// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cM}
{$USE CLEO+}
{$USE ini}

0004: $ONMISSION = 2 
03A4: script_name 'most_wanted' 
01F0: set_max_wanted_level_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0ACB: show_styled_text "~b~SUPER EDITION MODE v2" time 2400 style 4 
0AF0: 290@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "DisableMissionandActivites" key "ToDisable" 
00D6: if 
0039:   290@ == 0 
004D: jump_if_false @most_wanted_171 

:most_wanted_171
0006: 1015@ = 0 
0006: 1016@ = 1 
0006: 455@ = 0 
0AAC: 1019@ = load_audio_stream "cleo\surival_game\a" 
0006: 245@ = 3000 
0006: 606@ = 0 
0006: 198@ = 0 
0006: 156@ = 1 
0006: 553@ = 0 
0006: 308@ = 9 
0006: 909@ = 0 
0006: 550@ = 0 
0007: 337@ = 17.5 
0007: 338@ = 17.5 
0007: 339@ = 31.1 
077E: get_active_interior_to $Active_Interior 
0006: 136@ = 0 
0006: 137@ = 0 
09A6: enable_interior_radar_blips 1 
0581: enable_radar 1 
08A8: set_markers_to_long_distance 1 
0007: 197@ = 0.0 
0006: 911@ = 0 
0006: 913@ = 0 
0006: 910@ = 0 
0006: 916@ = 0 
0006: 917@ = 0 
0006: 918@ = 0 
0006: 157@ = 0 
01F0: set_max_wanted_level_to 0 
0923: enable_air_traffic 0 
072C: generate_police_bikes 0 
099E: enable_police_patrols 0 
0006: 143@ = 1 
0006: 124@ = 0 
0223: set_actor $PLAYER_ACTOR health_to 500 
0851: set_actor $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0 
00D6: if 
8019:   not  453@ > 0 
004D: jump_if_false @most_wanted_476 
0006: 453@ = 1 
0109: player $PLAYER_CHAR money += 10000 

:most_wanted_476
0007: 878@ = 30.0 
0007: 879@ = 30.0 
0007: 880@ = -1.0 
0007: 345@ = 0.0 
0007: 883@ = 100.0 
0007: 884@ = 100.0 
0007: 885@ = -0.1 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_577 
0223: set_actor $SECOND_PLAYER_ACTOR health_to 500 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -10000 affect_armour 0 

:most_wanted_577
0004: $10947 = 0 
0004: $notoriety = 0 
0007: 123@ = 15.0 
0ADF: add_text_label "fails2" text "You killed a total of ~1~ beat cops." 
060A: create_decision_maker_type 2 store_to 779@ // decision\allowed\m_.ped files 
0978: copy_decision_maker 779@ to 780@ 
0247: load_model #HUNTLEY 
0247: load_model #STAFFORD 
0247: load_model #STALLION 
0247: load_model #PREMIER 
0247: load_model #MESA 
0247: load_model #PREDATOR 
0247: load_model #PETROTR 
0247: load_model #NRG500 
0247: load_model #NITESTICK 
0247: load_model #COPBIKE 
0247: load_model #POLMAV 
0247: load_model #COPCARVG 
0247: load_model #COPCARLA 
0247: load_model #COPCARRU 
0247: load_model #COPCARSF 
0247: load_model #LAPD1 
0247: load_model #LAFD1 
0247: load_model #LAEMT1 
0247: load_model #FBI 
0247: load_model #FBIRANCH 
0247: load_model #RHINO 
0247: load_model #FBITRUCK 
0247: load_model #ARMY 
0247: load_model #SWAT 
0247: load_model #ENFORCER 
0247: load_model #SWATVAN 
0247: load_model #COLT45 
0247: load_model #DESERT_EAGLE 
0247: load_model #SILENCED 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #SHOTGSPA 
0247: load_model #CHROMEGUN 
0247: load_model #MP5LNG 
0247: load_model #SNIPER 
0247: load_model #ROCKETLA 
0247: load_model #PATRIOT 
0247: load_model #BARRACKS 
0247: load_model #NITESTICK 
0247: load_model #MINIGUN 
0247: load_model #CARGOBOB 
0247: load_model #RHINO 
0247: load_model #HYDRA 
0247: load_model #CELLPHONE 
0247: load_model #GRENADE 
0247: load_model #HUNTER 
0247: load_model #POLMAV 
0247: load_model #STREAK 
0247: load_model #STREAKC 
0247: load_model #BALLAS1 
0247: load_model #NITESTICK 
0247: load_model #STREAK 
0247: load_model #TRAM 
0247: load_model #STREAKC 
0247: load_model #FREIFLAT 
0247: load_model #FREIGHT 
0247: load_model #SWAT 
0247: load_model #ARMY 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #TEC9 
0247: load_model #MICRO_UZI 
0247: load_model #SNIPER 
0247: load_model #CUNTGUN 
0247: load_model #KNIFECUR 
0247: load_model #BAT 
0247: load_model #MINIGUN 
0247: load_model #FIRE_EX 
0247: load_model #FLAME 
0247: load_model #COLT45 
0247: load_model #DESERT_EAGLE 
0247: load_model #CHROMEGUN 
0247: load_model #CHNSAW 
0247: load_model #SHOVEL 
0247: load_model #SHOTGSPA 
0247: load_model #SAWNOFF 
0247: load_model #ROCKETLA 
0247: load_model #HEATSEEK 
0247: load_model #BRASSKNUCKLE 
0247: load_model #KATANA 
0247: load_model #SPRAYCAN 
0247: load_model #RHINO 
038B: load_requested_models 
0746: set_acquaintance 3 of_actors_pedtype 24 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 7 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 10 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 11 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 12 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 13 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 15 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 16 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 23 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 24 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 17 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20 
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 21 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 20 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 19 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 18 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 5 
0006: 696@ = 6 
0006: 912@ = 7 
0006: 646@ = 3 
0006: 643@ = 0 
0006: 638@ = 0 
0006: 640@ = 0 
0006: 639@ = 0 
0006: 637@ = 0 
0006: 263@ = 0 
0006: 425@ = 0 
0006: 472@ = 0 
0006: 693@ = 596 
0006: 674@ = 596 
0085: 693@ = 479@ // (int) 
0085: 674@ = 478@ // (int) 
0006: 478@ = 596 
0006: 479@ = 596 
0006: 996@ = 432 
0006: 995@ = 497 
0006: 997@ = 520 
0006: 994@ = 430 
0006: 115@ = 0 
0006: 996@ = 432 
0006: 995@ = 497 
0006: 997@ = 520 
0006: 994@ = 430 
0006: 694@ = 0 
0006: 257@ = 0 
0004: $Actor_Cesar = 0 
0004: $Actor_OG_Loc = 0 
0006: 410@ = 0 
0006: 411@ = 0 
0006: 412@ = 0 
0006: 413@ = 0 
0006: 422@ = 1 
0006: 646@ = 3 
0006: 641@ = 0 
0006: 642@ = 0 
0006: 401@ = 0 
0006: 323@ = 1 
0006: 324@ = 1 
0006: 325@ = 1 
0006: 322@ = 1 
0006: 93@ = 0 
0006: 401@ = 0 
0006: 135@ = 1 
0006: 350@ = 102 
0006: 403@ = 250 
0006: 406@ = 55 
0006: 405@ = 22 
0006: 402@ = 1 
0006: 409@ = 15 
0006: 404@ = 70 
0006: 408@ = 0 
0006: 421@ = 1 
0006: 407@ = 120 
0006: 416@ = 1 
0006: 415@ = 0 
0006: 420@ = 1 
0006: 819@ = 1000 
0006: 632@ = 0 
0006: 638@ = 0 
0006: 637@ = 0 
0006: 631@ = 0 
0006: 641@ = 0 
0006: 299@ = 1 
0006: 260@ = 1000 
0006: 261@ = 1000 
0006: 262@ = 1000 
0006: 299@ = 1 
0006: 298@ = 1 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 259@ = 0 
0006: 905@ = 280 
00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@ 
0006: 335@ = 0 
0006: 317@ = 0 
0004: $WAVE = 0 
0006: 827@ = 0 
0AC1: 165@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_004.wav" // IF and SET 
0AC1: 166@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_002.wav" // IF and SET 
0AC1: 167@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_003.wav" // IF and SET 
0AC1: 168@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_002.wav" // IF and SET 
0AC1: 169@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_004.wav" // IF and SET 
0AC1: 170@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_009.wav" // IF and SET 
0AC1: 171@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_007.wav" // IF and SET 
0AC1: 172@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_009.wav" // IF and SET 
0AC1: 173@ = load_audio_stream_with_3d_support "cleo\surival_game\sound_006.wav" // IF and SET 
0AC0: set_audio_stream 165@ looped 1 
0AC0: set_audio_stream 166@ looped 1 
0AC0: set_audio_stream 167@ looped 1 
0AC0: set_audio_stream 168@ looped 1 
0AC0: set_audio_stream 169@ looped 1 
0AC0: set_audio_stream 170@ looped 1 
0AC0: set_audio_stream 162@ looped 1 
0AC0: set_audio_stream 163@ looped 1 
0AC0: set_audio_stream 164@ looped 1 
0006: 298@ = 1 
0004: $WAVE = 0 
0004: $10948 = 0 
0006: 734@ = 100 
0006: 735@ = 40 
0006: 737@ = 5 
0006: 738@ = 1 
0006: 739@ = 0 
0006: 741@ = 1 
0007: 742@ = 1.0 
0006: 743@ = 2 
0006: 900@ = 0 
0006: 736@ = 1 
0006: 901@ = 0 
0006: 533@ = 0 
0006: 819@ = 400 
0005: $crime_rate = 0.0 
0006: 537@ = 20000 
0006: 538@ = 30000 
0006: 539@ = 25000 
0006: 540@ = 1500 
0006: 904@ = 0 
0006: 541@ = 0 
0006: 144@ = 0 
0006: 999@ = 0 
0AF0: 455@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "No Helicopters Allowed" key "Flag" 
0AF0: 322@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Enable Miniguns" key "Flag" 
0AF0: 324@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Enable Helicopters" key "Flag" 
0AF0: 325@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Enable Tanks" key "Flag" 
0AF0: 323@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Enable Boats" key "Flag" 
0AF0: 533@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "No Planes Allowed" key "Flag" 
0AF0: 534@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Set to Defaults" key "Flag" 
0AF0: 156@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Show_bars" key "Flag" 
0AF0: 137@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "LOCK_RED_BARS" key "Flag" 
0AF0: 136@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "LOCK_NOTORIETY" key "Flag" 
0AF0: 827@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "ALLOW_COPS_TO_KILL_OTHERS" key "Attack_others_too" 
0AF0: 144@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "HARD_LEVEL" key "hard_mode" 
0AF0: 143@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "bullet_proof_tires" key "cop_tires_proof" 
0AF0: 135@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "show_rp_scores" key "show_rp_scores" 
0AF0: 1015@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "hide_wanted_level" key "hide_wanted_level" 
0AF0: $WAVE = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "start_notoriety_level" key "start_notoriety_level" 
0AF0: $P1_RP_Score = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Player1_score" key "Value" 
0AF0: $P2_RP_Score = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Player2_score" key "Value" 
0AF0: 537@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "health_car" key "Value" 
0AF0: 539@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "health_boat" key "Value" 
0AF0: 538@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "health_tank" key "Value" 
0AF0: 540@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "health_air" key "Value" 
0AF0: 904@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "OVERRIDE_POLICE_TYPE" key "EnableLockPoliceSkin" 
0AF0: 299@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "POLICE_TYPE" key "SetPoliceSkin" 
0AF0: 541@ = read_int_from_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Never_wanted" key "Never_wanted" 
00D6: if 
8018:   not  $P1_RP_Score > 0 
004D: jump_if_false @most_wanted_4502 
0004: $P1_RP_Score = 0 

:most_wanted_4502
00D6: if 
8018:   not  $P2_RP_Score > 0 
004D: jump_if_false @most_wanted_4527 
0004: $P2_RP_Score = 0 

:most_wanted_4527
00D6: if 
0039:   534@ == 1 
004D: jump_if_false @most_wanted_4703 
0006: 541@ = 0 
0006: 904@ = 0 
0006: 455@ = 0 
0006: 322@ = 1 
0006: 324@ = 1 
0006: 325@ = 1 
0006: 323@ = 1 
0006: 533@ = 0 
0006: 156@ = 1 
0006: 137@ = 0 
0006: 136@ = 0 
0006: 827@ = 1 
0006: 143@ = 1 
0006: 144@ = 0 
0006: 1015@ = 0 
0006: 135@ = 0 
0004: $WAVE = 0 
0006: 299@ = 1 
0006: 537@ = 3000 
0006: 538@ = 15000 
0006: 539@ = 5000 
0006: 540@ = 1500 

:most_wanted_4703
0006: 537@ = 20000 
0006: 538@ = 30000 
0006: 539@ = 10000 
0006: 540@ = 1500 
0006: 135@ = 0 
0006: 322@ = 0 
0006: 827@ = 1 
0002: jump @most_wanted_15489 

:most_wanted_4763
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @most_wanted_7116 
00D6: if 
0038:   $WAVE == 0 
004D: jump_if_false @most_wanted_5008 
0209: 399@ = random_int_in_ranges 0 8 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_4833 
0006: 900@ = 22 

:most_wanted_4833
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_4858 
0006: 900@ = 22 

:most_wanted_4858
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_4883 
0006: 900@ = 22 

:most_wanted_4883
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_4908 
0006: 900@ = 22 

:most_wanted_4908
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_4933 
0006: 900@ = 24 

:most_wanted_4933
00D6: if 
0039:   399@ == 5 
004D: jump_if_false @most_wanted_4958 
0006: 900@ = 25 

:most_wanted_4958
00D6: if 
0039:   399@ == 6 
004D: jump_if_false @most_wanted_4983 
0006: 900@ = 25 

:most_wanted_4983
00D6: if 
0039:   399@ == 7 
004D: jump_if_false @most_wanted_5008 
0006: 900@ = 25 

:most_wanted_5008
00D6: if 
0038:   $WAVE == 1 
004D: jump_if_false @most_wanted_5235 
0209: 399@ = random_int_in_ranges 0 8 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5060 
0006: 900@ = 22 

:most_wanted_5060
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5085 
0006: 900@ = 22 

:most_wanted_5085
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_5110 
0006: 900@ = 22 

:most_wanted_5110
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_5135 
0006: 900@ = 22 

:most_wanted_5135
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_5160 
0006: 900@ = 24 

:most_wanted_5160
00D6: if 
0039:   399@ == 5 
004D: jump_if_false @most_wanted_5185 
0006: 900@ = 25 

:most_wanted_5185
00D6: if 
0039:   399@ == 6 
004D: jump_if_false @most_wanted_5210 
0006: 900@ = 25 

:most_wanted_5210
00D6: if 
0039:   399@ == 7 
004D: jump_if_false @most_wanted_5235 
0006: 900@ = 25 

:most_wanted_5235
00D6: if 
0038:   $WAVE == 2 
004D: jump_if_false @most_wanted_5344 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 2 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5294 
0006: 900@ = 22 

:most_wanted_5294
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5319 
0006: 900@ = 24 

:most_wanted_5319
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_5344 
0006: 900@ = 25 

:most_wanted_5344
00D6: if 
0038:   $WAVE == 3 
004D: jump_if_false @most_wanted_5478 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 3 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5403 
0006: 900@ = 25 

:most_wanted_5403
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5428 
0006: 900@ = 24 

:most_wanted_5428
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_5453 
0006: 900@ = 24 

:most_wanted_5453
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_5478 
0006: 900@ = 22 

:most_wanted_5478
00D6: if 
0038:   $WAVE == 4 
004D: jump_if_false @most_wanted_5612 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 4 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5537 
0006: 900@ = 25 

:most_wanted_5537
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5562 
0006: 900@ = 29 

:most_wanted_5562
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_5587 
0006: 900@ = 24 

:most_wanted_5587
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_5612 
0006: 900@ = 22 

:most_wanted_5612
00D6: if 
0028:   $WAVE >= 5 
004D: jump_if_false @most_wanted_5771 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 5 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5671 
0006: 900@ = 29 

:most_wanted_5671
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5696 
0006: 900@ = 22 

:most_wanted_5696
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_5721 
0006: 900@ = 25 

:most_wanted_5721
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_5746 
0006: 900@ = 24 

:most_wanted_5746
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_5771 
0006: 900@ = 29 

:most_wanted_5771
0006: 741@ = 1 
00D6: if 
0038:   $WAVE == 4 
004D: jump_if_false @most_wanted_5862 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 1 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5837 
0006: 900@ = 29 

:most_wanted_5837
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5862 
0006: 900@ = 29 

:most_wanted_5862
00D6: if 
0038:   $WAVE == 5 
004D: jump_if_false @most_wanted_5946 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 1 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_5921 
0006: 900@ = 29 

:most_wanted_5921
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_5946 
0006: 900@ = 31 

:most_wanted_5946
00D6: if 
0038:   $WAVE == 6 
004D: jump_if_false @most_wanted_6030 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 1 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6005 
0006: 900@ = 31 

:most_wanted_6005
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6030 
0006: 900@ = 31 

:most_wanted_6030
00D6: if 
0028:   $WAVE >= 7 
004D: jump_if_false @most_wanted_6114 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 1 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6089 
0006: 900@ = 31 

:most_wanted_6089
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6114 
0006: 900@ = 31 

:most_wanted_6114
00D6: if 
0038:   $WAVE == 6 
004D: jump_if_false @most_wanted_6198 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 1 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6173 
0006: 900@ = 31 

:most_wanted_6173
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6198 
0006: 900@ = 31 

:most_wanted_6198
00D6: if 
0028:   $WAVE >= 7 
004D: jump_if_false @most_wanted_6332 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 3 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6257 
0006: 900@ = 31 

:most_wanted_6257
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6282 
0006: 900@ = 27 

:most_wanted_6282
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_6307 
0006: 900@ = 29 

:most_wanted_6307
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_6332 
0006: 900@ = 24 

:most_wanted_6332
00D6: if 
0038:   $WAVE == 8 
004D: jump_if_false @most_wanted_6441 
0006: 741@ = 1 
0209: 399@ = random_int_in_ranges 0 2 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6391 
0006: 900@ = 31 

:most_wanted_6391
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6416 
0006: 900@ = 31 

:most_wanted_6416
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_6441 
0006: 900@ = 29 

:most_wanted_6441
00D6: if 
0038:   $WAVE == 9 
004D: jump_if_false @most_wanted_6575 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 3 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6500 
0006: 900@ = 31 

:most_wanted_6500
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6525 
0006: 900@ = 31 

:most_wanted_6525
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_6550 
0006: 900@ = 27 

:most_wanted_6550
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_6575 
0006: 900@ = 29 

:most_wanted_6575
00D6: if 
0038:   $WAVE == 10 
004D: jump_if_false @most_wanted_6709 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 3 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6634 
0006: 900@ = 31 

:most_wanted_6634
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6659 
0006: 900@ = 27 

:most_wanted_6659
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_6684 
0006: 900@ = 31 

:most_wanted_6684
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_6709 
0006: 900@ = 29 

:most_wanted_6709
00D6: if 
0038:   $WAVE == 11 
004D: jump_if_false @most_wanted_6900 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 5 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_6768 
0006: 900@ = 31 

:most_wanted_6768
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_6793 
0006: 900@ = 31 

:most_wanted_6793
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_6818 
0006: 900@ = 31 

:most_wanted_6818
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_6843 
0006: 900@ = 29 

:most_wanted_6843
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_6868 
0006: 900@ = 27 

:most_wanted_6868
00D6: if and
0039:   322@ == 1 
0039:   399@ == 5 
004D: jump_if_false @most_wanted_6900 
0006: 900@ = 38 

:most_wanted_6900
00D6: if 
0039:   322@ == 1 
004D: jump_if_false @most_wanted_6950 
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_6943 
0006: 900@ = 38 

:most_wanted_6943
0002: jump @most_wanted_7109 

:most_wanted_6950
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_7109 
0006: 741@ = 2 
0209: 399@ = random_int_in_ranges 0 4 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_7009 
0006: 900@ = 31 

:most_wanted_7009
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_7034 
0006: 900@ = 30 

:most_wanted_7034
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_7059 
0006: 900@ = 34 

:most_wanted_7059
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_7084 
0006: 900@ = 29 

:most_wanted_7084
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_7109 
0006: 900@ = 27 

:most_wanted_7109
0002: jump @most_wanted_7851 

:most_wanted_7116
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @most_wanted_7343 
0209: 399@ = random_int_in_ranges 0 8 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_7168 
0006: 900@ = 22 

:most_wanted_7168
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_7193 
0006: 900@ = 22 

:most_wanted_7193
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_7218 
0006: 900@ = 22 

:most_wanted_7218
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_7243 
0006: 900@ = 22 

:most_wanted_7243
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_7268 
0006: 900@ = 24 

:most_wanted_7268
00D6: if 
0039:   399@ == 5 
004D: jump_if_false @most_wanted_7293 
0006: 900@ = 25 

:most_wanted_7293
00D6: if 
0039:   399@ == 6 
004D: jump_if_false @most_wanted_7318 
0006: 900@ = 25 

:most_wanted_7318
00D6: if 
0039:   399@ == 7 
004D: jump_if_false @most_wanted_7343 
0006: 900@ = 25 

:most_wanted_7343
00D6: if 
0039:   299@ == 2 
004D: jump_if_false @most_wanted_7545 
0209: 399@ = random_int_in_ranges 0 7 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_7395 
0006: 900@ = 29 

:most_wanted_7395
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_7420 
0006: 900@ = 24 

:most_wanted_7420
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_7445 
0006: 900@ = 25 

:most_wanted_7445
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_7470 
0006: 900@ = 24 

:most_wanted_7470
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_7495 
0006: 900@ = 22 

:most_wanted_7495
00D6: if 
0039:   399@ == 5 
004D: jump_if_false @most_wanted_7520 
0006: 900@ = 29 

:most_wanted_7520
00D6: if 
0039:   399@ == 6 
004D: jump_if_false @most_wanted_7545 
0006: 900@ = 29 

:most_wanted_7545
00D6: if 
0039:   299@ == 3 
004D: jump_if_false @most_wanted_7622 
0209: 399@ = random_int_in_ranges 0 2 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_7597 
0006: 900@ = 31 

:most_wanted_7597
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_7622 
0006: 900@ = 29 

:most_wanted_7622
00D6: if 
0039:   299@ == 4 
004D: jump_if_false @most_wanted_7674 
0209: 399@ = random_int_in_ranges 0 1 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_7674 
0006: 900@ = 31 

:most_wanted_7674
00D6: if 
0039:   299@ == 5 
004D: jump_if_false @most_wanted_7851 
0209: 399@ = random_int_in_ranges 0 6 
00D6: if 
0039:   399@ == 0 
004D: jump_if_false @most_wanted_7726 
0006: 900@ = 31 

:most_wanted_7726
00D6: if 
0039:   399@ == 1 
004D: jump_if_false @most_wanted_7751 
0006: 900@ = 31 

:most_wanted_7751
00D6: if 
0039:   399@ == 2 
004D: jump_if_false @most_wanted_7776 
0006: 900@ = 31 

:most_wanted_7776
00D6: if 
0039:   399@ == 3 
004D: jump_if_false @most_wanted_7801 
0006: 900@ = 31 

:most_wanted_7801
00D6: if 
0039:   399@ == 4 
004D: jump_if_false @most_wanted_7826 
0006: 900@ = 27 

:most_wanted_7826
00D6: if 
0039:   399@ == 5 
004D: jump_if_false @most_wanted_7851 
0006: 900@ = 31 

:most_wanted_7851
0051: return 

:most_wanted_7853
00D6: if 
0038:   $WAVE == 1 
004D: jump_if_false @most_wanted_8065 
0AE1: 118@ = random_char_near_point 0.0 0.0 0.0 in_radius 1E09 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
056D:   actor 118@ defined 
004D: jump_if_false @most_wanted_8065 
089F: get_actor 118@ pedtype_to 119@ 
00D6: if 
0039:   119@ == 6 
004D: jump_if_false @most_wanted_8065 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_8020 
00D6: if or
0364:   actor 118@ spotted_actor $PLAYER_ACTOR 
0364:   actor 118@ spotted_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_8013 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
02E0:   actor $SECOND_PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_8013 
0009: $crime_rate += 12.0 

:most_wanted_8013
0002: jump @most_wanted_8065 

:most_wanted_8020
00D6: if 
0364:   actor 118@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_8065 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_8065 
0009: $crime_rate += 12.0 

:most_wanted_8065
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_8139 
00D6: if 
0039:   999@ == 0 
004D: jump_if_false @most_wanted_8111 
000F: 197@ -= 0.1 

:most_wanted_8111
00D6: if 
0039:   999@ == 1 
004D: jump_if_false @most_wanted_8139 
000F: 197@ -= 0.01 

:most_wanted_8139
00D6: if 
0038:   $notoriety == 0 
004D: jump_if_false @most_wanted_8186 
04C4: store_coords_to 572@ 573@ 574@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 

:most_wanted_8186
00D6: if 
0028:   $notoriety >= 1 
004D: jump_if_false @most_wanted_8341 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_8295 
00D6: if or
00FE:   actor $SECOND_PLAYER_ACTOR sphere 0 in_sphere 572@ 573@ 574@ radius 578@ 579@ 580@ 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 572@ 573@ 574@ radius 578@ 579@ 580@ 
004D: jump_if_false @most_wanted_8288 
000B: 197@ += 1.3 

:most_wanted_8288
0002: jump @most_wanted_8341 

:most_wanted_8295
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 572@ 573@ 574@ radius 578@ 579@ 580@ 
004D: jump_if_false @most_wanted_8341 
000B: 197@ += 1.3 

:most_wanted_8341
00D6: if 
0019:   TIMERB > 500 
004D: jump_if_false @most_wanted_8808 
000A: 277@ += 100 
000A: 275@ += 1 
0006: TIMERB = 0 
00D6: if 
0038:   $WAVE == 1 
004D: jump_if_false @most_wanted_8439 
000F: 197@ -= 3.0 
0007: 578@ = 30.0 
0007: 579@ = 30.0 
0007: 580@ = 30.0 

:most_wanted_8439
00D6: if 
0038:   $WAVE == 2 
004D: jump_if_false @most_wanted_8497 
000F: 197@ -= 2.5 
0007: 578@ = 60.0 
0007: 579@ = 60.0 
0007: 580@ = 60.0 

:most_wanted_8497
00D6: if 
0038:   $WAVE == 3 
004D: jump_if_false @most_wanted_8555 
000F: 197@ -= 2.0 
0007: 578@ = 90.0 
0007: 579@ = 90.0 
0007: 580@ = 90.0 

:most_wanted_8555
00D6: if and
0028:   $WAVE >= 4 
8028:   not  $WAVE >= 7 
004D: jump_if_false @most_wanted_8620 
000F: 197@ -= 1.5 
0007: 578@ = 120.0 
0007: 579@ = 120.0 
0007: 580@ = 120.0 

:most_wanted_8620
00D6: if and
0028:   $WAVE >= 7 
8028:   not  $WAVE >= 10 
004D: jump_if_false @most_wanted_8685 
000F: 197@ -= 1.0 
0007: 578@ = 160.0 
0007: 579@ = 160.0 
0007: 580@ = 160.0 

:most_wanted_8685
00D6: if or
0038:   $WAVE == 10 
0038:   $WAVE == 11 
004D: jump_if_false @most_wanted_8750 
000F: 197@ -= 0.5 
0007: 578@ = 200.0 
0007: 579@ = 200.0 
0007: 580@ = 200.0 

:most_wanted_8750
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_8808 
000F: 197@ -= 0.1 
0007: 578@ = 300.0 
0007: 579@ = 300.0 
0007: 580@ = 300.0 

:most_wanted_8808
00D6: if 
0019:   TIMERA > 1000 
004D: jump_if_false @most_wanted_9211 
0006: TIMERA = 0 
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_8859 
000A: 320@ += 1 

:most_wanted_8859
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_8884 
000A: 321@ += 1 

:most_wanted_8884
000A: 199@ += 1000 
000A: 222@ += 1000 
000A: 604@ += 1000 
000A: 250@ += 1000 
000A: 251@ += 1000 
000A: 252@ += 1000 
000A: 253@ += 1000 
000A: 254@ += 1000 
000A: 331@ += 1000 
000E: 329@ -= 1000 
000E: 330@ -= 1000 
000A: 255@ += 1000 
000A: 256@ += 1000 
000A: 257@ += 1000 
000A: 258@ += 1000 
000A: 700@ += 1000 
000A: 703@ += 1000 
000A: 704@ += 1000 
000A: 259@ += 1000 
000A: 260@ += 1000 
000A: 261@ += 1000 
000A: 262@ += 1000 
000A: 263@ += 500 
000A: 319@ += 1000 
000A: 219@ += 1000 
000A: 220@ += 1000 
000A: 79@ += 1000 
000A: 367@ += 1000 
000A: 1017@ += 1000 
000A: 278@ += 1000 
000A: 367@ += 1000 
000A: 1017@ += 1000 
000A: 157@ += 1000 
000A: 910@ += 1000 
000A: 913@ += 1000 
000A: 917@ += 1000 
00D6: if 
0019:   265@ > 3 
004D: jump_if_false @most_wanted_9204 
000A: 265@ += 1 
0002: jump @most_wanted_9211 

:most_wanted_9204
0006: 265@ = 1 

:most_wanted_9211
0051: return 

:most_wanted_9213
0AF1: write_int $P1_RP_Score to_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Player1_score" key "Value" 
0AF1: write_int $P2_RP_Score to_ini_file "cleo\surival_game\SurivalPoliceSave.ini" section "Player2_score" key "Value" 
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_9398 
0006: 646@ = 4 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 1 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 8 

:most_wanted_9398
00D6: if 
0038:   $WAVE == 0 
004D: jump_if_false @most_wanted_9447 
0006: 646@ = 3 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 1 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 6 to_actors_pedtype 8 

:most_wanted_9447
077E: get_active_interior_to 983@ 
0050: gosub @most_wanted_59128 
0050: gosub @most_wanted_66008 
0050: gosub @most_wanted_56670 
0050: gosub @most_wanted_60213 
0050: gosub @most_wanted_66006 
0050: gosub @most_wanted_66352 
0209: 221@ = random_int_in_ranges 0 4 
00D6: if 
0019:   222@ > 2000 
004D: jump_if_false @most_wanted_9769 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @most_wanted_9582 
04C4: store_coords_to 417@ 418@ 419@ from_actor $PLAYER_ACTOR with_offset 0.0 80.0 -1.0 
092E: get_water_height_at 417@ 418@ ignore_waves 0 store_to 419@ 

:most_wanted_9582
00D6: if 
0039:   221@ == 1 
004D: jump_if_false @most_wanted_9642 
04C4: store_coords_to 417@ 418@ 419@ from_actor $PLAYER_ACTOR with_offset 0.0 -80.0 -1.0 
092E: get_water_height_at 417@ 418@ ignore_waves 0 store_to 419@ 

:most_wanted_9642
00D6: if 
0039:   221@ == 2 
004D: jump_if_false @most_wanted_9702 
04C4: store_coords_to 417@ 418@ 419@ from_actor $PLAYER_ACTOR with_offset -80.0 0.0 -1.0 
092E: get_water_height_at 417@ 418@ ignore_waves 0 store_to 419@ 

:most_wanted_9702
00D6: if 
0039:   221@ == 3 
004D: jump_if_false @most_wanted_9762 
04C4: store_coords_to 417@ 418@ 419@ from_actor $PLAYER_ACTOR with_offset 80.0 80.0 -1.0 
092E: get_water_height_at 417@ 418@ ignore_waves 0 store_to 419@ 

:most_wanted_9762
0006: 222@ = 0 

:most_wanted_9769
008B: $notoriety = $WAVE // (int) 
01F0: set_max_wanted_level_to 0 
0923: enable_air_traffic 0 
072C: generate_police_bikes 0 
099E: enable_police_patrols 0 
00D6: if 
0ADC:   test_cheat "Level1" 
004D: jump_if_false @most_wanted_9846 
0006: 736@ = 1 
0006: 739@ = 0 
0ACD: show_text_highpriority "Cop Level 1" time 3000 

:most_wanted_9846
00D6: if 
0ADC:   test_cheat "Level2" 
004D: jump_if_false @most_wanted_9899 
0006: 736@ = 0 
0006: 739@ = 0 
0ACD: show_text_highpriority "Cop Level 2" time 3000 

:most_wanted_9899
00D6: if 
0ADC:   test_cheat "Level3" 
004D: jump_if_false @most_wanted_9952 
0006: 736@ = 0 
0006: 739@ = 1 
0ACD: show_text_highpriority "Cop Level 3" time 3000 

:most_wanted_9952
00D6: if 
0ADC:   test_cheat "Level4" 
004D: jump_if_false @most_wanted_10000 
0006: 999@ = 0 
0ACD: show_text_highpriority "Decaying Fast" time 3000 

:most_wanted_10000
00D6: if 
0ADC:   test_cheat "Level5" 
004D: jump_if_false @most_wanted_10048 
0006: 999@ = 1 
0ACD: show_text_highpriority "Decaying Slow" time 3000 

:most_wanted_10048
00D6: if 
0ADC:   test_cheat "bar1" 
004D: jump_if_false @most_wanted_10074 
0006: 156@ = 1 

:most_wanted_10074
00D6: if 
0ADC:   test_cheat "bar2" 
004D: jump_if_false @most_wanted_10100 
0006: 156@ = 0 

:most_wanted_10100
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @most_wanted_10146 
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_10146 
0007: 197@ = 180.0 

:most_wanted_10146
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @most_wanted_10174 
0005: $crime_rate = 0.0 

:most_wanted_10174
00D6: if 
0039:   541@ == 1 
004D: jump_if_false @most_wanted_10219 
0004: $WAVE = 0 
0007: 197@ = 0.0 
0005: $crime_rate = 0.0 

:most_wanted_10219
00D6: if 
0ADC:   test_cheat "drug2" 
004D: jump_if_false @most_wanted_10299 
0004: $DOING_DRUGS = 1 
0ACD: show_text_highpriority "Police will track always you as a wanted list!" time 3000 

:most_wanted_10299
00D6: if 
0ADC:   test_cheat "drug1" 
004D: jump_if_false @most_wanted_10364 
0ACD: show_text_highpriority "Police will nolonger track you." time 3000 
0004: $DOING_DRUGS = 0 

:most_wanted_10364
0AE2: 182@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 1E10 find_next 1 pass_wrecked 1 // IF and SET 
00D6: if 
0038:   $DOING_DRUGS == 1 
004D: jump_if_false @most_wanted_10569 
00D6: if 
056E:   car 182@ defined 
004D: jump_if_false @most_wanted_10569 
00D6: if or
003B:   182@ == 667@ // (int) 
003B:   182@ == 668@ // (int) 
003B:   182@ == 669@ // (int) 
003B:   182@ == 670@ // (int) 
003B:   182@ == 671@ // (int) 
003B:   182@ == 672@ // (int) 
003B:   182@ == 762@ // (int) 
003B:   182@ == 763@ // (int) 
004D: jump_if_false @most_wanted_10526 
00AD: set_car 182@ max_speed_to 150.0 
00AE: set_car 182@ traffic_behaviour_to 2 
0397: enable_car 182@ siren 1 

:most_wanted_10526
00D6: if 
003B:   182@ == 764@ // (int) 
004D: jump_if_false @most_wanted_10569 
00AD: set_car 182@ max_speed_to 150.0 
00AE: set_car 182@ traffic_behaviour_to 2 
0397: enable_car 182@ siren 1 

:most_wanted_10569
00D6: if 
0ADC:   test_cheat "cop1" 
004D: jump_if_false @most_wanted_10646 
0006: 137@ = 1 
0ACD: show_text_highpriority "Red bar will stayed locked - Never lose cops" time 3000 

:most_wanted_10646
00D6: if 
0ADC:   test_cheat "cop2" 
004D: jump_if_false @most_wanted_10733 
0006: 136@ = 1 
0ACD: show_text_highpriority "Notoriety will stayed locked - Cops don't change stats" time 3000 

:most_wanted_10733
00D6: if 
0ADC:   test_cheat "cop3" 
004D: jump_if_false @most_wanted_10820 
0006: 136@ = 1 
0006: 137@ = 1 
0ACD: show_text_highpriority "Notoriety will stayed locked both bar and level" time 3000 

:most_wanted_10820
00D6: if 
0ADC:   test_cheat "cop4" 
004D: jump_if_false @most_wanted_10873 
0006: 541@ = 1 
0ACD: show_text_highpriority "You are never wanted" time 3000 

:most_wanted_10873
00D6: if 
0ADC:   test_cheat "cop5" 
004D: jump_if_false @most_wanted_10924 
0006: 541@ = 0 
0ACD: show_text_highpriority "You are now wanted" time 3000 

:most_wanted_10924
00D6: if 
0ADC:   test_cheat "cop0" 
004D: jump_if_false @most_wanted_11001 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 541@ = 0 
0ACD: show_text_highpriority "Notoriety and red bar restored" time 3000 

:most_wanted_11001
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @most_wanted_11163 
00D6: if 
0ADC:   test_cheat "changeskin" 
004D: jump_if_false @most_wanted_11097 
0006: 904@ = 1 
0ACD: show_text_highpriority "Police skins now locked the current one" time 3000 

:most_wanted_11097
00D6: if 
0ADC:   test_cheat "noskin" 
004D: jump_if_false @most_wanted_11163 
0006: 904@ = 0 
0ACD: show_text_highpriority "Police skins restored to normal" time 3000 

:most_wanted_11163
00D6: if 
0ADC:   test_cheat "check" 
004D: jump_if_false @most_wanted_11320 
0ACF: show_formatted_styled_text "~y~Checklist:~n~~r~Gang Operations ~w~%d ~n~~b~Car Thefts ~w~%d ~n~~w~Hitman Targets Eliminated %d" time 5000 style 5 $GANG_OPERATION_COMPLETED $CAR_THEFTS_DELIVERED $HITMAN_DESTROYED 
018C: play_sound 1052 at 0.0 0.0 0.0 

:most_wanted_11320
00D6: if 
0ADC:   test_cheat "other" 
004D: jump_if_false @most_wanted_11394 
0006: 827@ = 1 
0ACD: show_text_highpriority "Police will stop other peds on notoriety" time 3000 

:most_wanted_11394
00D6: if 
0ADC:   test_cheat "onlyme" 
004D: jump_if_false @most_wanted_11468 
0006: 827@ = 0 
0ACD: show_text_highpriority "Police will only focus you on notoriety" time 3000 

:most_wanted_11468
00D6: if 
0ADC:   test_cheat "ALLGANGS" 
004D: jump_if_false @most_wanted_11542 
0004: $SHOW_ALL_GANG_OPS = 1 
0004: $SHOW_EVERYTHING = 1 
0ACD: show_text_highpriority "All Gangs Ops shown on the map" time 3000 

:most_wanted_11542
00D6: if 
0ADC:   test_cheat "show" 
004D: jump_if_false @most_wanted_11568 
0006: 135@ = 1 

:most_wanted_11568
00D6: if 
0ADC:   test_cheat "hide" 
004D: jump_if_false @most_wanted_11594 
0006: 135@ = 0 

:most_wanted_11594
00D6: if 
0ADC:   test_cheat "SKINON" 
004D: jump_if_false @most_wanted_11650 
0ACD: show_text_highpriority "SKIN OVERRIDE ENABLED" time 3000 
0006: 144@ = 1 

:most_wanted_11650
00D6: if 
0ADC:   test_cheat "SKINOFF" 
004D: jump_if_false @most_wanted_11708 
0006: 144@ = 0 
0ACD: show_text_highpriority "SKIN OVERRIDE DISABLED" time 3000 

:most_wanted_11708
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @most_wanted_11970 
00D6: if 
0ADC:   test_cheat "SKIN1" 
004D: jump_if_false @most_wanted_11777 
0006: 299@ = 1 
0ACD: show_text_highpriority "SKIN SET BEAT COP" time 3000 

:most_wanted_11777
00D6: if 
0ADC:   test_cheat "SKIN2" 
004D: jump_if_false @most_wanted_11823 
0006: 299@ = 2 
0ACD: show_text_highpriority "SKIN SET FBI" time 3000 

:most_wanted_11823
00D6: if 
0ADC:   test_cheat "SKIN3" 
004D: jump_if_false @most_wanted_11870 
0006: 299@ = 3 
0ACD: show_text_highpriority "SKIN SET SWAT" time 3000 

:most_wanted_11870
00D6: if 
0ADC:   test_cheat "SKIN4" 
004D: jump_if_false @most_wanted_11917 
0006: 299@ = 4 
0ACD: show_text_highpriority "SKIN SET ARMY" time 3000 

:most_wanted_11917
00D6: if 
0ADC:   test_cheat "SKIN5" 
004D: jump_if_false @most_wanted_11970 
0006: 299@ = 5 
0ACD: show_text_highpriority "SKIN SET ARMY TOUGH" time 3000 

:most_wanted_11970
00D6: if 
0ADC:   test_cheat "hard" 
004D: jump_if_false @most_wanted_12032 
0ACD: show_text_highpriority "Hard Mode" time 3000 
018C: play_sound 1053 at 0.0 0.0 0.0 
0006: 143@ = 1 

:most_wanted_12032
00D6: if 
0ADC:   test_cheat "real" 
004D: jump_if_false @most_wanted_12103 
0006: 143@ = 1 
0ACD: show_text_highpriority "Tires noproof Mode" time 3000 
018C: play_sound 1053 at 0.0 0.0 0.0 

:most_wanted_12103
00D6: if 
0ADC:   test_cheat "easy" 
004D: jump_if_false @most_wanted_12177 
0006: 143@ = 0 
0006: 472@ = 0 
0ACD: show_text_highpriority "Tireproof Mode" time 3000 
018C: play_sound 1052 at 0.0 0.0 0.0 

:most_wanted_12177
00D6: if 
0ADC:   test_cheat "demo" 
004D: jump_if_false @most_wanted_12203 
0006: 1015@ = 1 

:most_wanted_12203
00D6: if 
0ADC:   test_cheat "ready" 
004D: jump_if_false @most_wanted_12230 
0006: 1015@ = 0 

:most_wanted_12230
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @most_wanted_12267 
0004: $WAVE = 0 
0005: $crime_rate = 0.0 
0050: gosub @most_wanted_56051 

:most_wanted_12267
0004: $GANG_NOTORIETY = 0 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @most_wanted_12438 
00D6: if 
0ADC:   test_cheat "Shop1" 
004D: jump_if_false @most_wanted_12364 
018C: play_sound 1052 at 0.0 0.0 0.0 
0A92: stream_custom_script "surival_game\Weapon Shop 1.cs" 

:most_wanted_12364
00D6: if 
0ADC:   test_cheat "Shop2" 
004D: jump_if_false @most_wanted_12438 
018C: play_sound 1053 at 0.0 0.0 0.0 
0A92: stream_custom_script "surival_game\Weapon Shop 2.cs" 

:most_wanted_12438
00D6: if 
0ADC:   test_cheat "LOLZ" 
004D: jump_if_false @most_wanted_12529 
0006: 533@ = 1 
0006: 455@ = 1 
0006: 322@ = 0 
0006: 323@ = 0 
0006: 324@ = 0 
0006: 325@ = 0 
0ACD: show_text_highpriority "Everything are disabled" time 3000 

:most_wanted_12529
00D6: if 
0ADC:   test_cheat "stat" 
004D: jump_if_false @most_wanted_12691 
0ACF: show_formatted_styled_text "~y~Best High Score:~n~~r~Player 1 ~w~%d~n~~b~Player 2 ~b~%d~n~~w~Longest Notoriety ~w~%d~n~~b~Longest Max Notoriety ~w~%d" time 3000 style 5 125@ 126@ 871@ 870@ 

:most_wanted_12691
00D6: if 
8028:   not  $WAVE >= 3 
004D: jump_if_false @most_wanted_12769 
0007: 810@ = 150.0 
0007: 811@ = 150.0 
0007: 812@ = 200.0 
0007: 813@ = 150.0 
0007: 814@ = 150.0 
0007: 815@ = 200.0 

:most_wanted_12769
00D6: if and
8028:   not  $WAVE >= 6 
0028:   $WAVE >= 3 
004D: jump_if_false @most_wanted_12854 
0007: 810@ = 250.0 
0007: 811@ = 250.0 
0007: 812@ = 400.0 
0007: 813@ = 250.0 
0007: 814@ = 250.0 
0007: 815@ = 400.0 

:most_wanted_12854
00D6: if 
0028:   $WAVE >= 6 
004D: jump_if_false @most_wanted_12932 
0007: 810@ = 350.0 
0007: 811@ = 350.0 
0007: 812@ = 500.0 
0007: 813@ = 350.0 
0007: 814@ = 350.0 
0007: 815@ = 500.0 

:most_wanted_12932
00D6: if 
0039:   323@ == 1 
004D: jump_if_false @most_wanted_12957 
0050: gosub @most_wanted_43781 

:most_wanted_12957
0050: gosub @most_wanted_50895 
00D6: if 
0039:   325@ == 1 
004D: jump_if_false @most_wanted_12989 
0050: gosub @most_wanted_54051 

:most_wanted_12989
0050: gosub @most_wanted_18950 
0050: gosub @most_wanted_16246 
0050: gosub @most_wanted_7853 
0050: gosub @most_wanted_30183 
0050: gosub @most_wanted_30185 
0050: gosub @most_wanted_30187 
0050: gosub @most_wanted_13434 
0050: gosub @most_wanted_45899 
0050: gosub @most_wanted_45323 
0050: gosub @most_wanted_32048 
0050: gosub @most_wanted_45319 
0050: gosub @most_wanted_29499 
0050: gosub @most_wanted_26512 
0050: gosub @most_wanted_27313 
0050: gosub @most_wanted_47632 
0050: gosub @most_wanted_47272 
0050: gosub @most_wanted_56164 
00D6: if and
0019:   319@ > 2000 
0030:   $crime_rate >= 1.0 
004D: jump_if_false @most_wanted_13154 
0006: 319@ = 0 
000D: $crime_rate -= 5.0 

:most_wanted_13154
00D6: if 
8028:   not  $crime_rate >= 0 
004D: jump_if_false @most_wanted_13179 
0004: $crime_rate = 0 

:most_wanted_13179
00D6: if 
0030:   $crime_rate >= 180.0 
004D: jump_if_false @most_wanted_13224 
0006: 319@ = 0 
0005: $crime_rate = 0.0 
0008: $WAVE += 1 

:most_wanted_13224
00D6: if 
0ADC:   test_cheat "wave" 
004D: jump_if_false @most_wanted_13250 
0008: $WAVE += 1 

:most_wanted_13250
00D6: if 
0ADC:   test_cheat "reset" 
004D: jump_if_false @most_wanted_13312 
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_13288 

:most_wanted_13288
0004: $WAVE = 0 
0005: $crime_rate = 0.0 
0050: gosub @most_wanted_63332 

:most_wanted_13312
00D6: if 
0ADC:   test_cheat "max" 
004D: jump_if_false @most_wanted_13337 
0004: $WAVE = 12 

:most_wanted_13337
00D6: if 
0ADC:   test_cheat "low" 
004D: jump_if_false @most_wanted_13362 
000C: $WAVE -= 1 

:most_wanted_13362
00D6: if 
0039:   641@ == 1 
004D: jump_if_false @most_wanted_13387 
0002: jump @most_wanted_18381 

:most_wanted_13387
00D6: if or
0038:   $ONMISSION == 0 
0ADC:   test_cheat "giveup" 
0ADC:   test_cheat "exit" 
004D: jump_if_false @most_wanted_13432 
00D8: mission_cleanup 
0002: jump @most_wanted_18381 

:most_wanted_13432
0051: return 

:most_wanted_13434
00D6: if 
0ADC:   test_cheat "MARKER1" 
004D: jump_if_false @most_wanted_13492 
0ACD: show_text_highpriority "~B~POLICE MARKER SHOWN" time 2555 
0006: 743@ = 2 

:most_wanted_13492
00D6: if 
0ADC:   test_cheat "MARKER2" 
004D: jump_if_false @most_wanted_13551 
0006: 743@ = 0 
0ACD: show_text_highpriority "~B~POLICE MARKER HIDDEN" time 2555 

:most_wanted_13551
00D6: if 
0039:   1015@ == 1 
004D: jump_if_false @most_wanted_13571 
0051: return 

:most_wanted_13571
0ADF: add_text_label "p1LIVE" text "~R~Player 1 HP: ~w~~1~" 
0ADF: add_text_label "p2LIVE" text "~B~Player 2 HP: ~w~~1~" 
00D6: if or
0741:   actor $PLAYER_ACTOR busted 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @most_wanted_13702 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_13688 
0851: set_actor $PLAYER_ACTOR decrease_health_by -10000 affect_armour 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:most_wanted_13688
0050: gosub @most_wanted_56051 
0008: $Actor_Cesar += 1 

:most_wanted_13702
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_13758 
00D6: if or
0741:   actor $SECOND_PLAYER_ACTOR busted 
0118:   actor $SECOND_PLAYER_ACTOR dead 
004D: jump_if_false @most_wanted_13758 
0008: $Actor_OG_Loc += 1 
0851: set_actor $SECOND_PLAYER_ACTOR decrease_health_by -10000 affect_armour 0 
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR 

:most_wanted_13758
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_13786 
0005: $crime_rate = 0.0 

:most_wanted_13786
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @most_wanted_13946 
038E: draw_box_position 119.0 318.0 size 180.0 15.0 RGBA 25 25 100 255 
038E: draw_box_position 119.0 318.0 size $crime_rate 15.0 RGBA 40 40 255 255 
0007: 908@ = 32.0 
0007: 909@ = 309.7 
038E: draw_box_position 119.0 305.0 size 180.0 7.0 RGBA 100 25 25 255 
038E: draw_box_position 119.0 305.0 size 197@ 7.0 RGBA 255 40 40 255 

:most_wanted_13946
00D6: if 
0038:   $WAVE == 0 
004D: jump_if_false @most_wanted_14062 
0ADF: add_text_label "_wanted" text "~l~]]]]]]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14062
00D6: if 
0038:   $WAVE == 1 
004D: jump_if_false @most_wanted_14181 
0ADF: add_text_label "_wanted" text "~y~]~l~]]]]]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14181
00D6: if 
0038:   $WAVE == 2 
004D: jump_if_false @most_wanted_14300 
0ADF: add_text_label "_wanted" text "~y~]]~l~]]]]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14300
00D6: if 
0038:   $WAVE == 3 
004D: jump_if_false @most_wanted_14419 
0ADF: add_text_label "_wanted" text "~y~]]]~l~]]]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14419
00D6: if 
0038:   $WAVE == 4 
004D: jump_if_false @most_wanted_14538 
0ADF: add_text_label "_wanted" text "~y~]]]]~l~]]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14538
00D6: if 
0038:   $WAVE == 5 
004D: jump_if_false @most_wanted_14657 
0ADF: add_text_label "_wanted" text "~y~]]]]]~l~]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14657
00D6: if 
0038:   $WAVE == 6 
004D: jump_if_false @most_wanted_14776 
0ADF: add_text_label "_wanted" text "~y~]]]]]]~l~]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14776
00D6: if 
0038:   $WAVE == 7 
004D: jump_if_false @most_wanted_14895 
0ADF: add_text_label "_wanted" text "~y~]]]]]]]~l~]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_14895
00D6: if 
0038:   $WAVE == 8 
004D: jump_if_false @most_wanted_15014 
0ADF: add_text_label "_wanted" text "~y~]]]]]]]]~l~]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_15014
00D6: if 
0038:   $WAVE == 9 
004D: jump_if_false @most_wanted_15133 
0ADF: add_text_label "_wanted" text "~y~]]]]]]]]]~l~]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_15133
00D6: if 
0038:   $WAVE == 10 
004D: jump_if_false @most_wanted_15252 
0ADF: add_text_label "_wanted" text "~y~]]]]]]]]]]~l~]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_15252
00D6: if 
0038:   $WAVE == 11 
004D: jump_if_false @most_wanted_15371 
0ADF: add_text_label "_wanted" text "~y~]]]]]]]]]]]~l~]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_15371
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_15487 
0ADF: add_text_label "_wanted" text "~y~]]]]]]]]]]]]" 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
033F: set_text_draw_letter_size 0.44 1.49 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 2 
033E: set_draw_text_position 908@ 909@ GXT '_wanted' 

:most_wanted_15487
0051: return 

:most_wanted_15489
02EB: restore_camera_with_jumpcut 
0006: 298@ = 1 
0004: $WAVE = 1 
0004: $10948 = 0 
0006: 734@ = 320 
0006: 735@ = 40 
0006: 737@ = 15 
0006: 738@ = 50 
0006: 739@ = 0 
0006: 741@ = 1 
0007: 742@ = 55.0 
0006: 743@ = 2 
0006: 900@ = 0 
0006: 736@ = 1 
0006: 901@ = 0 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 1E09 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
06F0: set_group $PLAYER_GROUP distance_limit_to 9999.0 
0006: TIMERA = 0 
0004: $WAVE = 1 
0208: 70@ = random_float_in_ranges -60.2 -34.2 
0208: 71@ = random_float_in_ranges -60.2 -34.2 
0208: 72@ = random_float_in_ranges -1.0 -1.0 
0ADF: add_text_label "P1" text "Player 1 Lives ~w~~1~" 
0ADF: add_text_label "P2" text "Player 2 Lives ~w~~1~" 
0004: $10947 = 0 
0004: $Actor_Smoke = 10 
0004: $Actor_Ryder = 10 
0004: $Actor_Sweet = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $notoriety = 0 
0208: 504@ = random_float_in_ranges -55.2 55.0 
0208: 505@ = random_float_in_ranges 56.0 -55.0 
0208: 506@ = random_float_in_ranges -0.1 -0.1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0007: 820@ = 200.0 
0007: 821@ = 200.0 
0007: 822@ = 400.0 
0004: $10949 = 0 
0039:   900@ == 0 
00A0: store_actor $PLAYER_ACTOR position_to 500@ 501@ 502@ 
04C4: store_coords_to 500@ 501@ 502@ from_actor $PLAYER_ACTOR with_offset 504@ 505@ 506@ 
0208: 504@ = random_float_in_ranges 45.2 -45.0 
0208: 505@ = random_float_in_ranges 45.0 -45.0 
0208: 506@ = random_float_in_ranges -0.1 -0.1 
0208: 150@ = random_float_in_ranges -45.2 -45.0 
0208: 151@ = random_float_in_ranges 45.0 45.0 
0208: 152@ = random_float_in_ranges -0.1 -0.1 
04C4: store_coords_to 153@ 154@ 155@ from_actor $PLAYER_ACTOR with_offset 150@ 151@ 152@ 
0004: $10950 = 0 
0004: $Actor_Cesar = 15 
0004: $Actor_OG_Loc = 15 
0004: $10951 = 0 
0006: 632@ = 0 
0006: 737@ = 15 
0006: 299@ = 1 
0006: 734@ = 100 
0006: 735@ = 42 
0006: 900@ = 0 
0006: 736@ = 1 
0006: 737@ = 4 
0006: 738@ = 45 
0006: 739@ = 0 
0007: 742@ = 50.0 
0006: 643@ = 0 
0006: 901@ = 1 
0004: $notoriety = 0 
0004: $WAVE = 0 
0004: $Actor_Cesar = 0 
0004: $Actor_OG_Loc = 0 
0006: 632@ = 1 
0002: jump @most_wanted_18301 
0051: return 
0051: return 

:most_wanted_16246
00D6: if 
0028:   $WAVE >= 8 
004D: jump_if_false @most_wanted_16279 
0006: 995@ = 548 
0002: jump @most_wanted_16287 

:most_wanted_16279
0006: 995@ = 497 

:most_wanted_16287
0006: 994@ = 430 
0006: 997@ = 520 
0006: 996@ = 432 
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @most_wanted_16591 
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'LA' 
004D: jump_if_false @most_wanted_16370 
0006: 478@ = 596 
0006: 479@ = 596 

:most_wanted_16370
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'SF' 
004D: jump_if_false @most_wanted_16411 
0006: 478@ = 597 
0006: 479@ = 597 

:most_wanted_16411
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'VE' 
004D: jump_if_false @most_wanted_16452 
0006: 478@ = 598 
0006: 479@ = 598 

:most_wanted_16452
00D6: if or
0583:   player $PLAYER_CHAR in_zone 'RED' 
0583:   player $PLAYER_CHAR in_zone 'FLINTC' 
0583:   player $PLAYER_CHAR in_zone 'WHET' 
0583:   player $PLAYER_CHAR in_zone 'ROBAD' 
0583:   player $PLAYER_CHAR in_zone 'ROBAD1' 
0583:   player $PLAYER_CHAR in_zone 'BONE' 
0583:   player $PLAYER_CHAR in_zone 'LSINL' 
0583:   player $PLAYER_CHAR in_zone 'GANTB' 
004D: jump_if_false @most_wanted_16591 
0006: 478@ = 490 
0006: 479@ = 599 

:most_wanted_16591
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @most_wanted_16647 
0006: 905@ = 280 
0085: 693@ = 479@ // (int) 
0085: 674@ = 478@ // (int) 
0006: 675@ = 0 
0006: 676@ = 1 

:most_wanted_16647
00D6: if 
0039:   299@ == 2 
004D: jump_if_false @most_wanted_17069 
0209: 318@ = random_int_in_ranges 0 8 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @most_wanted_16700 
0006: 693@ = 599 

:most_wanted_16700
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @most_wanted_16726 
0006: 693@ = 599 

:most_wanted_16726
00D6: if 
0039:   318@ == 2 
004D: jump_if_false @most_wanted_16752 
0006: 693@ = 426 

:most_wanted_16752
00D6: if 
0039:   318@ == 3 
004D: jump_if_false @most_wanted_16778 
0006: 693@ = 490 

:most_wanted_16778
00D6: if 
0039:   318@ == 4 
004D: jump_if_false @most_wanted_16804 
0006: 693@ = 528 

:most_wanted_16804
00D6: if 
0039:   318@ == 5 
004D: jump_if_false @most_wanted_16830 
0006: 693@ = 490 

:most_wanted_16830
00D6: if 
0039:   318@ == 6 
004D: jump_if_false @most_wanted_16856 
0006: 693@ = 490 

:most_wanted_16856
00D6: if 
0039:   318@ == 7 
004D: jump_if_false @most_wanted_16882 
0006: 693@ = 426 

:most_wanted_16882
0209: 121@ = random_int_in_ranges 0 6 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @most_wanted_16917 
0006: 674@ = 426 

:most_wanted_16917
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @most_wanted_16943 
0006: 674@ = 426 

:most_wanted_16943
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @most_wanted_16969 
0006: 674@ = 490 

:most_wanted_16969
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @most_wanted_16995 
0006: 674@ = 490 

:most_wanted_16995
00D6: if 
0039:   121@ == 4 
004D: jump_if_false @most_wanted_17021 
0006: 674@ = 490 

:most_wanted_17021
00D6: if 
0039:   121@ == 5 
004D: jump_if_false @most_wanted_17047 
0006: 674@ = 490 

:most_wanted_17047
0006: 905@ = 286 
0006: 675@ = 0 
0006: 676@ = 0 

:most_wanted_17069
00D6: if 
0039:   299@ == 3 
004D: jump_if_false @most_wanted_17491 
0209: 318@ = random_int_in_ranges 0 8 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @most_wanted_17122 
0006: 693@ = 427 

:most_wanted_17122
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @most_wanted_17148 
0006: 693@ = 426 

:most_wanted_17148
00D6: if 
0039:   318@ == 2 
004D: jump_if_false @most_wanted_17174 
0006: 693@ = 599 

:most_wanted_17174
00D6: if 
0039:   318@ == 3 
004D: jump_if_false @most_wanted_17200 
0006: 693@ = 599 

:most_wanted_17200
00D6: if 
0039:   318@ == 4 
004D: jump_if_false @most_wanted_17226 
0006: 693@ = 426 

:most_wanted_17226
00D6: if 
0039:   318@ == 5 
004D: jump_if_false @most_wanted_17252 
0006: 693@ = 490 

:most_wanted_17252
00D6: if 
0039:   318@ == 6 
004D: jump_if_false @most_wanted_17278 
0006: 693@ = 490 

:most_wanted_17278
00D6: if 
0039:   318@ == 7 
004D: jump_if_false @most_wanted_17304 
0006: 693@ = 490 

:most_wanted_17304
0209: 121@ = random_int_in_ranges 0 6 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @most_wanted_17339 
0006: 674@ = 490 

:most_wanted_17339
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @most_wanted_17365 
0006: 674@ = 490 

:most_wanted_17365
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @most_wanted_17391 
0006: 674@ = 426 

:most_wanted_17391
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @most_wanted_17417 
0006: 674@ = 427 

:most_wanted_17417
00D6: if 
0039:   121@ == 4 
004D: jump_if_false @most_wanted_17443 
0006: 674@ = 427 

:most_wanted_17443
00D6: if 
0039:   121@ == 5 
004D: jump_if_false @most_wanted_17469 
0006: 674@ = 427 

:most_wanted_17469
0006: 905@ = 285 
0006: 675@ = 0 
0006: 676@ = 0 

:most_wanted_17491
00D6: if 
0039:   299@ == 4 
004D: jump_if_false @most_wanted_17921 
0209: 318@ = random_int_in_ranges 0 8 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @most_wanted_17544 
0006: 693@ = 599 

:most_wanted_17544
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @most_wanted_17570 
0006: 693@ = 433 

:most_wanted_17570
00D6: if 
0039:   318@ == 2 
004D: jump_if_false @most_wanted_17596 
0006: 693@ = 470 

:most_wanted_17596
00D6: if 
0039:   318@ == 3 
004D: jump_if_false @most_wanted_17622 
0006: 693@ = 470 

:most_wanted_17622
00D6: if 
0039:   318@ == 4 
004D: jump_if_false @most_wanted_17648 
0006: 693@ = 426 

:most_wanted_17648
00D6: if 
0039:   318@ == 5 
004D: jump_if_false @most_wanted_17674 
0006: 693@ = 500 

:most_wanted_17674
00D6: if 
0039:   318@ == 6 
004D: jump_if_false @most_wanted_17700 
0006: 693@ = 490 

:most_wanted_17700
00D6: if 
0039:   318@ == 7 
004D: jump_if_false @most_wanted_17726 
0006: 693@ = 490 

:most_wanted_17726
0209: 121@ = random_int_in_ranges 0 6 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @most_wanted_17761 
0006: 674@ = 470 

:most_wanted_17761
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @most_wanted_17787 
0006: 674@ = 470 

:most_wanted_17787
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @most_wanted_17813 
0006: 674@ = 470 

:most_wanted_17813
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @most_wanted_17839 
0006: 674@ = 426 

:most_wanted_17839
00D6: if 
0039:   121@ == 4 
004D: jump_if_false @most_wanted_17865 
0006: 674@ = 490 

:most_wanted_17865
00D6: if 
0039:   121@ == 5 
004D: jump_if_false @most_wanted_17891 
0006: 674@ = 490 

:most_wanted_17891
0006: 905@ = 287 
0006: 675@ = 47 
0006: 676@ = 47 
0006: 905@ = 287 

:most_wanted_17921
00D6: if 
0029:   299@ >= 5 
004D: jump_if_false @most_wanted_18299 
0209: 318@ = random_int_in_ranges 0 6 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @most_wanted_17974 
0006: 693@ = 500 

:most_wanted_17974
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @most_wanted_18000 
0006: 693@ = 433 

:most_wanted_18000
00D6: if 
0039:   318@ == 2 
004D: jump_if_false @most_wanted_18026 
0006: 693@ = 470 

:most_wanted_18026
00D6: if 
0039:   318@ == 3 
004D: jump_if_false @most_wanted_18052 
0006: 693@ = 490 

:most_wanted_18052
00D6: if 
0039:   318@ == 4 
004D: jump_if_false @most_wanted_18078 
0006: 693@ = 426 

:most_wanted_18078
00D6: if 
0039:   318@ == 5 
004D: jump_if_false @most_wanted_18104 
0006: 693@ = 599 

:most_wanted_18104
0209: 121@ = random_int_in_ranges 0 6 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @most_wanted_18139 
0006: 674@ = 490 

:most_wanted_18139
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @most_wanted_18165 
0006: 674@ = 490 

:most_wanted_18165
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @most_wanted_18191 
0006: 674@ = 470 

:most_wanted_18191
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @most_wanted_18217 
0006: 674@ = 470 

:most_wanted_18217
00D6: if 
0039:   121@ == 4 
004D: jump_if_false @most_wanted_18243 
0006: 674@ = 426 

:most_wanted_18243
00D6: if 
0039:   121@ == 5 
004D: jump_if_false @most_wanted_18269 
0006: 674@ = 490 

:most_wanted_18269
0006: 905@ = 287 
0006: 675@ = 47 
0006: 676@ = 47 
0006: 905@ = 287 

:most_wanted_18299
0051: return 

:most_wanted_18301
0923: enable_air_traffic 0 
0006: 632@ = 0 
0006: 400@ = 2 
0006: 401@ = 0 
0007: 813@ = 110.0 
0007: 814@ = 110.0 
0007: 815@ = 110.0 
0004: $WAVE = 0 

:most_wanted_18363
0001: wait 0 ms 
0050: gosub @most_wanted_9213 
0002: jump @most_wanted_18363 

:most_wanted_18381
0004: $ONMISSION = 0 
01F0: set_max_wanted_level_to 6 
016A: fade 0 time 1000 
0001: wait 1000 ms 
016A: fade 1 time 1000 
00D6: if 
075C:   marker 200@ enabled 
004D: jump_if_false @most_wanted_18432 
0164: disable_marker 200@ 

:most_wanted_18432
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #STALLION 
0249: release_model #PREMIER 
0249: release_model #MESA 
0249: release_model #PREDATOR 
0249: release_model #PETROTR 
0249: release_model #NRG500 
0249: release_model #NITESTICK 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #COPCARVG 
0249: release_model #COPCARLA 
0249: release_model #COPCARRU 
0249: release_model #COPCARSF 
0249: release_model #LAPD1 
0249: release_model #LAFD1 
0249: release_model #LAEMT1 
0249: release_model #FBI 
0249: release_model #FBIRANCH 
0249: release_model #RHINO 
0249: release_model #FBITRUCK 
0249: release_model #ARMY 
0249: release_model #SWAT 
0249: release_model #ENFORCER 
0249: release_model #SWATVAN 
0249: release_model #COLT45 
0249: release_model #DESERT_EAGLE 
0249: release_model #SILENCED 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #SHOTGSPA 
0249: release_model #CHROMEGUN 
0249: release_model #MP5LNG 
0249: release_model #SNIPER 
0249: release_model #ROCKETLA 
0249: release_model #PATRIOT 
0249: release_model #BARRACKS 
0249: release_model #NITESTICK 
0249: release_model #MINIGUN 
0249: release_model #CARGOBOB 
0249: release_model #RHINO 
0249: release_model #HYDRA 
0249: release_model #CELLPHONE 
0249: release_model #GRENADE 
0249: release_model #HUNTER 
0249: release_model #POLMAV 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #BALLAS1 
0249: release_model #NITESTICK 
0249: release_model #STREAK 
0249: release_model #TRAM 
0249: release_model #STREAKC 
0249: release_model #FREIFLAT 
0249: release_model #FREIGHT 
0249: release_model #SWAT 
0249: release_model #ARMY 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #TEC9 
0249: release_model #MICRO_UZI 
0249: release_model #SNIPER 
0249: release_model #CUNTGUN 
0249: release_model #KNIFECUR 
0249: release_model #BAT 
0249: release_model #MINIGUN 
0249: release_model #FIRE_EX 
0249: release_model #FLAME 
0249: release_model #COLT45 
0249: release_model #DESERT_EAGLE 
0249: release_model #CHROMEGUN 
0249: release_model #CHNSAW 
0249: release_model #SHOVEL 
0249: release_model #SHOTGSPA 
0249: release_model #SAWNOFF 
0249: release_model #ROCKETLA 
0249: release_model #HEATSEEK 
0249: release_model #BRASSKNUCKLE 
0249: release_model #KATANA 
0249: release_model #SPRAYCAN 
0249: release_model #RHINO 
0AAE: remove_audio_stream 165@ 
0AAE: remove_audio_stream 166@ 
0AAE: remove_audio_stream 167@ 
0AAE: remove_audio_stream 168@ 
0AAE: remove_audio_stream 169@ 
0AAE: remove_audio_stream 170@ 
0AAE: remove_audio_stream 171@ 
0AAE: remove_audio_stream 172@ 
0AAE: remove_audio_stream 173@ 
0AAE: remove_audio_stream 366@ 
0AAE: remove_audio_stream 1019@ 
0085: 125@ = $P1_RP_Score // (int) 
0085: 126@ = $P2_RP_Score // (int) 
0004: $WAVE = 0 
00BE: text_clear_all 
0E9F: remove_all_unused_models 
00D8: mission_cleanup 
0395: clear_area 1 at 500@ 501@ 502@ radius 99999.0 
004E: terminate_this_script 

:most_wanted_18950
0050: gosub @most_wanted_4763 
0208: 517@ = random_float_in_ranges -150.2 150.2 
0208: 518@ = random_float_in_ranges 150.2 -150.2 
04C4: store_coords_to 933@ 934@ 935@ from_actor $PLAYER_ACTOR with_offset 517@ 518@ 0.0 
03D3: get_route_nearest_for 933@ 934@ 935@ store_to 507@ 508@ 509@ Z_angle_to 345@ 
00D6: if and
0248:   model 674@ available 
0248:   model 905@ available 
0248:   model 693@ available 
004D: jump_if_false @most_wanted_26510 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 507@ 508@ 509@ radius 50.0 50.0 50.0 
004D: jump_if_false @most_wanted_26510 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_19154 
00D6: if 
80FE:   not actor $SECOND_PLAYER_ACTOR sphere 0 in_sphere 507@ 508@ 509@ radius 40.0 40.0 40.0 
004D: jump_if_false @most_wanted_26510 

:most_wanted_19154
00D6: if and
856D:   not actor 649@ defined 
856D:   not actor 650@ defined 
856D:   not actor 651@ defined 
856D:   not actor 652@ defined 
856E:   not car 667@ defined 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_20113 
0006: 257@ = 0 
00A5: 667@ = create_car 674@ at 507@ 508@ 509@ 
0224: set_car 667@ health_to 537@ 
00A8: set_car 667@ to_psycho_driver 
0175: set_car 667@ Z_angle_to 345@ 
00AD: set_car 667@ max_speed_to 15.0 
053F: set_car 667@ tires_vulnerability 143@ 
0229: set_car 667@ primary_color_to 675@ secondary_color_to 676@ 
0050: gosub @most_wanted_4763 
0129: 649@ = create_actor_pedtype 6 model 905@ in_car 667@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 650@ = create_actor_pedtype 6 model 905@ in_car 667@ passenger_seat 0 
0050: gosub @most_wanted_4763 
01C8: 651@ = create_actor_pedtype 6 model 905@ in_car 667@ passenger_seat 1 
0050: gosub @most_wanted_4763 
01C8: 652@ = create_actor_pedtype 6 model 905@ in_car 667@ passenger_seat 2 
0050: gosub @most_wanted_4763 
0223: set_actor 649@ health_to 734@ 
02E2: set_actor 649@ weapon_accuracy_to 735@ 
01B2: give_actor 649@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 649@ dismemberment_possible 736@ 
07FE: set_actor 649@ fighting_style_to 737@ moves 6 
07DD: set_actor 649@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 649@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 649@ money 643@ 
04D8: set_actor 649@ drowns_in_water 901@ 
09B5: set_actor 649@ signal_after_kill 0 
060B: set_actor 649@ decision_maker_to 780@ 
077A: set_actor 649@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 649@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 650@ health_to 734@ 
02E2: set_actor 650@ weapon_accuracy_to 735@ 
01B2: give_actor 650@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 650@ dismemberment_possible 736@ 
07FE: set_actor 650@ fighting_style_to 737@ moves 6 
07DD: set_actor 650@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 650@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 650@ money 643@ 
04D8: set_actor 650@ drowns_in_water 901@ 
09B5: set_actor 650@ signal_after_kill 0 
060B: set_actor 650@ decision_maker_to 780@ 
077A: set_actor 650@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 650@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 651@ health_to 734@ 
02E2: set_actor 651@ weapon_accuracy_to 735@ 
01B2: give_actor 651@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 651@ dismemberment_possible 736@ 
07FE: set_actor 651@ fighting_style_to 737@ moves 6 
07DD: set_actor 651@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 651@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 651@ money 643@ 
04D8: set_actor 651@ drowns_in_water 901@ 
09B5: set_actor 651@ signal_after_kill 0 
060B: set_actor 651@ decision_maker_to 780@ 
077A: set_actor 651@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 651@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 652@ health_to 734@ 
02E2: set_actor 652@ weapon_accuracy_to 735@ 
01B2: give_actor 652@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 652@ dismemberment_possible 736@ 
07FE: set_actor 652@ fighting_style_to 737@ moves 6 
07DD: set_actor 652@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 652@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 652@ money 643@ 
04D8: set_actor 652@ drowns_in_water 901@ 
09B5: set_actor 652@ signal_after_kill 0 
060B: set_actor 652@ decision_maker_to 780@ 
077A: set_actor 652@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 652@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0AC5: link_3d_audio_stream 165@ to_car 667@ 
0187: 677@ = create_marker_above_actor 649@ 
0165: set_marker 677@ color_to 1162189311 
0168: set_marker 677@ size 1 
018B: set_marker 677@ radar_mode 743@ 
0187: 678@ = create_marker_above_actor 650@ 
0165: set_marker 678@ color_to 1162189311 
0168: set_marker 678@ size 1 
018B: set_marker 678@ radar_mode 743@ 
0187: 679@ = create_marker_above_actor 651@ 
0165: set_marker 679@ color_to 1162189311 
0168: set_marker 679@ size 1 
018B: set_marker 679@ radar_mode 743@ 
0187: 680@ = create_marker_above_actor 652@ 
0165: set_marker 680@ color_to 1162189311 
0168: set_marker 680@ size 1 
018B: set_marker 680@ radar_mode 743@ 
0840: link_car 667@ to_interior 983@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_20046 
0397: enable_car 667@ siren 1 
00AE: set_car 667@ traffic_behaviour_to 2 
00AD: set_car 667@ max_speed_to 120.0 
00AF: set_car 667@ driver_behaviour_to 4 

:most_wanted_20046
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_20095 
0397: enable_car 667@ siren 1 
00AE: set_car 667@ traffic_behaviour_to 2 
00AD: set_car 667@ max_speed_to 190.0 
00AF: set_car 667@ driver_behaviour_to 2 

:most_wanted_20095
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_20113 

:most_wanted_20113
00D6: if and
856D:   not actor 653@ defined 
856D:   not actor 654@ defined 
856D:   not actor 655@ defined 
856D:   not actor 656@ defined 
856E:   not car 668@ defined 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_21075 
0006: 257@ = 0 
00A5: 668@ = create_car 674@ at 507@ 508@ 509@ 
0224: set_car 668@ health_to 537@ 
00A8: set_car 668@ to_psycho_driver 
0175: set_car 668@ Z_angle_to 345@ 
00AD: set_car 668@ max_speed_to 10.0 
0229: set_car 668@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 668@ tires_vulnerability 143@ 
00AD: set_car 668@ max_speed_to 15.0 
0AC5: link_3d_audio_stream 166@ to_car 668@ 
0050: gosub @most_wanted_4763 
0129: 653@ = create_actor_pedtype 6 model 905@ in_car 668@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 654@ = create_actor_pedtype 6 model 905@ in_car 668@ passenger_seat 0 
0050: gosub @most_wanted_4763 
01C8: 655@ = create_actor_pedtype 6 model 905@ in_car 668@ passenger_seat 1 
0050: gosub @most_wanted_4763 
01C8: 656@ = create_actor_pedtype 6 model 905@ in_car 668@ passenger_seat 2 
0223: set_actor 653@ health_to 734@ 
02E2: set_actor 653@ weapon_accuracy_to 735@ 
01B2: give_actor 653@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 653@ dismemberment_possible 736@ 
07FE: set_actor 653@ fighting_style_to 737@ moves 6 
07DD: set_actor 653@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 653@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 653@ money 643@ 
04D8: set_actor 653@ drowns_in_water 901@ 
09B5: set_actor 653@ signal_after_kill 0 
060B: set_actor 653@ decision_maker_to 780@ 
077A: set_actor 653@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 653@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 654@ health_to 734@ 
02E2: set_actor 654@ weapon_accuracy_to 735@ 
01B2: give_actor 654@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 654@ dismemberment_possible 736@ 
07FE: set_actor 654@ fighting_style_to 737@ moves 6 
07DD: set_actor 654@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 654@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 654@ money 643@ 
04D8: set_actor 654@ drowns_in_water 901@ 
09B5: set_actor 654@ signal_after_kill 0 
060B: set_actor 654@ decision_maker_to 780@ 
077A: set_actor 654@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 654@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 655@ health_to 734@ 
02E2: set_actor 655@ weapon_accuracy_to 735@ 
01B2: give_actor 655@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 655@ dismemberment_possible 736@ 
07FE: set_actor 655@ fighting_style_to 737@ moves 6 
07DD: set_actor 655@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 655@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 655@ money 643@ 
04D8: set_actor 655@ drowns_in_water 901@ 
09B5: set_actor 655@ signal_after_kill 0 
060B: set_actor 655@ decision_maker_to 780@ 
077A: set_actor 655@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 655@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 656@ health_to 734@ 
02E2: set_actor 656@ weapon_accuracy_to 735@ 
01B2: give_actor 656@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 656@ dismemberment_possible 736@ 
07FE: set_actor 656@ fighting_style_to 737@ moves 6 
07DD: set_actor 656@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 656@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 656@ money 643@ 
04D8: set_actor 656@ drowns_in_water 901@ 
09B5: set_actor 656@ signal_after_kill 0 
060B: set_actor 656@ decision_maker_to 780@ 
077A: set_actor 656@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 656@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0187: 681@ = create_marker_above_actor 653@ 
0165: set_marker 681@ color_to 1162189311 
0168: set_marker 681@ size 1 
018B: set_marker 681@ radar_mode 743@ 
0187: 682@ = create_marker_above_actor 654@ 
0165: set_marker 682@ color_to 1162189311 
0168: set_marker 682@ size 1 
018B: set_marker 682@ radar_mode 743@ 
0187: 682@ = create_marker_above_actor 655@ 
0165: set_marker 682@ color_to 1162189311 
0168: set_marker 682@ size 1 
018B: set_marker 682@ radar_mode 743@ 
0187: 683@ = create_marker_above_actor 656@ 
0165: set_marker 683@ color_to 1162189311 
0168: set_marker 683@ size 1 
018B: set_marker 683@ radar_mode 743@ 
0840: link_car 668@ to_interior 983@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_21008 
0397: enable_car 668@ siren 1 
00AE: set_car 668@ traffic_behaviour_to 2 
00AD: set_car 668@ max_speed_to 120.0 
00AF: set_car 668@ driver_behaviour_to 4 

:most_wanted_21008
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_21057 
0397: enable_car 668@ siren 1 
00AE: set_car 668@ traffic_behaviour_to 2 
00AD: set_car 668@ max_speed_to 190.0 
00AF: set_car 668@ driver_behaviour_to 2 

:most_wanted_21057
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_21075 

:most_wanted_21075
00D6: if and
856D:   not actor 657@ defined 
856D:   not actor 658@ defined 
856D:   not actor 659@ defined 
856E:   not car 669@ defined 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_21853 
0006: 257@ = 0 
00A5: 669@ = create_car 674@ at 507@ 508@ 509@ 
0224: set_car 669@ health_to 537@ 
00A8: set_car 669@ to_psycho_driver 
0175: set_car 669@ Z_angle_to 345@ 
00AD: set_car 669@ max_speed_to 15.0 
0229: set_car 669@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 669@ tires_vulnerability 143@ 
0AC5: link_3d_audio_stream 167@ to_car 669@ 
0050: gosub @most_wanted_4763 
0129: 657@ = create_actor_pedtype 6 model 905@ in_car 669@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 658@ = create_actor_pedtype 6 model 905@ in_car 669@ passenger_seat 0 
0050: gosub @most_wanted_4763 
01C8: 659@ = create_actor_pedtype 6 model 905@ in_car 669@ passenger_seat 1 
0050: gosub @most_wanted_4763 
0223: set_actor 657@ health_to 734@ 
02E2: set_actor 657@ weapon_accuracy_to 735@ 
01B2: give_actor 657@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 657@ dismemberment_possible 736@ 
07FE: set_actor 657@ fighting_style_to 737@ moves 6 
07DD: set_actor 657@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 657@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 657@ money 643@ 
04D8: set_actor 657@ drowns_in_water 901@ 
09B5: set_actor 657@ signal_after_kill 0 
060B: set_actor 657@ decision_maker_to 780@ 
077A: set_actor 657@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 657@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 658@ health_to 734@ 
02E2: set_actor 658@ weapon_accuracy_to 735@ 
01B2: give_actor 658@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 658@ dismemberment_possible 736@ 
07FE: set_actor 658@ fighting_style_to 737@ moves 6 
07DD: set_actor 658@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 658@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 658@ money 643@ 
04D8: set_actor 658@ drowns_in_water 901@ 
09B5: set_actor 658@ signal_after_kill 0 
060B: set_actor 658@ decision_maker_to 780@ 
077A: set_actor 658@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 658@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 659@ health_to 734@ 
02E2: set_actor 659@ weapon_accuracy_to 735@ 
01B2: give_actor 659@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 659@ dismemberment_possible 736@ 
07FE: set_actor 659@ fighting_style_to 737@ moves 6 
07DD: set_actor 659@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 659@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 659@ money 643@ 
04D8: set_actor 659@ drowns_in_water 901@ 
09B5: set_actor 659@ signal_after_kill 0 
060B: set_actor 659@ decision_maker_to 780@ 
077A: set_actor 659@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 659@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0187: 684@ = create_marker_above_actor 657@ 
0165: set_marker 684@ color_to 1162189311 
0168: set_marker 684@ size 1 
018B: set_marker 684@ radar_mode 743@ 
0187: 685@ = create_marker_above_actor 658@ 
0165: set_marker 685@ color_to 1162189311 
0168: set_marker 685@ size 1 
018B: set_marker 685@ radar_mode 743@ 
0187: 686@ = create_marker_above_actor 659@ 
0165: set_marker 686@ color_to 1162189311 
0168: set_marker 686@ size 1 
018B: set_marker 686@ radar_mode 743@ 
0840: link_car 669@ to_interior 983@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_21786 
0397: enable_car 669@ siren 1 
00AE: set_car 669@ traffic_behaviour_to 2 
00AD: set_car 669@ max_speed_to 120.0 
00AF: set_car 669@ driver_behaviour_to 4 

:most_wanted_21786
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_21835 
0397: enable_car 669@ siren 1 
00AE: set_car 669@ traffic_behaviour_to 2 
00AD: set_car 669@ max_speed_to 190.0 
00AF: set_car 669@ driver_behaviour_to 2 

:most_wanted_21835
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_21853 

:most_wanted_21853
00D6: if and
856D:   not actor 661@ defined 
856D:   not actor 662@ defined 
856E:   not car 670@ defined 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_22450 
0006: 257@ = 0 
00A5: 670@ = create_car 693@ at 507@ 508@ 509@ 
0224: set_car 670@ health_to 537@ 
00A8: set_car 670@ to_psycho_driver 
0175: set_car 670@ Z_angle_to 345@ 
00AD: set_car 670@ max_speed_to 15.0 
0229: set_car 670@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 670@ tires_vulnerability 143@ 
0AC5: link_3d_audio_stream 168@ to_car 670@ 
0050: gosub @most_wanted_4763 
0129: 661@ = create_actor_pedtype 6 model 905@ in_car 670@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 662@ = create_actor_pedtype 6 model 905@ in_car 670@ passenger_seat 0 
0050: gosub @most_wanted_4763 
0223: set_actor 661@ health_to 734@ 
02E2: set_actor 661@ weapon_accuracy_to 735@ 
01B2: give_actor 661@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 661@ dismemberment_possible 736@ 
07FE: set_actor 661@ fighting_style_to 737@ moves 6 
07DD: set_actor 661@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 661@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 661@ money 643@ 
04D8: set_actor 661@ drowns_in_water 901@ 
09B5: set_actor 661@ signal_after_kill 0 
060B: set_actor 661@ decision_maker_to 780@ 
077A: set_actor 661@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 661@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 662@ health_to 734@ 
02E2: set_actor 662@ weapon_accuracy_to 735@ 
01B2: give_actor 662@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 662@ dismemberment_possible 736@ 
07FE: set_actor 662@ fighting_style_to 737@ moves 6 
07DD: set_actor 662@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 662@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 662@ money 643@ 
04D8: set_actor 662@ drowns_in_water 901@ 
09B5: set_actor 662@ signal_after_kill 0 
060B: set_actor 662@ decision_maker_to 780@ 
077A: set_actor 662@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 662@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0187: 687@ = create_marker_above_actor 661@ 
0165: set_marker 687@ color_to 1162189311 
0168: set_marker 687@ size 1 
018B: set_marker 687@ radar_mode 743@ 
0187: 688@ = create_marker_above_actor 662@ 
0165: set_marker 688@ color_to 1162189311 
0168: set_marker 688@ size 1 
018B: set_marker 688@ radar_mode 743@ 
0840: link_car 670@ to_interior 983@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_22383 
0397: enable_car 670@ siren 1 
00AE: set_car 670@ traffic_behaviour_to 2 
00AD: set_car 670@ max_speed_to 120.0 
00AF: set_car 670@ driver_behaviour_to 4 

:most_wanted_22383
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_22432 
0397: enable_car 670@ siren 1 
00AE: set_car 670@ traffic_behaviour_to 2 
00AD: set_car 670@ max_speed_to 190.0 
00AF: set_car 670@ driver_behaviour_to 2 

:most_wanted_22432
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_22450 

:most_wanted_22450
00D6: if and
856D:   not actor 663@ defined 
856D:   not actor 664@ defined 
856E:   not car 671@ defined 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_23047 
0006: 257@ = 0 
00A5: 671@ = create_car 693@ at 507@ 508@ 509@ 
0224: set_car 671@ health_to 537@ 
00A8: set_car 671@ to_psycho_driver 
0175: set_car 671@ Z_angle_to 345@ 
00AD: set_car 671@ max_speed_to 15.0 
0229: set_car 671@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 671@ tires_vulnerability 143@ 
0AC5: link_3d_audio_stream 169@ to_car 671@ 
0050: gosub @most_wanted_4763 
0129: 663@ = create_actor_pedtype 6 model 905@ in_car 671@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 664@ = create_actor_pedtype 6 model 905@ in_car 671@ passenger_seat 0 
0050: gosub @most_wanted_4763 
0223: set_actor 663@ health_to 734@ 
02E2: set_actor 663@ weapon_accuracy_to 735@ 
01B2: give_actor 663@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 663@ dismemberment_possible 736@ 
07FE: set_actor 663@ fighting_style_to 737@ moves 6 
07DD: set_actor 663@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 663@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 663@ money 643@ 
04D8: set_actor 663@ drowns_in_water 901@ 
09B5: set_actor 663@ signal_after_kill 0 
060B: set_actor 663@ decision_maker_to 780@ 
077A: set_actor 663@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 663@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 664@ health_to 734@ 
02E2: set_actor 664@ weapon_accuracy_to 735@ 
01B2: give_actor 664@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 664@ dismemberment_possible 736@ 
07FE: set_actor 664@ fighting_style_to 737@ moves 6 
07DD: set_actor 664@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 664@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 664@ money 643@ 
04D8: set_actor 664@ drowns_in_water 901@ 
09B5: set_actor 664@ signal_after_kill 0 
060B: set_actor 664@ decision_maker_to 780@ 
077A: set_actor 664@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 664@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0187: 689@ = create_marker_above_actor 663@ 
0165: set_marker 689@ color_to 1162189311 
0168: set_marker 689@ size 1 
018B: set_marker 689@ radar_mode 743@ 
0187: 690@ = create_marker_above_actor 664@ 
0165: set_marker 690@ color_to 1162189311 
0168: set_marker 690@ size 1 
018B: set_marker 690@ radar_mode 743@ 
0840: link_car 671@ to_interior 983@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_22980 
0397: enable_car 671@ siren 1 
00AE: set_car 671@ traffic_behaviour_to 2 
00AD: set_car 671@ max_speed_to 120.0 
00AF: set_car 671@ driver_behaviour_to 4 

:most_wanted_22980
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_23029 
0397: enable_car 671@ siren 1 
00AE: set_car 671@ traffic_behaviour_to 2 
00AD: set_car 671@ max_speed_to 190.0 
00AF: set_car 671@ driver_behaviour_to 2 

:most_wanted_23029
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_23047 

:most_wanted_23047
00D6: if and
856D:   not actor 666@ defined 
856D:   not actor 665@ defined 
856E:   not car 672@ defined 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_23644 
0006: 257@ = 0 
00A5: 672@ = create_car 693@ at 507@ 508@ 509@ 
0224: set_car 672@ health_to 537@ 
00A8: set_car 672@ to_psycho_driver 
0175: set_car 672@ Z_angle_to 345@ 
00AD: set_car 672@ max_speed_to 15.0 
0229: set_car 672@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 672@ tires_vulnerability 143@ 
0AC5: link_3d_audio_stream 170@ to_car 672@ 
0050: gosub @most_wanted_4763 
0129: 665@ = create_actor_pedtype 6 model 905@ in_car 672@ driverseat 
0050: gosub @most_wanted_4763 
0223: set_actor 665@ health_to 734@ 
02E2: set_actor 665@ weapon_accuracy_to 735@ 
01B2: give_actor 665@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 665@ dismemberment_possible 736@ 
07FE: set_actor 665@ fighting_style_to 737@ moves 6 
07DD: set_actor 665@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 665@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 665@ money 643@ 
04D8: set_actor 665@ drowns_in_water 901@ 
09B5: set_actor 665@ signal_after_kill 0 
060B: set_actor 665@ decision_maker_to 780@ 
077A: set_actor 665@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 665@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
01C8: 666@ = create_actor_pedtype 6 model 905@ in_car 672@ passenger_seat 0 
0050: gosub @most_wanted_4763 
0223: set_actor 666@ health_to 734@ 
02E2: set_actor 666@ weapon_accuracy_to 735@ 
01B2: give_actor 666@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 666@ dismemberment_possible 736@ 
07FE: set_actor 666@ fighting_style_to 737@ moves 6 
07DD: set_actor 666@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 666@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 666@ money 643@ 
04D8: set_actor 666@ drowns_in_water 901@ 
09B5: set_actor 666@ signal_after_kill 0 
060B: set_actor 666@ decision_maker_to 780@ 
077A: set_actor 666@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 666@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0187: 692@ = create_marker_above_actor 666@ 
0165: set_marker 692@ color_to 1162189311 
0168: set_marker 692@ size 1 
018B: set_marker 692@ radar_mode 743@ 
0187: 691@ = create_marker_above_actor 665@ 
0165: set_marker 691@ color_to 1162189311 
0168: set_marker 691@ size 1 
018B: set_marker 691@ radar_mode 743@ 
0840: link_car 672@ to_interior 983@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_23577 
0397: enable_car 672@ siren 1 
00AE: set_car 672@ traffic_behaviour_to 2 
00AD: set_car 672@ max_speed_to 120.0 
00AF: set_car 672@ driver_behaviour_to 4 

:most_wanted_23577
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_23626 
0397: enable_car 672@ siren 1 
00AE: set_car 672@ traffic_behaviour_to 2 
00AD: set_car 672@ max_speed_to 190.0 
00AF: set_car 672@ driver_behaviour_to 2 

:most_wanted_23626
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_23644 

:most_wanted_23644
00D6: if and
856D:   not actor 752@ defined 
856D:   not actor 753@ defined 
856D:   not actor 754@ defined 
856D:   not actor 755@ defined 
856E:   not car 762@ defined 
0028:   $WAVE >= 0 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_24604 
0006: 257@ = 0 
00A5: 762@ = create_car 674@ at 507@ 508@ 509@ 
0224: set_car 762@ health_to 537@ 
00A8: set_car 762@ to_psycho_driver 
00AD: set_car 762@ max_speed_to 15.0 
0840: link_car 762@ to_interior 983@ 
0175: set_car 762@ Z_angle_to 345@ 
0229: set_car 762@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 762@ tires_vulnerability 143@ 
0AC5: link_3d_audio_stream 171@ to_car 762@ 
0050: gosub @most_wanted_4763 
0129: 752@ = create_actor_pedtype 6 model 905@ in_car 762@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 753@ = create_actor_pedtype 6 model 905@ in_car 762@ passenger_seat 0 
0050: gosub @most_wanted_4763 
01C8: 754@ = create_actor_pedtype 6 model 905@ in_car 762@ passenger_seat 1 
0050: gosub @most_wanted_4763 
01C8: 755@ = create_actor_pedtype 6 model 905@ in_car 762@ passenger_seat 2 
0050: gosub @most_wanted_4763 
0223: set_actor 752@ health_to 734@ 
02E2: set_actor 752@ weapon_accuracy_to 735@ 
01B2: give_actor 752@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 752@ dismemberment_possible 736@ 
07FE: set_actor 752@ fighting_style_to 737@ moves 6 
07DD: set_actor 752@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 752@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 752@ money 643@ 
04D8: set_actor 752@ drowns_in_water 901@ 
09B5: set_actor 752@ signal_after_kill 0 
060B: set_actor 752@ decision_maker_to 780@ 
077A: set_actor 752@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 752@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 753@ health_to 734@ 
02E2: set_actor 753@ weapon_accuracy_to 735@ 
01B2: give_actor 753@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 753@ dismemberment_possible 736@ 
07FE: set_actor 753@ fighting_style_to 737@ moves 6 
07DD: set_actor 753@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 753@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 753@ money 643@ 
04D8: set_actor 753@ drowns_in_water 901@ 
09B5: set_actor 753@ signal_after_kill 0 
060B: set_actor 753@ decision_maker_to 780@ 
077A: set_actor 753@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 753@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 754@ health_to 734@ 
02E2: set_actor 754@ weapon_accuracy_to 735@ 
01B2: give_actor 754@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 754@ dismemberment_possible 736@ 
07FE: set_actor 754@ fighting_style_to 737@ moves 6 
07DD: set_actor 754@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 754@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 754@ money 643@ 
04D8: set_actor 754@ drowns_in_water 901@ 
09B5: set_actor 754@ signal_after_kill 0 
060B: set_actor 754@ decision_maker_to 780@ 
077A: set_actor 754@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 754@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 755@ health_to 734@ 
02E2: set_actor 755@ weapon_accuracy_to 735@ 
01B2: give_actor 755@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 755@ dismemberment_possible 736@ 
07FE: set_actor 755@ fighting_style_to 737@ moves 6 
07DD: set_actor 755@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 755@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 755@ money 643@ 
04D8: set_actor 755@ drowns_in_water 901@ 
09B5: set_actor 755@ signal_after_kill 0 
060B: set_actor 755@ decision_maker_to 780@ 
077A: set_actor 755@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 755@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_24411 
0397: enable_car 762@ siren 1 
00AE: set_car 762@ traffic_behaviour_to 2 
00AD: set_car 762@ max_speed_to 120.0 
00AF: set_car 762@ driver_behaviour_to 4 

:most_wanted_24411
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_24460 
0397: enable_car 762@ siren 1 
00AE: set_car 762@ traffic_behaviour_to 2 
00AD: set_car 762@ max_speed_to 190.0 
00AF: set_car 762@ driver_behaviour_to 2 

:most_wanted_24460
00D6: if 
0028:   $notoriety >= 10 
004D: jump_if_false @most_wanted_24586 
0713: actor 753@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 
0713: actor 754@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 
0713: actor 755@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 

:most_wanted_24586
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_24604 

:most_wanted_24604
00D6: if and
856D:   not actor 756@ defined 
856D:   not actor 758@ defined 
856D:   not actor 759@ defined 
856D:   not actor 760@ defined 
856E:   not car 763@ defined 
0028:   $WAVE >= 0 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_25557 
0006: 257@ = 0 
00A5: 763@ = create_car 674@ at 507@ 508@ 509@ 
0224: set_car 763@ health_to 537@ 
00A8: set_car 763@ to_psycho_driver 
00AD: set_car 763@ max_speed_to 15.0 
0840: link_car 763@ to_interior 983@ 
0175: set_car 763@ Z_angle_to 345@ 
0AC5: link_3d_audio_stream 172@ to_car 763@ 
0229: set_car 763@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 763@ tires_vulnerability 143@ 
0050: gosub @most_wanted_4763 
0129: 756@ = create_actor_pedtype 6 model 905@ in_car 763@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 758@ = create_actor_pedtype 6 model 905@ in_car 763@ passenger_seat 0 
0050: gosub @most_wanted_4763 
01C8: 759@ = create_actor_pedtype 6 model 905@ in_car 763@ passenger_seat 1 
0050: gosub @most_wanted_4763 
01C8: 760@ = create_actor_pedtype 6 model 905@ in_car 763@ passenger_seat 2 
0223: set_actor 756@ health_to 734@ 
02E2: set_actor 756@ weapon_accuracy_to 735@ 
01B2: give_actor 756@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 756@ dismemberment_possible 736@ 
07FE: set_actor 756@ fighting_style_to 737@ moves 6 
07DD: set_actor 756@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 756@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 756@ money 643@ 
04D8: set_actor 756@ drowns_in_water 901@ 
09B5: set_actor 756@ signal_after_kill 0 
060B: set_actor 756@ decision_maker_to 780@ 
077A: set_actor 756@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 756@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 758@ health_to 734@ 
02E2: set_actor 758@ weapon_accuracy_to 735@ 
01B2: give_actor 758@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 758@ dismemberment_possible 736@ 
07FE: set_actor 758@ fighting_style_to 737@ moves 6 
07DD: set_actor 758@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 758@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 758@ money 643@ 
04D8: set_actor 758@ drowns_in_water 901@ 
09B5: set_actor 758@ signal_after_kill 0 
060B: set_actor 758@ decision_maker_to 780@ 
077A: set_actor 758@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 758@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 759@ health_to 734@ 
02E2: set_actor 759@ weapon_accuracy_to 735@ 
01B2: give_actor 759@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 759@ dismemberment_possible 736@ 
07FE: set_actor 759@ fighting_style_to 737@ moves 6 
07DD: set_actor 759@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 759@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 759@ money 643@ 
04D8: set_actor 759@ drowns_in_water 901@ 
09B5: set_actor 759@ signal_after_kill 0 
060B: set_actor 759@ decision_maker_to 780@ 
077A: set_actor 759@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 759@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 760@ health_to 734@ 
02E2: set_actor 760@ weapon_accuracy_to 735@ 
01B2: give_actor 760@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 760@ dismemberment_possible 736@ 
07FE: set_actor 760@ fighting_style_to 737@ moves 6 
07DD: set_actor 760@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 760@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 760@ money 643@ 
04D8: set_actor 760@ drowns_in_water 901@ 
09B5: set_actor 760@ signal_after_kill 0 
060B: set_actor 760@ decision_maker_to 780@ 
077A: set_actor 760@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 760@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_25434 
0713: actor 758@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 
0713: actor 759@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 
0713: actor 760@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 

:most_wanted_25434
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_25490 
0397: enable_car 763@ siren 1 
00AE: set_car 763@ traffic_behaviour_to 2 
00AD: set_car 763@ max_speed_to 120.0 
00AF: set_car 763@ driver_behaviour_to 4 

:most_wanted_25490
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_25539 
0397: enable_car 763@ siren 1 
00AE: set_car 763@ traffic_behaviour_to 2 
00AD: set_car 763@ max_speed_to 190.0 
00AF: set_car 763@ driver_behaviour_to 2 

:most_wanted_25539
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_25557 

:most_wanted_25557
00D6: if and
856D:   not actor 768@ defined 
856D:   not actor 769@ defined 
856D:   not actor 770@ defined 
856D:   not actor 771@ defined 
856E:   not car 764@ defined 
0028:   $WAVE >= 0 
001D:   257@ > 245@ // (int) 
004D: jump_if_false @most_wanted_26510 
0006: 257@ = 0 
00A5: 764@ = create_car 674@ at 507@ 508@ 509@ 
0224: set_car 764@ health_to 537@ 
00A8: set_car 764@ to_psycho_driver 
00AD: set_car 764@ max_speed_to 15.0 
0840: link_car 764@ to_interior 983@ 
0175: set_car 764@ Z_angle_to 345@ 
0229: set_car 764@ primary_color_to 675@ secondary_color_to 676@ 
053F: set_car 764@ tires_vulnerability 143@ 
0050: gosub @most_wanted_4763 
0AC5: link_3d_audio_stream 173@ to_car 764@ 
0129: 768@ = create_actor_pedtype 6 model 905@ in_car 764@ driverseat 
0050: gosub @most_wanted_4763 
01C8: 769@ = create_actor_pedtype 6 model 905@ in_car 764@ passenger_seat 0 
0050: gosub @most_wanted_4763 
01C8: 770@ = create_actor_pedtype 6 model 905@ in_car 764@ passenger_seat 1 
0050: gosub @most_wanted_4763 
01C8: 771@ = create_actor_pedtype 6 model 905@ in_car 764@ passenger_seat 2 
0223: set_actor 768@ health_to 734@ 
02E2: set_actor 768@ weapon_accuracy_to 735@ 
01B2: give_actor 768@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 768@ dismemberment_possible 736@ 
07FE: set_actor 768@ fighting_style_to 737@ moves 6 
07DD: set_actor 768@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 768@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 768@ money 643@ 
04D8: set_actor 768@ drowns_in_water 901@ 
09B5: set_actor 768@ signal_after_kill 0 
060B: set_actor 768@ decision_maker_to 780@ 
077A: set_actor 768@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 768@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 769@ health_to 734@ 
02E2: set_actor 769@ weapon_accuracy_to 735@ 
01B2: give_actor 769@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 769@ dismemberment_possible 736@ 
07FE: set_actor 769@ fighting_style_to 737@ moves 6 
07DD: set_actor 769@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 769@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 769@ money 643@ 
04D8: set_actor 769@ drowns_in_water 901@ 
09B5: set_actor 769@ signal_after_kill 0 
060B: set_actor 769@ decision_maker_to 780@ 
077A: set_actor 769@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 769@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 770@ health_to 734@ 
02E2: set_actor 770@ weapon_accuracy_to 735@ 
01B2: give_actor 770@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 770@ dismemberment_possible 736@ 
07FE: set_actor 770@ fighting_style_to 737@ moves 6 
07DD: set_actor 770@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 770@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 770@ money 643@ 
04D8: set_actor 770@ drowns_in_water 901@ 
09B5: set_actor 770@ signal_after_kill 0 
060B: set_actor 770@ decision_maker_to 780@ 
077A: set_actor 770@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 770@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0050: gosub @most_wanted_4763 
0223: set_actor 771@ health_to 734@ 
02E2: set_actor 771@ weapon_accuracy_to 735@ 
01B2: give_actor 771@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 771@ dismemberment_possible 736@ 
07FE: set_actor 771@ fighting_style_to 737@ moves 6 
07DD: set_actor 771@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 771@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 771@ money 643@ 
04D8: set_actor 771@ drowns_in_water 901@ 
09B5: set_actor 771@ signal_after_kill 0 
060B: set_actor 771@ decision_maker_to 780@ 
077A: set_actor 771@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 771@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00D6: if 
0028:   $notoriety >= 12 
004D: jump_if_false @most_wanted_26387 
0713: actor 769@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 
0713: actor 770@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 
0713: actor 771@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 700.0 4 1 firing_rate 100 

:most_wanted_26387
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_26443 
0397: enable_car 764@ siren 1 
00AE: set_car 764@ traffic_behaviour_to 2 
00AD: set_car 764@ max_speed_to 120.0 
00AF: set_car 764@ driver_behaviour_to 4 

:most_wanted_26443
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_26492 
0397: enable_car 764@ siren 1 
00AE: set_car 764@ traffic_behaviour_to 2 
00AD: set_car 764@ max_speed_to 190.0 
00AF: set_car 764@ driver_behaviour_to 2 

:most_wanted_26492
00D6: if 
0028:   $notoriety >= 11 
004D: jump_if_false @most_wanted_26510 

:most_wanted_26510
0051: return 

:most_wanted_26512
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_26559 
00D6: if and
075C:   marker 677@ enabled 
0118:   actor 649@ dead 
004D: jump_if_false @most_wanted_26559 
0164: disable_marker 677@ 
01C2: remove_references_to_actor 649@ // Like turning an actor into a random pedestrian 

:most_wanted_26559
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_26606 
00D6: if and
075C:   marker 678@ enabled 
0118:   actor 650@ dead 
004D: jump_if_false @most_wanted_26606 
0164: disable_marker 678@ 
01C2: remove_references_to_actor 650@ // Like turning an actor into a random pedestrian 

:most_wanted_26606
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_26653 
00D6: if and
075C:   marker 679@ enabled 
0118:   actor 651@ dead 
004D: jump_if_false @most_wanted_26653 
0164: disable_marker 679@ 
01C2: remove_references_to_actor 651@ // Like turning an actor into a random pedestrian 

:most_wanted_26653
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_26700 
00D6: if and
075C:   marker 680@ enabled 
0118:   actor 652@ dead 
004D: jump_if_false @most_wanted_26700 
0164: disable_marker 680@ 
01C2: remove_references_to_actor 652@ // Like turning an actor into a random pedestrian 

:most_wanted_26700
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_26747 
00D6: if and
075C:   marker 681@ enabled 
0118:   actor 653@ dead 
004D: jump_if_false @most_wanted_26747 
0164: disable_marker 681@ 
01C2: remove_references_to_actor 653@ // Like turning an actor into a random pedestrian 

:most_wanted_26747
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_26794 
00D6: if and
075C:   marker 682@ enabled 
0118:   actor 654@ dead 
004D: jump_if_false @most_wanted_26794 
0164: disable_marker 682@ 
01C2: remove_references_to_actor 654@ // Like turning an actor into a random pedestrian 

:most_wanted_26794
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_26841 
00D6: if and
075C:   marker 682@ enabled 
0118:   actor 655@ dead 
004D: jump_if_false @most_wanted_26841 
0164: disable_marker 682@ 
01C2: remove_references_to_actor 655@ // Like turning an actor into a random pedestrian 

:most_wanted_26841
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_26888 
00D6: if and
075C:   marker 683@ enabled 
0118:   actor 656@ dead 
004D: jump_if_false @most_wanted_26888 
0164: disable_marker 683@ 
01C2: remove_references_to_actor 656@ // Like turning an actor into a random pedestrian 

:most_wanted_26888
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_26935 
00D6: if and
075C:   marker 684@ enabled 
0118:   actor 657@ dead 
004D: jump_if_false @most_wanted_26935 
0164: disable_marker 684@ 
01C2: remove_references_to_actor 657@ // Like turning an actor into a random pedestrian 

:most_wanted_26935
00D6: if 
056D:   actor 658@ defined 
004D: jump_if_false @most_wanted_26982 
00D6: if and
075C:   marker 685@ enabled 
0118:   actor 658@ dead 
004D: jump_if_false @most_wanted_26982 
0164: disable_marker 685@ 
01C2: remove_references_to_actor 658@ // Like turning an actor into a random pedestrian 

:most_wanted_26982
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_27029 
00D6: if and
075C:   marker 686@ enabled 
0118:   actor 659@ dead 
004D: jump_if_false @most_wanted_27029 
0164: disable_marker 686@ 
01C2: remove_references_to_actor 659@ // Like turning an actor into a random pedestrian 

:most_wanted_27029
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_27076 
00D6: if and
075C:   marker 687@ enabled 
0118:   actor 661@ dead 
004D: jump_if_false @most_wanted_27076 
0164: disable_marker 687@ 
01C2: remove_references_to_actor 661@ // Like turning an actor into a random pedestrian 

:most_wanted_27076
00D6: if 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_27123 
00D6: if and
075C:   marker 688@ enabled 
0118:   actor 662@ dead 
004D: jump_if_false @most_wanted_27123 
0164: disable_marker 688@ 
01C2: remove_references_to_actor 662@ // Like turning an actor into a random pedestrian 

:most_wanted_27123
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_27170 
00D6: if and
075C:   marker 689@ enabled 
0118:   actor 663@ dead 
004D: jump_if_false @most_wanted_27170 
0164: disable_marker 689@ 
01C2: remove_references_to_actor 663@ // Like turning an actor into a random pedestrian 

:most_wanted_27170
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_27217 
00D6: if and
075C:   marker 690@ enabled 
0118:   actor 664@ dead 
004D: jump_if_false @most_wanted_27217 
0164: disable_marker 690@ 
01C2: remove_references_to_actor 664@ // Like turning an actor into a random pedestrian 

:most_wanted_27217
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_27264 
00D6: if and
075C:   marker 691@ enabled 
0118:   actor 665@ dead 
004D: jump_if_false @most_wanted_27264 
0164: disable_marker 691@ 
01C2: remove_references_to_actor 665@ // Like turning an actor into a random pedestrian 

:most_wanted_27264
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_27311 
00D6: if and
075C:   marker 692@ enabled 
0118:   actor 666@ dead 
004D: jump_if_false @most_wanted_27311 
0164: disable_marker 692@ 
01C2: remove_references_to_actor 666@ // Like turning an actor into a random pedestrian 

:most_wanted_27311
0051: return 

:most_wanted_27313
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @most_wanted_27369 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27369 
0164: disable_marker 35@ 
009B: destroy_actor 1@ 

:most_wanted_27369
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @most_wanted_27425 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 2@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27425 
0164: disable_marker 36@ 
009B: destroy_actor 2@ 

:most_wanted_27425
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @most_wanted_27481 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 3@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27481 
0164: disable_marker 37@ 
009B: destroy_actor 3@ 

:most_wanted_27481
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @most_wanted_27537 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 4@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27537 
0164: disable_marker 38@ 
009B: destroy_actor 4@ 

:most_wanted_27537
00D6: if 
056D:   actor 5@ defined 
004D: jump_if_false @most_wanted_27593 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 5@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27593 
0164: disable_marker 39@ 
009B: destroy_actor 5@ 

:most_wanted_27593
00D6: if 
056D:   actor 6@ defined 
004D: jump_if_false @most_wanted_27649 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 6@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27649 
0164: disable_marker 40@ 
009B: destroy_actor 6@ 

:most_wanted_27649
00D6: if 
056D:   actor 7@ defined 
004D: jump_if_false @most_wanted_27705 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 7@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27705 
0164: disable_marker 41@ 
009B: destroy_actor 7@ 

:most_wanted_27705
00D6: if 
056D:   actor 8@ defined 
004D: jump_if_false @most_wanted_27761 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 8@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27761 
0164: disable_marker 42@ 
009B: destroy_actor 8@ 

:most_wanted_27761
00D6: if 
056D:   actor 9@ defined 
004D: jump_if_false @most_wanted_27817 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 9@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27817 
0164: disable_marker 43@ 
009B: destroy_actor 9@ 

:most_wanted_27817
00D6: if 
056D:   actor 10@ defined 
004D: jump_if_false @most_wanted_27873 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 10@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_27873 
0164: disable_marker 44@ 
009B: destroy_actor 10@ 

:most_wanted_27873
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_27929 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 649@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_27929 
0164: disable_marker 677@ 
009B: destroy_actor 649@ 

:most_wanted_27929
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_27985 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 650@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_27985 
0164: disable_marker 678@ 
009B: destroy_actor 650@ 

:most_wanted_27985
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_28041 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 651@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28041 
0164: disable_marker 679@ 
009B: destroy_actor 651@ 

:most_wanted_28041
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_28097 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 652@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28097 
0164: disable_marker 680@ 
009B: destroy_actor 652@ 

:most_wanted_28097
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_28153 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 653@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28153 
0164: disable_marker 681@ 
009B: destroy_actor 653@ 

:most_wanted_28153
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_28209 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 654@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28209 
0164: disable_marker 682@ 
009B: destroy_actor 654@ 

:most_wanted_28209
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_28265 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 655@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28265 
0164: disable_marker 682@ 
009B: destroy_actor 655@ 

:most_wanted_28265
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_28321 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 656@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28321 
0164: disable_marker 683@ 
009B: destroy_actor 656@ 

:most_wanted_28321
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_28377 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 657@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28377 
0164: disable_marker 684@ 
009B: destroy_actor 657@ 

:most_wanted_28377
00D6: if 
056D:   actor 658@ defined 
004D: jump_if_false @most_wanted_28433 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 658@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28433 
0164: disable_marker 685@ 
009B: destroy_actor 658@ 

:most_wanted_28433
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_28489 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 659@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28489 
0164: disable_marker 686@ 
009B: destroy_actor 659@ 

:most_wanted_28489
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_28545 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 661@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28545 
0164: disable_marker 687@ 
009B: destroy_actor 661@ 

:most_wanted_28545
00D6: if 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_28601 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 662@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28601 
0164: disable_marker 688@ 
009B: destroy_actor 662@ 

:most_wanted_28601
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_28657 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 663@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28657 
0164: disable_marker 689@ 
009B: destroy_actor 663@ 

:most_wanted_28657
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_28713 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 664@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28713 
0164: disable_marker 690@ 
009B: destroy_actor 664@ 

:most_wanted_28713
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_28769 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 665@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28769 
0164: disable_marker 691@ 
009B: destroy_actor 665@ 

:most_wanted_28769
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_28825 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 666@ radius 813@ 814@ 815@ sphere 0 
004D: jump_if_false @most_wanted_28825 
0164: disable_marker 692@ 
009B: destroy_actor 666@ 

:most_wanted_28825
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_28881 
00D6: if or
0118:   actor 752@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 752@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_28881 
01C2: remove_references_to_actor 752@ // Like turning an actor into a random pedestrian 

:most_wanted_28881
00D6: if 
056D:   actor 753@ defined 
004D: jump_if_false @most_wanted_28937 
00D6: if or
0118:   actor 753@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 753@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_28937 
01C2: remove_references_to_actor 753@ // Like turning an actor into a random pedestrian 

:most_wanted_28937
00D6: if 
056D:   actor 754@ defined 
004D: jump_if_false @most_wanted_28993 
00D6: if or
0118:   actor 754@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 754@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_28993 
01C2: remove_references_to_actor 754@ // Like turning an actor into a random pedestrian 

:most_wanted_28993
00D6: if 
056D:   actor 755@ defined 
004D: jump_if_false @most_wanted_29049 
00D6: if or
0118:   actor 755@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 755@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29049 
01C2: remove_references_to_actor 755@ // Like turning an actor into a random pedestrian 

:most_wanted_29049
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_29105 
00D6: if or
0118:   actor 756@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 756@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29105 
01C2: remove_references_to_actor 756@ // Like turning an actor into a random pedestrian 

:most_wanted_29105
00D6: if 
056D:   actor 758@ defined 
004D: jump_if_false @most_wanted_29161 
00D6: if or
0118:   actor 758@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 758@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29161 
01C2: remove_references_to_actor 758@ // Like turning an actor into a random pedestrian 

:most_wanted_29161
00D6: if 
056D:   actor 759@ defined 
004D: jump_if_false @most_wanted_29217 
00D6: if or
0118:   actor 759@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 759@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29217 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 

:most_wanted_29217
00D6: if 
056D:   actor 760@ defined 
004D: jump_if_false @most_wanted_29273 
00D6: if or
0118:   actor 760@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 760@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29273 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 

:most_wanted_29273
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_29329 
00D6: if or
0118:   actor 768@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 768@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29329 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 

:most_wanted_29329
00D6: if 
056D:   actor 769@ defined 
004D: jump_if_false @most_wanted_29385 
00D6: if or
0118:   actor 769@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 769@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29385 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 

:most_wanted_29385
00D6: if 
056D:   actor 770@ defined 
004D: jump_if_false @most_wanted_29441 
00D6: if or
0118:   actor 770@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 770@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29441 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 

:most_wanted_29441
00D6: if 
056D:   actor 771@ defined 
004D: jump_if_false @most_wanted_29497 
00D6: if or
0118:   actor 771@ dead 
8104:   not actor $PLAYER_ACTOR near_actor 771@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_29497 
01C2: remove_references_to_actor 771@ // Like turning an actor into a random pedestrian 

:most_wanted_29497
0051: return 

:most_wanted_29499
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @most_wanted_29541 
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @most_wanted_29541 
0164: disable_marker 35@ 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 

:most_wanted_29541
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @most_wanted_29583 
00D6: if 
0118:   actor 2@ dead 
004D: jump_if_false @most_wanted_29583 
0164: disable_marker 36@ 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 

:most_wanted_29583
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @most_wanted_29625 
00D6: if 
0118:   actor 3@ dead 
004D: jump_if_false @most_wanted_29625 
0164: disable_marker 37@ 
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian 

:most_wanted_29625
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @most_wanted_29667 
00D6: if 
0118:   actor 4@ dead 
004D: jump_if_false @most_wanted_29667 
0164: disable_marker 38@ 
01C2: remove_references_to_actor 4@ // Like turning an actor into a random pedestrian 

:most_wanted_29667
00D6: if 
056D:   actor 5@ defined 
004D: jump_if_false @most_wanted_29709 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @most_wanted_29709 
0164: disable_marker 39@ 
01C2: remove_references_to_actor 5@ // Like turning an actor into a random pedestrian 

:most_wanted_29709
00D6: if 
056D:   actor 6@ defined 
004D: jump_if_false @most_wanted_29751 
00D6: if 
0118:   actor 6@ dead 
004D: jump_if_false @most_wanted_29751 
0164: disable_marker 40@ 
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian 

:most_wanted_29751
00D6: if 
056D:   actor 7@ defined 
004D: jump_if_false @most_wanted_29793 
00D6: if 
0118:   actor 7@ dead 
004D: jump_if_false @most_wanted_29793 
0164: disable_marker 41@ 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 

:most_wanted_29793
00D6: if 
056D:   actor 8@ defined 
004D: jump_if_false @most_wanted_29835 
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @most_wanted_29835 
0164: disable_marker 42@ 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 

:most_wanted_29835
00D6: if 
056D:   actor 9@ defined 
004D: jump_if_false @most_wanted_29877 
00D6: if 
0118:   actor 9@ dead 
004D: jump_if_false @most_wanted_29877 
0164: disable_marker 43@ 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 

:most_wanted_29877
00D6: if 
056D:   actor 10@ defined 
004D: jump_if_false @most_wanted_29919 
00D6: if 
0118:   actor 10@ dead 
004D: jump_if_false @most_wanted_29919 
0164: disable_marker 44@ 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 

:most_wanted_29919
0051: return 
00D6: if 
056D:   actor 1@ defined 
004D: jump_if_false @most_wanted_29947 
0164: disable_marker 35@ 
009B: destroy_actor 1@ 

:most_wanted_29947
00D6: if 
056D:   actor 2@ defined 
004D: jump_if_false @most_wanted_29973 
0164: disable_marker 36@ 
009B: destroy_actor 2@ 

:most_wanted_29973
00D6: if 
056D:   actor 3@ defined 
004D: jump_if_false @most_wanted_29999 
0164: disable_marker 37@ 
009B: destroy_actor 3@ 

:most_wanted_29999
00D6: if 
056D:   actor 4@ defined 
004D: jump_if_false @most_wanted_30025 
0164: disable_marker 38@ 
009B: destroy_actor 4@ 

:most_wanted_30025
00D6: if 
056D:   actor 5@ defined 
004D: jump_if_false @most_wanted_30051 
0164: disable_marker 39@ 
009B: destroy_actor 5@ 

:most_wanted_30051
00D6: if 
056D:   actor 6@ defined 
004D: jump_if_false @most_wanted_30077 
0164: disable_marker 40@ 
009B: destroy_actor 6@ 

:most_wanted_30077
00D6: if 
056D:   actor 7@ defined 
004D: jump_if_false @most_wanted_30103 
0164: disable_marker 41@ 
009B: destroy_actor 7@ 

:most_wanted_30103
00D6: if 
056D:   actor 8@ defined 
004D: jump_if_false @most_wanted_30129 
0164: disable_marker 42@ 
009B: destroy_actor 8@ 

:most_wanted_30129
00D6: if 
056D:   actor 9@ defined 
004D: jump_if_false @most_wanted_30155 
0164: disable_marker 43@ 
009B: destroy_actor 9@ 

:most_wanted_30155
00D6: if 
056D:   actor 10@ defined 
004D: jump_if_false @most_wanted_30181 
0164: disable_marker 44@ 
009B: destroy_actor 10@ 

:most_wanted_30181
0051: return 

:most_wanted_30183
0051: return 

:most_wanted_30185
0051: return 

:most_wanted_30187
00D6: if 
0038:   $WAVE == 0 
004D: jump_if_false @most_wanted_30213 
0006: 245@ = 7000 

:most_wanted_30213
00D6: if 
0038:   $WAVE == 1 
004D: jump_if_false @most_wanted_30239 
0006: 245@ = 6000 

:most_wanted_30239
00D6: if 
0038:   $WAVE == 2 
004D: jump_if_false @most_wanted_30265 
0006: 245@ = 5000 

:most_wanted_30265
00D6: if 
0038:   $WAVE == 3 
004D: jump_if_false @most_wanted_30291 
0006: 245@ = 4000 

:most_wanted_30291
00D6: if 
0038:   $WAVE == 4 
004D: jump_if_false @most_wanted_30317 
0006: 245@ = 3000 

:most_wanted_30317
00D6: if 
0038:   $WAVE == 5 
004D: jump_if_false @most_wanted_30343 
0006: 245@ = 2000 

:most_wanted_30343
00D6: if 
0038:   $WAVE == 6 
004D: jump_if_false @most_wanted_30369 
0006: 245@ = 1000 

:most_wanted_30369
00D6: if 
0028:   $WAVE >= 7 
004D: jump_if_false @most_wanted_30395 
0006: 245@ = 500 

:most_wanted_30395
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @most_wanted_31689 
00D6: if 
0038:   $WAVE == 0 
004D: jump_if_false @most_wanted_30516 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_30456 
0006: 299@ = 1 

:most_wanted_30456
0006: 741@ = 3 
0006: 734@ = 150 
0006: 735@ = 89 
0006: 737@ = 5 
0006: 738@ = 88 
0006: 739@ = 0 
0007: 742@ = 70.0 
0006: 643@ = 0 

:most_wanted_30516
00D6: if 
0038:   $WAVE == 1 
004D: jump_if_false @most_wanted_30619 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_30559 
0006: 299@ = 1 

:most_wanted_30559
0006: 741@ = 3 
0006: 734@ = 150 
0006: 735@ = 80 
0006: 737@ = 5 
0006: 738@ = 92 
0006: 739@ = 0 
0007: 742@ = 80.0 
0006: 643@ = 0 

:most_wanted_30619
00D6: if 
0038:   $WAVE == 2 
004D: jump_if_false @most_wanted_30722 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_30662 
0006: 299@ = 1 

:most_wanted_30662
0006: 741@ = 3 
0006: 734@ = 150 
0006: 735@ = 83 
0006: 737@ = 5 
0006: 738@ = 93 
0006: 739@ = 0 
0007: 742@ = 70.0 
0006: 643@ = 0 

:most_wanted_30722
00D6: if 
0038:   $WAVE == 3 
004D: jump_if_false @most_wanted_30818 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_30765 
0006: 299@ = 1 

:most_wanted_30765
0006: 741@ = 3 
0006: 734@ = 150 
0006: 735@ = 89 
0006: 737@ = 5 
0006: 738@ = 100 
0007: 742@ = 70.0 
0006: 643@ = 0 

:most_wanted_30818
00D6: if 
0038:   $WAVE == 4 
004D: jump_if_false @most_wanted_30914 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_30861 
0006: 299@ = 2 

:most_wanted_30861
0006: 741@ = 1 
0006: 734@ = 200 
0006: 735@ = 92 
0006: 737@ = 15 
0006: 738@ = 95 
0007: 742@ = 70.0 
0006: 643@ = 0 

:most_wanted_30914
00D6: if 
0038:   $WAVE == 5 
004D: jump_if_false @most_wanted_31010 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_30957 
0006: 299@ = 2 

:most_wanted_30957
0006: 741@ = 1 
0006: 734@ = 200 
0006: 735@ = 97 
0006: 737@ = 15 
0006: 738@ = 99 
0007: 742@ = 70.0 
0006: 643@ = 0 

:most_wanted_31010
00D6: if 
0038:   $WAVE == 6 
004D: jump_if_false @most_wanted_31106 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31053 
0006: 299@ = 2 

:most_wanted_31053
0006: 741@ = 1 
0006: 734@ = 200 
0006: 735@ = 90 
0006: 737@ = 15 
0006: 738@ = 100 
0007: 742@ = 70.0 
0006: 643@ = 0 

:most_wanted_31106
00D6: if 
0038:   $WAVE == 7 
004D: jump_if_false @most_wanted_31202 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31149 
0006: 299@ = 3 

:most_wanted_31149
0006: 741@ = 1 
0006: 734@ = 250 
0006: 735@ = 96 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31202
00D6: if 
0038:   $WAVE == 8 
004D: jump_if_false @most_wanted_31298 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31245 
0006: 299@ = 3 

:most_wanted_31245
0006: 741@ = 1 
0006: 734@ = 250 
0006: 735@ = 100 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31298
00D6: if 
0038:   $WAVE == 9 
004D: jump_if_false @most_wanted_31394 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31341 
0006: 299@ = 3 

:most_wanted_31341
0006: 741@ = 1 
0006: 734@ = 250 
0006: 735@ = 100 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31394
00D6: if 
0038:   $WAVE == 10 
004D: jump_if_false @most_wanted_31490 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31437 
0006: 299@ = 4 

:most_wanted_31437
0006: 741@ = 1 
0006: 734@ = 300 
0006: 735@ = 100 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31490
00D6: if 
0038:   $WAVE == 11 
004D: jump_if_false @most_wanted_31586 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31533 
0006: 299@ = 4 

:most_wanted_31533
0006: 741@ = 2 
0006: 734@ = 300 
0006: 735@ = 100 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31586
00D6: if 
0028:   $WAVE >= 12 
004D: jump_if_false @most_wanted_31682 
00D6: if 
0039:   904@ == 0 
004D: jump_if_false @most_wanted_31629 
0006: 299@ = 5 

:most_wanted_31629
0006: 741@ = 2 
0006: 734@ = 350 
0006: 735@ = 90 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31682
0002: jump @most_wanted_32044 

:most_wanted_31689
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @most_wanted_31760 
0006: 741@ = 3 
0006: 734@ = 150 
0006: 735@ = 85 
0006: 737@ = 5 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31760
00D6: if 
0039:   299@ == 2 
004D: jump_if_false @most_wanted_31831 
0006: 741@ = 2 
0006: 734@ = 200 
0006: 735@ = 89 
0006: 737@ = 15 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31831
00D6: if 
0039:   299@ == 3 
004D: jump_if_false @most_wanted_31902 
0006: 741@ = 2 
0006: 734@ = 250 
0006: 735@ = 93 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31902
00D6: if 
0039:   299@ == 4 
004D: jump_if_false @most_wanted_31973 
0006: 741@ = 2 
0006: 734@ = 300 
0006: 735@ = 97 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_31973
00D6: if 
0039:   299@ == 5 
004D: jump_if_false @most_wanted_32044 
0006: 741@ = 2 
0006: 734@ = 350 
0006: 735@ = 100 
0006: 737@ = 7 
0006: 738@ = 100 
0007: 742@ = 100.0 
0006: 643@ = 0 

:most_wanted_32044
0051: return 
0051: return 

:most_wanted_32048
00D6: if 
0028:   $WAVE >= 6 
004D: jump_if_false @most_wanted_32198 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_32141 
00D6: if or
0028:   $WAVE >= 8 
02E0:   actor $PLAYER_ACTOR firing_weapon 
02E0:   actor $SECOND_PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_32124 
0007: 123@ = 40.0 
0002: jump @most_wanted_32134 

:most_wanted_32124
0007: 123@ = 30.0 

:most_wanted_32134
0002: jump @most_wanted_32191 

:most_wanted_32141
00D6: if or
0028:   $WAVE >= 8 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_32181 
0007: 123@ = 40.0 
0002: jump @most_wanted_32191 

:most_wanted_32181
0007: 123@ = 30.0 

:most_wanted_32191
0002: jump @most_wanted_32309 

:most_wanted_32198
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_32266 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
02E0:   actor $SECOND_PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_32249 
0007: 123@ = 25.0 
0002: jump @most_wanted_32259 

:most_wanted_32249
0007: 123@ = 15.0 

:most_wanted_32259
0002: jump @most_wanted_32309 

:most_wanted_32266
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_32299 
0007: 123@ = 25.0 
0002: jump @most_wanted_32309 

:most_wanted_32299
0007: 123@ = 15.0 

:most_wanted_32309
00D6: if 
8028:   not  $WAVE >= 6 
004D: jump_if_false @most_wanted_32582 
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_32582 
0AE1: 599@ = random_char_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
056D:   actor 599@ defined 
004D: jump_if_false @most_wanted_32582 
089F: get_actor 599@ pedtype_to 498@ 
00D6: if 
0039:   498@ == 6 
004D: jump_if_false @most_wanted_32582 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_32513 
00D6: if or
8364:   not actor 599@ spotted_actor $SECOND_PLAYER_ACTOR 
8364:   not actor 599@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_32499 
00D6: if 
0029:   157@ >= 3000 
004D: jump_if_false @most_wanted_32492 
0006: 157@ = 0 
000B: 123@ += 10.0 

:most_wanted_32492
0002: jump @most_wanted_32506 

:most_wanted_32499
0006: 157@ = 0 

:most_wanted_32506
0002: jump @most_wanted_32582 

:most_wanted_32513
00D6: if 
8364:   not actor 599@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_32582 
00D6: if 
0029:   157@ >= 3000 
004D: jump_if_false @most_wanted_32575 
0006: 157@ = 0 
000B: 123@ += 10.0 
0002: jump @most_wanted_32582 

:most_wanted_32575
0006: 157@ = 0 

:most_wanted_32582
0087: 855@ = 123@ // (float) 
0087: 856@ = 123@ // (float) 
0087: 857@ = 123@ // (float) 
0007: 860@ = -1.5 
0007: 861@ = 1.2 
0007: 862@ = -1.0 
0007: 872@ = 1.5 
0007: 873@ = 1.2 
0007: 874@ = -1.0 
0007: 892@ = -1.5 
0007: 893@ = -1.2 
0007: 894@ = -1.0 
0007: 895@ = 1.5 
0007: 896@ = -1.2 
0007: 897@ = -1.0 
00D6: if 
0028:   $notoriety >= 1 
004D: jump_if_false @most_wanted_35822 
00D6: if 
8800:   not in_two_players_mode 
004D: jump_if_false @most_wanted_35822 
00D6: if 
056E:   car 667@ defined 
004D: jump_if_false @most_wanted_33145 
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_33145 
00D6: if 
00DF:   actor 649@ driving 
004D: jump_if_false @most_wanted_32836 
00AE: set_car 667@ traffic_behaviour_to 2 
0397: enable_car 667@ siren 1 
00AD: set_car 667@ max_speed_to 300.0 
00AF: set_car 667@ driver_behaviour_to 4 

:most_wanted_32836
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 667@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 649@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 649@ driving 
004D: jump_if_false @most_wanted_33145 
0407: store_coords_to 300@ 301@ 302@ from_car 667@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 667@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 667@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 667@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_33031 
04BA: set_car 667@ speed_to 0.0 
0362: remove_actor 649@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 649@ kill_actor $PLAYER_ACTOR 

:most_wanted_33031
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_33069 
0362: remove_actor 650@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 650@ kill_actor $PLAYER_ACTOR 

:most_wanted_33069
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_33107 
0362: remove_actor 651@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 651@ kill_actor $PLAYER_ACTOR 

:most_wanted_33107
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_33145 
0362: remove_actor 652@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 652@ kill_actor $PLAYER_ACTOR 

:most_wanted_33145
00D6: if 
056E:   car 668@ defined 
004D: jump_if_false @most_wanted_33533 
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_33533 
00D6: if 
00DF:   actor 653@ driving 
004D: jump_if_false @most_wanted_33224 
00AE: set_car 668@ traffic_behaviour_to 2 
0397: enable_car 668@ siren 1 
00AD: set_car 668@ max_speed_to 300.0 
00AF: set_car 668@ driver_behaviour_to 4 

:most_wanted_33224
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8E93:   not is_car_really_in_air 668@ 
8965:   not actor $PLAYER_ACTOR swimming 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 653@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 653@ driving 
004D: jump_if_false @most_wanted_33533 
0407: store_coords_to 300@ 301@ 302@ from_car 668@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 668@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 668@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 668@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_33419 
04BA: set_car 668@ speed_to 0.0 
0362: remove_actor 653@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 653@ kill_actor $PLAYER_ACTOR 

:most_wanted_33419
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_33457 
0362: remove_actor 654@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 654@ kill_actor $PLAYER_ACTOR 

:most_wanted_33457
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_33495 
0362: remove_actor 655@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 655@ kill_actor $PLAYER_ACTOR 

:most_wanted_33495
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_33533 
0362: remove_actor 656@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 656@ kill_actor $PLAYER_ACTOR 

:most_wanted_33533
00D6: if 
056E:   car 669@ defined 
004D: jump_if_false @most_wanted_33860 
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_33860 
00D6: if 
00DF:   actor 657@ driving 
004D: jump_if_false @most_wanted_33612 
00AE: set_car 669@ traffic_behaviour_to 2 
0397: enable_car 669@ siren 1 
00AD: set_car 669@ max_speed_to 300.0 
00AF: set_car 669@ driver_behaviour_to 4 

:most_wanted_33612
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 669@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 657@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 657@ driving 
004D: jump_if_false @most_wanted_33860 
0407: store_coords_to 300@ 301@ 302@ from_car 669@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 669@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 669@ with_offset 892@ 893@ 894@ 
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_33784 
04BA: set_car 669@ speed_to 0.0 
0362: remove_actor 657@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 657@ kill_actor $PLAYER_ACTOR 

:most_wanted_33784
00D6: if 
056D:   actor 658@ defined 
004D: jump_if_false @most_wanted_33822 
0362: remove_actor 658@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 658@ kill_actor $PLAYER_ACTOR 

:most_wanted_33822
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_33860 
0362: remove_actor 659@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 659@ kill_actor $PLAYER_ACTOR 

:most_wanted_33860
00D6: if 
056E:   car 670@ defined 
004D: jump_if_false @most_wanted_34126 
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_34126 
00D6: if 
00DF:   actor 661@ driving 
004D: jump_if_false @most_wanted_33939 
00AE: set_car 670@ traffic_behaviour_to 2 
0397: enable_car 670@ siren 1 
00AD: set_car 670@ max_speed_to 300.0 
00AF: set_car 670@ driver_behaviour_to 4 

:most_wanted_33939
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 670@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 661@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 661@ driving 
004D: jump_if_false @most_wanted_34126 
0407: store_coords_to 300@ 301@ 302@ from_car 670@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 670@ with_offset 872@ 873@ 874@ 
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_34088 
04BA: set_car 670@ speed_to 0.0 
0362: remove_actor 661@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 661@ kill_actor $PLAYER_ACTOR 

:most_wanted_34088
00D6: if 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_34126 
0362: remove_actor 662@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 662@ kill_actor $PLAYER_ACTOR 

:most_wanted_34126
00D6: if 
056E:   car 671@ defined 
004D: jump_if_false @most_wanted_34392 
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_34392 
00D6: if 
00DF:   actor 663@ driving 
004D: jump_if_false @most_wanted_34205 
00AE: set_car 671@ traffic_behaviour_to 2 
0397: enable_car 671@ siren 1 
00AD: set_car 671@ max_speed_to 300.0 
00AF: set_car 671@ driver_behaviour_to 4 

:most_wanted_34205
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 671@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 663@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 663@ driving 
004D: jump_if_false @most_wanted_34392 
0407: store_coords_to 300@ 301@ 302@ from_car 671@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 671@ with_offset 872@ 873@ 874@ 
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_34354 
04BA: set_car 671@ speed_to 0.0 
0362: remove_actor 663@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 663@ kill_actor $PLAYER_ACTOR 

:most_wanted_34354
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_34392 
0362: remove_actor 664@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 664@ kill_actor $PLAYER_ACTOR 

:most_wanted_34392
00D6: if 
056E:   car 672@ defined 
004D: jump_if_false @most_wanted_34658 
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_34658 
00D6: if 
00DF:   actor 665@ driving 
004D: jump_if_false @most_wanted_34471 
00AE: set_car 672@ traffic_behaviour_to 2 
0397: enable_car 672@ siren 1 
00AD: set_car 672@ max_speed_to 300.0 
00AF: set_car 672@ driver_behaviour_to 4 

:most_wanted_34471
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 672@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 665@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 665@ driving 
004D: jump_if_false @most_wanted_34658 
0407: store_coords_to 300@ 301@ 302@ from_car 672@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 672@ with_offset 872@ 873@ 874@ 
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_34620 
04BA: set_car 672@ speed_to 0.0 
0362: remove_actor 665@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 665@ kill_actor $PLAYER_ACTOR 

:most_wanted_34620
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_34658 
0362: remove_actor 666@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 666@ kill_actor $PLAYER_ACTOR 

:most_wanted_34658
00D6: if 
056E:   car 762@ defined 
004D: jump_if_false @most_wanted_35046 
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_35046 
00D6: if 
00DF:   actor 752@ driving 
004D: jump_if_false @most_wanted_34737 
00AE: set_car 762@ traffic_behaviour_to 2 
0397: enable_car 762@ siren 1 
00AD: set_car 762@ max_speed_to 300.0 
00AF: set_car 762@ driver_behaviour_to 4 

:most_wanted_34737
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 762@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 752@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 752@ driving 
004D: jump_if_false @most_wanted_35046 
0407: store_coords_to 300@ 301@ 302@ from_car 762@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 762@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 762@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 762@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_34932 
04BA: set_car 762@ speed_to 0.0 
0362: remove_actor 752@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 752@ kill_actor $PLAYER_ACTOR 

:most_wanted_34932
00D6: if 
056D:   actor 753@ defined 
004D: jump_if_false @most_wanted_34970 
0362: remove_actor 753@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 753@ kill_actor $PLAYER_ACTOR 

:most_wanted_34970
00D6: if 
056D:   actor 754@ defined 
004D: jump_if_false @most_wanted_35008 
0362: remove_actor 754@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 754@ kill_actor $PLAYER_ACTOR 

:most_wanted_35008
00D6: if 
056D:   actor 755@ defined 
004D: jump_if_false @most_wanted_35046 
0362: remove_actor 755@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 755@ kill_actor $PLAYER_ACTOR 

:most_wanted_35046
00D6: if 
056E:   car 763@ defined 
004D: jump_if_false @most_wanted_35434 
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_35434 
00D6: if 
00DF:   actor 756@ driving 
004D: jump_if_false @most_wanted_35125 
00AE: set_car 763@ traffic_behaviour_to 2 
0397: enable_car 763@ siren 1 
00AD: set_car 763@ max_speed_to 300.0 
00AF: set_car 763@ driver_behaviour_to 4 

:most_wanted_35125
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 763@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 756@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 756@ driving 
004D: jump_if_false @most_wanted_35434 
0407: store_coords_to 300@ 301@ 302@ from_car 763@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 763@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 763@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 763@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_35320 
04BA: set_car 763@ speed_to 0.0 
0362: remove_actor 756@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 756@ kill_actor $PLAYER_ACTOR 

:most_wanted_35320
00D6: if 
056D:   actor 758@ defined 
004D: jump_if_false @most_wanted_35358 
0362: remove_actor 758@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 758@ kill_actor $PLAYER_ACTOR 

:most_wanted_35358
00D6: if 
056D:   actor 759@ defined 
004D: jump_if_false @most_wanted_35396 
0362: remove_actor 759@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 759@ kill_actor $PLAYER_ACTOR 

:most_wanted_35396
00D6: if 
056D:   actor 760@ defined 
004D: jump_if_false @most_wanted_35434 
0362: remove_actor 760@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 760@ kill_actor $PLAYER_ACTOR 

:most_wanted_35434
00D6: if 
056E:   car 764@ defined 
004D: jump_if_false @most_wanted_35822 
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_35822 
00D6: if 
00DF:   actor 768@ driving 
004D: jump_if_false @most_wanted_35518 
8818:   not actor $PLAYER_ACTOR in_air 
00AE: set_car 764@ traffic_behaviour_to 2 
0397: enable_car 764@ siren 1 
00AD: set_car 764@ max_speed_to 300.0 
00AF: set_car 764@ driver_behaviour_to 4 

:most_wanted_35518
00D6: if and
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 764@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 768@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 768@ driving 
004D: jump_if_false @most_wanted_35822 
0407: store_coords_to 300@ 301@ 302@ from_car 764@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 764@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 764@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 764@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_35708 
04BA: set_car 764@ speed_to 0.0 
0362: remove_actor 768@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 768@ kill_actor $PLAYER_ACTOR 

:most_wanted_35708
00D6: if 
056D:   actor 769@ defined 
004D: jump_if_false @most_wanted_35746 
0362: remove_actor 769@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 769@ kill_actor $PLAYER_ACTOR 

:most_wanted_35746
00D6: if 
056D:   actor 770@ defined 
004D: jump_if_false @most_wanted_35784 
0362: remove_actor 770@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 770@ kill_actor $PLAYER_ACTOR 

:most_wanted_35784
00D6: if 
056D:   actor 771@ defined 
004D: jump_if_false @most_wanted_35822 
0362: remove_actor 771@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 771@ kill_actor $PLAYER_ACTOR 

:most_wanted_35822
00D6: if and
0028:   $notoriety >= 1 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_40059 
00D6: if 
056E:   car 667@ defined 
004D: jump_if_false @most_wanted_36358 
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_36358 
00D6: if 
00DF:   actor 649@ driving 
004D: jump_if_false @most_wanted_35921 
00AE: set_car 667@ traffic_behaviour_to 2 
0397: enable_car 667@ siren 1 
00AD: set_car 667@ max_speed_to 300.0 
00AF: set_car 667@ driver_behaviour_to 4 

:most_wanted_35921
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 667@ 
00DF:   actor 649@ driving 
004D: jump_if_false @most_wanted_36039 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_36039 
00D6: if or
0104:   actor 649@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 649@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_36039 
0002: jump @most_wanted_36104 

:most_wanted_36039
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 667@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 649@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 649@ driving 
004D: jump_if_false @most_wanted_36358 

:most_wanted_36104
0407: store_coords_to 300@ 301@ 302@ from_car 667@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 667@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 667@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 667@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_36244 
04BA: set_car 667@ speed_to 0.0 
0362: remove_actor 649@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 649@ kill_actor $PLAYER_ACTOR 

:most_wanted_36244
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_36282 
0362: remove_actor 650@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 650@ kill_actor $PLAYER_ACTOR 

:most_wanted_36282
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_36320 
0362: remove_actor 651@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 651@ kill_actor $PLAYER_ACTOR 

:most_wanted_36320
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_36358 
0362: remove_actor 652@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 652@ kill_actor $PLAYER_ACTOR 

:most_wanted_36358
00D6: if 
056E:   car 668@ defined 
004D: jump_if_false @most_wanted_36874 
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_36874 
00D6: if 
00DF:   actor 653@ driving 
004D: jump_if_false @most_wanted_36437 
00AE: set_car 668@ traffic_behaviour_to 2 
0397: enable_car 668@ siren 1 
00AD: set_car 668@ max_speed_to 300.0 
00AF: set_car 668@ driver_behaviour_to 4 

:most_wanted_36437
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 668@ 
00DF:   actor 653@ driving 
004D: jump_if_false @most_wanted_36555 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_36555 
00D6: if or
0104:   actor 653@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 653@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_36555 
0002: jump @most_wanted_36620 

:most_wanted_36555
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 668@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 653@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 653@ driving 
004D: jump_if_false @most_wanted_36874 

:most_wanted_36620
0407: store_coords_to 300@ 301@ 302@ from_car 668@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 668@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 668@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 668@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_36760 
04BA: set_car 668@ speed_to 0.0 
0362: remove_actor 653@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 653@ kill_actor $PLAYER_ACTOR 

:most_wanted_36760
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_36798 
0362: remove_actor 654@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 654@ kill_actor $PLAYER_ACTOR 

:most_wanted_36798
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_36836 
0362: remove_actor 655@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 655@ kill_actor $PLAYER_ACTOR 

:most_wanted_36836
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_36874 
0362: remove_actor 656@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 656@ kill_actor $PLAYER_ACTOR 

:most_wanted_36874
00D6: if 
056E:   car 669@ defined 
004D: jump_if_false @most_wanted_37329 
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_37329 
00D6: if 
00DF:   actor 657@ driving 
004D: jump_if_false @most_wanted_36953 
00AE: set_car 669@ traffic_behaviour_to 2 
0397: enable_car 669@ siren 1 
00AD: set_car 669@ max_speed_to 300.0 
00AF: set_car 669@ driver_behaviour_to 4 

:most_wanted_36953
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 669@ 
00DF:   actor 657@ driving 
004D: jump_if_false @most_wanted_37071 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_37071 
00D6: if or
0104:   actor 657@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 657@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_37071 
0002: jump @most_wanted_37136 

:most_wanted_37071
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 669@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 657@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 657@ driving 
004D: jump_if_false @most_wanted_37329 

:most_wanted_37136
0407: store_coords_to 300@ 301@ 302@ from_car 669@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 669@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 669@ with_offset 892@ 893@ 894@ 
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_37253 
04BA: set_car 669@ speed_to 0.0 
0362: remove_actor 657@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 657@ kill_actor $PLAYER_ACTOR 

:most_wanted_37253
00D6: if 
056D:   actor 658@ defined 
004D: jump_if_false @most_wanted_37291 
0362: remove_actor 658@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 658@ kill_actor $PLAYER_ACTOR 

:most_wanted_37291
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_37329 
0362: remove_actor 659@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 659@ kill_actor $PLAYER_ACTOR 

:most_wanted_37329
00D6: if 
056E:   car 670@ defined 
004D: jump_if_false @most_wanted_37723 
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_37723 
00D6: if 
00DF:   actor 661@ driving 
004D: jump_if_false @most_wanted_37408 
00AE: set_car 670@ traffic_behaviour_to 2 
0397: enable_car 670@ siren 1 
00AD: set_car 670@ max_speed_to 300.0 
00AF: set_car 670@ driver_behaviour_to 4 

:most_wanted_37408
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 670@ 
00DF:   actor 661@ driving 
004D: jump_if_false @most_wanted_37526 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_37526 
00D6: if or
0104:   actor 661@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 661@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_37526 
0002: jump @most_wanted_37591 

:most_wanted_37526
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 670@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 661@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 661@ driving 
004D: jump_if_false @most_wanted_37723 

:most_wanted_37591
0407: store_coords_to 300@ 301@ 302@ from_car 670@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 670@ with_offset 872@ 873@ 874@ 
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_37685 
04BA: set_car 670@ speed_to 0.0 
0362: remove_actor 661@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 661@ kill_actor $PLAYER_ACTOR 

:most_wanted_37685
00D6: if 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_37723 
0362: remove_actor 662@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 662@ kill_actor $PLAYER_ACTOR 

:most_wanted_37723
00D6: if 
056E:   car 671@ defined 
004D: jump_if_false @most_wanted_38117 
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_38117 
00D6: if 
00DF:   actor 663@ driving 
004D: jump_if_false @most_wanted_37802 
00AE: set_car 671@ traffic_behaviour_to 2 
0397: enable_car 671@ siren 1 
00AD: set_car 671@ max_speed_to 300.0 
00AF: set_car 671@ driver_behaviour_to 4 

:most_wanted_37802
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 671@ 
00DF:   actor 663@ driving 
004D: jump_if_false @most_wanted_37920 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_37920 
00D6: if or
0104:   actor 663@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 663@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_37920 
0002: jump @most_wanted_37985 

:most_wanted_37920
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 671@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 663@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 663@ driving 
004D: jump_if_false @most_wanted_38117 

:most_wanted_37985
0407: store_coords_to 300@ 301@ 302@ from_car 671@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 671@ with_offset 872@ 873@ 874@ 
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_38079 
04BA: set_car 671@ speed_to 0.0 
0362: remove_actor 663@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 663@ kill_actor $PLAYER_ACTOR 

:most_wanted_38079
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_38117 
0362: remove_actor 664@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 664@ kill_actor $PLAYER_ACTOR 

:most_wanted_38117
00D6: if 
056E:   car 672@ defined 
004D: jump_if_false @most_wanted_38511 
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_38511 
00D6: if 
00DF:   actor 665@ driving 
004D: jump_if_false @most_wanted_38196 
00AE: set_car 672@ traffic_behaviour_to 2 
0397: enable_car 672@ siren 1 
00AD: set_car 672@ max_speed_to 300.0 
00AF: set_car 672@ driver_behaviour_to 4 

:most_wanted_38196
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 672@ 
00DF:   actor 665@ driving 
004D: jump_if_false @most_wanted_38314 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_38314 
00D6: if or
0104:   actor 665@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 665@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_38314 
0002: jump @most_wanted_38379 

:most_wanted_38314
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 672@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 665@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 665@ driving 
004D: jump_if_false @most_wanted_38511 

:most_wanted_38379
0407: store_coords_to 300@ 301@ 302@ from_car 672@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 672@ with_offset 872@ 873@ 874@ 
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_38473 
04BA: set_car 672@ speed_to 0.0 
0362: remove_actor 665@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 665@ kill_actor $PLAYER_ACTOR 

:most_wanted_38473
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_38511 
0362: remove_actor 666@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 666@ kill_actor $PLAYER_ACTOR 

:most_wanted_38511
00D6: if 
056E:   car 762@ defined 
004D: jump_if_false @most_wanted_39027 
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_39027 
00D6: if 
00DF:   actor 752@ driving 
004D: jump_if_false @most_wanted_38590 
00AE: set_car 762@ traffic_behaviour_to 2 
0397: enable_car 762@ siren 1 
00AD: set_car 762@ max_speed_to 300.0 
00AF: set_car 762@ driver_behaviour_to 4 

:most_wanted_38590
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 762@ 
00DF:   actor 752@ driving 
004D: jump_if_false @most_wanted_38708 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_38708 
00D6: if or
0104:   actor 752@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 752@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_38708 
0002: jump @most_wanted_38773 

:most_wanted_38708
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 762@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 752@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 752@ driving 
004D: jump_if_false @most_wanted_39027 

:most_wanted_38773
0407: store_coords_to 300@ 301@ 302@ from_car 762@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 762@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 762@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 762@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_38913 
04BA: set_car 762@ speed_to 0.0 
0362: remove_actor 752@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 752@ kill_actor $PLAYER_ACTOR 

:most_wanted_38913
00D6: if 
056D:   actor 753@ defined 
004D: jump_if_false @most_wanted_38951 
0362: remove_actor 753@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 753@ kill_actor $PLAYER_ACTOR 

:most_wanted_38951
00D6: if 
056D:   actor 754@ defined 
004D: jump_if_false @most_wanted_38989 
0362: remove_actor 754@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 754@ kill_actor $PLAYER_ACTOR 

:most_wanted_38989
00D6: if 
056D:   actor 755@ defined 
004D: jump_if_false @most_wanted_39027 
0362: remove_actor 755@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 755@ kill_actor $PLAYER_ACTOR 

:most_wanted_39027
00D6: if 
056E:   car 763@ defined 
004D: jump_if_false @most_wanted_39543 
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_39543 
00D6: if 
00DF:   actor 756@ driving 
004D: jump_if_false @most_wanted_39106 
00AE: set_car 763@ traffic_behaviour_to 2 
0397: enable_car 763@ siren 1 
00AD: set_car 763@ max_speed_to 300.0 
00AF: set_car 763@ driver_behaviour_to 4 

:most_wanted_39106
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 763@ 
00DF:   actor 756@ driving 
004D: jump_if_false @most_wanted_39224 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_39224 
00D6: if or
0104:   actor 756@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 756@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_39224 
0002: jump @most_wanted_39289 

:most_wanted_39224
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 763@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 756@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 756@ driving 
004D: jump_if_false @most_wanted_39543 

:most_wanted_39289
0407: store_coords_to 300@ 301@ 302@ from_car 763@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 763@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 763@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 763@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_39429 
04BA: set_car 763@ speed_to 0.0 
0362: remove_actor 756@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 756@ kill_actor $PLAYER_ACTOR 

:most_wanted_39429
00D6: if 
056D:   actor 758@ defined 
004D: jump_if_false @most_wanted_39467 
0362: remove_actor 758@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 758@ kill_actor $PLAYER_ACTOR 

:most_wanted_39467
00D6: if 
056D:   actor 759@ defined 
004D: jump_if_false @most_wanted_39505 
0362: remove_actor 759@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 759@ kill_actor $PLAYER_ACTOR 

:most_wanted_39505
00D6: if 
056D:   actor 760@ defined 
004D: jump_if_false @most_wanted_39543 
0362: remove_actor 760@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 760@ kill_actor $PLAYER_ACTOR 

:most_wanted_39543
00D6: if 
056E:   car 764@ defined 
004D: jump_if_false @most_wanted_40059 
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_40059 
00D6: if 
00DF:   actor 768@ driving 
004D: jump_if_false @most_wanted_39622 
00AE: set_car 764@ traffic_behaviour_to 2 
0397: enable_car 764@ siren 1 
00AD: set_car 764@ max_speed_to 300.0 
00AF: set_car 764@ driver_behaviour_to 4 

:most_wanted_39622
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 764@ 
00DF:   actor 768@ driving 
004D: jump_if_false @most_wanted_39740 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_39740 
00D6: if or
0104:   actor 768@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
0104:   actor 768@ near_actor $SECOND_PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
004D: jump_if_false @most_wanted_39740 
0002: jump @most_wanted_39805 

:most_wanted_39740
00D6: if and
8818:   not actor $SECOND_PLAYER_ACTOR in_air 
8818:   not actor $PLAYER_ACTOR in_air 
8965:   not actor $SECOND_PLAYER_ACTOR swimming 
8965:   not actor $PLAYER_ACTOR swimming 
8E93:   not is_car_really_in_air 764@ 
80DF:   not actor $PLAYER_ACTOR driving 
0104:   actor 768@ near_actor $PLAYER_ACTOR radius 855@ 856@ 857@ sphere 0 
00DF:   actor 768@ driving 
004D: jump_if_false @most_wanted_40059 

:most_wanted_39805
0407: store_coords_to 300@ 301@ 302@ from_car 764@ with_offset 860@ 861@ 862@ 
0407: store_coords_to 303@ 304@ 305@ from_car 764@ with_offset 872@ 873@ 874@ 
0407: store_coords_to 306@ 307@ 309@ from_car 764@ with_offset 892@ 893@ 894@ 
0407: store_coords_to 310@ 311@ 312@ from_car 764@ with_offset 895@ 896@ 897@ 
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_39945 
04BA: set_car 764@ speed_to 0.0 
0362: remove_actor 768@ from_car_and_place_at 300@ 301@ 302@ 
05E2: AS_actor 768@ kill_actor $PLAYER_ACTOR 

:most_wanted_39945
00D6: if 
056D:   actor 769@ defined 
004D: jump_if_false @most_wanted_39983 
0362: remove_actor 769@ from_car_and_place_at 303@ 304@ 305@ 
05E2: AS_actor 769@ kill_actor $PLAYER_ACTOR 

:most_wanted_39983
00D6: if 
056D:   actor 770@ defined 
004D: jump_if_false @most_wanted_40021 
0362: remove_actor 770@ from_car_and_place_at 306@ 307@ 309@ 
05E2: AS_actor 770@ kill_actor $PLAYER_ACTOR 

:most_wanted_40021
00D6: if 
056D:   actor 771@ defined 
004D: jump_if_false @most_wanted_40059 
0362: remove_actor 771@ from_car_and_place_at 310@ 311@ 312@ 
05E2: AS_actor 771@ kill_actor $PLAYER_ACTOR 

:most_wanted_40059
00A0: store_actor $PLAYER_ACTOR position_to 81@ 82@ 83@ 
0E83: get_current_char_weaponinfo $PLAYER_ACTOR store_to 551@ 
0E8A: get_weaponinfo_slot 551@ store_to 552@ 
00D6: if 
0028:   $notoriety >= 1 
004D: jump_if_false @most_wanted_40683 
0AE1: 886@ = random_char_near_point 81@ 82@ 83@ in_radius 1E10 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
056D:   actor 886@ defined 
004D: jump_if_false @most_wanted_40683 
089F: get_actor 886@ pedtype_to 788@ 
00D6: if 
0039:   788@ == 6 
004D: jump_if_false @most_wanted_40683 
077A: set_actor 886@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
00D6: if 
0028:   $notoriety >= 1 
004D: jump_if_false @most_wanted_40241 
060B: set_actor 886@ decision_maker_to 780@ 
077A: set_actor 886@ acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 886@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 886@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0002: jump @most_wanted_40276 

:most_wanted_40241
060B: set_actor 886@ decision_maker_to 780@ 
077A: set_actor 886@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 886@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 886@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:most_wanted_40276
00D6: if and
8019:   not  299@ > 2 
0038:   $notoriety == 1 
004D: jump_if_false @most_wanted_40587 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_40459 
00D6: if and
82E0:   not actor $PLAYER_ACTOR firing_weapon 
82E0:   not actor $SECOND_PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_40419 
00D6: if or
0039:   552@ == 0 
0039:   552@ == 9 
0039:   552@ == 1 
0039:   552@ == 11 
0039:   552@ == 10 
0039:   552@ == 12 
004D: jump_if_false @most_wanted_40407 
01B2: give_actor 886@ weapon 3 ammo 999999 // Load the weapon model before using this 
0002: jump @most_wanted_40419 

:most_wanted_40407
01B2: give_actor 886@ weapon 22 ammo 999999 // Load the weapon model before using this 

:most_wanted_40419
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
02E0:   actor $SECOND_PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_40452 
01B2: give_actor 886@ weapon 22 ammo 999999 // Load the weapon model before using this 

:most_wanted_40452
0002: jump @most_wanted_40587 

:most_wanted_40459
00D6: if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_40559 
00D6: if or
0039:   552@ == 0 
0039:   552@ == 9 
0039:   552@ == 1 
0039:   552@ == 11 
0039:   552@ == 10 
0039:   552@ == 12 
004D: jump_if_false @most_wanted_40547 
01B2: give_actor 886@ weapon 3 ammo 999999 // Load the weapon model before using this 
0002: jump @most_wanted_40559 

:most_wanted_40547
01B2: give_actor 886@ weapon 22 ammo 999999 // Load the weapon model before using this 

:most_wanted_40559
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @most_wanted_40587 
01B2: give_actor 886@ weapon 22 ammo 999999 // Load the weapon model before using this 

:most_wanted_40587
00D6: if 
0038:   $notoriety == 2 
004D: jump_if_false @most_wanted_40635 
00D6: if 
02D8:   actor 886@ current_weapon == 3 
004D: jump_if_false @most_wanted_40635 
01B2: give_actor 886@ weapon 22 ammo 999999 // Load the weapon model before using this 

:most_wanted_40635
00D6: if 
0028:   $notoriety >= 3 
004D: jump_if_false @most_wanted_40683 
00D6: if 
02D8:   actor 886@ current_weapon == 3 
004D: jump_if_false @most_wanted_40683 
01B2: give_actor 886@ weapon 24 ammo 999999 // Load the weapon model before using this 

:most_wanted_40683
0AE1: 84@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 89@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 90@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 91@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 427@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 92@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 529@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 530@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 531@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 532@ = random_char_near_point 81@ 82@ 83@ in_radius 9999999.0 find_next 1 pass_deads 0 // IF and SET 
00D6: if 
056D:   actor 532@ defined 
004D: jump_if_false @most_wanted_41329 
089F: get_actor 532@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_41329 
00D6: if 
02E0:   actor 532@ firing_weapon 
004D: jump_if_false @most_wanted_41243 
00A0: store_actor 532@ position_to 945@ 946@ 947@ 
00D6: if 
056E:   car 973@ defined 
004D: jump_if_false @most_wanted_41071 
00D6: if 
056D:   actor 865@ defined 
004D: jump_if_false @most_wanted_41071 
00D6: if 
00DF:   actor 865@ driving 
004D: jump_if_false @most_wanted_41071 
0397: enable_car 973@ siren 1 
00AE: set_car 973@ traffic_behaviour_to 2 
00A7: car 973@ drive_to 945@ 946@ 947@ 
00AD: set_car 973@ max_speed_to 300.0 

:most_wanted_41071
00D6: if 
056E:   car 974@ defined 
004D: jump_if_false @most_wanted_41157 
00D6: if 
056D:   actor 866@ defined 
004D: jump_if_false @most_wanted_41157 
00D6: if 
00DF:   actor 866@ driving 
004D: jump_if_false @most_wanted_41157 
0397: enable_car 974@ siren 1 
00AE: set_car 974@ traffic_behaviour_to 2 
00A7: car 974@ drive_to 945@ 946@ 947@ 
00AD: set_car 974@ max_speed_to 300.0 

:most_wanted_41157
00D6: if 
056E:   car 975@ defined 
004D: jump_if_false @most_wanted_41243 
00D6: if 
056D:   actor 867@ defined 
004D: jump_if_false @most_wanted_41243 
00D6: if 
00DF:   actor 867@ driving 
004D: jump_if_false @most_wanted_41243 
0397: enable_car 975@ siren 1 
00AE: set_car 975@ traffic_behaviour_to 2 
00A7: car 975@ drive_to 945@ 946@ 947@ 
00AD: set_car 975@ max_speed_to 300.0 

:most_wanted_41243
00D6: if 
056E:   car 976@ defined 
004D: jump_if_false @most_wanted_41329 
00D6: if 
056D:   actor 868@ defined 
004D: jump_if_false @most_wanted_41329 
00D6: if 
00DF:   actor 868@ driving 
004D: jump_if_false @most_wanted_41329 
0397: enable_car 976@ siren 1 
00AE: set_car 976@ traffic_behaviour_to 2 
00A7: car 976@ drive_to 945@ 946@ 947@ 
00AD: set_car 976@ max_speed_to 300.0 

:most_wanted_41329
00D6: if and
056E:   car 762@ defined 
056D:   actor 529@ defined 
004D: jump_if_false @most_wanted_41625 
089F: get_actor 529@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_41625 
00D6: if or
02E0:   actor 529@ firing_weapon 
051C:   car 762@ damaged_by_actor 529@ 
004D: jump_if_false @most_wanted_41625 
054F: clear_car 762@ damage 
00A0: store_actor 529@ position_to 790@ 791@ 792@ 
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_41625 
00D6: if 
00DF:   actor 752@ driving 
004D: jump_if_false @most_wanted_41625 
0397: enable_car 762@ siren 1 
00AE: set_car 762@ traffic_behaviour_to 2 
00A7: car 762@ drive_to 790@ 791@ 792@ 
00AD: set_car 762@ max_speed_to 300.0 
00D6: if and
056D:   actor 752@ defined 
056D:   actor 753@ defined 
056D:   actor 754@ defined 
056D:   actor 755@ defined 
0104:   actor 752@ near_actor 529@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @most_wanted_41625 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 790@ 791@ 792@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 529@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 752@ to_AS_pack 555@ 
0618: assign_actor 753@ to_AS_pack 555@ 
0618: assign_actor 754@ to_AS_pack 555@ 
0618: assign_actor 755@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_41625
00D6: if and
056E:   car 763@ defined 
056D:   actor 530@ defined 
004D: jump_if_false @most_wanted_41921 
089F: get_actor 530@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_41921 
00D6: if or
02E0:   actor 530@ firing_weapon 
051C:   car 763@ damaged_by_actor 530@ 
004D: jump_if_false @most_wanted_41921 
054F: clear_car 763@ damage 
00A0: store_actor 530@ position_to 793@ 794@ 795@ 
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_41921 
00D6: if 
00DF:   actor 756@ driving 
004D: jump_if_false @most_wanted_41921 
0397: enable_car 763@ siren 1 
00AE: set_car 763@ traffic_behaviour_to 2 
00A7: car 763@ drive_to 793@ 794@ 795@ 
00AD: set_car 763@ max_speed_to 300.0 
00D6: if and
056D:   actor 756@ defined 
056D:   actor 758@ defined 
056D:   actor 759@ defined 
056D:   actor 760@ defined 
0104:   actor 756@ near_actor 530@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @most_wanted_41921 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 793@ 794@ 795@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 530@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 756@ to_AS_pack 555@ 
0618: assign_actor 758@ to_AS_pack 555@ 
0618: assign_actor 759@ to_AS_pack 555@ 
0618: assign_actor 760@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_41921
00D6: if and
056E:   car 764@ defined 
056D:   actor 531@ defined 
004D: jump_if_false @most_wanted_42217 
089F: get_actor 531@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_42217 
00D6: if or
02E0:   actor 531@ firing_weapon 
051C:   car 764@ damaged_by_actor 531@ 
004D: jump_if_false @most_wanted_42217 
054F: clear_car 764@ damage 
00A0: store_actor 531@ position_to 796@ 797@ 798@ 
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_42217 
00D6: if 
00DF:   actor 768@ driving 
004D: jump_if_false @most_wanted_42217 
0397: enable_car 764@ siren 1 
00AE: set_car 764@ traffic_behaviour_to 2 
00A7: car 764@ drive_to 796@ 797@ 798@ 
00AD: set_car 764@ max_speed_to 300.0 
00D6: if and
056D:   actor 768@ defined 
056D:   actor 769@ defined 
056D:   actor 770@ defined 
056D:   actor 771@ defined 
0104:   actor 768@ near_actor 531@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @most_wanted_42217 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 796@ 797@ 798@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 531@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 768@ to_AS_pack 555@ 
0618: assign_actor 769@ to_AS_pack 555@ 
0618: assign_actor 770@ to_AS_pack 555@ 
0618: assign_actor 771@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_42217
00D6: if and
056E:   car 667@ defined 
056D:   actor 84@ defined 
004D: jump_if_false @most_wanted_42513 
089F: get_actor 84@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_42513 
00D6: if or
02E0:   actor 84@ firing_weapon 
051C:   car 667@ damaged_by_actor 84@ 
004D: jump_if_false @most_wanted_42513 
054F: clear_car 667@ damage 
00A0: store_actor 84@ position_to 772@ 773@ 774@ 
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_42513 
00D6: if 
00DF:   actor 649@ driving 
004D: jump_if_false @most_wanted_42513 
0397: enable_car 667@ siren 1 
00AE: set_car 667@ traffic_behaviour_to 2 
00A7: car 667@ drive_to 772@ 773@ 774@ 
00AD: set_car 667@ max_speed_to 80.0 
00D6: if and
056D:   actor 649@ defined 
056D:   actor 650@ defined 
056D:   actor 651@ defined 
056D:   actor 652@ defined 
0104:   actor 649@ near_actor 84@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @most_wanted_42513 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 772@ 773@ 774@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 84@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 649@ to_AS_pack 555@ 
0618: assign_actor 650@ to_AS_pack 555@ 
0618: assign_actor 651@ to_AS_pack 555@ 
0618: assign_actor 652@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_42513
00D6: if and
056E:   car 668@ defined 
056D:   actor 89@ defined 
004D: jump_if_false @most_wanted_42770 
089F: get_actor 89@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_42770 
00D6: if or
02E0:   actor 89@ firing_weapon 
051C:   car 668@ damaged_by_actor 89@ 
004D: jump_if_false @most_wanted_42770 
054F: clear_car 668@ damage 
00A0: store_actor 89@ position_to 832@ 833@ 834@ 
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_42770 
00D6: if 
00DF:   actor 653@ driving 
004D: jump_if_false @most_wanted_42770 
0397: enable_car 668@ siren 1 
00AE: set_car 668@ traffic_behaviour_to 2 
00AD: set_car 668@ max_speed_to 90.0 
00D6: if and
056D:   actor 653@ defined 
056D:   actor 654@ defined 
056D:   actor 655@ defined 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_42770 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 832@ 833@ 834@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 89@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 653@ to_AS_pack 555@ 
0618: assign_actor 654@ to_AS_pack 555@ 
0618: assign_actor 655@ to_AS_pack 555@ 
0618: assign_actor 656@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_42770
00D6: if and
056E:   car 669@ defined 
056D:   actor 90@ defined 
004D: jump_if_false @most_wanted_43014 
089F: get_actor 90@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_43014 
00D6: if or
02E0:   actor 90@ firing_weapon 
051C:   car 669@ damaged_by_actor 90@ 
004D: jump_if_false @most_wanted_43014 
054F: clear_car 669@ damage 
00A0: store_actor 90@ position_to 827@ 828@ 829@ 
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_43014 
00D6: if 
00DF:   actor 657@ driving 
004D: jump_if_false @most_wanted_43014 
0397: enable_car 669@ siren 1 
00AE: set_car 669@ traffic_behaviour_to 2 
00AD: set_car 669@ max_speed_to 100.0 
00D6: if and
056D:   actor 657@ defined 
056D:   actor 658@ defined 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_43014 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 827@ 828@ 829@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 90@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 659@ to_AS_pack 555@ 
0618: assign_actor 658@ to_AS_pack 555@ 
0618: assign_actor 657@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_43014
00D6: if and
056E:   car 670@ defined 
056D:   actor 91@ defined 
004D: jump_if_false @most_wanted_43245 
089F: get_actor 91@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_43245 
00D6: if or
02E0:   actor 91@ firing_weapon 
051C:   car 670@ damaged_by_actor 91@ 
004D: jump_if_false @most_wanted_43245 
054F: clear_car 670@ damage 
00A0: store_actor 91@ position_to 823@ 824@ 825@ 
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_43245 
00D6: if 
00DF:   actor 661@ driving 
004D: jump_if_false @most_wanted_43245 
0397: enable_car 670@ siren 1 
00AE: set_car 670@ traffic_behaviour_to 2 
00AD: set_car 670@ max_speed_to 97.0 
00D6: if and
056D:   actor 661@ defined 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_43245 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 823@ 824@ 825@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 91@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 661@ to_AS_pack 555@ 
0618: assign_actor 662@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_43245
00D6: if and
056E:   car 671@ defined 
056D:   actor 92@ defined 
004D: jump_if_false @most_wanted_43476 
089F: get_actor 92@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_43476 
00D6: if or
02E0:   actor 92@ firing_weapon 
051C:   car 671@ damaged_by_actor 92@ 
004D: jump_if_false @most_wanted_43476 
054F: clear_car 671@ damage 
00A0: store_actor 92@ position_to 816@ 817@ 818@ 
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_43476 
00D6: if 
00DF:   actor 663@ driving 
004D: jump_if_false @most_wanted_43476 
0397: enable_car 671@ siren 1 
00AE: set_car 671@ traffic_behaviour_to 2 
00AD: set_car 671@ max_speed_to 80.0 
00D6: if and
056D:   actor 663@ defined 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_43476 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 816@ 817@ 818@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 92@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 664@ to_AS_pack 555@ 
0618: assign_actor 663@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_43476
00D6: if and
056E:   car 672@ defined 
056D:   actor 427@ defined 
004D: jump_if_false @most_wanted_43779 
089F: get_actor 427@ pedtype_to 88@ 
00D6: if 
8039:   not  88@ == 6 
004D: jump_if_false @most_wanted_43779 
00D6: if or
02E0:   actor 427@ firing_weapon 
051C:   car 672@ damaged_by_actor 427@ 
004D: jump_if_false @most_wanted_43779 
054F: clear_car 672@ damage 
00A0: store_actor 427@ position_to 816@ 817@ 818@ 
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_43779 
00D6: if 
00DF:   actor 665@ driving 
004D: jump_if_false @most_wanted_43779 
0397: enable_car 672@ siren 1 
00AE: set_car 672@ traffic_behaviour_to 2 
00AD: set_car 672@ max_speed_to 70.0 
00D6: if and
056D:   actor 665@ defined 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_43779 
0713: actor 665@ driveby_actor 427@ car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100 
0713: actor 666@ driveby_actor 427@ car -1 point 0.0 0.0 0.0 radius 500.0 4 1 firing_rate 100 
0615: define_AS_pack_begin 555@ 
05D1: AS_actor -1 drive_car -1 to 816@ 817@ 818@ speed 60.0 0 model #NULL 5 
05E2: AS_actor -1 kill_actor 427@ 
0616: define_AS_pack_end 555@ 
0618: assign_actor 665@ to_AS_pack 555@ 
0618: assign_actor 666@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@ 

:most_wanted_43779
0051: return 

:most_wanted_43781
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 417@ 418@ 419@ radius 60.0 60.0 60.0 
0248:   model 905@ available 
0248:   model 994@ available 
004D: jump_if_false @most_wanted_44949 
00D6: if or
04A7:   actor $PLAYER_ACTOR driving_boat 
04AD:   actor $PLAYER_ACTOR in_water 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @most_wanted_43866 
0002: jump @most_wanted_43868 

:most_wanted_43866
0051: return 

:most_wanted_43868
00D6: if 
0028:   $notoriety >= 3 
004D: jump_if_false @most_wanted_43893 
0002: jump @most_wanted_43895 

:most_wanted_43893
0051: return 

:most_wanted_43895
00D6: if and
856D:   not actor 21@ defined 
856E:   not car 961@ defined 
0019:   79@ > 4000 
004D: jump_if_false @most_wanted_44155 
0006: 79@ = 0 
00A5: 961@ = create_car 994@ at 417@ 418@ 419@ 
0224: set_car 961@ health_to 539@ 
0397: enable_car 961@ siren 1 
02DB: set_boat 961@ speed_to 60.0 
00AF: set_car 961@ driver_behaviour_to 4 
0129: 21@ = create_actor_pedtype 6 model 905@ in_car 961@ driverseat 
0223: set_actor 21@ health_to 734@ 
02E2: set_actor 21@ weapon_accuracy_to 735@ 
01B2: give_actor 21@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 21@ dismemberment_possible 736@ 
07FE: set_actor 21@ fighting_style_to 737@ moves 6 
07DD: set_actor 21@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 21@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 21@ money 643@ 
04D8: set_actor 21@ drowns_in_water 901@ 
09B5: set_actor 21@ signal_after_kill 0 
060B: set_actor 21@ decision_maker_to 780@ 
077A: set_actor 21@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 21@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00AE: set_car 961@ traffic_behaviour_to 2 
0840: link_car 961@ to_interior 983@ 
0187: 55@ = create_marker_above_actor 21@ 
0165: set_marker 55@ color_to 1434950143 
0168: set_marker 55@ size 2 
018B: set_marker 55@ radar_mode 743@ 

:most_wanted_44155
00D6: if and
856D:   not actor 22@ defined 
856E:   not car 962@ defined 
0019:   79@ > 4000 
004D: jump_if_false @most_wanted_44415 
0006: 79@ = 0 
00A5: 962@ = create_car 994@ at 417@ 418@ 419@ 
0224: set_car 962@ health_to 539@ 
0397: enable_car 962@ siren 1 
02DB: set_boat 962@ speed_to 60.0 
00AF: set_car 962@ driver_behaviour_to 4 
0129: 22@ = create_actor_pedtype 6 model 905@ in_car 962@ driverseat 
0223: set_actor 22@ health_to 734@ 
02E2: set_actor 22@ weapon_accuracy_to 735@ 
01B2: give_actor 22@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 22@ dismemberment_possible 736@ 
07FE: set_actor 22@ fighting_style_to 737@ moves 6 
07DD: set_actor 22@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 22@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 22@ money 643@ 
04D8: set_actor 22@ drowns_in_water 901@ 
09B5: set_actor 22@ signal_after_kill 0 
060B: set_actor 22@ decision_maker_to 780@ 
077A: set_actor 22@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 22@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00AE: set_car 962@ traffic_behaviour_to 2 
0840: link_car 962@ to_interior 983@ 
0187: 56@ = create_marker_above_actor 22@ 
0165: set_marker 56@ color_to 1434950143 
0168: set_marker 56@ size 2 
018B: set_marker 56@ radar_mode 743@ 

:most_wanted_44415
00D6: if and
856D:   not actor 23@ defined 
856E:   not car 963@ defined 
0019:   79@ > 4000 
0028:   $notoriety >= 4 
004D: jump_if_false @most_wanted_44682 
0006: 79@ = 0 
00A5: 963@ = create_car 994@ at 417@ 418@ 419@ 
0224: set_car 963@ health_to 539@ 
0397: enable_car 963@ siren 1 
02DB: set_boat 963@ speed_to 60.0 
00AF: set_car 963@ driver_behaviour_to 4 
0840: link_car 963@ to_interior 983@ 
0129: 23@ = create_actor_pedtype 6 model 905@ in_car 963@ driverseat 
0223: set_actor 23@ health_to 734@ 
02E2: set_actor 23@ weapon_accuracy_to 735@ 
01B2: give_actor 23@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 23@ dismemberment_possible 736@ 
07FE: set_actor 23@ fighting_style_to 737@ moves 6 
07DD: set_actor 23@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 23@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 23@ money 643@ 
04D8: set_actor 23@ drowns_in_water 901@ 
09B5: set_actor 23@ signal_after_kill 0 
060B: set_actor 23@ decision_maker_to 780@ 
077A: set_actor 23@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 23@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00AE: set_car 963@ traffic_behaviour_to 2 
0187: 57@ = create_marker_above_actor 23@ 
0165: set_marker 57@ color_to 1434950143 
0168: set_marker 57@ size 2 
018B: set_marker 57@ radar_mode 743@ 

:most_wanted_44682
00D6: if and
856D:   not actor 24@ defined 
856E:   not car 964@ defined 
0019:   79@ > 4000 
0028:   $notoriety >= 5 
004D: jump_if_false @most_wanted_44949 
0006: 79@ = 0 
00A5: 964@ = create_car 994@ at 417@ 418@ 419@ 
0224: set_car 964@ health_to 539@ 
0397: enable_car 964@ siren 1 
02DB: set_boat 964@ speed_to 60.0 
00AF: set_car 964@ driver_behaviour_to 4 
0840: link_car 964@ to_interior 983@ 
0129: 24@ = create_actor_pedtype 6 model 905@ in_car 964@ driverseat 
0223: set_actor 24@ health_to 734@ 
02E2: set_actor 24@ weapon_accuracy_to 735@ 
01B2: give_actor 24@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 24@ dismemberment_possible 736@ 
07FE: set_actor 24@ fighting_style_to 737@ moves 6 
07DD: set_actor 24@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 24@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 24@ money 643@ 
04D8: set_actor 24@ drowns_in_water 901@ 
09B5: set_actor 24@ signal_after_kill 0 
060B: set_actor 24@ decision_maker_to 780@ 
077A: set_actor 24@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 24@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
00AE: set_car 964@ traffic_behaviour_to 2 
0187: 953@ = create_marker_above_actor 24@ 
0165: set_marker 953@ color_to 1434950143 
0168: set_marker 953@ size 2 
018B: set_marker 953@ radar_mode 743@ 

:most_wanted_44949
00D6: if and
056D:   actor 21@ defined 
056E:   car 961@ defined 
004D: jump_if_false @most_wanted_45041 
00D6: if and
056D:   actor 21@ defined 
056E:   car 961@ defined 
004D: jump_if_false @most_wanted_45041 
00D6: if or
0119:   car 961@ wrecked 
8104:   not actor $PLAYER_ACTOR near_actor 21@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_45041 
0164: disable_marker 55@ 
01C2: remove_references_to_actor 21@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 961@ 

:most_wanted_45041
00D6: if and
056D:   actor 22@ defined 
056E:   car 962@ defined 
004D: jump_if_false @most_wanted_45133 
00D6: if and
056D:   actor 22@ defined 
056E:   car 962@ defined 
004D: jump_if_false @most_wanted_45133 
00D6: if or
0119:   car 962@ wrecked 
8104:   not actor $PLAYER_ACTOR near_actor 22@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_45133 
0164: disable_marker 56@ 
01C2: remove_references_to_actor 22@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 962@ 

:most_wanted_45133
00D6: if and
056D:   actor 23@ defined 
056E:   car 963@ defined 
004D: jump_if_false @most_wanted_45225 
00D6: if and
056D:   actor 23@ defined 
056E:   car 963@ defined 
004D: jump_if_false @most_wanted_45225 
00D6: if or
0119:   car 963@ wrecked 
8104:   not actor $PLAYER_ACTOR near_actor 23@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_45225 
0164: disable_marker 57@ 
01C2: remove_references_to_actor 23@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 963@ 

:most_wanted_45225
00D6: if and
056D:   actor 24@ defined 
056E:   car 964@ defined 
004D: jump_if_false @most_wanted_45317 
00D6: if and
056D:   actor 24@ defined 
056E:   car 964@ defined 
004D: jump_if_false @most_wanted_45317 
00D6: if or
0119:   car 964@ wrecked 
8104:   not actor $PLAYER_ACTOR near_actor 24@ radius 810@ 811@ 812@ sphere 0 
004D: jump_if_false @most_wanted_45317 
0164: disable_marker 953@ 
01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 964@ 

:most_wanted_45317
0051: return 

:most_wanted_45319
0051: return 
0051: return 

:most_wanted_45323
00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@ 
0AE2: 49@ = random_vehicle_near_point 11@ 12@ 13@ in_radius 1E08 find_next 1 pass_wrecked 1 // IF and SET 
0AE2: 50@ = random_vehicle_near_point 11@ 12@ 13@ in_radius 1E09 find_next 1 pass_wrecked 1 // IF and SET 
00D6: if and
056E:   car 49@ defined 
056E:   car 50@ defined 
004D: jump_if_false @most_wanted_45897 
00D6: if and
8045:   not  50@ == 49@ // (float) 
8045:   not  49@ == 50@ // (float) 
0975:   car 49@ emergency_vehicle 
8975:   not car 50@ emergency_vehicle 
004D: jump_if_false @most_wanted_45897 
00D6: if or
051D:   car 49@ damaged_by_car 50@ 
051D:   car 50@ damaged_by_car 49@ 
09CB:   vehicle 49@ colliding_with_vehicle 50@ 
09CB:   vehicle 50@ colliding_with_vehicle 49@ 
051D:   car 49@ damaged_by_car 49@ 
004D: jump_if_false @most_wanted_45897 
00AA: store_car 49@ position_to 14@ 15@ 16@ 
054F: clear_car 49@ damage 
054F: clear_car 50@ damage 
07F8: car 49@ follow_car 50@ radius 500.0 
00AE: set_car 50@ traffic_behaviour_to 2 
00AD: set_car 50@ max_speed_to 100.0 
0397: enable_car 50@ siren 1 
0397: enable_car 49@ siren 1 
00AE: set_car 49@ traffic_behaviour_to 2 
00AD: set_car 49@ max_speed_to 100.0 
0AE1: 45@ = random_char_near_point 14@ 15@ 16@ in_radius 999999.0 find_next 1 pass_deads 1 // IF and SET 
0AE1: 46@ = random_char_near_point 14@ 15@ 16@ in_radius 999999.0 find_next 1 pass_deads 1 // IF and SET 
0AE1: 47@ = random_char_near_point 14@ 15@ 16@ in_radius 999999.0 find_next 1 pass_deads 1 // IF and SET 
0AE1: 48@ = random_char_near_point 14@ 15@ 16@ in_radius 999999.0 find_next 1 pass_deads 1 // IF and SET 
00D6: if and
056D:   actor 45@ defined 
056E:   car 50@ defined 
004D: jump_if_false @most_wanted_45897 
0713: actor 45@ driveby_actor -1 car 50@ point 0.0 0.0 0.0 radius 600.0 4 0 firing_rate 90 
00D6: if and
056D:   actor 46@ defined 
056E:   car 50@ defined 
004D: jump_if_false @most_wanted_45897 
0713: actor 46@ driveby_actor -1 car 50@ point 0.0 0.0 0.0 radius 600.0 4 0 firing_rate 90 
00D6: if and
056D:   actor 47@ defined 
056E:   car 50@ defined 
004D: jump_if_false @most_wanted_45897 
0713: actor 47@ driveby_actor -1 car 50@ point 0.0 0.0 0.0 radius 600.0 4 1 firing_rate 90 
00D6: if and
056D:   actor 48@ defined 
056E:   car 50@ defined 
004D: jump_if_false @most_wanted_45897 
0713: actor 48@ driveby_actor -1 car 50@ point 0.0 0.0 0.0 radius 600.0 4 1 firing_rate 90 

:most_wanted_45897
0051: return 

:most_wanted_45899
00D6: if and
09E7:   player $PLAYER_CHAR not_frozen 
0ADC:   test_cheat "cheat" 
004D: jump_if_false @most_wanted_47268 
0001: wait 50 ms 
0ADF: add_text_label "chtXXX" text "Cheats" 
0ADF: add_text_label "SAND01" text "Enable Planes" 
0ADF: add_text_label "SAND02" text "Enable All" 
0ADF: add_text_label "SAND03" text "Enable Boats" 
0ADF: add_text_label "SAND04" text "Enable Aircrafts" 
0ADF: add_text_label "SAND05" text "Enable Tanks" 
0ADF: add_text_label "SAND06" text "Disable Boats" 
0ADF: add_text_label "SAND07" text "Disable Aircrafts" 
0ADF: add_text_label "SAND08" text "Disable Tanks" 
0ADF: add_text_label "SAND09" text "Disable Miniguns" 
0ADF: add_text_label "SAND10" text "Disable Planes" 
0ADF: add_text_label "SAND11" text "Enable Helicopters" 
0ADF: add_text_label "SAND12" text "Disable Helicopters" 
03E5: show_text_box 'chtXX1' 
08D4: 131@ = create_panel_with_title 'chtXXX' position 340.0 32.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel 131@ column 0 header 'dummy' data 'SAND01' 'SAND02' 'SAND03' 'SAND04' 'SAND05' 'SAND06' 'SAND07' 'SAND08' 'SAND09' 'SAND10' 'SAND11' 'SAND12' 
090E: set_panel 131@ active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:most_wanted_46456
0001: wait 0 ms 
08D7: 132@ = panel 131@ active_row 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @most_wanted_46513 
08DA: remove_panel 131@ 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0002: jump @most_wanted_47268 

:most_wanted_46513
00D6: if and
0039:   132@ == 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46570 
0006: 533@ = 0 
0ACB: show_styled_text "~w~Planes enabled" time 1500 style 5 

:most_wanted_46570
00D6: if and
0039:   132@ == 1 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46659 
0006: 533@ = 0 
0006: 325@ = 1 
0006: 323@ = 1 
0006: 324@ = 1 
0006: 322@ = 1 
0006: 455@ = 0 
0ACB: show_styled_text "~w~All enabled" time 1500 style 5 

:most_wanted_46659
00D6: if and
0039:   132@ == 2 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46728 
0006: 323@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0ACB: show_styled_text "~w~Boat enabled" time 1500 style 5 

:most_wanted_46728
00D6: if and
0039:   132@ == 3 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46788 
0006: 324@ = 1 
0ACB: show_styled_text "~w~Aircrafts enabled" time 1500 style 5 

:most_wanted_46788
00D6: if and
0039:   132@ == 4 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46844 
0006: 325@ = 1 
0ACB: show_styled_text "~w~Tanks enabled" time 1500 style 5 

:most_wanted_46844
00D6: if and
0039:   132@ == 5 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46901 
0006: 323@ = 0 
0ACB: show_styled_text "~w~Boats disabled" time 1500 style 5 

:most_wanted_46901
00D6: if and
0039:   132@ == 6 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_46962 
0006: 324@ = 0 
0ACB: show_styled_text "~w~Aircrafts disabled" time 1500 style 5 

:most_wanted_46962
00D6: if and
0039:   132@ == 7 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_47018 
0ACB: show_styled_text "~w~Tank disabled" time 1500 style 5 
0006: 325@ = 0 

:most_wanted_47018
00D6: if and
0039:   132@ == 8 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_47078 
0ACB: show_styled_text "~w~Miniguns disabled" time 1500 style 5 
0006: 322@ = 0 

:most_wanted_47078
00D6: if and
0039:   132@ == 9 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_47136 
0006: 533@ = 1 
0ACB: show_styled_text "~w~Planes disabled" time 1500 style 5 

:most_wanted_47136
00D6: if and
0039:   132@ == 10 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_47198 
0006: 455@ = 0 
0ACB: show_styled_text "~w~Helicopters enabled" time 1500 style 5 

:most_wanted_47198
00D6: if and
0039:   132@ == 11 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @most_wanted_47261 
0006: 455@ = 1 
0ACB: show_styled_text "~w~Helicopters disabled" time 1500 style 5 

:most_wanted_47261
0002: jump @most_wanted_46456 

:most_wanted_47268
0051: return 
0051: return 

:most_wanted_47272
0AE1: 499@ = random_char_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
056D:   actor 499@ defined 
004D: jump_if_false @most_wanted_47470 
089F: get_actor 499@ pedtype_to 498@ 
00D6: if 
0039:   498@ == 6 
004D: jump_if_false @most_wanted_47470 
00D6: if 
0364:   actor 499@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_47400 
000B: 197@ += 4.0 
00D6: if 
0039:   999@ == 1 
004D: jump_if_false @most_wanted_47400 
000B: 197@ += 8.0 

:most_wanted_47400
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_47470 
00D6: if 
0364:   actor 499@ spotted_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_47470 
000B: 197@ += 4.0 
00D6: if 
0039:   999@ == 1 
004D: jump_if_false @most_wanted_47470 
000B: 197@ += 8.0 

:most_wanted_47470
00D6: if 
8031:   not  197@ >= 1.0 
004D: jump_if_false @most_wanted_47550 
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_47516 
0050: gosub @most_wanted_63332 

:most_wanted_47516
0004: $WAVE = 0 
0006: 553@ = 0 
0005: $crime_rate = 0.0 
0007: 197@ = 0.0 

:most_wanted_47550
00D6: if 
0028:   $WAVE >= 1 
004D: jump_if_false @most_wanted_47582 
0006: 553@ = 3 
0002: jump @most_wanted_47599 

:most_wanted_47582
0007: 197@ = 180.0 
0006: 553@ = 0 

:most_wanted_47599
00D6: if 
0031:   197@ >= 180.0 
004D: jump_if_false @most_wanted_47630 
0007: 197@ = 180.0 

:most_wanted_47630
0051: return 

:most_wanted_47632
04C4: store_coords_to 1020@ 1021@ 1022@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0AE2: 1023@ = random_vehicle_near_point 1020@ 1021@ 1022@ in_radius 99999.0 find_next 1 pass_wrecked 1 // IF and SET 
0AE1: 960@ = random_char_near_point 1020@ 1021@ 1022@ in_radius 99999.0 find_next 1 pass_deads 0 // IF and SET 
0AE1: 458@ = random_char_near_point 1020@ 1021@ 1022@ in_radius 99999.0 find_next 1 pass_deads 1 // IF and SET 
0AE2: 950@ = random_vehicle_near_point 1020@ 1021@ 1022@ in_radius 99999.0 find_next 1 pass_wrecked 1 // IF and SET 
0AE1: 952@ = random_char_near_point 1020@ 1021@ 1022@ in_radius 99999.0 find_next 1 pass_deads 1 // IF and SET 
0AE1: 351@ = random_char_near_point 1020@ 1021@ 1022@ in_radius 99999.0 find_next 1 pass_deads 1 // IF and SET 
00D6: if 
0038:   $notoriety == 0 
004D: jump_if_false @most_wanted_49223 
00D6: if 
056D:   actor 458@ defined 
004D: jump_if_false @most_wanted_49223 
089F: get_actor 458@ pedtype_to 519@ 
00D6: if 
0039:   519@ == 6 
004D: jump_if_false @most_wanted_49223 
00D6: if 
056E:   car 950@ defined 
004D: jump_if_false @most_wanted_47940 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_47940 
00D6: if and
0364:   actor 458@ spotted_actor $PLAYER_ACTOR 
051C:   car 950@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_47940 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 
054F: clear_car 950@ damage 

:most_wanted_47940
00D6: if and
0364:   actor 458@ spotted_actor $PLAYER_ACTOR 
00D6: if 
051A:   actor 458@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_47993 
054E: clear_actor 458@ damage 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_47993
00D6: if and
00DF:   actor 458@ driving 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_48050 
00D6: if 
0A1B:   actor $PLAYER_ACTOR colliding_with_actor 458@ 
004D: jump_if_false @most_wanted_48050 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_48050
00D6: if and
02E0:   actor $PLAYER_ACTOR firing_weapon 
0104:   actor $PLAYER_ACTOR near_actor 458@ radius 70.0 70.0 70.0 sphere 0 
004D: jump_if_false @most_wanted_48147 
0009: $crime_rate += 15.0 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 458@ radius 35.0 35.0 35.0 sphere 0 
004D: jump_if_false @most_wanted_48147 
0009: $crime_rate += 35.0 

:most_wanted_48147
00D6: if and
0364:   actor 458@ spotted_actor $PLAYER_ACTOR 
0104:   actor $PLAYER_ACTOR near_actor 458@ radius 80.0 80.0 50.0 sphere 0 
004D: jump_if_false @most_wanted_48326 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 458@ 
02E0:   actor $PLAYER_ACTOR firing_weapon 
051A:   actor 458@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48245 
054E: clear_actor 458@ damage 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_48245
00D6: if and
0038:   $DOING_DRUGS == 1 
0364:   actor 458@ spotted_actor $PLAYER_ACTOR 
8018:   not  $WAVE > 3 
004D: jump_if_false @most_wanted_48326 
0009: $crime_rate += 30.0 
00D6: if 
0030:   $crime_rate >= 170.0 
004D: jump_if_false @most_wanted_48326 
0004: $WAVE = 3 
0005: $crime_rate = 0.0 

:most_wanted_48326
00D6: if 
056D:   actor 952@ defined 
004D: jump_if_false @most_wanted_48528 
089F: get_actor 952@ pedtype_to 582@ 
00D6: if or
0039:   582@ == 4 
0039:   582@ == 5 
004D: jump_if_false @most_wanted_48528 
00D6: if 
056D:   actor 351@ defined 
004D: jump_if_false @most_wanted_48528 
089F: get_actor 351@ pedtype_to 583@ 
00D6: if 
0006: 583@ = 6 
004D: jump_if_false @most_wanted_48528 
00D6: if and
0364:   actor 351@ spotted_actor $PLAYER_ACTOR 
051A:   actor 952@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48466 
054E: clear_actor 952@ damage 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_48466
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_48528 
00D6: if and
0364:   actor 351@ spotted_actor $SECOND_PLAYER_ACTOR 
051A:   actor 952@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48528 
054E: clear_actor 952@ damage 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_48528
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_49223 
00D6: if 
056E:   car 950@ defined 
004D: jump_if_false @most_wanted_48687 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_48622 
00D6: if and
0364:   actor 458@ spotted_actor $PLAYER_ACTOR 
051C:   car 950@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48622 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 
054F: clear_car 950@ damage 

:most_wanted_48622
00D6: if 
80DF:   not actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_48687 
00D6: if and
0364:   actor 458@ spotted_actor $SECOND_PLAYER_ACTOR 
051C:   car 950@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48687 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 
054F: clear_car 950@ damage 

:most_wanted_48687
00D6: if or
051A:   actor 458@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 458@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48736 
054E: clear_actor 458@ damage 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_48736
00D6: if and
0364:   actor 458@ spotted_actor $SECOND_PLAYER_ACTOR 
0104:   actor $SECOND_PLAYER_ACTOR near_actor 458@ radius 80.0 80.0 50.0 sphere 0 
004D: jump_if_false @most_wanted_48915 
00D6: if or
0457:   player $SECOND_PLAYER aiming_at_actor 458@ 
02E0:   actor $SECOND_PLAYER_ACTOR firing_weapon 
051A:   actor 458@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_48834 
054E: clear_actor 458@ damage 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_48834
00D6: if and
0038:   $DOING_DRUGS == 1 
0364:   actor 458@ spotted_actor $SECOND_PLAYER_ACTOR 
8018:   not  $WAVE > 3 
004D: jump_if_false @most_wanted_48915 
0009: $crime_rate += 30.0 
00D6: if 
0030:   $crime_rate >= 170.0 
004D: jump_if_false @most_wanted_48915 
0005: $crime_rate = 0.0 
0004: $WAVE = 3 

:most_wanted_48915
00D6: if and
02E0:   actor $PLAYER_ACTOR firing_weapon 
0104:   actor $PLAYER_ACTOR near_actor 458@ radius 70.0 70.0 70.0 sphere 0 
004D: jump_if_false @most_wanted_49012 
0009: $crime_rate += 15.0 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 458@ radius 35.0 35.0 35.0 sphere 0 
004D: jump_if_false @most_wanted_49012 
0009: $crime_rate += 35.0 

:most_wanted_49012
00D6: if and
02E0:   actor $SECOND_PLAYER_ACTOR firing_weapon 
0104:   actor $SECOND_PLAYER_ACTOR near_actor 458@ radius 70.0 70.0 70.0 sphere 0 
004D: jump_if_false @most_wanted_49109 
0009: $crime_rate += 15.0 
00D6: if 
0104:   actor $SECOND_PLAYER_ACTOR near_actor 458@ radius 35.0 35.0 35.0 sphere 0 
004D: jump_if_false @most_wanted_49109 
0009: $crime_rate += 35.0 

:most_wanted_49109
00D6: if and
00DF:   actor 458@ driving 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_49166 
00D6: if 
0A1B:   actor $PLAYER_ACTOR colliding_with_actor 458@ 
004D: jump_if_false @most_wanted_49166 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_49166
00D6: if and
00DF:   actor 458@ driving 
00DF:   actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_49223 
00D6: if 
0A1B:   actor $SECOND_PLAYER_ACTOR colliding_with_actor 458@ 
004D: jump_if_false @most_wanted_49223 
0004: $WAVE = 1 
0005: $crime_rate = 0.0 

:most_wanted_49223
00D6: if 
056E:   car 1023@ defined 
004D: jump_if_false @most_wanted_49686 
0E00: get_car_alarm 1023@ mode_to 588@ 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_49530 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 1023@ 
00DB:   actor $SECOND_PLAYER_ACTOR in_car 1023@ 
004D: jump_if_false @most_wanted_49315 
00D6: if 
0019:   588@ > 0 
004D: jump_if_false @most_wanted_49315 
0009: $crime_rate += 7.0 

:most_wanted_49315
00D6: if or
051C:   car 1023@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 1023@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49523 
00D6: if 
051C:   car 1023@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49368 
0008: $P1_RP_Score += 25 

:most_wanted_49368
00D6: if 
051C:   car 1023@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49394 
0008: $P2_RP_Score += 25 

:most_wanted_49394
0009: $crime_rate += 13.0 
00D6: if 
0119:   car 1023@ wrecked 
004D: jump_if_false @most_wanted_49494 
0009: $crime_rate += 22.0 
000B: 197@ += 14.0 
00D6: if 
051C:   car 1023@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49467 
0008: $P1_RP_Score += 500 

:most_wanted_49467
00D6: if 
051C:   car 1023@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49494 
0008: $P2_RP_Score += 500 

:most_wanted_49494
054F: clear_car 1023@ damage 
0006: 256@ = 0 
0006: 255@ = 0 
000B: 197@ += 7.0 

:most_wanted_49523
0002: jump @most_wanted_49686 

:most_wanted_49530
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 1023@ 
004D: jump_if_false @most_wanted_49577 
00D6: if 
0019:   588@ > 0 
004D: jump_if_false @most_wanted_49577 
0009: $crime_rate += 7.0 

:most_wanted_49577
00D6: if 
051C:   car 1023@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49686 
0008: $P1_RP_Score += 25 
0009: $crime_rate += 13.0 
00D6: if 
0119:   car 1023@ wrecked 
004D: jump_if_false @most_wanted_49657 
0008: $P1_RP_Score += 500 
0009: $crime_rate += 22.0 
000B: 197@ += 14.0 

:most_wanted_49657
054F: clear_car 1023@ damage 
0006: 256@ = 0 
0006: 255@ = 0 
000B: 197@ += 7.0 

:most_wanted_49686
00D6: if 
056D:   actor 960@ defined 
004D: jump_if_false @most_wanted_50107 
089F: get_actor 960@ pedtype_to 525@ 
00D6: if or
0039:   525@ == 4 
0039:   525@ == 5 
0039:   525@ == 6 
0039:   525@ == 18 
0039:   525@ == 19 
0039:   525@ == 21 
0039:   525@ == 22 
004D: jump_if_false @most_wanted_50100 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_50100 
00D6: if or
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 960@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49991 
0009: $crime_rate += 10.0 
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49846 
0008: $P1_RP_Score += 75 

:most_wanted_49846
00D6: if 
051A:   actor 960@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49872 
0008: $P2_RP_Score += 75 

:most_wanted_49872
00D6: if 
0118:   actor 960@ dead 
004D: jump_if_false @most_wanted_49962 
0009: $crime_rate += 20.0 
000B: 197@ += 12.0 
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49935 
0008: $P1_RP_Score += 250 

:most_wanted_49935
00D6: if 
051A:   actor 960@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_49962 
0008: $P2_RP_Score += 250 

:most_wanted_49962
054E: clear_actor 960@ damage 
0006: 256@ = 0 
0006: 255@ = 0 
000B: 197@ += 6.0 

:most_wanted_49991
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50100 
0008: $P1_RP_Score += 75 
0009: $crime_rate += 10.0 
00D6: if 
0118:   actor 960@ dead 
004D: jump_if_false @most_wanted_50071 
0008: $P1_RP_Score += 250 
0009: $crime_rate += 20.0 
000B: 197@ += 12.0 

:most_wanted_50071
054E: clear_actor 960@ damage 
0006: 256@ = 0 
0006: 255@ = 0 
000B: 197@ += 6.0 

:most_wanted_50100
0002: jump @most_wanted_50370 

:most_wanted_50107
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_50276 
00D6: if or
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 960@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50276 
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50174 
0008: $P1_RP_Score += 150 

:most_wanted_50174
00D6: if 
051A:   actor 960@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50201 
0008: $P2_RP_Score += 150 

:most_wanted_50201
00D6: if 
0118:   actor 960@ dead 
004D: jump_if_false @most_wanted_50271 
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50244 
0008: $P1_RP_Score += 500 

:most_wanted_50244
00D6: if 
051A:   actor 960@ damaged_by_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50271 
0008: $P2_RP_Score += 500 

:most_wanted_50271
054E: clear_actor 960@ damage 

:most_wanted_50276
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50370 
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50322 
0008: $P1_RP_Score += 150 

:most_wanted_50322
00D6: if 
0118:   actor 960@ dead 
004D: jump_if_false @most_wanted_50365 
00D6: if 
051A:   actor 960@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50365 
0008: $P1_RP_Score += 500 

:most_wanted_50365
054E: clear_actor 960@ damage 

:most_wanted_50370
0051: return 
0051: return 
00D6: if 
075C:   marker 200@ enabled 
004D: jump_if_false @most_wanted_50395 
0164: disable_marker 200@ 

:most_wanted_50395
0051: return 
04C4: store_coords_to 927@ 928@ 929@ from_actor $PLAYER_ACTOR with_offset 89.0 98.0 100.1 
00D6: if and
0028:   $WAVE >= 3 
0038:   $Active_Interior == 0 
856E:   not car 922@ defined 
856D:   not actor 927@ defined 
0019:   262@ > 12000 
004D: jump_if_false @most_wanted_50469 

:most_wanted_50469
00D6: if 
056E:   car 922@ defined 
004D: jump_if_false @most_wanted_50585 
0006: 262@ = 0 
00D6: if or
8205:   not actor $PLAYER_ACTOR near_car 922@ radius 200.0 200.0 300.0 flag 0 
0119:   car 922@ wrecked 
004D: jump_if_false @most_wanted_50585 
00D6: if 
056D:   actor 927@ defined 
004D: jump_if_false @most_wanted_50554 
01C2: remove_references_to_actor 927@ // Like turning an actor into a random pedestrian 

:most_wanted_50554
00D6: if 
06B3:   searchlight 158@ active 
004D: jump_if_false @most_wanted_50575 
06B2: destroy_searchlight 158@ 

:most_wanted_50575
0164: disable_marker 954@ 
01C3: remove_references_to_car 922@ 

:most_wanted_50585
00D6: if 
056E:   car 922@ defined 
004D: jump_if_false @most_wanted_50653 
00D6: if 
0119:   car 922@ wrecked 
004D: jump_if_false @most_wanted_50653 
00D6: if 
06B3:   searchlight 158@ active 
004D: jump_if_false @most_wanted_50638 
06B2: destroy_searchlight 158@ 

:most_wanted_50638
0008: $WAVE += 1 
0006: 262@ = -5000 

:most_wanted_50653
00D6: if and
8028:   not  $WAVE >= 3 
056E:   car 922@ defined 
004D: jump_if_false @most_wanted_50716 
0743: heli 922@ fly_to -23075.51 1021.101 269.9543 altitude 1000.0 5000.0 
0164: disable_marker 954@ 
01C3: remove_references_to_car 922@ 

:most_wanted_50716
00D6: if 
056D:   actor 927@ defined 
004D: jump_if_false @most_wanted_50819 
00D6: if 
8118:   not actor 927@ dead 
004D: jump_if_false @most_wanted_50819 
00D6: if 
0364:   actor 927@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50777 
0007: 197@ = 180.0 

:most_wanted_50777
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_50819 
00D6: if 
0364:   actor 927@ spotted_actor $SECOND_PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50819 
0007: 197@ = 180.0 

:most_wanted_50819
00D6: if and
056E:   car 922@ defined 
86B3:   not searchlight 158@ active 
004D: jump_if_false @most_wanted_50848 
07A9: get_searchlight_on_actor $PLAYER_ACTOR store_to 158@ // IF and SET 

:most_wanted_50848
00D6: if 
06B3:   searchlight 158@ active 
004D: jump_if_false @most_wanted_50893 
00D6: if 
06B7:   searchlight 158@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @most_wanted_50893 
0007: 197@ = 180.0 

:most_wanted_50893
0051: return 

:most_wanted_50895
04C4: store_coords_to 326@ 327@ 328@ from_actor $PLAYER_ACTOR with_offset 5000.0 5000.0 5000.0 
04C4: store_coords_to 937@ 938@ 939@ from_actor $PLAYER_ACTOR with_offset 12.0 -80.0 70.0 
04C4: store_coords_to 936@ 1011@ 1012@ from_actor $PLAYER_ACTOR with_offset 50.0 -90.0 80.0 
04C4: store_coords_to 1004@ 1005@ 1006@ from_actor $PLAYER_ACTOR with_offset 0.0 -130.0 110.0 
04C4: store_coords_to 1007@ 1008@ 1009@ from_actor $PLAYER_ACTOR with_offset -50.0 -70.0 75.0 
00D6: if and
0039:   533@ == 0 
0248:   model 905@ available 
0248:   model #HYDRA available 
0248:   model #HUNTER available 
0248:   model #POLMAV available 
0248:   model #POLMAV available 
004D: jump_if_false @most_wanted_52852 
00D6: if and
0248:   model 905@ available 
0028:   $notoriety >= 1 
004D: jump_if_false @most_wanted_52852 
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 12 
856D:   not actor 977@ defined 
856E:   not car 969@ defined 
004D: jump_if_false @most_wanted_51251 
0006: 219@ = 11 
00A5: 969@ = create_car #HYDRA at 1004@ 1005@ 1006@ 
0224: set_car 969@ health_to 540@ 
0745: set_hydra 969@ thrust_to_horizontal 
0840: link_car 969@ to_interior 983@ 
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_51225 
08A2: set_hydra 969@ attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0 
0002: jump @most_wanted_51238 

:most_wanted_51225
070E: hydra 969@ attack_player_car $PLAYER_CHAR radius 200.0 

:most_wanted_51238
0129: 977@ = create_actor_pedtype 6 model 905@ in_car 969@ driverseat 

:most_wanted_51251
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 11 
856D:   not actor 978@ defined 
856E:   not car 970@ defined 
004D: jump_if_false @most_wanted_51396 
0006: 219@ = 10 
00A5: 970@ = create_car #HYDRA at 1007@ 1008@ 1009@ 
0224: set_car 970@ health_to 540@ 
0745: set_hydra 970@ thrust_to_horizontal 
0840: link_car 970@ to_interior 983@ 
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_51370 
08A2: set_hydra 970@ attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0 
0002: jump @most_wanted_51383 

:most_wanted_51370
070E: hydra 970@ attack_player_car $PLAYER_CHAR radius 200.0 

:most_wanted_51383
0129: 978@ = create_actor_pedtype 6 model 905@ in_car 970@ driverseat 

:most_wanted_51396
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 9 
856D:   not actor 213@ defined 
856E:   not car 215@ defined 
004D: jump_if_false @most_wanted_51541 
0006: 219@ = 9 
00A5: 215@ = create_car #HYDRA at 1004@ 1005@ 1006@ 
0224: set_car 215@ health_to 540@ 
0745: set_hydra 215@ thrust_to_horizontal 
0129: 213@ = create_actor_pedtype 6 model 905@ in_car 215@ driverseat 
0840: link_car 215@ to_interior 983@ 
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_51528 
08A2: set_hydra 215@ attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0 
0002: jump @most_wanted_51541 

:most_wanted_51528
070E: hydra 215@ attack_player_car $PLAYER_CHAR radius 200.0 

:most_wanted_51541
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 10 
856D:   not actor 214@ defined 
856E:   not car 216@ defined 
004D: jump_if_false @most_wanted_51686 
0006: 219@ = 0 
00A5: 216@ = create_car #HYDRA at 1007@ 1008@ 1009@ 
0224: set_car 216@ health_to 540@ 
0745: set_hydra 216@ thrust_to_horizontal 
0129: 214@ = create_actor_pedtype 6 model 905@ in_car 216@ driverseat 
0840: link_car 216@ to_interior 983@ 
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_51673 
08A2: set_hydra 216@ attack_with_rockets_car_of_player $PLAYER_CHAR radius 200.0 
0002: jump @most_wanted_51686 

:most_wanted_51673
070E: hydra 216@ attack_player_car $PLAYER_CHAR radius 200.0 

:most_wanted_51686
00D6: if and
0248:   model 905@ available 
0248:   model 995@ available 
0039:   455@ == 0 
004D: jump_if_false @most_wanted_52852 
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 8 
856D:   not actor 196@ defined 
856E:   not car 210@ defined 
004D: jump_if_false @most_wanted_52030 
0006: 219@ = 0 
00A5: 210@ = create_car #HUNTER at 937@ 938@ 939@ 
0224: set_car 210@ health_to 540@ 
0825: set_helicopter 210@ instant_rotor_start 
0726: heli 210@ follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0 
0841: flying_vehicle 210@ use_secondary_gun 1 
084E: flying_vehicle 210@ use_primary_gun 1 
0840: link_car 210@ to_interior 983@ 
04DF: set_heli 210@ lean_and_thrust_limiter 1 
07BB: set_heli 210@ horizontal_thrust_power 3 
0129: 196@ = create_actor_pedtype 6 model 905@ in_car 210@ driverseat 
00D6: if and
856D:   not actor 439@ defined 
0028:   $notoriety >= 7 
004D: jump_if_false @most_wanted_52030 
009A: 439@ = create_actor_pedtype 6 model #SWAT at 937@ 938@ 939@ 
0464: put_actor 439@ into_turret_on_car 210@ at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 
0446: set_actor 439@ dismemberment_possible 0 
0946: set_actor 439@ actions_uninterupted_by_weapon_fire 1 
0223: set_actor 439@ health_to 2000 
0337: set_actor 439@ visibility 0 
0619: enable_actor 439@ collision_detection 0 
01B2: give_actor 439@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 439@ weapon_accuracy_to 80 
07DD: set_actor 439@ attack_rate 100 // previously known as temper_to 
0489: set_actor 439@ muted 1 
0A09: set_actor 439@ muted 1 // versionB 
087E: set_actor 439@ weapon_droppable 0 
03FE: set_actor 439@ money 0 
05E2: AS_actor 439@ kill_actor $PLAYER_ACTOR 
09B5: set_actor 439@ signal_after_kill 0 

:most_wanted_52030
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 9 
856D:   not actor 195@ defined 
856E:   not car 1000@ defined 
004D: jump_if_false @most_wanted_52346 
0006: 219@ = 0 
00A5: 1000@ = create_car #HUNTER at 936@ 1011@ 1012@ 
0224: set_car 1000@ health_to 540@ 
0825: set_helicopter 1000@ instant_rotor_start 
0726: heli 1000@ follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0 
0841: flying_vehicle 1000@ use_secondary_gun 1 
084E: flying_vehicle 1000@ use_primary_gun 1 
04DF: set_heli 1000@ lean_and_thrust_limiter 1 
07BB: set_heli 1000@ horizontal_thrust_power 4 
0840: link_car 1000@ to_interior 983@ 
0129: 195@ = create_actor_pedtype 6 model 905@ in_car 1000@ driverseat 
00D6: if and
856D:   not actor 440@ defined 
0028:   $notoriety >= 7 
004D: jump_if_false @most_wanted_52346 
009A: 440@ = create_actor_pedtype 6 model #SWAT at 936@ 1011@ 1012@ 
0464: put_actor 440@ into_turret_on_car 1000@ at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 
0446: set_actor 440@ dismemberment_possible 0 
0946: set_actor 440@ actions_uninterupted_by_weapon_fire 1 
0223: set_actor 440@ health_to 2000 
0337: set_actor 440@ visibility 0 
0619: enable_actor 440@ collision_detection 0 
01B2: give_actor 440@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 440@ weapon_accuracy_to 80 
07DD: set_actor 440@ attack_rate 100 // previously known as temper_to 
0489: set_actor 440@ muted 1 
0A09: set_actor 440@ muted 1 // versionB 
087E: set_actor 440@ weapon_droppable 0 
03FE: set_actor 440@ money 0 
09B5: set_actor 440@ signal_after_kill 0 
05E2: AS_actor 440@ kill_actor $PLAYER_ACTOR 

:most_wanted_52346
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 6 
856D:   not actor 217@ defined 
856E:   not car 193@ defined 
004D: jump_if_false @most_wanted_52634 
0006: 219@ = 0 
00A5: 193@ = create_car 995@ at 937@ 938@ 939@ 
0224: set_car 193@ health_to 540@ 
0825: set_helicopter 193@ instant_rotor_start 
0727: set_heli 193@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0 
0840: link_car 193@ to_interior 983@ 
0129: 217@ = create_actor_pedtype 6 model 905@ in_car 193@ driverseat 
00D6: if and
856D:   not actor 441@ defined 
0028:   $notoriety >= 6 
004D: jump_if_false @most_wanted_52634 
009A: 441@ = create_actor_pedtype 6 model #SWAT at 937@ 938@ 939@ 
0464: put_actor 441@ into_turret_on_car 193@ at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 
0446: set_actor 441@ dismemberment_possible 0 
0946: set_actor 441@ actions_uninterupted_by_weapon_fire 1 
0223: set_actor 441@ health_to 1000 
0337: set_actor 441@ visibility 0 
0619: enable_actor 441@ collision_detection 0 
01B2: give_actor 441@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 441@ weapon_accuracy_to 85 
07DD: set_actor 441@ attack_rate 75 // previously known as temper_to 
0489: set_actor 441@ muted 1 
0A09: set_actor 441@ muted 1 // versionB 
087E: set_actor 441@ weapon_droppable 0 
03FE: set_actor 441@ money 0 
09B5: set_actor 441@ signal_after_kill 0 
05E2: AS_actor 441@ kill_actor $PLAYER_ACTOR 

:most_wanted_52634
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 7 
856D:   not actor 218@ defined 
856E:   not car 194@ defined 
004D: jump_if_false @most_wanted_52743 
0006: 219@ = 0 
00A5: 194@ = create_car 995@ at 936@ 1011@ 1012@ 
0224: set_car 194@ health_to 540@ 
0825: set_helicopter 194@ instant_rotor_start 
0727: set_heli 194@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0 
0840: link_car 194@ to_interior 983@ 
0129: 218@ = create_actor_pedtype 6 model 905@ in_car 194@ driverseat 

:most_wanted_52743
00D6: if and
0019:   219@ > 3000 
0028:   $notoriety >= 5 
856D:   not actor 711@ defined 
856E:   not car 710@ defined 
004D: jump_if_false @most_wanted_52852 
0006: 219@ = 0 
00A5: 710@ = create_car 995@ at 936@ 1011@ 1012@ 
0224: set_car 710@ health_to 540@ 
0825: set_helicopter 710@ instant_rotor_start 
0727: set_heli 710@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 300.0 
0840: link_car 710@ to_interior 983@ 
0129: 711@ = create_actor_pedtype 6 model 905@ in_car 710@ driverseat 

:most_wanted_52852
00D6: if and
056E:   car 210@ defined 
056D:   actor 439@ defined 
004D: jump_if_false @most_wanted_52921 
00D6: if 
8A32:   not actor 439@ on_turret_of_car 
004D: jump_if_false @most_wanted_52921 
0464: put_actor 439@ into_turret_on_car 210@ at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 

:most_wanted_52921
00D6: if and
056E:   car 1000@ defined 
056D:   actor 440@ defined 
004D: jump_if_false @most_wanted_52990 
00D6: if 
8A32:   not actor 440@ on_turret_of_car 
004D: jump_if_false @most_wanted_52990 
0464: put_actor 440@ into_turret_on_car 1000@ at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 

:most_wanted_52990
00D6: if and
056E:   car 193@ defined 
056D:   actor 441@ defined 
004D: jump_if_false @most_wanted_53059 
00D6: if 
8A32:   not actor 441@ on_turret_of_car 
004D: jump_if_false @most_wanted_53059 
0464: put_actor 441@ into_turret_on_car 193@ at_car_offset 0.0 3.0 -2.0 position 0 shooting_angle_limit 360.0 with_weapon 31 

:most_wanted_53059
00D6: if and
056D:   actor 213@ defined 
056E:   car 215@ defined 
004D: jump_if_false @most_wanted_53162 
00D6: if or
0038:   $notoriety == 0 
0119:   car 215@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 215@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53162 
04D2: set_plane 215@ fly_autopilot_around_point 326@ 327@ 328@ altitude_between 400.0 and 450.0 
01C2: remove_references_to_actor 213@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 215@ 

:most_wanted_53162
00D6: if and
056D:   actor 214@ defined 
056E:   car 216@ defined 
004D: jump_if_false @most_wanted_53265 
00D6: if or
0038:   $notoriety == 0 
0119:   car 216@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 216@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53265 
04D2: set_plane 216@ fly_autopilot_around_point 326@ 327@ 328@ altitude_between 400.0 and 450.0 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 216@ 

:most_wanted_53265
00D6: if and
056D:   actor 977@ defined 
056E:   car 969@ defined 
004D: jump_if_false @most_wanted_53368 
00D6: if or
0038:   $notoriety == 0 
0119:   car 969@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 969@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53368 
04D2: set_plane 969@ fly_autopilot_around_point 326@ 327@ 328@ altitude_between 400.0 and 450.0 
01C2: remove_references_to_actor 977@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 969@ 

:most_wanted_53368
00D6: if and
056D:   actor 978@ defined 
056E:   car 970@ defined 
004D: jump_if_false @most_wanted_53471 
00D6: if or
0038:   $notoriety == 0 
0119:   car 970@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 970@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53471 
04D2: set_plane 970@ fly_autopilot_around_point 326@ 327@ 328@ altitude_between 400.0 and 450.0 
01C2: remove_references_to_actor 978@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 970@ 

:most_wanted_53471
00D6: if and
056D:   actor 196@ defined 
056E:   car 210@ defined 
004D: jump_if_false @most_wanted_53595 
00D6: if or
0038:   $notoriety == 0 
0119:   car 210@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 210@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53595 
04A2: set_heli 210@ fly_to 326@ 327@ 328@ altitude_between 300.0 and 360.0 
01C3: remove_references_to_car 210@ 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
00D6: if 
056D:   actor 439@ defined 
004D: jump_if_false @most_wanted_53595 
009B: destroy_actor 439@ 

:most_wanted_53595
00D6: if and
056D:   actor 195@ defined 
056E:   car 1000@ defined 
004D: jump_if_false @most_wanted_53719 
00D6: if or
0038:   $notoriety == 0 
0119:   car 1000@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 1000@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53719 
04A2: set_heli 1000@ fly_to 326@ 327@ 328@ altitude_between 300.0 and 360.0 
01C3: remove_references_to_car 1000@ 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
00D6: if 
056D:   actor 440@ defined 
004D: jump_if_false @most_wanted_53719 
009B: destroy_actor 440@ 

:most_wanted_53719
00D6: if and
056D:   actor 217@ defined 
056E:   car 193@ defined 
004D: jump_if_false @most_wanted_53843 
00D6: if or
0038:   $notoriety == 0 
0119:   car 193@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 193@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53843 
04A2: set_heli 193@ fly_to 326@ 327@ 328@ altitude_between 300.0 and 360.0 
01C3: remove_references_to_car 193@ 
01C2: remove_references_to_actor 217@ // Like turning an actor into a random pedestrian 
00D6: if 
056D:   actor 441@ defined 
004D: jump_if_false @most_wanted_53843 
009B: destroy_actor 441@ 

:most_wanted_53843
00D6: if and
056D:   actor 218@ defined 
056E:   car 194@ defined 
004D: jump_if_false @most_wanted_53946 
00D6: if or
0038:   $notoriety == 0 
0119:   car 194@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 194@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_53946 
04A2: set_heli 194@ fly_to 326@ 327@ 328@ altitude_between 300.0 and 360.0 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 218@ // Like turning an actor into a random pedestrian 

:most_wanted_53946
00D6: if and
056D:   actor 711@ defined 
056E:   car 710@ defined 
004D: jump_if_false @most_wanted_54049 
00D6: if or
0038:   $notoriety == 0 
0119:   car 710@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 710@ radius 205.0 205.0 205.0 flag 0 
004D: jump_if_false @most_wanted_54049 
04A2: set_heli 710@ fly_to 326@ 327@ 328@ altitude_between 300.0 and 360.0 
01C3: remove_references_to_car 710@ 
01C2: remove_references_to_actor 711@ // Like turning an actor into a random pedestrian 

:most_wanted_54049
0051: return 

:most_wanted_54051
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 507@ 508@ 509@ radius 60.0 60.0 60.0 
0248:   model #ARMY available 
0248:   model #RHINO available 
004D: jump_if_false @most_wanted_55713 
00D6: if 
0028:   $notoriety >= 8 
004D: jump_if_false @most_wanted_55713 
00D6: if and
0019:   220@ > 5000 
0028:   $notoriety >= 9 
856D:   not actor 865@ defined 
856E:   not car 973@ defined 
0248:   model #ARMY available 
004D: jump_if_false @most_wanted_54519 
0006: 220@ = 0 
00A5: 973@ = create_car #RHINO at 507@ 508@ 509@ 
0224: set_car 973@ health_to 538@ 
00A8: set_car 973@ to_psycho_driver 
0840: link_car 973@ to_interior 983@ 
020A: set_car 973@ door_status_to 0 
00AD: set_car 973@ max_speed_to 300.0 
02AC: set_car 973@ immunities BP 0 FP 0 EP 0 CP 1 MP 1 
0175: set_car 973@ Z_angle_to 345@ 
0050: gosub @most_wanted_4763 
0129: 865@ = create_actor_pedtype 6 model #ARMY in_car 973@ driverseat 
0223: set_actor 865@ health_to 734@ 
02E2: set_actor 865@ weapon_accuracy_to 735@ 
01B2: give_actor 865@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 865@ dismemberment_possible 736@ 
07FE: set_actor 865@ fighting_style_to 737@ moves 6 
07DD: set_actor 865@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 865@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 865@ money 643@ 
04D8: set_actor 865@ drowns_in_water 901@ 
09B5: set_actor 865@ signal_after_kill 0 
060B: set_actor 865@ decision_maker_to 780@ 
077A: set_actor 865@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 865@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0186: 985@ = create_marker_above_car 973@ 
0165: set_marker 985@ color_to 1162189311 
0168: set_marker 985@ size 1 
018B: set_marker 985@ radar_mode 743@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 10 
004D: jump_if_false @most_wanted_54470 
0397: enable_car 973@ siren 1 
00AE: set_car 973@ traffic_behaviour_to 2 
00AD: set_car 973@ max_speed_to 120.0 
00AF: set_car 973@ driver_behaviour_to 5 

:most_wanted_54470
00D6: if 
0028:   $notoriety >= 10 
004D: jump_if_false @most_wanted_54519 
0397: enable_car 973@ siren 1 
00AE: set_car 973@ traffic_behaviour_to 2 
00AD: set_car 973@ max_speed_to 190.0 
00AF: set_car 973@ driver_behaviour_to 5 

:most_wanted_54519
00D6: if and
0019:   220@ > 5000 
0028:   $notoriety >= 9 
856D:   not actor 866@ defined 
856E:   not car 974@ defined 
0248:   model 905@ available 
004D: jump_if_false @most_wanted_54917 
0006: 220@ = 0 
00A5: 974@ = create_car #RHINO at 507@ 508@ 509@ 
0224: set_car 974@ health_to 538@ 
00A8: set_car 974@ to_psycho_driver 
0840: link_car 974@ to_interior 983@ 
020A: set_car 974@ door_status_to 0 
00AD: set_car 974@ max_speed_to 300.0 
02AC: set_car 974@ immunities BP 0 FP 0 EP 0 CP 1 MP 1 
0175: set_car 974@ Z_angle_to 345@ 
0050: gosub @most_wanted_4763 
0129: 866@ = create_actor_pedtype 6 model #ARMY in_car 974@ driverseat 
0223: set_actor 866@ health_to 734@ 
02E2: set_actor 866@ weapon_accuracy_to 735@ 
01B2: give_actor 866@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 866@ dismemberment_possible 736@ 
07FE: set_actor 866@ fighting_style_to 737@ moves 6 
07DD: set_actor 866@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 866@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 866@ money 643@ 
04D8: set_actor 866@ drowns_in_water 901@ 
09B5: set_actor 866@ signal_after_kill 0 
060B: set_actor 866@ decision_maker_to 780@ 
077A: set_actor 866@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 866@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0186: 986@ = create_marker_above_car 974@ 
0165: set_marker 986@ color_to 1162189311 
0168: set_marker 986@ size 1 
018B: set_marker 986@ radar_mode 743@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 10 
004D: jump_if_false @most_wanted_54868 
0397: enable_car 974@ siren 1 
00AE: set_car 974@ traffic_behaviour_to 2 
00AD: set_car 974@ max_speed_to 120.0 
00AF: set_car 974@ driver_behaviour_to 5 

:most_wanted_54868
00D6: if 
0028:   $notoriety >= 10 
004D: jump_if_false @most_wanted_54917 
0397: enable_car 974@ siren 1 
00AE: set_car 974@ traffic_behaviour_to 2 
00AD: set_car 974@ max_speed_to 190.0 
00AF: set_car 974@ driver_behaviour_to 4 

:most_wanted_54917
00D6: if and
0019:   220@ > 5000 
0028:   $notoriety >= 10 
856D:   not actor 867@ defined 
856E:   not car 975@ defined 
0248:   model 905@ available 
004D: jump_if_false @most_wanted_55315 
0006: 220@ = 0 
00A5: 975@ = create_car #RHINO at 507@ 508@ 509@ 
0224: set_car 975@ health_to 538@ 
00A8: set_car 975@ to_psycho_driver 
0840: link_car 975@ to_interior 983@ 
020A: set_car 975@ door_status_to 0 
00AD: set_car 975@ max_speed_to 300.0 
02AC: set_car 975@ immunities BP 0 FP 0 EP 0 CP 1 MP 1 
0175: set_car 975@ Z_angle_to 345@ 
0050: gosub @most_wanted_4763 
0129: 867@ = create_actor_pedtype 6 model #ARMY in_car 975@ driverseat 
0223: set_actor 867@ health_to 734@ 
02E2: set_actor 867@ weapon_accuracy_to 735@ 
01B2: give_actor 867@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 867@ dismemberment_possible 736@ 
07FE: set_actor 867@ fighting_style_to 737@ moves 6 
07DD: set_actor 867@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 867@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 867@ money 643@ 
04D8: set_actor 867@ drowns_in_water 901@ 
09B5: set_actor 867@ signal_after_kill 0 
060B: set_actor 867@ decision_maker_to 780@ 
077A: set_actor 867@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 867@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0186: 987@ = create_marker_above_car 975@ 
0165: set_marker 987@ color_to 1162189311 
0168: set_marker 987@ size 1 
018B: set_marker 987@ radar_mode 743@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 9 
004D: jump_if_false @most_wanted_55266 
0397: enable_car 975@ siren 1 
00AE: set_car 975@ traffic_behaviour_to 2 
00AD: set_car 975@ max_speed_to 120.0 
00AF: set_car 975@ driver_behaviour_to 26 

:most_wanted_55266
00D6: if 
0028:   $notoriety >= 9 
004D: jump_if_false @most_wanted_55315 
0397: enable_car 975@ siren 1 
00AE: set_car 975@ traffic_behaviour_to 2 
00AD: set_car 975@ max_speed_to 190.0 
00AF: set_car 975@ driver_behaviour_to 6 

:most_wanted_55315
00D6: if and
0019:   220@ > 5000 
0028:   $notoriety >= 11 
856D:   not actor 868@ defined 
856E:   not car 976@ defined 
0248:   model 905@ available 
004D: jump_if_false @most_wanted_55713 
0006: 220@ = 0 
00A5: 976@ = create_car #RHINO at 507@ 508@ 509@ 
0224: set_car 976@ health_to 538@ 
00A8: set_car 976@ to_psycho_driver 
020A: set_car 976@ door_status_to 0 
00AD: set_car 976@ max_speed_to 300.0 
0840: link_car 976@ to_interior 983@ 
02AC: set_car 976@ immunities BP 0 FP 0 EP 0 CP 1 MP 1 
0175: set_car 976@ Z_angle_to 345@ 
0050: gosub @most_wanted_4763 
0129: 868@ = create_actor_pedtype 6 model #ARMY in_car 976@ driverseat 
0223: set_actor 868@ health_to 734@ 
02E2: set_actor 868@ weapon_accuracy_to 735@ 
01B2: give_actor 868@ weapon 900@ ammo 99999 // Load the weapon model before using this 
0446: set_actor 868@ dismemberment_possible 736@ 
07FE: set_actor 868@ fighting_style_to 737@ moves 6 
07DD: set_actor 868@ attack_rate 738@ // previously known as temper_to 
0946: set_actor 868@ actions_uninterupted_by_weapon_fire 739@ 
03FE: set_actor 868@ money 643@ 
04D8: set_actor 868@ drowns_in_water 901@ 
09B5: set_actor 868@ signal_after_kill 0 
060B: set_actor 868@ decision_maker_to 780@ 
077A: set_actor 868@ acquaintance 646@ to_actors_pedtype 0 // see ped.dat 
077A: set_actor 868@ acquaintance 646@ to_actors_pedtype 1 // see ped.dat 
0186: 988@ = create_marker_above_car 976@ 
0165: set_marker 988@ color_to 1162189311 
0168: set_marker 988@ size 1 
018B: set_marker 988@ radar_mode 743@ 
00D6: if and
0028:   $notoriety >= 1 
8028:   not  $notoriety >= 10 
004D: jump_if_false @most_wanted_55664 
0397: enable_car 976@ siren 1 
00AE: set_car 976@ traffic_behaviour_to 2 
00AD: set_car 976@ max_speed_to 120.0 
00AF: set_car 976@ driver_behaviour_to 26 

:most_wanted_55664
00D6: if 
0028:   $notoriety >= 10 
004D: jump_if_false @most_wanted_55713 
0397: enable_car 976@ siren 1 
00AE: set_car 976@ traffic_behaviour_to 2 
00AD: set_car 976@ max_speed_to 190.0 
00AF: set_car 976@ driver_behaviour_to 26 

:most_wanted_55713
00D6: if and
056D:   actor 865@ defined 
056E:   car 973@ defined 
004D: jump_if_false @most_wanted_55797 
00D6: if or
0038:   $notoriety == 0 
0119:   car 973@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 973@ radius 285.0 285.0 285.0 flag 0 
004D: jump_if_false @most_wanted_55797 
0164: disable_marker 985@ 
01C3: remove_references_to_car 973@ 
01C2: remove_references_to_actor 865@ // Like turning an actor into a random pedestrian 

:most_wanted_55797
00D6: if and
056D:   actor 866@ defined 
056E:   car 974@ defined 
004D: jump_if_false @most_wanted_55881 
00D6: if or
0038:   $notoriety == 0 
0119:   car 974@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 974@ radius 285.0 285.0 285.0 flag 0 
004D: jump_if_false @most_wanted_55881 
0164: disable_marker 986@ 
01C3: remove_references_to_car 974@ 
01C2: remove_references_to_actor 866@ // Like turning an actor into a random pedestrian 

:most_wanted_55881
00D6: if and
056D:   actor 867@ defined 
056E:   car 975@ defined 
004D: jump_if_false @most_wanted_55965 
00D6: if or
0038:   $notoriety == 0 
0119:   car 975@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 975@ radius 285.0 285.0 285.0 flag 0 
004D: jump_if_false @most_wanted_55965 
0164: disable_marker 987@ 
01C3: remove_references_to_car 975@ 
01C2: remove_references_to_actor 867@ // Like turning an actor into a random pedestrian 

:most_wanted_55965
00D6: if and
056D:   actor 868@ defined 
056E:   car 976@ defined 
004D: jump_if_false @most_wanted_56049 
00D6: if or
0038:   $notoriety == 0 
0119:   car 976@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 976@ radius 285.0 285.0 285.0 flag 0 
004D: jump_if_false @most_wanted_56049 
0164: disable_marker 988@ 
01C3: remove_references_to_car 976@ 
01C2: remove_references_to_actor 868@ // Like turning an actor into a random pedestrian 

:most_wanted_56049
0051: return 

:most_wanted_56051
00D6: if 
002D:   321@ >= 870@ // (int) 
004D: jump_if_false @most_wanted_56078 
0085: 870@ = 321@ // (int) 

:most_wanted_56078
00D6: if 
002D:   320@ >= 871@ // (int) 
004D: jump_if_false @most_wanted_56105 
0085: 871@ = 320@ // (int) 

:most_wanted_56105
0006: 320@ = 0 
0006: 321@ = 0 
0051: return 
00D6: if 
002D:   320@ >= 871@ // (int) 
004D: jump_if_false @most_wanted_56148 
0085: 871@ = 320@ // (int) 

:most_wanted_56148
0006: 320@ = 0 
0006: 321@ = 0 
0051: return 

:most_wanted_56164
00D6: if 
056E:   car 667@ defined 
004D: jump_if_false @most_wanted_56220 
00D6: if or
0119:   car 667@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 667@ radius 813@ 814@ 815@ flag 0 
004D: jump_if_false @most_wanted_56220 
01C3: remove_references_to_car 667@ 

:most_wanted_56220
00D6: if 
056E:   car 668@ defined 
004D: jump_if_false @most_wanted_56276 
00D6: if or
0119:   car 668@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 668@ radius 813@ 814@ 815@ flag 0 
004D: jump_if_false @most_wanted_56276 
01C3: remove_references_to_car 668@ 

:most_wanted_56276
00D6: if 
056E:   car 669@ defined 
004D: jump_if_false @most_wanted_56332 
00D6: if or
0119:   car 669@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 669@ radius 813@ 814@ 815@ flag 0 
004D: jump_if_false @most_wanted_56332 
01C3: remove_references_to_car 669@ 

:most_wanted_56332
00D6: if 
056E:   car 670@ defined 
004D: jump_if_false @most_wanted_56388 
00D6: if or
0119:   car 670@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 670@ radius 813@ 814@ 815@ flag 0 
004D: jump_if_false @most_wanted_56388 
01C3: remove_references_to_car 670@ 

:most_wanted_56388
00D6: if 
056E:   car 671@ defined 
004D: jump_if_false @most_wanted_56444 
00D6: if or
0119:   car 671@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 671@ radius 813@ 814@ 815@ flag 0 
004D: jump_if_false @most_wanted_56444 
01C3: remove_references_to_car 671@ 

:most_wanted_56444
00D6: if 
056E:   car 672@ defined 
004D: jump_if_false @most_wanted_56500 
00D6: if or
0119:   car 672@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 672@ radius 813@ 814@ 815@ flag 0 
004D: jump_if_false @most_wanted_56500 
01C3: remove_references_to_car 672@ 

:most_wanted_56500
00D6: if 
056E:   car 762@ defined 
004D: jump_if_false @most_wanted_56556 
00D6: if or
0119:   car 762@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 762@ radius 810@ 811@ 812@ flag 0 
004D: jump_if_false @most_wanted_56556 
01C3: remove_references_to_car 762@ 

:most_wanted_56556
00D6: if 
056E:   car 763@ defined 
004D: jump_if_false @most_wanted_56612 
00D6: if or
0119:   car 763@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 763@ radius 810@ 811@ 812@ flag 0 
004D: jump_if_false @most_wanted_56612 
01C3: remove_references_to_car 763@ 

:most_wanted_56612
00D6: if 
056E:   car 764@ defined 
004D: jump_if_false @most_wanted_56668 
00D6: if or
0119:   car 764@ wrecked 
8205:   not actor $PLAYER_ACTOR near_car 764@ radius 810@ 811@ 812@ flag 0 
004D: jump_if_false @most_wanted_56668 
01C3: remove_references_to_car 764@ 

:most_wanted_56668
0051: return 

:most_wanted_56670
0209: 159@ = random_int_in_ranges 0 9 
0AE2: 363@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 1E10 find_next 1 pass_wrecked 1 // IF and SET 
00D6: if and
0028:   $notoriety >= 1 
056E:   car 363@ defined 
004D: jump_if_false @most_wanted_57504 
00D6: if or
003B:   363@ == 193@ // (int) 
003B:   363@ == 194@ // (int) 
003B:   363@ == 710@ // (int) 
004D: jump_if_false @most_wanted_57504 
0227: 226@ = car 363@ health 
00D6: if and
8119:   not car 363@ wrecked 
0029:   226@ >= 1 
0019:   1017@ > 15000 
0205:   actor $PLAYER_ACTOR near_car 363@ radius 120.0 120.0 350.0 flag 0 
004D: jump_if_false @most_wanted_57474 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @most_wanted_56900 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_1.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_56900
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @most_wanted_56970 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_2.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_56970
00D6: if 
0039:   159@ == 2 
004D: jump_if_false @most_wanted_57040 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_3.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57040
00D6: if 
0039:   159@ == 3 
004D: jump_if_false @most_wanted_57110 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_4.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57110
00D6: if 
0039:   159@ == 4 
004D: jump_if_false @most_wanted_57180 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_5.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57180
00D6: if 
0039:   159@ == 5 
004D: jump_if_false @most_wanted_57250 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_6.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57250
00D6: if 
0039:   159@ == 6 
004D: jump_if_false @most_wanted_57320 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_7.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57320
00D6: if 
0039:   159@ == 7 
004D: jump_if_false @most_wanted_57390 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_8.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57390
00D6: if 
0039:   159@ == 8 
004D: jump_if_false @most_wanted_57460 
0AAE: remove_audio_stream 1019@ 
0AC1: 1019@ = load_audio_stream_with_3d_support "cleo\surival_game\s_9.mp3" // IF and SET 
0AC5: link_3d_audio_stream 1019@ to_car 363@ 
0AAD: set_audio_stream 1019@ state 1 

:most_wanted_57460
0006: 1017@ = 0 
0002: jump @most_wanted_57474 

:most_wanted_57474
00D6: if or
8019:   not  226@ > 0 
0119:   car 363@ wrecked 
004D: jump_if_false @most_wanted_57504 
0AAD: set_audio_stream 1019@ state 0 

:most_wanted_57504
0051: return 
0AE1: 365@ = random_char_near_point 0.0 0.0 0.0 in_radius 1E12 find_next 1 pass_deads 1 // IF and SET 
0209: 364@ = random_int_in_ranges 0 20 
00D6: if and
0028:   $notoriety >= 1 
056D:   actor 365@ defined 
004D: jump_if_false @most_wanted_59126 
00D6: if or
003B:   365@ == 649@ // (int) 
003B:   365@ == 653@ // (int) 
003B:   365@ == 657@ // (int) 
003B:   365@ == 661@ // (int) 
003B:   365@ == 663@ // (int) 
003B:   365@ == 752@ // (int) 
003B:   365@ == 756@ // (int) 
003B:   365@ == 768@ // (int) 
004D: jump_if_false @most_wanted_59126 
00D6: if and
00DF:   actor 365@ driving 
0029:   367@ >= 8000 
0104:   actor $PLAYER_ACTOR near_actor 365@ radius 100.0 100.0 250.0 sphere 0 
004D: jump_if_false @most_wanted_59098 
00D6: if 
0039:   364@ == 0 
004D: jump_if_false @most_wanted_57761 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v01.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_57761
00D6: if 
0039:   364@ == 1 
004D: jump_if_false @most_wanted_57831 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v02.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_57831
00D6: if 
0039:   364@ == 2 
004D: jump_if_false @most_wanted_57901 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v03.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_57901
00D6: if 
0039:   364@ == 3 
004D: jump_if_false @most_wanted_57971 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v04.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_57971
00D6: if 
0039:   364@ == 4 
004D: jump_if_false @most_wanted_58041 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v05.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58041
00D6: if 
0039:   364@ == 5 
004D: jump_if_false @most_wanted_58111 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v06.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58111
00D6: if 
0039:   364@ == 6 
004D: jump_if_false @most_wanted_58181 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v07.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58181
00D6: if 
0039:   364@ == 7 
004D: jump_if_false @most_wanted_58251 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v08.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58251
00D6: if 
0039:   364@ == 8 
004D: jump_if_false @most_wanted_58321 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v09.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58321
00D6: if 
0039:   364@ == 9 
004D: jump_if_false @most_wanted_58391 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v10.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58391
00D6: if 
0039:   364@ == 10 
004D: jump_if_false @most_wanted_58461 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v11.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58461
00D6: if 
0039:   364@ == 11 
004D: jump_if_false @most_wanted_58531 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v12.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58531
00D6: if 
0039:   364@ == 12 
004D: jump_if_false @most_wanted_58601 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v13.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58601
00D6: if 
0039:   364@ == 13 
004D: jump_if_false @most_wanted_58671 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v14.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58671
00D6: if 
0039:   364@ == 14 
004D: jump_if_false @most_wanted_58741 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v15.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58741
00D6: if 
0039:   364@ == 15 
004D: jump_if_false @most_wanted_58811 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v16.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58811
00D6: if 
0039:   364@ == 16 
004D: jump_if_false @most_wanted_58881 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v17.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58881
00D6: if 
0039:   364@ == 17 
004D: jump_if_false @most_wanted_58951 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v18.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_58951
00D6: if 
0039:   364@ == 18 
004D: jump_if_false @most_wanted_59021 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v19.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_59021
00D6: if 
0039:   364@ == 19 
004D: jump_if_false @most_wanted_59091 
0AAE: remove_audio_stream 366@ 
0AC1: 366@ = load_audio_stream_with_3d_support "cleo\surival_game\v20.mp3" // IF and SET 
0AC4: link_3d_audio_stream 366@ to_actor 365@ 
0AAD: set_audio_stream 366@ state 1 

:most_wanted_59091
0006: 367@ = 0 

:most_wanted_59098
00D6: if or
80DF:   not actor 365@ driving 
0118:   actor 365@ dead 
004D: jump_if_false @most_wanted_59126 
0AAD: set_audio_stream 366@ state 0 

:most_wanted_59126
0051: return 

:most_wanted_59128
0209: 276@ = random_int_in_ranges 0 4 
0AE2: 279@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 1E12 find_next 1 pass_wrecked 1 // IF and SET 
00D6: if 
056E:   car 279@ defined 
004D: jump_if_false @most_wanted_59629 
00D6: if or
003B:   279@ == 973@ // (int) 
003B:   279@ == 974@ // (int) 
003B:   279@ == 975@ // (int) 
003B:   279@ == 976@ // (int) 
004D: jump_if_false @most_wanted_59629 
00D6: if 
0029:   277@ >= 100 
004D: jump_if_false @most_wanted_59363 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_59320 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 279@ 
00DB:   actor $SECOND_PLAYER_ACTOR in_car 279@ 
004D: jump_if_false @most_wanted_59313 
00D6: if or
00E1:   player 0 pressed_key 17 
00E1:   player 1 pressed_key 17 
004D: jump_if_false @most_wanted_59313 
0050: gosub @most_wanted_59922 

:most_wanted_59313
0002: jump @most_wanted_59363 

:most_wanted_59320
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 279@ 
004D: jump_if_false @most_wanted_59363 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @most_wanted_59363 
0050: gosub @most_wanted_59922 

:most_wanted_59363
00D6: if and
0028:   $notoriety >= 1 
0019:   278@ > 10000 
004D: jump_if_false @most_wanted_59629 
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @most_wanted_59449 
00D6: if 
056D:   actor 865@ defined 
004D: jump_if_false @most_wanted_59449 
00D6: if 
00DB:   actor 865@ in_car 279@ 
004D: jump_if_false @most_wanted_59449 
0050: gosub @most_wanted_59631 

:most_wanted_59449
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @most_wanted_59509 
00D6: if 
056D:   actor 866@ defined 
004D: jump_if_false @most_wanted_59509 
00D6: if 
00DB:   actor 866@ in_car 279@ 
004D: jump_if_false @most_wanted_59509 
0050: gosub @most_wanted_59631 

:most_wanted_59509
00D6: if 
0039:   276@ == 2 
004D: jump_if_false @most_wanted_59569 
00D6: if 
056D:   actor 867@ defined 
004D: jump_if_false @most_wanted_59569 
00D6: if 
00DB:   actor 867@ in_car 279@ 
004D: jump_if_false @most_wanted_59569 
0050: gosub @most_wanted_59631 

:most_wanted_59569
00D6: if 
0039:   276@ == 3 
004D: jump_if_false @most_wanted_59629 
00D6: if 
056D:   actor 868@ defined 
004D: jump_if_false @most_wanted_59629 
00D6: if 
00DB:   actor 868@ in_car 279@ 
004D: jump_if_false @most_wanted_59629 
0050: gosub @most_wanted_59631 

:most_wanted_59629
0051: return 

:most_wanted_59631
0407: store_coords_to 380@ 381@ 382@ from_car 279@ with_offset 0.0 10.0 0.0 
0407: store_coords_to 383@ 384@ 385@ from_car 279@ with_offset 0.0 16.0 0.0 
0407: store_coords_to 386@ 387@ 388@ from_car 279@ with_offset 0.0 24.0 0.0 
0407: store_coords_to 389@ 390@ 391@ from_car 279@ with_offset 0.0 30.0 0.0 
0407: store_coords_to 392@ 393@ 394@ from_car 279@ with_offset 0.0 36.0 0.0 
0407: store_coords_to 395@ 396@ 397@ from_car 279@ with_offset 0.0 42.0 0.0 
0948: create_explosion_at 380@ 381@ 382@ type 7 camera_shake 1.0 
0948: create_explosion_at 383@ 384@ 385@ type 7 camera_shake 1.0 
0948: create_explosion_at 386@ 387@ 388@ type 7 camera_shake 1.0 
0948: create_explosion_at 389@ 390@ 391@ type 7 camera_shake 1.0 
0948: create_explosion_at 392@ 393@ 394@ type 7 camera_shake 1.0 
0948: create_explosion_at 395@ 396@ 397@ type 7 camera_shake 1.0 
0006: 278@ = 0 
0051: return 

:most_wanted_59922
0407: store_coords_to 380@ 381@ 382@ from_car 279@ with_offset 0.0 10.0 0.0 
0407: store_coords_to 383@ 384@ 385@ from_car 279@ with_offset 0.0 16.0 0.0 
0407: store_coords_to 386@ 387@ 388@ from_car 279@ with_offset 0.0 24.0 0.0 
0407: store_coords_to 389@ 390@ 391@ from_car 279@ with_offset 0.0 30.0 0.0 
0407: store_coords_to 392@ 393@ 394@ from_car 279@ with_offset 0.0 36.0 0.0 
0407: store_coords_to 395@ 396@ 397@ from_car 279@ with_offset 0.0 42.0 0.0 
0948: create_explosion_at 380@ 381@ 382@ type 7 camera_shake 1.0 
0948: create_explosion_at 383@ 384@ 385@ type 7 camera_shake 1.0 
0948: create_explosion_at 386@ 387@ 388@ type 7 camera_shake 1.0 
0948: create_explosion_at 389@ 390@ 391@ type 7 camera_shake 1.0 
0948: create_explosion_at 392@ 393@ 394@ type 7 camera_shake 1.0 
0948: create_explosion_at 395@ 396@ 397@ type 7 camera_shake 1.0 
0006: 277@ = 0 
0051: return 

:most_wanted_60213
0ADF: add_text_label "_DAMG1" text "~r~Damage ~w~~1~ ~r~RP ~w~~1~" 
0ADF: add_text_label "_DAMG2" text "~b~Damage ~w~~1~ ~b~RP ~w~~1~" 
0ADF: add_text_label "_FOOT1" text "~r~RP ~w~~1~" 
0ADF: add_text_label "_FOOT2" text "~b~RP ~w~~1~" 
00A0: store_actor $PLAYER_ACTOR position_to 129@ 130@ 131@ 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_60384 
00A0: store_actor $SECOND_PLAYER_ACTOR position_to 270@ 271@ 272@ 

:most_wanted_60384
0AE2: 128@ = random_vehicle_near_point 129@ 130@ 131@ in_radius 10.0 find_next 1 pass_wrecked 1 // IF and SET 
0AE2: 129@ = random_vehicle_near_point 270@ 271@ 272@ in_radius 10.0 find_next 1 pass_wrecked 1 // IF and SET 
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @most_wanted_61077 
0226: 980@ = actor $PLAYER_ACTOR health 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_60477 
0226: 981@ = actor $SECOND_PLAYER_ACTOR health 

:most_wanted_60477
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.28 1.35 
0340: set_text_draw_RGBA 255 255 255 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045B: draw_text_2numbers 32.0 140.0 GXT 'p1LIVE' numbers 980@ $Actor_Cesar 
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_60652 
03F0: enable_text_draw 1 
033F: set_text_draw_letter_size 0.28 1.35 
0340: set_text_draw_RGBA 255 255 255 255 
0343: set_text_draw_linewidth 500.0 
0349: set_text_draw_font 3 
081C: draw_text_outline 2 RGBA 0 0 0 255 
045B: draw_text_2numbers 32.0 170.0 GXT 'p2LIVE' numbers 981@ $Actor_OG_Loc 

:most_wanted_60652
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_60871 
00D6: if 
00DF:   actor $SECOND_PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_60781 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.28 1.35 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
045B: draw_text_2numbers 32.0 220.0 GXT '_DAMG2' numbers 142@ $P2_RP_Score 
0002: jump @most_wanted_60871 

:most_wanted_60781
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.28 1.35 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
045A: draw_text_1number 32.0 220.0 GXT '_FOOT2' number $P2_RP_Score 

:most_wanted_60871
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @most_wanted_60987 
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.28 1.35 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
045B: draw_text_2numbers 32.0 200.0 GXT '_DAMG1' numbers 140@ $P1_RP_Score 
0002: jump @most_wanted_61077 

:most_wanted_60987
03F0: enable_text_draw 1 
060D: draw_text_shadow 0 rgba 0 0 0 0 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.28 1.35 
0340: set_text_draw_RGBA 156 156 156 255 
0343: set_text_draw_linewidth 1000.0 
0349: set_text_draw_font 3 
045A: draw_text_1number 32.0 200.0 GXT '_FOOT1' number $P1_RP_Score 

:most_wanted_61077
00D6: if 
056E:   car 128@ defined 
004D: jump_if_false @most_wanted_61462 
09B3: get_car 128@ door_status 120@ 
00D6: if and
8039:   not  120@ == 2 
8039:   not  120@ == 3 
8039:   not  120@ == 4 
09DE:   actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @most_wanted_61189 
0227: 140@ = car 128@ health 
00D6: if 
8029:   not  140@ >= 10000 
004D: jump_if_false @most_wanted_61189 
0006: 141@ = 0 
0224: set_car 128@ health_to 500000 
09C4: set_car 128@ gas_tank_explosion_enabled 0 

:most_wanted_61189
00D6: if and
8039:   not  120@ == 2 
8039:   not  120@ == 3 
8039:   not  120@ == 4 
00DB:   actor $PLAYER_ACTOR in_car 128@ 
004D: jump_if_false @most_wanted_61462 
0227: 140@ = car 128@ health 
00D6: if 
8029:   not  140@ >= 10000 
004D: jump_if_false @most_wanted_61273 
09C4: set_car 128@ gas_tank_explosion_enabled 0 
0224: set_car 128@ health_to 500000 

:most_wanted_61273
00D6: if and
89AE:   not actor $PLAYER_ACTOR driving_train 
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
0E93: is_car_really_in_air 128@ 
004D: jump_if_false @most_wanted_61448 
0008: $P1_RP_Score += 75 
00D6: if 
0029:   139@ >= 1000 
004D: jump_if_false @most_wanted_61441 
0008: $P1_RP_Score += 30 
00D6: if 
0029:   139@ >= 2000 
004D: jump_if_false @most_wanted_61441 
0008: $P1_RP_Score += 35 
00D6: if 
0029:   139@ >= 3000 
004D: jump_if_false @most_wanted_61441 
0008: $P1_RP_Score += 40 
00D6: if 
0029:   139@ >= 4000 
004D: jump_if_false @most_wanted_61441 
0008: $P1_RP_Score += 45 
00D6: if 
0029:   139@ >= 5000 
004D: jump_if_false @most_wanted_61441 
0008: $P1_RP_Score += 50 

:most_wanted_61441
0002: jump @most_wanted_61455 

:most_wanted_61448
0006: 139@ = 0 

:most_wanted_61455
0002: jump @most_wanted_61462 

:most_wanted_61462
00D6: if and
0800:   in_two_players_mode 
056E:   car 129@ defined 
004D: jump_if_false @most_wanted_61849 
09B3: get_car 129@ door_status 122@ 
00D6: if and
8039:   not  122@ == 2 
8039:   not  122@ == 3 
8039:   not  122@ == 4 
09DE:   actor $SECOND_PLAYER_ACTOR entering_car 
004D: jump_if_false @most_wanted_61569 
0227: 142@ = car 129@ health 
00D6: if 
8029:   not  142@ >= 10000 
004D: jump_if_false @most_wanted_61569 
0006: 145@ = 0 
0224: set_car 129@ health_to 500000 

:most_wanted_61569
00D6: if and
8039:   not  122@ == 2 
8039:   not  122@ == 3 
8039:   not  122@ == 4 
00DB:   actor $SECOND_PLAYER_ACTOR in_car 129@ 
004D: jump_if_false @most_wanted_61842 
0227: 142@ = car 129@ health 
00D6: if 
8029:   not  142@ >= 10000 
004D: jump_if_false @most_wanted_61653 
09C4: set_car 129@ gas_tank_explosion_enabled 0 
0224: set_car 129@ health_to 500000 

:most_wanted_61653
00D6: if and
89AE:   not actor $SECOND_PLAYER_ACTOR driving_train 
84A9:   not actor $SECOND_PLAYER_ACTOR driving_heli 
84AB:   not actor $SECOND_PLAYER_ACTOR driving_plane 
0E93: is_car_really_in_air 129@ 
004D: jump_if_false @most_wanted_61828 
0008: $P2_RP_Score += 75 
00D6: if 
0029:   130@ >= 1000 
004D: jump_if_false @most_wanted_61821 
0008: $P2_RP_Score += 30 
00D6: if 
0029:   130@ >= 2000 
004D: jump_if_false @most_wanted_61821 
0008: $P2_RP_Score += 35 
00D6: if 
0029:   130@ >= 3000 
004D: jump_if_false @most_wanted_61821 
0008: $P2_RP_Score += 40 
00D6: if 
0029:   130@ >= 4000 
004D: jump_if_false @most_wanted_61821 
0008: $P2_RP_Score += 45 
00D6: if 
0029:   130@ >= 5000 
004D: jump_if_false @most_wanted_61821 
0008: $P2_RP_Score += 50 

:most_wanted_61821
0002: jump @most_wanted_61835 

:most_wanted_61828
0006: 130@ = 0 

:most_wanted_61835
0002: jump @most_wanted_61842 

:most_wanted_61842
0002: jump @most_wanted_61849 

:most_wanted_61849
00D6: if 
07F1:   player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @most_wanted_62009 
0008: $P1_RP_Score += 25 
00D6: if 
0029:   127@ >= 2000 
004D: jump_if_false @most_wanted_62002 
0008: $P1_RP_Score += 12 
00D6: if 
0029:   127@ >= 4000 
004D: jump_if_false @most_wanted_62002 
0008: $P1_RP_Score += 14 
00D6: if 
0029:   127@ >= 6000 
004D: jump_if_false @most_wanted_62002 
0008: $P1_RP_Score += 15 
00D6: if 
0029:   127@ >= 8000 
004D: jump_if_false @most_wanted_62002 
0008: $P1_RP_Score += 17 
00D6: if 
0029:   127@ >= 10000 
004D: jump_if_false @most_wanted_62002 
0008: $P1_RP_Score += 20 

:most_wanted_62002
0002: jump @most_wanted_62016 

:most_wanted_62009
0006: 127@ = 0 

:most_wanted_62016
00D6: if 
07F2:   player $PLAYER_CHAR performing_stoppie 
004D: jump_if_false @most_wanted_62176 
0008: $P1_RP_Score += 50 
00D6: if 
0029:   138@ >= 1000 
004D: jump_if_false @most_wanted_62169 
0008: $P1_RP_Score += 16 
00D6: if 
0029:   138@ >= 2000 
004D: jump_if_false @most_wanted_62169 
0008: $P1_RP_Score += 17 
00D6: if 
0029:   138@ >= 3000 
004D: jump_if_false @most_wanted_62169 
0008: $P1_RP_Score += 18 
00D6: if 
0029:   138@ >= 4000 
004D: jump_if_false @most_wanted_62169 
0008: $P1_RP_Score += 19 
00D6: if 
0029:   138@ >= 5000 
004D: jump_if_false @most_wanted_62169 
0008: $P1_RP_Score += 20 

:most_wanted_62169
0002: jump @most_wanted_62183 

:most_wanted_62176
0006: 138@ = 0 

:most_wanted_62183
00D6: if 
0800:   in_two_players_mode 
004D: jump_if_false @most_wanted_62530 
00D6: if 
07F1:   player $SECOND_PLAYER performing_wheelie 
004D: jump_if_false @most_wanted_62356 
0008: $P2_RP_Score += 25 
00D6: if 
0029:   134@ >= 2000 
004D: jump_if_false @most_wanted_62349 
0008: $P2_RP_Score += 12 
00D6: if 
0029:   134@ >= 4000 
004D: jump_if_false @most_wanted_62349 
0008: $P2_RP_Score += 14 
00D6: if 
0029:   134@ >= 6000 
004D: jump_if_false @most_wanted_62349 
0008: $P2_RP_Score += 15 
00D6: if 
0029:   134@ >= 8000 
004D: jump_if_false @most_wanted_62349 
0008: $P2_RP_Score += 17 
00D6: if 
0029:   134@ >= 10000 
004D: jump_if_false @most_wanted_62349 
0008: $P2_RP_Score += 20 

:most_wanted_62349
0002: jump @most_wanted_62363 

:most_wanted_62356
0006: 134@ = 0 

:most_wanted_62363
00D6: if 
07F2:   player $SECOND_PLAYER performing_stoppie 
004D: jump_if_false @most_wanted_62523 
0008: $P2_RP_Score += 50 
00D6: if 
0029:   133@ >= 1000 
004D: jump_if_false @most_wanted_62516 
0008: $P2_RP_Score += 16 
00D6: if 
0029:   133@ >= 2000 
004D: jump_if_false @most_wanted_62516 
0008: $P2_RP_Score += 17 
00D6: if 
0029:   133@ >= 3000 
004D: jump_if_false @most_wanted_62516 
0008: $P2_RP_Score += 18 
00D6: if 
0029:   133@ >= 4000 
004D: jump_if_false @most_wanted_62516 
0008: $P2_RP_Score += 19 
00D6: if 
0029:   133@ >= 5000 
004D: jump_if_false @most_wanted_62516 
0008: $P2_RP_Score += 20 

:most_wanted_62516
0002: jump @most_wanted_62530 

:most_wanted_62523
0006: 133@ = 0 

:most_wanted_62530
0051: return 
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_62553 
009B: destroy_actor 649@ 

:most_wanted_62553
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_62574 
009B: destroy_actor 650@ 

:most_wanted_62574
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_62595 
009B: destroy_actor 651@ 

:most_wanted_62595
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_62616 
009B: destroy_actor 652@ 

:most_wanted_62616
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_62637 
009B: destroy_actor 653@ 

:most_wanted_62637
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_62658 
009B: destroy_actor 654@ 

:most_wanted_62658
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_62679 
009B: destroy_actor 655@ 

:most_wanted_62679
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_62700 
009B: destroy_actor 656@ 

:most_wanted_62700
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_62721 
009B: destroy_actor 657@ 

:most_wanted_62721
00D6: if 
056D:   actor 658@ defined 
004D: jump_if_false @most_wanted_62742 
009B: destroy_actor 658@ 

:most_wanted_62742
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_62763 
009B: destroy_actor 659@ 

:most_wanted_62763
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_62784 
009B: destroy_actor 661@ 

:most_wanted_62784
00D6: if 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_62805 
009B: destroy_actor 662@ 

:most_wanted_62805
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_62826 
009B: destroy_actor 663@ 

:most_wanted_62826
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_62847 
009B: destroy_actor 664@ 

:most_wanted_62847
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_62868 
009B: destroy_actor 665@ 

:most_wanted_62868
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_62889 
009B: destroy_actor 666@ 

:most_wanted_62889
00D6: if 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_62910 
009B: destroy_actor 752@ 

:most_wanted_62910
00D6: if 
056D:   actor 753@ defined 
004D: jump_if_false @most_wanted_62931 
009B: destroy_actor 753@ 

:most_wanted_62931
00D6: if 
056D:   actor 754@ defined 
004D: jump_if_false @most_wanted_62952 
009B: destroy_actor 754@ 

:most_wanted_62952
00D6: if 
056D:   actor 755@ defined 
004D: jump_if_false @most_wanted_62973 
009B: destroy_actor 755@ 

:most_wanted_62973
00D6: if 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_62994 
009B: destroy_actor 756@ 

:most_wanted_62994
00D6: if 
056D:   actor 758@ defined 
004D: jump_if_false @most_wanted_63015 
009B: destroy_actor 758@ 

:most_wanted_63015
00D6: if 
056D:   actor 759@ defined 
004D: jump_if_false @most_wanted_63036 
009B: destroy_actor 759@ 

:most_wanted_63036
00D6: if 
056D:   actor 760@ defined 
004D: jump_if_false @most_wanted_63057 
009B: destroy_actor 760@ 

:most_wanted_63057
00D6: if 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_63078 
009B: destroy_actor 768@ 

:most_wanted_63078
00D6: if 
056D:   actor 769@ defined 
004D: jump_if_false @most_wanted_63099 
009B: destroy_actor 769@ 

:most_wanted_63099
00D6: if 
056D:   actor 770@ defined 
004D: jump_if_false @most_wanted_63120 
009B: destroy_actor 770@ 

:most_wanted_63120
00D6: if 
056D:   actor 771@ defined 
004D: jump_if_false @most_wanted_63141 
009B: destroy_actor 771@ 

:most_wanted_63141
00D6: if 
056E:   car 667@ defined 
004D: jump_if_false @most_wanted_63162 
01C3: remove_references_to_car 667@ 

:most_wanted_63162
00D6: if 
056E:   car 668@ defined 
004D: jump_if_false @most_wanted_63183 
01C3: remove_references_to_car 668@ 

:most_wanted_63183
00D6: if 
056E:   car 669@ defined 
004D: jump_if_false @most_wanted_63204 
01C3: remove_references_to_car 669@ 

:most_wanted_63204
00D6: if 
056E:   car 670@ defined 
004D: jump_if_false @most_wanted_63225 
01C3: remove_references_to_car 670@ 

:most_wanted_63225
00D6: if 
056E:   car 671@ defined 
004D: jump_if_false @most_wanted_63246 
01C3: remove_references_to_car 671@ 

:most_wanted_63246
00D6: if 
056E:   car 672@ defined 
004D: jump_if_false @most_wanted_63267 
01C3: remove_references_to_car 672@ 

:most_wanted_63267
00D6: if 
056E:   car 762@ defined 
004D: jump_if_false @most_wanted_63288 
01C3: remove_references_to_car 762@ 

:most_wanted_63288
00D6: if 
056E:   car 763@ defined 
004D: jump_if_false @most_wanted_63309 
01C3: remove_references_to_car 763@ 

:most_wanted_63309
00D6: if 
056E:   car 764@ defined 
004D: jump_if_false @most_wanted_63330 
01C3: remove_references_to_car 764@ 

:most_wanted_63330
0051: return 

:most_wanted_63332
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_63380 
077A: set_actor 650@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 650@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 650@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 650@ task 

:most_wanted_63380
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_63428 
077A: set_actor 651@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 651@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 651@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 651@ task 

:most_wanted_63428
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_63476 
077A: set_actor 652@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 652@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 652@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 652@ task 

:most_wanted_63476
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_63524 
077A: set_actor 654@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 654@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 654@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 654@ task 

:most_wanted_63524
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_63572 
077A: set_actor 655@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 655@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 655@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 655@ task 

:most_wanted_63572
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_63620 
077A: set_actor 656@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 656@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 656@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 656@ task 

:most_wanted_63620
00D6: if 
056D:   actor 658@ defined 
004D: jump_if_false @most_wanted_63668 
077A: set_actor 658@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 658@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 658@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 658@ task 

:most_wanted_63668
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_63716 
077A: set_actor 659@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 659@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 659@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 659@ task 

:most_wanted_63716
00D6: if 
056D:   actor 662@ defined 
004D: jump_if_false @most_wanted_63764 
077A: set_actor 662@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 662@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 662@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 662@ task 

:most_wanted_63764
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_63812 
077A: set_actor 664@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 664@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 664@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 664@ task 

:most_wanted_63812
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_63860 
077A: set_actor 666@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 666@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 666@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 666@ task 

:most_wanted_63860
00D6: if 
056D:   actor 753@ defined 
004D: jump_if_false @most_wanted_63908 
077A: set_actor 753@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 753@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 753@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 753@ task 

:most_wanted_63908
00D6: if 
056D:   actor 754@ defined 
004D: jump_if_false @most_wanted_63956 
077A: set_actor 754@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 754@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 754@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 754@ task 

:most_wanted_63956
00D6: if 
056D:   actor 755@ defined 
004D: jump_if_false @most_wanted_64004 
077A: set_actor 755@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 755@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 755@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 755@ task 

:most_wanted_64004
00D6: if 
056D:   actor 758@ defined 
004D: jump_if_false @most_wanted_64052 
077A: set_actor 758@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 758@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 758@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 758@ task 

:most_wanted_64052
00D6: if 
056D:   actor 759@ defined 
004D: jump_if_false @most_wanted_64100 
077A: set_actor 759@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 759@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 759@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 759@ task 

:most_wanted_64100
00D6: if 
056D:   actor 760@ defined 
004D: jump_if_false @most_wanted_64148 
077A: set_actor 760@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 760@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 760@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 760@ task 

:most_wanted_64148
00D6: if 
056D:   actor 769@ defined 
004D: jump_if_false @most_wanted_64196 
077A: set_actor 769@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 769@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 769@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 769@ task 

:most_wanted_64196
00D6: if 
056D:   actor 770@ defined 
004D: jump_if_false @most_wanted_64244 
077A: set_actor 770@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 770@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 770@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 770@ task 

:most_wanted_64244
00D6: if 
056D:   actor 771@ defined 
004D: jump_if_false @most_wanted_64292 
077A: set_actor 771@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 771@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 771@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 771@ task 

:most_wanted_64292
00D6: if 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_64340 
077A: set_actor 649@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 649@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 649@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 649@ task 

:most_wanted_64340
00D6: if 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_64388 
077A: set_actor 653@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 653@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 653@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 653@ task 

:most_wanted_64388
00D6: if 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_64436 
077A: set_actor 657@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 657@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 657@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 657@ task 

:most_wanted_64436
00D6: if 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_64484 
077A: set_actor 661@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 661@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 661@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 661@ task 

:most_wanted_64484
00D6: if 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_64532 
077A: set_actor 663@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 663@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 663@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 663@ task 

:most_wanted_64532
00D6: if 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_64580 
077A: set_actor 665@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 665@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 665@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 665@ task 

:most_wanted_64580
00D6: if and
056D:   actor 649@ defined 
056E:   car 667@ defined 
004D: jump_if_false @most_wanted_64688 
077A: set_actor 649@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 649@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 649@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DB:   actor 649@ in_car 667@ 
004D: jump_if_false @most_wanted_64683 
0687: clear_actor 649@ task 
00AF: set_car 667@ driver_behaviour_to 1 
00AD: set_car 667@ max_speed_to 300.0 
0397: enable_car 667@ siren 1 
0002: jump @most_wanted_64688 

:most_wanted_64683
0687: clear_actor 649@ task 

:most_wanted_64688
00D6: if and
056D:   actor 653@ defined 
056E:   car 668@ defined 
004D: jump_if_false @most_wanted_64796 
077A: set_actor 653@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 653@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 653@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DB:   actor 653@ in_car 668@ 
004D: jump_if_false @most_wanted_64791 
0687: clear_actor 653@ task 
00AF: set_car 668@ driver_behaviour_to 1 
00AD: set_car 668@ max_speed_to 300.0 
0397: enable_car 668@ siren 1 
0002: jump @most_wanted_64796 

:most_wanted_64791
0687: clear_actor 653@ task 

:most_wanted_64796
00D6: if and
056D:   actor 657@ defined 
056E:   car 669@ defined 
004D: jump_if_false @most_wanted_64904 
077A: set_actor 657@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 657@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 657@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DB:   actor 657@ in_car 669@ 
004D: jump_if_false @most_wanted_64899 
0687: clear_actor 657@ task 
00AF: set_car 669@ driver_behaviour_to 1 
00AD: set_car 669@ max_speed_to 300.0 
0397: enable_car 669@ siren 1 
0002: jump @most_wanted_64904 

:most_wanted_64899
0687: clear_actor 657@ task 

:most_wanted_64904
00D6: if and
056D:   actor 661@ defined 
056E:   car 670@ defined 
004D: jump_if_false @most_wanted_65012 
077A: set_actor 661@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 661@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 661@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DB:   actor 661@ in_car 670@ 
004D: jump_if_false @most_wanted_65007 
0687: clear_actor 661@ task 
00AF: set_car 670@ driver_behaviour_to 1 
00AD: set_car 670@ max_speed_to 300.0 
0397: enable_car 670@ siren 1 
0002: jump @most_wanted_65012 

:most_wanted_65007
0687: clear_actor 661@ task 

:most_wanted_65012
00D6: if and
056D:   actor 663@ defined 
056E:   car 671@ defined 
004D: jump_if_false @most_wanted_65120 
077A: set_actor 663@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 663@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 663@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DB:   actor 663@ in_car 671@ 
004D: jump_if_false @most_wanted_65115 
0687: clear_actor 663@ task 
00AF: set_car 671@ driver_behaviour_to 1 
00AD: set_car 671@ max_speed_to 300.0 
0397: enable_car 671@ siren 1 
0002: jump @most_wanted_65120 

:most_wanted_65115
0687: clear_actor 663@ task 

:most_wanted_65120
00D6: if and
056D:   actor 665@ defined 
056E:   car 672@ defined 
004D: jump_if_false @most_wanted_65228 
077A: set_actor 665@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 665@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 665@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
00D6: if 
00DB:   actor 665@ in_car 672@ 
004D: jump_if_false @most_wanted_65223 
0687: clear_actor 665@ task 
00AF: set_car 672@ driver_behaviour_to 1 
00AD: set_car 672@ max_speed_to 300.0 
0397: enable_car 672@ siren 1 
0002: jump @most_wanted_65228 

:most_wanted_65223
0687: clear_actor 665@ task 

:most_wanted_65228
00D6: if and
056D:   actor 752@ defined 
056E:   car 762@ defined 
004D: jump_if_false @most_wanted_65336 
00D6: if 
00DB:   actor 752@ in_car 762@ 
004D: jump_if_false @most_wanted_65331 
077A: set_actor 752@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 752@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 752@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 752@ task 
00AF: set_car 762@ driver_behaviour_to 1 
00AD: set_car 762@ max_speed_to 300.0 
0397: enable_car 762@ siren 1 
0002: jump @most_wanted_65336 

:most_wanted_65331
0687: clear_actor 752@ task 

:most_wanted_65336
00D6: if and
056D:   actor 756@ defined 
056E:   car 763@ defined 
004D: jump_if_false @most_wanted_65444 
00D6: if 
00DB:   actor 756@ in_car 763@ 
004D: jump_if_false @most_wanted_65439 
077A: set_actor 756@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 756@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 756@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 756@ task 
00AF: set_car 763@ driver_behaviour_to 1 
00AD: set_car 763@ max_speed_to 300.0 
0397: enable_car 763@ siren 1 
0002: jump @most_wanted_65444 

:most_wanted_65439
0687: clear_actor 756@ task 

:most_wanted_65444
00D6: if and
056D:   actor 768@ defined 
056E:   car 764@ defined 
004D: jump_if_false @most_wanted_65552 
00D6: if 
00DB:   actor 768@ in_car 764@ 
004D: jump_if_false @most_wanted_65547 
077A: set_actor 768@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 768@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 768@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 768@ task 
00AF: set_car 764@ driver_behaviour_to 1 
00AD: set_car 764@ max_speed_to 300.0 
0397: enable_car 764@ siren 1 
0002: jump @most_wanted_65552 

:most_wanted_65547
0687: clear_actor 768@ task 

:most_wanted_65552
00D6: if and
056D:   actor 865@ defined 
056E:   car 973@ defined 
004D: jump_if_false @most_wanted_65665 
00D6: if 
00DB:   actor 865@ in_car 973@ 
004D: jump_if_false @most_wanted_65660 
077A: set_actor 865@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 865@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 865@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 865@ task 
00A8: set_car 973@ to_psycho_driver 
00AF: set_car 973@ driver_behaviour_to 1 
00AD: set_car 973@ max_speed_to 200.0 
0397: enable_car 973@ siren 1 
0002: jump @most_wanted_65665 

:most_wanted_65660
0687: clear_actor 865@ task 

:most_wanted_65665
00D6: if and
056D:   actor 866@ defined 
056E:   car 974@ defined 
004D: jump_if_false @most_wanted_65778 
00D6: if 
00DB:   actor 866@ in_car 974@ 
004D: jump_if_false @most_wanted_65773 
077A: set_actor 866@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 866@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 866@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 866@ task 
00A8: set_car 974@ to_psycho_driver 
00AF: set_car 974@ driver_behaviour_to 1 
00AD: set_car 974@ max_speed_to 200.0 
0397: enable_car 974@ siren 1 
0002: jump @most_wanted_65778 

:most_wanted_65773
0687: clear_actor 866@ task 

:most_wanted_65778
00D6: if and
056D:   actor 867@ defined 
056E:   car 975@ defined 
004D: jump_if_false @most_wanted_65891 
00D6: if 
00DB:   actor 867@ in_car 975@ 
004D: jump_if_false @most_wanted_65886 
077A: set_actor 867@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 867@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 867@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 867@ task 
00A8: set_car 975@ to_psycho_driver 
00AF: set_car 975@ driver_behaviour_to 1 
00AD: set_car 975@ max_speed_to 200.0 
0397: enable_car 975@ siren 1 
0002: jump @most_wanted_65891 

:most_wanted_65886
0687: clear_actor 867@ task 

:most_wanted_65891
00D6: if and
056D:   actor 868@ defined 
056E:   car 976@ defined 
004D: jump_if_false @most_wanted_66004 
00D6: if 
00DB:   actor 868@ in_car 976@ 
004D: jump_if_false @most_wanted_65999 
077A: set_actor 868@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 868@ acquaintance 3 to_actors_pedtype 1 // see ped.dat 
077A: set_actor 868@ acquaintance 3 to_actors_pedtype 8 // see ped.dat 
0687: clear_actor 868@ task 
00A8: set_car 976@ to_psycho_driver 
00AF: set_car 976@ driver_behaviour_to 1 
00AD: set_car 976@ max_speed_to 200.0 
0397: enable_car 976@ siren 1 
0002: jump @most_wanted_66004 

:most_wanted_65999
0687: clear_actor 868@ task 

:most_wanted_66004
0051: return 

:most_wanted_66006
0051: return 

:most_wanted_66008
00D6: if 
0028:   $notoriety >= 1 
004D: jump_if_false @most_wanted_66350 
00D6: if and
056D:   actor 865@ defined 
056E:   car 973@ defined 
004D: jump_if_false @most_wanted_66107 
00D6: if 
00DB:   actor 865@ in_car 973@ 
004D: jump_if_false @most_wanted_66102 
00A8: set_car 973@ to_psycho_driver 
00AF: set_car 973@ driver_behaviour_to 2 
00AD: set_car 973@ max_speed_to 300.0 
0397: enable_car 973@ siren 1 
0002: jump @most_wanted_66107 

:most_wanted_66102
0687: clear_actor 865@ task 

:most_wanted_66107
00D6: if and
056D:   actor 866@ defined 
056E:   car 974@ defined 
004D: jump_if_false @most_wanted_66188 
00D6: if 
00DB:   actor 866@ in_car 974@ 
004D: jump_if_false @most_wanted_66183 
00A8: set_car 974@ to_psycho_driver 
00AF: set_car 974@ driver_behaviour_to 4 
00AD: set_car 974@ max_speed_to 300.0 
0397: enable_car 974@ siren 1 
0002: jump @most_wanted_66188 

:most_wanted_66183
0687: clear_actor 866@ task 

:most_wanted_66188
00D6: if and
056D:   actor 867@ defined 
056E:   car 975@ defined 
004D: jump_if_false @most_wanted_66269 
00D6: if 
00DB:   actor 867@ in_car 975@ 
004D: jump_if_false @most_wanted_66264 
00A8: set_car 975@ to_psycho_driver 
00AF: set_car 975@ driver_behaviour_to 4 
00AD: set_car 975@ max_speed_to 300.0 
0397: enable_car 975@ siren 1 
0002: jump @most_wanted_66269 

:most_wanted_66264
0687: clear_actor 867@ task 

:most_wanted_66269
00D6: if and
056D:   actor 868@ defined 
056E:   car 976@ defined 
004D: jump_if_false @most_wanted_66350 
00D6: if 
00DB:   actor 868@ in_car 976@ 
004D: jump_if_false @most_wanted_66345 
00A8: set_car 976@ to_psycho_driver 
00AF: set_car 976@ driver_behaviour_to 2 
00AD: set_car 976@ max_speed_to 300.0 
0397: enable_car 976@ siren 1 
0002: jump @most_wanted_66350 

:most_wanted_66345
0687: clear_actor 868@ task 

:most_wanted_66350
0051: return 

:most_wanted_66352
00D6: if and
856D:   not actor 649@ defined 
856D:   not actor 650@ defined 
856D:   not actor 651@ defined 
856D:   not actor 652@ defined 
056E:   car 667@ defined 
004D: jump_if_false @most_wanted_66393 
01C3: remove_references_to_car 667@ 

:most_wanted_66393
00D6: if and
856D:   not actor 653@ defined 
856D:   not actor 654@ defined 
856D:   not actor 655@ defined 
856D:   not actor 656@ defined 
056E:   car 668@ defined 
004D: jump_if_false @most_wanted_66434 
01C3: remove_references_to_car 668@ 

:most_wanted_66434
00D6: if and
856D:   not actor 657@ defined 
856D:   not actor 658@ defined 
856D:   not actor 659@ defined 
056E:   car 669@ defined 
004D: jump_if_false @most_wanted_66470 
01C3: remove_references_to_car 669@ 

:most_wanted_66470
00D6: if and
856D:   not actor 661@ defined 
856D:   not actor 662@ defined 
056E:   car 670@ defined 
004D: jump_if_false @most_wanted_66501 
01C3: remove_references_to_car 670@ 

:most_wanted_66501
00D6: if and
856D:   not actor 663@ defined 
856D:   not actor 664@ defined 
056E:   car 671@ defined 
004D: jump_if_false @most_wanted_66532 
01C3: remove_references_to_car 671@ 

:most_wanted_66532
00D6: if and
856D:   not actor 665@ defined 
856D:   not actor 666@ defined 
056E:   car 672@ defined 
004D: jump_if_false @most_wanted_66563 
01C3: remove_references_to_car 672@ 

:most_wanted_66563
00D6: if and
856D:   not actor 752@ defined 
856D:   not actor 753@ defined 
856D:   not actor 754@ defined 
856D:   not actor 755@ defined 
056E:   car 762@ defined 
004D: jump_if_false @most_wanted_66604 
01C3: remove_references_to_car 762@ 

:most_wanted_66604
00D6: if and
856D:   not actor 756@ defined 
856D:   not actor 758@ defined 
856D:   not actor 759@ defined 
856D:   not actor 760@ defined 
056E:   car 763@ defined 
004D: jump_if_false @most_wanted_66645 
01C3: remove_references_to_car 763@ 

:most_wanted_66645
00D6: if and
856D:   not actor 768@ defined 
856D:   not actor 769@ defined 
856D:   not actor 770@ defined 
856D:   not actor 771@ defined 
056E:   car 764@ defined 
004D: jump_if_false @most_wanted_66686 
01C3: remove_references_to_car 764@ 

:most_wanted_66686
00D6: if and
856D:   not actor 865@ defined 
056E:   car 973@ defined 
004D: jump_if_false @most_wanted_66712 
01C3: remove_references_to_car 973@ 

:most_wanted_66712
00D6: if and
856D:   not actor 866@ defined 
056E:   car 974@ defined 
004D: jump_if_false @most_wanted_66738 
01C3: remove_references_to_car 974@ 

:most_wanted_66738
00D6: if and
856D:   not actor 867@ defined 
056E:   car 975@ defined 
004D: jump_if_false @most_wanted_66764 
01C3: remove_references_to_car 975@ 

:most_wanted_66764
00D6: if and
856D:   not actor 868@ defined 
056E:   car 976@ defined 
004D: jump_if_false @most_wanted_66790 
01C3: remove_references_to_car 976@ 

:most_wanted_66790
0051: return 
00D6: if and
056E:   car 667@ defined 
056D:   actor 649@ defined 
004D: jump_if_false @most_wanted_67075 
00D6: if 
00DB:   actor 649@ in_car 667@ 
004D: jump_if_false @most_wanted_67068 
0982: set_actor 649@ stay_in_car_when_dead 1 
0227: 313@ = car 667@ health 
00D6: if or
0118:   actor 649@ dead 
8029:   not  313@ >= 15000 
004D: jump_if_false @most_wanted_67061 
05BE: AS_actor 649@ die 
0AAD: set_audio_stream 165@ state 3 
00AF: set_car 667@ driver_behaviour_to 8 
00AD: set_car 667@ max_speed_to 200.0 
00AE: set_car 667@ traffic_behaviour_to 2 
0407: store_coords_to 174@ 175@ 176@ from_car 667@ with_offset 0.0 50.0 0.0 
00A7: car 667@ drive_to 174@ 175@ 176@ 
00D6: if 
056D:   actor 650@ defined 
004D: jump_if_false @most_wanted_66987 
00D6: if 
00DF:   actor 650@ driving 
004D: jump_if_false @most_wanted_66987 
0633: AS_actor 650@ exit_car 

:most_wanted_66987
00D6: if 
056D:   actor 651@ defined 
004D: jump_if_false @most_wanted_67024 
00D6: if 
00DF:   actor 651@ driving 
004D: jump_if_false @most_wanted_67024 
0633: AS_actor 651@ exit_car 

:most_wanted_67024
00D6: if 
056D:   actor 652@ defined 
004D: jump_if_false @most_wanted_67061 
00D6: if 
00DF:   actor 652@ driving 
004D: jump_if_false @most_wanted_67061 
0633: AS_actor 652@ exit_car 

:most_wanted_67061
0002: jump @most_wanted_67075 

:most_wanted_67068
0AAD: set_audio_stream 165@ state 0 

:most_wanted_67075
00D6: if and
056E:   car 668@ defined 
056D:   actor 653@ defined 
004D: jump_if_false @most_wanted_67358 
00D6: if 
00DB:   actor 653@ in_car 668@ 
004D: jump_if_false @most_wanted_67351 
0982: set_actor 653@ stay_in_car_when_dead 1 
0227: 314@ = car 668@ health 
00D6: if or
0118:   actor 653@ dead 
8029:   not  314@ >= 15000 
004D: jump_if_false @most_wanted_67344 
05BE: AS_actor 653@ die 
0AAD: set_audio_stream 166@ state 3 
00AF: set_car 668@ driver_behaviour_to 8 
00AD: set_car 668@ max_speed_to 120.0 
00AE: set_car 668@ traffic_behaviour_to 2 
0407: store_coords_to 174@ 175@ 176@ from_car 668@ with_offset 20.0 30.0 0.0 
00A7: car 668@ drive_to 174@ 175@ 176@ 
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_67270 
00D6: if 
00DF:   actor 654@ driving 
004D: jump_if_false @most_wanted_67270 
0633: AS_actor 654@ exit_car 

:most_wanted_67270
00D6: if 
056D:   actor 655@ defined 
004D: jump_if_false @most_wanted_67307 
00D6: if 
00DF:   actor 655@ driving 
004D: jump_if_false @most_wanted_67307 
0633: AS_actor 655@ exit_car 

:most_wanted_67307
00D6: if 
056D:   actor 656@ defined 
004D: jump_if_false @most_wanted_67344 
00D6: if 
00DF:   actor 656@ driving 
004D: jump_if_false @most_wanted_67344 
0633: AS_actor 656@ exit_car 

:most_wanted_67344
0002: jump @most_wanted_67358 

:most_wanted_67351
0AAD: set_audio_stream 166@ state 0 

:most_wanted_67358
00D6: if and
056E:   car 669@ defined 
056D:   actor 657@ defined 
004D: jump_if_false @most_wanted_67604 
00D6: if 
00DB:   actor 657@ in_car 669@ 
004D: jump_if_false @most_wanted_67597 
0982: set_actor 657@ stay_in_car_when_dead 1 
0227: 315@ = car 669@ health 
00D6: if or
0118:   actor 657@ dead 
8029:   not  315@ >= 15000 
004D: jump_if_false @most_wanted_67590 
05BE: AS_actor 657@ die 
0AAD: set_audio_stream 167@ state 3 
00AF: set_car 669@ driver_behaviour_to 8 
00AD: set_car 669@ max_speed_to 100.0 
00AE: set_car 669@ traffic_behaviour_to 2 
0407: store_coords_to 177@ 178@ 179@ from_car 669@ with_offset 0.0 40.0 0.0 
00A7: car 669@ drive_to 177@ 178@ 179@ 
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_67553 
00D6: if 
00DF:   actor 658@ driving 
004D: jump_if_false @most_wanted_67553 
0633: AS_actor 658@ exit_car 

:most_wanted_67553
00D6: if 
056D:   actor 659@ defined 
004D: jump_if_false @most_wanted_67590 
00D6: if 
00DF:   actor 659@ driving 
004D: jump_if_false @most_wanted_67590 
0633: AS_actor 659@ exit_car 

:most_wanted_67590
0002: jump @most_wanted_67604 

:most_wanted_67597
0AAD: set_audio_stream 167@ state 0 

:most_wanted_67604
00D6: if and
056E:   car 670@ defined 
056D:   actor 661@ defined 
004D: jump_if_false @most_wanted_67813 
00D6: if 
00DB:   actor 661@ in_car 670@ 
004D: jump_if_false @most_wanted_67806 
0982: set_actor 661@ stay_in_car_when_dead 1 
0227: 316@ = car 670@ health 
00D6: if or
0118:   actor 661@ dead 
8029:   not  316@ >= 15000 
004D: jump_if_false @most_wanted_67799 
05BE: AS_actor 661@ die 
0AAD: set_audio_stream 168@ state 3 
00AF: set_car 670@ driver_behaviour_to 8 
00AD: set_car 670@ max_speed_to 100.0 
00AE: set_car 670@ traffic_behaviour_to 2 
0407: store_coords_to 180@ 181@ 183@ from_car 670@ with_offset 10.0 60.0 0.0 
00A7: car 670@ drive_to 180@ 181@ 183@ 
00D6: if 
056D:   actor 654@ defined 
004D: jump_if_false @most_wanted_67799 
00D6: if 
00DF:   actor 662@ driving 
004D: jump_if_false @most_wanted_67799 
0633: AS_actor 662@ exit_car 

:most_wanted_67799
0002: jump @most_wanted_67813 

:most_wanted_67806
0AAD: set_audio_stream 168@ state 0 

:most_wanted_67813
00D6: if and
056E:   car 671@ defined 
056D:   actor 663@ defined 
004D: jump_if_false @most_wanted_67979 
00D6: if 
00DB:   actor 663@ in_car 671@ 
004D: jump_if_false @most_wanted_67972 
0982: set_actor 663@ stay_in_car_when_dead 1 
0227: 160@ = car 671@ health 
00D6: if or
0118:   actor 663@ dead 
8029:   not  160@ >= 15000 
004D: jump_if_false @most_wanted_67965 
05BE: AS_actor 663@ die 
0AAD: set_audio_stream 169@ state 3 
00AF: set_car 671@ driver_behaviour_to 8 
00AD: set_car 671@ max_speed_to 0.0 
00AE: set_car 671@ traffic_behaviour_to 2 
00D6: if 
056D:   actor 664@ defined 
004D: jump_if_false @most_wanted_67965 
00D6: if 
00DF:   actor 664@ driving 
004D: jump_if_false @most_wanted_67965 
0633: AS_actor 664@ exit_car 

:most_wanted_67965
0002: jump @most_wanted_67979 

:most_wanted_67972
0AAD: set_audio_stream 169@ state 0 

:most_wanted_67979
00D6: if and
056E:   car 672@ defined 
056D:   actor 665@ defined 
004D: jump_if_false @most_wanted_68145 
00D6: if 
00DB:   actor 665@ in_car 672@ 
004D: jump_if_false @most_wanted_68138 
0982: set_actor 665@ stay_in_car_when_dead 1 
0227: 161@ = car 672@ health 
00D6: if or
0118:   actor 665@ dead 
8029:   not  161@ >= 15000 
004D: jump_if_false @most_wanted_68131 
05BE: AS_actor 665@ die 
0AAD: set_audio_stream 170@ state 3 
00AF: set_car 672@ driver_behaviour_to 8 
00AD: set_car 672@ max_speed_to 0.0 
00AE: set_car 672@ traffic_behaviour_to 2 
00D6: if 
056D:   actor 666@ defined 
004D: jump_if_false @most_wanted_68131 
00D6: if 
00DF:   actor 666@ driving 
004D: jump_if_false @most_wanted_68131 
0633: AS_actor 666@ exit_car 

:most_wanted_68131
0002: jump @most_wanted_68145 

:most_wanted_68138
0AAD: set_audio_stream 170@ state 0 

:most_wanted_68145
00D6: if and
056E:   car 762@ defined 
056D:   actor 752@ defined 
004D: jump_if_false @most_wanted_68385 
00D6: if 
00DB:   actor 752@ in_car 762@ 
004D: jump_if_false @most_wanted_68378 
0982: set_actor 752@ stay_in_car_when_dead 1 
0227: 162@ = car 762@ health 
00D6: if or
0118:   actor 752@ dead 
8029:   not  162@ >= 15000 
004D: jump_if_false @most_wanted_68371 
05BE: AS_actor 752@ die 
0AAD: set_audio_stream 171@ state 3 
00AF: set_car 762@ driver_behaviour_to 8 
00AD: set_car 762@ max_speed_to 0.0 
00AE: set_car 762@ traffic_behaviour_to 2 
00D6: if 
056D:   actor 753@ defined 
004D: jump_if_false @most_wanted_68297 
00D6: if 
00DF:   actor 753@ driving 
004D: jump_if_false @most_wanted_68297 
0633: AS_actor 753@ exit_car 

:most_wanted_68297
00D6: if 
056D:   actor 754@ defined 
004D: jump_if_false @most_wanted_68334 
00D6: if 
00DF:   actor 754@ driving 
004D: jump_if_false @most_wanted_68334 
0633: AS_actor 754@ exit_car 

:most_wanted_68334
00D6: if 
056D:   actor 755@ defined 
004D: jump_if_false @most_wanted_68371 
00D6: if 
00DF:   actor 755@ driving 
004D: jump_if_false @most_wanted_68371 
0633: AS_actor 755@ exit_car 

:most_wanted_68371
0002: jump @most_wanted_68385 

:most_wanted_68378
0AAD: set_audio_stream 165@ state 0 

:most_wanted_68385
00D6: if and
056E:   car 763@ defined 
056D:   actor 756@ defined 
004D: jump_if_false @most_wanted_68625 
00D6: if 
00DB:   actor 756@ in_car 763@ 
004D: jump_if_false @most_wanted_68618 
0982: set_actor 756@ stay_in_car_when_dead 1 
0227: 163@ = car 763@ health 
00D6: if or
0118:   actor 756@ dead 
8029:   not  163@ >= 15000 
004D: jump_if_false @most_wanted_68611 
05BE: AS_actor 756@ die 
0AAD: set_audio_stream 172@ state 3 
00AF: set_car 763@ driver_behaviour_to 8 
00AD: set_car 763@ max_speed_to 0.0 
00AE: set_car 763@ traffic_behaviour_to 2 
00D6: if 
056D:   actor 758@ defined 
004D: jump_if_false @most_wanted_68537 
00D6: if 
00DF:   actor 758@ driving 
004D: jump_if_false @most_wanted_68537 
0633: AS_actor 758@ exit_car 

:most_wanted_68537
00D6: if 
056D:   actor 759@ defined 
004D: jump_if_false @most_wanted_68574 
00D6: if 
00DF:   actor 759@ driving 
004D: jump_if_false @most_wanted_68574 
0633: AS_actor 759@ exit_car 

:most_wanted_68574
00D6: if 
056D:   actor 760@ defined 
004D: jump_if_false @most_wanted_68611 
00D6: if 
00DF:   actor 760@ driving 
004D: jump_if_false @most_wanted_68611 
0633: AS_actor 760@ exit_car 

:most_wanted_68611
0002: jump @most_wanted_68625 

:most_wanted_68618
0AAD: set_audio_stream 172@ state 0 

:most_wanted_68625
00D6: if and
056E:   car 764@ defined 
056D:   actor 768@ defined 
004D: jump_if_false @most_wanted_68865 
00D6: if 
00DB:   actor 768@ in_car 764@ 
004D: jump_if_false @most_wanted_68858 
0982: set_actor 768@ stay_in_car_when_dead 1 
0227: 164@ = car 764@ health 
00D6: if or
0118:   actor 768@ dead 
8029:   not  164@ >= 15000 
004D: jump_if_false @most_wanted_68851 
05BE: AS_actor 768@ die 
0AAD: set_audio_stream 173@ state 3 
00AF: set_car 764@ driver_behaviour_to 8 
00AD: set_car 764@ max_speed_to 0.0 
00AE: set_car 764@ traffic_behaviour_to 2 
00D6: if 
056D:   actor 769@ defined 
004D: jump_if_false @most_wanted_68777 
00D6: if 
00DF:   actor 769@ driving 
004D: jump_if_false @most_wanted_68777 
0633: AS_actor 769@ exit_car 

:most_wanted_68777
00D6: if 
056D:   actor 770@ defined 
004D: jump_if_false @most_wanted_68814 
00D6: if 
00DF:   actor 770@ driving 
004D: jump_if_false @most_wanted_68814 
0633: AS_actor 770@ exit_car 

:most_wanted_68814
00D6: if 
056D:   actor 771@ defined 
004D: jump_if_false @most_wanted_68851 
00D6: if 
00DF:   actor 771@ driving 
004D: jump_if_false @most_wanted_68851 
0633: AS_actor 771@ exit_car 

:most_wanted_68851
0002: jump @most_wanted_68865 

:most_wanted_68858
0AAD: set_audio_stream 173@ state 0 

:most_wanted_68865
0051: return 
