{$CLEO .cm}
0000:
0395: clear_area 1 at  380.6711 -4847.6533 10.818 radius 9999999999.0
060A: create_\ision_maker_type 2 store_to  310@ // decision\allowed\m_.ped files
07E6: copy_group_decision_maker  310@ to 311@
const
     Stat_civilian_car =  500@
     NPC =  501@
     Audio_crowd =  1000@
     horn_1 =  1001@ 
end 
   Audio_crowd = audiostream.Load("cleo\@Railcity\people2.ogg")  
   audiostream.Loop(Audio_crowd,1  )
   audiostream.Volume( Audio_crowd )  = 0.2
    
   0ABC: set_audio_stream Audio_crowd volume 0.2 

   audiostream.PerformAction(Audio_crowd,play )
   horn_1 = audiostream.Load3d("cleo\@Railcity\sound_003.wav")  
   audiostream.Loop(horn_1,1  ) 
   
    01F0: set_max_wanted_level_to 0

show_styled_text "~w~Now Loading..." 150 5
wait 100
model.Load(#ADMIRAL)
model.Load(#HUNTLEY)
model.Load(#FLATBED)
model.Load(#YOSEMITE)
model.Load(#YANKEE)
model.Load(#ALPHA)
model.Load(#TAXI)
model.Load(#COPCARVG)
model.Load(#LAPD1)
model.Load(#PONY)
model.Load(#COACH)
model.Load(#BMYBOUN)
model.Load(#BMYAP)
model.Load(#BMOCD) 
model.Load(#SWAT) 
model.Load(#FBI) 

0247: load_model 413
0247: load_model 418
0247: load_model 482
0247: load_model 401
0247: load_model 533
0247: load_model 526
0247: load_model 598
0247: load_model 567
0247: load_model 602
0247: load_model 490
0247: load_model 1423
0247: load_model 1422
0247: load_model 1422
0247: load_model 1395
0247: load_model 1394
0247: load_model 2907
0247: load_model 2906
0247: load_model 2905
0247: load_model 2908
0247: load_model 2890
0247: load_model 2744
0247: load_model 2743
0247: load_model 13591
0247: load_model 18248
0247: load_model 910
038B: load_requested_models


00A5: 1@ = create_car 413 at 396.51999 -4717.4102 11.08 // vehicle (Pony) (1)
0175: set_car 1@ Z_angle_to 0.0
00A5: 2@ = create_car 418 at 396.60999 -4657.4399 11.11 // vehicle (Moonbeam) (2)
0175: set_car 2@ Z_angle_to 0.0
00A5: 3@ = create_car 482 at 396.79001 -4695.5601 11.18 // vehicle (Burrito) (1)
0175: set_car 3@ Z_angle_to 0.0
00A5: 4@ = create_car 482 at 374.79999 -4603.8101 11.18 // vehicle (Burrito) (2)
0175: set_car 4@ Z_angle_to 180.0
00A5: 5@ = create_car 482 at 374.79999 -4610.0098 11.18 // vehicle (Burrito) (3)
0175: set_car 5@ Z_angle_to 180.0
00A5: 6@ = create_car 401 at 396.38 -4602.98 10.8 // vehicle (Bravura) (1)
0175: set_car 6@ Z_angle_to 0.0
00A5: 7@ = create_car 401 at 396.62 -4528.0601 10.8 // vehicle (Bravura) (2)
0175: set_car 7@ Z_angle_to 0.0
00A5: 8@ = create_car 533 at 374.92001 -4524.5801 10.73 // vehicle (Feltzer) (1)
0175: set_car 8@ Z_angle_to 180.0
00A5: 9@ = create_car 533 at 375.17999 -4705.7798 10.73 // vehicle (Feltzer) (2)
0175: set_car 9@ Z_angle_to 180.0
00A5: 10@ = create_car 533 at 408.25 -4739.8999 10.73 // vehicle (Feltzer) (3)
0175: set_car 10@ Z_angle_to 90.0
00A5: 11@ = create_car 533 at 417.2002 -4739.8994 10.73 // vehicle (Feltzer) (4)
0175: set_car 11@ Z_angle_to 90.0
00A5: 12@ = create_car 526 at 442.29001 -4763.5801 10.78 // vehicle (Fortune) (1)
0175: set_car 12@ Z_angle_to 270.0
00A5: 13@ = create_car 598 at 458.95999 -4763.3501 10.8 // vehicle (Police LV) (1)
0175: set_car 13@ Z_angle_to 270.0
00A5: 14@ = create_car 598 at 453.39999 -4763.2598 10.8 // vehicle (Police LV) (2)
0175: set_car 14@ Z_angle_to 270.0
00A5: 15@ = create_car 526 at 437.54001 -4763.5801 10.78 // vehicle (Fortune) (2)
0175: set_car 15@ Z_angle_to 270.0
00A5: 16@ = create_car 526 at 374.25 -4776.5098 10.78 // vehicle (Fortune) (3)
0175: set_car 16@ Z_angle_to 180.0


player.CanMove($PLAYER_char)=false    
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  386.0305 -4749.394 10.9286
actor.Angle($PLAYER_ACTOR )=  4.28
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
if coop
then

gosub @Drop_player2
0812: AS_actor player2 perform_animation "IDLE_stance" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
end
player.CanMove($PLAYER_char)=true     
450@ = actor.Create(4, #BMYBOUN , 362.2499, -4598.3364, 11.0078)
actor.Angle(450@)=179.3548
actor.Health(450@)=350
07FE: set_actor 450@ fighting_style_to 7 moves 6

0376: 451@ = create_random_actor_at 362.1091 -4601.957 11.0078 
actor.Angle(451@)= 359.7577
0376: 452@ = create_random_actor_at 362.2152 -4607.0967 11.0078 
actor.Angle(452@)= 0.5634
0376: 453@ = create_random_actor_at  362.4901 -4612.9004 11.0078
actor.Angle(453@)= 0.5634
0376: 454@ = create_random_actor_at 362.1606 -4618.8945 11.0078 
actor.Angle(454@)= 0.5634
//North path
200@ = car.Create( #HUNTLEY , 392.2511, -4776.4409, 10.9286)
201@ = car.Create( #COACH , 391.6386, -4827.6372, 10.9286)
202@ = car.Create( #ALPHA , 392.6396, -4654.6978, 11.6453)
203@ = car.Create( #TAXI ,391.4787, -4487.7803, 11.4063 )
204@ = car.Create( #ADMIRAL ,390.9116, -4402.4434, 11.7789 )
205@ = car.Create( #PONY , 392.107, -3998.8652, 11.7915)
206@ = car.Create( #YOSEMITE ,394.2458, -4128.458, 12.2607 )
207@ = car.Create( #COACH , 393.6774, -4170.4927, 13.2211)
0085: Stat_civilian_car = 200@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 201@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 202@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 203@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 204@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 205@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 206@ // (int)
gosub @Car_setup
0085: Stat_civilian_car = 207@ // (int)
gosub @Car_setup
0407: store_coords_to 152@ 153@ 154@ from_car 200@ with_offset 0.0 400.0 0.0

0560: create_random_actor_in_car 200@ handle_as 300@
0560: create_random_actor_in_car 201@ handle_as 301@
0560: create_random_actor_in_car 202@ handle_as 302@
0560: create_random_actor_in_car 203@ handle_as 303@
0560: create_random_actor_in_car 204@ handle_as 304@
0560: create_random_actor_in_car 205@ handle_as 305@
0560: create_random_actor_in_car 206@ handle_as 306@
0560: create_random_actor_in_car 207@ handle_as 307@ 


0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1  to 391.4746 -3736.5205 10.99 speed 15.0 0 model #NULL 0
05D1: AS_actor -1 drive_car -1  to  420.7791 -3735.3242 10.99 speed 15.0 0 model #NULL 0
05D1: AS_actor -1 drive_car -1  to  698.7333 -3958.9382 11.76 speed 15.0 0 model #NULL 0

0616: define_AS_pack_end 555@
0618: assign_actor 300@ to_AS_pack 555@
0618: assign_actor 301@ to_AS_pack 555@
0618: assign_actor 302@ to_AS_pack 555@
0618: assign_actor 303@ to_AS_pack 555@
0618: assign_actor 304@ to_AS_pack 555@
0618: assign_actor 305@ to_AS_pack 555@
0618: assign_actor 306@ to_AS_pack 555@
0618: assign_actor 307@ to_AS_pack 555@
061B: remove_references_to_AS_pack 555@
///to south 

208@ = car.Create( #TAXI , 379.1226, -3783.0525, 10.99)
209@ = car.Create( #YANKEE , 379.7356, -3900.353, 11.7348)
210@ = car.Create( #TAXI ,379.6107, -4084.936, 12.5576 )
211@ = car.Create( #PONY , 380.3114, -4261.854, 12.0145)
212@ = car.Create( #HUNTLEY , 379.3786, -4413.2432, 11.5809)
213@ = car.Create( #ADMIRAL , 378.7063, -4555.25, 12.0077)
214@ = car.Create( #YANKEE ,379.4285, -4684.7026, 10.7096 )
215@ = car.Create( #ALPHA , 380.7711, -4782.0259, 11.6392)
216@ = car.Create( #HUNTLEY ,380.6711, -4847.6533, 10.818 )
0407: store_coords_to 152@ 153@ 154@ from_car 208@ with_offset 0.0 400.0 0.0

car.Angle(208@)=180.0
car.Angle(209@)=180.0
car.Angle(210@)=180.0
car.Angle(211@)=180.0
car.Angle(212@)=180.0
car.Angle(213@)=180.0
car.Angle(214@)=180.0
car.Angle(215@)=180.0
car.Angle(216@)=180.0
0560: create_random_actor_in_car 208@ handle_as 308@ 
0560: create_random_actor_in_car 209@ handle_as 309@ 
0560: create_random_actor_in_car 210@ handle_as 310@  
0560: create_random_actor_in_car 211@ handle_as 311@ 
0560: create_random_actor_in_car 212@ handle_as 312@ 
0560: create_random_actor_in_car 213@ handle_as 313@ 
0560: create_random_actor_in_car 214@ handle_as 314@ 
0560: create_random_actor_in_car 215@ handle_as 315@ 
0560: create_random_actor_in_car 216@ handle_as 316@ 


0615: define_AS_pack_begin 555@
05D1: AS_actor -1 drive_car -1  to  379.8008 -5255.8623 10.9286 speed 15.0 0 model #NULL 0

0616: define_AS_pack_end 555@
0618: assign_actor 308@ to_AS_pack 555@ 
0618: assign_actor 309@ to_AS_pack 555@ 
0618: assign_actor 310@ to_AS_pack 555@ 
0618: assign_actor 311@ to_AS_pack 555@ 
0618: assign_actor 312@ to_AS_pack 555@ 
0618: assign_actor 313@ to_AS_pack 555@ 
0618: assign_actor 314@ to_AS_pack 555@ 
0618: assign_actor 315@ to_AS_pack 555@ 
0618: assign_actor 316@ to_AS_pack 555@ 
061B: remove_references_to_AS_pack 555@
155@ = 25.0 
0376: 650@ = create_random_actor_at   400.6642 -4733.0244 11.1754
actor.Angle(650@)=0.0
04C4: store_coords_to 152@ 153@ 154@ from_actor 650@ with_offset 0.0 155@ -1.0 



0376: 651@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 652@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 653@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 654@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 655@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 656@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 657@ = create_random_actor_at    152@ 153@ 154@
153@ += 35.0 
0376: 658@ = create_random_actor_at    152@ 153@ 154@

04C4: store_coords_to 152@ 153@ 154@ from_actor 650@ with_offset 0.0 700.0 -1.0 
05D3: AS_actor 650@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 651@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 652@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 653@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 654@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 655@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 656@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 657@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 658@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA


///South
155@ = 30.0  
0376: 669@ = create_random_actor_at   369.8812 -3747.9585 12.5142
actor.Angle(669@)=180.0 
04C4: store_coords_to 152@ 153@ 154@ from_actor 669@ with_offset 0.0 155@ -1.0 
153@ -= 30.0 
0376: 670@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 671@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 672@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 673@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 674@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 675@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 676@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 677@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 678@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 679@ = create_random_actor_at  152@ 153@ 154@
153@ -= 30.0 
0376: 680@ = create_random_actor_at  152@ 153@ 154@
actor.Angle( 670@ ) = 180.0 
actor.Angle( 671@ ) = 180.0 
actor.Angle( 672@ ) = 180.0 
actor.Angle( 673@ ) = 180.0 
actor.Angle( 674@ ) = 180.0 
actor.Angle( 675@ ) = 180.0 
actor.Angle( 676@ ) = 180.0 
actor.Angle( 677@ ) = 180.0 
actor.Angle( 678@ ) = 180.0 
actor.Angle( 679@ ) = 180.0 
actor.Angle( 680@ ) = 180.0  

04C4: store_coords_to 152@ 153@ 154@ from_actor 669@ with_offset 0.0 700.0 -1.0 
05D3: AS_actor 669@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 670@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 671@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 672@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 673@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 674@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 675@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 676@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 677@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 678@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 679@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA
05D3: AS_actor 680@ goto_point 152@ 153@ 154@ mode 4 time 99999999 ms // versionA


//COPS


029B: 31@ = init_object 1423 at 362.13 -4597.6499 10.72 // object (DYN_ROADBARRIER_4) (1)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 0.0
029B: 34@ = init_object 1423 at 363.35001 -4598.77 10.72 // object (DYN_ROADBARRIER_4) (2)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 270.0
029B: 35@ = init_object 1423 at 363.35001 -4601.02 10.72 // object (DYN_ROADBARRIER_4) (3)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 270.0
029B: 36@ = init_object 1423 at 363.35001 -4603.27 10.72 // object (DYN_ROADBARRIER_4) (4)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 270.0
029B: 37@ = init_object 1423 at 363.35001 -4605.52 10.72 // object (DYN_ROADBARRIER_4) (5)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 270.0
029B: 38@ = init_object 1423 at 363.35001 -4607.77 10.72 // object (DYN_ROADBARRIER_4) (6)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 270.0
029B: 39@ = init_object 1423 at 363.35001 -4609.9702 10.72 // object (DYN_ROADBARRIER_4) (7)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 270.0
029B: 40@ = init_object 1423 at 363.35001 -4612.27 10.72 // object (DYN_ROADBARRIER_4) (8)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 270.0
029B: 41@ = init_object 1423 at 363.35001 -4614.54 10.72 // object (DYN_ROADBARRIER_4) (9)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 270.0
029B: 42@ = init_object 1423 at 363.35001 -4616.9199 10.72 // object (DYN_ROADBARRIER_4) (10)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 270.0
029B: 43@ = init_object 1423 at 363.35001 -4618.9199 10.72 // object (DYN_ROADBARRIER_4) (11)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 270.0
029B: 44@ = init_object 1423 at 363.35001 -4621.1699 10.72 // object (DYN_ROADBARRIER_4) (12)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 270.0
029B: 45@ = init_object 1423 at 363.35001 -4623.4199 10.72 // object (DYN_ROADBARRIER_4) (13)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 270.0
029B: 46@ = init_object 1423 at 363.35001 -4625.6899 10.72 // object (DYN_ROADBARRIER_4) (14)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 270.0
029B: 47@ = init_object 1423 at 363.35001 -4628.1099 10.72 // object (DYN_ROADBARRIER_4) (15)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 270.0
029B: 48@ = init_object 1423 at 363.35001 -4630.5298 10.72 // object (DYN_ROADBARRIER_4) (16)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 270.0
029B: 49@ = init_object 1422 at 351.23999 -4739.9102 10.34 // object (DYN_ROADBARRIER_5) (1)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 70.0
029B: 50@ = init_object 1422 at 349.29999 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (2)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 359.999
029B: 51@ = init_object 1422 at 346.57001 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (3)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 359.995
029B: 52@ = init_object 1422 at 343.82001 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (4)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 359.995
029B: 53@ = init_object 1422 at 341.04999 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (5)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 359.995
029B: 54@ = init_object 1422 at 339.14999 -4739.77 10.34 // object (DYN_ROADBARRIER_5) (6)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 289.995
029B: 55@ = init_object 1422 at 451.82999 -3755.3401 10.4 // object (DYN_ROADBARRIER_5) (7)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 50.0
029B: 56@ = init_object 1422 at 458.41 -3748.46 10.4 // object (DYN_ROADBARRIER_5) (8)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 59.999
029B: 57@ = init_object 1422 at 463.48001 -3740.73 10.4 // object (DYN_ROADBARRIER_5) (9)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 59.996
029B: 58@ = init_object 1422 at 447.64999 -3763.1101 10.42 // object (DYN_ROADBARRIER_5) (10)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 49.996
029B: 59@ = init_object 1422 at 445.57001 -3743.73 10.4 // object (DYN_ROADBARRIER_5) (11)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 49.993
029B: 60@ = init_object 1422 at 447.35001 -3741.55 10.4 // object (DYN_ROADBARRIER_5) (12)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 49.993
029B: 61@ = init_object 1422 at 453.70999 -3730.26 10.42 // object (DYN_ROADBARRIER_5) (13)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 79.993
029B: 62@ = init_object 1422 at 452.29001 -3727.22 10.42 // object (DYN_ROADBARRIER_5) (14)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 139.991
029B: 63@ = init_object 1422 at 449.34 -3725.6201 10.42 // object (DYN_ROADBARRIER_5) (15)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 159.988
029B: 64@ = init_object 1422 at 436.14999 -3750.8601 10.4 // object (DYN_ROADBARRIER_5) (16)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 209.983
029B: 65@ = init_object 1422 at 433.53 -3750.48 10.4 // object (DYN_ROADBARRIER_5) (17)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 149.982



0936: set_camera 386.1876 -4738.1748 25.281  381.377 -4731.5522 14.9521 4000 1 
0920: point_camera 451.3839 -4740.1016 23.1212 387.3627 -4754.0415 12.5577  4000 1
wait 4000
0936: set_camera 382.4162 -4800.6987 14.6723 387.8797 -4767.7017 12.2865 4000 1 
0920: point_camera  386.9887 -4752.4238 12.6169  386.9383 -4741.0415 11.0373 4000 1
wait 4000
camera.Restore_WithJumpCut()
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  386.0305 -4749.394 10.9286
actor.Angle($PLAYER_ACTOR )=  4.28
0792: disembark_instantly_actor $PLAYER_ACTOR
  
if coop
then 
0792: disembark_instantly_actor player2

gosub @Drop_player2
end

const
   dumb_car = 925@
   Dumb_driver = 926@
   Dumb_passenger = 927@
end

repeat
wait 0
 gosub @mission
    if   80A4: not   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 310.096 -4955.3779 2.9286   cornerB 479.2699 -3677.0642 133.0172
    then
        show_styled_text "~r~You left the area." 4000 5 
        jump @end_the_mission
    end
  
until 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA   361.7265 -3826.0356 7.2678 cornerB 483.8624 -3672.6118 27.2678 


//00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere   radius 15.0 15.0 15.0
 
fade  0 1000
wait 1000
fade 1 1000



mission_Cleanup
0395: clear_area 1 at  386.0305 -4749.394 10.9286 radius 999999999.0

//Play cutscene

dumb_car =  car.Create( #ALPHA , 430.5407, -3722.5066, 10.99)
car.Angle(dumb_car)= 232.6583
car.Health(dumb_car) = 50000
09C4: set_car dumb_car gas_tank_explosion_enabled 0 

928@ =  car.Create( #YANKEE , 616.1605, -3894.1191, 11.76)
car.Angle(928@)=  227.4727
car.Health(928@) = 50000
09C4: set_car 928@ gas_tank_explosion_enabled 0 

929@ =  car.Create( #YANKEE ,  580.9661, -3837.082, 10.99)
car.Angle(929@)=  48.7601
car.Health(929@) = 50000
09C4: set_car 929@ gas_tank_explosion_enabled 0 

Dumb_driver = actor.CreateAsDriver(4, #BMOCD ,dumb_car )
Dumb_passenger = actor.CreateAsPassenger(4, #BMYAP ,dumb_car ,0 )


400@ = actor.Create(6, #LAPD1 ,459.3902, -3749.9966, 10.99 )
401@ = actor.Create(6, #LAPD1 ,464.0908, -3741.7637, 10.99 )
402@ = actor.Create(6, #LAPD1 , 468.2928, -3741.0461, 11.0078)
403@ = actor.Create(6, #LAPD1 , 457.5635, -3754.4133, 10.99)
404@ = actor.Create(6, #LAPD1 , 454.9544, -3757.1211, 10.99)
405@ = actor.Create(6, #LAPD1 ,453.2404, -3760.6667, 10.99 )
406@ = actor.Create(6, #LAPD1 ,448.9822, -3765.3242, 11.0078 )
407@ = actor.Create(6, #FBI , 472.9133, -3758.8562, 10.99)
408@ = actor.Create(6, #FBI ,471.9084, -3770.3726, 10.99 )
409@ = actor.Create(6, #FBI ,476.4843, -3769.8818, 10.99 )
410@ = actor.Create(6, #FBI , 480.2164, -3764.1516, 10.99)

411@ = actor.Create(6, #SWAT ,445.4878, -3730.7136, 10.99  )
412@ = actor.Create(6, #SWAT ,436.3019, -3740.45, 10.99  )
413@ = actor.Create(6, #SWAT ,456.9144, -3730.9834, 11.0078  )    ///2
414@ = actor.Create(6, #SWAT ,458.3496, -3726.9243, 11.0078 )     ///2 
415@ = actor.Create(6, #SWAT , 438.753, -3752.179, 10.99 )     //3 
416@ = actor.Create(6, #SWAT , 434.9536, -3754.0378, 11.0078 ) //3 

actor.Angle(400@)=56.289
actor.Angle(401@)=56.289
actor.Angle(402@)=56.289
actor.Angle(403@)=56.289
actor.Angle(404@)=56.289
actor.Angle(405@)=56.289
actor.Angle(406@)=56.289
actor.Angle(407@)=56.289
actor.Angle(408@)= 56.289
actor.Angle(409@)= 56.289
actor.Angle(410@)= 56.289
actor.Angle(411@)= 56.289
actor.Angle(412@)= 56.289
actor.Angle(413@)= 56.289
actor.Angle(414@)= 56.289
actor.Angle(415@)= 56.289
actor.Angle(416@)= 56.289
0085: npc  = 400@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 401@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 402@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 403@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 404@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 405@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 406@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 407@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 408@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 409@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 410@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 411@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 412@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 413@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 414@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 415@ // (int)
gosub @Cops_Setup_Swat
0085: npc  = 416@ // (int)
gosub @Cops_Setup_Swat





00A5: 17@ = create_car 598 at 451.45999 -3759.5801 10.86 // vehicle (Police LV) (3)
0175: set_car 17@ Z_angle_to 340.0
00A5: 18@ = create_car 598 at 455.79001 -3753.1499 10.86 // vehicle (Police LV) (4)
0175: set_car 18@ Z_angle_to 129.999
00A5: 19@ = create_car 598 at 461.38 -3745.6499 10.86 // vehicle (Police LV) (5)
0175: set_car 19@ Z_angle_to 149.996
00A5: 20@ = create_car 598 at 466.31 -3738.1599 10.88 // vehicle (Police LV) (6)
0175: set_car 20@ Z_angle_to 139.988
00A5: 21@ = create_car 567 at 413.10999 -3737.55 10.97 // vehicle (Savanna) (1)
0175: set_car 21@ Z_angle_to 270.0
00A5: 22@ = create_car 567 at 343.64999 -3736.5 10.97 // vehicle (Savanna) (2)
0175: set_car 22@ Z_angle_to 270.0
00A5: 23@ = create_car 602 at 439.92001 -3724.8 10.89 // vehicle (Alpha) (1)
0175: set_car 23@ Z_angle_to 50.0
00A5: 24@ = create_car 602 at 355.82001 -3719.6299 10.89 // vehicle (Alpha) (2)
0175: set_car 24@ Z_angle_to 89.999
00A5: 25@ = create_car 490 at 427.67999 -3744.3501 11.31 // vehicle (FBI Rancher) (1)
0175: set_car 25@ Z_angle_to 240.0
00A5: 26@ = create_car 490 at 434.17999 -3731.54 11.31 // vehicle (FBI Rancher) (2)
0175: set_car 26@ Z_angle_to 49.996
00A5: 27@ = create_car 490 at 404.60999 -3727.9299 11.31 // vehicle (FBI Rancher) (3)
0175: set_car 27@ Z_angle_to 79.993
00A5: 28@ = create_car 490 at 480.67999 -3767.72 11.31 // vehicle (FBI Rancher) (4)
0175: set_car 28@ Z_angle_to 49.991
00A5: 29@ = create_car 490 at 477.59 -3759.55 11.31 // vehicle (FBI Rancher) (5)
0175: set_car 29@ Z_angle_to 59.988
00A5: 30@ = create_car 490 at 473.98999 -3773.77 11.31 // vehicle (FBI Rancher) (6)
0175: set_car 30@ Z_angle_to 39.985

029B: 31@ = init_object 1423 at 362.13 -4597.6499 10.72 // object (DYN_ROADBARRIER_4) (1)
0453: set_object 31@ XY_rotation 0.0 0.0 angle 0.0
029B: 34@ = init_object 1423 at 363.35001 -4598.77 10.72 // object (DYN_ROADBARRIER_4) (2)
0453: set_object 34@ XY_rotation 0.0 0.0 angle 270.0
029B: 35@ = init_object 1423 at 363.35001 -4601.02 10.72 // object (DYN_ROADBARRIER_4) (3)
0453: set_object 35@ XY_rotation 0.0 0.0 angle 270.0
029B: 36@ = init_object 1423 at 363.35001 -4603.27 10.72 // object (DYN_ROADBARRIER_4) (4)
0453: set_object 36@ XY_rotation 0.0 0.0 angle 270.0
029B: 37@ = init_object 1423 at 363.35001 -4605.52 10.72 // object (DYN_ROADBARRIER_4) (5)
0453: set_object 37@ XY_rotation 0.0 0.0 angle 270.0
029B: 38@ = init_object 1423 at 363.35001 -4607.77 10.72 // object (DYN_ROADBARRIER_4) (6)
0453: set_object 38@ XY_rotation 0.0 0.0 angle 270.0
029B: 39@ = init_object 1423 at 363.35001 -4609.9702 10.72 // object (DYN_ROADBARRIER_4) (7)
0453: set_object 39@ XY_rotation 0.0 0.0 angle 270.0
029B: 40@ = init_object 1423 at 363.35001 -4612.27 10.72 // object (DYN_ROADBARRIER_4) (8)
0453: set_object 40@ XY_rotation 0.0 0.0 angle 270.0
029B: 41@ = init_object 1423 at 363.35001 -4614.54 10.72 // object (DYN_ROADBARRIER_4) (9)
0453: set_object 41@ XY_rotation 0.0 0.0 angle 270.0
029B: 42@ = init_object 1423 at 363.35001 -4616.9199 10.72 // object (DYN_ROADBARRIER_4) (10)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 270.0
029B: 43@ = init_object 1423 at 363.35001 -4618.9199 10.72 // object (DYN_ROADBARRIER_4) (11)
0453: set_object 43@ XY_rotation 0.0 0.0 angle 270.0
029B: 44@ = init_object 1423 at 363.35001 -4621.1699 10.72 // object (DYN_ROADBARRIER_4) (12)
0453: set_object 44@ XY_rotation 0.0 0.0 angle 270.0
029B: 45@ = init_object 1423 at 363.35001 -4623.4199 10.72 // object (DYN_ROADBARRIER_4) (13)
0453: set_object 45@ XY_rotation 0.0 0.0 angle 270.0
029B: 46@ = init_object 1423 at 363.35001 -4625.6899 10.72 // object (DYN_ROADBARRIER_4) (14)
0453: set_object 46@ XY_rotation 0.0 0.0 angle 270.0
029B: 47@ = init_object 1423 at 363.35001 -4628.1099 10.72 // object (DYN_ROADBARRIER_4) (15)
0453: set_object 47@ XY_rotation 0.0 0.0 angle 270.0
029B: 48@ = init_object 1423 at 363.35001 -4630.5298 10.72 // object (DYN_ROADBARRIER_4) (16)
0453: set_object 48@ XY_rotation 0.0 0.0 angle 270.0
029B: 49@ = init_object 1422 at 351.23999 -4739.9102 10.34 // object (DYN_ROADBARRIER_5) (1)
0453: set_object 49@ XY_rotation 0.0 0.0 angle 70.0
029B: 50@ = init_object 1422 at 349.29999 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (2)
0453: set_object 50@ XY_rotation 0.0 0.0 angle 359.999
029B: 51@ = init_object 1422 at 346.57001 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (3)
0453: set_object 51@ XY_rotation 0.0 0.0 angle 359.995
029B: 52@ = init_object 1422 at 343.82001 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (4)
0453: set_object 52@ XY_rotation 0.0 0.0 angle 359.995
029B: 53@ = init_object 1422 at 341.04999 -4741.27 10.34 // object (DYN_ROADBARRIER_5) (5)
0453: set_object 53@ XY_rotation 0.0 0.0 angle 359.995
029B: 54@ = init_object 1422 at 339.14999 -4739.77 10.34 // object (DYN_ROADBARRIER_5) (6)
0453: set_object 54@ XY_rotation 0.0 0.0 angle 289.995
029B: 55@ = init_object 1422 at 451.82999 -3755.3401 10.4 // object (DYN_ROADBARRIER_5) (7)
0453: set_object 55@ XY_rotation 0.0 0.0 angle 50.0
029B: 56@ = init_object 1422 at 458.41 -3748.46 10.4 // object (DYN_ROADBARRIER_5) (8)
0453: set_object 56@ XY_rotation 0.0 0.0 angle 59.999
029B: 57@ = init_object 1422 at 463.48001 -3740.73 10.4 // object (DYN_ROADBARRIER_5) (9)
0453: set_object 57@ XY_rotation 0.0 0.0 angle 59.996
029B: 58@ = init_object 1422 at 447.64999 -3763.1101 10.42 // object (DYN_ROADBARRIER_5) (10)
0453: set_object 58@ XY_rotation 0.0 0.0 angle 49.996
029B: 59@ = init_object 1422 at 445.57001 -3743.73 10.4 // object (DYN_ROADBARRIER_5) (11)
0453: set_object 59@ XY_rotation 0.0 0.0 angle 49.993
029B: 60@ = init_object 1422 at 447.35001 -3741.55 10.4 // object (DYN_ROADBARRIER_5) (12)
0453: set_object 60@ XY_rotation 0.0 0.0 angle 49.993
029B: 61@ = init_object 1422 at 453.70999 -3730.26 10.42 // object (DYN_ROADBARRIER_5) (13)
0453: set_object 61@ XY_rotation 0.0 0.0 angle 79.993
029B: 62@ = init_object 1422 at 452.29001 -3727.22 10.42 // object (DYN_ROADBARRIER_5) (14)
0453: set_object 62@ XY_rotation 0.0 0.0 angle 139.991
029B: 63@ = init_object 1422 at 449.34 -3725.6201 10.42 // object (DYN_ROADBARRIER_5) (15)
0453: set_object 63@ XY_rotation 0.0 0.0 angle 159.988
029B: 64@ = init_object 1422 at 436.14999 -3750.8601 10.4 // object (DYN_ROADBARRIER_5) (16)
0453: set_object 64@ XY_rotation 0.0 0.0 angle 209.983
029B: 65@ = init_object 1422 at 433.53 -3750.48 10.4 // object (DYN_ROADBARRIER_5) (17)
0453: set_object 65@ XY_rotation 0.0 0.0 angle 149.982



029B: 1@ = init_object 1422 at 609.58002 -3889.8201 11.17 // object (DYN_ROADBARRIER_5) (18)
0453: set_object 1@ XY_rotation 0.0 0.0 angle 49.996
029B: 2@ = init_object 1422 at 611.42999 -3887.77 11.17 // object (DYN_ROADBARRIER_5) (19)
0453: set_object 2@ XY_rotation 0.0 0.0 angle 49.993
029B: 3@ = init_object 1422 at 613.5 -3887.6699 11.17 // object (DYN_ROADBARRIER_5) (20)
0453: set_object 3@ XY_rotation 0.0 0.0 angle 319.993
029B: 4@ = init_object 1422 at 615.62 -3889.49 11.17 // object (DYN_ROADBARRIER_5) (21)
0453: set_object 4@ XY_rotation 0.0 0.0 angle 319.993
029B: 5@ = init_object 1422 at 617.71997 -3891.27 11.17 // object (DYN_ROADBARRIER_5) (22)
0453: set_object 5@ XY_rotation 0.0 0.0 angle 319.993
029B: 6@ = init_object 1422 at 619.84003 -3893.0901 11.17 // object (DYN_ROADBARRIER_5) (23)
0453: set_object 6@ XY_rotation 0.0 0.0 angle 319.993
029B: 7@ = init_object 1422 at 621.96002 -3894.8899 11.17 // object (DYN_ROADBARRIER_5) (24)
0453: set_object 7@ XY_rotation 0.0 0.0 angle 319.993
029B: 8@ = init_object 1395 at 768.89001 -4056.7 43.29 // object (TwrCrane_L_03) (4)
0453: set_object 8@ XY_rotation 0.0 0.0 angle 20.0
029B: 9@ = init_object 1394 at 769.09998 -4056.6201 95.51 // object (TwrCrane_L_02) (1)
0453: set_object 9@ XY_rotation 0.0 0.0 angle 330.0
029B: 10@ = init_object 2907 at 766.28998 -4050.9199 10.92 // object (kmb_deadtorso) (1)
0453: set_object 10@ XY_rotation 0.0 0.0 angle 320.0
029B: 11@ = init_object 2906 at 765.62 -4050.4199 10.83 // object (kmb_deadarm) (1)
0453: set_object 11@ XY_rotation 0.0 0.0 angle 0.0
029B: 12@ = init_object 2905 at 767.52002 -4050.1799 10.85 // object (kmb_deadleg) (1)
0453: set_object 12@ XY_rotation 0.0 0.0 angle 330.0
029B: 13@ = init_object 2905 at 767.45001 -4049.0801 10.85 // object (kmb_deadleg) (2)
0453: set_object 13@ XY_rotation 0.0 0.0 angle 289.996
029B: 14@ = init_object 2908 at 765.07001 -4051.25 10.84 // object (kmb_deadhead) (1)
0453: set_object 14@ XY_rotation 0.0 0.0 angle 320.0
029B: 15@ = init_object 2906 at 765.44 -4049.3799 10.83 // object (kmb_deadarm) (2)
0453: set_object 15@ XY_rotation 0.0 0.0 angle 0.0
029B: 16@ = init_object 2906 at 766.98999 -4051.98 10.83 // object (kmb_deadarm) (3)
0453: set_object 16@ XY_rotation 0.0 0.0 angle 280.0
029B: 17@ = init_object 2890 at 754.96002 -4047.55 10.66 // object (kmb_skip) (2)
0453: set_object 17@ XY_rotation 0.0 0.0 angle 200.0
029B: 18@ = init_object 2890 at 759.60999 -4003.5901 10.66 // object (kmb_skip) (3)
0453: set_object 18@ XY_rotation 0.0 0.0 angle 29.995
029B: 19@ = init_object 2744 at 766.65997 -4046.8999 12.57 // object (CJ_STAT_2) (1)
0453: set_object 19@ XY_rotation 0.0 0.0 angle 0.0
029B: 20@ = init_object 2743 at 761.84003 -4049.8999 12.03 // object (CJ_STAT_1) (1)
0453: set_object 20@ XY_rotation 0.0 0.0 angle 110.0
029B: 21@ = init_object 2744 at 755.29999 -4047.8 12.0 // object (CJ_STAT_2) (2)
0453: set_object 21@ XY_rotation 68.52 69.074 angle 292.338
029B: 22@ = init_object 13591 at 734.40002 -3977.26 11.02 // object (kickcar28) (1)
0453: set_object 22@ XY_rotation 0.0 0.0 angle 30.0
029B: 23@ = init_object 13591 at 666.13 -3911.96 11.02 // object (kickcar28) (2)
0453: set_object 23@ XY_rotation 0.0 0.0 angle 319.998
029B: 24@ = init_object 18248 at 759.01001 -4030.3501 18.63 // object (cuntwjunk01) (1)
0453: set_object 24@ XY_rotation 0.0 0.0 angle 0.0
029B: 25@ = init_object 910 at 772.66998 -4048.4399 12.03 // object (BUST_CABINET_4) (2)
0453: set_object 25@ XY_rotation 0.0 0.0 angle 260.0
029B: 26@ = init_object 910 at 769.15997 -4043.3101 12.03 // object (BUST_CABINET_4) (3)
0453: set_object 26@ XY_rotation 0.0 0.0 angle 299.997

0249: release_model 1422
0249: release_model 1395
0249: release_model 1394
0249: release_model 2907
0249: release_model 2906
0249: release_model 2905
0249: release_model 2908
0249: release_model 2890
0249: release_model 2744
0249: release_model 2743
0249: release_model 13591
0249: release_model 18248
0249: release_model 910

0249: release_model 413
0249: release_model 418
0249: release_model 482
0249: release_model 401
0249: release_model 533
0249: release_model 526
0249: release_model 598
0249: release_model 567
0249: release_model 602
0249: release_model 490
0249: release_model 1423
0249: release_model 1422
player.CanMove($PLAYER_char)=false  
039E: set_actor dumb_driver locked 1 while_in_car
039E: set_actor  dumb_passenger locked 1 while_in_car
0526: set_actor dumb_driver stay_in_car_when_jacked  1
0526: set_actor dumb_passenger stay_in_car_when_jacked  1
0982: set_actor dumb_passenger stay_in_car_when_dead 1
0982: set_actor dumb_driver stay_in_car_when_dead 1
0376: 250@ = create_random_actor_at   350.434 -3713.4612 11.0078
actor.Angle(250@)=274.4126
05D3: AS_actor 250@ goto_point 730.155 -3976.2805 11.76 mode 7 time 999999999 ms // versionA
190@=0
187@=0.0
188@=0.0
189@=-1.0
{
repeat 
wait 0
gosub @mission
191@ = actor.Angle(250@)
04C4: store_coords_to 184@ 185@ 186@ from_actor 250@ with_offset 187@ 188@ 189@
187@ += 0.4
190@ += 1


0376: 251@ = create_random_actor_at 184@ 185@ 186@ 
actor.Angle(251@)=191@
05D3: AS_actor 251@ goto_point 730.155 -3976.2805 11.76 mode 7 time 999999999 ms // versionA
077A: set_actor 251@ acquaintance 4 to_actors_pedtype 6 // see ped.dat

190@+=1
until 190@ >= 20
                      }
//cutscene
0936: set_camera  365.9807 -3728.3037 17.6244 position_to  424.918 -3733.7632 15.6244  time 4000 smooth_transition 1 
0920: point_camera 404.5049 -3739.0654 15.6244  transverse_to 455.213 -3753.4697 11.6244 time 4000 smooth_transition 1
wait 4000
0936: set_camera 441.8858 -3762.6091 17.6244  position_to  393.3614 -3739.187 17.6244  time 4000 smooth_transition 1 
0920: point_camera  400.1013 -3720.9651 15.6244 transverse_to 350.468 -3725.575 13.6244 time 4000 smooth_transition 1
wait 4000
player.CanMove($PLAYER_char)=true 
camera.Restore_WithJumpCut()
32@ = 0 
552@ = 0 
while true 
wait 0
332@ = car.Health(  dumb_car )
 
0AE1: 550@ = random_char_near_point 463.235 -3754.24 10.99 in_radius 9999999999.0 find_next 1 pass_deads 1
    if   and
     552@ == 0 
    
     is_actor_defined 550@
    then
        089F: get_actor 550@ pedtype_to 551@ 
        if not 551@ == 6 
        then
            if  or 
          
            00FE:   actor player1 sphere 0 in_sphere  463.235 -3754.24 10.99 radius 20.0 20.0 20.0
            00FE:   actor 550@ sphere 0 in_sphere 463.235 -3754.24 10.99 radius 20.0 20.0 20.0
            then
                0085: npc  = 400@ // (int)
                gosub @hate_mode
                0085: npc  = 401@ // (int)
                gosub @hate_mode
                0085: npc  = 402@ // (int)
                gosub @hate_mode
                0085: npc  = 403@ // (int)
                gosub @hate_mode
                0085: npc  = 404@ // (int)
                gosub @hate_mode
                0085: npc  = 405@ // (int)
                gosub @hate_mode
                0085: npc  = 406@ // (int)
                gosub @hate_mode
                0085: npc  = 407@ // (int)
                gosub @hate_mode
                0085: npc  = 408@ // (int)
                gosub @hate_mode
                0085: npc  = 409@ // (int)
                gosub @hate_mode
                0085: npc  = 410@ // (int)
                gosub @hate_mode
                0085: npc  = 411@ // (int)
                gosub @hate_mode
                0085: npc  = 412@ // (int)
                gosub @hate_mode
                0085: npc  = 413@ // (int)
                gosub @hate_mode
                0085: npc  = 414@ // (int)
                gosub @hate_mode
                0085: npc  = 415@ // (int)
                gosub @hate_mode
                0085: npc  = 416@ // (int)
                gosub @hate_mode
                552@ = 1                      
            end 
        end
        
    end            
               
    gosub @mission
    if and
     00FE:   actor dumb_driver sphere 0 in_sphere 467.3393 -3747.5725 10.99 radius 9.0 9.0 9.0
     not actor.Dead( dumb_driver)
    then
        05E2: AS_actor 400@ kill_actor dumb_driver
        05E2: AS_actor 401@ kill_actor dumb_driver
        05E2: AS_actor 402@ kill_actor dumb_driver
        05E2: AS_actor 403@ kill_actor dumb_driver
        05E2: AS_actor 404@ kill_actor dumb_driver
        05E2: AS_actor 405@ kill_actor dumb_driver
        05E2: AS_actor 406@ kill_actor dumb_driver
        05E2: AS_actor 407@ kill_actor dumb_driver
        05E2: AS_actor 408@ kill_actor dumb_driver
        05E2: AS_actor 409@ kill_actor dumb_driver
        05E2: AS_actor 410@ kill_actor dumb_driver
        05E2: AS_actor 411@ kill_actor dumb_driver
        05E2: AS_actor 412@ kill_actor dumb_driver
        05E2: AS_actor 413@ kill_actor dumb_driver
        05E2: AS_actor 414@ kill_actor dumb_driver
        05E2: AS_actor 415@ kill_actor dumb_driver
        05E2: AS_actor 416@ kill_actor dumb_driver

    end
    if and
    not actor.Dead( dumb_driver)
    32@ > 15000
    then
       05D1: AS_actor dumb_driver drive_car -1  to  662.0849 -3909.8909 11.99 speed 200.0 2 model #NULL 5
       32@=0
    end
    if  and
    actor.Driving( dumb_driver )
    not actor.Dead( dumb_driver)
    then
        if or 
           actor.Dead(dumb_driver)
          332@ < 49900 
        then
              05BE: AS_actor dumb_driver die  
              0633: AS_actor dumb_passenger exit_car
              0751: AS_actor dumb_passenger flee_from_actor dumb_driver run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 5550.0
              car.SetSpeedInstantly(  dumb_car  ,0.0 )
              car.SetMaxSpeed( dumb_car , 0.0 )
              04FE: deflate_tire 2 on_car dumb_car
              04FE: deflate_tire 1 on_car dumb_car
              04FE: deflate_tire 3 on_car dumb_car
              04FE: deflate_tire 0 on_car dumb_car
              audiostream.LinkToCar(horn_1,dumb_car )
              Audiostream.PerformAction(horn_1, resume)
        end  
    end
end 
 {

actor.RemoveReferences(300@)
actor.RemoveReferences(301@)
actor.RemoveReferences(302@)
actor.RemoveReferences(303@)
actor.RemoveReferences(304@)
actor.RemoveReferences(305@)
actor.RemoveReferences(306@)
actor.RemoveReferences(307@)
actor.RemoveReferences(308@)
actor.RemoveReferences(309@)
actor.RemoveReferences(310@)
actor.RemoveReferences(312@)
actor.RemoveReferences(313@)
actor.RemoveReferences(314@)
actor.RemoveReferences(315@)
actor.RemoveReferences(316@)

car.RemoveReferences(200@)
car.RemoveReferences(201@)
car.RemoveReferences(202@)
car.RemoveReferences(203@)
car.RemoveReferences(204@)
car.RemoveReferences(205@)
car.RemoveReferences(206@)
car.RemoveReferences(207@)
car.RemoveReferences(208@)
car.RemoveReferences(209@)
car.RemoveReferences(210@)
car.RemoveReferences(212@)
car.RemoveReferences(213@)
car.RemoveReferences(214@)
car.RemoveReferences(215@)
car.RemoveReferences(216@)
                             }
                      { 
actor.RemoveReferences(650@)
actor.RemoveReferences(651@)
actor.RemoveReferences(652@)
actor.RemoveReferences(653@)
actor.RemoveReferences(654@)
actor.RemoveReferences(655@)
actor.RemoveReferences(656@)
actor.RemoveReferences(657@)
actor.RemoveReferences(658@)
actor.RemoveReferences(659@)
actor.RemoveReferences(669@)
}
      
jump @end_the_mission 

:mission
      if cheat "exit"
      then
         show_styled_text "~r~Mission aborted!"  3000 5 
        jump @end_the_mission 
      end 
return

:Drop_player2 
903@=actor.Angle( $PLAYER_ACTOR)
04C4: store_coords_to 900@ 901@ 902@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 -1.0
if coop
then
0362: remove_actor player2 from_car_and_place_at 900@ 901@ 902@
actor.Angle(player2 )= 903@

end 
return 

:Cops_Setup_Swat
0209: 777@ = random_int_in_ranges 500 701
actor.Health(NPC)=777@
0209: 777@ = random_int_in_ranges 80 90
actor.WeaponAccuracy(NPC)=777@
actor.SetWalkStyle(NPC, "PLAYER")
0446: set_actor NPC dismemberment_possible 0
0946: set_actor NPC actions_uninterupted_by_weapon_fire 1
04D8: set_actor   NPC drowns_in_water 0 
07DD: set_actor   NPC  attack_rate 100 // previously known as temper_to
060B: set_actor NPC decision_maker_to 311@

077A: set_actor NPC acquaintance 3 to_actors_pedtype 0 // see ped.dat
077A: set_actor NPC acquaintance 3 to_actors_pedtype 1 // see ped.dat
077A: set_actor NPC acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor NPC acquaintance 3 to_actors_pedtype 4 // see ped.dat
077A: set_actor NPC acquaintance 3 to_actors_pedtype 5 // see ped.dat
077A: set_actor NPC acquaintance 3 to_actors_pedtype 8 // see ped.dat
09B5: set_actor NPC signal_after_kill 0
07FE: set_actor NPC fighting_style_to 7 moves 6
0816: set_actor NPC dont_chase_victim 1
actor.GiveWeaponAndAmmo(npc,m4,999999) 
0605: actor  npc perform_animation "IDLE_armed" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

return


:hate_mode
 if is_actor_defined 550@
 then
    actor_kill_victim NPC 550@
 end
077A: set_actor NPC acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor NPC acquaintance 4 to_actors_pedtype 1 // see ped.dat 
077A: set_actor NPC acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor NPC acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor NPC acquaintance 4 to_actors_pedtype 8 // see ped.dat
0816: set_actor NPC dont_chase_victim 0
return

:Car_setup
  car.Health(Stat_civilian_car)=50000
  09C4: set_car Stat_civilian_car gas_tank_explosion_enabled 0

return

:end_the_mission
 Audiostream.Release(Audio_crowd)
 audiostream.Release(horn_1)
01F0: set_max_wanted_level_to 6

mission_cleanup
end_Thread