// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .cm}
0ADF: add_dynamic_GXT_entry "_FAIL" text "~r~Mission Failed"
0ADF: add_dynamic_GXT_entry "_FAILP1" text "~r~Player 1 Failed the Mission"
0ADF: add_dynamic_GXT_entry "_FAILP2" text "~b~Player 2 Failed the Mission"
04ED: load_animation  "carry"

$onmission = 3
//-------------MAIN---------------
0247: load_model #STAFFORD 
0247: load_model #MAVERICK 
0247: load_model #RAINDANC 
0247: load_model #MULE 
0247: load_model #BOBCAT 
0247: load_model #YANKEE 
0247: load_model #SANCHEZ 
0247: load_model 922 
0247: load_model 3585 
0247: load_model 3564 
0247: load_model 3567 
0247: load_model 3066 
0247: load_model 3046 
0247: load_model 18257 
0247: load_model 2669 
0247: load_model 3565 
0247: load_model 3570 
0247: load_model 3576 
0247: load_model 3577 


//Squad

0247: load_model #wmydrug   //Reyan
0247: load_model #wmymech   //Fixer
0247: load_model #somyri    //Teacher
0247: load_model #bikerb   //Duncan
0247: load_model #bmocd
0247: load_model #bmytatt  //RayKid 
0247: load_model #vla2 //DJ
0247: load_model #maffb //Leader
                 


//enemeies
0247: load_model #sbmycr
0247: load_model #bmycg
0247: load_model #ak47
0247: load_model #SHOTGSPA
0247: load_model #m4
0247: load_model #CHROMEGUN
0247: load_model #MP5LNG
0247: load_model #bmycg

0247: load_model #vwmycd
0247: load_model #dwmylc2
0247: load_model #bmycg
0247: load_model #bmycg
0247: load_model #bmycg
0247: load_model #bmycg
0247: load_model #bmycg
0247: load_model #bmycg
0247: load_model #bmycg
0247: load_model #SNIPER
0247: load_model 2969  //BOX
0247: load_model 2912  //BOX 2
     
     
038B: load_requested_models 
const

X_RayKid = 60@
X_DJ_JON = 61@
X_Duncan = 62@
X_Reyan =  63@
CPU_TRUCK = 9@      
PLAYER_TRUCK = 10@
CPU_MULE = 11@
DEALER = 70@
GUARD_CUTSCENE1 = 71@
GUARD_CUTSCENE2 = 72@
HELI_DUDE = 73@
CARRY_COMPLETE1 = 110@
CARRY_COMPLETE2 = 111@
CARRY_COMPLETE3 = 112@
CARRY_COMPLETE4 = 114@
CARRY_COMPLETE5 = 113@
CARRY_DONE = 115@
OBJECT_EXISTS = 117@
end
CARRY_COMPLETE1 = 0
CARRY_COMPLETE2 = 0
CARRY_COMPLETE3 = 0
CARRY_COMPLETE4 = 0
CARRY_COMPLETE5 = 0
CARRY_DONE = 0
04BB: select_interior 0 
00A1: put_actor $PLAYER_ACTOR at   1929.6271 -1785.7094 13.5469
0173: set_actor $PLAYER_ACTOR Z_angle_to  353.3434
0860: link_actor $PLAYER_ACTOR to_interior 0 

00A5: 1@ = create_car #STAFFORD at 2267.43 -352.16 46.22 
0175: set_car 1@ Z_angle_to 40.0 
00A5: 2@ = create_car #STAFFORD at 2268.93 -359.79 46.03 
0175: set_car 2@ Z_angle_to 39.996 

00A5: 4@ = create_car #RAINDANC at 2106.29 -547.24 164.28 
0175: set_car 4@ Z_angle_to 270.0 
00A5: 5@ = create_car #MULE at 2078.65 -378.98 69.58 
0175: set_car 5@ Z_angle_to 310.0 
00A5: 6@ = create_car #MULE at 2217.21 -380.98 50.91 
0175: set_car 6@ Z_angle_to 279.996 
00A5: 7@ = create_car #MULE at 2059.0 -398.28 76.44 
0175: set_car 7@ Z_angle_to 149.992 
00A5: 8@ = create_car #MULE at 2248.81 -319.08 46.33 
0175: set_car 8@ Z_angle_to 149.991 


00A5: 9@ = create_car #BOBCAT at 1933.19 -1772.37 13.46 
0175: set_car 9@ Z_angle_to 0.0 
00A5: 10@ = create_car #BOBCAT at 1933.19 -1782.37 13.46 
0175: set_car 10@ Z_angle_to 0.0 
00A5: 11@ = create_car #YANKEE at 1945.06 -1773.38 13.64 
0175: set_car 11@ Z_angle_to 0.0 


00A5: 12@ = create_car #SANCHEZ at 1939.71 -1771.86 13.14 
0175: set_car 12@ Z_angle_to 0.0 
00A5: 13@ = create_car #SANCHEZ at 1939.81 -1778.42 13.15 
0175: set_car 13@ Z_angle_to 0.0 
029B: 14@ = init_object 922 at 2094.83 -424.58 113.45 
0453: set_object 14@ XYZ_rotation 3.978 6.015 351.581 
029B: 15@ = init_object 922 at 2168.31 -422.16 104.54 
0453: set_object 15@ XYZ_rotation 356.021 353.98 11.578 
029B: 16@ = init_object 922 at 2204.07 -410.4 110.52 
0453: set_object 16@ XYZ_rotation 354.029 353.961 11.363 
029B: 17@ = init_object 3585 at 2142.4 -360.71 56.72 
0453: set_object 17@ XYZ_rotation 0.0 6.0 358.75 
029B: 18@ = init_object 3585 at 2150.75 -360.93 55.65 
0453: set_object 18@ XYZ_rotation 0.0 5.999 358.748 
029B: 19@ = init_object 3585 at 2159.93 -361.51 54.42 
0453: set_object 19@ XYZ_rotation 0.0 7.999 358.748 
029B: 20@ = init_object 3564 at 2122.29 -356.44 58.63 
0453: set_object 20@ XYZ_rotation 0.0 4.0 2.0 
029B: 21@ = init_object 3564 at 2115.02 -361.37 59.36 
0453: set_object 21@ XYZ_rotation 0.0 3.999 3.0 
029B: 22@ = init_object 3567 at 2186.55 -358.24 47.13 
0453: set_object 22@ XYZ_rotation 12.0 0.0 90.0 
029B: 23@ = init_object 3567 at 2177.86 -357.84 50.46 
0453: set_object 23@ XYZ_rotation 9.991 2.031 89.648 
029B: 24@ = init_object 3567 at 2196.11 -357.79 47.21 
0453: set_object 24@ XYZ_rotation 9.987 2.027 91.643 
029B: 25@ = init_object 3564 at 2219.29 -359.42 45.26 
0453: set_object 25@ XYZ_rotation 0.0 5.999 12.0 
029B: 26@ = init_object 3066 at 2175.94 -357.88 52.68 
0453: set_object 26@ XYZ_rotation 350.0 0.0 270.0 
029B: 27@ = init_object 3066 at 2198.92 -357.62 48.61 
0453: set_object 27@ XYZ_rotation 349.997 0.0 270.0 
029B: 28@ = init_object 3046 at 2193.18 -356.8714 48.96805 
0453: set_object 28@ XYZ_rotation 0.0 0.0 20.0 
029B: 29@ = init_object 18257 at 2116.65 -361.14 66.07 
0453: set_object 29@ XYZ_rotation 0.0 0.0 40.0 
029B: 30@ = init_object 18257 at 2125.08 -351.72 65.44 
0453: set_object 30@ XYZ_rotation 0.0 0.0 209.996 
029B: 31@ = init_object 2669 at 2105.58 -548.38 129.06 
0453: set_object 31@ XYZ_rotation 358.019 8.005 110.278 
029B: 34@ = init_object 922 at 2144.14 -394.56 76.61 
0453: set_object 34@ XYZ_rotation 356.017 353.98 351.574 
029B: 35@ = init_object 3565 at 2244.16 -373.03 48.53 
0453: set_object 35@ XYZ_rotation 5.967 6.033 39.371 
029B: 36@ = init_object 3570 at 2107.33 -349.17 60.8 
0453: set_object 36@ XYZ_rotation 0.0 6.0 348.0 
029B: 37@ = init_object 3565 at 2235.76 -334.8 48.56 
0453: set_object 37@ XYZ_rotation 5.966 6.031 359.37 
029B: 38@ = init_object 18257 at 2097.1 -374.67 67.12 
0453: set_object 38@ XYZ_rotation 0.0 0.0 159.996 
029B: 39@ = init_object 3576 at 2252.74 -378.61 49.91 
0453: set_object 39@ XYZ_rotation 350.153 349.849 340.246 
029B: 40@ = init_object 3577 at 2253.79 -291.77 63.63 
0453: set_object 40@ XYZ_rotation 0.0 0.0 14.0 
029B: 41@ = init_object 3577 at 2230.22 -298.7 59.94 
0453: set_object 41@ XYZ_rotation 3.978 353.985 24.415 
029B: 42@ = init_object 3577 at 2195.06 -342.72 55.69 
0453: set_object 42@ XYZ_rotation 7.824 12.114 10.326 
029B: 43@ = init_object 922 at 2127.48 -394.5 76.92 
0453: set_object 43@ XYZ_rotation 343.038 4.176 3.213 
029B: 44@ = init_object 922 at 2347.03 -384.51 67.8 
0453: set_object 44@ XYZ_rotation 357.002 3.998 64.197 
029B: 45@ = init_object 922 at 2350.91 -381.5 67.6 
0453: set_object 45@ XYZ_rotation 356.995 359.993 15.988 
029B: 46@ = init_object 3564 at 2238.59 -350.89 42.58 
0453: set_object 46@ XYZ_rotation 0.0 5.999 21.997 

0249: release_model 922 
0249: release_model 3585 
0249: release_model 3564 
0249: release_model 3567 
0249: release_model 3066 
0249: release_model 3046 
0249: release_model 18257 
0249: release_model 2669 
0249: release_model 3565 
0249: release_model 3570 
0249: release_model 3576 
0249: release_model 3577 
09B9: show_entered_car_name 0

00A5: 3@ = create_car #MAVERICK at  2082.564 -660.863 203.0547
0175: set_car 3@ Z_angle_to 300.0 
HELI_DUDE = actor.CreateAsDriver(Mission2, #bmycg, 3@)
//04A2: set_heli HELI_DUDE  fly_to  altitude_between 0.0 and  

0825: set_helicopter 3@ instant_rotor_start
0A1C: set_helicopter 3@ play_engine_sounds 1
04DF: set_heli 3@ lean_and_thrust_limiter 0

if
056D:   actor $second_PLAYER_ACTOR defined

then 
077B: clear_actor $second_PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat
077B: clear_actor $second_PLAYER_ACTOR acquaintance 4 to_actors_pedtype 0 // see ped.dat
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 1 // see ped.dat

00A1: put_actor $second_PLAYER_ACTOR at 1930.2423 -1787.8091 13.3828
0173: set_actor $second_PLAYER_ACTOR Z_angle_to  353.3434
end
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 1

X_RayKid = actor.Create(24, #bmytatt  , 1929.5602, -1774.572, 13.5469)
X_DJ_JON = actor.Create(24, #vla2  , 1930.2366, -1770.533, 13.5469)
X_Duncan = actor.Create(24, #bikerb  , 1930.0609, -1776.8318, 13.5469)
X_Reyan = actor.Create(24, #wmydrug  , 1929.8708, -1778.9781, 13.5469)
actor.Angle(X_RayKid) = 267.9659
actor.Angle(X_DJ_JON) = 267.9659
actor.Angle(X_Reyan) = 267.9659
actor.Angle(X_Duncan) = 267.9659
0223: set_actor X_RayKid health_to 5000
0223: set_actor X_DJ_JON health_to 5000
0223: set_actor X_Reyan health_to 5000
0223: set_actor X_Duncan health_to 5000
0946: set_actor X_Duncan actions_uninterupted_by_weapon_fire 1
0946: set_actor X_Reyan actions_uninterupted_by_weapon_fire 1
0946: set_actor X_DJ_JON actions_uninterupted_by_weapon_fire 1
0946: set_actor X_RayKid actions_uninterupted_by_weapon_fire 1
0446: set_actor X_DJ_JON dismemberment_possible 0
0446: set_actor X_RayKid dismemberment_possible 0
0446: set_actor X_Reyan dismemberment_possible 0
0446: set_actor X_Duncan dismemberment_possible 0
actor.SetImmunities(X_Duncan,1,1,1,1,1)
actor.SetImmunities(X_DJ_JON,1,1,1,1,1)
actor.SetImmunities(X_Reyan,1,1,1,1,1)
actor.SetImmunities(X_RayKid,1,1,1,1,1)
05CB: AS_actor X_Duncan enter_car CPU_TRUCK as_driver 10000 ms
05CA: AS_actor X_DJ_JON enter_car CPU_TRUCK passenger_seat 0 time 10000
                    
05CB: AS_actor X_RayKid enter_car CPU_MULE as_driver 10000 ms
05CA: AS_actor X_Reyan enter_car CPU_MULE passenger_seat 0 time 10000
077C: clear_actor X_RayKid acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor X_Reyan acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor X_DJ_JON acquaintance 4 to_all_pedtypes // see ped.dat
077C: clear_actor X_RayKid acquaintance 4 to_all_pedtypes // see ped.dat
099F: AS_actor  X_RayKid ignore_weapon_range 1
099F: AS_actor  X_Reyan ignore_weapon_range 1
099F: AS_actor  X_DJ_JON ignore_weapon_range 1
099F: AS_actor  X_Duncan ignore_weapon_range 1
00AE: set_car CPU_TRUCK traffic_behaviour_to 2
00AE: set_car CPU_MULE traffic_behaviour_to 2
00AE: set_car PLAYER_TRUCK traffic_behaviour_to 2
///04BA: set_car CPU_MULE speed_to 30.0
///04BA: set_car CPU_TRUCK speed_to 30.0
03AB: set_car CPU_TRUCK strong 1
03AB: set_car CPU_MULE strong 1
01EC: make_car CPU_TRUCK very_heavy 1
01EC: make_car CPU_MULE very_heavy 1
car.SetMaxSpeed(CPU_TRUCK,45.0)
car.SetMaxSpeed(CPU_MULE,30.0)
0423: set_car CPU_TRUCK improved_handling_to 2.0 // (float)
0423: set_car CPU_MULE improved_handling_to 2.0 // (float)
//car.SetDriverBehaviour(CPU_TRUCK,FollowRoad)
:1 
wait 0
gosub @Mission_Progress
if and
 actor.driving(X_RayKid)
 actor.driving(X_Reyan)
 actor.driving(X_DJ_JON)
 actor.driving(X_Duncan)
 actor.driving($PLAYER_ACTOR)
then
goto @begin 
end
jump @1 


:begin    
   0ACD: show_text_highpriority "Follow the truck." time 4500
07F8: car CPU_TRUCK follow_car CPU_MULE radius 5000.0
car.DriveTo(CPU_MULE,  2299.7078, -527.3655, 126.0609)             
                                    {

0615: define_AS_pack_begin 150@
05D1: AS_actor -1 drive_car -1 to  1943.6963 -1689.4818 13.3828 speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   1940.7935 -1620.2002 13.3828 speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   1826.7439 -1610.5541 13.374  speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  1837.2811 -1526.293 13.3828 speed 28.0 2 model #NULL 5

0618: assign_actor X_RayKid to_AS_pack 150@
061B: remove_references_to_AS_pack 150@    }

wait 3500
0ACD: show_text_highpriority "(~R~Duncan~w~) Yo, what the hell are going for Ray Kid?" time 9988

wait 5000
0ACD: show_text_highpriority "(~R~Ray Kid~w~) The undercover thing is to 'let's pretend' to be a special drivery, so uh...we can sell shit." time 9988
wait 6200
0ACD: show_text_highpriority "(~R~DJ Jon~w~) Bro, if we screw, I'm gonna fuckin' kill you!" time 9988
wait 4500
0ACD: show_text_highpriority "(~R~DJ Jon~w~) But I swear, we would have take the chopper instead, rather wasting your fuckin' time driving!" time 9988
wait 6000
00BE: text_clear_all
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 1
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 24

DEALER = actor.Create(25,#sbmycr, 2356.9219, -648.4128, 128.0547)
actor.Angle(DEALER) = 275.1926
actor.Health(DEALER) = 500
actor.GiveWeaponAndAmmo(DEALER,ak47,99999)
0446: set_actor DEALER dismemberment_possible 0

GUARD_CUTSCENE1 = actor.Create(25,#bmycg, 2355.2415, -655.9538, 128.0547)
actor.Angle(GUARD_CUTSCENE1) = 275.1926
actor.Health(GUARD_CUTSCENE1) = 500
actor.GiveWeaponAndAmmo(GUARD_CUTSCENE1,ak47,99999)
0446: set_actor GUARD_CUTSCENE1 dismemberment_possible 0

GUARD_CUTSCENE2 = actor.Create(25,#bmycg,  2352.6494, -655.8226, 128.0547)
actor.Angle(GUARD_CUTSCENE2) = 275.1926
actor.Health(GUARD_CUTSCENE2) = 500
actor.GiveWeaponAndAmmo(GUARD_CUTSCENE2,ak47,99999)
0446: set_actor GUARD_CUTSCENE2 dismemberment_possible 0


repeat
wait 0
gosub @Leaving_the_truck
gosub @Mission_Progress
until 01AF:   car CPU_MULE sphere 0 in_sphere  2581.2253 -987.5817 79.8305 radius 3.2 3.2 2.0
0ACD: show_text_highpriority "(~R~Ray Kid~w~) Kay, I can find this area." time 5000
0743: heli 3@ fly_to  2564.2695 -614.7492 238.89 altitude 55.0 55.0
0615: define_AS_pack_begin 150@
05D1: AS_actor -1 drive_car -1 to  2567.6868 -979.7469 81.4825 speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 2559.6663 -939.496 83.01   speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  2447.8623 -813.4687 110.2774  speed 48.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  2401.7424 -689.743 126.2143  speed 38.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   2392.4216 -651.4054 127.4254  speed 31.0 2 model #NULL 5

0618: assign_actor X_RayKid to_AS_pack 150@
061B: remove_references_to_AS_pack 150@ 
0615: define_AS_pack_begin 150@
05D1: AS_actor -1 drive_car -1 to  2567.6868 -979.7469 81.4825 speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to 2559.6663 -939.496 83.01   speed 28.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  2447.8623 -813.4687 110.2774  speed 48.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to  2401.7424 -689.743 126.2143  speed 38.0 2 model #NULL 5
05D1: AS_actor -1 drive_car -1 to   2392.4216 -651.4054 127.4254  speed 31.0 2 model #NULL 5

0618: assign_actor X_Duncan to_AS_pack 150@
061B: remove_references_to_AS_pack 150@ 
repeat
wait 0
gosub @Leaving_the_truck
gosub @Mission_Progress


until 01AF:   car CPU_MULE sphere 0 in_sphere  2392.4216 -651.4054 127.4254 radius 3.2 3.2 2.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2374.7725 -647.2278 127.4036
0362: remove_actor X_RayKid from_car_and_place_at 2239.367 -1261.939 22.9375
0362: remove_actor X_Reyan from_car_and_place_at 2375.1304 -646.1406 127.3907
0362: remove_actor X_DJ_JON from_car_and_place_at 2376.8567 -645.9276 127.3669  
0362: remove_actor X_Duncan from_car_and_place_at 2374.7415 -648.6582 127.4254 
actor.Angle($PLAYER_ACTOR) = 77.2466
actor.Angle(X_DJ_JON) = 77.2466
actor.Angle(X_Reyan) = 77.2466
actor.Angle(X_RayKid) = 77.2466
actor.Angle(X_Duncan) = 77.2466
car.PutAt(CPU_MULE,2395.116, -643.0392, 127.0697)
car.Angle(CPU_MULE) = 54.654
car.PutAt(CPU_TRUCK, 2388.5112, -667.2932, 128.0173)
car.Angle(CPU_TRUCK) =  27.4105
015F: set_camera_position  2364.8308 -647.9793 127.7968 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2375.5261 -647.0636 127.3913 switchstyle 2
02A3: enable_widescreen 1
0615: define_AS_pack_begin 150@
05D3: AS_actor -1 goto_point 2362.0581 -648.6946 127.9906 mode 4 time -1 ms // versionA


0618: assign_actor X_RayKid to_AS_pack 150@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 150@
0618: assign_actor X_Duncan to_AS_pack 150@
0618: assign_actor X_DJ_JON to_AS_pack 150@
0618: assign_actor X_Reyan to_AS_pack 150@
061B: remove_references_to_AS_pack 150@ 
wait 2400
015F: set_camera_position  2360.2073 -652.8043 128.0697 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2356.4033 -656.1082 128.0547 switchstyle 2
05D3: AS_actor   GUARD_CUTSCENE2 goto_point 2358.6685 -655.3666 128.1758 mode 4 time -1 ms // versionA
05D3: AS_actor GUARD_CUTSCENE1 goto_point 2355.8496 -654.3625 128.0547 mode 4 time -1 ms // versionA
wait 2000

015F: set_camera_position   2360.9541 -648.3519 128.1389 rotation 0.0 0.0 0.0
0160: set_camera_point_at  2354.6262 -648.5586 128.0547  switchstyle 2
0ACD: show_text_highpriority "(~g~Guard~w~) What are you THUGs doing here?" time 5000
//0ACD: show_text_highpriority "(~R~Guard~w~) We are you doing? Driving off? Get to the work" time 5000
wait 4000
015F: set_camera_position 2359.3525 -648.1422 128.1368  rotation 0.0 0.0 0.0
0160: set_camera_point_at  2369.0686 -647.4961 127.6247 switchstyle 2
0ACD: show_text_highpriority "(~R~Ray Kid~w~) Were here to deliver some drug boxes. I can drive down there." time 5000
wait 5000
0ACD: show_text_highpriority "(~g~Guard~w~) Alright folks, get to work." time 3000
wait 3000
fade 0 400
wait 400 
fade 1 400 
camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
//0992: set_player $PLAYER_CHAR weapons_scrollable 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
actor.PutAt($PLAYER_ACTOR, 2365.9958, -646.8011, 127.7474)
//06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
if 
056D:   actor $second_PLAYER_ACTOR defined

then
actor.PutAt($second_PLAYER_ACTOR,  2362.6306, -648.9286, 127.9208)
//06AB: set_actor $second_PLAYER_ACTOR all_weapons_hidden 1
//0992: set_player $second_PLAYER   weapons_scrollable 0
01B9: set_actor $second_PLAYER_ACTOR armed_weapon_to 0

actor.Angle($second_PLAYER_ACTOR) =  282.0323
end
32@ =  0
33@ = 0 
actor.PutAt(X_DJ_JON, 2370.5725, -647.7651, 127.5654)
actor.PutAt(X_RayKid,  2374.1626, -645.8408, 127.428)
actor.PutAt(X_Reyan,  2374.7283, -646.8045, 127.4056)
actor.PutAt(X_Duncan,  2377.6455, -647.5246, 127.4006)

actor.Angle($PLAYER_ACTOR) =  282.0323
actor.Angle(X_DJ_JON) =   282.0323
actor.Angle(X_Reyan) =   282.0323
actor.Angle(X_RayKid) =   282.0323
actor.Angle(X_Duncan) =   282.0323
05CB: AS_actor X_Duncan enter_car CPU_TRUCK as_driver 10000 ms
05CA: AS_actor X_DJ_JON enter_car CPU_TRUCK passenger_seat 0 time 10000
                    
05CB: AS_actor X_RayKid enter_car CPU_MULE as_driver 10000 ms
05CA: AS_actor X_Reyan enter_car CPU_MULE passenger_seat 0 time 10000
02A3: enable_widescreen 0

0ACD: show_text_highpriority "Get in the truck and follow the truck." time 4200

:LOOP_that
wait 0
gosub @Mission_Progress
gosub @COVER_BLOWN 
if and
 actor.driving(X_RayKid)
 actor.driving(X_Reyan)
 actor.driving(X_DJ_JON)
 actor.driving(X_Duncan)
 actor.driving($PLAYER_ACTOR)
then
car.DriveTo(CPU_MULE, 2262.1289, -392.4366, 52.3641)
07F8: car CPU_TRUCK follow_car CPU_MULE radius 888.0
            
jump @tracks 
end 
goto @LOOP_that



:tracks 
0ACD: show_text_highpriority "(~R~Ray Kid~w~) Okay here we gotta do. We sneak some drug package and we leave the area." time 4200

84@ = ACTOR.Create(MISSION2, #vwmycd, 2184.0535, -358.1989, 51.2768)
ACTOR.Angle(84@) = 186.051
ACTOR.Health(84@) = 400
ACTOR.GiveWeaponAndAmmo(84@, AK47,9999)
0446: set_actor 84@ dismemberment_possible 0

85@ = ACTOR.Create(MISSION2, #vwmycd,  2143.929, -358.5628, 55.8506)
ACTOR.Angle(85@) = 111.0503
ACTOR.Health(85@) = 400
ACTOR.GiveWeaponAndAmmo(85@, AK47,9999)
0446: set_actor 85@ dismemberment_possible 0

86@ = ACTOR.Create(MISSION2, #vwmycd,   2130.1677, -359.3184, 67.7654)
ACTOR.Angle(86@) =  210.1699
ACTOR.Health(86@) = 400
ACTOR.GiveWeaponAndAmmo(86@, AK47,9999)
0446: set_actor 86@ dismemberment_possible 0

87@ = ACTOR.Create(MISSION2, #vwmycd,    2191.5618, -341.9702, 56.4151)
ACTOR.Angle(87@) =  51.8632
ACTOR.Health(87@) = 400
ACTOR.GiveWeaponAndAmmo(87@, AK47,9999)
0446: set_actor 87@ dismemberment_possible 0

88@ = ACTOR.Create(MISSION2, #vwmycd,  2174.2271, -372.9442, 56.027)
ACTOR.Angle(88@) =  284.6481
ACTOR.Health(88@) = 400
ACTOR.GiveWeaponAndAmmo(88@, AK47,9999)
0446: set_actor 88@ dismemberment_possible 0

89@ = ACTOR.Create(MISSION2, #vwmycd, 2177.1084, -355.6357, 51.1917)
ACTOR.Angle(89@) = 168.2702
ACTOR.Health(89@) = 400
ACTOR.GiveWeaponAndAmmo(89@, AK47,9999)
0446: set_actor 89@ dismemberment_possible 0


90@ = ACTOR.Create(MISSION2, #vwmycd, 2095.873, -354.3028, 60.7526)
ACTOR.Angle(90@) =  257.1905
ACTOR.Health(90@) = 400
ACTOR.GiveWeaponAndAmmo(90@, AK47,9999)
0446: set_actor 90@ dismemberment_possible 0


91@ = ACTOR.Create(MISSION2, #vwmycd,  2097.3403, -370.7435, 68.0326)
ACTOR.Angle(91@) =  296.1906
ACTOR.Health(91@) = 400
ACTOR.GiveWeaponAndAmmo(91@, AK47,9999)
0446: set_actor 91@ dismemberment_possible 0

92@ = ACTOR.Create(MISSION2, #vwmycd,  2260.9004, -367.2044, 46.897)
ACTOR.Angle(92@) =  296.1906
ACTOR.Health(92@) = 400
ACTOR.GiveWeaponAndAmmo(92@, AK47,9999)
0446: set_actor 92@ dismemberment_possible 0

93@ = ACTOR.Create(MISSION2, #vwmycd,  2127.7419, -395.7987, 77.1981)
ACTOR.Angle(93@) =  1.6524
ACTOR.Health(93@) = 211
ACTOR.GiveWeaponAndAmmo(93@, sniperrifle,9999)
0446: set_actor 93@ dismemberment_possible 1

94@ = ACTOR.Create(MISSION2, #vwmycd,  2127.7419, -395.7987, 77.1981)
ACTOR.Angle(94@) =  1.6524
ACTOR.Health(94@) = 211
ACTOR.GiveWeaponAndAmmo(94@, sniperrifle,9999)
0446: set_actor 94@ dismemberment_possible 1
0638: AS_actor 94@ stay_put 1
0638: AS_actor 93@ stay_put 1
repeat
wait 0
gosub @COVER_BLOWN
gosub @Mission_Progress

until 01AF:   car CPU_MULE sphere 0 in_sphere  2262.0071 -392.412 52.3318 radius 4.2 4.2 2.0
//100@ = OBJECT.Create(2912, 2122.2185, -358.384, 58.052)
//08E9: set_object 100@) liftable 1
fade 0 400
wait 400
fade 1 400
actor.PutAt(X_DJ_JON,  2224.5513, -415.2076, 44.001)
actor.PutAt(X_RayKid,  2224.5513, -415.2076, 44.001)
actor.PutAt(X_Reyan,   2224.5513, -415.2076, 44.001)
actor.PutAt(X_Duncan,  2224.5513, -415.2076, 44.001)
actor.LockInCurrentPosition(X_Reyan)  = true
actor.LockInCurrentPosition(X_RayKid)  = true
actor.LockInCurrentPosition(X_Reyan)  = true
actor.LockInCurrentPosition(X_Duncan)  = true
actor.PutAt($PLAYER_ACTOR, 2223.4983, -355.1571, 44.001)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2223.4983 -355.1571 44.001
if
056D:   actor $second_PLAYER_ACTOR defined

then
0362: remove_actor $second_PLAYER_ACTOR from_car_and_place_at  2226.9854 -356.0363 43.5579
actor.Angle($second_PLAYER_ACTOR) = 101.2764
end
actor.Angle($PLAYER_ACTOR) = 101.2764
0ACD: show_text_highpriority "Go up there and pickup any boxes then carry to the trucks." time 4200

:CARRY
wait 0
ACTOR.StorePos($PLAYER_ACTOR, 300@,301@,302@)

gosub @Mission_Progress
gosub @COVER_BLOWN
IF  AND
83CA: NOT  object 100@ exists
CARRY_COMPLETE1 == 0
THEN


    IF
     00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2193.5488 -357.9327 49.5607 radius 2.0 2.0 2.0
    THEN
    100@ = OBJECT.Create(2912,  300@,301@,302@)
    08E9: set_object 100@ liftable 1
    07C9: AS_actor $PLAYER_ACTOR walk_to_object 100@ then_lift_and_hold_in_hands
                 IF AND
           00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2251.0474 -315.6307 45.8869 radius 2.0 2.0 2.0
           0737:   actor $PLAYER_ACTOR lifting_object 100@
        
            THEN
                 object.Destroy(100@)
            CARRY_COMPLETE1 = 1
            END
    END

END
IF  AND
83CA: NOT  object 100@ exists
CARRY_COMPLETE2 == 0
THEN


    IF
     00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2122.5276 -358.4118 58.0235 radius 2.0 2.0 2.0
    THEN
    100@ = OBJECT.Create(2912,  300@,301@,302@)
    08E9: set_object 100@ liftable 1
    07C9: AS_actor $PLAYER_ACTOR walk_to_object 100@ then_lift_and_hold_in_hands
                       IF AND
                   00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2251.0474 -315.6307 45.8869 radius 2.0 2.0 2.0
                   0737:   actor $PLAYER_ACTOR lifting_object 100@
                
                    THEN
                    object.Destroy(100@)
                    CARRY_COMPLETE2 = 1
                    END
    END

END
IF  AND
83CA: NOT  object 100@ exists
CARRY_COMPLETE3 == 0
THEN


    IF    
     00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2239.1101 -352.664 41.9911 radius 2.0 2.0 2.0
    THEN
    100@ = OBJECT.Create(2912,  300@,301@,302@)
    08E9: set_object 100@ liftable 1
    07C9: AS_actor $PLAYER_ACTOR walk_to_object 100@ then_lift_and_hold_in_hands
             IF AND
           00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2251.0474 -315.6307 45.8869 radius 2.0 2.0 2.0
           0737:   actor $PLAYER_ACTOR lifting_object 100@
        
            THEN
                 object.Destroy(100@)
            CARRY_COMPLETE3 = 1
            END
    END

END
IF  AND
83CA: NOT  object 100@ exists
CARRY_COMPLETE4 == 0
THEN


    IF    
     00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2181.9841 -358.4352 51.6501 radius 2.0 2.0 2.0
    THEN
    100@ = OBJECT.Create(2912,  300@,301@,302@)
    08E9: set_object 100@ liftable 1
    07C9: AS_actor $PLAYER_ACTOR walk_to_object 100@ then_lift_and_hold_in_hands
                  IF AND
           00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2251.0474 -315.6307 45.8869 radius 2.0 2.0 2.0
           0737:   actor $PLAYER_ACTOR lifting_object 100@
        
            THEN
                 object.Destroy(100@)
            CARRY_COMPLETE4 = 1
            END
    END

END
if
03CA:   object 100@ exists
then
    if   and
   0737:   actor $PLAYER_ACTOR lifting_object 100@ 
 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere  2251.0474 -315.6307 45.8869 radius 2.0 2.0 2.0
    then
    0812: AS_actor $PLAYER_ACTOR perform_animation "putdwn" IFP "carry" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

    wait 1130
    018C: play_sound 1057  at 0.0 0.0 0.0

        object.Destroy(100@)
        CARRY_DONE += 1
        
    end 

end
IF  
CARRY_DONE == 4
THEN

JUMP @TASK_DONE 
END
JUMP @CARRY


:TASK_DONE 

:K
wait 0
gosub @Mission_Progress
jump @K
:end_mission 
0249: release_model #STAFFORD 
0249: release_model #MAVERICK 
0249: release_model #RAINDANC 
0249: release_model #MULE 
0249: release_model #BOBCAT 
0249: release_model #YANKEE 
0249: release_model #SANCHEZ 
09B9: show_entered_car_name 1
016A: fade 0 time 550
wait 550
$onmission = 0
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
end_Thread


////////////////////////////////////////////////



: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 2  // Beefy Baron

    jump @end_mission
end
return

:Leaving_the_truck
if 
8106:  not actor $PLAYER_ACTOR near_actor X_RayKid radius 35.0 35.0 35.0 sphere 0 in_car

then
0ACD: show_text_highpriority "Your losing the truck. Get back on truck!" time 200

    if
   8106:  not actor $PLAYER_ACTOR near_actor X_RayKid radius 65.0 65.0 65.0 sphere 0 in_car
 
    then
    00BA: show_text_styled GXT "_fail" time 3000 style 2  // Beefy Baron
   wait 1
   0ACD: show_text_highpriority "~r~You lost the truck!" time 3200
    jump @end_mission
    end
end
if or
car.Wrecked(CPU_MULE)
car.Wrecked(CPU_TRUCK)
then
    00BA: show_text_styled GXT "_fail" time 3000 style 2  // Beefy Baron
   wait 1
   0ACD: show_text_highpriority "~r~The truck is destroyed!" time 3200
    jump @end_mission
end
return

:COVER_BLOWN 
if   and
02E0:   actor $PLAYER_ACTOR firing_weapon
82D8: not  actor $PLAYER_ACTOR current_weapon == 0

then
    00BA: show_text_styled GXT "_failp1" time 3000 style 2  // Beefy Baron
   wait 1
          0ACD: show_text_highpriority "~r~COVER IS BLOWN!!!" time 3200

   jump @end_mission
end
if 
 056D:   actor $second_PLAYER_ACTOR defined

then
        if    and
         02E0:   actor $second_PLAYER_ACTOR firing_weapon
       82D8: not  actor $second_PLAYER_ACTOR current_weapon == 0
 
        then
            00BA: show_text_styled GXT "_failp2" time 3000 style 2  // Beefy Baron
   wait 1
          0ACD: show_text_highpriority "~r~COVER IS BLOWN!!!" time 3200
 
        jump @end_mission
        end
end

return