{$cleo .cm}
$onmission = 3
model.Load(#QUAD)
model.Load(#NRG500)
model.Load(#HUNTLEY)
model.Load(#BLISTAC)
model.Load(#STAFFORD)
model.Load(#MOLOTOV)


    
model.Load(#wmylg)
model.Load(#wmyjg)
model.Load(#STAFFORD)
model.Load(#FAM1)

038B: load_requested_models
 32@ = 0 
01EB: set_traffic_density_multiplier_to 1.9
03DE: set_pedestrians_density_multiplier_to 1.9
fade 0 500
wait 500
fade 1 500
0395: clear_area 1 at  1495.0242 -699.5181 94.75 radius 9999.0

0ACD: show_text_highpriority "Get in the ATV and race threw the checkpoints. Destroying cars and running over peds give extra time." time 5000
  
const
TRAIL_BLAZING_ATTACKER = 0@
CAR_TARGET = 1@
PED_TARGET = 2@   
MOLOTOV = 3@
OBJECT_TARGET = 6@
end
0ADF: add_dynamic_GXT_entry "_trail" text "Car's health"
//$CAR_HEALTH = 30000
//04E4: refresh_game_renderer_at 1496.1012  -701.2845


if
0800:   in_two_players_mode

then
TRAIL_BLAZING_ATTACKER = car.Create(#QUAD, 1496.6924, -710.4561, 94.7462)


else 
TRAIL_BLAZING_ATTACKER = car.Create(#QUAD,  1496.6924, -710.4561, 94.7462)

end
055D: make_player $PLAYER_CHAR fireproof 1

01EC: make_car TRAIL_BLAZING_ATTACKER very_heavy 1
03AB: set_car TRAIL_BLAZING_ATTACKER strong 1
///////////////036A: put_actor $player_actor  in_car TRAIL_BLAZING_ATTACKER
053F: set_car TRAIL_BLAZING_ATTACKER tires_vulnerability false
07EE: car TRAIL_BLAZING_ATTACKER enable_tire_marks 1
car.Health(TRAIL_BLAZING_ATTACKER) = 900000
car.Angle(TRAIL_BLAZING_ATTACKER) =  187.457
02AC: set_car TRAIL_BLAZING_ATTACKER immunities BP 1 FP 1 EP 1 CP 1 MP 1


camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
MOLOTOV = actor.Create(civmale,#FAM1,  1428.151, -765.1031, 69.015)
actor.SetImmunities(MOLOTOV,1,1,1,1,1)
0A09: set_actor MOLOTOV muted 1 // versionB
actor.GiveWeaponAndAmmo(MOLOTOV, Molotov,99999)
0337: set_actor MOLOTOV visibility false
07DD: set_actor MOLOTOV attack_rate 0 // previously known as temper_to
0946: set_actor MOLOTOV actions_uninterupted_by_weapon_fire 1
actor.Health(MOLOTOV) = 88888
///06A7: put_actor MOLOTOV into_turret_on_car TRAIL_BLAZING_ATTACKER at_car_offset 0.0 0.0 0.0 position 1 shooting_angle 0.0 0.0 with_weapon 18
///0326: 94@ = create_actor MOLOTOV fire
///0325: 95@ = create_car TRAIL_BLAZING_ATTACKER fire
05BE: AS_actor MOLOTOV die
066B: 98@ = attach_particle "fire_large"  to_car TRAIL_BLAZING_ATTACKER with_offset 0.0 0.0 0.0 type 1
064C: make_particle 98@ visible

/////064E: stop_particle 98@

01F0: set_max_wanted_level_to 0
44@ = car.Create(#STAFFORD, 1342.7279, -1644.8854, 13.5807)
car.Angle(44@) =  184.8109
45@ = car.Create(#STAFFORD , 1343.2655, -1666.0996, 13.5807)
car.Angle(45@) =  184.8109
46@ = car.Create(#HUNTLEY  , 1343.5372, -1753.4333, 13.3577)
car.Angle(46@) =  4.2628
47@ = car.Create(#STAFFORD  ,  1341.4858, -1811.954, 13.5273)
car.Angle(47@) =  182.2398
48@ = car.Create(#STAFFORD  ,  1264.5022, -2038.4237, 59.2786)
car.Angle(48@) =  88.023
47@ = car.Create(#HUNTLEY  , 1264.2913, -2032.413, 59.2904)
car.Angle(47@) =  88.023
48@ = car.Create(#HUNTLEY  ,  1136.5526, -2102.6008, 71.5873)
car.Angle(48@) =  206.5543
49@ = car.Create(#BLISTAC  ,  1130.8073, -2247.4751, 48.3031)
car.Angle(49@) =  107.7958

85@ = car.Create(#HUNTLEY  ,  1141.9458, -1940.1974, 42.8298)
car.Angle(85@) =   277.0598

86@ = car.Create(#BLISTAC  , 1185.342, -1938.927, 36.4586)
car.Angle(86@) =  265.3066

87@ = car.Create(#HUNTLEY  ,  1228.5747, -1833.7943, 13.3932)
car.Angle(87@) =  125.243
88@ = car.Create(#STAFFORD  , 1253.5211, -1834.906, 13.3905)
car.Angle(88@) =  270.0184
89@ = car.Create(#BLISTAC  , 1245.3049, -1833.4081, 13.3942)
car.Angle(89@) =   26.7564
90@ = car.Create(#BLISTAC  , 1073.2974, -1841.2177, 13.554)
car.Angle(90@) =   115.756
91@ = car.Create(#BLISTAC  , 1243.8185, -1482.816, 13.5469)
car.Angle(91@) =  195.8392
50@ = actor.Create(civmale,#wmyjg,  1135.9769, -2095.3926, 70.7447)
actor.Angle(50@) = 30.2791
51@ = actor.Create(civmale,#wmylg,  1137.5352, -2094.095, 70.6474)
actor.Angle(51@) = 30.2791

52@ = car.Create(#BLISTAC  ,  906.9017, -1851.0342, 9.6384)
car.Angle(52@) = 101.0124

53@ = car.Create(#HUNTLEY  ,  888.2308, -1850.2727, 9.6303)
car.Angle(53@) =  100.0124

0376: 724@ = create_random_actor_at  1249.3322 -1486.4794 13.5469
0376: 725@ = create_random_actor_at   1274.5404 -1486.1945 13.5469
0376: 726@ = create_random_actor_at  1225.7015 -1487.4897 13.5469
0376: 727@ = create_random_actor_at  1286.2642 -1487.219 13.5469

0376: 72@ = create_random_actor_at  1160.6162 -2036.9546 69.0078
0376: 73@ = create_random_actor_at   1084.5541 -2071.5793 59.1561
0376: 74@ = create_random_actor_at   1080.9641 -2069.9153 58.9442
0376: 75@ = create_random_actor_at   1000.587 -1853.2408 12.8203
0173: set_actor 75@ Z_angle_to  10.4375
0376: 76@ = create_random_actor_at  998.3136 -1852.5138 12.8146
0173: set_actor 76@ Z_angle_to   330.6562
0376: 77@ = create_random_actor_at  1001.1956 -1847.6128 12.8203
0173: set_actor 77@ Z_angle_to  153.1779

0615: define_AS_pack_begin 155@
05D3: AS_actor -1 goto_point  1160.6162 -2036.9546 69.0078 mode 6 time -1 ms // versionA
05D3: AS_actor -1 goto_point  1135.3551 -2037.0245 69.0078 mode 6 time -1 ms // versionA

0643: set_AS_pack 155@ loop 1

0618: assign_actor 72@ to_AS_pack 155@

 0ADF: add_dynamic_GXT_entry "_Time" text "Time left"
06D5: 300@ = create_racing_checkpoint_at 1510.323 -781.5777 79.4213   point_to   1498.7192 -867.9166 63.4213   type 2 radius 8.0  //type 8   best yet?
//0996: set_racing_checkpoint 300@ Z_angle_to  131.2422
$timer_run = 135000
 03C3: set_timer_to $timer_run type 0 GXT '_Time' // global_variable  // Time

014E: start_timer_at $timer_run  count_in_direction 1 // global_variable


08C6: set_actor $player_actor stay_on_bike 1
00A1: put_actor $player_actor at  1501.3807 -709.8083 94.75
actor.Angle($player_actor)  =  93.7983
0526: set_actor $player_actor stay_in_car_when_jacked  1
039E: set_actor $player_actor locked 1 while_in_car

if 
056D:   actor $second_player_actor defined

then
//////////0430: put_actor $second_player_actor into_car TRAIL_BLAZING_ATTACKER passenger_seat 0
055D: make_player $second_player fireproof 1
0526: set_actor $second_player_actor stay_in_car_when_jacked  1
039E: set_actor $second_player_actor locked 1 while_in_car

08C6: set_actor $second_player_actor stay_on_bike 1
00A1: put_actor $second_player_actor at  1503.8566 -708.7486 94.729
actor.Angle($second_player_actor)  =  93.7983
end


06D5: 300@ = create_racing_checkpoint_at 1510.323 -781.5777 79.4213   point_to   1498.7192 -867.9166 63.4213   type 0 radius 8.0  //type 8   best yet?

////////04F7: status_text $CAR_HEALTH type 0 line 2 GXT '_x' // global_variable  // Score

repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1510.323 -781.5777 79.4213 radius 8.0 8.0 8.0 sphere 0 in_car
gosub @Point


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1390.9709 -871.9844 41.4206  point_to  1369.4318 -951.5443 37.4206  type 0 radius 8.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1390.9709 -871.9844 41.4206 radius 8.0 8.0 8.0 sphere 0 in_car
gosub @Point

06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1349.0168 -1138.8333 24.7458 point_to  1348.752 -1223.1289 20.7458  type 0 radius 12.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere 1349.0168 -1138.8333 24.7458  radius 14.0 14.0 14.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   1340.0773 -1280.1266 13.7458 point_to   1289.0835 -1281.0667 13.7458 type 0 radius 12.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1340.0773 -1280.1266 13.7458 radius 14.0 14.0 14.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1205.5845 -1279.2194 16.7458  point_to  1201.6382 -1334.2233 16.7458 type 0 radius 12.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1205.5845 -1279.2194 16.7458 radius 14.0 14.0 14.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1203.3186 -1486.7971 13.7458 point_to  1268.396 -1486.8448 13.7458 type 0 radius 4.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1203.3186 -1486.7971 13.7458 radius 4.0 4.0 4.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   1335.8821 -1483.7644 13.7458 point_to   1375.6603 -1492.3339 13.7458 type 0 radius 5.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1335.8821 -1483.7644 13.7458 radius 5.0 5.0 5.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   1375.6603 -1492.3339 13.7458 point_to  1368.3014 -1528.3949 13.7458 type 0 radius 5.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1375.6603 -1492.3339 13.7458 radius 5.0 5.0 5.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   1354.2469 -1578.7191 13.7458 point_to   1345.9329 -1643.1074 13.7458 type 0 radius 5.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1354.2469 -1578.7191 13.7458 radius 5.0 5.0 5.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1348.431 -1719.5476 13.7458 point_to   1339.6227 -1761.4426 13.7458   type 0 radius 4.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1348.431 -1719.5476 13.7458 radius 4.0 4.0 4.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1335.2463 -1855.1422 13.7458 point_to   1426.4515 -1870.7151 13.7458 type 0 radius 12.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1335.2463 -1855.1422 13.7458 radius 14.0 14.0 14.0 sphere 0 in_car
gosub @Point             




06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1426.4515 -1870.7151 13.7458 point_to   1251.3834 -1922.1449 30.7458 type 0 radius 12.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1426.4515 -1870.7151 13.7458 radius 14.0 14.0 14.0 sphere 0 in_car
gosub @Point             




06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1251.3834 -1922.1449 30.7458 point_to   1240.7001 -2037.236 59.7458 type 0 radius 12.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1251.3834 -1922.1449 30.7458 radius 14.0 14.0 14.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1240.7001 -2037.236 59.7458 point_to    1134.6521 -2034.9331 69.7458 type 0 radius 7.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1240.7001 -2037.236 59.7458 radius 7.0 7.0 7.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1133.3082 -2038.9418 69.7458 point_to    1156.9929 -2138.1628 68.7458  type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1133.3082 -2038.9418 69.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1156.9929 -2138.1628 68.7458 point_to   1114.8022 -2140.969 69.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere   1156.9929 -2138.1628 68.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1091.3202 -2095.6248 64.7458 point_to   1075.1003 -2032.226 52.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere   1091.3202 -2095.6248 64.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   1089.8206 -1997.48 48.7458 point_to    1139.4807 -1938.635 43.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1089.8206 -1997.48 48.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1139.4807 -1938.635 43.7458 point_to   1216.5447 -1930.715 31.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1139.4807 -1938.635 43.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
                                

06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1249.5061 -1922.457 31.7458 point_to     1297.6351 -1866.5394 13.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1249.5061 -1922.457 31.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1297.6351 -1866.5394 13.7458 point_to  1166.4287 -1851.8232 13.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere   1297.6351 -1866.5394 13.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             



06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  1166.4287 -1851.8232 13.7458 point_to  1003.4116 -1853.4745 12.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  1166.4287 -1851.8232 13.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
  
  

06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   962.3439 -1856.5632 11.7458 point_to  724.1625 -1856.9182 11.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  962.3439 -1856.5632 11.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
   
   
   

06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at   724.1625 -1856.9182 11.7458 point_to  608.1778 -1849.3661 5.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  724.1625 -1856.9182 11.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
              
    
    

06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  608.1778 -1849.3661 5.7458 point_to   490.6185 -1820.4469 5.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere   608.1778 -1849.3661 5.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
                                      
              


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at 458.3768 -1810.8561 5.7458 point_to  390.26 -1799.1801 8.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  458.3768 -1810.8561 5.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point 




06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at 383.6176 -1802.7659 7.7458 point_to  370.294 -1891.6683 7.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  383.6176 -1802.7659 7.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
                                        


06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  370.294 -1891.6683 7.7458 point_to  372.3195 -1986.6013 7.7458 type 0 radius 9.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  370.294 -1891.6683 7.7458 radius 9.0 9.0 9.0 sphere 0 in_car
gosub @Point             
     
     
     

06D6: disable_racing_checkpoint 300@
06D5: 300@ = create_racing_checkpoint_at  386.6749 -2078.3918 7.7458 point_to  386.3602 -2076.4167 0.7458 type 0 radius 11.0  //type 8   best yet?
repeat 
wait 0 
gosub @FAILED
until 0100:   actor $PLAYER_ACTOR in_sphere  386.6749 -2078.3918 7.7458 radius 11.0 11.0 11.0 sphere 0 in_car
gosub @Point             
06D6: disable_racing_checkpoint 300@
                                                                                                                                                               
0109: player $PLAYER_CHAR money += 5000
camera.Restore_WithJumpCut()              
camera.SetBehindPlayer()
 018C: play_sound 1057    at 0.0 0.0 0.0
0ACB: show_styled_text "~g~You completed Trail Blazing!"  time 4000 style 7
fade 0 500
wait 500
fade 1 500
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  385.2763 -2083.4709 7.8359
actor.Angle($PLAYER_ACTOR) = 183.4201
if 
056D:   actor $second_player_actor defined

then
0362: remove_actor $second_player_actor from_car_and_place_at  387.3324 -2084.3501 7.8359
actor.Angle($second_player_actor) = 183.4201

end

//car.RemoveReferences(TRAIL_BLAZING_ATTACKER)
0395: clear_area 1 at 387.3324 -2084.3501 7.8359 radius 21.0

:F
0650: destroy_particle 98@
014F: stop_timer $timer_run
01F0: set_max_wanted_level_to 6
$onmission = 0 
///////////   0151: remove_status_text $CAR_HEALTH

08C6: set_actor $player_actor stay_on_bike 0
0526: set_actor $player_actor stay_in_car_when_jacked  0
039E: set_actor $player_actor locked 0 while_in_car
055D: make_player $PLAYER_CHAR fireproof 0

if 
056D:   actor $second_player_actor defined

then
//////////0430: put_actor $second_player_actor into_car TRAIL_BLAZING_ATTACKER passenger_seat 0
055D: make_player $second_player fireproof 0
0526: set_actor $second_player_actor stay_in_car_when_jacked  0
039E: set_actor $second_player_actor locked 0 while_in_car

08C6: set_actor $second_player_actor stay_on_bike 0

end
mission_cleanup
end_Thread

:FAILED

car.StorePos(TRAIL_BLAZING_ATTACKER,7@ ,8@, 9@)
///////06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0407: store_coords_to 121@ 122@ 123@ from_car TRAIL_BLAZING_ATTACKER with_offset  0.0 23.0 19.0
0407: store_coords_to 131@ 132@ 133@ from_car TRAIL_BLAZING_ATTACKER with_offset  0.0 7.0 0.0

//0AE3: OBJECT_TARGET = random_object_near_point  7@ 8@ 9@ in_radius 10.0 find_next 1 //IF and SET
0AE2: CAR_TARGET = random_vehicle_near_point 7@ 8@ 9@ in_radius 40.0 find_next 1 pass_wrecked 1
0AE1: PED_TARGET = random_actor_near_point 7@ 8@ 9@ in_radius 40.0 find_next 1 pass_deads 1
     06A2: get_car TRAIL_BLAZING_ATTACKER velocity_in_direction_XYZ 121@ 122@ 123@ 
    {
if

03CA:   object OBJECT_TARGET exists
then
 if
    0366:   object OBJECT_TARGET damaged
 then
     $timer_run += 2000
    0ACD: show_text_highpriority "~y~Object hit bouns! 2 sec+" time 2555
 end
end   }
if
056E:   car CAR_TARGET defined

then
    if  
    051D:   car CAR_TARGET damaged_by_car TRAIL_BLAZING_ATTACKER
///   051C:   car CAR_TARGET damaged_by_actor MOLOTOV

 //    09CB:   vehicle TRAIL_BLAZING_ATTACKER colliding_with_vehicle CAR_TARGET
     then
       
    ///  8137: not  car CAR_TARGET model == #QUAD

       
 07DB: set_car CAR_TARGET rotation_velocity_XYZ 121@ 122@ 123@ through_center_of_mass
//  07D5: set_car CAR_TARGET velocity_in_direction_XYZ 121@ 122@ 123@ rotation_velocitiesXY 4.0 4.0 unk 0.0

    020B: explode_car CAR_TARGET
    $timer_run += 3000
    0ACD: show_text_highpriority "~y~Time bouns! 3 sec+" time 2555
  09E9: car TRAIL_BLAZING_ATTACKER add_single_nitro
      
     end
          if
      056D:   actor $second_player_actor defined

     then
        if  and
       not car.Wrecked(CAR_TARGET)
           051C:   car CAR_TARGET damaged_by_actor $second_player_actor
        then
        054F: clear_car CAR_TARGET damage

      $timer_run += 1000
 //   0ACD: show_text_highpriority "~w~Vehicle destroy bouns! 3 sec+" time 2555

        end
     end

end

if

056D:   actor PED_TARGET defined

then
//089F: get_actor PED_TARGET pedtype_to 519@

        if  or
     ///0547:   actor PED_TARGET colliding_with_car TRAIL_BLAZING_ATTACKER
         051B:   actor PED_TARGET damaged_by_car TRAIL_BLAZING_ATTACKER
       051A:   actor PED_TARGET damaged_by_actor MOLOTOV
        031D:   actor PED_TARGET hit_by_weapon 18

        then

    ///   054E: clear_actor PED_TARGET damage

       // 05BE: AS_actor PED_TARGET die    03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable  // Time

             $timer_run += 5000
    0ACD: show_text_highpriority "~y~Ped bouns! 5 sec+" time 2555

        end
             if
      056D:   actor $second_player_actor defined

     then
        if   and
               051A:   actor PED_TARGET damaged_by_actor $second_player_actor 
        not   actor.Dead(PED_TARGET)
   ///     09A8:   actor PED_TARGET headshoted

        then
        054E: clear_actor PED_TARGET damage

      $timer_run += 1000
  //  0ACD: show_text_highpriority "~w~Shot kill bouns! 2 sec+" time 2555

        end
     end
        if
        actor.Dead(PED_TARGET)
        then
         $timer_run += 5000
    0ACD: show_text_highpriority "~y~Kill bouns! 7 sec+" time 2555
        
        end
end
if  or
018F:   car TRAIL_BLAZING_ATTACKER flipped_for_2_seconds
car.Wrecked(TRAIL_BLAZING_ATTACKER)
then
0ACD: show_text_highpriority "~r~You destroyed your vehicle" time 4333

jump @F

end
if 
$timer_run == 0
then
0ACD: show_text_highpriority "~r~You ran out of time" time 4333

jump @F

end
if 
0ADC:   test_cheat "exit"

then
0ACD: show_text_highpriority "~r~You cancel the activtiy" time 4333

jump @F

end
         {     ///fire won't make player drive plus this shit blow up instantly
if   and
actor.InCar($player_actor,TRAIL_BLAZING_ATTACKER)
8973:  not fire 98@ exists


then
0326: 98@ = create_actor $player_actor fire
055D: make_player $PLAYER_CHAR fireproof 1

else
02D1: remove_fire 98@
055D: make_player $PLAYER_CHAR fireproof 0

end
if
056D:   actor $second_player_actor defined

then
        if   and
    actor.InCar($second_player_actor,TRAIL_BLAZING_ATTACKER)
    8973:  not fire 98@ exists
    
    then
    0326: 99@ = create_actor $second_player_actor fire
    055D: make_player $second_player fireproof 1
    
    else
    02D1: remove_fire 99@
    055D: make_player $second_player fireproof 0
    
    end
end      }
return

 
 :point
 018C: play_sound 1137  at 0.0 0.0 0.0
//0ACD: show_text_highpriority "~y~Checkpoint" time 2555
 
0ACB: show_styled_text "~w~Checkpoint"  time 3000 style 7
 
 return