// This file was decompiled using SASCM.ini published on 2022-03-20
{$CLEO .cs}

script_name "BIKERS" 

:BIKERS_10
wait 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 26.3117 -2652.846 33.2969 radius 150.0 150.0 150.0 
jf @BIKERS_10 
jump @BIKERS_69 

:BIKERS_69
wait 0 
Model.Load(#SWFYSTR)
Model.Load(#VHFYST3)
Model.Load(#BIKERA)
Model.Load(#BIKERB)
Model.Load(#WMYCR)
Model.Load(#COLT45)
Model.Load(#CHROMEGUN)
Model.Load(#BAT)
Model.Load(#FREEWAY)
04ED: load_animation "SHOP" 
04ED: load_animation "GANGS" 
04ED: load_animation "CRIB" 
038B: load_requested_models 
wait 0 
04ED: load_animation "BAR" 
04ED: load_animation "MISC" 
04ED: load_animation "PAULNMAC" 
038B: load_requested_models 
Actor.Create(4@, PedType.Gang1, #VHFYST3, 28.9869, -2652.706, 33.2969)
Actor.Angle(4@) = 184.6
02A9: set_actor 4@ immune_to_nonplayer 1 
Actor.Create(5@, PedType.Gang1, #BIKERA, 27.765, -2652.43, 33.2969)
Actor.Angle(5@) = 184.6
02A9: set_actor 5@ immune_to_nonplayer 1 
0605: actor 5@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
Actor.Create(6@, PedType.Gang1, #BIKERB, 30.4061, -2652.604, 33.2969)
Actor.Angle(6@) = 184.6
02A9: set_actor 6@ immune_to_nonplayer 1 
0605: actor 6@ perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0669: $204 = attach_particle "WATER_SPEED" to_actor 6@ with_offset 0.05 0.0 -0.05 type 2 
Actor.Create(7@, PedType.Gang1, #BIKERA, 21.8698, -2644.568, 33.302)
Actor.Angle(7@) = 265.73
02A9: set_actor 7@ immune_to_nonplayer 1 
Actor.Create(8@, PedType.Gang1, #BIKERB, 21.6484, -2646.247, 33.302)
Actor.Angle(8@) = 274.65
02A9: set_actor 8@ immune_to_nonplayer 1 
Actor.Create(9@, PedType.Gang1, #VHFYST3, 26.1298, -2646.766, 33.2969)
Actor.Angle(9@) = 93.362
02A9: set_actor 9@ immune_to_nonplayer 1 
0812: AS_actor 9@ perform_animation "SMOKE_RYD" IFP "SHOP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(13@, PedType.Gang1, #BIKERB, 26.4062, -2642.59, 33.302)
Actor.Angle(13@) = 138.173
02A9: set_actor 13@ immune_to_nonplayer 1 
0812: AS_actor 13@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(14@, PedType.Gang1, #BIKERB, 24.8221, -2640.575, 33.2969)
Actor.Angle(14@) = 275.344
02A9: set_actor 14@ immune_to_nonplayer 1 
0812: AS_actor 14@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(15@, PedType.Gang1, #BIKERA, 24.7131, -2639.06, 33.2969)
Actor.Angle(15@) = 87.75
02A9: set_actor 15@ immune_to_nonplayer 1 
01B9: set_actor 15@ armed_weapon_to 0 
0812: AS_actor 15@ perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(16@, PedType.Gang1, #BIKERB, 24.5757, -2637.454, 33.2969)
Actor.Angle(16@) = 87.75
02A9: set_actor 16@ immune_to_nonplayer 1 
01B9: set_actor 16@ armed_weapon_to 0 
0812: AS_actor 16@ perform_animation "WANK_LOOP" IFP "PAULNMAC" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(17@, PedType.Gang1, #BIKERB, 30.162, -2648.542, 33.2969)
Actor.Angle(17@) = 6.016
02A9: set_actor 17@ immune_to_nonplayer 1 
Object.Init($200, 1543, 0.0, 0.0, 0.0)
Object.Init($201, 1543, 0.0, 0.0, 0.0)
071F: set_object $200 health_to 10 
0875: set_object $200 immune_to_nonplayer 1 
04D9: object $200 set_scripted_collision_check 1 
Object.CollisionDetection($200, True)
0906: set_object $200 mass_to 2.0 // float 
0908: set_object $200 turn_mass_to 2.0 // float 
070A: AS_actor 17@ attach_to_object $201 offset 0.04 0.05 -0.2 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
070A: AS_actor 6@ attach_to_object $200 offset 0.04 0.05 -0.2 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
wait 500 
0605: actor 17@ perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0669: $203 = attach_particle "WATER_SPEED" to_actor 17@ with_offset 0.05 0.0 -0.05 type 2 
Actor.Create(10@, PedType.Gang1, #VHFYST3, 24.9028, -2638.138, 40.4248)
Actor.Angle(10@) = 277.8
02A9: set_actor 10@ immune_to_nonplayer 1 
0812: AS_actor 10@ perform_animation "IDLE_CHAT_02" IFP "MISC" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(11@, PedType.Gang1, #BIKERA, 27.661, -2639.27, 40.4264)
Actor.Angle(11@) = 64.969
02A9: set_actor 11@ immune_to_nonplayer 1 
0812: AS_actor 11@ perform_animation "IDLE_CHAT_02" IFP "MISC" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(12@, PedType.Gang1, #BIKERB, 27.2159, -2636.34, 40.4149)
Actor.Angle(12@) = 123.32
02A9: set_actor 12@ immune_to_nonplayer 1 
0812: AS_actor 12@ perform_animation "IDLE_CHAT_02" IFP "MISC" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(18@, PedType.Gang1, #BIKERA, 23.1507, -2643.041, 33.302)
Actor.Angle(18@) = 0.0
02A9: set_actor 18@ immune_to_nonplayer 1 
0812: AS_actor 18@ perform_animation "PED_CONSOLE_WIN" IFP "CRIB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.Create(3@, PedType.Gang1, #WMYCR, 33.1427, -2647.109, 40.7344)
Actor.Angle(3@) = 269.65
02A9: set_actor 3@ immune_to_nonplayer 1 
Pickup.Create($100, 1242, 15, 37.9949, -2646.885, 40.4561)
Pickup.Create($101, 1247, 15, 34.3909, -2652.799, 40.4843)
Pickup.Create($105, 1241, 15, 24.9679, -2654.0, 33.2969)
wait 500 
Actor.GiveWeaponAndAmmo(3@, WeaponType.BaseballBat, 3000)
Actor.GiveWeaponAndAmmo(4@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(5@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(6@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(7@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(8@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(9@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(10@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(11@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(12@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(13@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(14@, WeaponType.Shotgun, 600)
Actor.GiveWeaponAndAmmo(15@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(16@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(17@, WeaponType.Pistol, 600)
Actor.GiveWeaponAndAmmo(18@, WeaponType.Pistol, 600)
Car.Create(27@, #FREEWAY, 5.0, 0.0, 5.0)
Actor.CreateAsDriver(28@, PedType.Mission1, #BIKERA, 27@)
Actor.CreateAsPassenger(29@, PedType.Mission1, #BIKERB, 27@, 0)
Car.Create(19@, #FREEWAY, 10.0, 0.0, 5.0)
Actor.CreateAsDriver(22@, PedType.Mission1, #BIKERA, 19@)
Actor.CreateAsPassenger(25@, PedType.Mission1, #BIKERB, 19@, 0)
Car.Create(26@, #FREEWAY, 15.0, 0.0, 5.0)
Actor.CreateAsDriver(30@, PedType.Mission1, #BIKERA, 26@)
039C: set_car 27@ watertight 0 
039C: set_car 19@ watertight 0 
039C: set_car 26@ watertight 0 
jump @BIKERS_1996 

:BIKERS_1996
wait 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 27.0676 -2648.642 25.1 radius 14.0 14.0 14.0 
jf @BIKERS_2130 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
  is_key_pressed 2 
051A:   actor 4@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 5@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 6@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 7@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 8@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
jf @BIKERS_2137 
jump @BIKERS_2216 
jump @BIKERS_2137 

:BIKERS_2130
jump @BIKERS_2445 

:BIKERS_2137
wait 0 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
  is_key_pressed 2 
051A:   actor 13@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 14@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 16@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
jf @BIKERS_2613 
jump @BIKERS_2216 

:BIKERS_2216
wait 0 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
04EF: release_animation "SHOP" 
04EF: release_animation "PAULNMAC" 
0687: clear_actor 9@ task 
0687: clear_actor 10@ task 
0687: clear_actor 11@ task 
0687: clear_actor 12@ task 
0687: clear_actor 13@ task 
0687: clear_actor 14@ task 
0687: clear_actor 15@ task 
0687: clear_actor 16@ task 
0687: clear_actor 18@ task 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 
jump @BIKERS_2675 

:BIKERS_2445
wait 0 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 27.0676 -2648.642 25.1 radius 150.0 150.0 150.0 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27.0676 -2648.642 25.1 radius 14.0 14.0 14.0 
jf @BIKERS_2613 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
051A:   actor 3@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 11@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 11@ 
051A:   actor 12@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 12@ 
jf @BIKERS_2613 
jump @BIKERS_2216 

:BIKERS_2613
jump @BIKERS_2799 

:BIKERS_2620
wait 0 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27.0676 -2648.642 25.1 radius 150.0 150.0 150.0 
jf @BIKERS_2675 
jump @BIKERS_2858 

:BIKERS_2675
wait 0 
if or
  Actor.Dead(3@)
  Actor.Dead(4@)
  Actor.Dead(5@)
  Actor.Dead(6@)
  Actor.Dead(7@)
  Actor.Dead(8@)
  Actor.Dead(9@)
  Actor.Dead(10@)
jf @BIKERS_2737 
jump @BIKERS_3013 

:BIKERS_2737
wait 0 
if or
  Actor.Dead(11@)
  Actor.Dead(12@)
  Actor.Dead(13@)
  Actor.Dead(14@)
  Actor.Dead(15@)
  Actor.Dead(16@)
  Actor.Dead(17@)
  Actor.Dead(18@)
jf @BIKERS_2620 
jump @BIKERS_3013 

:BIKERS_2799
wait 0 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27.0676 -2648.642 25.1 radius 150.0 150.0 150.0 
jf @BIKERS_1996 
jump @BIKERS_2858 

:BIKERS_2858
wait 0 
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Actor.DestroyInstantly(18@)
Actor.DestroyInstantly(28@)
Actor.DestroyInstantly(29@)
Actor.DestroyInstantly(22@)
Actor.DestroyInstantly(25@)
Actor.DestroyInstantly(30@)
Model.Destroy(#COLT45)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BAT)
Marker.Disable(2@)
Car.Destroy(26@)
Car.Destroy(27@)
Car.Destroy(19@)
wait 0 
jump @BIKERS_10 

:BIKERS_3013
wait 0 
04EF: release_animation "MISC" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "SHOP" 
04EF: release_animation "PAULNMAC" 
0687: clear_actor 10@ task 
0687: clear_actor 11@ task 
0687: clear_actor 12@ task 
0687: clear_actor 9@ task 
0687: clear_actor 13@ task 
0687: clear_actor 14@ task 
0687: clear_actor 15@ task 
0687: clear_actor 16@ task 
0687: clear_actor 18@ task 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 
00BF: 20@ = current_time_hours, $TIME_MINS = current_time_minutes 
20@ += 4 
jump @BIKERS_3443 

:BIKERS_3257
wait 0 
if 
  20@ >= 24 
jf @BIKERS_3346 
24@ = 24 
0062: 20@ -= 24@ // (int) 
jump @BIKERS_3308 
jf @BIKERS_3346 

:BIKERS_3308
wait 0 
00BF: 23@ = current_time_hours, $TIME_MINS = current_time_minutes 
if or
002D:   23@ >= 20@ // (int)
Actor.Dead($PLAYER_ACTOR) 
jf @BIKERS_4110
Marker.Disable($190)
Marker.Disable($260)
Marker.Disable($270)
wait 10000 
jump @BIKERS_3384 

:BIKERS_3346
wait 0 
00BF: 21@ = current_time_hours, $TIME_MINS = current_time_minutes 
if or
002D:   21@ >= 20@ // (int)
Actor.Dead($PLAYER_ACTOR) 
jf @BIKERS_4013
Marker.Disable($190)
Marker.Disable($260)
Marker.Disable($270)
wait 10000  
jump @BIKERS_3384 

:BIKERS_3384
wait 0 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27.0676 -2648.642 25.1 radius 150.0 150.0 150.0 
jf @BIKERS_3384 
jump @BIKERS_2858
 
:DEAD
wait 0
if
Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_3443
wait 10000
jump @BIKERS_3384 

:BIKERS_3443
wait 0 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -92.8838 -2479.895 37.9822 radius 90.0 65.0 65.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -29.6374 -2765.238 40.6174 radius 90.0 25.0 60.0 
jf @DEAD
Car.PutAt(26@, -58.1079, -2612.914, 46.3749)
Car.PutAt(27@, -58.7801, -2606.931, 46.3738)
Car.PutAt(19@, -55.3711, -2618.398, 45.9269)
Car.Angle(27@) = 265.0
Car.Health(27@) = 800
Actor.GiveWeaponAndAmmo(28@, WeaponType.MicroUzi, 99999)
Actor.Health(28@) = 200
02A9: set_actor 28@ immune_to_nonplayer 1 
Actor.GiveWeaponAndAmmo(29@, WeaponType.MicroUzi, 99999)
Actor.Health(29@) = 200
Car.SetDriverBehaviour(27@, CarMission.BlockPlayerClose)
Car.SetMaxSpeed(27@, 150.0)
0713: actor 29@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 100 
Car.Angle(19@) = 265.0
Car.Health(19@) = 800
Actor.GiveWeaponAndAmmo(22@, WeaponType.MicroUzi, 99999)
Actor.Health(22@) = 200
02A9: set_actor 22@ immune_to_nonplayer 1 
Actor.GiveWeaponAndAmmo(25@, WeaponType.MicroUzi, 99999)
Actor.Health(25@) = 200
Car.SetDriverBehaviour(19@, CarMission.BlockPlayerClose)
Car.SetMaxSpeed(19@, 150.0)
0713: actor 25@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 100 
Car.Angle(26@) = 265.0
Car.Health(26@) = 800
Actor.GiveWeaponAndAmmo(30@, WeaponType.MicroUzi, 99999)
Actor.Health(30@) = 200
02A9: set_actor 30@ immune_to_nonplayer 1 
Car.SetDriverBehaviour(26@, CarMission.BlockPlayerClose)
Car.SetMaxSpeed(26@, 150.0)
0713: actor 30@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 100 
Marker.CreateAboveCar($260, 26@)
07E0: set_marker $260 type_to 0 
Marker.CreateAboveCar($270, 27@)
07E0: set_marker $270 type_to 0 
Marker.CreateAboveCar($190, 19@)
07E0: set_marker $190 type_to 0 
08C6: set_actor 30@ stay_on_bike 1 
08C6: set_actor 28@ stay_on_bike 1 
08C6: set_actor 22@ stay_on_bike 1 
08C6: set_actor 29@ stay_on_bike 1 
08C6: set_actor 25@ stay_on_bike 1 
jump @BIKERS_3257 

:BIKERS_4013
wait 0 
if or
  Actor.Dead(30@)
  Car.Wrecked(26@)
  Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_4043 
Marker.Disable($260)

:BIKERS_4043
wait 0 
if or
  Actor.Dead(28@)
  Car.Wrecked(27@)
  Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_4073 
Marker.Disable($270)

:BIKERS_4073
wait 0 
if or
  Actor.Dead(22@)
  Car.Wrecked(19@)
  Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_3346 
Marker.Disable($190)
jump @BIKERS_3346 

:BIKERS_4110
wait 0 
if or
  Actor.Dead(30@)
  Car.Wrecked(26@)
  Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_4140 
Marker.Disable($260)

:BIKERS_4140
wait 0 
if or
  Actor.Dead(28@)
  Car.Wrecked(27@)
  Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_4170 
Marker.Disable($270)

:BIKERS_4170
wait 0 
if or
  Actor.Dead(22@)
  Car.Wrecked(19@)
  Actor.Dead($PLAYER_ACTOR)
jf @BIKERS_3308 
Marker.Disable($190)
jump @BIKERS_3308 
