// This file was decompiled using VCSCM.ini published on 2021-01-30
{$CLEO .cs}

0000: NOP 
0001: wait 2050 ms 
0004: $9100 = 0 // $ = int
0006: 5@ = 0 // @ = int
             
//0055: put_player $player_char at -75.1313 -1532.144 12.8099
:Noname_7
0001: wait 50 ms 
00D6: if and
0038:   $9100 == 1 // $ == int  
0038:   $onmission == 1 // $ == int 
004D: jump_if_false @Noname_7 


0167: 3@ = create_marker_at 546.6169 -7.7056 13.1 color 1 display 3

0001: wait 1050 ms 
00BC: text_highpriority 'sidepr7' time 14000 1     


:checkLoc1
0001: wait 0 ms

  
0001: wait 0 ms 
00D6: if or
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9100 = 0 // $ = int  
0164: disable_marker 3@ 
0001: wait 50 ms 
0004: $onmission = 0 // $ = int 
0002: jump @Noname_7 
end 

00D6: if or
00F6:   player $player_char 0 553.2144 -9.2559 13.7 radius 80.0 80.0 80.0 
00F7:   player $player_char sphere 0 near_point_in_car 553.2144 -9.2559 13.7 radius 80.0 80.0 80.0 
004D: jump_if_false @checkLoc1

0247: request_model 135 
0247: request_model 91  
0247: request_model 92   
0247: request_model 69 
0247: request_model 37 
0247: request_model 282
0247: request_model 6191

                
:CHOLOS_168
0001: wait 0 ms


    
00D6: if and
0248:   model 135 available 
0248:   model 91 available   
0248:   model 92 available    
0248:   model 69 available    
0248:   model 37 available    
0248:   model 282 available   
0248:   model 6191 available 
004D: jump_if_false @CHOLOS_168 
038B: load_requested_models
                  
                  



0164: disable_marker 3@
00A5: 0@ = create_car 135 at 546.6169 -7.7056 13.1 
020A: set_car 0@ door_status_to 2 // 1 unlock

009A: 1@ = create_actor_pedtype 1 model 91 at 553.2144 -9.2559 13.7
009A: 2@ = create_actor_pedtype 1 model 92 at 553.2144 -5.2559 13.7  
009A: 7@ = create_actor_pedtype 1 model 37 at 542.9587 -8.3 13.7 

0001: wait 1000 ms
 
0175: set_car 0@ z_angle_to 0.0    
0173: set_actor 1@ z_angle_to 90.0
0173: set_actor 2@ z_angle_to 90.0 
0173: set_actor 7@ z_angle_to 270.0
0162: 3@ = create_marker_above_actor 7@ color 4 display 3





:checks

       
0001: wait 0 ms 
00D6: if or
8256:  not player $PLAYER_CHAR defined
0117:  player $PLAYER_CHAR wasted
then  
0004: $9100 = 0 // $ = int
0002: jump @clearProps 
end   
 


 
        
0001: wait 0 ms 
00D6: if and
81AF:  not car 0@ 0 164.8429 666.7712 11.2 radius 6.5 6.5 6.0 
0119:  car 0@ wrecked
then 
    0004: $9100 = 0 // $ = int
    0002: jump @clearProps 
end

0001: wait 0 ms


00D6: if
0039:   5@ == 0 // @ == int
then

    00D6: if or
    00F6:   player $player_char 0 553.2144 -9.2559 13.7 radius 40.0 40.0 80.0 
    00F7:   player $player_char sphere 0 near_point_in_car 553.2144 -9.2559 13.7 radius 40.0 40.0 80.0 
    then
        00BC: text_highpriority 'sidepr9' time 12000 1 
        0001: wait 900 ms   
        0372: set_actor 7@ anim 0 wait_state_time 100 ms
        0211: actor 7@ walk_to 548.433 55.3343  
        0006: 5@ = 1 // @ = int  
    end  
end

        
0001: wait 0 ms



00D6: if or
051A:   actor 2@ damaged_by_actor $player_actor 
051A:   actor 1@ damaged_by_actor $player_actor 
0118:   actor 2@ dead
0118:   actor 1@ dead
then
    00D6: if
    8118:  not actor 7@ dead 
    then       
        01CA: actor 7@ kill_player $PLAYER_CHAR
    end
    
    00D6: if
    8118:  not actor 2@ dead 
    then                
        01B2: give_actor 2@ weapon 23 ammo 9999 // Load the weapon model before using this
        01CA: actor 2@ kill_player $PLAYER_CHAR
    end   
    00D6: if
    8118:  not actor 1@ dead 
    then                
        01B2: give_actor 1@ weapon 23 ammo 9999 // Load the weapon model before using this
        01CA: actor 1@ kill_player $PLAYER_CHAR
    end
    
    00BC: text_highpriority 'sidpr10' time 10000 1 
    0004: $9100 = 0 // $ = int
    0002: jump @clearProps    
end

      
0001: wait 0 ms

00D6: if
051A:   actor 7@ damaged_by_actor $player_actor 
then
    00D6: if
    8118:  not actor 7@ dead 
    then       
        01CA: actor 7@ kill_player $PLAYER_CHAR
    end
end
         
0001: wait 0 ms 
00D6: if
80FF:  not actor 7@ 0 548.433 55.3343 13.7 radius 20.0 20.0 20.0
then  
    00D6: if or
    051A:  actor 7@ damaged_by_actor $player_actor 
    0118:  actor 7@ dead  
    then
          00D6: if
        8118:  not actor 7@ dead 
        then       
            01CA: actor 7@ kill_player $PLAYER_CHAR
        end
        
        00D6: if
        8118:  not actor 2@ dead 
        then                
            01B2: give_actor 2@ weapon 23 ammo 9999 // Load the weapon model before using this
            01CA: actor 2@ kill_player $PLAYER_CHAR
        end   
        00D6: if
        8118:  not actor 1@ dead 
        then                
            01B2: give_actor 1@ weapon 23 ammo 9999 // Load the weapon model before using this
            01CA: actor 1@ kill_player $PLAYER_CHAR
        end
    
        00BC: text_highpriority 'sidpr10' time 10000 1 
        0004: $9100 = 0 // $ = int
        0002: jump @clearProps 
    end
end
          
0001: wait 0 ms

 
00D6: if and
0039:   5@ == 1 // @ == int
00FF:   actor 7@ 0 548.433 55.3343 13.7 radius 9.0 9.0 9.0
0118:   actor 7@ dead
then         
    0006: 5@ = 2 // @ = int
    0164: disable_marker 3@    
    0161: 3@ = create_marker_above_car 0@ color 4 display 3
    00BC: text_highpriority 'sidepr8' time 10000 1  
    020A: set_car 0@ door_status_to 1 // 1 unlock  
end


         
0001: wait 0 ms 
00D6: if and    
0039:   5@ == 2 // @ == int
00DC:   player $PLAYER_CHAR in_car 0@
then                 
    00BC: text_highpriority 'sidpr12' time 10000 1
    0006: 5@ = 3 // @ = int
    0164: disable_marker 3@
    0167: 3@ = create_marker_at 267.9182 1289.9593 16.5 color 1 display 3

    0001: wait 100 ms

    03BC: 6@ = create_sphere 267.9182 1289.9593 16.5 2.75  
    0001: wait 400 ms
end
    
0001: wait 0 ms

  
00D6: if and
00DC:   player $PLAYER_CHAR in_car 0@
0039:   5@ == 3 // @ == int  
01B0:   car 0@ stopped 0 267.9182 1289.9593 16.5 radius 2.0 2.0 2.0  
then   

    01B4: set_player $PLAYER_CHAR can_move 0

    015F: set_camera_position 274.8126 1301.910 17.5 rotation 0.0 0.0 0.0  
    0001: wait 150 ms
    0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2
        
    0164: disable_marker 3@
    03BD: destroy_sphere 6@
           
    0006: 5@ = 4 // @ = int
    009A: 4@ = create_actor_pedtype 1 model 69 at 268.4041 1300.7319 16.7
    01D4: actor 4@ go_to_car 0@ and_enter_it_as_a_passenger
    
    :111
    0001: wait 150 ms
    00D6: if
    00DB:   actor 4@ in_car 0@
    004D: jump_if_false @111 
    015A: restore_camera 
    00BC: text_highpriority 'sidpr13' time 10000 1
    0167: 3@ = create_marker_at 164.8429 666.7712 11.2 color 1 display 3  
    01B4: set_player $PLAYER_CHAR can_move 1
end

        
0001: wait 0 ms 
00D6: if and
00DC:   player $PLAYER_CHAR in_car 0@
0039:   5@ == 4 // @ == int     
00F7:   player $player_char sphere 0 near_point_in_car 164.8429 666.7712 11.2 radius 180.0 180.0 80.0 
then  
               
    0164: disable_marker 3@
    0006: 5@ = 5 // @ = int
    00A5: 8@ = create_car 6191 at 164.8429 666.7712 11.2 
    0175: set_car 8@ z_angle_to 32.0      
    0161: 3@ = create_marker_above_car 8@ color 4 display 3
end    


     
0001: wait 0 ms 
00D6: if and
0039:  5@ == 5 // @ == int
01AF:  car 0@ 0 164.8429 666.7712 11.2 radius 75.5 75.5 50.0  
then
      
    00BC: text_highpriority 'sidpr14' time 10000 1
    
    00D6: if    
    80DC:  not player $PLAYER_CHAR in_car 0@ 
    then  
        015D: set_gamespeed  0.7
        0006: 5@ = 6 // @ = int    
        015F: set_camera_position 189.9912 673.7293 12.5 rotation 0.0 0.0 0.0  
        0001: wait 150 ms
        0160: point_camera 164.8429 666.7712 11.2 switchstyle 2
    end    
end
        
0001: wait 0 ms 
00D6: if and
80DC:  not player $PLAYER_CHAR in_car 0@
0039:  5@ == 6 // @ == int 
01AF:  car 0@ 0 164.8429 666.7712 11.2 radius 6.5 6.5 6.0    
then 
    00BC: text_highpriority 'sidpr14' time 10 1          
    0006: 5@ = 7 // @ = int 
    0164: disable_marker 3@
    020B: explode_car 0@    
    020B: explode_car 8@  
    0394: play_music 1
     
    0001: wait 2000 ms
    015A: restore_camera
    00BA: text_styled 'sidpsd' 7000 ms 1  // An Old Friend
    
    0247: request_model 337 
    :CHOLOS_16811     
    0001: wait 20 ms
    00D6: if 
    0248:   model 337 available 
    004D: jump_if_false @CHOLOS_16811
    038B: load_requested_models
        
    0107: 9@ = create_object 337 at -87.0883 -1531.65 9.94188  //mission one 
    
    0004: $9100 = 2 // $ = int
    0109: player $PLAYER_CHAR money += 1000
    015D: set_gamespeed  1.0 
    0249: release_model 337        
    0002: jump @clearProps
end


     
0001: wait 0 ms 
00D6: if and 
0039:  5@ == 6 // @ == int 
80DC:  not player $PLAYER_CHAR in_car 0@
81AF:  not car 0@ 0 164.8429 666.7712 11.2 radius 6.5 6.5 6.0  
01C1:  car 0@ stopped
then 
    0004: $9100 = 0 // $ = int  
    0002: jump @clearProps
end

00D6: if and
00DC:  player $PLAYER_CHAR in_car 0@
0039:  5@ == 6 // @ == int 
01AF:  car 0@ 0 164.8429 666.7712 11.2 radius 6.5 6.5 6.0    
then 
    00BC: text_highpriority 'sidpr14' time 10 1          
    0006: 5@ = 7 // @ = int 
    0004: $9100 = 0 // $ = int  
    0002: jump @clearProps
end





0002: jump @checks 


:clearProps
015D: set_gamespeed  1.0  
00D6: if
8038:  not $9100 == 2 // $ == int
then 
    00BC: text_highpriority 'sidpr15' time 5000 1 
    010D: set_player $player_char wanted_level_to 3 
    0001: wait 5000 ms                               
    00BC: text_highpriority 'sidpr11' time 5000 1 
end

0164: disable_marker 3@
01C2: mark_actor_as_no_longer_needed 1@
01C2: mark_actor_as_no_longer_needed 2@
01C2: mark_actor_as_no_longer_needed 7@
00D6: if
0039:   5@ == 5 // @ == int
then   
    01C3: mark_car_as_no_longer_needed 8@
end           
00D6: if
0039:   5@ == 4 // @ == int
then   
    01C2: mark_actor_as_no_longer_needed 4@
end
01C3: mark_car_as_no_longer_needed 0@
    
0249: release_model 6191            
0249: release_model 282  
0249: release_model 37  
0249: release_model 69  
0249: release_model 92  
0249: release_model 91  
0249: release_model 135  
0001: wait 50 ms 
0004: $onmission = 0 // $ = int     

               
0002: jump @Noname_7
