
        
        then
        05E2: AS_actor miniguns1 kill_actor 1009@
        05E2: AS_actor miniguns2 kill_actor 1009@
        05E2: AS_actor miniguns3 kill_actor 1009@
        05E2: AS_actor miniguns4 kill_actor 1009@
              
        end
    end
end

return 

:end_mission
09B9: show_entered_car_name 1
016A: fade 0 time 550
wait 550
$onmission = 0
0249: release_model #BOXVILLE 
0249: release_model 14606 
0249: release_model 14624 
0249: release_model 14623 
0249: release_model 1557 
0249: release_model 1569 
0249: release_model 1537 
0249: release_model 3798 
0249: release_model 3799 
0249: release_model 3577 
0249: release_model 3800 
0249: release_model 1431 
0249: release_model 1497 
0249: release_model #MINIGUN 
0249: release_model 1550 
0249: release_model 9093 
0249: release_model #SILENCED 
0249: release_model #MP5LNG 
0249: release_model 1242 
0249: release_model 1213 
mission_cleanup
016A: fade 1 time 550
0395: clear_area 1 at  1929.8708 -1778.9781 13.5469 radius 99999.0
02A3: enable_widescreen 0
01F0: set_max_wanted_level_to 6

mission_cleanup
end_Thread


:weapons_SETS
if 
999@ == 0
      then
    if 
        00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2216.5703 1590.3531 999.9786 radius 2.0 2.0 2.0

    
    then
    0ACD: show_text_highpriority "Press ~k~~VEHICLE_ENTER_EXIT~ pick up weapons." time 100
  if
      00E1:   player 0 pressed_key 15
  then
    999@ = 1
    018C: play_sound 1150  at 0.0 0.0 0.0
     object.Destroy(45@)
     object.Destroy(43@)
     object.Destroy(44@)
    actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Silenced,120)
    actor.GiveWeaponAndAmmo($PLAYER_ACTOR, mp5,120)
    actor.AddArmour($PLAYER_ACTOR, 9999)
end
    end
end
return 


:Mission_Progress    
if  or
$onmission == 0 
0ADC:   test_cheat "exit"

then
jump @end_mission 
end 
if
wasted_or_busted
then
    00BA: show_text_styled GXT "_fail" time 3000 style 5  // Beefy Baron

    jump @end_mission
end
return