// This file was decompiled using VCSCM.ini published on 2021-01-30
DEFINE OBJECTS 1
DEFINE OBJECT (noname)                

DEFINE MISSIONS 99
DEFINE MISSION 0 AT @INITIAL           // Initial
DEFINE MISSION 1 AT @INTRO             // Intro
DEFINE MISSION 2 AT @HOTEL             // An Old Friend
DEFINE MISSION 3 AT @LAWYER1           // The Party
DEFINE MISSION 4 AT @LAWYER2           // Back Alley Brawl
DEFINE MISSION 5 AT @LAWYER3           // Jury Fury
DEFINE MISSION 6 AT @LAWYER4           // Riot
DEFINE MISSION 7 AT @GENERL1           // Treacherous Swine
DEFINE MISSION 8 AT @COL2              // Mall Shootout
DEFINE MISSION 9 AT @GENERL3           // Guardian Angels
DEFINE MISSION 10 AT @COL_4            // Sir, Yes Sir!
DEFINE MISSION 11 AT @COL_5            // All Hands On Deck!
DEFINE MISSION 12 AT @BARON1           // The Chase
DEFINE MISSION 13 AT @BARON2           // Phnom Penh '86
DEFINE MISSION 14 AT @BARON3           // The Fastest Boat
DEFINE MISSION 15 AT @BARON4           // Supply & Demand
DEFINE MISSION 16 AT @BARON5           // Rub Out
DEFINE MISSION 17 AT @KENT1            // Death Row
DEFINE MISSION 18 AT @SERG1            // Four Iron
DEFINE MISSION 19 AT @SERG3            // Demolition Man
DEFINE MISSION 20 AT @SERG2            // Two Bit Hit
DEFINE MISSION 21 AT @BANKJO1          // No Escape?
DEFINE MISSION 22 AT @BANKJO2          // The Shootist
DEFINE MISSION 23 AT @BANKJO3          // The Driver
DEFINE MISSION 24 AT @BANKJO4          // The Job
DEFINE MISSION 25 AT @PHIL1            // Gun Runner
DEFINE MISSION 26 AT @PHIL2            // Boomshine Saigon
DEFINE MISSION 27 AT @PORNO1           // Recruitment Drive
DEFINE MISSION 28 AT @PORNO2           // Dildo Dodo
DEFINE MISSION 29 AT @PORNO3           // Martha's Mug Shot
DEFINE MISSION 30 AT @PORNO4           // G-spotlight
DEFINE MISSION 31 AT @PROTEC1          // Shakedown
DEFINE MISSION 32 AT @PROTEC2          // Bar Brawl
DEFINE MISSION 33 AT @PROTEC3          // Cop Land
DEFINE MISSION 34 AT @COUNT1           // Spilling the Beans
DEFINE MISSION 35 AT @COUNT2           // Hit the Courier
DEFINE MISSION 36 AT @BUYPRO1          // Printworks Buy
DEFINE MISSION 37 AT @CARBUY1          // Sunshine Autos
DEFINE MISSION 38 AT @BUYPRO2          // Interglobal Films Buy
DEFINE MISSION 39 AT @ICECUT           // Cherry Popper Icecreams Buy
DEFINE MISSION 40 AT @TAXCUT           // Kaufman Cabs Buy
DEFINE MISSION 41 AT @BUYPRO3          // Malibu Club Buy
DEFINE MISSION 42 AT @BOATBY           // The Boatyard Buy
DEFINE MISSION 43 AT @BUYPRO4          // Pole Position Club Buy
DEFINE MISSION 44 AT @BUYPRO5          // El Swanko Casa Buy
DEFINE MISSION 45 AT @LNKVBUY          // Links View Apartment Buy
DEFINE MISSION 46 AT @HYCOBUY          // Hyman Condo Buy
DEFINE MISSION 47 AT @OCHEBUY          // Ocean Heighs Aprt. Buy
DEFINE MISSION 48 AT @WASHBUY          // 1102 Washington Street Buy
DEFINE MISSION 49 AT @VCPTBUY          // Vice Point Buy
DEFINE MISSION 50 AT @SKUMBUY          // Skumole Shack Buy
DEFINE MISSION 51 AT @CAP_1            // Cap the Collector
DEFINE MISSION 52 AT @FIN_1            // Keep your Friends Close...
DEFINE MISSION 53 AT @BIKE1            // Alloy Wheels of Steel
DEFINE MISSION 54 AT @BIKE2            // Messing with the Man
DEFINE MISSION 55 AT @BIKE3            // Hog Tied
DEFINE MISSION 56 AT @CUBAN1           // Stunt Boat Challenge
DEFINE MISSION 57 AT @CUBAN2           // Cannon Fodder
DEFINE MISSION 58 AT @CUBAN3           // Naval Engagement
DEFINE MISSION 59 AT @CUBAN4           // Trojan Voodoo
DEFINE MISSION 60 AT @HAIT1            // Juju Scramble
DEFINE MISSION 61 AT @HAIT2            // Bombs Away!
DEFINE MISSION 62 AT @HAIT3            // Dirty Lickin's
DEFINE MISSION 63 AT @ROCKB1           // Love Juice
DEFINE MISSION 64 AT @ROCKB2           // Psycho Killer
DEFINE MISSION 65 AT @ROCKB3           // Publicity Tour
DEFINE MISSION 66 AT @RANGE            // Weapon Range
DEFINE MISSION 67 AT @ASSIN1           // Road Kill
DEFINE MISSION 68 AT @ASSIN2           // Waste the Wife
DEFINE MISSION 69 AT @ASSIN3           // Autocide
DEFINE MISSION 70 AT @ASSIN4           // Check Out at the Check In
DEFINE MISSION 71 AT @ASSIN5           // Loose Ends
DEFINE MISSION 72 AT @TAXWAR1          // V.I.P.
DEFINE MISSION 73 AT @TAXWAR2          // Friendly Rivalry
DEFINE MISSION 74 AT @TAXWAR3          // Cabmaggedon
DEFINE MISSION 75 AT @TAXI             // TAXI DRIVER
DEFINE MISSION 76 AT @AMBULAN          // PARAMEDIC
DEFINE MISSION 77 AT @FIRETRU          // FIREFIGHTER
DEFINE MISSION 78 AT @COPCAR           // VIGILANTE
DEFINE MISSION 79 AT @OVALRNG          // HOTRING
DEFINE MISSION 80 AT @MM               // BLOODRING
DEFINE MISSION 81 AT @KICKST           // DIRTRING
DEFINE MISSION 82 AT @RACE             // Sunshine Autos Races
DEFINE MISSION 83 AT @ICECRE1          // Distribution
DEFINE MISSION 84 AT @HELI1SC          // Downtown Chopper Checkpoint
DEFINE MISSION 85 AT @HELI2SC          // Ocean Beach Chopper Checkpoint
DEFINE MISSION 86 AT @HELI3SC          // Vice Point Chopper Checkpoint
DEFINE MISSION 87 AT @HELI4SC          // Little Haiti Chopper Checkpoint
DEFINE MISSION 88 AT @BMX_1            // Trial by Dirt
DEFINE MISSION 89 AT @BMX_2            // Test Track
DEFINE MISSION 90 AT @T4X4_1           // PCJ Playground
DEFINE MISSION 91 AT @CARPRK1          // Cone Crazy
DEFINE MISSION 92 AT @PIZZA            // PIZZA BOY
DEFINE MISSION 93 AT @RCHELI           // RC Raider Pickup
DEFINE MISSION 94 AT @RCRACE1          // RC Bandit Race
DEFINE MISSION 95 AT @RCPLNE1          // RC Baron Race
DEFINE MISSION 96 AT @COKERUN          // Checkpoint Charlie
DEFINE MISSION 97 AT @AIRPBUY
DEFINE MISSION 98 AT @SPEDWAY


//-------------MAIN---------------
script_name 'MAIN' 
fade 0 0 
042C: set_total_missions_to 88 
030D: set_total_mission_points_to 154 
01F0: set_max_wanted_level_to 6 
02ED: set_total_hidden_packages_to 100 
set_wb_check_to 0 
00C0: set_current_time 7 0 
04E4: request_collision_at 83.0 -849.8 
Camera.SetAtPos(83.0, -849.8, 9.3)
Player.Create($PLAYER_CHAR, #NULL, 83.0, -849.8, 9.3)
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Player.InfiniteRun($PLAYER_CHAR, True)
055E: set_player $PLAYER_CHAR max_health += 150 
055F: set_player $PLAYER_CHAR max_armour += 150 
035E: set_player $PLAYER_CHAR armour_to 250 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 99999999
0222: set_player $PLAYER_CHAR health_to 250 
start_mission 0  // Initial
Object.Init($ARENA_DOOR_1, #DTN_STADDOORA, -1109.615, 1330.097, 20.372)
Object.RemoveFromMissionCleanupList($ARENA_DOOR_1)
Object.Init($ARENA_DOOR_2, #DTN_STADDOORB, -1109.615, 1331.932, 20.372)
Object.RemoveFromMissionCleanupList($ARENA_DOOR_2)
Object.Init($307, #DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($307)
$412 = 0 // $ = int 
$369 = 0 // $ = int 
Pickup.Create($413, #BRIBE, 15, 393.9, -60.2, 11.5)
Pickup.Create($414, #BRIBE, 15, 116.0, -1313.1, 4.4)
Pickup.Create($415, #BRIBE, 15, 393.7, -660.6, 10.7)
Pickup.Create($416, #BRIBE, 15, 470.7, 70.1, 10.8)
Pickup.Create($417, #BRIBE, 15, 382.7, 364.1, 10.8)
Pickup.Create($418, #BRIBE, 15, 422.4, 971.2, 12.1)
Pickup.Create($419, #BRIBE, 15, 89.1, 887.4, 10.5)
Pickup.Create($420, #BRIBE, 15, -822.7, 1304.5, 11.7)
Pickup.Create($421, #BRIBE, 15, -900.69, 251.4, 17.1)
Pickup.Create($422, #BRIBE, 15, -973.7, 61.0, 10.4)
Pickup.Create($423, #BRIBE, 15, -937.9, -114.1, 17.0)
Pickup.Create($424, #BRIBE, 15, -1015.9, -627.9, 11.2)
Pickup.Create($425, #BRIBE, 15, -906.3, -834.0, 15.7)
014B: $389 = init_car_generator #DELUXO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1022.6 -868.6 12.2 angle 175.0 
014C: set_parked_car_generator $389 cars_to_generate_to 0 
014B: $390 = init_car_generator #SABRETUR -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.1 -869.4 12.2 angle 188.0 
014C: set_parked_car_generator $390 cars_to_generate_to 0 
014B: $391 = init_car_generator #SANDKING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.3 -868.8 17.9 angle 195.0 
014C: set_parked_car_generator $391 cars_to_generate_to 0 
014B: $392 = init_car_generator #HOTRING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1023.2 -868.1 17.9 angle 172.0 
014C: set_parked_car_generator $392 cars_to_generate_to 0 
014B: $2378 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.0 -632.1 10.2 angle 187.2 
014C: set_parked_car_generator $2378 cars_to_generate_to 0 
014B: $2379 = init_car_generator #RHINO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1720.3 -239.6 14.8 angle 92.0 
014C: set_parked_car_generator $2379 cars_to_generate_to 0 
014B: $2380 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.2 -103.7 14.7 angle 180.0 
014C: set_parked_car_generator $2380 cars_to_generate_to 0 
014B: $2499 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -72.4 -1607.9 12.7 angle 0.0 
014C: set_parked_car_generator $2499 cars_to_generate_to 0 
024A: $595 = get_phone_at 36.90385 -1023.3 
024A: $596 = get_phone_at 482.453 244.221 
024A: $597 = get_phone_at 38.341 -1023.3 
024A: $598 = get_phone_at -1482.801 -825.2587 
024A: $599 = get_phone_at -976.7705 -530.5467 
0180: set_on_mission_flag_to $ONMISSION 
$889 = 304.5 // $ = float 
$890 = 376.3 // $ = float 
$891 = 12.7 // $ = float 
$892 = -834.8 // $ = float 
$893 = 1306.9 // $ = float 
$894 = 11.0 // $ = float 
$895 = 14.0 // $ = float 
$896 = -1500.7 // $ = float 
$897 = 12.7 // $ = float 
$898 = 88.5 // $ = float 
$899 = -804.7 // $ = float 
$900 = 11.2 // $ = float 
$901 = 531.4 // $ = float 
$902 = 1273.7 // $ = float 
$903 = 17.6 // $ = float 
$904 = -560.1 // $ = float 
$905 = 703.6 // $ = float 
$906 = 20.5 // $ = float 
$757 = 209.5 // $ = float 
$758 = -1288.9 // $ = float 
$759 = 12.4 // $ = float 
$769 = 257.1 // $ = float 
$770 = -231.7 // $ = float 
$771 = 10.0 // $ = float 
$853 = -1059.6 // $ = float 
$854 = -274.5 // $ = float 
$855 = 11.4 // $ = float 
$856 = -1007.3 // $ = float 
$857 = -869.9 // $ = float 
$858 = 12.8 // $ = float 
$859 = 15.2 // $ = float 
$860 = 962.6 // $ = float 
$861 = 10.9 // $ = float 
$862 = -864.3 // $ = float 
$863 = -576.6 // $ = float 
$864 = 11.0 // $ = float 
$865 = -1011.7 // $ = float 
$866 = 203.9 // $ = float 
$867 = 11.2 // $ = float 
$868 = 487.2 // $ = float 
$869 = -81.5 // $ = float 
$870 = 11.4 // $ = float 
$871 = -685.8 // $ = float 
$872 = -1495.6 // $ = float 
$873 = 12.5 // $ = float 
$793 = -1003.1 // $ = float 
$794 = 207.0 // $ = float 
$795 = 10.0 // $ = float 
$763 = -246.6 // $ = float 
$764 = -1360.5 // $ = float 
$765 = 7.3 // $ = float 
$766 = -378.5 // $ = float 
$767 = -551.3 // $ = float 
$768 = 18.2 // $ = float 
$772 = 463.9 // $ = float 
$773 = -58.5 // $ = float 
$774 = 10.5 // $ = float 
$796 = -1101.1 // $ = float 
$797 = 343.2 // $ = float 
$798 = 10.2 // $ = float 
$775 = -69.4 // $ = float 
$776 = 932.7 // $ = float 
$777 = 9.9 // $ = float 
$778 = -1062.6 // $ = float 
$779 = -278.8 // $ = float 
$780 = 11.0 // $ = float 
$760 = 119.2 // $ = float 
$761 = -826.9 // $ = float 
$762 = 9.7 // $ = float 
$817 = 488.6 // $ = float 
$818 = -75.4 // $ = float 
$819 = 10.4 // $ = float 
$781 = -597.3 // $ = float 
$782 = 652.9 // $ = float 
$783 = 10.0 // $ = float 
$790 = -875.5 // $ = float 
$791 = 1159.3 // $ = float 
$792 = 10.2 // $ = float 
$784 = -1170.0 // $ = float 
$785 = -606.9 // $ = float 
$786 = 10.6 // $ = float 
$787 = -962.4 // $ = float 
$788 = 143.0 // $ = float 
$789 = 8.2 // $ = float 
$874 = 99.5 // $ = float 
$875 = -1468.5 // $ = float 
$876 = 9.9 // $ = float 
$877 = 428.4 // $ = float 
$878 = 605.9 // $ = float 
$879 = 12.2 // $ = float 
$799 = -865.9 // $ = float 
$800 = -571.9 // $ = float 
$801 = 11.0 // $ = float 
$880 = -1.9 // $ = float 
$881 = 959.9 // $ = float 
$882 = 10.9 // $ = float 
$883 = -640.8 // $ = float 
$884 = -1491.8 // $ = float 
$885 = 13.7 // $ = float 
$886 = -997.1 // $ = float 
$887 = 189.8 // $ = float 
$888 = 11.4 // $ = float 
04AE: $725 = 4 // = constant 
04AE: $736 = 22 // = constant 
04AE: $721 = 9 // = constant 
04AE: $722 = 8 // = constant 
04AE: $723 = 6 // = constant 
04AE: $724 = 7 // = constant 
04AE: $726 = 13 // = constant 
04AE: $727 = 10 // = constant 
04AE: $728 = 15 // = constant 
04AE: $729 = 29 // = constant 
04AE: $730 = 24 // = constant 
04AE: $731 = 11 // = constant 
04AE: $732 = 23 // = constant 
04AE: $733 = 14 // = constant 
04AE: $734 = 17 // = constant 
04AE: $735 = 30 // = constant 
02A7: $526 = create_icon_marker_and_sphere $721 at $760 $761 $762 
Marker.Disable($526)
02A7: $544 = create_icon_marker_and_sphere $722 at 491.0 -77.7 10.4 
Marker.Disable($544)
02A7: $577 = create_icon_marker_and_sphere $731 at $781 $782 $783 
Marker.Disable($577)
02A7: $590 = create_icon_marker_and_sphere $732 at $790 $791 $792 
Marker.Disable($590)
02A7: $581 = create_icon_marker_and_sphere $733 at $784 $785 $786 
Marker.Disable($581)
02A7: $586 = create_icon_marker_and_sphere $734 at $787 $788 $789 
Marker.Disable($586)
02A7: $600 = create_icon_marker_and_sphere $735 at -853.0 -302.0 10.0 
Marker.Disable($600)
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
Marker.Disable($550)
02A7: $556 = create_icon_marker_and_sphere $727 at $796 $797 $798 
Marker.Disable($556)
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
Marker.Disable($559)
02A7: $568 = create_icon_marker_and_sphere $729 at $766 $767 $768 
Marker.Disable($568)
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
Marker.Disable($574)
02A7: $537 = create_icon_marker_and_sphere $724 at $766 $767 $768 
Marker.Disable($537)
02A7: $546 = create_icon_marker_and_sphere $725 at $769 $770 $771 
Marker.Disable($546)
02A7: $609 = create_icon_marker_and_sphere $736 at $793 $794 $795 
Marker.Disable($609)
02A7: $531 = create_icon_marker_and_sphere $723 at $763 $764 $765 
Marker.Disable($531)
$908 = 5000 // $ = int 
$909 = 2000 // $ = int 
$911 = 0 // $ = int 
$913 = 10000 // $ = int 
$914 = 3000 // $ = int 
$916 = 0 // $ = int 
$918 = 15000 // $ = int 
$921 = 4000 // $ = int 
$922 = 0 // $ = int 
$924 = 20000 // $ = int 
$925 = 5000 // $ = int 
$927 = 0 // $ = int 
$929 = 25000 // $ = int 
$930 = 1500 // $ = int 
$932 = 0 // $ = int 
$934 = 30000 // $ = int 
$935 = 7000 // $ = int 
$937 = 0 // $ = int 
$939 = 35000 // $ = int 
$940 = 8000 // $ = int 
$943 = 60000 // $ = int 
$944 = 10000 // $ = int 
$946 = 0 // $ = int 
$948 = 500 // $ = int 
$951 = 1250 // $ = int 
$954 = 1500 // $ = int 
$957 = 3000 // $ = int 
$961 = 3500 // $ = int 
$965 = 4000 // $ = int 
$969 = 7000 // $ = int 
Pickup.Destroy($PRINT_WORKS_ASSET)
0570: $938 = create_asset_radar_marker_with_icon 25 at $853 $854 $855 
018B: set_marker $938 display 2 
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup 'PRNT_L' at $853 $854 $855 price $939  // Press ~h~::BUY::~w~ to purchase the Print Works for $~1~
start_new_script @COUBUY 
Pickup.Destroy($CAR_SHOWROOM_ASSET)
0570: $928 = create_asset_radar_marker_with_icon 25 at $856 $857 $858 
018B: set_marker $928 display 2 
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $856 $857 $858 price $929  // Press ~h~::BUY::~w~ to purchase the Car Showroom for $~1~
start_new_script @CARBUY 
Pickup.Destroy($FILM_STUDIO_ASSET)
0570: $933 = create_asset_radar_marker_with_icon 25 at $859 $860 $861 
018B: set_marker $933 display 2 
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup 'PORN_L' at $859 $860 $861 price $934  // Press ~h~::BUY::~w~ to purchase the Film Studios for $~1~
start_new_script @PORNBUY 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
0570: $912 = create_asset_radar_marker_with_icon 25 at $862 $863 $864 
018B: set_marker $912 display 2 
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $862 $863 $864 price $913  // Press ~h~::BUY::~w~ to purchase the Ice Cream Factory for $~1~
start_new_script @ICEBUY 
Pickup.Destroy($982)
0570: $923 = create_asset_radar_marker_with_icon 25 at $865 $866 $867 
018B: set_marker $923 display 2 
0518: $982 = create_available_asset_pickup 'TAXI_L' at $865 $866 $867 price $924  // Press ~h~::BUY::~w~ to purchase the Taxi Company for $~1~
start_new_script @TAXIBUY 
Pickup.Destroy($983)
0570: $942 = create_asset_radar_marker_with_icon 25 at $868 $869 $870 
018B: set_marker $942 display 2 
0518: $983 = create_available_asset_pickup 'BANK_L' at $868 $869 $870 price $943  // Press ~h~::BUY::~w~ to purchase The Malibu for $~1~
start_new_script @BANKBUY 
Pickup.Destroy($984)
0570: $907 = create_asset_radar_marker_with_icon 25 at $871 $872 $873 
018B: set_marker $907 display 2 
0518: $984 = create_available_asset_pickup 'BOAT_L' at $871 $872 $873 price $908  // Press ~h~::BUY::~w~ to purchase the Boatyard for $~1~
start_new_script @BOATBUY 
Pickup.Destroy($919)
0518: $919 = create_available_asset_pickup 'STRP_L' at $874 $875 $876 price $918  // Press ~h~::BUY::~w~ to purchase the Pole Position Club for $~1~
0570: $917 = create_asset_radar_marker_with_icon 25 at $874 $875 $876 
018B: set_marker $917 display 2 
start_new_script @STRPBUY 
0518: $966 = create_available_asset_pickup 'NBMN_L' at $877 $878 $879 price $965  // Press ~h~::BUY::~w~ to purchase El Swanko Casa for $~1~
0570: $964 = create_asset_radar_marker_with_icon 25 at $877 $878 $879 
Marker.Disable($964)
0518: $958 = create_available_asset_pickup 'LNKV_L' at $889 $890 $891 price $957  // Press ~h~::BUY::~w~ to purchase Links View Apartment for $~1~
0570: $956 = create_asset_radar_marker_with_icon 25 at $889 $890 $891 
Marker.Disable($956)
0518: $970 = create_available_asset_pickup 'HYCO_L' at $892 $893 $894 price $969  // Press ~h~::BUY::~w~ to purchase Hyman Condo for $~1~
0570: $968 = create_asset_radar_marker_with_icon 25 at $892 $893 $894 
Marker.Disable($968)
0518: $962 = create_available_asset_pickup 'OCHE_L' at $895 $896 $897 price $961  // Press ~h~::BUY::~w~ to purchase Ocean Heights Apartment for $~1~
0570: $960 = create_asset_radar_marker_with_icon 25 at $895 $896 $897 
Marker.Disable($960)
0518: $955 = create_available_asset_pickup 'WASH_L' at $898 $899 $900 price $954  // Press ~h~::BUY::~w~ to purchase 1102 Washington Street for $~1~
0570: $953 = create_asset_radar_marker_with_icon 25 at $898 $899 $900 
Marker.Disable($953)
0518: $952 = create_available_asset_pickup 'VCPT_L' at $901 $902 $903 price $951  // Press ~h~::BUY::~w~ to purchase 3321 Vice Point for $~1~
0570: $950 = create_asset_radar_marker_with_icon 25 at $901 $902 $903 
Marker.Disable($950)
0518: $949 = create_available_asset_pickup 'SKUM_L' at $904 $905 $906 price $948  // Press ~h~::BUY::~w~ to purchase Skumole Shack for $~1~
0570: $947 = create_asset_radar_marker_with_icon 25 at $904 $905 $906 
Marker.Disable($947)
0518: $143 = create_available_asset_pickup 'AIRP_L' at -1436.7 -797.5 14.9 price 250000  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Escobar International Airport for $~1~
0570: $145 = create_asset_radar_marker_with_icon 32 at -1436.7 -797.5 14.9 
Marker.Disable($145)
0219: $985 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626 
0219: $986 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732 
03BB: set_garage $986 door_type_to_swing_open 
0219: $987 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312 
0219: $988 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5 
0219: $989 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2 
0219: $992 = create_garage_type 1 door -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 depth -1054.074 -486.611 
03BB: set_garage $992 door_type_to_swing_open 
0219: $993 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899 
03DA: set_garage $993 camera_follows_player 
03BB: set_garage $993 door_type_to_swing_open 
0219: $991 = create_garage_type 1 door -966.016 -861.529 5.761 to -966.016 -841.683 11.273 depth -978.454 -861.529 
03DA: set_garage $991 camera_follows_player 
03BB: set_garage $991 door_type_to_swing_open 
0219: $994 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002 
03BB: set_garage $994 door_type_to_swing_open 
0219: $995 = create_garage_type 4 door -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 depth -1178.292 -1400.939 
0219: $959 = create_garage_type 1 door 303.998 400.718 12.025 to 301.281 410.584 16.044 depth 298.697 402.389 
03DA: set_garage $959 camera_follows_player 
03BB: set_garage $959 door_type_to_swing_open 
057A: set_garage $959 max_cars_to 1 
0219: $971 = create_garage_type 1 door -848.225 1303.119 10.421 to -836.832 1307.033 15.816 depth -853.657 1318.901 
03DA: set_garage $971 camera_follows_player 
057A: set_garage $971 max_cars_to 4 
0219: $972 = create_garage_type 1 door -825.466 1311.499 10.537 to -817.159 1314.355 15.061 depth -828.66 1320.791 
03DA: set_garage $972 camera_follows_player 
057A: set_garage $972 max_cars_to 2 
0219: $973 = create_garage_type 1 door -816.37 1314.69 10.582 to -819.54 1324.01 15.061 depth -808.09 1317.46 
03DA: set_garage $973 camera_follows_player 
057A: set_garage $973 max_cars_to 2 
0219: $963 = create_garage_type 1 door 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 depth 22.611 -1483.384 
03BB: set_garage $963 door_type_to_swing_open 
03DA: set_garage $963 camera_follows_player 
057A: set_garage $963 max_cars_to 1 
0219: $967 = create_garage_type 1 door 450.136 641.029 10.112 to 457.977 641.029 13.092 depth 450.136 635.726 
03BB: set_garage $967 door_type_to_swing_open 
03DA: set_garage $967 camera_follows_player 
057A: set_garage $967 max_cars_to 1 
0219: $996 = create_garage_type 1 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265 
03BB: set_garage $996 door_type_to_swing_open 
03DA: set_garage $996 camera_follows_player 
057A: set_garage $996 max_cars_to 2 
0219: $997 = create_garage_type 1 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265 
03BB: set_garage $997 door_type_to_swing_open 
03DA: set_garage $997 camera_follows_player 
057A: set_garage $997 max_cars_to 2 
0219: $998 = create_garage_type 1 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265 
03BB: set_garage $998 door_type_to_swing_open 
03DA: set_garage $998 camera_follows_player 
057A: set_garage $998 max_cars_to 2 
0219: $999 = create_garage_type 1 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265 
03BB: set_garage $999 door_type_to_swing_open 
03DA: set_garage $999 camera_follows_player 
057A: set_garage $999 max_cars_to 2 
0219: $990 = create_garage_type 1 door -362.12 -550.214 11.722 to -353.12 -550.214 15.16 depth -362.12 -539.484 
03BB: set_garage $990 door_type_to_swing_open 
03DA: set_garage $990 camera_follows_player 
057A: set_garage $990 max_cars_to 2 
02A8: $678 = create_marker 27 at $1009 $1010 $1011 
Marker.Disable($678)
049C: $1026 = scripted_path_file 0 width 90.0 
Object.Init($1018, #YT_MAIN_BODY, -375.499, -1322.31, 9.81124)
Object.Init($1019, #YT_MAIN_BODY2, -375.499, -1322.31, 9.81124)
Object.Init($1021, #YT_DOORS14, -375.499, -1322.31, 9.81124)
Object.Init($1022, #YT_TMP_BOAT, -375.499, -1322.31, 9.81124)
Object.Init($1023, #LODMAIN_BODY, -375.499, -1322.31, 9.81124)
Object.RemoveFromMissionCleanupList($1018)
Object.RemoveFromMissionCleanupList($1019)
Object.RemoveFromMissionCleanupList($1021)
Object.RemoveFromMissionCleanupList($1022)
Object.RemoveFromMissionCleanupList($1023)
049D: attach_scripted_file $1026 with_object $1018 
049D: attach_scripted_file $1026 with_object $1019 
049D: attach_scripted_file $1026 with_object $1021 
049D: attach_scripted_file $1026 with_object $1022 
049D: attach_scripted_file $1026 with_object $1023 
049E: set_scripted_file $1026 speed_to 0.0 
wait 0 
wait 0 
Object.Init($1025, #YACHT_CHUNK_KB, $752, $753, $754)
Object.RemoveFromMissionCleanupList($1025)
Object.Init($1024, #YT_GANGPLNK_TMP, $752, $753, $754)
Object.RemoveFromMissionCleanupList($1024)
05A9: get_mission_skip_level $412 // vcmobile opcodes 
if 
  $412 == 0 // $ == int 
jf @MAIN_4892 
start_mission 1  // Intro

:MAIN_4892
start_new_script @O4X4_1 
start_new_script @TAXI_L 
start_new_script @FIRE 
start_new_script @AMBULA 
start_new_script @COP 
start_new_script @PIZZ 
start_new_script @BMXLOOP 
start_new_script @RCHELY1 
start_new_script @RC_RACE 
start_new_script @RC_PLNE 
start_new_script @MULTI 
start_new_script @PSAVE1 
start_new_script @HELP 
start_new_script @HELI1 
start_new_script @HELI2 
start_new_script @HELI3 
start_new_script @HELI4 
start_new_script @STADIUM 
start_new_script @ARMYBAS 
start_new_script @NBMNBUY 
start_new_script @LNKVBY 
start_new_script @HYCOBY 
start_new_script @OCHEBY 
start_new_script @WASHBY 
start_new_script @SKUMBY 
start_new_script @VCPTBY 
start_new_script @AIRPORY
start_new_script @BIKER 
create_thread_wb @HJ 
create_thread_wb @USJ 
create_thread_wb @AMMU 
create_thread_wb @SECURE 
create_thread_wb @INTERIO 
create_thread_wb @IMPORT 
create_thread_wb @CELLFON 
create_thread_wb @BUS 
create_thread_wb @CARGEN 
create_thread_wb @PICKUPS 
create_thread_wb @JUNKFUD 
create_thread_wb @RAMPAGE 
create_thread_wb @SHOPS 
create_thread_wb @AUDIO 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAIN_5332 
create_thread_wb @DEBUG 
set_weather 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @MAIN_5281 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @MAIN_5281 
0353: refresh_actor $PLAYER_ACTOR 

:MAIN_5281
fade 1 1000 
start_new_script @HOT 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAIN_5323 
select_interior 0 
Player.CanMove($PLAYER_CHAR, True)

:MAIN_5323
01B7: release_weather 
jump @MAIN_5332 

:MAIN_5332
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAIN_5615 
if 
  $ONMISSION == 0 // $ == int 
jf @MAIN_5451 
if 
  $364 == 0 // $ == int 
jf @MAIN_5451 
if and
  $548 == 1 // $ == int 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @MAIN_5451 
start_new_script @SER3 
Marker.Disable($546)
02A7: $546 = create_icon_marker_and_sphere $725 at $769 $770 $771 
$364 = 1 // $ = int 

:MAIN_5451
if 
  100.0 > $404 // float > $ 
jf @MAIN_5484 
058C: $404 = percentage_completed 
jump @MAIN_5586 

:MAIN_5484
if 
  $393 == 0 // $ == int 
jf @MAIN_5586 
055B: $1656 = create_clothes_pickup 12 at -382.6 -585.9 25.3 
03E5: text_box 'CUNTY'  // New clothes delivered to the Vercetti Estate!
055E: set_player $PLAYER_CHAR max_health += 50 
055F: set_player $PLAYER_CHAR max_armour += 50 
035E: set_player $PLAYER_CHAR armour_to 200 
0222: set_player $PLAYER_CHAR health_to 200 
wait 5000 
03E5: text_box 'HELP61'  // You now have limitless ammo and double health on all vehicles.
$393 = 1 // $ = int 

:MAIN_5586
if 
  $1835 == 15 // $ == int 
jf @MAIN_5615 
030C: progress_made += 1 
$1835 = -1 // $ = int 

:MAIN_5615
jump @MAIN_5332 

:HOT
script_name 'HOT' 

:HOT_10
wait 0 
if 
  $525 == 1 // $ == int 
jf @HOT_34 
terminate_this_script 

:HOT_34
if 
   Player.Defined($PLAYER_CHAR)
jf @HOT_355 
if 
00F6:   player $PLAYER_CHAR 0 $757 $758 $759 radius 1.4 1.8 1.5 
jf @HOT_355 
if 
  $ONMISSION == 0 // $ == int 
jf @HOT_355 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HOT_355 
02A3: enable_widescreen 1 
Camera.SetPosition(219.726, -1282.485, 12.53, 0.0, 0.0, 0.0)
Camera.PointAt(218.872, -1282.988, 12.392, 2)
0171: set_player $PLAYER_CHAR z_angle_to 100.0 
0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7 
TIMERA = 0 // @ = int 

:HOT_213
if 
   not TIMERA > 1000 // @ > int 
jf @HOT_322 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HOT_315 
if 
00F6:   player $PLAYER_CHAR 0 204.2 -1287.8 14.4 radius 2.0 2.0 2.0 
jf @HOT_315 
0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5 

:HOT_315
jump @HOT_213 

:HOT_322
HELP_3067()
00BA: text_styled 'INT_B' 15000 ms 2  // An Old Friend
HELP_3116()
start_mission 2  // An Old Friend

:HOT_355
jump @HOT_10 

:LAW1
script_name 'LAW1' 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 

:LAW1_14
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW1_THE_PARTY == 1 // $ == int 
jf @LAW1_39 
terminate_this_script 

:LAW1_39
if 
   Player.Defined($PLAYER_CHAR)
jf @LAW1_175 
if 
00F6:   player $PLAYER_CHAR 0 $760 $761 $762 radius 1.2 1.2 2.0 
jf @LAW1_175 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW1_175 
if 
   Player.Controllable($PLAYER_CHAR)
jf @LAW1_175 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3163()
HELP_3067()
00BA: text_styled 'LAW_1' 15000 ms 2  // The Party
HELP_3116()
start_mission 3  // The Party

:LAW1_175
jump @LAW1_14 

:LAW2
script_name 'LAW2' 

:LAW2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // $ == int 
jf @LAW2_35 
terminate_this_script 

:LAW2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @LAW2_183 
if 
00F6:   player $PLAYER_CHAR 0 $760 $761 $762 radius 1.2 1.2 2.0 
jf @LAW2_183 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW2_183 
if 
   Player.Controllable($PLAYER_CHAR)
jf @LAW2_183 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
HELP_3163()
HELP_3067()
00BA: text_styled 'LAW_2' 15000 ms 2  // Back Alley Brawl
HELP_3116()
start_mission 4  // Back Alley Brawl

:LAW2_183
jump @LAW2_10 

:LAW3
script_name 'LAW3' 

:LAW3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW3_JURY_FURY == 1 // $ == int 
jf @LAW3_35 
terminate_this_script 

:LAW3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @LAW3_183 
if 
00F6:   player $PLAYER_CHAR 0 $760 $761 $762 radius 1.2 1.2 2.0 
jf @LAW3_183 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW3_183 
if 
   Player.Controllable($PLAYER_CHAR)
jf @LAW3_183 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
HELP_3163()
HELP_3067()
00BA: text_styled 'LAW_3' 15000 ms 2  // Jury Fury
HELP_3116()
start_mission 5  // Jury Fury

:LAW3_183
jump @LAW3_10 

:LAW4
script_name 'LAW4' 

:LAW4_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW4_RIOT == 1 // $ == int 
jf @LAW4_35 
terminate_this_script 

:LAW4_35
if 
   Player.Defined($PLAYER_CHAR)
jf @LAW4_183 
if 
00F6:   player $PLAYER_CHAR 0 $760 $761 $762 radius 1.2 1.2 2.0 
jf @LAW4_183 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW4_183 
if 
   Player.Controllable($PLAYER_CHAR)
jf @LAW4_183 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
HELP_3163()
HELP_3067()
00BA: text_styled 'LAW_4' 15000 ms 2  // Riot
HELP_3116()
start_mission 6  // Riot

:LAW4_183
jump @LAW4_10 

:GEN1
script_name 'GEN1' 

:GEN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL1_TREACHEROUS_SWINE == 1 // $ == int 
jf @GEN1_35 
terminate_this_script 

:GEN1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @GEN1_171 
if 
00F6:   player $PLAYER_CHAR 0 $763 $764 $765 radius 1.5 2.0 2.0 
jf @GEN1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @GEN1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3386()
HELP_3067()
00BA: text_styled 'COL_1' 15000 ms 2  // Treacherous Swine
HELP_3116()
start_mission 7  // Treacherous Swine

:GEN1_171
jump @GEN1_10 

:GEN2
script_name 'GEN2' 

:GEN2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL2_MALL_SHOOTOUT == 1 // $ == int 
jf @GEN2_35 
terminate_this_script 

:GEN2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @GEN2_171 
if 
00F6:   player $PLAYER_CHAR 0 $763 $764 $765 radius 1.5 2.0 2.0 
jf @GEN2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @GEN2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3386()
HELP_3067()
00BA: text_styled 'COL_2' 15000 ms 2  // Mall Shootout
HELP_3116()
start_mission 8  // Mall Shootout

:GEN2_171
jump @GEN2_10 

:GEN3
script_name 'GEN3' 

:GEN3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL3_GUARDIAN_ANGELS == 1 // $ == int 
jf @GEN3_35 
terminate_this_script 

:GEN3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @GEN3_171 
if 
00F6:   player $PLAYER_CHAR 0 $763 $764 $765 radius 1.5 2.0 2.0 
jf @GEN3_171 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN3_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @GEN3_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3386()
HELP_3067()
00BA: text_styled 'COL_3' 15000 ms 2  // Guardian Angels
HELP_3116()
start_mission 9  // Guardian Angels

:GEN3_171
jump @GEN3_10 

:GEN4
script_name 'GEN4' 

:GEN4_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 
jf @GEN4_35 
terminate_this_script 

:GEN4_35
if 
   Player.Defined($PLAYER_CHAR)
jf @GEN4_171 
if 
00F6:   player $PLAYER_CHAR 0 $763 $764 $765 radius 1.5 2.0 2.0 
jf @GEN4_171 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN4_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @GEN4_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3386()
HELP_3067()
00BA: text_styled 'COL_4' 15000 ms 2  // Sir, Yes Sir!
HELP_3116()
start_mission 10  // Sir, Yes Sir!

:GEN4_171
jump @GEN4_10 

:GEN5
script_name 'GEN5' 

:GEN5_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 
jf @GEN5_35 
terminate_this_script 

:GEN5_35
if 
   Player.Defined($PLAYER_CHAR)
jf @GEN5_171 
if 
00F6:   player $PLAYER_CHAR 0 $763 $764 $765 radius 1.5 2.0 2.0 
jf @GEN5_171 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN5_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @GEN5_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3386()
HELP_3067()
00BA: text_styled 'COL_5' 15000 ms 2  // All Hands On Deck!
HELP_3116()
start_mission 11  // All Hands On Deck!

:GEN5_171
jump @GEN5_10 

:BAR1
script_name 'BAR1' 

:BAR1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK1_THE_CHASE == 1 // $ == int 
jf @BAR1_35 
terminate_this_script 

:BAR1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BAR1_171 
if 
00F6:   player $PLAYER_CHAR 0 $766 $767 $768 radius 2.0 2.0 2.0 
jf @BAR1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BAR1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3317()
HELP_3067()
00BA: text_styled 'COK_1' 15000 ms 2  // The Chase
HELP_3116()
start_mission 12  // The Chase

:BAR1_171
jump @BAR1_10 

:BAR2
script_name 'BAR2' 

:BAR2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @BAR2_35 
terminate_this_script 

:BAR2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BAR2_171 
if 
00F6:   player $PLAYER_CHAR 0 $766 $767 $768 radius 2.0 2.0 2.0 
jf @BAR2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BAR2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3317()
HELP_3067()
00BA: text_styled 'COK_2' 15000 ms 2  // Phnom Penh '86
HELP_3116()
start_mission 13  // Phnom Penh '86

:BAR2_171
jump @BAR2_10 

:BAR3
script_name 'BAR3' 

:BAR3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK3_THE_FASTEST_BOAT == 1 // $ == int 
jf @BAR3_35 
terminate_this_script 

:BAR3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BAR3_171 
if 
00F6:   player $PLAYER_CHAR 0 $766 $767 $768 radius 2.0 2.0 2.0 
jf @BAR3_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR3_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BAR3_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3317()
HELP_3067()
00BA: text_styled 'COK_3' 15000 ms 2  // The Fastest Boat
HELP_3116()
start_mission 14  // The Fastest Boat

:BAR3_171
jump @BAR3_10 

:BAR4
script_name 'BAR4' 

:BAR4_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 
jf @BAR4_35 
terminate_this_script 

:BAR4_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BAR4_171 
if 
00F6:   player $PLAYER_CHAR 0 $766 $767 $768 radius 2.0 2.0 2.0 
jf @BAR4_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR4_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BAR4_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3317()
HELP_3067()
00BA: text_styled 'COK_4' 15000 ms 2  // Supply & Demand
HELP_3116()
start_mission 15  // Supply & Demand

:BAR4_171
jump @BAR4_10 

:BAR5
script_name 'BAR5' 

:BAR5_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @BAR5_35 
terminate_this_script 

:BAR5_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BAR5_184 
if 
00F6:   player $PLAYER_CHAR 0 $814 $815 $816 radius 2.0 2.0 2.0 
jf @BAR5_184 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR5_184 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BAR5_184 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'ASS_1' 15000 ms 2  // Rub Out
HELP_3116()
start_mission 16  // Rub Out

:BAR5_184
jump @BAR5_10 

:KEN1
script_name 'KEN1' 

:KEN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_KENT1_DEATH_ROW == 1 // $ == int 
jf @KEN1_35 
terminate_this_script 

:KEN1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @KEN1_177 
if 
00F6:   player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 2.5 2.5 2.5 
jf @KEN1_177 
if 
  $ONMISSION == 0 // $ == int 
jf @KEN1_177 
if 
   Player.Controllable($PLAYER_CHAR)
jf @KEN1_177 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3554()
HELP_3067()
00BA: text_styled 'KENT_1' 15000 ms 2  // Death Row
HELP_3116()
start_mission 17  // Death Row

:KEN1_177
jump @KEN1_10 

:SER1
script_name 'SER1' 

:SER1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_TEX1_FOUR_IRON == 1 // $ == int 
jf @SER1_35 
terminate_this_script 

:SER1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @SER1_164 
if 
00F6:   player $PLAYER_CHAR 0 $769 $770 $771 radius 1.5 2.0 2.0 
jf @SER1_164 
if 
  $ONMISSION == 0 // $ == int 
jf @SER1_164 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SER1_164 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'TEX_1' 15000 ms 2  // Four Iron
HELP_3116()
start_mission 18  // Four Iron

:SER1_164
jump @SER1_10 

:SER2
script_name 'SER2' 

:SER2_10
wait $DEFAULT_WAIT_TIME 
if 
  $548 == 1 // $ == int 
jf @SER2_35 
terminate_this_script 

:SER2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @SER2_164 
if 
00F6:   player $PLAYER_CHAR 0 $769 $770 $771 radius 1.5 2.0 2.0 
jf @SER2_164 
if 
  $ONMISSION == 0 // $ == int 
jf @SER2_164 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SER2_164 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'TEX_3' 15000 ms 2  // Demolition Man
HELP_3116()
start_mission 19  // Demolition Man

:SER2_164
jump @SER2_10 

:SER3
script_name 'SER3' 

:SER3_10
wait $DEFAULT_WAIT_TIME 
if 
  $549 == 1 // $ == int 
jf @SER3_35 
terminate_this_script 

:SER3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @SER3_164 
if 
00F6:   player $PLAYER_CHAR 0 $769 $770 $771 radius 1.5 2.0 2.0 
jf @SER3_164 
if 
  $ONMISSION == 0 // $ == int 
jf @SER3_164 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SER3_164 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'TEX_2' 15000 ms 2  // Two Bit Hit
HELP_3116()
start_mission 20  // Two Bit Hit

:SER3_164
jump @SER3_10 

:BANK1
script_name 'BANK1' 

:BANK1_10
wait $DEFAULT_WAIT_TIME 
if 
  $551 == 1 // $ == int 
jf @BANK1_35 
terminate_this_script 

:BANK1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BANK1_171 
if 
00F6:   player $PLAYER_CHAR 0 $772 $773 $774 radius 1.5 2.0 2.0 
jf @BANK1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BANK1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3643()
HELP_3067()
00BA: text_styled 'BANK_1' 15000 ms 2  // No Escape?
HELP_3116()
start_mission 21  // No Escape?

:BANK1_171
jump @BANK1_10 

:BANK2
script_name 'BANK2' 

:BANK2_10
wait $DEFAULT_WAIT_TIME 
if 
  $552 == 1 // $ == int 
jf @BANK2_35 
terminate_this_script 

:BANK2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BANK2_171 
if 
00F6:   player $PLAYER_CHAR 0 $772 $773 $774 radius 1.5 2.0 2.0 
jf @BANK2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BANK2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3643()
HELP_3067()
00BA: text_styled 'BANK_2' 15000 ms 2  // The Shootist
HELP_3116()
start_mission 22  // The Shootist

:BANK2_171
jump @BANK2_10 

:BANK3
script_name 'BANK3' 

:BANK3_10
wait $DEFAULT_WAIT_TIME 
if 
  $553 == 1 // $ == int 
jf @BANK3_35 
terminate_this_script 

:BANK3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BANK3_171 
if 
00F6:   player $PLAYER_CHAR 0 $772 $773 $774 radius 1.5 2.0 2.0 
jf @BANK3_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK3_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BANK3_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3643()
HELP_3067()
00BA: text_styled 'BANK_3' 15000 ms 2  // The Driver
HELP_3116()
start_mission 23  // The Driver

:BANK3_171
jump @BANK3_10 

:BANK4
script_name 'BANK4' 

:BANK4_10
wait $DEFAULT_WAIT_TIME 
if 
  $554 == 1 // $ == int 
jf @BANK4_35 
terminate_this_script 

:BANK4_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BANK4_171 
if 
00F6:   player $PLAYER_CHAR 0 $772 $773 $774 radius 1.5 2.0 2.0 
jf @BANK4_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK4_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BANK4_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3643()
HELP_3067()
00BA: text_styled 'BANK_4' 15000 ms 2  // The Job
HELP_3116()
start_mission 24  // The Job

:BANK4_171
jump @BANK4_10 

:AMBBANK
script_name 'AMBBANK' 
0@ = 0 // @ = int 

:AMBBANK_17
wait $DEFAULT_WAIT_TIME 
if 
  $1289 == 1 // $ == int 
jf @AMBBANK_280 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMBBANK_273 
if 
  0@ == 0 // @ == int 
jf @AMBBANK_273 
if 
00F5:   player $PLAYER_CHAR 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 
jf @AMBBANK_273 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0 
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0 
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2 
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2 
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2 
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816 
0@ = 1 // @ = int 

:AMBBANK_273
jump @AMBBANK_335 

:AMBBANK_280
if 
  0@ == 1 // @ == int 
jf @AMBBANK_335 
018E: stop_sound 6@ 
Pickup.Destroy(1@)
Pickup.Destroy(2@)
Pickup.Destroy(3@)
Pickup.Destroy(4@)
Pickup.Destroy(5@)
0@ = 0 // @ = int 

:AMBBANK_335
jump @AMBBANK_17 

:PHI1
script_name 'PHI1' 

:PHI1_10
wait $DEFAULT_WAIT_TIME 
if 
  $557 == 1 // $ == int 
jf @PHI1_35 
terminate_this_script 

:PHI1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PHI1_171 
if 
00F6:   player $PLAYER_CHAR 0 $796 $797 $798 radius 1.5 1.0 2.0 
jf @PHI1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @PHI1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PHI1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3722()
HELP_3067()
00BA: text_styled 'PHIL_1' 15000 ms 2  // Gun Runner
HELP_3116()
start_mission 25  // Gun Runner

:PHI1_171
jump @PHI1_10 

:PHI2
script_name 'PHI2' 

:PHI2_10
wait $DEFAULT_WAIT_TIME 
if 
  $558 == 1 // $ == int 
jf @PHI2_35 
terminate_this_script 

:PHI2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PHI2_171 
if 
00F6:   player $PLAYER_CHAR 0 $796 $797 $798 radius 1.5 1.0 2.0 
jf @PHI2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @PHI2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PHI2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3722()
HELP_3067()
00BA: text_styled 'PHIL_2' 15000 ms 2  // Boomshine Saigon
HELP_3116()
start_mission 26  // Boomshine Saigon

:PHI2_171
jump @PHI2_10 

:PORN1
script_name 'PORN1' 

:PORN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $560 == 1 // $ == int 
jf @PORN1_35 
terminate_this_script 

:PORN1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PORN1_171 
if 
00F6:   player $PLAYER_CHAR 0 $775 $776 $777 radius 1.5 2.0 2.0 
jf @PORN1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PORN1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3470()
HELP_3067()
00BA: text_styled 'PORN_1' 15000 ms 2  // Recruitment Drive
HELP_3116()
start_mission 27  // Recruitment Drive

:PORN1_171
jump @PORN1_10 

:PORN2
script_name 'PORN2' 

:PORN2_10
wait $DEFAULT_WAIT_TIME 
if 
  $561 == 1 // $ == int 
jf @PORN2_35 
terminate_this_script 

:PORN2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PORN2_171 
if 
00F6:   player $PLAYER_CHAR 0 $775 $776 $777 radius 1.5 2.0 2.0 
jf @PORN2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PORN2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3470()
HELP_3067()
00BA: text_styled 'PORN_2' 15000 ms 2  // Dildo Dodo
HELP_3116()
start_mission 28  // Dildo Dodo

:PORN2_171
jump @PORN2_10 

:PORN3
script_name 'PORN3' 

:PORN3_10
wait $DEFAULT_WAIT_TIME 
if 
  $562 == 1 // $ == int 
jf @PORN3_35 
terminate_this_script 

:PORN3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PORN3_171 
if 
00F6:   player $PLAYER_CHAR 0 $775 $776 $777 radius 1.5 2.0 2.0 
jf @PORN3_171 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN3_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PORN3_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3470()
HELP_3067()
00BA: text_styled 'PORN_3' 15000 ms 2  // Martha's Mug Shot
HELP_3116()
start_mission 29  // Martha's Mug Shot

:PORN3_171
jump @PORN3_10 

:PORN4
script_name 'PORN4' 

:PORN4_10
wait $DEFAULT_WAIT_TIME 
if 
  $563 == 1 // $ == int 
jf @PORN4_35 
terminate_this_script 

:PORN4_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PORN4_171 
if 
00F6:   player $PLAYER_CHAR 0 $775 $776 $777 radius 1.5 2.0 2.0 
jf @PORN4_171 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN4_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PORN4_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3470()
HELP_3067()
00BA: text_styled 'PORN_4' 15000 ms 2  // G-spotlight
HELP_3116()
start_mission 30  // G-spotlight

:PORN4_171
jump @PORN4_10 

:PRO1
script_name 'PRO1' 

:PRO1_10
wait $DEFAULT_WAIT_TIME 
if 
  $569 == 1 // $ == int 
jf @PRO1_35 
terminate_this_script 

:PRO1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PRO1_170 
if 
00F6:   player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 
jf @PRO1_170 
if 
  $ONMISSION == 0 // $ == int 
jf @PRO1_170 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PRO1_170 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'BUD_1' 15000 ms 2  // Shakedown
HELP_3116()
start_mission 31  // Shakedown

:PRO1_170
jump @PRO1_10 

:PRO2
script_name 'PRO2' 

:PRO2_10
wait $DEFAULT_WAIT_TIME 
if 
  $570 == 1 // $ == int 
jf @PRO2_35 
terminate_this_script 

:PRO2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PRO2_170 
if 
00F6:   player $PLAYER_CHAR 0 -397.4 -561.3 18.7 radius 1.5 2.0 2.0 
jf @PRO2_170 
if 
  $ONMISSION == 0 // $ == int 
jf @PRO2_170 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PRO2_170 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'BUD_2' 15000 ms 2  // Bar Brawl
HELP_3116()
start_mission 32  // Bar Brawl

:PRO2_170
jump @PRO2_10 

:PRO3
script_name 'PRO3' 

:PRO3_10
wait $DEFAULT_WAIT_TIME 
if 
  $571 == 1 // $ == int 
jf @PRO3_35 
terminate_this_script 

:PRO3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @PRO3_170 
if 
00F6:   player $PLAYER_CHAR 0 -348.5 -541.8 16.4 radius 1.5 2.0 2.0 
jf @PRO3_170 
if 
  $ONMISSION == 0 // $ == int 
jf @PRO3_170 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PRO3_170 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'BUD_3' 15000 ms 2  // Cop Land
HELP_3116()
start_mission 33  // Cop Land

:PRO3_170
jump @PRO3_10 

:COU1
script_name 'COU1' 

:COU1_10
wait $DEFAULT_WAIT_TIME 
if 
  $575 == 1 // $ == int 
jf @COU1_35 
terminate_this_script 

:COU1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @COU1_171 
if 
00F6:   player $PLAYER_CHAR 0 $778 $779 $780 radius 1.5 2.0 2.0 
jf @COU1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @COU1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @COU1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3806()
HELP_3067()
00BA: text_styled 'CNT_1' 15000 ms 2  // Spilling the Beans
HELP_3116()
start_mission 34  // Spilling the Beans

:COU1_171
jump @COU1_10 

:COU2
script_name 'COU2' 

:COU2_10
wait $DEFAULT_WAIT_TIME 
if 
  $576 == 1 // $ == int 
jf @COU2_35 
terminate_this_script 

:COU2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @COU2_171 
if 
00F6:   player $PLAYER_CHAR 0 $778 $779 $780 radius 1.5 2.0 2.0 
jf @COU2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @COU2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @COU2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3806()
HELP_3067()
00BA: text_styled 'CNT_2' 15000 ms 2  // Hit the Courier
HELP_3116()
start_mission 35  // Hit the Courier

:COU2_171
jump @COU2_10 

:COUBUY
script_name 'COUBUY' 

:COUBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @COUBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @COUBUY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @COUBUY_87 
if 
   Pickup.Picked_up($PRINT_WORKS_ASSET)
jf @COUBUY_87 
start_mission 36  // Printworks Buy
terminate_this_script 

:COUBUY_87
jump @COUBUY_10 

:CARBUY
script_name 'CARBUY' 

:CARBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @CARBUY_133 
if 
  $ONMISSION == 0 // $ == int 
jf @CARBUY_133 
if 
   Player.Controllable($PLAYER_CHAR)
jf @CARBUY_133 
if 
   Pickup.Picked_up($CAR_SHOWROOM_ASSET)
jf @CARBUY_133 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'SUNSHIN' 6000 ms 2  // Sunshine Autos
HELP_3116()
start_mission 37  // Sunshine Autos
terminate_this_script 

:CARBUY_133
jump @CARBUY_10 

:PORNBUY
script_name 'PORNBUY' 

:PORNBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @PORNBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @PORNBUY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PORNBUY_87 
if 
   Pickup.Picked_up($FILM_STUDIO_ASSET)
jf @PORNBUY_87 
start_mission 38  // Interglobal Films Buy
terminate_this_script 

:PORNBUY_87
jump @PORNBUY_10 

:ICEBUY
script_name 'ICEBUY' 

:ICEBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @ICEBUY_141 
if 
  $ONMISSION == 0 // $ == int 
jf @ICEBUY_141 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ICEBUY_141 
if 
   Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET)
jf @ICEBUY_141 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'CHERRYP' 6000 ms 2  // Cherry Popper Icecreams
HELP_3116()
start_new_script @ICE1 
start_mission 39  // Cherry Popper Icecreams Buy
terminate_this_script 

:ICEBUY_141
jump @ICEBUY_10 

:TAXIBUY
script_name 'TAXIBUY' 

:TAXIBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @TAXIBUY_141 
if 
  $ONMISSION == 0 // $ == int 
jf @TAXIBUY_141 
if 
   Player.Controllable($PLAYER_CHAR)
jf @TAXIBUY_141 
if 
   Pickup.Picked_up($982)
jf @TAXIBUY_141 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KAUFCAB' 6000 ms 2  // Kaufman Cabs
HELP_3116()
start_new_script @TWAR1 
start_mission 40  // Kaufman Cabs Buy
terminate_this_script 

:TAXIBUY_141
jump @TAXIBUY_10 

:BANKBUY
script_name 'BANKBUY' 

:BANKBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @BANKBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @BANKBUY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BANKBUY_87 
if 
   Pickup.Picked_up($983)
jf @BANKBUY_87 
start_mission 41  // Malibu Club Buy
terminate_this_script 

:BANKBUY_87
jump @BANKBUY_10 

:BOATBUY
script_name 'BOATBUY' 

:BOATBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @BOATBUY_133 
if 
  $ONMISSION == 0 // $ == int 
jf @BOATBUY_133 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BOATBUY_133 
if 
   Pickup.Picked_up($984)
jf @BOATBUY_133 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'BOATYAR' 6000 ms 2  // The Boatyard
HELP_3116()
start_mission 42  // The Boatyard Buy
terminate_this_script 

:BOATBUY_133
jump @BOATBUY_10 

:STRPBUY
script_name 'STRPBUY' 

:STRPBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @STRPBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @STRPBUY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @STRPBUY_87 
if 
   Pickup.Picked_up($919)
jf @STRPBUY_87 
start_mission 43  // Pole Position Club Buy
terminate_this_script 

:STRPBUY_87
jump @STRPBUY_10 

:NBMNBUY
script_name 'NBMNBUY' 

:NBMNBUY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @NBMNBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @NBMNBUY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @NBMNBUY_87 
if 
   Pickup.Picked_up($966)
jf @NBMNBUY_87 
start_mission 44  // El Swanko Casa Buy
terminate_this_script 

:NBMNBUY_87
jump @NBMNBUY_10 

:LNKVBY
script_name 'LNKVBY' 

:LNKVBY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @LNKVBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @LNKVBY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @LNKVBY_87 
if 
   Pickup.Picked_up($958)
jf @LNKVBY_87 
start_mission 45  // Links View Apartment Buy
terminate_this_script 

:LNKVBY_87
jump @LNKVBY_10 

:HYCOBY
script_name 'HYCOBY' 

:HYCOBY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @HYCOBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @HYCOBY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HYCOBY_87 
if 
   Pickup.Picked_up($970)
jf @HYCOBY_87 
start_mission 46  // Hyman Condo Buy
terminate_this_script 

:HYCOBY_87
jump @HYCOBY_10 

:OCHEBY
script_name 'OCHEBY' 

:OCHEBY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @OCHEBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @OCHEBY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @OCHEBY_87 
if 
   Pickup.Picked_up($962)
jf @OCHEBY_87 
start_mission 47  // Ocean Heighs Aprt. Buy
terminate_this_script 

:OCHEBY_87
jump @OCHEBY_10 

:WASHBY
script_name 'WASHBY' 

:WASHBY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @WASHBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @WASHBY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @WASHBY_87 
if 
   Pickup.Picked_up($955)
jf @WASHBY_87 
start_mission 48  // 1102 Washington Street Buy
terminate_this_script 

:WASHBY_87
jump @WASHBY_10 

:VCPTBY
script_name 'VCPTBY' 

:VCPTBY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @VCPTBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @VCPTBY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @VCPTBY_87 
if 
   Pickup.Picked_up($952)
jf @VCPTBY_87 
start_mission 49  // Vice Point Buy
terminate_this_script 

:VCPTBY_87
jump @VCPTBY_10 

:SKUMBY
script_name 'SKUMBY' 

:SKUMBY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @SKUMBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @SKUMBY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SKUMBY_87 
if 
   Pickup.Picked_up($949)
jf @SKUMBY_87 
start_mission 50  // Skumole Shack Buy
terminate_this_script 

:SKUMBY_87
jump @SKUMBY_10 

:FIN1
script_name 'FIN1' 

:FIN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $572 == 1 // $ == int 
jf @FIN1_35 
terminate_this_script 

:FIN1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @FIN1_171 
if 
00F6:   player $PLAYER_CHAR 0 $778 $779 $780 radius 1.5 2.0 2.0 
jf @FIN1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @FIN1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @FIN1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3806()
HELP_3067()
00BA: text_styled 'CAP_1' 15000 ms 2  // Cap the Collector
HELP_3116()
start_mission 51  // Cap the Collector

:FIN1_171
jump @FIN1_10 

:FIN2
script_name 'FIN2' 

:FIN2_10
wait $DEFAULT_WAIT_TIME 
if 
  $573 == 1 // $ == int 
jf @FIN2_35 
terminate_this_script 

:FIN2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @FIN2_245 
if 
00F6:   player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 
jf @FIN2_238 
if 
  $ONMISSION == 0 // $ == int 
jf @FIN2_231 
if 
   Player.Controllable($PLAYER_CHAR)
jf @FIN2_231 
if 
   Player.Money($PLAYER_CHAR) > 1000
jf @FIN2_196 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3067()
00BA: text_styled 'FIN_1' 15000 ms 2  // Keep your Friends Close...
HELP_3116()
start_mission 52  // Keep your Friends Close...
jump @FIN2_231 

:FIN2_196
if 
  $756 == 0 // $ == int 
jf @FIN2_231 
03E5: text_box 'FIN_B6'  // You do not have enough money to start this mission.
$756 = 1 // $ = int 

:FIN2_231
jump @FIN2_245 

:FIN2_238
$756 = 0 // $ = int 

:FIN2_245
jump @FIN2_10 

:GANGMEM
script_name 'GANGMEM' 
$1028 = -1 // $ = int 
0@ = -1 // @ = int 
1@ = -1 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
$1029 = 0.0 // $ = float 

:GANGMEM_83
wait $DEFAULT_WAIT_TIME 
058C: $1029 = percentage_completed 

:GANGMEM_93
if 
  $1029 == 100.0 // $ == float 
jf @GANGMEM_478 
wait 100 
0084: $1027 = $1028 // $ = $ int 
0085: 2@ = 3@ // @ = @ int 
0085: 6@ = 7@ // @ = @ int 
10@ = -403.7998 // @ = float 
11@ = -558.5297 // @ = float 
12@ = 17.9388 // @ = float 
13@ = 170.5255 // @ = float 
14@ = -403.7675 // @ = float 
15@ = -559.4329 // @ = float 
GANGMEM_485()
0084: $1028 = $1027 // $ = $ int 
0085: 3@ = 2@ // @ = @ int 
0085: 7@ = 6@ // @ = @ int 
wait 100 
008A: $1027 = 0@ // $ = @ int 
0085: 2@ = 4@ // @ = @ int 
0085: 6@ = 8@ // @ = @ int 
10@ = -401.1314 // @ = float 
11@ = -565.7331 // @ = float 
12@ = 18.5404 // @ = float 
13@ = 100.8949 // @ = float 
14@ = -402.1638 // @ = float 
15@ = -565.7678 // @ = float 
GANGMEM_485()
008B: 0@ = $1027 // @ = $ int 
0085: 4@ = 2@ // @ = @ int 
0085: 8@ = 6@ // @ = @ int 
wait 100 
008A: $1027 = 1@ // $ = @ int 
0085: 2@ = 5@ // @ = @ int 
0085: 6@ = 9@ // @ = @ int 
10@ = -404.3082 // @ = float 
11@ = -561.7204 // @ = float 
12@ = 17.9388 // @ = float 
13@ = 7.0257 // @ = float 
14@ = -404.3812 // @ = float 
15@ = -561.1186 // @ = float 
GANGMEM_485()
008B: 1@ = $1027 // @ = $ int 
0085: 5@ = 2@ // @ = @ int 
0085: 9@ = 6@ // @ = @ int 
jump @GANGMEM_93 

:GANGMEM_478
jump @GANGMEM_83 

:GANGMEM_485
if 
  $ONMISSION == 0 // $ == int 
jf @GANGMEM_1107 
if 
   Player.Defined($PLAYER_CHAR)
jf @GANGMEM_1093 
if 
   Player.InZone($PLAYER_CHAR, 'GANG1')
jf @GANGMEM_789 
if 
   Player.Money($PLAYER_CHAR) > 6000
jf @GANGMEM_782 
if 
  2@ == 0 // @ == int 
jf @GANGMEM_782 
if 
   Model.Available(#PGA)
jf @GANGMEM_782 
if 
   Model.Available(#UZI)
jf @GANGMEM_782 
if 
80C2:   not sphere_onscreen 10@ 11@ 12@ 1.0 
jf @GANGMEM_782 
Actor.Create($1027, 4, #PGA, 10@, 11@, 12@)
Actor.Angle($1027) = 13@
04F5: set_actor $1027 as_player_friend $PLAYER_CHAR flag 1 
0243: set_actor $1027 ped_stats_to 16 
01ED: clear_actor $1027 threat_search 
0568: set_actor $1027 untargetable 1 
01B2: give_actor $1027 weapon 23 ammo 9999 // Load the weapon model before using this 
0372: set_actor $1027 anim 24 wait_state_time 60000000 ms 
01C5: remove_actor_from_mission_cleanup_list $1027 
0319: set_actor $1027 running 1 
Actor.Health($1027) = 250
02E2: set_actor $1027 weapon_accuracy_to 80 
054A: set_actor $1027 can_be_shot_in_a_car 0 
0446: set_actor $1027 dismemberment_possible 0 
03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75 
2@ = 1 // @ = int 

:GANGMEM_782
jump @GANGMEM_824 

:GANGMEM_789
if 
  2 > 2@ // int > @ 
jf @GANGMEM_824 
Actor.RemoveReferences($1027)
2@ = 0 // @ = int 
03BD: destroy_sphere 6@ 

:GANGMEM_824
if 
  2@ == 1 // @ == int 
jf @GANGMEM_966 
if 
   not Actor.Dead($1027)
jf @GANGMEM_959 
if 
00F5:   player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0 
jf @GANGMEM_952 
if 
   Player.Money($PLAYER_CHAR) > 2000
jf @GANGMEM_927 
Player.Money($PLAYER_CHAR) += -2000

:GANGMEM_927
01DF: tie_actor $1027 to_player $PLAYER_CHAR 
053D: clear_actor $1027 wait_state 
03BD: destroy_sphere 6@ 
2@ = 2 // @ = int 

:GANGMEM_952
jump @GANGMEM_966 

:GANGMEM_959
GANGMEM_1116()

:GANGMEM_966
if 
  2@ == 2 // @ == int 
jf @GANGMEM_1086 
if 
   not Actor.Dead($1027)
jf @GANGMEM_1079 
if 
00E9:   player $PLAYER_CHAR 0 $1027 radius 100.0 100.0 
jf @GANGMEM_1065 
if 
8320:   not actor $1027 in_range_of_player $PLAYER_CHAR 
jf @GANGMEM_1058 
01DF: tie_actor $1027 to_player $PLAYER_CHAR 

:GANGMEM_1058
jump @GANGMEM_1072 

:GANGMEM_1065
GANGMEM_1116()

:GANGMEM_1072
jump @GANGMEM_1086 

:GANGMEM_1079
GANGMEM_1116()

:GANGMEM_1086
jump @GANGMEM_1100 

:GANGMEM_1093
GANGMEM_1116()

:GANGMEM_1100
jump @GANGMEM_1114 

:GANGMEM_1107
GANGMEM_1116()

:GANGMEM_1114
return 

:GANGMEM_1116
if 
   not 2@ == 0 // @ == int 
jf @GANGMEM_1205 
Actor.RemoveReferences($1027)
if 
   Player.Defined($PLAYER_CHAR)
jf @GANGMEM_1193 
if 
   not Player.InZone($PLAYER_CHAR, 'GANG1')
jf @GANGMEM_1186 
2@ = 0 // @ = int 

:GANGMEM_1186
jump @GANGMEM_1200 

:GANGMEM_1193
2@ = 0 // @ = int 

:GANGMEM_1200
03BD: destroy_sphere 6@ 

:GANGMEM_1205
return 

:ARMYBAS
script_name 'ARMYBAS' 
0@ = 0 // @ = int 

:ARMYBAS_17
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @ARMYBAS_322 
if or
   Player.InZone($PLAYER_CHAR, 'AIRPORT')
   Player.InZone($PLAYER_CHAR, 'ARMYBAS')
jf @ARMYBAS_235 
if 
  0@ == 0 // @ == int 
jf @ARMYBAS_132 
0235: set_gang 2 models_to #ARMY #ARMY 
03F1: pedtype 9 add_threat 1 
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26 
0592: set_gang 2 attack_player_with_cops 1 
Model.Load(#ARMY)
0@ = 1 // @ = int 

:ARMYBAS_132
if 
  0@ == 1 // @ == int 
jf @ARMYBAS_228 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
0500:   player $PLAYER_CHAR skin == 'PLAYER6' 
0056:   player $PLAYER_CHAR 0 -1682.24 -179.9125 -1600.448 -150.8878 
jf @ARMYBAS_222 
03F2: pedtype 9 remove_threat 1 
jump @ARMYBAS_228 

:ARMYBAS_222
03F1: pedtype 9 add_threat 1 

:ARMYBAS_228
jump @ARMYBAS_322 

:ARMYBAS_235
if 
  0@ == 1 // @ == int 
jf @ARMYBAS_322 
0235: set_gang 2 models_to #SGA #SGB 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0592: set_gang 2 attack_player_with_cops 0 
wait 0 
wait 0 
wait 0 
if 
  $2004 == 0 // $ == int 
jf @ARMYBAS_315 
Model.Destroy(#ARMY)

:ARMYBAS_315
0@ = 0 // @ = int 

:ARMYBAS_322
jump @ARMYBAS_17 

:BIK1
script_name 'BIK1' 

:BIK1_10
wait $DEFAULT_WAIT_TIME 
if 
  $578 == 1 // $ == int 
jf @BIK1_35 
terminate_this_script 

:BIK1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BIK1_171 
if 
00F6:   player $PLAYER_CHAR 0 $781 $782 $783 radius 1.5 2.0 2.0 
jf @BIK1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BIK1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BIK1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3890()
HELP_3067()
00BA: text_styled 'BIKE_1' 15000 ms 2  // Alloy Wheels of Steel
HELP_3116()
start_mission 53  // Alloy Wheels of Steel

:BIK1_171
jump @BIK1_10 

:BIK2
script_name 'BIK2' 

:BIK2_10
wait $DEFAULT_WAIT_TIME 
if 
  $579 == 1 // $ == int 
jf @BIK2_35 
terminate_this_script 

:BIK2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BIK2_171 
if 
00F6:   player $PLAYER_CHAR 0 $781 $782 $783 radius 1.5 2.0 2.0 
jf @BIK2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BIK2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BIK2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3890()
HELP_3067()
00BA: text_styled 'BIKE_2' 15000 ms 2  // Messing with the Man
HELP_3116()
start_mission 54  // Messing with the Man

:BIK2_171
jump @BIK2_10 

:BIK3
script_name 'BIK3' 

:BIK3_10
wait $DEFAULT_WAIT_TIME 
if 
  $580 == 1 // $ == int 
jf @BIK3_35 
terminate_this_script 

:BIK3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @BIK3_171 
if 
00F6:   player $PLAYER_CHAR 0 $781 $782 $783 radius 1.5 2.0 2.0 
jf @BIK3_171 
if 
  $ONMISSION == 0 // $ == int 
jf @BIK3_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @BIK3_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3890()
HELP_3067()
00BA: text_styled 'BIKE_3' 15000 ms 2  // Hog Tied
HELP_3116()
start_mission 55  // Hog Tied

:BIK3_171
jump @BIK3_10 

:CUB1
script_name 'CUB1' 

:CUB1_10
wait 0 
if 
  $582 == 1 // $ == int 
jf @CUB1_34 
terminate_this_script 

:CUB1_34
if 
   Player.Defined($PLAYER_CHAR)
jf @CUB1_170 
if 
00F6:   player $PLAYER_CHAR 0 $784 $785 $786 radius 2.0 2.2 3.0 
jf @CUB1_170 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB1_170 
if 
   Player.Controllable($PLAYER_CHAR)
jf @CUB1_170 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4058()
HELP_3067()
00BA: text_styled 'CUB_1' 15000 ms 2  // Stunt Boat Challenge
HELP_3116()
start_mission 56  // Stunt Boat Challenge

:CUB1_170
jump @CUB1_10 

:CUB2
script_name 'CUB2' 

:CUB2_10
wait 0 
if 
  $583 == 1 // $ == int 
jf @CUB2_34 
terminate_this_script 

:CUB2_34
if 
   Player.Defined($PLAYER_CHAR)
jf @CUB2_170 
if 
00F6:   player $PLAYER_CHAR 0 $784 $785 $786 radius 2.0 2.2 3.0 
jf @CUB2_170 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB2_170 
if 
   Player.Controllable($PLAYER_CHAR)
jf @CUB2_170 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4058()
HELP_3067()
00BA: text_styled 'CUB_2' 15000 ms 2  // Cannon Fodder
HELP_3116()
start_mission 57  // Cannon Fodder

:CUB2_170
jump @CUB2_10 

:CUB3
script_name 'CUB3' 

:CUB3_10
wait 0 
if 
  $584 == 1 // $ == int 
jf @CUB3_34 
terminate_this_script 

:CUB3_34
if 
   Player.Defined($PLAYER_CHAR)
jf @CUB3_170 
if 
00F6:   player $PLAYER_CHAR 0 $784 $785 $786 radius 2.0 2.2 3.0 
jf @CUB3_170 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB3_170 
if 
   Player.Controllable($PLAYER_CHAR)
jf @CUB3_170 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4058()
HELP_3067()
00BA: text_styled 'CUB_3' 15000 ms 2  // Naval Engagement
HELP_3116()
start_mission 58  // Naval Engagement

:CUB3_170
jump @CUB3_10 

:CUB4
script_name 'CUB4' 

:CUB4_10
wait 0 
if 
  $585 == 1 // $ == int 
jf @CUB4_34 
terminate_this_script 

:CUB4_34
if 
   Player.Defined($PLAYER_CHAR)
jf @CUB4_500 
if 
00F6:   player $PLAYER_CHAR 0 $784 $785 $786 radius 2.0 2.2 3.0 
jf @CUB4_500 
if 
040C:   german_game 
jf @CUB4_306 
if 
  $PASSED_HAT2_BOMBS_AWAY == 1 // $ == int 
jf @CUB4_208 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB4_201 
if 
   Player.Controllable($PLAYER_CHAR)
jf @CUB4_201 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4058()
HELP_3067()
00BA: text_styled 'CUB_4' 15000 ms 2  // Trojan Voodoo
HELP_3116()
start_mission 59  // Trojan Voodoo

:CUB4_201
jump @CUB4_299 

:CUB4_208
00BC: text_highpriority 'GOAWAY1' time 5000 1  // ~g~Come back when you have finished the Haitian gang missions.

:CUB4_223
if 
00F6:   player $PLAYER_CHAR 0 $784 $785 $786 radius 2.0 2.2 3.0 
jf @CUB4_299 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @CUB4_292 
jump @CUB4_10 

:CUB4_292
jump @CUB4_223 

:CUB4_299
jump @CUB4_500 

:CUB4_306
if 
  $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 
jf @CUB4_409 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB4_402 
if 
   Player.Controllable($PLAYER_CHAR)
jf @CUB4_402 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4058()
HELP_3067()
00BA: text_styled 'CUB_4' 15000 ms 2  // Trojan Voodoo
HELP_3116()
start_mission 59  // Trojan Voodoo

:CUB4_402
jump @CUB4_500 

:CUB4_409
00BC: text_highpriority 'GOAWAY1' time 5000 1  // ~g~Come back when you have finished the Haitian gang missions.

:CUB4_424
if 
00F6:   player $PLAYER_CHAR 0 $784 $785 $786 radius 2.0 2.2 3.0 
jf @CUB4_500 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @CUB4_493 
jump @CUB4_10 

:CUB4_493
jump @CUB4_424 

:CUB4_500
jump @CUB4_10 

:HAT1
script_name 'HAT1' 

:HAT1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_HAT1_JUJU_SCRAMBLE == 1 // $ == int 
jf @HAT1_35 
terminate_this_script 

:HAT1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @HAT1_171 
if 
00F6:   player $PLAYER_CHAR 0 $787 $788 $789 radius 1.5 2.0 2.0 
jf @HAT1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @HAT1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HAT1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4147()
HELP_3067()
00BA: text_styled 'HAT_1' 15000 ms 2  // Juju Scramble
HELP_3116()
start_mission 60  // Juju Scramble

:HAT1_171
jump @HAT1_10 

:HAT2
script_name 'HAT2' 

:HAT2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_HAT2_BOMBS_AWAY == 1 // $ == int 
jf @HAT2_35 
terminate_this_script 

:HAT2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @HAT2_171 
if 
00F6:   player $PLAYER_CHAR 0 $787 $788 $789 radius 1.5 2.0 2.0 
jf @HAT2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @HAT2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HAT2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4147()
HELP_3067()
00BA: text_styled 'HAT_2' 15000 ms 2  // Bombs Away!
HELP_3116()
start_mission 61  // Bombs Away!

:HAT2_171
jump @HAT2_10 

:HAT3
script_name 'HAT3' 

:HAT3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 
jf @HAT3_35 
terminate_this_script 

:HAT3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @HAT3_171 
if 
00F6:   player $PLAYER_CHAR 0 $787 $788 $789 radius 1.5 2.0 2.0 
jf @HAT3_171 
if 
  $ONMISSION == 0 // $ == int 
jf @HAT3_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HAT3_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_4147()
HELP_3067()
00BA: text_styled 'HAT_3' 15000 ms 2  // Dirty Lickin's
HELP_3116()
start_mission 62  // Dirty Lickin's

:HAT3_171
jump @HAT3_10 

:ROC1
script_name 'ROC1' 

:ROC1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ROCK3_PUBLICITY_TOUR == 1 // $ == int 
jf @ROC1_35 
terminate_this_script 

:ROC1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @ROC1_171 
if 
00F6:   player $PLAYER_CHAR 0 $790 $791 $792 radius 1.5 2.0 2.0 
jf @ROC1_171 
if 
  $ONMISSION == 0 // $ == int 
jf @ROC1_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ROC1_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3974()
HELP_3067()
00BA: text_styled 'ROCK_1' 15000 ms 2  // Love Juice
HELP_3116()
start_mission 63  // Love Juice

:ROC1_171
jump @ROC1_10 

:ROC2
script_name 'ROC2' 

:ROC2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ROCK2_PSYCHO_KILLER == 1 // $ == int 
jf @ROC2_35 
terminate_this_script 

:ROC2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @ROC2_171 
if 
00F6:   player $PLAYER_CHAR 0 $790 $791 $792 radius 1.5 2.0 2.0 
jf @ROC2_171 
if 
  $ONMISSION == 0 // $ == int 
jf @ROC2_171 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ROC2_171 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3974()
HELP_3067()
00BA: text_styled 'ROCK_2' 15000 ms 2  // Psycho Killer
HELP_3116()
start_mission 64  // Psycho Killer

:ROC2_171
jump @ROC2_10 

:ROC3
script_name 'ROC3' 

:ROC3_10
wait $DEFAULT_WAIT_TIME 
if 
  $593 == 1 // $ == int 
jf @ROC3_35 
terminate_this_script 

:ROC3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @ROC3_287 
if 
00F6:   player $PLAYER_CHAR 0 $790 $791 $792 radius 1.5 2.0 2.0 
jf @ROC3_287 
if 
  $580 == 1 // $ == int 
jf @ROC3_196 
if 
  $ONMISSION == 0 // $ == int 
jf @ROC3_189 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ROC3_189 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
HELP_3974()
HELP_3067()
00BA: text_styled 'ROCK_3' 15000 ms 2  // Publicity Tour
HELP_3116()
start_mission 65  // Publicity Tour

:ROC3_189
jump @ROC3_287 

:ROC3_196
00BC: text_highpriority 'GOAWAY2' time 1000 2  // ~g~Come back when you have finished the Biker gang missions.

:ROC3_211
if 
00F6:   player $PLAYER_CHAR 0 $790 $791 $792 radius 1.5 2.0 2.0 
jf @ROC3_287 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ROC3_280 
jump @ROC3_10 

:ROC3_280
jump @ROC3_211 

:ROC3_287
jump @ROC3_10 

:SHOOT
script_name 'SHOOT' 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOOT_101 

:SHOOT_26
if 
00F6:   player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 
jf @SHOOT_101 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOOT_94 

:SHOOT_94
jump @SHOOT_26 

:SHOOT_101
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOOT_334 
if 
00F6:   player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0 
jf @SHOOT_334 
if 
  $ONMISSION == 0 // $ == int 
jf @SHOOT_334 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SHOOT_334 
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
HELP_3116()
start_mission 66  // Weapon Range
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOOT_334 

:SHOOT_259
if 
00F6:   player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 
jf @SHOOT_334 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOOT_327 

:SHOOT_327
jump @SHOOT_259 

:SHOOT_334
jump @SHOOT_101 

:ASSIN_1
script_name 'ASSIN_1' 

:ASSIN_1_10
wait $DEFAULT_WAIT_TIME 
if 
  $601 == 1 // $ == int 
jf @ASSIN_1_40 
024E: disable_phone $595 
terminate_this_script 

:ASSIN_1_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_1_70 
0405: enable_phone $595 
jump @ASSIN_1_75 

:ASSIN_1_70
024E: disable_phone $595 

:ASSIN_1_75
if 
   Player.Defined($PLAYER_CHAR)
jf @ASSIN_1_330 
if 
00F9:   player $PLAYER_CHAR stopped 0 $820 $821 $822 radius 1.0 1.0 2.0 
jf @ASSIN_1_330 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_1_330 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ASSIN_1_231 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
024E: disable_phone $595 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_1' 15000 ms 2  // Road Kill
HELP_3116()
start_mission 67  // Road Kill

:ASSIN_1_231
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_1_254 
jump @ASSIN_1_10 

:ASSIN_1_254
if 
00F6:   player $PLAYER_CHAR 0 $820 $821 $822 radius 1.0 1.0 2.0 
jf @ASSIN_1_330 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_1_323 
jump @ASSIN_1_10 

:ASSIN_1_323
jump @ASSIN_1_254 

:ASSIN_1_330
jump @ASSIN_1_10 

:ASSIN_2
script_name 'ASSIN_2' 

:ASSIN_2_10
wait $DEFAULT_WAIT_TIME 
if 
  $602 == 1 // $ == int 
jf @ASSIN_2_40 
024E: disable_phone $596 
terminate_this_script 

:ASSIN_2_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_2_70 
0405: enable_phone $596 
jump @ASSIN_2_75 

:ASSIN_2_70
024E: disable_phone $596 

:ASSIN_2_75
if 
   Player.Defined($PLAYER_CHAR)
jf @ASSIN_2_330 
if 
00F9:   player $PLAYER_CHAR stopped 0 $823 $824 $825 radius 1.0 1.0 2.0 
jf @ASSIN_2_330 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_2_330 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ASSIN_2_231 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
024E: disable_phone $596 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_2' 15000 ms 2  // Waste the Wife
HELP_3116()
start_mission 68  // Waste the Wife

:ASSIN_2_231
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_2_254 
jump @ASSIN_2_10 

:ASSIN_2_254
if 
00F6:   player $PLAYER_CHAR 0 $823 $824 $825 radius 1.0 1.0 2.0 
jf @ASSIN_2_330 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_2_323 
jump @ASSIN_2_10 

:ASSIN_2_323
jump @ASSIN_2_254 

:ASSIN_2_330
jump @ASSIN_2_10 

:ASSIN_3
script_name 'ASSIN_3' 

:ASSIN_3_10
wait $DEFAULT_WAIT_TIME 
if 
  $603 == 1 // $ == int 
jf @ASSIN_3_40 
024E: disable_phone $597 
terminate_this_script 

:ASSIN_3_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_3_70 
0405: enable_phone $597 
jump @ASSIN_3_75 

:ASSIN_3_70
024E: disable_phone $597 

:ASSIN_3_75
if 
   Player.Defined($PLAYER_CHAR)
jf @ASSIN_3_330 
if 
00F9:   player $PLAYER_CHAR stopped 0 $826 $827 $828 radius 1.0 1.0 2.0 
jf @ASSIN_3_330 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_3_330 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ASSIN_3_231 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
024E: disable_phone $597 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_3' 15000 ms 2  // Autocide
HELP_3116()
start_mission 69  // Autocide

:ASSIN_3_231
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_3_254 
jump @ASSIN_3_10 

:ASSIN_3_254
if 
00F6:   player $PLAYER_CHAR 0 $826 $827 $828 radius 1.0 1.0 2.0 
jf @ASSIN_3_330 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_3_323 
jump @ASSIN_3_10 

:ASSIN_3_323
jump @ASSIN_3_254 

:ASSIN_3_330
jump @ASSIN_3_10 

:ASSIN_4
script_name 'ASSIN_4' 

:ASSIN_4_10
wait $DEFAULT_WAIT_TIME 
if 
  $604 == 1 // $ == int 
jf @ASSIN_4_40 
024E: disable_phone $598 
terminate_this_script 

:ASSIN_4_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_4_70 
0405: enable_phone $598 
jump @ASSIN_4_75 

:ASSIN_4_70
024E: disable_phone $598 

:ASSIN_4_75
if 
   Player.Defined($PLAYER_CHAR)
jf @ASSIN_4_330 
if 
00F9:   player $PLAYER_CHAR stopped 0 $829 $830 $831 radius 1.0 1.0 2.0 
jf @ASSIN_4_330 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_4_330 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ASSIN_4_231 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
024E: disable_phone $598 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_4' 15000 ms 2  // Check Out at the Check In
HELP_3116()
start_mission 70  // Check Out at the Check In

:ASSIN_4_231
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_4_254 
jump @ASSIN_4_10 

:ASSIN_4_254
if 
00F6:   player $PLAYER_CHAR 0 $829 $830 $831 radius 1.0 1.0 2.0 
jf @ASSIN_4_330 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_4_323 
jump @ASSIN_4_10 

:ASSIN_4_323
jump @ASSIN_4_254 

:ASSIN_4_330
jump @ASSIN_4_10 

:ASSIN_5
script_name 'ASSIN_5' 

:ASSIN_5_10
wait $DEFAULT_WAIT_TIME 
if 
  $605 == 1 // $ == int 
jf @ASSIN_5_40 
024E: disable_phone $599 
terminate_this_script 

:ASSIN_5_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_5_70 
0405: enable_phone $599 
jump @ASSIN_5_75 

:ASSIN_5_70
024E: disable_phone $599 

:ASSIN_5_75
if 
   Player.Defined($PLAYER_CHAR)
jf @ASSIN_5_330 
if 
00F9:   player $PLAYER_CHAR stopped 0 $832 $833 $834 radius 1.0 1.0 2.0 
jf @ASSIN_5_330 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_5_330 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ASSIN_5_231 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$ONMISSION = 1 // $ = int 
024E: disable_phone $599 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_5' 15000 ms 2  // Loose Ends
HELP_3116()
start_mission 71  // Loose Ends

:ASSIN_5_231
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_5_254 
jump @ASSIN_5_10 

:ASSIN_5_254
if 
00F6:   player $PLAYER_CHAR 0 $832 $833 $834 radius 1.0 1.0 2.0 
jf @ASSIN_5_330 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ASSIN_5_323 
jump @ASSIN_5_10 

:ASSIN_5_323
jump @ASSIN_5_254 

:ASSIN_5_330
jump @ASSIN_5_10 

:TWAR1
script_name 'TWAR1' 

:TWAR1_10
wait $DEFAULT_WAIT_TIME 
if 
  $611 == 1 // $ == int 
jf @TWAR1_35 
terminate_this_script 

:TWAR1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @TWAR1_353 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $793 $794 $795 radius 2.0 2.0 2.0 
jf @TWAR1_296 
if 
  $ONMISSION == 0 // $ == int 
jf @TWAR1_296 
if 
   Player.Controllable($PLAYER_CHAR)
jf @TWAR1_197 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$674 = 1 // $ = int 
HELP_4231()
00BA: text_styled 'TAXI_1' 15000 ms 2  // V.I.P.
if 
  $675 == 0 // $ == int 
jf @TWAR1_197 
start_mission 72  // V.I.P.
$675 = 1 // $ = int 

:TWAR1_197
if 
   not Player.Defined($PLAYER_CHAR)
jf @TWAR1_220 
jump @TWAR1_10 

:TWAR1_220
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $793 $794 $795 radius 2.0 2.0 2.0 
jf @TWAR1_296 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TWAR1_289 
jump @TWAR1_10 

:TWAR1_289
jump @TWAR1_220 

:TWAR1_296
if 
00F6:   player $PLAYER_CHAR 0 $793 $794 $795 radius 1.0 2.0 2.0 
jf @TWAR1_353 
00BC: text_highpriority 'NOTAXI' time 1000 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR1_353
jump @TWAR1_10 

:TWAR2
script_name 'TWAR2' 

:TWAR2_10
wait $DEFAULT_WAIT_TIME 
if 
  $612 == 1 // $ == int 
jf @TWAR2_35 
terminate_this_script 

:TWAR2_35
if 
   Player.Defined($PLAYER_CHAR)
jf @TWAR2_353 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $793 $794 $795 radius 2.0 2.0 2.0 
jf @TWAR2_296 
if 
  $ONMISSION == 0 // $ == int 
jf @TWAR2_296 
if 
   Player.Controllable($PLAYER_CHAR)
jf @TWAR2_197 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$674 = 1 // $ = int 
HELP_4231()
00BA: text_styled 'TAXI_2' 15000 ms 2  // Friendly Rivalry
if 
  $675 == 0 // $ == int 
jf @TWAR2_197 
start_mission 73  // Friendly Rivalry
$675 = 1 // $ = int 

:TWAR2_197
if 
   not Player.Defined($PLAYER_CHAR)
jf @TWAR2_220 
jump @TWAR2_10 

:TWAR2_220
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $793 $794 $795 radius 2.0 2.0 2.0 
jf @TWAR2_296 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TWAR2_289 
jump @TWAR2_10 

:TWAR2_289
jump @TWAR2_220 

:TWAR2_296
if 
00F6:   player $PLAYER_CHAR 0 $793 $794 $795 radius 1.0 2.0 2.0 
jf @TWAR2_353 
00BC: text_highpriority 'NOTAXI' time 1000 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR2_353
jump @TWAR2_10 

:TWAR3
script_name 'TWAR3' 

:TWAR3_10
wait $DEFAULT_WAIT_TIME 
if 
  $613 == 1 // $ == int 
jf @TWAR3_35 
terminate_this_script 

:TWAR3_35
if 
   Player.Defined($PLAYER_CHAR)
jf @TWAR3_353 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $793 $794 $795 radius 2.0 2.0 2.0 
jf @TWAR3_296 
if 
  $ONMISSION == 0 // $ == int 
jf @TWAR3_296 
if 
   Player.Controllable($PLAYER_CHAR)
jf @TWAR3_197 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
$674 = 1 // $ = int 
HELP_4231()
00BA: text_styled 'TAXI_3' 15000 ms 2  // Cabmaggedon
if 
  $675 == 0 // $ == int 
jf @TWAR3_197 
start_mission 74  // Cabmaggedon
$675 = 1 // $ = int 

:TWAR3_197
if 
   not Player.Defined($PLAYER_CHAR)
jf @TWAR3_220 
jump @TWAR3_10 

:TWAR3_220
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $793 $794 $795 radius 2.0 2.0 2.0 
jf @TWAR3_296 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TWAR3_289 
jump @TWAR3_10 

:TWAR3_289
jump @TWAR3_220 

:TWAR3_296
if 
00F6:   player $PLAYER_CHAR 0 $793 $794 $795 radius 1.0 2.0 2.0 
jf @TWAR3_353 
00BC: text_highpriority 'NOTAXI' time 1000 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR3_353
jump @TWAR3_10 

:TAXI_L
script_name 'TAXI_L' 

:TAXI_L_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @TAXI_L_474 
if 
8596:   not player $PLAYER_CHAR riding_mission_restart_taxi 
jf @TAXI_L_474 
if 
02DE:   player $PLAYER_CHAR in_taxi 
jf @TAXI_L_447 
if 
  $ONMISSION == 0 // $ == int 
jf @TAXI_L_440 
0293: $319 = get_controller_mode 
if 
  $326 == 1 // $ == int 
jf @TAXI_L_173 
if 
  $674 == 0 // $ == int 
jf @TAXI_L_173 
if 
   not $319 == 3 // $ == int 
jf @TAXI_L_156 
03E5: text_box 'TTUTOR'  // Tap ~h~::SUBMISSIONS::~w~ to toggle taxi missions on or off.
jump @TAXI_L_166 

:TAXI_L_156
03E5: text_box 'TTUTOR2'  // Tap ~h~::SUBMISSIONS::~w~ to toggle taxi missions on or off.

:TAXI_L_166
$674 = 1 // $ = int 

:TAXI_L_173
if 
   not $319 == 3 // $ == int 
jf @TAXI_L_319 
if 
00E1:   player 0 pressed_button 19 
jf @TAXI_L_312 

:TAXI_L_208
if 
00E1:   player 0 pressed_button 19 
jf @TAXI_L_264 
wait 0 
if or
   not Player.Defined($PLAYER_CHAR)
82DE:   not player $PLAYER_CHAR in_taxi 
jf @TAXI_L_257 
jump @TAXI_L 

:TAXI_L_257
jump @TAXI_L_208 

:TAXI_L_264
00BA: text_styled 'TAXI_M' 6000 ms 5  // 'TAXI DRIVER'
wait 0 
if 
  $675 == 0 // $ == int 
jf @TAXI_L_312 
start_mission 75  // TAXI DRIVER
$675 = 1 // $ = int 

:TAXI_L_312
jump @TAXI_L_440 

:TAXI_L_319
if 
00E1:   player 0 pressed_button 14 
jf @TAXI_L_440 

:TAXI_L_336
if 
00E1:   player 0 pressed_button 14 
jf @TAXI_L_392 
wait 0 
if or
   not Player.Defined($PLAYER_CHAR)
82DE:   not player $PLAYER_CHAR in_taxi 
jf @TAXI_L_385 
jump @TAXI_L 

:TAXI_L_385
jump @TAXI_L_336 

:TAXI_L_392
00BA: text_styled 'TAXI_M' 6000 ms 5  // 'TAXI DRIVER'
wait 0 
if 
  $675 == 0 // $ == int 
jf @TAXI_L_440 
start_mission 75  // TAXI DRIVER
$675 = 1 // $ = int 

:TAXI_L_440
jump @TAXI_L_474 

:TAXI_L_447
if 
  $674 == 1 // $ == int 
jf @TAXI_L_474 
03E6: remove_text_box 
$674 = 0 // $ = int 

:TAXI_L_474
jump @TAXI_L_10 

:AMBULA
script_name 'AMBULA' 

:AMBULA_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMBULA_438 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULA_411 
if and
  $ONMISSION == 0 // $ == int 
  $622 == 0 // $ == int 
jf @AMBULA_404 
0293: $319 = get_controller_mode 
if 
  $326 == 1 // $ == int 
jf @AMBULA_167 
if 
  $621 == 0 // $ == int 
jf @AMBULA_167 
if 
   not $319 == 3 // $ == int 
jf @AMBULA_150 
03E5: text_box 'ATUTOR'  // Tap ~h~::SUBMISSIONS::~w~ to toggle Paramedic missions on or off.
jump @AMBULA_160 

:AMBULA_150
03E5: text_box 'ATUTOR3'  // Tap ~h~::SUBMISSIONS::~w~ to toggle Paramedic missions on or off.

:AMBULA_160
$621 = 1 // $ = int 

:AMBULA_167
if 
   not $319 == 3 // $ == int 
jf @AMBULA_298 
if 
00E1:   player 0 pressed_button 19 
jf @AMBULA_291 

:AMBULA_202
if 
00E1:   player 0 pressed_button 19 
jf @AMBULA_261 
wait 0 
if or
   not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULA_254 
jump @AMBULA 

:AMBULA_254
jump @AMBULA_202 

:AMBULA_261
00BA: text_styled 'AMBUL_M' 6000 ms 5  // 'PARAMEDIC'
wait 0 
start_mission 76  // PARAMEDIC
$621 = 1 // $ = int 

:AMBULA_291
jump @AMBULA_404 

:AMBULA_298
if 
00E1:   player 0 pressed_button 14 
jf @AMBULA_404 

:AMBULA_315
if 
00E1:   player 0 pressed_button 14 
jf @AMBULA_374 
wait 0 
if or
   not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULA_367 
jump @AMBULA 

:AMBULA_367
jump @AMBULA_315 

:AMBULA_374
00BA: text_styled 'AMBUL_M' 6000 ms 5  // 'PARAMEDIC'
wait 0 
start_mission 76  // PARAMEDIC
$621 = 1 // $ = int 

:AMBULA_404
jump @AMBULA_438 

:AMBULA_411
if 
  $621 == 1 // $ == int 
jf @AMBULA_438 
03E6: remove_text_box 
$621 = 0 // $ = int 

:AMBULA_438
jump @AMBULA_10 

:FIRE
script_name 'FIRE' 

:FIRE_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @FIRE_438 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRE_411 
if and
  $ONMISSION == 0 // $ == int 
  $624 == 0 // $ == int 
jf @FIRE_404 
0293: $319 = get_controller_mode 
if 
  $326 == 1 // $ == int 
jf @FIRE_167 
if 
  $623 == 0 // $ == int 
jf @FIRE_167 
if 
   not $319 == 3 // $ == int 
jf @FIRE_150 
03E5: text_box 'FTUTOR'  // Tap ~h~::SUBMISSIONS::~w~ to toggle fire truck missions on or off.
jump @FIRE_160 

:FIRE_150
03E5: text_box 'FTUTOR2'  // Tap ~h~::SUBMISSIONS::~w~ to toggle fire truck missions on or off.

:FIRE_160
$623 = 1 // $ = int 

:FIRE_167
if 
   not $319 == 3 // $ == int 
jf @FIRE_298 
if 
00E1:   player 0 pressed_button 19 
jf @FIRE_291 

:FIRE_202
if 
00E1:   player 0 pressed_button 19 
jf @FIRE_261 
wait 0 
if or
   not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRE_254 
jump @FIRE 

:FIRE_254
jump @FIRE_202 

:FIRE_261
00BA: text_styled 'FIRE_M' 6000 ms 5  // 'FIREFIGHTER'
wait 0 
start_mission 77  // FIREFIGHTER
$623 = 1 // $ = int 

:FIRE_291
jump @FIRE_404 

:FIRE_298
if 
00E1:   player 0 pressed_button 14 
jf @FIRE_404 

:FIRE_315
if 
00E1:   player 0 pressed_button 14 
jf @FIRE_374 
wait 0 
if or
   not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRE_367 
jump @FIRE 

:FIRE_367
jump @FIRE_315 

:FIRE_374
00BA: text_styled 'FIRE_M' 6000 ms 5  // 'FIREFIGHTER'
wait 0 
start_mission 77  // FIREFIGHTER
$623 = 1 // $ = int 

:FIRE_404
jump @FIRE_438 

:FIRE_411
if 
  $623 == 1 // $ == int 
jf @FIRE_438 
03E6: remove_text_box 
$623 = 0 // $ = int 

:FIRE_438
jump @FIRE_10 

:COP
script_name 'COP' 

:COP_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @COP_670 
if or
056C:   actor $PLAYER_ACTOR in_any_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COP_643 
if 
  $ONMISSION == 0 // $ == int 
jf @COP_636 
0293: $319 = get_controller_mode 
if 
  $326 == 1 // $ == int 
jf @COP_173 
if 
  $625 == 0 // $ == int 
jf @COP_173 
if 
   not $319 == 3 // $ == int 
jf @COP_156 
03E5: text_box 'CTUTOR'  // Tap ~h~::SUBMISSIONS::~w~ to toggle Vigilante missions on or off.
jump @COP_166 

:COP_156
03E5: text_box 'CTUTOR2'  // Tap ~h~::SUBMISSIONS::~w~ to toggle Vigilante missions on or off.

:COP_166
$625 = 1 // $ = int 

:COP_173
if 
   not $319 == 3 // $ == int 
jf @COP_417 
if 
00E1:   player 0 pressed_button 19 
jf @COP_410 

:COP_208
if 
00E1:   player 0 pressed_button 19 
jf @COP_298 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @COP_252 
jump @COP 

:COP_252
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COP_291 
jump @COP 

:COP_291
jump @COP_208 

:COP_298
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
jf @COP_339 
00BA: text_styled 'COP_M3' 6000 ms 5  // 'BROWN THUNDER'
jump @COP_395 

:COP_339
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH 
jf @COP_380 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
jump @COP_395 

:COP_380
00BA: text_styled 'COP_M' 6000 ms 5  // 'VIGILANTE'

:COP_395
wait 0 
start_mission 78  // VIGILANTE
$625 = 1 // $ = int 

:COP_410
jump @COP_636 

:COP_417
if 
00E1:   player 0 pressed_button 14 
jf @COP_636 

:COP_434
if 
00E1:   player 0 pressed_button 14 
jf @COP_524 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @COP_478 
jump @COP 

:COP_478
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COP_517 
jump @COP 

:COP_517
jump @COP_434 

:COP_524
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
jf @COP_565 
00BA: text_styled 'COP_M3' 6000 ms 5  // 'BROWN THUNDER'
jump @COP_621 

:COP_565
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH 
jf @COP_606 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
jump @COP_621 

:COP_606
00BA: text_styled 'COP_M' 6000 ms 5  // 'VIGILANTE'

:COP_621
wait 0 
start_mission 78  // VIGILANTE
$625 = 1 // $ = int 

:COP_636
jump @COP_670 

:COP_643
if 
  $625 == 1 // $ == int 
jf @COP_670 
03E6: remove_text_box 
$625 = 0 // $ = int 

:COP_670
jump @COP_10 

:STADIUM
script_name 'STADIUM' 

:STADIUM_10
wait $DEFAULT_WAIT_TIME 
00BF: $310 = current_time_hours, $311 = current_time_minutes 
if 
  $310 > 19 // $ > int 
jf @STADIUM_507 
if 
  $ONMISSION == 0 // $ == int 
jf @STADIUM_391 
if 
   Player.Defined($PLAYER_CHAR)
jf @STADIUM_384 
if 
   Player.Controllable($PLAYER_CHAR)
jf @STADIUM_384 
if 
  $308 == 0 // $ == int 
jf @STADIUM_116 
$308 = 1 // $ = int 

:STADIUM_116
if 
  $312 == 1 // $ == int 
jf @STADIUM_161 
Object.Angle($ARENA_DOOR_1) = 90.0
Object.Angle($ARENA_DOOR_2) = -90.0
$312 = 0 // $ = int 

:STADIUM_161
if 
00F6:   player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0 
jf @STADIUM_384 
$ONMISSION = 1 // $ = int 
0169: set_fade_color 0 0 0 
fade 0 1500 
if 
  $309 == 0 // $ == int 
jf @STADIUM_282 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'HOTRNG' 15000 ms 2  // HOTRING
HELP_3116()
start_mission 79  // HOTRING

:STADIUM_282
if 
  $309 == 1 // $ == int 
jf @STADIUM_333 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'BLODRNG' 15000 ms 2  // BLOODRING
HELP_3116()
start_mission 80  // BLOODRING

:STADIUM_333
if 
  $309 == 2 // $ == int 
jf @STADIUM_384 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'DIRTRNG' 15000 ms 2  // DIRTRING
HELP_3116()
start_mission 81  // DIRTRING

:STADIUM_384
jump @STADIUM_500 

:STADIUM_391
if 
  $312 == 0 // $ == int 
jf @STADIUM_500 
if 
   Player.Defined($PLAYER_CHAR)
jf @STADIUM_500 
if 
8057:   not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 
jf @STADIUM_500 
Object.Angle($ARENA_DOOR_1) = 0.0
Object.Angle($ARENA_DOOR_2) = 0.0
$312 = 1 // $ = int 

:STADIUM_500
jump @STADIUM_838 

:STADIUM_507
if 
  $312 == 0 // $ == int 
jf @STADIUM_616 
if 
   Player.Defined($PLAYER_CHAR)
jf @STADIUM_616 
if 
8057:   not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 
jf @STADIUM_616 
Object.Angle($ARENA_DOOR_1) = 0.0
Object.Angle($ARENA_DOOR_2) = 0.0
$312 = 1 // $ = int 

:STADIUM_616
if 
  $308 == 1 // $ == int 
jf @STADIUM_838 
$309 += 1 // $ += int 
if 
  $309 == 3 // $ == int 
jf @STADIUM_666 
$309 = 0 // $ = int 

:STADIUM_666
if 
  $309 == 0 // $ == int 
jf @STADIUM_721 
Object.Destroy($307)
Object.Init($307, #DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($307)
054D: display_message_at_stadium 0 

:STADIUM_721
if 
  $309 == 1 // $ == int 
jf @STADIUM_776 
Object.Destroy($307)
Object.Init($307, #DTBLOODRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($307)
054D: display_message_at_stadium 1 

:STADIUM_776
if 
  $309 == 2 // $ == int 
jf @STADIUM_831 
Object.Destroy($307)
Object.Init($307, #DTDIRTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($307)
054D: display_message_at_stadium 2 

:STADIUM_831
$308 = 0 // $ = int 

:STADIUM_838
jump @STADIUM_10 

:RACES
script_name 'RACES' 

:RACES_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @RACES_121 
if 
  $ONMISSION == 0 // $ == int 
jf @RACES_121 
if 
   Player.Controllable($PLAYER_CHAR)
jf @RACES_121 
if 
00F6:   player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0 
jf @RACES_121 
wait 0 
start_mission 82  // Sunshine Autos Races

:RACES_121
jump @RACES_10 

:ICE1
script_name 'ICE1' 

:ICE1_10
wait $DEFAULT_WAIT_TIME 
if 
  $641 == 1 // $ == int 
jf @ICE1_35 
terminate_this_script 

:ICE1_35
if 
   Player.Defined($PLAYER_CHAR)
jf @ICE1_268 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $799 $800 $801 radius 2.0 2.0 2.0 
jf @ICE1_268 
if 
  $ONMISSION == 0 // $ == int 
jf @ICE1_268 
if 
   Player.Controllable($PLAYER_CHAR)
jf @ICE1_169 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
00BA: text_styled 'CREAM' 15000 ms 2  // Distribution
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
start_mission 83  // Distribution

:ICE1_169
if 
   not Player.Defined($PLAYER_CHAR)
jf @ICE1_192 
jump @ICE1_10 

:ICE1_192
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $799 $800 $801 radius 2.0 2.0 2.0 
jf @ICE1_268 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @ICE1_261 
jump @ICE1_10 

:ICE1_261
jump @ICE1_192 

:ICE1_268
jump @ICE1_10 

:HELI1
script_name 'HELI1' 

:HELI1_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELI1_237 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $802 $803 $804 radius 2.0 2.0 2.0 
jf @HELI1_237 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI1_237 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HELI1_138 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
00BA: text_styled 'HELI_1' 15000 ms 5  // Downtown Chopper Checkpoint
start_mission 84  // Downtown Chopper Checkpoint

:HELI1_138
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI1_161 
jump @HELI1_10 

:HELI1_161
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $802 $803 $804 radius 2.0 2.0 2.0 
jf @HELI1_237 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI1_230 
jump @HELI1_10 

:HELI1_230
jump @HELI1_161 

:HELI1_237
jump @HELI1_10 

:HELI2
script_name 'HELI2' 

:HELI2_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELI2_237 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $805 $806 $807 radius 2.0 2.0 2.0 
jf @HELI2_237 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI2_237 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HELI2_138 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
00BA: text_styled 'HELI_2' 15000 ms 5  // Ocean Beach Chopper Checkpoint
start_mission 85  // Ocean Beach Chopper Checkpoint

:HELI2_138
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI2_161 
jump @HELI2_10 

:HELI2_161
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $805 $806 $807 radius 2.0 2.0 2.0 
jf @HELI2_237 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI2_230 
jump @HELI2_10 

:HELI2_230
jump @HELI2_161 

:HELI2_237
jump @HELI2_10 

:HELI3
script_name 'HELI3' 

:HELI3_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELI3_237 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $808 $809 $810 radius 2.0 2.0 2.0 
jf @HELI3_237 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI3_237 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HELI3_138 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
00BA: text_styled 'HELI_3' 15000 ms 5  // Vice Point Chopper Checkpoint
start_mission 86  // Vice Point Chopper Checkpoint

:HELI3_138
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI3_161 
jump @HELI3_10 

:HELI3_161
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $808 $809 $810 radius 2.0 2.0 2.0 
jf @HELI3_237 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI3_230 
jump @HELI3_10 

:HELI3_230
jump @HELI3_161 

:HELI3_237
jump @HELI3_10 

:HELI4
script_name 'HELI4' 

:HELI4_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELI4_237 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $811 $812 $813 radius 2.0 2.0 2.0 
jf @HELI4_237 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI4_237 
if 
   Player.Controllable($PLAYER_CHAR)
jf @HELI4_138 
05AB: set_savegame_for_pause 4 // vcmobile opcodes 
00BA: text_styled 'HELI_4' 15000 ms 5  // Little Haiti Chopper Checkpoint
start_mission 87  // Little Haiti Chopper Checkpoint

:HELI4_138
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI4_161 
jump @HELI4_10 

:HELI4_161
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $811 $812 $813 radius 2.0 2.0 2.0 
jf @HELI4_237 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HELI4_230 
jump @HELI4_10 

:HELI4_230
jump @HELI4_161 

:HELI4_237
jump @HELI4_10 

:BMXLOOP
script_name 'BMXLOOP' 

:BMXLOOP_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @BMXLOOP_264 
if 
  $ONMISSION == 0 // $ == int 
jf @BMXLOOP_264 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMXLOOP_131 
if 
8057:   not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5 
jf @BMXLOOP_131 
$660 = 1 // $ = int 

:BMXLOOP_131
if 
  $660 == 0 // $ == int 
jf @BMXLOOP_225 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @BMXLOOP_187 
00BA: text_styled 'BMX_1' 15000 ms 2  // 'Trial by Dirt'
start_mission 88  // Trial by Dirt

:BMXLOOP_187
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMXLOOP_225 
00BA: text_styled 'BMX_2' 15000 ms 2  // 'Test Track'
start_mission 89  // Test Track

:BMXLOOP_225
if 
   Player.Defined($PLAYER_CHAR)
jf @BMXLOOP_264 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @BMXLOOP_264 
$660 = 0 // $ = int 

:BMXLOOP_264
jump @BMXLOOP_10 

:O4X4_1
script_name 'O4X4_1' 

:O4X4_1_10
wait $DEFAULT_WAIT_TIME 
if 
  $643 == 0 // $ == int 
jf @O4X4_1_41 
$649 = 300 // $ = int 

:O4X4_1_41
if 
   Player.Defined($PLAYER_CHAR)
jf @O4X4_1_248 
if and
  $ONMISSION == 0 // $ == int 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @O4X4_1_248 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
8057:   not player $PLAYER_CHAR 0 504.4 -311.8 12.0 510.4 -305.8 14.0 
jf @O4X4_1_151 
$646 = 1 // $ = int 

:O4X4_1_151
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @O4X4_1_174 
$646 = 0 // $ = int 

:O4X4_1_174
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
  $646 == 0 // $ == int 
jf @O4X4_1_207 
$658 = 1 // $ = int 

:O4X4_1_207
if 
  $658 == 1 // $ == int 
jf @O4X4_1_248 
00BA: text_styled 'T4X4_1' 15000 ms 2  // 'PCJ Playground'
wait 0 
start_mission 90  // PCJ Playground

:O4X4_1_248
jump @O4X4_1_10 

:MULTI
script_name 'MULTI' 

:MULTI_10
wait $DEFAULT_WAIT_TIME 
if 
  $655 == 0 // $ == int 
jf @MULTI_40 
$656 = 120 // $ = int 

:MULTI_40
if 
   Player.Defined($PLAYER_CHAR)
jf @MULTI_225 
if 
  $ONMISSION == 0 // $ == int 
jf @MULTI_225 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION 
8057:   not player $PLAYER_CHAR 0 125.0 -1155.0 27.0 130.0 -1160.0 33.0 
jf @MULTI_137 
$657 = 1 // $ = int 

:MULTI_137
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION 
  $657 == 0 // $ == int 
jf @MULTI_186 
00BA: text_styled 'MM_1' 15000 ms 2  // 'CONE CRAZY'
wait 0 
start_mission 91  // Cone Crazy

:MULTI_186
if 
   Player.Defined($PLAYER_CHAR)
jf @MULTI_225 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @MULTI_225 
$657 = 0 // $ = int 

:MULTI_225
jump @MULTI_10 

:PIZZ
script_name 'PIZZ' 
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @PIZZ_292 
if 
  $ONMISSION == 0 // $ == int 
jf @PIZZ_292 
if 
  $693 == 0 // $ == int 
jf @PIZZ_292 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
8057:   not player $PLAYER_CHAR 0 -894.1 798.7 1.0 -914.1 818.7 21.0 
8057:   not player $PLAYER_CHAR 0 -1018.7 78.6 1.2 -1038.7 98.6 21.2 
8057:   not player $PLAYER_CHAR 0 403.8 87.7 0.9 423.8 107.7 20.9 
jf @PIZZ_204 
$694 = 1 // $ = int 

:PIZZ_204
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
  $694 == 0 // $ == int 
jf @PIZZ_253 
00BA: text_styled 'PIZ1_A' 15000 ms 2  // PIZZA BOY MISSION
wait 0 
start_mission 92  // PIZZA BOY

:PIZZ_253
if 
   Player.Defined($PLAYER_CHAR)
jf @PIZZ_292 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PIZZ_292 
$694 = 0 // $ = int 

:PIZZ_292
jump @PIZZ 

:RCHELY1
script_name 'RCHELY1' 

:RCHELY1_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @RCHELY1_192 
if 
  $ONMISSION == 0 // $ == int 
jf @RCHELY1_192 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RCHELY1_192 
if 
  $701 == 0 // $ == int 
jf @RCHELY1_192 
if 
00E3:   player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0 
jf @RCHELY1_192 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @RCHELY1_192 
Player.CanMove($PLAYER_CHAR, False)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'RCH1_11' 15000 ms 2  // RC Raider Pickup
HELP_3116()
start_mission 93  // RC Raider Pickup

:RCHELY1_192
if 
   Player.Defined($PLAYER_CHAR)
jf @RCHELY1_234 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RCHELY1_234 
$701 = 0 // $ = int 

:RCHELY1_234
jump @RCHELY1_10 

:RC_RACE
script_name 'RC_RACE' 

:RC_RACE_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @RC_RACE_192 
if 
  $ONMISSION == 0 // $ == int 
jf @RC_RACE_192 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_RACE_192 
if 
  $703 == 0 // $ == int 
jf @RC_RACE_192 
if 
00E3:   player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0 
jf @RC_RACE_192 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @RC_RACE_192 
Player.CanMove($PLAYER_CHAR, False)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'RCR1_5' 15000 ms 2  // RC Bandit Race
HELP_3116()
start_mission 94  // RC Bandit Race

:RC_RACE_192
if 
   Player.Defined($PLAYER_CHAR)
jf @RC_RACE_234 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_RACE_234 
$703 = 0 // $ = int 

:RC_RACE_234
jump @RC_RACE_10 

:RC_PLNE
script_name 'RC_PLNE' 

:RC_PLNE_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @RC_PLNE_202 
if 
  $ONMISSION == 0 // $ == int 
jf @RC_PLNE_202 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_PLNE_202 
if 
  $704 == 0 // $ == int 
jf @RC_PLNE_202 
if 
00F5:   player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0 
jf @RC_PLNE_202 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @RC_PLNE_202 
Player.CanMove($PLAYER_CHAR, False)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'RCPL1_7' 15000 ms 2  // RC Baron Race
HELP_3116()
start_mission 95  // RC Baron Race

:RC_PLNE_202
if 
   Player.Defined($PLAYER_CHAR)
jf @RC_PLNE_244 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_PLNE_244 
$704 = 0 // $ = int 

:RC_PLNE_244
jump @RC_PLNE_10 

:COKRUN
script_name 'COKRUN' 

:COKRUN_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @COKRUN_345 
if 
  $ONMISSION == 0 // $ == int 
jf @COKRUN_345 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX 
jf @COKRUN_131 
if 
80F5:   not player $PLAYER_CHAR 0 -585.8 -1506.8 5.0 radius 7.0 7.0 4.0 
jf @COKRUN_131 
$383 = 1 // $ = int 

:COKRUN_131
if 
  $383 == 0 // $ == int 
jf @COKRUN_224 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX 
jf @COKRUN_224 
0169: set_fade_color 0 0 0 
fade 0 1000 
00BA: text_styled 'BOAT_N' 15000 ms 2  // Checkpoint Charlie
Player.CanMove($PLAYER_CHAR, False)
HELP_3116()
start_mission 96  // Checkpoint Charlie

:COKRUN_224
if 
   Player.Defined($PLAYER_CHAR)
jf @COKRUN_263 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COKRUN_263 
$383 = 0 // $ = int 

:COKRUN_263
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -585.8 -1506.8 5.0 radius 7.0 7.0 4.0 
jf @COKRUN_345 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @COKRUN_338 
jump @COKRUN_10 

:COKRUN_338
jump @COKRUN_263 

:COKRUN_345
jump @COKRUN_10 

:AIRPORY
script_name 'AIRPORY' 

:AIRPORY_10
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
jf @AIRPORY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @AIRPORY_87 
if 
   Player.Controllable($PLAYER_CHAR)
jf @AIRPORY_87 
if 
   Pickup.Picked_up($143)
jf @AIRPORY_87 
start_mission 97
terminate_this_script 

:AIRPORY_87
jump @AIRPORY_10 

:BIKER
script_name 'BIKER' 

:BIKER_10
if 
  $3455 == 1 // $ == int 
jf @BIKER_30 
terminate_this_script 

:BIKER_30
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @BIKER_10 
if 
  $ONMISSION == 0 // $ == int 
jf @BIKER_10 
if or
00F6:   player $PLAYER_CHAR 0 -280.4 -495.0 11.2 radius 100.0 100.0 100.0 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -280.4 -495.0 11.2 radius 100.0 100.0 100.0 
jf @BIKER_10 
Model.Load(#BKA)
038B: load_requested_models 

:BIKER_160
if 
   not Model.Available(#BKA)
jf @BIKER_186 
wait 0 
jump @BIKER_160 

:BIKER_186
Actor.Create(0@, 4, #BKA, -280.4, -495.0, 11.2)
Actor.Angle(0@) = 0.0
01ED: clear_actor 0@ threat_search 

:BIKER_225
if and
80F6:   not player $PLAYER_CHAR 0 -280.4 -495.0 11.2 radius 100.0 100.0 100.0 
80F7:   not player $PLAYER_CHAR sphere 0 near_point_in_car -280.4 -495.0 11.2 radius 100.0 100.0 100.0 
jf @BIKER_326 
Actor.RemoveReferences(0@)
Model.Destroy(#BKA)
jump @BIKER_30 

:BIKER_326
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @BIKER_225 
if 
  $ONMISSION == 0 // $ == int 
jf @BIKER_225 
if 
00F6:   player $PLAYER_CHAR 0 -280.4 -493.6 11.2 radius 1.2 1.2 1.2 
jf @BIKER_225 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-276.6, -491.4, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(-280.4, -494.3, 11.2, 2)
wait 2500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
00BA: text_styled 'SPEDWAY' 15000 ms 2  // Speedway Race
start_mission 98 
Actor.RemoveReferences(0@)
Model.Destroy(#BKA)
wait 5000 
jump @BIKER_10 

:PSAVE1
script_name 'PSAVE1' 

:PSAVE1_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE1_565 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @PSAVE1_565 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE1_565 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE1_535 
if 
  $748 == 0 // $ == int 
jf @PSAVE1_139 
Pickup.Create($747, #PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
$748 = 1 // $ = int 

:PSAVE1_139
if 
   Pickup.Picked_up($747)
jf @PSAVE1_528 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE1_493 
Pickup.Destroy($747)
Pickup.Create($747, #PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
fade 1 1000 
if 
  $525 == 0 // $ == int 
jf @PSAVE1_435 
0395: clear_area 1 at 220.3 -1275.5 11.0 range 1.0 
0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 121.0 
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 2)
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
TIMERA = 0 // @ = int 

:PSAVE1_355
if 
   not TIMERA > 2000 // @ > int 
jf @PSAVE1_428 
wait 0 
if 
  TIMERA > 500 // @ > int 
jf @PSAVE1_421 
if 
00E1:   player 0 pressed_button 16 
jf @PSAVE1_421 
jump @PSAVE1_428 

:PSAVE1_421
jump @PSAVE1_355 

:PSAVE1_428
jump @PSAVE1_489 

:PSAVE1_435
0395: clear_area 1 at 223.1 -1276.7 11.0 range 1.0 
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 258.0 

:PSAVE1_489
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:PSAVE1_493
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE1_528 
Player.CanMove($PLAYER_CHAR, True)
$ONMISSION = 0 // $ = int 

:PSAVE1_528
jump @PSAVE1_565 

:PSAVE1_535
if 
  $748 == 1 // $ == int 
jf @PSAVE1_565 
Pickup.Destroy($747)
$748 = 0 // $ = int 

:PSAVE1_565
jump @PSAVE1_10 

:PSAVE2
script_name 'PSAVE2' 

:PSAVE2_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE2_313 
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @PSAVE2_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE2_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE2_283 
if 
  $322 == 0 // $ == int 
jf @PSAVE2_139 
Pickup.Create($321, #PICKUPSAVE, 3, -378.3, -597.2, 25.8)
$322 = 1 // $ = int 

:PSAVE2_139
if 
   Pickup.Picked_up($321)
jf @PSAVE2_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE2_269 
Pickup.Destroy($321)
Pickup.Create($321, #PICKUPSAVE, 3, -378.3, -597.2, 25.8)
fade 1 1000 
0395: clear_area 1 at -378.3 -592.3 25.3 range 1.0 
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:PSAVE2_269
HELP_4394()

:PSAVE2_276
jump @PSAVE2_313 

:PSAVE2_283
if 
  $322 == 1 // $ == int 
jf @PSAVE2_313 
Pickup.Destroy($321)
$322 = 0 // $ = int 

:PSAVE2_313
jump @PSAVE2_10 

:PSAVE3
script_name 'PSAVE3' 

:PSAVE3_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE3_313 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @PSAVE3_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE3_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE3_283 
if 
  $369 == 0 // $ == int 
jf @PSAVE3_139 
Pickup.Create($370, #PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
$369 = 1 // $ = int 

:PSAVE3_139
if 
   Pickup.Picked_up($370)
jf @PSAVE3_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE3_269 
Pickup.Destroy($370)
Pickup.Create($370, #PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
fade 1 1000 
0395: clear_area 1 at -1028.3 -851.9 12.3 range 1.0 
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3 
0171: set_player $PLAYER_CHAR z_angle_to 226.0 

:PSAVE3_269
HELP_4394()

:PSAVE3_276
jump @PSAVE3_313 

:PSAVE3_283
if 
  $369 == 1 // $ == int 
jf @PSAVE3_313 
Pickup.Destroy($370)
$369 = 0 // $ = int 

:PSAVE3_313
jump @PSAVE3_10 

:PSAVE4
script_name 'PSAVE4' 

:PSAVE4_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE4_313 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PSAVE4_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE4_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE4_283 
if 
  $328 == 0 // $ == int 
jf @PSAVE4_139 
Pickup.Create($372, #PICKUPSAVE, 3, -992.7, 193.4, 11.4)
$328 = 1 // $ = int 

:PSAVE4_139
if 
   Pickup.Picked_up($372)
jf @PSAVE4_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE4_269 
Pickup.Destroy($372)
Pickup.Create($372, #PICKUPSAVE, 3, -992.7, 193.4, 11.4)
fade 1 1000 
0395: clear_area 1 at -996.5 194.1 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 

:PSAVE4_269
HELP_4394()

:PSAVE4_276
jump @PSAVE4_313 

:PSAVE4_283
if 
  $328 == 1 // $ == int 
jf @PSAVE4_313 
Pickup.Destroy($372)
$328 = 0 // $ = int 

:PSAVE4_313
jump @PSAVE4_10 

:PSAVE5
script_name 'PSAVE5' 

:PSAVE5_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE5_301 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @PSAVE5_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE5_301 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE5_271 
if 
  $338 == 0 // $ == int 
jf @PSAVE5_133 
Pickup.Create($919, #PICKUPSAVE, 3, $874, $875, $876)
$338 = 1 // $ = int 

:PSAVE5_133
if 
   Pickup.Picked_up($919)
jf @PSAVE5_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE5_257 
Pickup.Destroy($919)
Pickup.Create($919, #PICKUPSAVE, 3, $874, $875, $876)
fade 1 1000 
0395: clear_area 1 at 100.9297 -1470.622 9.3871 range 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 

:PSAVE5_257
HELP_4394()

:PSAVE5_264
jump @PSAVE5_301 

:PSAVE5_271
if 
  $338 == 1 // $ == int 
jf @PSAVE5_301 
Pickup.Destroy($919)
$338 = 0 // $ = int 

:PSAVE5_301
jump @PSAVE5_10 

:PSAVE6
script_name 'PSAVE6' 

:PSAVE6_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE6_313 
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @PSAVE6_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE6_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE6_283 
if 
  $351 == 0 // $ == int 
jf @PSAVE6_139 
Pickup.Create($984, #PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
$351 = 1 // $ = int 

:PSAVE6_139
if 
   Pickup.Picked_up($984)
jf @PSAVE6_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE6_269 
Pickup.Destroy($984)
Pickup.Create($984, #PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
fade 1 1000 
0395: clear_area 1 at -660.0 -1477.8 13.0 range 1.0 
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0 
0171: set_player $PLAYER_CHAR z_angle_to 248.0 

:PSAVE6_269
HELP_4394()

:PSAVE6_276
jump @PSAVE6_313 

:PSAVE6_283
if 
  $351 == 1 // $ == int 
jf @PSAVE6_313 
Pickup.Destroy($984)
$351 = 0 // $ = int 

:PSAVE6_313
jump @PSAVE6_10 

:PSAVE7
script_name 'PSAVE7' 

:PSAVE7_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE7_313 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @PSAVE7_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE7_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE7_283 
if 
  $352 == 0 // $ == int 
jf @PSAVE7_139 
Pickup.Create($ICE_CREAM_FACTORY_ASSET, #PICKUPSAVE, 3, -878.5, -575.1, 11.2)
$352 = 1 // $ = int 

:PSAVE7_139
if 
   Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET)
jf @PSAVE7_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE7_269 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
Pickup.Create($ICE_CREAM_FACTORY_ASSET, #PICKUPSAVE, 3, -878.5, -575.1, 11.2)
fade 1 1000 
0395: clear_area 1 at -872.0 -573.4 10.4 range 1.0 
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 277.0 

:PSAVE7_269
HELP_4394()

:PSAVE7_276
jump @PSAVE7_313 

:PSAVE7_283
if 
  $352 == 1 // $ == int 
jf @PSAVE7_313 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
$352 = 0 // $ = int 

:PSAVE7_313
jump @PSAVE7_10 

:PSAVE8
script_name 'PSAVE8' 

:PSAVE8_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE8_313 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @PSAVE8_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE8_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE8_283 
if 
  $373 == 0 // $ == int 
jf @PSAVE8_139 
Pickup.Create($376, #PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
$373 = 1 // $ = int 

:PSAVE8_139
if 
   Pickup.Picked_up($376)
jf @PSAVE8_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE8_269 
Pickup.Destroy($376)
Pickup.Create($376, #PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
fade 1 1000 
0395: clear_area 1 at -1056.7 -279.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 273.0 

:PSAVE8_269
HELP_4394()

:PSAVE8_276
jump @PSAVE8_313 

:PSAVE8_283
if 
  $373 == 1 // $ == int 
jf @PSAVE8_313 
Pickup.Destroy($376)
$373 = 0 // $ = int 

:PSAVE8_313
jump @PSAVE8_10 

:PSAVE9
script_name 'PSAVE9' 

:PSAVE9_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE9_313 
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @PSAVE9_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE9_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE9_283 
if 
  $374 == 0 // $ == int 
jf @PSAVE9_139 
Pickup.Create($377, #PICKUPSAVE, 3, 0.0, 957.9, 11.1)
$374 = 1 // $ = int 

:PSAVE9_139
if 
   Pickup.Picked_up($377)
jf @PSAVE9_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE9_269 
Pickup.Destroy($377)
Pickup.Create($377, #PICKUPSAVE, 3, 0.0, 957.9, 11.1)
fade 1 1000 
0395: clear_area 1 at 1.4 960.7 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 274.3 

:PSAVE9_269
HELP_4394()

:PSAVE9_276
jump @PSAVE9_313 

:PSAVE9_283
if 
  $374 == 1 // $ == int 
jf @PSAVE9_313 
Pickup.Destroy($377)
$374 = 0 // $ = int 

:PSAVE9_313
jump @PSAVE9_10 

:PSAVE10
script_name 'PSAVE10' 

:PSAVE10_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE10_313 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @PSAVE10_313 
if 
   Player.Controllable($PLAYER_CHAR)
jf @PSAVE10_313 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE10_283 
if 
  $375 == 0 // $ == int 
jf @PSAVE10_139 
Pickup.Create($378, #PICKUPSAVE, 3, 499.5, -66.9, 11.4)
$375 = 1 // $ = int 

:PSAVE10_139
if 
   Pickup.Picked_up($378)
jf @PSAVE10_276 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @PSAVE10_269 
Pickup.Destroy($378)
Pickup.Create($378, #PICKUPSAVE, 3, 499.5, -66.9, 11.4)
fade 1 1000 
0395: clear_area 1 at 492.0 -80.6 10.7 range 0.5 
0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 224.5 

:PSAVE10_269
HELP_4394()

:PSAVE10_276
jump @PSAVE10_313 

:PSAVE10_283
if 
  $375 == 1 // $ == int 
jf @PSAVE10_313 
Pickup.Destroy($378)
$375 = 0 // $ = int 

:PSAVE10_313
jump @PSAVE10_10 

:SAVE1
script_name 'SAVE1' 

:SAVE1_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE1_301 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @SAVE1_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE1_301 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE1_271 
if 
  $337 == 0 // $ == int 
jf @SAVE1_133 
Pickup.Create($966, #PICKUPSAVE, 3, $877, $878, $879)
$337 = 1 // $ = int 

:SAVE1_133
if 
   Pickup.Picked_up($966)
jf @SAVE1_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE1_257 
Pickup.Destroy($966)
Pickup.Create($966, #PICKUPSAVE, 3, $877, $878, $879)
fade 1 1000 
0395: clear_area 1 at 428.4 609.1 12.0 range 1.0 
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:SAVE1_257
HELP_4394()

:SAVE1_264
jump @SAVE1_301 

:SAVE1_271
if 
  $337 == 1 // $ == int 
jf @SAVE1_301 
Pickup.Destroy($966)
$337 = 0 // $ = int 

:SAVE1_301
jump @SAVE1_10 

:SAVE2
script_name 'SAVE2' 

:SAVE2_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE2_301 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @SAVE2_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE2_301 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE2_271 
if 
  $323 == 0 // $ == int 
jf @SAVE2_133 
Pickup.Create($958, #PICKUPSAVE, 3, $889, $890, $891)
$323 = 1 // $ = int 

:SAVE2_133
if 
   Pickup.Picked_up($958)
jf @SAVE2_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE2_257 
Pickup.Destroy($958)
Pickup.Create($958, #PICKUPSAVE, 3, $889, $890, $891)
fade 1 1000 
0395: clear_area 1 at 306.5728 376.2928 12.1856 range 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 

:SAVE2_257
HELP_4394()

:SAVE2_264
jump @SAVE2_301 

:SAVE2_271
if 
  $323 == 1 // $ == int 
jf @SAVE2_301 
Pickup.Destroy($958)
$323 = 0 // $ = int 

:SAVE2_301
jump @SAVE2_10 

:SAVE3
script_name 'SAVE3' 

:SAVE3_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE3_301 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @SAVE3_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE3_301 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE3_271 
if 
  $316 == 0 // $ == int 
jf @SAVE3_133 
Pickup.Create($970, #PICKUPSAVE, 3, $892, $893, $894)
$316 = 1 // $ = int 

:SAVE3_133
if 
   Pickup.Picked_up($970)
jf @SAVE3_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE3_257 
Pickup.Destroy($970)
Pickup.Create($970, #PICKUPSAVE, 3, $892, $893, $894)
fade 1 1000 
0395: clear_area 1 at -833.811 1304.07 10.5131 range 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 

:SAVE3_257
HELP_4394()

:SAVE3_264
jump @SAVE3_301 

:SAVE3_271
if 
  $316 == 1 // $ == int 
jf @SAVE3_301 
Pickup.Destroy($970)
$316 = 0 // $ = int 

:SAVE3_301
jump @SAVE3_10 

:SAVE4
script_name 'SAVE4' 

:SAVE4_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE4_301 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @SAVE4_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE4_301 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE4_271 
if 
  $333 == 0 // $ == int 
jf @SAVE4_133 
Pickup.Create($955, #PICKUPSAVE, 3, $898, $899, $900)
$333 = 1 // $ = int 

:SAVE4_133
if 
   Pickup.Picked_up($955)
jf @SAVE4_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE4_257 
Pickup.Destroy($955)
Pickup.Create($955, #PICKUPSAVE, 3, $898, $899, $900)
fade 1 1000 
0395: clear_area 1 at 90.781 -806.1213 10.3349 range 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 

:SAVE4_257
HELP_4394()

:SAVE4_264
jump @SAVE4_301 

:SAVE4_271
if 
  $333 == 1 // $ == int 
jf @SAVE4_301 
Pickup.Destroy($955)
$333 = 0 // $ = int 

:SAVE4_301
jump @SAVE4_10 

:SAVE5
script_name 'SAVE5' 

:SAVE5_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE5_301 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @SAVE5_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE5_301 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE5_271 
if 
  $317 == 0 // $ == int 
jf @SAVE5_133 
Pickup.Create($962, #PICKUPSAVE, 3, $895, $896, $897)
$317 = 1 // $ = int 

:SAVE5_133
if 
   Pickup.Picked_up($962)
jf @SAVE5_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE5_257 
Pickup.Destroy($962)
Pickup.Create($962, #PICKUPSAVE, 3, $895, $896, $897)
fade 1 1000 
0395: clear_area 1 at 14.4571 -1498.594 12.1974 range 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 

:SAVE5_257
HELP_4394()

:SAVE5_264
jump @SAVE5_301 

:SAVE5_271
if 
  $317 == 1 // $ == int 
jf @SAVE5_301 
Pickup.Destroy($962)
$317 = 0 // $ = int 

:SAVE5_301
jump @SAVE5_10 

:SAVE6
script_name 'SAVE6' 

:SAVE6_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE6_301 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @SAVE6_301 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE6_301 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE6_271 
if 
  $371 == 0 // $ == int 
jf @SAVE6_133 
Pickup.Create($952, #PICKUPSAVE, 3, $901, $902, $903)
$371 = 1 // $ = int 

:SAVE6_133
if 
   Pickup.Picked_up($952)
jf @SAVE6_264 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE6_257 
Pickup.Destroy($952)
Pickup.Create($952, #PICKUPSAVE, 3, $901, $902, $903)
fade 1 1000 
0395: clear_area 1 at 529.6626 1272.155 16.822 range 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 

:SAVE6_257
HELP_4394()

:SAVE6_264
jump @SAVE6_301 

:SAVE6_271
if 
  $371 == 1 // $ == int 
jf @SAVE6_301 
Pickup.Destroy($952)
$371 = 0 // $ = int 

:SAVE6_301
jump @SAVE6_10 

:SAVE7
script_name 'SAVE7' 

:SAVE7_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE7_329 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @SAVE7_329 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE7_329 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE7_329 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE7_299 
if 
  $362 == 0 // $ == int 
jf @SAVE7_155 
Pickup.Create($949, #PICKUPSAVE, 3, -562.8, 699.7, 20.6)
$362 = 1 // $ = int 

:SAVE7_155
if 
   Pickup.Picked_up($949)
jf @SAVE7_292 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE7_285 
Pickup.Destroy($949)
Pickup.Create($949, #PICKUPSAVE, 3, -562.8, 699.7, 20.6)
fade 1 1000 
0395: clear_area 1 at -559.9 705.4 19.8 range 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 

:SAVE7_285
HELP_4394()

:SAVE7_292
jump @SAVE7_329 

:SAVE7_299
if 
  $362 == 1 // $ == int 
jf @SAVE7_329 
Pickup.Destroy($949)
$362 = 0 // $ = int 

:SAVE7_329
jump @SAVE7_10 

:SAVE8
script_name 'SAVE8' 

:SAVE8_10
wait 250 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE8_327 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @SAVE8_327 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE8_327 
if 
   Player.Controllable($PLAYER_CHAR)
jf @SAVE8_327 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE8_297 
if 
  0@ == 0 // @ == int 
jf @SAVE8_154 
Pickup.Create($143, #PICKUPSAVE, 3, -1338.7, -796.8, 14.9)
0@ = 1 // @ = int 

:SAVE8_154
if 
   Pickup.Picked_up($143)
jf @SAVE8_290 
HELP_4302()
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE8_283 
Pickup.Destroy($143)
Pickup.Create($143, #PICKUPSAVE, 3, -1338.7, -796.8, 14.9)
fade 1 1000 
0395: clear_area 1 at -1436.7 -797.5 14.9 range 1.0 
0055: put_player $PLAYER_CHAR at -1436.7 -797.5 14.9 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:SAVE8_283
HELP_4394()

:SAVE8_290
jump @SAVE8_327 

:SAVE8_297
if 
  0@ == 1 // @ == int 
jf @SAVE8_327 
Pickup.Destroy($143)
0@ = 0 // @ = int 

:SAVE8_327
jump @SAVE8_10 

:HELP
script_name 'HELP' 

:HELP_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_3060 
if 
  $523 == 1 // $ == int 
jf @HELP_2918 
if 
  $346 == 0 // $ == int 
jf @HELP_210 
wait 500 
0293: $319 = get_controller_mode 
03E5: text_box 'HELP2'  // Touch anywhere on the left side of the screen to move.
wait 5000 
if 
  $319 == 2 // $ == int 
jf @HELP_126 
03E5: text_box 'HELP26'  // Tap ~h~::CAR::~w~ to enter a vehicle, tap ~h~::DOOR::~w~ to exit.
jump @HELP_136 

:HELP_126
03E5: text_box 'HELP21'  // Tap ~h~::CAR::~w~ to enter a vehicle, tap ~h~::DOOR::~w~ to exit.

:HELP_136
wait 5000 
03E5: text_box 'HELP42'  // Follow the ~q~pink blip~w~ to find the hotel.
0189: $368 = create_checkpoint_and_sphere_at 240.4 -1280.2 10.0 
03E7: flash_hud 8 
wait 3000 
03E7: flash_hud -1 
TIMERB = 0 // @ = int 
wait 3000 
$346 = 1 // $ = int 
jump @HELP_902 

:HELP_210
if 
  $384 == 0 // $ == int 
jf @HELP_298 
if 
00F5:   player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 25.0 25.0 5.0 
jf @HELP_298 
03E5: text_box 'HELP44'  // Stop in the ~q~pink marker.
wait 3000 
$384 = 1 // $ = int 

:HELP_298
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_902 
if 
  $326 == 0 // $ == int 
jf @HELP_640 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_633 
wait 1000 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @HELP_393 
03E5: text_box 'HELP4_D'  // Push the right analog stick up to ~h~accelerate.
jump @HELP_403 

:HELP_393
03E5: text_box 'HELP4_A'  // Press ~h~::ACCEL::~w~ to accelerate.

:HELP_403
wait 4000 
0293: $319 = get_controller_mode 
if or
  $319 == 1 // $ == int 
  $319 == 3 // $ == int 
jf @HELP_455 
03E5: text_box 'HELP36'  // Icons can be moved and resized in the options menu.
jump @HELP_465 

:HELP_455
03E5: text_box 'HELP35'  // Icons can be moved and resized in the options menu.

:HELP_465
wait 4000 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @HELP_510 
03E5: text_box 'HELP5_D'  // Pull the right analog stick back to brake, or to reverse if the vehicle has stopped.
jump @HELP_520 

:HELP_510
03E5: text_box 'HELP5_A'  // Press ~h~::BRAKE::~w~ to brake or to reverse if the vehicle has stopped.

:HELP_520
wait 4000 
0293: $319 = get_controller_mode 
if or
  $319 == 0 // $ == int 
  $319 == 1 // $ == int 
jf @HELP_565 
03E5: text_box 'HELP6_A'  // Press ~h~::HANDBRAKE::~w~ to apply the vehicle's ~h~handbrake.

:HELP_565
if 
  $319 == 2 // $ == int 
jf @HELP_593 
03E5: text_box 'HELP6_C'  // Press ~h~::HANDBRAKE::~w~ to apply the vehicle's handbrake.

:HELP_593
if 
  $319 == 3 // $ == int 
jf @HELP_621 
03E5: text_box 'HELP6_D'  // Press ~h~::HANDBRAKE::~w~ to apply the vehicle's ~h~handbrake.

:HELP_621
wait 4000 
$326 = 1 // $ = int 

:HELP_633
jump @HELP_902 

:HELP_640
if 
  $387 == 1 // $ == int 
jf @HELP_902 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_902 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @HELP_781 
if 
  $350 == 0 // $ == int 
jf @HELP_781 
wait 2000 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_774 
if 
  $319 == 0 // $ == int 
jf @HELP_764 
03E5: text_box 'HELP27'  // Double tap ~h~::ACCEL::~w~ on a bike to Pop a Wheelie. Shift your weight forward while braking on a bike to do a Stoppie.
jump @HELP_774 

:HELP_764
03E5: text_box 'HELP28' 

:HELP_774
$350 = 1 // $ = int 

:HELP_781
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_902 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_902 
if 
  $349 == 0 // $ == int 
jf @HELP_902 
if or
02D7:   player $PLAYER_CHAR current_weapon == 22 
02D7:   player $PLAYER_CHAR current_weapon == 23 
02D7:   player $PLAYER_CHAR current_weapon == 24 
02D7:   player $PLAYER_CHAR current_weapon == 25 
jf @HELP_902 
03E5: text_box 'HELP31'  // To do a drive-by, press ~h~~i~::FIRE::~w~ or ~h~~i~::FIRE::
wait 5000 
03E5: text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
$349 = 1 // $ = int 

:HELP_902
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1188 
if 
  $345 == 0 // $ == int 
jf @HELP_1188 
if 
  $318 == 0 // $ == int 
jf @HELP_1188 
if or
00FA:   player $PLAYER_CHAR stopped 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 
00F6:   player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 
jf @HELP_1188 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(264.334, -1311.16, 10.297, 0.0, 0.0, 0.0)
Camera.PointAt(263.577, -1310.574, 10.589, 2)
wait 1000 
03E5: text_box 'HELP16'  // Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building.
wait 3000 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1140 
Player.CanMove($PLAYER_CHAR, True)

:HELP_1140
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Marker.Disable($368)
if 
  $525 == 0 // $ == int 
jf @HELP_1181 
0189: $368 = create_checkpoint_and_sphere_at $757 $758 $759 

:HELP_1181
$318 = 1 // $ = int 

:HELP_1188
if 
  $345 == 0 // $ == int 
jf @HELP_1782 
if 
  $ONMISSION == 0 // $ == int 
jf @HELP_1782 
if 
  $1392 == 1 // $ == int 
jf @HELP_1782 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1782 
if 
00F5:   player $PLAYER_CHAR 0 225.0 -1277.3 11.5 radius 2.5 2.5 3.0 
jf @HELP_1782 
Marker.Disable($368)
if 
  $525 == 0 // $ == int 
jf @HELP_1343 
0189: $368 = create_checkpoint_and_sphere_at $757 $758 $759 

:HELP_1343
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.578, -1277.013, 13.565, 2)
03E5: text_box 'S_PROMP'  // When not on a mission you can save your progress by walking into ~h~::SAVE::~w~
TIMERA = 0 // @ = int 

:HELP_1418
if 
   not TIMERA > 1000 // @ > int 
jf @HELP_1471 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1464 
Player.CanMove($PLAYER_CHAR, False)

:HELP_1464
jump @HELP_1418 

:HELP_1471
TIMERA = 0 // @ = int 

:HELP_1478
if 
   not TIMERA > 2000 // @ > int 
jf @HELP_1555 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1524 
Player.CanMove($PLAYER_CHAR, False)

:HELP_1524
if 
00E1:   player 0 pressed_button 16 
jf @HELP_1548 
jump @HELP_1748 

:HELP_1548
jump @HELP_1478 

:HELP_1555
0460: set_camera_pointing_time 0.0 1500 
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 1)
TIMERA = 0 // @ = int 

:HELP_1623
if 
   not TIMERA > 1500 // @ > int 
jf @HELP_1677 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HELP_1670 
jump @HELP_1748 

:HELP_1670
jump @HELP_1623 

:HELP_1677
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
TIMERA = 0 // @ = int 

:HELP_1694
if 
   not TIMERA > 4000 // @ > int 
jf @HELP_1748 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HELP_1741 
jump @HELP_1748 

:HELP_1741
jump @HELP_1694 

:HELP_1748
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1771 
Player.CanMove($PLAYER_CHAR, True)

:HELP_1771
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$345 = 1 // $ = int 

:HELP_1782
if 
  $525 == 1 // $ == int 
jf @HELP_1945 
if 
  $347 == 0 // $ == int 
jf @HELP_1945 
02A7: $524 = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0 
018B: set_marker $524 display 2 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1870 
Player.CanMove($PLAYER_CHAR, False)

:HELP_1870
HELP_3116()
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_1900 
Player.CanMove($PLAYER_CHAR, True)

:HELP_1900
03E5: text_box 'HELP14'  // To find the Lawyer's office, follow the ~h~::*hud_radar_lawyer::~w~ on the radar
03E7: flash_hud 8 
wait 4000 
03E7: flash_hud -1 
03E5: text_box 'NEW_H1'  // Tap the radar to open a map of the city. Your objective can be seen on the map as well as important locations.
wait 4000 
$347 = 1 // $ = int 

:HELP_1945
if 
  $347 == 1 // $ == int 
jf @HELP_2061 
if 
  $326 == 1 // $ == int 
jf @HELP_2061 
if 
  $388 == 0 // $ == int 
jf @HELP_2061 
wait 4000 
0293: $319 = get_controller_mode 
if 
  $319 == 1 // $ == int 
jf @HELP_2044 
03E5: text_box 'HELP57'  // To adjust your camera, pinch the center of the screen.
jump @HELP_2054 

:HELP_2044
03E5: text_box 'HELP56'  // To adjust your camera, pinch the center of the screen.

:HELP_2054
$388 = 1 // $ = int 

:HELP_2061
if 
  $388 == 1 // $ == int 
jf @HELP_2135 
if 
  $348 == 0 // $ == int 
jf @HELP_2135 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_2135 
03E5: text_box 'TUT_RAD'  // Swipe across the bottom left of the screen to cycle through the ~h~radio stations~w~.
$348 = 1 // $ = int 
wait 4000 

:HELP_2135
if and
  $349 == 1 // $ == int 
  $347 == 1 // $ == int 
  $388 == 1 // $ == int 
  $407 == 1 // $ == int 
  $406 == 1 // $ == int 
jf @HELP_2221 
if 
  $405 == 1 // $ == int 
jf @HELP_2221 
Pickup.Destroy($974)
Pickup.Destroy($975)
Pickup.Destroy($976)
Pickup.Destroy($977)
terminate_this_script 

:HELP_2221
if 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @HELP_2276 
Pickup.Destroy($974)
Pickup.Destroy($975)
Pickup.Destroy($976)
Pickup.Destroy($977)
wait 3000 
terminate_this_script 

:HELP_2276
if 
  $405 == 0 // $ == int 
jf @HELP_2388 
if or
   Pickup.Picked_up($974)
   Pickup.Picked_up($975)
jf @HELP_2388 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2388 
Pickup.Destroy($974)
Pickup.Destroy($975)
$405 = 1 // $ = int 

:HELP_2388
if 
  $406 == 0 // $ == int 
jf @HELP_2545 
if or
   Pickup.Picked_up($976)
   Pickup.Picked_up($977)
jf @HELP_2545 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2545 
Pickup.Destroy($976)
Pickup.Destroy($977)
$406 = 1 // $ = int 

:HELP_2545
if 
  $407 == 0 // $ == int 
jf @HELP_2760 
if or
   Pickup.Picked_up($413)
   Pickup.Picked_up($414)
   Pickup.Picked_up($415)
   Pickup.Picked_up($416)
   Pickup.Picked_up($417)
   Pickup.Picked_up($418)
jf @HELP_2637 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2637 
03E5: text_box 'BRIBE1'  // You have just picked up a police bribe, this will reduce your wanted level by one star.
$407 = 1 // $ = int 

:HELP_2637
if 
   Pickup.Picked_up($419)
jf @HELP_2686 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2686 
03E5: text_box 'BRIBE1'  // You have just picked up a police bribe, this will reduce your wanted level by one star.
$407 = 1 // $ = int 

:HELP_2686
if or
   Pickup.Picked_up($420)
   Pickup.Picked_up($421)
   Pickup.Picked_up($422)
   Pickup.Picked_up($423)
   Pickup.Picked_up($424)
   Pickup.Picked_up($425)
jf @HELP_2760 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2760 
03E5: text_box 'BRIBE1'  // You have just picked up a police bribe, this will reduce your wanted level by one star.
$407 = 1 // $ = int 

:HELP_2760
if 
  $408 == 0 // $ == int 
jf @HELP_2829 
if 
057B:   wanted_level_suspended 
jf @HELP_2829 
wait 5000 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2829 
$408 = 1 // $ = int 

:HELP_2829
if 
  $326 == 1 // $ == int 
jf @HELP_2918 
if 
  $387 == 0 // $ == int 
jf @HELP_2918 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_2918 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_2918 
$387 = 1 // $ = int 

:HELP_2918
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 
jf @HELP_3060 
if 
  $636 == 0 // $ == int 
jf @HELP_3060 
0293: $319 = get_controller_mode 
if 
  $319 == 0 // $ == int 
jf @HELP_3020 
03E5: text_box 'SIREN_1'  // To turn on this vehicle's sirens tap ~h~::HORN::~w~

:HELP_3020
if 
  $319 > 0 // $ > int 
jf @HELP_3048 
03E5: text_box 'SIREN_2'  // To turn on this vehicle's sirens tap ~h~::HORN::~w~

:HELP_3048
$636 = 1 // $ = int 
wait 5000 

:HELP_3060
jump @HELP_10 

:HELP_3067
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_3114 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 

:HELP_3114
return 

:HELP_3116
if 
fading 
jf @HELP_3140 
wait 0 
jump @HELP_3116 

:HELP_3140
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_3161 
011C: actor $PLAYER_ACTOR clear_objective 

:HELP_3161
return 

:HELP_3163
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_3310 
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(91.925, -818.489, 20.0, 0.0, 0.0, 0.0)
Camera.PointAt(92.866, -818.736, 19.769, 2)
0395: clear_area 1 at 119.2 -826.9 10.0 range 1.0 
0055: put_player $PLAYER_CHAR at 119.4 -827.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
0211: actor $PLAYER_ACTOR walk_to 123.3 -829.9 

:HELP_3310
wait 1000 
return 

:HELP_3317
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-381.923, -473.339, 48.904, 0.0, 0.0, 0.0)
Camera.PointAt(-381.898, -474.247, 48.486, 2)
wait 1000 
return 

:HELP_3386
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0)
Camera.PointAt(-230.424, -1364.068, 12.511, 2)
0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8 
wait 1000 
return 

:HELP_3470
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-52.624, 939.244, 10.011, 0.0, 0.0, 0.0)
Camera.PointAt(-53.538, 938.966, 10.306, 2)
0211: actor $PLAYER_ACTOR walk_to -76.3 931.3 
wait 1000 
return 

:HELP_3554
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(499.781, -106.921, 12.057, 0.0, 0.0, 0.0)
Camera.PointAt(499.357, -106.019, 12.139, 2)
Actor.PutAt($PLAYER_ACTOR, 482.2, -69.9, 9.9)
wait 1000 
return 

:HELP_3643
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(487.475, -68.248, 11.147, 0.0, 0.0, 0.0)
Camera.PointAt(486.5, -68.023, 11.15, 2)
Actor.Angle($PLAYER_ACTOR) = 62.0
wait 1000 
return 

:HELP_3722
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-1094.531, 332.318, 14.799, 0.0, 0.0, 0.0)
Camera.PointAt(-1095.238, 332.993, 14.591, 2)
0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4 
wait 1000 
return 

:HELP_3806
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-1039.093, -293.828, 27.81, 0.0, 0.0, 0.0)
Camera.PointAt(-1039.811, -293.283, 27.377, 2)
0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9 
wait 1000 
return 

:HELP_3890
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-609.208, 660.793, 14.52, 0.0, 0.0, 0.0)
Camera.PointAt(-608.458, 660.156, 14.339, 2)
0211: actor $PLAYER_ACTOR walk_to -597.4 651.6 
wait 1000 
return 

:HELP_3974
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-870.59, 1155.257, 10.356, 0.0, 0.0, 0.0)
Camera.PointAt(-871.349, 1155.864, 10.592, 2)
0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2 
wait 1000 
return 

:HELP_4058
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-1179.528, -605.912, 12.22, 0.0, 0.0, 0.0)
Camera.PointAt(-1178.774, -606.569, 12.223, 2)
Actor.PutAt($PLAYER_ACTOR, -1166.3, -634.4, 10.6)
wait 1000 
return 

:HELP_4147
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-969.554, 139.73, 10.058, 0.0, 0.0, 0.0)
Camera.PointAt(-968.921, 140.503, 10.031, 2)
0211: actor $PLAYER_ACTOR walk_to -962.6 146.1 
wait 1000 
return 

:HELP_4231
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-994.919, 210.472, 15.758, 0.0, 0.0, 0.0)
Camera.PointAt(-995.722, 210.02, 15.37, 2)
return 

:HELP_4302
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03D8: show_save_screen 
wait 0 

:HELP_4322
if 
83D9:   not save_done 
jf @HELP_4346 
wait 0 
jump @HELP_4322 

:HELP_4346
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_4392 
0222: set_player $PLAYER_CHAR health_to 200 
Player.CanMove($PLAYER_CHAR, False)

:HELP_4392
return 

:HELP_4394
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_4414 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:HELP_4414
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @HELP_4449 
Player.CanMove($PLAYER_CHAR, True)
$ONMISSION = 0 // $ = int 

:HELP_4449
return 

:HJ
set_wb_check_to 0 
script_name 'HJ' 
$1044 = 0 // $ = int 

:HJ_21
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HJ_48 
jump @HJ_21 

:HJ_48
if 
0445:   are_car_cheats_used 
jf @HJ_68 
jump @HJ_21 

:HJ_68
if 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
jf @HJ_91 
jump @HJ_21 

:HJ_91
if 
04A8:   player $PLAYER_CHAR in_any_boat 
jf @HJ_114 
jump @HJ_21 

:HJ_114
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HJ_1591 
03C1: $1031 = player $PLAYER_CHAR car_no_save 
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1072 $1076 wheelie: $1079 $1083 stoppie: $1086 $1090 
if 
  $1072 > 0 // $ > int 
jf @HJ_355 
$1072 /= 1000 // $ /= int 
008C: $1073 = float_to_integer $1076 
008D: $1077 = integer_to_float $1073 
0086: $1067 = $1076 // $ = $ float 
0061: $1067 -= $1077 // $ -= $ float 
$1067 *= 100.0 // $ *= float 
008C: $1074 = float_to_integer $1067 
0084: $1030 = $1072 // $ = $ int 
0058: $1030 += $1073 // $ += $ int 
$1030 /= 2 // $ /= int 
Player.Money($PLAYER_CHAR) += $1030
if 
0424:   metric 
jf @HJ_315 
0302: text_4numbers_lowpriority 'WHEEL01' $1030 $1073 $1074 $1072 time 3000 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_355 

:HJ_315
0425: $1078 = meters $1076 to_feet // float 
008C: $1075 = float_to_integer $1078 
02FF: text_3numbers_lowpriority 'WHEEL02' $1030 $1075 $1072 time time 3000 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_355
if 
  $1079 > 0 // $ > int 
jf @HJ_563 
$1079 /= 1000 // $ /= int 
008C: $1080 = float_to_integer $1083 
008D: $1084 = integer_to_float $1080 
0086: $1067 = $1083 // $ = $ float 
0061: $1067 -= $1084 // $ -= $ float 
$1067 *= 100.0 // $ *= float 
008C: $1081 = float_to_integer $1067 
0084: $1030 = $1079 // $ = $ int 
0058: $1030 += $1080 // $ += $ int 
$1030 *= 2 // $ *= int 
$1030 /= 5 // $ /= int 
$1030 /= 2 // $ /= int 
Player.Money($PLAYER_CHAR) += $1030
if 
0424:   metric 
jf @HJ_523 
0302: text_4numbers_lowpriority 'WHEEL06' $1030 $1080 $1081 $1079 time 3000 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_563 

:HJ_523
0425: $1085 = meters $1083 to_feet // float 
008C: $1082 = float_to_integer $1085 
02FF: text_3numbers_lowpriority 'WHEEL07' $1030 $1082 $1079 time time 3000 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_563
if 
  $1086 > 0 // $ > int 
jf @HJ_757 
$1086 /= 1000 // $ /= int 
008C: $1087 = float_to_integer $1090 
008D: $1091 = integer_to_float $1087 
0086: $1067 = $1090 // $ = $ float 
0061: $1067 -= $1091 // $ -= $ float 
$1067 *= 100.0 // $ *= float 
008C: $1088 = float_to_integer $1067 
0084: $1030 = $1086 // $ = $ int 
0058: $1030 += $1087 // $ += $ int 
$1030 /= 2 // $ /= int 
Player.Money($PLAYER_CHAR) += $1030
if 
0424:   metric 
jf @HJ_717 
0302: text_4numbers_lowpriority 'WHEEL11' $1030 $1087 $1088 $1086 time 3000 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_757 

:HJ_717
0425: $1092 = meters $1090 to_feet // float 
008C: $1089 = float_to_integer $1092 
02FF: text_3numbers_lowpriority 'WHEEL12' $1030 $1089 $1086 time time 3000 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_757
if 
01F3:   car $1031 airborne 
jf @HJ_1577 
$1043 = 0 // $ = int 
$1066 = 0.0 // $ = float 
$1034 = 0 // $ = int 
$1041 = 0 // $ = int 
$1037 = 0 // $ = int 
$1036 = 0 // $ = int 
$1042 = 0 // $ = int 
$1035 = 0 // $ = int 
$1032 = 0 // $ = int 
$1033 = 0 // $ = int 
$1053 = -100.0 // $ = float 
$1054 = 0.0 // $ = float 
$1055 = 0.0 // $ = float 
$1056 = 0.0 // $ = float 
$1057 = 0.0 // $ = float 
$1058 = 0.0 // $ = float 
$1059 = 0.0 // $ = float 
$1060 = 0.0 // $ = float 
$1061 = 0.0 // $ = float 
$1062 = 0.0 // $ = float 
$1063 = 0.0 // $ = float 
$1064 = 0.0 // $ = float 
$1065 = 0.0 // $ = float 
$1040 = 0 // $ = int 
$1039 = 0 // $ = int 
$1038 = 0 // $ = int 
$1067 = 0.0 // $ = float 
$1069 = 0.0 // $ = float 
$1071 = 0.0 // $ = float 
$1070 = 0.0 // $ = float 
$1068 = 0.0 // $ = float 
$1045 = 0 // $ = int 
$1046 = 0 // $ = int 
$1047 = 0 // $ = int 
$1048 = 0 // $ = int 
$1049 = 0 // $ = int 
$1050 = 0 // $ = int 

:HJ_1089
if or
01F3:   car $1031 airborne 
  10 > $1050 // int > $ 
jf @HJ_1570 
$1050 += 1 // $ += int 
Car.StorePos($1031, $1054, $1055, $1056)
0086: $1068 = $1066 // $ = $ float 
if 
  $1032 == 0 // $ == int 
jf @HJ_1198 
$1068 = Car.Angle($1031)
0086: $1057 = $1054 // $ = $ float 
0086: $1058 = $1055 // $ = $ float 
0086: $1059 = $1056 // $ = $ float 
$1032 = 1 // $ = int 

:HJ_1198
wait 0 
if 
   Car.Wrecked($1031)
jf @HJ_1225 
jump @HJ_21 

:HJ_1225
if 
   not Player.Defined($PLAYER_CHAR)
jf @HJ_1248 
jump @HJ_21 

:HJ_1248
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HJ_1271 
jump @HJ_21 

:HJ_1271
if and
820D:   not car $1031 flipped 
  $1036 == 0 // $ == int 
jf @HJ_1301 
$1036 = 1 // $ = int 

:HJ_1301
if and
020D:   car $1031 flipped 
  $1036 == 1 // $ == int 
jf @HJ_1338 
$1037 += 1 // $ += int 
$1036 = 0 // $ = int 

:HJ_1338
$1066 = Car.Angle($1031)
0086: $1069 = $1066 // $ = $ float 
0061: $1069 -= $1068 // $ -= $ float 
if 
  $1069 > 180.0 // $ > float 
jf @HJ_1416 
0086: $1070 = $1069 // $ = $ float 
$1069 = 360.0 // $ = float 
0061: $1069 -= $1070 // $ -= $ float 
jump @HJ_1463 

:HJ_1416
if 
  -180.0 > $1069 // float > $ 
jf @HJ_1463 
0086: $1070 = $1069 // $ = $ float 
$1069 = 360.0 // $ = float 
0059: $1069 += $1070 // $ += $ float 

:HJ_1463
if 
  0.0 > $1069 // float > $ 
jf @HJ_1510 
0086: $1070 = $1069 // $ = $ float 
$1069 = 0.0 // $ = float 
0061: $1069 -= $1070 // $ -= $ float 

:HJ_1510
0059: $1071 += $1069 // $ += $ float 
008C: $1043 = float_to_integer $1071 
if 
0024:   $1056 > $1053 // $ > $ float 
jf @HJ_1553 
0086: $1053 = $1056 // $ = $ float 

:HJ_1553
$1056 = 0.0 // $ = float 
jump @HJ_1089 

:HJ_1570
jump @HJ_1584 

:HJ_1577
jump @HJ_21 

:HJ_1584
jump @HJ_1598 

:HJ_1591
jump @HJ_21 

:HJ_1598
if 
  $1032 == 1 // $ == int 
jf @HJ_1949 
Car.StorePos($1031, $1060, $1061, $1067)

:HJ_1630
if 
  90 > $1041 // int > $ 
jf @HJ_1742 
if 
   Car.Wrecked($1031)
jf @HJ_1678 
jump @HJ_21 
jump @HJ_1701 

:HJ_1678
if 
81F3:   not car $1031 airborne 
jf @HJ_1701 
$1042 += 1 // $ += int 

:HJ_1701
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HJ_1728 
jump @HJ_21 

:HJ_1728
$1041 += 1 // $ += int 
jump @HJ_1630 

:HJ_1742
$1041 = 0 // $ = int 
0086: $1062 = $1057 // $ = $ float 
0061: $1062 -= $1060 // $ -= $ float 
0086: $1063 = $1058 // $ = $ float 
0061: $1063 -= $1061 // $ -= $ float 
0069: $1062 *= $1062 // $ *= $ float 
0069: $1063 *= $1063 // $ *= $ float 
0086: $1064 = $1062 // $ = $ float 
0059: $1064 += $1063 // $ += $ float 
01FB: $1065 = square_root $1064 
030E: save_jump_distance $1065 
008C: $1040 = float_to_integer $1065 
0061: $1053 -= $1059 // $ -= $ float 
030F: save_jump_height $1053 
008C: $1033 = float_to_integer $1053 
008D: $1067 = integer_to_float $1040 
0061: $1065 -= $1067 // $ -= $ float 
0086: $1067 = $1065 // $ = $ float 
$1067 *= 100.0 // $ *= float 
008C: $1039 = float_to_integer $1067 
008D: $1067 = integer_to_float $1033 
0061: $1053 -= $1067 // $ -= $ float 
0086: $1067 = $1053 // $ = $ float 
$1067 *= 100.0 // $ *= float 
008C: $1038 = float_to_integer $1067 
0310: save_jump_flips $1037 
0311: save_jump_rotation $1043 

:HJ_1949
if 
  $1053 > 4.0 // $ > float 
jf @HJ_1977 
$1035 += 1 // $ += int 

:HJ_1977
if 
  $1040 > 40 // $ > int 
jf @HJ_2002 
$1035 += 1 // $ += int 

:HJ_2002
if 
  $1037 > 1 // $ > int 
jf @HJ_2027 
$1035 += 1 // $ += int 

:HJ_2027
if 
  $1043 > 360 // $ > int 
jf @HJ_2053 
$1035 += 1 // $ += int 

:HJ_2053
if 
  $1042 > 80 // $ > int 
jf @HJ_2078 
$1034 = 1 // $ = int 

:HJ_2078
if 
  $1035 > 0 // $ > int 
jf @HJ_2822 
0084: $1051 = $1037 // $ = $ int 
$1051 *= 180 // $ *= int 
0058: $1051 += $1043 // $ += $ int 
0084: $1052 = $1040 // $ = $ int 
$1052 *= 6 // $ *= int 
0058: $1051 += $1052 // $ += $ int 
0084: $1052 = $1033 // $ = $ int 
$1052 *= 45 // $ *= int 
0058: $1051 += $1052 // $ += $ int 
if 
  $1034 == 1 // $ == int 
jf @HJ_2191 
$1051 *= 2 // $ *= int 

:HJ_2191
0068: $1051 *= $1035 // $ *= $ int 
$1051 /= 3 // $ /= int 
$1051 /= 5 // $ /= int 
Player.Money($PLAYER_CHAR) += $1051
if and
  $1035 == 1 // $ == int 
  $1034 == 0 // $ == int 
jf @HJ_2268 
01E4: text_1number_lowpriority 'HJ_IS' $1051 time 2000 1  // INSANE STUNT BONUS: $~1~
0312: save_jump_type 1 

:HJ_2268
if and
  $1035 == 1 // $ == int 
  $1034 == 1 // $ == int 
jf @HJ_2315 
01E4: text_1number_lowpriority 'HJ_PIS' $1051 time 2000 1  // PERFECT INSANE STUNT BONUS: $~1~
0312: save_jump_type 2 

:HJ_2315
if and
  $1035 == 2 // $ == int 
  $1034 == 0 // $ == int 
jf @HJ_2362 
01E4: text_1number_lowpriority 'HJ_DIS' $1051 time 2000 1  // DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 3 

:HJ_2362
if and
  $1035 == 2 // $ == int 
  $1034 == 1 // $ == int 
jf @HJ_2409 
01E4: text_1number_lowpriority 'HJ_PDIS' $1051 time 2000 1  // PERFECT DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 4 

:HJ_2409
if and
  $1035 == 3 // $ == int 
  $1034 == 0 // $ == int 
jf @HJ_2456 
01E4: text_1number_lowpriority 'HJ_TIS' $1051 time 2000 1  // TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 5 

:HJ_2456
if and
  $1035 == 3 // $ == int 
  $1034 == 1 // $ == int 
jf @HJ_2503 
01E4: text_1number_lowpriority 'HJ_PTIS' $1051 time 2000 1  // PERFECT TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 6 

:HJ_2503
if and
  $1035 == 4 // $ == int 
  $1034 == 0 // $ == int 
jf @HJ_2550 
01E4: text_1number_lowpriority 'HJ_QIS' $1051 time 2000 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 7 

:HJ_2550
if and
  $1035 == 4 // $ == int 
  $1034 == 1 // $ == int 
jf @HJ_2597 
01E4: text_1number_lowpriority 'HJ_PQIS' $1051 time 3000 1  // PERFECT QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 8 

:HJ_2597
if 
0424:   metric 
jf @HJ_2708 
if 
  $1034 == 1 // $ == int 
jf @HJ_2668 
0308: text_6numbers_lowpriority 'HJSTATW' $1040 $1039 $1033 $1038 $1037 $1043 time 5000 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2701 

:HJ_2668
0308: text_6numbers_lowpriority 'HJSTAT' $1040 $1039 $1033 $1038 $1037 $1043 time 5000 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_

:HJ_2701
jump @HJ_2803 

:HJ_2708
042D: $1040 = meters $1040 to_feet // int 
042D: $1033 = meters $1033 to_feet // int 
if 
  $1034 == 1 // $ == int 
jf @HJ_2776 
0302: text_4numbers_lowpriority 'HJSTAWF' $1040 $1033 $1037 $1043 time 5000 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2803 

:HJ_2776
0302: text_4numbers_lowpriority 'HJSTATF' $1040 $1033 $1037 $1043 time 5000 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_

:HJ_2803
018C: play_sound 1 at 0.0 0.0 0.0 

:HJ_2822
jump @HJ_21 
terminate_this_script 

:USJ
$1099 = 0 // $ = int 
$1100 = 0 // $ = int 
$1101 = 0 // $ = int 
$1102 = 0 // $ = int 
$1103 = 0 // $ = int 
$1104 = 0 // $ = int 
$1105 = 0 // $ = int 
$1106 = 0 // $ = int 
$1107 = 0 // $ = int 
$1108 = 0 // $ = int 
$1109 = 0 // $ = int 
$1110 = 0 // $ = int 
$1111 = 0 // $ = int 
$1112 = 0 // $ = int 
$1113 = 0 // $ = int 
$1114 = 0 // $ = int 
$1115 = 0 // $ = int 
$1116 = 0 // $ = int 
$1117 = 0 // $ = int 
$1118 = 0 // $ = int 
$1119 = 0 // $ = int 
$1120 = 0 // $ = int 
$1121 = 0 // $ = int 
$1122 = 0 // $ = int 
$1123 = 0 // $ = int 
$1124 = 0 // $ = int 
$1125 = 0 // $ = int 
$1126 = 0 // $ = int 
$1127 = 0 // $ = int 
$1128 = 0 // $ = int 
$1129 = 0 // $ = int 
$1130 = 0 // $ = int 
$1131 = 0 // $ = int 
$1132 = 0 // $ = int 
$1133 = 0 // $ = int 
$1134 = 0 // $ = int 
$1094 = 100 // $ = int 
$1096 = 0 // $ = int 
$1095 = 0 // $ = int 
$1098 = 0 // $ = int 
set_wb_check_to 0 
0314: set_total_unique_jumps_to 36 
script_name 'USJ' 

:USJ_298
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @USJ_325 
jump @USJ_298 

:USJ_325
if 
  $659 == 1 // $ == int 
jf @USJ_350 
jump @USJ_298 

:USJ_350
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_373 
jump @USJ_298 

:USJ_373
if 
04A8:   player $PLAYER_CHAR in_any_boat 
jf @USJ_396 
jump @USJ_298 

:USJ_396
if 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
jf @USJ_419 
jump @USJ_298 

:USJ_419
03C1: $1093 = player $PLAYER_CHAR car_no_save 
02E3: $1135 = car $1093 speed 
if 
  25.0 > $1135 // float > $ 
jf @USJ_463 
jump @USJ_298 

:USJ_463
if 
81F3:   not car $1093 airborne 
jf @USJ_486 
jump @USJ_298 

:USJ_486
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @USJ_1486 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1487.781 -1044.546 18.707 radius 3.5 3.0 3.0 
jf @USJ_632 
$1096 = 1 // $ = int 
$1136 = -1521.964 // $ = float 
$1137 = -1039.85 // $ = float 
$1138 = 24.1338 // $ = float 
$1139 = -1510.208 // $ = float 
$1140 = -1042.849 // $ = float 
$1141 = 32.151 // $ = float 
jump @USJ_5369 

:USJ_632
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1352.695 -755.212 28.673 radius 2.0 4.0 4.0 
jf @USJ_754 
$1096 = 2 // $ = int 
$1136 = -1360.824 // $ = float 
$1137 = -781.5606 // $ = float 
$1138 = 37.2329 // $ = float 
$1139 = -1353.033 // $ = float 
$1140 = -806.455 // $ = float 
$1141 = 39.2439 // $ = float 
jump @USJ_5369 

:USJ_754
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1216.49 -911.833 19.0 radius 2.5 2.5 3.0 
jf @USJ_876 
$1096 = 3 // $ = int 
$1136 = -1200.244 // $ = float 
$1137 = -894.1972 // $ = float 
$1138 = 26.7296 // $ = float 
$1139 = -1170.48 // $ = float 
$1140 = -892.3815 // $ = float 
$1141 = 34.0162 // $ = float 
jump @USJ_5369 

:USJ_876
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1252.139 -1054.685 22.016 radius 4.0 4.0 3.0 
jf @USJ_998 
$1096 = 4 // $ = int 
$1136 = -1194.279 // $ = float 
$1137 = -1027.862 // $ = float 
$1138 = 22.979 // $ = float 
$1139 = -1201.502 // $ = float 
$1140 = -1013.937 // $ = float 
$1141 = 23.4673 // $ = float 
jump @USJ_5369 

:USJ_998
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1551.685 -1075.674 19.121 radius 3.5 2.5 2.5 
jf @USJ_1120 
$1096 = 5 // $ = int 
$1136 = -1520.165 // $ = float 
$1137 = -1073.36 // $ = float 
$1138 = 24.1604 // $ = float 
$1139 = -1511.204 // $ = float 
$1140 = -1065.214 // $ = float 
$1141 = 32.3439 // $ = float 
jump @USJ_5369 

:USJ_1120
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1595.712 -1272.881 19.068 radius 3.0 3.0 2.5 
jf @USJ_1242 
$1096 = 6 // $ = int 
$1136 = -1564.454 // $ = float 
$1137 = -1271.588 // $ = float 
$1138 = 21.5915 // $ = float 
$1139 = -1548.072 // $ = float 
$1140 = -1255.53 // $ = float 
$1141 = 23.9858 // $ = float 
jump @USJ_5369 

:USJ_1242
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1553.337 -1230.952 17.194 radius 3.0 3.0 2.5 
jf @USJ_1364 
$1096 = 7 // $ = int 
$1136 = -1590.58 // $ = float 
$1137 = -1247.373 // $ = float 
$1138 = 26.3087 // $ = float 
$1139 = -1598.12 // $ = float 
$1140 = -1252.426 // $ = float 
$1141 = 23.7824 // $ = float 
jump @USJ_5369 

:USJ_1364
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1340.022 -998.257 19.115 radius 3.0 3.0 3.0 
jf @USJ_1486 
$1096 = 8 // $ = int 
$1136 = -1355.275 // $ = float 
$1137 = -997.9999 // $ = float 
$1138 = 24.0731 // $ = float 
$1139 = -1363.207 // $ = float 
$1140 = -996.5805 // $ = float 
$1141 = 32.2555 // $ = float 
jump @USJ_5369 

:USJ_1486
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @USJ_1632 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 24.721 897.801 25.103 radius 3.0 3.5 2.5 
jf @USJ_1632 
$1096 = 9 // $ = int 
$1136 = 0.1404 // $ = float 
$1137 = 878.4036 // $ = float 
$1138 = 20.2009 // $ = float 
$1139 = -15.8172 // $ = float 
$1140 = 907.157 // $ = float 
$1141 = 28.9023 // $ = float 
jump @USJ_5369 

:USJ_1632
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @USJ_1900 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 
jf @USJ_1778 
$1096 = 25 // $ = int 
$1136 = -311.0497 // $ = float 
$1137 = -1399.506 // $ = float 
$1138 = 9.6779 // $ = float 
$1139 = -320.9215 // $ = float 
$1140 = -1430.599 // $ = float 
$1141 = 16.8534 // $ = float 
jump @USJ_5369 

:USJ_1778
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 
jf @USJ_1900 
$1096 = 26 // $ = int 
$1136 = -314.5936 // $ = float 
$1137 = -1300.281 // $ = float 
$1138 = 9.4204 // $ = float 
$1139 = -320.6415 // $ = float 
$1140 = -1310.957 // $ = float 
$1141 = 17.6351 // $ = float 
jump @USJ_5369 

:USJ_1900
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @USJ_2412 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -674.345 1162.422 29.916 radius 2.5 4.0 2.5 
jf @USJ_2046 
$1096 = 11 // $ = int 
$1136 = -690.7014 // $ = float 
$1137 = 1199.213 // $ = float 
$1138 = 25.0565 // $ = float 
$1139 = -673.2637 // $ = float 
$1140 = 1209.819 // $ = float 
$1141 = 32.8857 // $ = float 
jump @USJ_5369 

:USJ_2046
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -529.84 830.062 98.717 radius 7.0 3.0 3.0 
jf @USJ_2168 
$1096 = 12 // $ = int 
$1136 = -543.2 // $ = float 
$1137 = 843.4 // $ = float 
$1138 = 99.2 // $ = float 
$1139 = -529.3288 // $ = float 
$1140 = 888.8258 // $ = float 
$1141 = 77.5537 // $ = float 
jump @USJ_5369 

:USJ_2168
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -839.022 1153.526 31.94 radius 3.7 2.5 2.5 
jf @USJ_2290 
$1096 = 13 // $ = int 
$1136 = -853.7 // $ = float 
$1137 = 1172.3 // $ = float 
$1138 = 24.4 // $ = float 
$1139 = -837.848 // $ = float 
$1140 = 1200.585 // $ = float 
$1141 = 25.7884 // $ = float 
jump @USJ_5369 

:USJ_2290
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -312.447 1109.196 47.741 radius 5.0 3.0 2.5 
jf @USJ_2412 
$1096 = 14 // $ = int 
$1136 = -292.5 // $ = float 
$1137 = 1102.7 // $ = float 
$1138 = 40.0 // $ = float 
$1139 = -335.0812 // $ = float 
$1140 = 1055.352 // $ = float 
$1141 = 47.3995 // $ = float 
jump @USJ_5369 

:USJ_2412
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @USJ_2802 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1011.583 -30.098 15.181 radius 2.5 2.5 2.5 
jf @USJ_2558 
$1096 = 15 // $ = int 
$1136 = -1004.154 // $ = float 
$1137 = -62.9943 // $ = float 
$1138 = 15.957 // $ = float 
$1139 = -1001.711 // $ = float 
$1140 = -83.5744 // $ = float 
$1141 = 22.2569 // $ = float 
jump @USJ_5369 

:USJ_2558
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -942.702 -114.506 15.181 radius 2.5 2.5 2.5 
jf @USJ_2680 
$1096 = 16 // $ = int 
$1136 = -930.7841 // $ = float 
$1137 = -125.4432 // $ = float 
$1138 = 12.2188 // $ = float 
$1139 = -881.2348 // $ = float 
$1140 = -107.6016 // $ = float 
$1141 = 20.23 // $ = float 
jump @USJ_5369 

:USJ_2680
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -900.789 260.804 15.915 radius 2.5 2.5 2.5 
jf @USJ_2802 
$1096 = 17 // $ = int 
$1136 = -906.6896 // $ = float 
$1137 = 238.6932 // $ = float 
$1138 = 16.5044 // $ = float 
$1139 = -896.8717 // $ = float 
$1140 = 235.2098 // $ = float 
$1141 = 23.9347 // $ = float 
jump @USJ_5369 

:USJ_2802
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @USJ_2948 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1041.895 -569.323 21.855 radius 5.0 2.5 2.5 
jf @USJ_2948 
$1096 = 18 // $ = int 
$1136 = -1055.616 // $ = float 
$1137 = -588.8613 // $ = float 
$1138 = 18.1929 // $ = float 
$1139 = -1038.943 // $ = float 
$1140 = -599.2438 // $ = float 
$1141 = 26.4899 // $ = float 
jump @USJ_5369 

:USJ_2948
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @USJ_4070 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 208.993 -963.672 19.967 radius 2.5 2.5 2.5 
jf @USJ_3094 
$1096 = 19 // $ = int 
$1136 = 233.5752 // $ = float 
$1137 = -960.8961 // $ = float 
$1138 = 21.5283 // $ = float 
$1139 = 242.0566 // $ = float 
$1140 = -963.7044 // $ = float 
$1141 = 30.6993 // $ = float 
jump @USJ_5369 

:USJ_3094
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 46.115 -964.415 25.883 radius 2.5 3.5 2.5 
jf @USJ_3216 
$1096 = 20 // $ = int 
$1136 = 63.3356 // $ = float 
$1137 = -967.6796 // $ = float 
$1138 = 26.3317 // $ = float 
$1139 = 104.9159 // $ = float 
$1140 = -964.5817 // $ = float 
$1141 = 18.515 // $ = float 
jump @USJ_5369 

:USJ_3216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 110.481 -1230.6 35.67 radius 4.0 4.0 2.5 
jf @USJ_3338 
$1096 = 22 // $ = int 
$1136 = 84.5247 // $ = float 
$1137 = -1258.389 // $ = float 
$1138 = 31.4335 // $ = float 
$1139 = 106.3865 // $ = float 
$1140 = -1279.522 // $ = float 
$1141 = 40.51 // $ = float 
jump @USJ_5369 

:USJ_3338
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 7.435 -1245.895 17.752 radius 3.0 3.0 3.5 
jf @USJ_3460 
$1096 = 23 // $ = int 
$1136 = 4.1501 // $ = float 
$1137 = -1274.46 // $ = float 
$1138 = 19.7525 // $ = float 
$1139 = 11.7328 // $ = float 
$1140 = -1306.691 // $ = float 
$1141 = 25.3238 // $ = float 
jump @USJ_5369 

:USJ_3460
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 9.103 -1326.505 20.361 radius 3.0 3.0 2.5 
jf @USJ_3582 
$1096 = 24 // $ = int 
$1136 = -6.4837 // $ = float 
$1137 = -1355.176 // $ = float 
$1138 = 20.045 // $ = float 
$1139 = 11.7328 // $ = float 
$1140 = -1371.335 // $ = float 
$1141 = 19.3237 // $ = float 
jump @USJ_5369 

:USJ_3582
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 
jf @USJ_3704 
$1096 = 25 // $ = int 
$1136 = -311.0497 // $ = float 
$1137 = -1399.506 // $ = float 
$1138 = 9.6779 // $ = float 
$1139 = -320.9215 // $ = float 
$1140 = -1430.599 // $ = float 
$1141 = 16.8534 // $ = float 
jump @USJ_5369 

:USJ_3704
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 
jf @USJ_3826 
$1096 = 26 // $ = int 
$1136 = -314.5936 // $ = float 
$1137 = -1300.281 // $ = float 
$1138 = 9.4204 // $ = float 
$1139 = -320.6415 // $ = float 
$1140 = -1310.957 // $ = float 
$1141 = 17.6351 // $ = float 
jump @USJ_5369 

:USJ_3826
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 218.05 -1152.0 12.84 radius 2.5 2.0 2.5 
jf @USJ_3948 
$1096 = 27 // $ = int 
$1136 = 228.2427 // $ = float 
$1137 = -1140.774 // $ = float 
$1138 = 14.4116 // $ = float 
$1139 = 225.9232 // $ = float 
$1140 = -1101.189 // $ = float 
$1141 = 20.9205 // $ = float 
jump @USJ_5369 

:USJ_3948
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 259.056 -945.833 12.84 radius 2.5 2.0 2.0 
jf @USJ_4070 
$1096 = 28 // $ = int 
$1136 = 259.0203 // $ = float 
$1137 = -963.3474 // $ = float 
$1138 = 10.0962 // $ = float 
$1139 = 246.7973 // $ = float 
$1140 = -1007.525 // $ = float 
$1141 = 22.6569 // $ = float 
jump @USJ_5369 

:USJ_4070
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @USJ_4826 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 284.4732 -494.1143 16.0 radius 3.0 3.0 3.0 
jf @USJ_4216 
$1096 = 30 // $ = int 
$1136 = 268.9545 // $ = float 
$1137 = -469.6216 // $ = float 
$1138 = 15.2438 // $ = float 
$1139 = 252.5868 // $ = float 
$1140 = -477.8011 // $ = float 
$1141 = 20.6179 // $ = float 
jump @USJ_5369 

:USJ_4216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 370.79 -709.863 19.895 radius 3.0 3.0 3.0 
jf @USJ_4338 
$1096 = 31 // $ = int 
$1136 = 361.3011 // $ = float 
$1137 = -735.6794 // $ = float 
$1138 = 23.4501 // $ = float 
$1139 = 344.1249 // $ = float 
$1140 = -748.2875 // $ = float 
$1141 = 31.9164 // $ = float 
jump @USJ_5369 

:USJ_4338
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 461.589 -522.23 18.931 radius 3.0 3.0 3.0 
jf @USJ_4460 
$1096 = 32 // $ = int 
$1136 = 426.6392 // $ = float 
$1137 = -524.0469 // $ = float 
$1138 = 12.3656 // $ = float 
$1139 = 403.8112 // $ = float 
$1140 = -510.4724 // $ = float 
$1141 = 18.9753 // $ = float 
jump @USJ_5369 

:USJ_4460
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 454.105 -504.736 18.931 radius 3.0 3.0 3.0 
jf @USJ_4582 
$1096 = 33 // $ = int 
$1136 = 456.6417 // $ = float 
$1137 = -532.0921 // $ = float 
$1138 = 19.3283 // $ = float 
$1139 = 436.7198 // $ = float 
$1140 = -555.8276 // $ = float 
$1141 = 28.7096 // $ = float 
jump @USJ_5369 

:USJ_4582
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 460.91 -383.362 14.222 radius 3.0 3.0 3.0 
jf @USJ_4704 
$1096 = 34 // $ = int 
$1136 = 462.6722 // $ = float 
$1137 = -399.8143 // $ = float 
$1138 = 17.5715 // $ = float 
$1139 = 457.8847 // $ = float 
$1140 = -413.2519 // $ = float 
$1141 = 26.4187 // $ = float 
jump @USJ_5369 

:USJ_4704
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 259.041 -480.608 14.688 radius 4.0 5.0 4.0 
jf @USJ_4826 
$1096 = 35 // $ = int 
$1136 = 282.5344 // $ = float 
$1137 = -479.8412 // $ = float 
$1138 = 10.4141 // $ = float 
$1139 = 290.986 // $ = float 
$1140 = -497.1007 // $ = float 
$1141 = 19.0179 // $ = float 
jump @USJ_5369 

:USJ_4826
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @USJ_5216 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 317.2051 -223.2012 42.3731 radius 2.6 3.6 2.6 
jf @USJ_4972 
$1096 = 10 // $ = int 
$1136 = 301.9448 // $ = float 
$1137 = -215.9068 // $ = float 
$1138 = 34.4501 // $ = float 
$1139 = 309.8567 // $ = float 
$1140 = -170.8791 // $ = float 
$1141 = 20.3312 // $ = float 
jump @USJ_5369 

:USJ_4972
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 444.5 -118.4 16.0 radius 3.0 3.0 3.0 
jf @USJ_5094 
$1096 = 29 // $ = int 
$1136 = 416.4033 // $ = float 
$1137 = -125.6725 // $ = float 
$1138 = 13.7649 // $ = float 
$1139 = 394.259 // $ = float 
$1140 = -116.6847 // $ = float 
$1141 = 19.7462 // $ = float 
jump @USJ_5369 

:USJ_5094
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 435.8542 -334.3212 15.8977 radius 3.0 3.0 3.0 
jf @USJ_5216 
$1096 = 21 // $ = int 
$1136 = 420.6179 // $ = float 
$1137 = -367.5033 // $ = float 
$1138 = 14.1343 // $ = float 
$1139 = 427.7329 // $ = float 
$1140 = -381.8485 // $ = float 
$1141 = 18.9116 // $ = float 
jump @USJ_5369 

:USJ_5216
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @USJ_5362 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -346.818 -290.741 12.926 radius 3.0 3.0 3.0 
jf @USJ_5362 
$1096 = 36 // $ = int 
$1136 = -317.0066 // $ = float 
$1137 = -298.789 // $ = float 
$1138 = 15.3976 // $ = float 
$1139 = -306.2269 // $ = float 
$1140 = -290.804 // $ = float 
$1141 = 22.1777 // $ = float 
jump @USJ_5369 

:USJ_5362
jump @USJ_298 

:USJ_5369
$1097 = 0 // $ = int 
$1098 = 0 // $ = int 
015D: set_gamespeed 0.3 
Camera.SetPosition($1136, $1137, $1138, 0.0, 0.0, 0.0)
Camera.OnVehicle($1093, 15, 2)

:USJ_5425
if or
01F3:   car $1093 airborne 
  10 > $1097 // int > $ 
jf @USJ_5665 
$1097 += 1 // $ += int 
wait 0 
if 
   Car.Wrecked($1093)
jf @USJ_5492 
$1145 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5492
if 
02BF:   car $1093 sunk 
jf @USJ_5525 
$1145 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5525
if 
   not Player.Defined($PLAYER_CHAR)
jf @USJ_5558 
$1145 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5558
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_5591 
$1145 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5591
if 
  $1098 == 0 // $ == int 
jf @USJ_5658 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1139 $1140 $1141 radius 10.0 10.0 10.0 
jf @USJ_5658 
$1098 = 1 // $ = int 

:USJ_5658
jump @USJ_5425 

:USJ_5665
wait 300 
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
if 
  $1098 == 1 // $ == int 
jf @USJ_8520 
if 
  $1096 == 1 // $ == int 
jf @USJ_5780 
if 
  $1099 == 0 // $ == int 
jf @USJ_5765 
$1099 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_5780 

:USJ_5765
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_5780
if 
  $1096 == 2 // $ == int 
jf @USJ_5863 
if 
  $1100 == 0 // $ == int 
jf @USJ_5848 
$1100 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_5863 

:USJ_5848
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_5863
if 
  $1096 == 3 // $ == int 
jf @USJ_5946 
if 
  $1101 == 0 // $ == int 
jf @USJ_5931 
$1101 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_5946 

:USJ_5931
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_5946
if 
  $1096 == 4 // $ == int 
jf @USJ_6029 
if 
  $1102 == 0 // $ == int 
jf @USJ_6014 
$1102 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6029 

:USJ_6014
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6029
if 
  $1096 == 5 // $ == int 
jf @USJ_6112 
if 
  $1103 == 0 // $ == int 
jf @USJ_6097 
$1103 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6112 

:USJ_6097
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6112
if 
  $1096 == 6 // $ == int 
jf @USJ_6195 
if 
  $1104 == 0 // $ == int 
jf @USJ_6180 
$1104 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6195 

:USJ_6180
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6195
if 
  $1096 == 7 // $ == int 
jf @USJ_6278 
if 
  $1105 == 0 // $ == int 
jf @USJ_6263 
$1105 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6278 

:USJ_6263
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6278
if 
  $1096 == 8 // $ == int 
jf @USJ_6361 
if 
  $1106 == 0 // $ == int 
jf @USJ_6346 
$1106 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6361 

:USJ_6346
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6361
if 
  $1096 == 9 // $ == int 
jf @USJ_6444 
if 
  $1107 == 0 // $ == int 
jf @USJ_6429 
$1107 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6444 

:USJ_6429
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6444
if 
  $1096 == 10 // $ == int 
jf @USJ_6527 
if 
  $1108 == 0 // $ == int 
jf @USJ_6512 
$1108 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6527 

:USJ_6512
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6527
if 
  $1096 == 11 // $ == int 
jf @USJ_6610 
if 
  $1109 == 0 // $ == int 
jf @USJ_6595 
$1109 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6610 

:USJ_6595
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6610
if 
  $1096 == 12 // $ == int 
jf @USJ_6693 
if 
  $1110 == 0 // $ == int 
jf @USJ_6678 
$1110 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6693 

:USJ_6678
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6693
if 
  $1096 == 13 // $ == int 
jf @USJ_6776 
if 
  $1111 == 0 // $ == int 
jf @USJ_6761 
$1111 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6776 

:USJ_6761
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6776
if and
  $1096 == 14 // $ == int 
  $1112 == 0 // $ == int 
jf @USJ_6826 
$1112 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 

:USJ_6826
if 
  $1096 == 15 // $ == int 
jf @USJ_6909 
if 
  $1113 == 0 // $ == int 
jf @USJ_6894 
$1113 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_6909 

:USJ_6894
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_6909
if and
  $1096 == 16 // $ == int 
  $1114 == 0 // $ == int 
jf @USJ_6959 
$1114 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 

:USJ_6959
if and
  $1096 == 17 // $ == int 
  $1115 == 0 // $ == int 
jf @USJ_7009 
$1115 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 

:USJ_7009
if 
  $1096 == 18 // $ == int 
jf @USJ_7092 
if 
  $1116 == 0 // $ == int 
jf @USJ_7077 
$1116 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7092 

:USJ_7077
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7092
if 
  $1096 == 19 // $ == int 
jf @USJ_7175 
if 
  $1117 == 0 // $ == int 
jf @USJ_7160 
$1117 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7175 

:USJ_7160
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7175
if 
  $1096 == 20 // $ == int 
jf @USJ_7258 
if 
  $1118 == 0 // $ == int 
jf @USJ_7243 
$1118 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7258 

:USJ_7243
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7258
if 
  $1096 == 21 // $ == int 
jf @USJ_7341 
if 
  $1119 == 0 // $ == int 
jf @USJ_7326 
$1119 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7341 

:USJ_7326
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7341
if 
  $1096 == 22 // $ == int 
jf @USJ_7424 
if 
  $1120 == 0 // $ == int 
jf @USJ_7409 
$1120 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7424 

:USJ_7409
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7424
if 
  $1096 == 23 // $ == int 
jf @USJ_7507 
if 
  $1121 == 0 // $ == int 
jf @USJ_7492 
$1121 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7507 

:USJ_7492
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7507
if and
  $1096 == 24 // $ == int 
  $1122 == 0 // $ == int 
jf @USJ_7557 
$1122 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 

:USJ_7557
if 
  $1096 == 25 // $ == int 
jf @USJ_7640 
if 
  $1123 == 0 // $ == int 
jf @USJ_7625 
$1123 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7640 

:USJ_7625
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7640
if 
  $1096 == 26 // $ == int 
jf @USJ_7723 
if 
  $1124 == 0 // $ == int 
jf @USJ_7708 
$1124 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7723 

:USJ_7708
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7723
if 
  $1096 == 27 // $ == int 
jf @USJ_7806 
if 
  $1125 == 0 // $ == int 
jf @USJ_7791 
$1125 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7806 

:USJ_7791
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7806
if 
  $1096 == 28 // $ == int 
jf @USJ_7889 
if 
  $1126 == 0 // $ == int 
jf @USJ_7874 
$1126 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7889 

:USJ_7874
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7889
if 
  $1096 == 29 // $ == int 
jf @USJ_7972 
if 
  $1127 == 0 // $ == int 
jf @USJ_7957 
$1127 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_7972 

:USJ_7957
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_7972
if 
  $1096 == 30 // $ == int 
jf @USJ_8055 
if 
  $1128 == 0 // $ == int 
jf @USJ_8040 
$1128 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_8055 

:USJ_8040
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_8055
if 
  $1096 == 31 // $ == int 
jf @USJ_8138 
if 
  $1129 == 0 // $ == int 
jf @USJ_8123 
$1129 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_8138 

:USJ_8123
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_8138
if 
  $1096 == 32 // $ == int 
jf @USJ_8221 
if 
  $1130 == 0 // $ == int 
jf @USJ_8206 
$1130 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_8221 

:USJ_8206
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_8221
if 
  $1096 == 33 // $ == int 
jf @USJ_8304 
if 
  $1131 == 0 // $ == int 
jf @USJ_8289 
$1131 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_8304 

:USJ_8289
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_8304
if and
  $1096 == 34 // $ == int 
  $1132 == 0 // $ == int 
jf @USJ_8354 
$1132 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 

:USJ_8354
if 
  $1096 == 35 // $ == int 
jf @USJ_8437 
if 
  $1133 == 0 // $ == int 
jf @USJ_8422 
$1133 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_8437 

:USJ_8422
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_8437
if 
  $1096 == 36 // $ == int 
jf @USJ_8520 
if 
  $1134 == 0 // $ == int 
jf @USJ_8505 
$1134 = 1 // $ = int 
$1095 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_8527 
jump @USJ_8520 

:USJ_8505
0217: text_styled 'USJ_DUN' time 5000 style 5  // STUNT ALREADY COMPLETED

:USJ_8520
jump @USJ_298 

:USJ_8527
if 
  36 > $1095 // int > $ 
jf @USJ_8593 
0217: text_styled 'USJ' time 5000 style 5  // UNIQUE STUNT BONUS!
01E3: text_1number_styled 'REWARD' number $1094 time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += $1094
jump @USJ_8644 

:USJ_8593
0217: text_styled 'USJ' time 5000 style 5  // UNIQUE STUNT BONUS!
03E5: text_box 'USJ_ALL'  // ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled 'REWARD' number 10000 time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += 10000

:USJ_8644
$1098 = 0 // $ = int 
018C: play_sound 1 at 0.0 0.0 0.0 
0313: increment_unique_jumps_found 
$1094 += 100 // $ += int 
jump @USJ_298 
terminate_this_script 

:AMMU
$1163 = 0 // $ = int 
$1164 = -30000 // $ = int 
$1165 = -60000 // $ = int 
$1155 = 0 // $ = int 
$1153 = 0 // $ = int 
$1154 = 0 // $ = int 
$1146 = 0 // $ = int 
$1147 = 0 // $ = int 
$1150 = 0 // $ = int 
$1148 = 0 // $ = int 
$1149 = 0 // $ = int 
$1170 = 0 // $ = int 
$1166 = 0 // $ = int 
$1167 = 0 // $ = int 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1206 = 0 // $ = int 
$1207 = 0 // $ = int 
$1208 = 0 // $ = int 
$1209 = 0 // $ = int 
$1171 = 0 // $ = int 
$1172 = 0 // $ = int 
$1151 = 0 // $ = int 
$1159 = 0 // $ = int 
$1152 = 0 // $ = int 
$1160 = 0 // $ = int 
$1211 = 0 // $ = int 
$1210 = 0 // $ = int 
$1178 = 0 // $ = int 
$1190 = 0 // $ = int 
$1191 = 0 // $ = int 
$1192 = 0 // $ = int 
018D: $1169 = create_sound 0 at $1200 $1201 $1202 
018E: stop_sound $1169 
script_name 'AMMU' 
set_wb_check_to 0 
start_new_script @AMMU1 
start_new_script @AMMU2 
start_new_script @AMMU3 
start_new_script @HARD1 
start_new_script @HARD2 
start_new_script @HARD3 
terminate_this_script 

:AMMU1
script_name 'AMMU1' 

:AMMU1_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_3430 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @AMMU1_3423 
if 
00F5:   player $PLAYER_CHAR 0 $835 $836 $837 radius 35.0 35.0 20.0 
jf @AMMU1_3398 
if 
  $1146 == 0 // $ == int 
jf @AMMU1_424 
HARD3_5510()
0084: $1161 = $1163 // $ = $ int 
0060: $1161 -= $1164 // $ -= $ int 
Object.Create($1193, #COLT45, -60.793, -1488.141, 12.24)
Object.ToggleInMovingList($1193, False)
0453: object $1193 set_rotation 0.0 8.0 0.0 
Object.Create($1194, #INGRAMSL, -62.293, -1488.241, 12.223)
Object.ToggleInMovingList($1194, False)
0453: object $1194 set_rotation 0.0 2.0 0.0 
Object.Create($1195, #CHROMEGUN, -63.993, -1488.241, 12.24)
Object.ToggleInMovingList($1195, False)
0453: object $1195 set_rotation 0.0 7.0 0.0 
Object.Create($1196, #RUGER, -65.393, -1488.221, 12.18)
Object.ToggleInMovingList($1196, False)
Object.Create($1197, #BODYARMOUR, -66.629, -1488.0, 12.113)
Object.ToggleInMovingList($1197, False)
if 
  $1161 > 30000 // $ > int 
jf @AMMU1_410 
Actor.Create($1157, 4, #SPECIAL21, -62.5, -1485.1, 9.6)
01ED: clear_actor $1157 threat_search 
0350: set_actor $1157 maintain_position_when_attacked 1 
HARD3_4822()

:AMMU1_410
$1146 = 1 // $ = int 
jump @AMMU1_479 

:AMMU1_424
if 
0057:   player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 
jf @AMMU1_479 
HARD3_2770()

:AMMU1_479
if 
   not Actor.Dead($1157)
jf @AMMU1_3391 
if 
  $1148 == 0 // $ == int 
jf @AMMU1_3391 
if 
  $1484 == 0 // $ == int 
jf @AMMU1_3391 
01FA: $1212 = rampage_status 
if 
   not $1212 == 1 // $ == int 
jf @AMMU1_3391 
if 
00F9:   player $PLAYER_CHAR stopped 1 $835 $836 $837 radius 1.0 1.0 2.0 
jf @AMMU1_3308 
HARD3_4768()

:AMMU1_603
if 
  $1153 == 0 // $ == int 
jf @AMMU1_3301 
05AA: set_is_in_ammunation_button_icon 1 // vcmobile opcodes 
$1484 = 1 // $ = int 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_1166 
if 
  $1155 == 0 // $ == int 
jf @AMMU1_1166 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($1157)
jf @AMMU1_701 
0210: player $PLAYER_CHAR look_at_actor $1157 

:AMMU1_701
Camera.SetPosition(-60.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-60.593, -1487.241, 12.433, 1)
if 
  $1166 == 0 // $ == int 
jf @AMMU1_794 
0460: set_camera_pointing_time 0.0 1200 
$1166 = 1 // $ = int 
jump @AMMU1_804 

:AMMU1_794
0460: set_camera_pointing_time 0.0 800 

:AMMU1_804
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_853 
0055: put_player $PLAYER_CHAR at $835 $836 $837 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:AMMU1_853
if 
  $1155 == 0 // $ == int 
jf @AMMU1_1166 
wait 0 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_1159 
HARD3_3765()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
0490:   player $PLAYER_CHAR has_weapon 18 
jf @AMMU1_988 
01E5: text_1number_highpriority 'HELP54' 100 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_988
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_1134 
0419: $1156 = player $PLAYER_CHAR weapon 17 ammo 
if 
   Player.Money($PLAYER_CHAR) > 99
jf @AMMU1_1127 
if 
  9999 > $1156 // int > $ 
jf @AMMU1_1120 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU1_1090 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this 

:AMMU1_1090
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_1120
jump @AMMU1_1134 

:AMMU1_1127
HARD3_3619()

:AMMU1_1134
if 
  $1153 == 1 // $ == int 
jf @AMMU1_1159 
jump @AMMU1_10 

:AMMU1_1159
jump @AMMU1_853 

:AMMU1_1166
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_1649 
if 
  $1155 == 1 // $ == int 
jf @AMMU1_1649 
Camera.SetPosition(-62.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-62.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_1317 
0055: put_player $PLAYER_CHAR at $835 $836 $837 

:AMMU1_1317
if 
  $1155 == 1 // $ == int 
jf @AMMU1_1649 
wait 0 
00BA: text_styled 'INGRAM' 1000 ms 4  // Mac
01E5: text_1number_highpriority 'G_COST' 300 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_1642 
HARD3_3765()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if or
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @AMMU1_1468 
01E5: text_1number_highpriority 'HELP54' 300 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1468
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_1617 
0419: $1156 = player $PLAYER_CHAR weapon 24 ammo 
if 
   Player.Money($PLAYER_CHAR) > 299
jf @AMMU1_1610 
if 
  9999 > $1156 // int > $ 
jf @AMMU1_1603 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU1_1571 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this 

:AMMU1_1571
01B8: set_player $PLAYER_CHAR armed_weapon_to 24 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_1603
jump @AMMU1_1617 

:AMMU1_1610
HARD3_3619()

:AMMU1_1617
if 
  $1153 == 1 // $ == int 
jf @AMMU1_1642 
jump @AMMU1_10 

:AMMU1_1642
jump @AMMU1_1317 

:AMMU1_1649
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_2215 
if 
  $1155 == 2 // $ == int 
jf @AMMU1_2215 
Camera.SetPosition(-63.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-63.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_1800 
0055: put_player $PLAYER_CHAR at $835 $836 $837 

:AMMU1_1800
if 
  $1155 == 2 // $ == int 
jf @AMMU1_2215 
wait 0 
00BA: text_styled 'SHOTGN1' 1000 ms 4  // Shotgun
if 
  $1206 == 0 // $ == int 
jf @AMMU1_1877 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU1_1895 

:AMMU1_1877
01E5: text_1number_highpriority 'G_COST' 500 time 1000 1  // Cost: $~1~

:AMMU1_1895
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_2208 
HARD3_3765()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1206 == 1 // $ == int 
jf @AMMU1_2002 
if or
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 21 
jf @AMMU1_2002 
01E5: text_1number_highpriority 'HELP54' 500 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_2002
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_2183 
if 
  $1206 == 1 // $ == int 
jf @AMMU1_2176 
0419: $1156 = player $PLAYER_CHAR weapon 19 ammo 
if 
   Player.Money($PLAYER_CHAR) > 499
jf @AMMU1_2162 
if 
  9999 > $1156 // int > $ 
jf @AMMU1_2155 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU1_2123 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this 

:AMMU1_2123
01B8: set_player $PLAYER_CHAR armed_weapon_to 19 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -500
0528: add 500 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_2155
jump @AMMU1_2169 

:AMMU1_2162
HARD3_3619()

:AMMU1_2169
jump @AMMU1_2183 

:AMMU1_2176
HARD3_3619()

:AMMU1_2183
if 
  $1153 == 1 // $ == int 
jf @AMMU1_2208 
jump @AMMU1_10 

:AMMU1_2208
jump @AMMU1_1800 

:AMMU1_2215
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_2775 
if 
  $1155 == 3 // $ == int 
jf @AMMU1_2775 
Camera.SetPosition(-65.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-65.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_2366 
0055: put_player $PLAYER_CHAR at $835 $836 $837 

:AMMU1_2366
if 
  $1155 == 3 // $ == int 
jf @AMMU1_2775 
wait 0 
00BA: text_styled 'RUGER' 1000 ms 4  // Kruger
if 
  $1207 == 0 // $ == int 
jf @AMMU1_2443 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU1_2461 

:AMMU1_2443
01E5: text_1number_highpriority 'G_COST' 1000 time 1000 1  // Cost: $~1~

:AMMU1_2461
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_2768 
HARD3_3765()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1207 == 1 // $ == int 
jf @AMMU1_2561 
if 
0490:   player $PLAYER_CHAR has_weapon 26 
jf @AMMU1_2561 
01E5: text_1number_highpriority 'HELP54' 1000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_2561
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_2743 
if 
  $1207 == 1 // $ == int 
jf @AMMU1_2736 
0419: $1156 = player $PLAYER_CHAR weapon 27 ammo 
if 
   Player.Money($PLAYER_CHAR) > 999
jf @AMMU1_2722 
if 
  9999 > $1156 // int > $ 
jf @AMMU1_2715 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU1_2683 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this 

:AMMU1_2683
01B8: set_player $PLAYER_CHAR armed_weapon_to 27 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -1000
0528: add 1000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_2715
jump @AMMU1_2729 

:AMMU1_2722
HARD3_3619()

:AMMU1_2729
jump @AMMU1_2743 

:AMMU1_2736
HARD3_3619()

:AMMU1_2743
if 
  $1153 == 1 // $ == int 
jf @AMMU1_2768 
jump @AMMU1_10 

:AMMU1_2768
jump @AMMU1_2366 

:AMMU1_2775
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_3294 
if 
  $1155 == 4 // $ == int 
jf @AMMU1_3294 
Camera.SetPosition(-66.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-66.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_2926 
0055: put_player $PLAYER_CHAR at $835 $836 $837 

:AMMU1_2926
if 
  $1155 == 4 // $ == int 
jf @AMMU1_3294 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
if 
  $1171 == 0 // $ == int 
jf @AMMU1_3003 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU1_3021 

:AMMU1_3003
01E5: text_1number_highpriority 'G_COST' 200 time 1000 1  // Cost: $~1~

:AMMU1_3021
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_3287 
HARD3_3765()
04DD: $1177 = actor $PLAYER_ACTOR armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_3262 
if 
  $1171 == 1 // $ == int 
jf @AMMU1_3255 
if 
   Player.Money($PLAYER_CHAR) > 199
jf @AMMU1_3241 
if 
  100 > $1177 // int > $ 
jf @AMMU1_3164 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU1_3234 

:AMMU1_3164
if 
  $1983 == 1 // $ == int 
jf @AMMU1_3234 
if 
  200 > $1177 // int > $ 
jf @AMMU1_3234 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_3234
jump @AMMU1_3248 

:AMMU1_3241
HARD3_3619()

:AMMU1_3248
jump @AMMU1_3262 

:AMMU1_3255
HARD3_3619()

:AMMU1_3262
if 
  $1153 == 1 // $ == int 
jf @AMMU1_3287 
jump @AMMU1_10 

:AMMU1_3287
jump @AMMU1_2926 

:AMMU1_3294
jump @AMMU1_603 

:AMMU1_3301
jump @AMMU1_3391 

:AMMU1_3308
if 
80F6:   not player $PLAYER_CHAR 1 $835 $836 $837 radius 1.0 1.0 2.0 
jf @AMMU1_3391 
if 
  $1153 == 1 // $ == int 
jf @AMMU1_3391 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU1_3391 
HARD3_5042()

:AMMU1_3391
jump @AMMU1_3423 

:AMMU1_3398
if 
  $1146 == 1 // $ == int 
jf @AMMU1_3423 
HARD3_5074()

:AMMU1_3423
jump @AMMU1_3437 

:AMMU1_3430
HARD3_5074()

:AMMU1_3437
jump @AMMU1_10 

:AMMU2
script_name 'AMMU2' 

:AMMU2_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3985 
if 
  $1307 == 1 // $ == int 
jf @AMMU2_3978 
if 
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
jf @AMMU2_3953 
if 
  $1146 == 0 // $ == int 
jf @AMMU2_504 
HARD3_5510()
0084: $1161 = $1163 // $ = $ int 
0060: $1161 -= $1164 // $ -= $ int 
Object.Create($1193, #COLT45, 367.0, 1049.5, 21.09)
Object.ToggleInMovingList($1193, False)
0453: object $1193 set_rotation 0.0 8.0 0.0 
Object.Create($1194, #UZI, 366.0, 1049.5, 21.05)
Object.ToggleInMovingList($1194, False)
0453: object $1194 set_rotation 0.0 4.0 0.0 
Object.Create($1195, #BUDDYSHOT, 364.9, 1049.5, 21.067)
Object.ToggleInMovingList($1195, False)
0453: object $1195 set_rotation 0.0 9.0 0.0 
Object.Create($1196, #SNIPER, 363.9, 1049.5, 21.05)
Object.ToggleInMovingList($1196, False)
0453: object $1196 set_rotation 0.0 5.0 0.0 
Object.Create($1197, #GRENADE, 363.1, 1049.5, 20.76)
Object.ToggleInMovingList($1197, False)
Object.Create($1198, #GRENADE, 363.0, 1049.5, 20.72)
Object.ToggleInMovingList($1198, False)
Object.Create($1199, #BODYARMOUR, 362.1, 1049.5, 20.9)
Object.ToggleInMovingList($1199, False)
if 
  $1161 > 30000 // $ > int 
jf @AMMU2_490 
Actor.Create($1157, 4, #SPECIAL21, 366.1, 1052.2, 18.2)
01ED: clear_actor $1157 threat_search 
0350: set_actor $1157 maintain_position_when_attacked 1 
HARD3_4822()

:AMMU2_490
$1146 = 1 // $ = int 
jump @AMMU2_559 

:AMMU2_504
if 
0057:   player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1 
jf @AMMU2_559 
HARD3_2770()

:AMMU2_559
if 
   not Actor.Dead($1157)
jf @AMMU2_3946 
if 
  $1148 == 0 // $ == int 
jf @AMMU2_3946 
if 
  $1484 == 0 // $ == int 
jf @AMMU2_3946 
01FA: $1212 = rampage_status 
if 
   not $1212 == 1 // $ == int 
jf @AMMU2_3946 
if 
00F9:   player $PLAYER_CHAR stopped 1 $838 $839 $840 radius 1.0 1.0 2.0 
jf @AMMU2_3863 
HARD3_4768()

:AMMU2_683
if 
  $1153 == 0 // $ == int 
jf @AMMU2_3856 
05AA: set_is_in_ammunation_button_icon 2 // vcmobile opcodes 
$1484 = 1 // $ = int 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_1246 
if 
  $1155 == 0 // $ == int 
jf @AMMU2_1246 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($1157)
jf @AMMU2_781 
0210: player $PLAYER_CHAR look_at_actor $1157 

:AMMU2_781
Camera.SetPosition(367.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(367.152, 1050.163, 21.291, 1)
if 
  $1166 == 0 // $ == int 
jf @AMMU2_874 
0460: set_camera_pointing_time 0.0 1200 
$1166 = 1 // $ = int 
jump @AMMU2_884 

:AMMU2_874
0460: set_camera_pointing_time 0.0 800 

:AMMU2_884
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_933 
0055: put_player $PLAYER_CHAR at $838 $839 $840 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:AMMU2_933
if 
  $1155 == 0 // $ == int 
jf @AMMU2_1246 
wait 0 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_1239 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
0490:   player $PLAYER_CHAR has_weapon 18 
jf @AMMU2_1068 
01E5: text_1number_highpriority 'HELP54' 100 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1068
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_1214 
0419: $1156 = player $PLAYER_CHAR weapon 17 ammo 
if 
   Player.Money($PLAYER_CHAR) > 99
jf @AMMU2_1207 
if 
  9999 > $1156 // int > $ 
jf @AMMU2_1200 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU2_1170 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this 

:AMMU2_1170
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_1200
jump @AMMU2_1214 

:AMMU2_1207
HARD3_3619()

:AMMU2_1214
if 
  $1153 == 1 // $ == int 
jf @AMMU2_1239 
jump @AMMU2_10 

:AMMU2_1239
jump @AMMU2_933 

:AMMU2_1246
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_1729 
if 
  $1155 == 1 // $ == int 
jf @AMMU2_1729 
Camera.SetPosition(366.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(366.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_1397 
0055: put_player $PLAYER_CHAR at $838 $839 $840 

:AMMU2_1397
if 
  $1155 == 1 // $ == int 
jf @AMMU2_1729 
wait 0 
00BA: text_styled 'UZI' 1000 ms 4  // Uz-1
01E5: text_1number_highpriority 'G_COST' 400 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_1722 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if or
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @AMMU2_1548 
01E5: text_1number_highpriority 'HELP54' 400 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1548
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_1697 
0419: $1156 = player $PLAYER_CHAR weapon 23 ammo 
if 
   Player.Money($PLAYER_CHAR) > 399
jf @AMMU2_1690 
if 
  9999 > $1156 // int > $ 
jf @AMMU2_1683 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU2_1651 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this 

:AMMU2_1651
01B8: set_player $PLAYER_CHAR armed_weapon_to 23 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -400
0528: add 400 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_1683
jump @AMMU2_1697 

:AMMU2_1690
HARD3_3619()

:AMMU2_1697
if 
  $1153 == 1 // $ == int 
jf @AMMU2_1722 
jump @AMMU2_10 

:AMMU2_1722
jump @AMMU2_1397 

:AMMU2_1729
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_2295 
if 
  $1155 == 2 // $ == int 
jf @AMMU2_2295 
Camera.SetPosition(365.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(365.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_1880 
0055: put_player $PLAYER_CHAR at $838 $839 $840 

:AMMU2_1880
if 
  $1155 == 2 // $ == int 
jf @AMMU2_2295 
wait 0 
00BA: text_styled 'SHOTGN3' 1000 ms 4  // Stubby shotgun
if 
  $1172 == 0 // $ == int 
jf @AMMU2_1957 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU2_1975 

:AMMU2_1957
01E5: text_1number_highpriority 'G_COST' 600 time 1000 1  // Cost: $~1~

:AMMU2_1975
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_2288 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1172 == 1 // $ == int 
jf @AMMU2_2082 
if or
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 19 
jf @AMMU2_2082 
01E5: text_1number_highpriority 'HELP54' 600 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2082
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_2263 
if 
  $1172 == 1 // $ == int 
jf @AMMU2_2256 
0419: $1156 = player $PLAYER_CHAR weapon 21 ammo 
if 
   Player.Money($PLAYER_CHAR) > 599
jf @AMMU2_2242 
if 
  9999 > $1156 // int > $ 
jf @AMMU2_2235 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU2_2203 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this 

:AMMU2_2203
01B8: set_player $PLAYER_CHAR armed_weapon_to 21 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -600
0528: add 600 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_2235
jump @AMMU2_2249 

:AMMU2_2242
HARD3_3619()

:AMMU2_2249
jump @AMMU2_2263 

:AMMU2_2256
HARD3_3619()

:AMMU2_2263
if 
  $1153 == 1 // $ == int 
jf @AMMU2_2288 
jump @AMMU2_10 

:AMMU2_2288
jump @AMMU2_1880 

:AMMU2_2295
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_2854 
if 
  $1155 == 3 // $ == int 
jf @AMMU2_2854 
Camera.SetPosition(364.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(364.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_2446 
0055: put_player $PLAYER_CHAR at $838 $839 $840 

:AMMU2_2446
if 
  $1155 == 3 // $ == int 
jf @AMMU2_2854 
wait 0 
00BA: text_styled 'SNIPE' 1000 ms 4  // Sniper rifle
if 
  $1151 == 0 // $ == int 
jf @AMMU2_2523 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU2_2541 

:AMMU2_2523
01E5: text_1number_highpriority 'G_COST' 1500 time 1000 1  // Cost: $~1~

:AMMU2_2541
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_2847 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1151 == 1 // $ == int 
jf @AMMU2_2641 
if 
0490:   player $PLAYER_CHAR has_weapon 29 
jf @AMMU2_2641 
01E5: text_1number_highpriority 'HELP54' 1500 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2641
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_2822 
if 
  $1151 == 1 // $ == int 
jf @AMMU2_2815 
0419: $1156 = player $PLAYER_CHAR weapon 28 ammo 
if 
   Player.Money($PLAYER_CHAR) > 1499
jf @AMMU2_2801 
if 
  9999 > $1156 // int > $ 
jf @AMMU2_2794 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU2_2762 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this 

:AMMU2_2762
01B8: set_player $PLAYER_CHAR armed_weapon_to 28 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -1500
0528: add 1500 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_2794
jump @AMMU2_2808 

:AMMU2_2801
HARD3_3619()

:AMMU2_2808
jump @AMMU2_2822 

:AMMU2_2815
HARD3_3619()

:AMMU2_2822
if 
  $1153 == 1 // $ == int 
jf @AMMU2_2847 
jump @AMMU2_10 

:AMMU2_2847
jump @AMMU2_2446 

:AMMU2_2854
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3330 
if 
  $1155 == 4 // $ == int 
jf @AMMU2_3330 
Camera.SetPosition(363.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(363.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3005 
0055: put_player $PLAYER_CHAR at $838 $839 $840 

:AMMU2_3005
if 
  $1155 == 4 // $ == int 
jf @AMMU2_3330 
wait 0 
00BA: text_styled 'GRENADE' 1000 ms 4  // Grenades
01E5: text_1number_highpriority 'G_COST' 300 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3323 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if or
0490:   player $PLAYER_CHAR has_weapon 13 
0490:   player $PLAYER_CHAR has_weapon 15 
0490:   player $PLAYER_CHAR has_weapon 14 
jf @AMMU2_3156 
01E5: text_1number_highpriority 'HELP54' 300 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_3156
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_3298 
0419: $1156 = player $PLAYER_CHAR weapon 12 ammo 
if 
   Player.Money($PLAYER_CHAR) > 299
jf @AMMU2_3291 
if 
  9999 > $1156 // int > $ 
jf @AMMU2_3284 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU2_3259 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this 

:AMMU2_3259
HARD3_3692()
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_3284
jump @AMMU2_3298 

:AMMU2_3291
HARD3_3619()

:AMMU2_3298
if 
  $1153 == 1 // $ == int 
jf @AMMU2_3323 
jump @AMMU2_10 

:AMMU2_3323
jump @AMMU2_3005 

:AMMU2_3330
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3849 
if 
  $1155 == 5 // $ == int 
jf @AMMU2_3849 
Camera.SetPosition(362.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(362.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3481 
0055: put_player $PLAYER_CHAR at $838 $839 $840 

:AMMU2_3481
if 
  $1155 == 5 // $ == int 
jf @AMMU2_3849 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
if 
  $1171 == 0 // $ == int 
jf @AMMU2_3558 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU2_3576 

:AMMU2_3558
01E5: text_1number_highpriority 'G_COST' 200 time 1000 1  // Cost: $~1~

:AMMU2_3576
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3842 
HARD3_4036()
04DD: $1177 = actor $PLAYER_ACTOR armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_3817 
if 
  $1171 == 1 // $ == int 
jf @AMMU2_3810 
if 
   Player.Money($PLAYER_CHAR) > 199
jf @AMMU2_3796 
if 
  100 > $1177 // int > $ 
jf @AMMU2_3719 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU2_3789 

:AMMU2_3719
if 
  $1983 == 1 // $ == int 
jf @AMMU2_3789 
if 
  200 > $1177 // int > $ 
jf @AMMU2_3789 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_3789
jump @AMMU2_3803 

:AMMU2_3796
HARD3_3619()

:AMMU2_3803
jump @AMMU2_3817 

:AMMU2_3810
HARD3_3619()

:AMMU2_3817
if 
  $1153 == 1 // $ == int 
jf @AMMU2_3842 
jump @AMMU2_10 

:AMMU2_3842
jump @AMMU2_3481 

:AMMU2_3849
jump @AMMU2_683 

:AMMU2_3856
jump @AMMU2_3946 

:AMMU2_3863
if 
80F6:   not player $PLAYER_CHAR 1 $838 $839 $840 radius 1.0 1.0 2.0 
jf @AMMU2_3946 
if 
  $1153 == 1 // $ == int 
jf @AMMU2_3946 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU2_3946 
HARD3_5042()

:AMMU2_3946
jump @AMMU2_3978 

:AMMU2_3953
if 
  $1146 == 1 // $ == int 
jf @AMMU2_3978 
HARD3_5074()

:AMMU2_3978
jump @AMMU2_3992 

:AMMU2_3985
HARD3_5074()

:AMMU2_3992
jump @AMMU2_10 

:AMMU3
script_name 'AMMU3' 

:AMMU3_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_4203 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @AMMU3_4196 
if 
00F5:   player $PLAYER_CHAR 0 $841 $842 $843 radius 35.0 35.0 20.0 
jf @AMMU3_4171 
if 
  $1146 == 0 // $ == int 
jf @AMMU3_514 
HARD3_5510()
0084: $1161 = $1163 // $ = $ int 
0060: $1161 -= $1164 // $ -= $ int 
Object.Create($1193, #PYTHON, -683.6, 1200.549, 12.93)
Object.ToggleInMovingList($1193, False)
0453: object $1193 set_rotation 0.0 4.0 90.0 
Object.Create($1194, #MP5LNG, -683.6, 1202.049, 12.86)
Object.ToggleInMovingList($1194, False)
0453: object $1194 set_rotation 0.0 8.0 95.0 
Object.Create($1195, #SHOTGSPA, -683.6, 1203.449, 12.91)
Object.ToggleInMovingList($1195, False)
0453: object $1195 set_rotation 0.0 9.0 95.0 
Object.Create($1196, #M4, -683.6, 1205.049, 12.88)
Object.ToggleInMovingList($1196, False)
0453: object $1196 set_rotation 0.0 3.0 95.0 
Object.Create($1197, #LASER, -683.6, 1206.549, 12.81)
Object.ToggleInMovingList($1197, False)
0453: object $1197 set_rotation 0.0 2.0 95.0 
Object.Create($1198, #BODYARMOUR, -683.5, 1208.189, 12.809)
Object.ToggleInMovingList($1198, False)
Object.Angle($1198) = 90.0
if 
  $1161 > 30000 // $ > int 
jf @AMMU3_500 
Actor.Create($1157, 4, #SPECIAL21, -679.97, 1203.5, 10.0)
Actor.Angle($1157) = 270.0
01ED: clear_actor $1157 threat_search 
0350: set_actor $1157 maintain_position_when_attacked 1 
HARD3_4822()

:AMMU3_500
$1146 = 1 // $ = int 
jump @AMMU3_569 

:AMMU3_514
if 
0057:   player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 
jf @AMMU3_569 
HARD3_2770()

:AMMU3_569
if 
  $1299 == 0 // $ == int 
jf @AMMU3_4164 
if 
   not Actor.Dead($1157)
jf @AMMU3_4164 
if 
  $1148 == 0 // $ == int 
jf @AMMU3_4164 
if 
  $1484 == 0 // $ == int 
jf @AMMU3_4164 
01FA: $1212 = rampage_status 
if 
   not $1212 == 1 // $ == int 
jf @AMMU3_4164 
if 
00F9:   player $PLAYER_CHAR stopped 1 $841 $842 $843 radius 1.0 1.0 2.0 
jf @AMMU3_4081 
HARD3_4768()

:AMMU3_711
if 
  $1153 == 0 // $ == int 
jf @AMMU3_4074 
05AA: set_is_in_ammunation_button_icon 3 // vcmobile opcodes 
$1484 = 1 // $ = int 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_1369 
if 
  $1155 == 0 // $ == int 
jf @AMMU3_1369 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($1157)
jf @AMMU3_809 
0210: player $PLAYER_CHAR look_at_actor $1157 

:AMMU3_809
Camera.SetPosition(-682.161, 1200.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1200.697, 13.171, 1)
if 
  $1166 == 0 // $ == int 
jf @AMMU3_902 
0460: set_camera_pointing_time 0.0 1200 
$1166 = 1 // $ = int 
jump @AMMU3_912 

:AMMU3_902
0460: set_camera_pointing_time 0.0 800 

:AMMU3_912
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_961 
0055: put_player $PLAYER_CHAR at $841 $842 $843 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:AMMU3_961
if 
  $1155 == 0 // $ == int 
jf @AMMU3_1369 
wait 0 
00BA: text_styled 'PYTHON' 2000 ms 4  // .357
if 
  $1211 == 0 // $ == int 
jf @AMMU3_1038 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_1056 

:AMMU3_1038
01E5: text_1number_highpriority 'G_COST' 2000 time 1000 1  // Cost: $~1~

:AMMU3_1056
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_1362 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1211 == 1 // $ == int 
jf @AMMU3_1156 
if 
0490:   player $PLAYER_CHAR has_weapon 17 
jf @AMMU3_1156 
01E5: text_1number_highpriority 'HELP54' 2000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1156
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_1337 
if 
  $1211 == 1 // $ == int 
jf @AMMU3_1330 
0419: $1156 = player $PLAYER_CHAR weapon 18 ammo 
if 
   Player.Money($PLAYER_CHAR) > 1999
jf @AMMU3_1316 
if 
  9999 > $1156 // int > $ 
jf @AMMU3_1309 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU3_1277 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this 

:AMMU3_1277
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -2000
0528: add 2000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_1309
jump @AMMU3_1323 

:AMMU3_1316
HARD3_3619()

:AMMU3_1323
jump @AMMU3_1337 

:AMMU3_1330
HARD3_3619()

:AMMU3_1337
if 
  $1153 == 1 // $ == int 
jf @AMMU3_1362 
jump @AMMU3_10 

:AMMU3_1362
jump @AMMU3_961 

:AMMU3_1369
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_1942 
if 
  $1155 == 1 // $ == int 
jf @AMMU3_1942 
Camera.SetPosition(-682.161, 1202.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1202.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_1520 
0055: put_player $PLAYER_CHAR at $841 $842 $843 

:AMMU3_1520
if 
  $1155 == 1 // $ == int 
jf @AMMU3_1942 
wait 0 
00BA: text_styled 'MP5' 1000 ms 4  // MP
if 
  $1210 == 0 // $ == int 
jf @AMMU3_1597 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_1615 

:AMMU3_1597
01E5: text_1number_highpriority 'G_COST' 3000 time 1000 1  // Cost: $~1~

:AMMU3_1615
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_1935 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1210 == 1 // $ == int 
jf @AMMU3_1729 
if or
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @AMMU3_1729 
01E5: text_1number_highpriority 'HELP54' 3000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1729
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_1910 
if 
  $1210 == 1 // $ == int 
jf @AMMU3_1903 
0419: $1156 = player $PLAYER_CHAR weapon 25 ammo 
if 
   Player.Money($PLAYER_CHAR) > 2999
jf @AMMU3_1889 
if 
  9999 > $1156 // int > $ 
jf @AMMU3_1882 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU3_1850 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this 

:AMMU3_1850
01B8: set_player $PLAYER_CHAR armed_weapon_to 25 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -3000
0528: add 3000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_1882
jump @AMMU3_1896 

:AMMU3_1889
HARD3_3619()

:AMMU3_1896
jump @AMMU3_1910 

:AMMU3_1903
HARD3_3619()

:AMMU3_1910
if 
  $1153 == 1 // $ == int 
jf @AMMU3_1935 
jump @AMMU3_10 

:AMMU3_1935
jump @AMMU3_1520 

:AMMU3_1942
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_2508 
if 
  $1155 == 2 // $ == int 
jf @AMMU3_2508 
Camera.SetPosition(-682.161, 1203.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1203.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_2093 
0055: put_player $PLAYER_CHAR at $841 $842 $843 

:AMMU3_2093
if 
  $1155 == 2 // $ == int 
jf @AMMU3_2508 
wait 0 
00BA: text_styled 'SHOTGN2' 1000 ms 4  // S.P.A.S. 12
if 
  $1152 == 0 // $ == int 
jf @AMMU3_2170 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_2188 

:AMMU3_2170
01E5: text_1number_highpriority 'G_COST' 4000 time 1000 1  // Cost: $~1~

:AMMU3_2188
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_2501 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1152 == 1 // $ == int 
jf @AMMU3_2295 
if or
0490:   player $PLAYER_CHAR has_weapon 21 
0490:   player $PLAYER_CHAR has_weapon 19 
jf @AMMU3_2295 
01E5: text_1number_highpriority 'HELP54' 4000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2295
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_2476 
if 
  $1152 == 1 // $ == int 
jf @AMMU3_2469 
0419: $1156 = player $PLAYER_CHAR weapon 20 ammo 
if 
   Player.Money($PLAYER_CHAR) > 3999
jf @AMMU3_2455 
if 
  9999 > $1156 // int > $ 
jf @AMMU3_2448 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU3_2416 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this 

:AMMU3_2416
01B8: set_player $PLAYER_CHAR armed_weapon_to 20 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -4000
0528: add 4000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_2448
jump @AMMU3_2462 

:AMMU3_2455
HARD3_3619()

:AMMU3_2462
jump @AMMU3_2476 

:AMMU3_2469
HARD3_3619()

:AMMU3_2476
if 
  $1153 == 1 // $ == int 
jf @AMMU3_2501 
jump @AMMU3_10 

:AMMU3_2501
jump @AMMU3_2093 

:AMMU3_2508
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_3068 
if 
  $1155 == 3 // $ == int 
jf @AMMU3_3068 
Camera.SetPosition(-682.161, 1205.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1205.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_2659 
0055: put_player $PLAYER_CHAR at $841 $842 $843 

:AMMU3_2659
if 
  $1155 == 3 // $ == int 
jf @AMMU3_3068 
wait 0 
00BA: text_styled 'M4' 1000 ms 4  // M4
if 
  $1159 == 0 // $ == int 
jf @AMMU3_2736 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_2754 

:AMMU3_2736
01E5: text_1number_highpriority 'G_COST' 5000 time 1000 1  // Cost: $~1~

:AMMU3_2754
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_3061 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1159 == 1 // $ == int 
jf @AMMU3_2854 
if 
0490:   player $PLAYER_CHAR has_weapon 27 
jf @AMMU3_2854 
01E5: text_1number_highpriority 'HELP54' 5000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2854
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_3036 
if 
  $1159 == 1 // $ == int 
jf @AMMU3_3029 
0419: $1156 = player $PLAYER_CHAR weapon 26 ammo 
if 
   Player.Money($PLAYER_CHAR) > 4999
jf @AMMU3_3015 
if 
  9999 > $1156 // int > $ 
jf @AMMU3_3008 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU3_2976 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this 

:AMMU3_2976
01B8: set_player $PLAYER_CHAR armed_weapon_to 26 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -5000
0528: add 5000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_3008
jump @AMMU3_3022 

:AMMU3_3015
HARD3_3619()

:AMMU3_3022
jump @AMMU3_3036 

:AMMU3_3029
HARD3_3619()

:AMMU3_3036
if 
  $1153 == 1 // $ == int 
jf @AMMU3_3061 
jump @AMMU3_10 

:AMMU3_3061
jump @AMMU3_2659 

:AMMU3_3068
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_3620 
if 
  $1155 == 4 // $ == int 
jf @AMMU3_3620 
Camera.SetPosition(-682.161, 1206.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1206.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_3219 
0055: put_player $PLAYER_CHAR at $841 $842 $843 

:AMMU3_3219
if 
  $1155 == 4 // $ == int 
jf @AMMU3_3620 
wait 0 
00BA: text_styled 'LASER' 1000 ms 4  // .308 Sniper
if 
  $1160 == 0 // $ == int 
jf @AMMU3_3296 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_3314 

:AMMU3_3296
01E5: text_1number_highpriority 'G_COST' 6000 time 1000 1  // Cost: $~1~

:AMMU3_3314
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_3613 
HARD3_4036()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1173 ammo $1156 model $1174 
HARD3_5696()
if 
  $1160 == 1 // $ == int 
jf @AMMU3_3414 
if 
0490:   player $PLAYER_CHAR has_weapon 28 
jf @AMMU3_3414 
01E5: text_1number_highpriority 'HELP54' 6000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_3414
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_3588 
if 
  $1160 == 1 // $ == int 
jf @AMMU3_3581 
0419: $1156 = player $PLAYER_CHAR weapon 29 ammo 
if 
   Player.Money($PLAYER_CHAR) > 5999
jf @AMMU3_3567 
if 
  9999 > $1156 // int > $ 
jf @AMMU3_3560 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this 
if 
  $1156 > 9999 // $ > int 
jf @AMMU3_3535 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this 

:AMMU3_3535
HARD3_3692()
Player.Money($PLAYER_CHAR) += -6000
0528: add 6000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_3560
jump @AMMU3_3574 

:AMMU3_3567
HARD3_3619()

:AMMU3_3574
jump @AMMU3_3588 

:AMMU3_3581
HARD3_3619()

:AMMU3_3588
if 
  $1153 == 1 // $ == int 
jf @AMMU3_3613 
jump @AMMU3_10 

:AMMU3_3613
jump @AMMU3_3219 

:AMMU3_3620
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_4067 
if 
  $1155 == 5 // $ == int 
jf @AMMU3_4067 
Camera.SetPosition(-682.161, 1208.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1208.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_3771 
0055: put_player $PLAYER_CHAR at $841 $842 $843 

:AMMU3_3771
if 
  $1155 == 5 // $ == int 
jf @AMMU3_4067 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
01E5: text_1number_highpriority 'G_COST' 200 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_4060 
HARD3_4036()
04DD: $1177 = actor $PLAYER_ACTOR armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_4035 
if 
   Player.Money($PLAYER_CHAR) > 199
jf @AMMU3_4028 
if 
  100 > $1177 // int > $ 
jf @AMMU3_3951 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU3_4021 

:AMMU3_3951
if 
  $1983 == 1 // $ == int 
jf @AMMU3_4021 
if 
  200 > $1177 // int > $ 
jf @AMMU3_4021 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_4021
jump @AMMU3_4035 

:AMMU3_4028
HARD3_3619()

:AMMU3_4035
if 
  $1153 == 1 // $ == int 
jf @AMMU3_4060 
jump @AMMU3_10 

:AMMU3_4060
jump @AMMU3_3771 

:AMMU3_4067
jump @AMMU3_711 

:AMMU3_4074
jump @AMMU3_4164 

:AMMU3_4081
if 
80F6:   not player $PLAYER_CHAR 1 $841 $842 $843 radius 1.0 1.0 2.0 
jf @AMMU3_4164 
if 
  $1153 == 1 // $ == int 
jf @AMMU3_4164 
if 
   Player.Defined($PLAYER_CHAR)
jf @AMMU3_4164 
HARD3_5042()

:AMMU3_4164
jump @AMMU3_4196 

:AMMU3_4171
if 
  $1146 == 1 // $ == int 
jf @AMMU3_4196 
HARD3_5074()

:AMMU3_4196
jump @AMMU3_4210 

:AMMU3_4203
HARD3_5074()

:AMMU3_4210
jump @AMMU3_10 

:HARD1
script_name 'HARD1' 

:HARD1_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2931 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @HARD1_2924 
if 
00F5:   player $PLAYER_CHAR 0 $844 $845 $846 radius 35.0 35.0 30.0 
jf @HARD1_2899 
if 
  $1147 == 0 // $ == int 
jf @HARD1_423 
HARD3_5572()
0084: $1162 = $1163 // $ = $ int 
0060: $1162 -= $1165 // $ -= $ int 
Object.Create($1179, #SCREWDRIVER, 201.508, -469.297, 13.79)
Object.ToggleInMovingList($1179, False)
Object.Create($1180, #HAMMER, 202.508, -469.297, 13.73)
Object.ToggleInMovingList($1180, False)
0453: object $1180 set_rotation 0.0 4.0 0.0 
Object.Create($1181, #CLEAVER, 203.508, -469.297, 13.77)
Object.ToggleInMovingList($1181, False)
Object.Create($1182, #BAT, 204.606, -469.297, 13.91)
Object.ToggleInMovingList($1182, False)
0453: object $1182 set_rotation 85.0 0.0 90.0 
Object.Create($1183, #MACHETE, 205.858, -469.297, 14.0)
Object.ToggleInMovingList($1183, False)
0453: object $1183 set_rotation 0.0 90.0 0.0 
if 
  $1162 > 60000 // $ > int 
jf @HARD1_409 
Actor.Create($1158, 4, #SPECIAL16, 202.4, -471.1, 10.1)
Actor.Angle($1158) = 180.1
HARD3_5222()

:HARD1_409
$1147 = 1 // $ = int 
jump @HARD1_478 

:HARD1_423
if 
0057:   player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0 
jf @HARD1_478 
HARD3_2860()

:HARD1_478
if 
   not Actor.Dead($1158)
jf @HARD1_2892 
if 
  $1149 == 0 // $ == int 
jf @HARD1_2892 
if 
  $1484 == 0 // $ == int 
jf @HARD1_2892 
01FA: $1212 = rampage_status 
if 
   not $1212 == 1 // $ == int 
jf @HARD1_2892 
if 
00F9:   player $PLAYER_CHAR stopped 1 $844 $845 $846 radius 1.0 1.0 2.0 
jf @HARD1_2809 
HARD3_4795()

:HARD1_602
if 
  $1154 == 0 // $ == int 
jf @HARD1_2802 
05AA: set_is_in_ammunation_button_icon 4 // vcmobile opcodes 
$1484 = 1 // $ = int 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1095 
if 
  $1155 == 0 // $ == int 
jf @HARD1_1095 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($1158)
jf @HARD1_700 
0210: player $PLAYER_CHAR look_at_actor $1158 

:HARD1_700
Camera.SetPosition(201.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(201.608, -469.797, 14.217, 1)
if 
  $1166 == 0 // $ == int 
jf @HARD1_793 
0460: set_camera_pointing_time 0.0 1200 
$1166 = 1 // $ = int 
jump @HARD1_803 

:HARD1_793
0460: set_camera_pointing_time 0.0 800 

:HARD1_803
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_852 
0055: put_player $PLAYER_CHAR at $844 $845 $846 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:HARD1_852
if 
  $1155 == 0 // $ == int 
jf @HARD1_1095 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1088 
HARD3_4383()
$1189 = 10 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1063 
if 
   Player.Money($PLAYER_CHAR) > 9
jf @HARD1_1056 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 2 
jf @HARD1_1042 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1049 

:HARD1_1042
HARD3_3619()

:HARD1_1049
jump @HARD1_1063 

:HARD1_1056
HARD3_3619()

:HARD1_1063
if 
  $1154 == 1 // $ == int 
jf @HARD1_1088 
jump @HARD1_10 

:HARD1_1088
jump @HARD1_852 

:HARD1_1095
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1475 
if 
  $1155 == 1 // $ == int 
jf @HARD1_1475 
Camera.SetPosition(202.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(202.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1232 
0055: put_player $PLAYER_CHAR at $844 $845 $846 

:HARD1_1232
if 
  $1155 == 1 // $ == int 
jf @HARD1_1475 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1468 
HARD3_4383()
$1189 = 20 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1443 
if 
   Player.Money($PLAYER_CHAR) > 19
jf @HARD1_1436 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 7 
jf @HARD1_1422 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1429 

:HARD1_1422
HARD3_3619()

:HARD1_1429
jump @HARD1_1443 

:HARD1_1436
HARD3_3619()

:HARD1_1443
if 
  $1154 == 1 // $ == int 
jf @HARD1_1468 
jump @HARD1_10 

:HARD1_1468
jump @HARD1_1232 

:HARD1_1475
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1855 
if 
  $1155 == 2 // $ == int 
jf @HARD1_1855 
Camera.SetPosition(203.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(203.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1612 
0055: put_player $PLAYER_CHAR at $844 $845 $846 

:HARD1_1612
if 
  $1155 == 2 // $ == int 
jf @HARD1_1855 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1848 
HARD3_4383()
$1189 = 50 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1823 
if 
   Player.Money($PLAYER_CHAR) > 49
jf @HARD1_1816 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 8 
jf @HARD1_1802 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1809 

:HARD1_1802
HARD3_3619()

:HARD1_1809
jump @HARD1_1823 

:HARD1_1816
HARD3_3619()

:HARD1_1823
if 
  $1154 == 1 // $ == int 
jf @HARD1_1848 
jump @HARD1_10 

:HARD1_1848
jump @HARD1_1612 

:HARD1_1855
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2325 
if 
  $1155 == 3 // $ == int 
jf @HARD1_2325 
Camera.SetPosition(204.816, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(204.808, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_1992 
0055: put_player $PLAYER_CHAR at $844 $845 $846 

:HARD1_1992
if 
  $1155 == 3 // $ == int 
jf @HARD1_2325 
wait 0 
00BA: text_styled 'BASEBAT' 1000 ms 4  // Baseball bat
if 
  $1208 == 0 // $ == int 
jf @HARD1_2069 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @HARD1_2086 

:HARD1_2069
01E5: text_1number_highpriority 'G_COST' 80 time 1000 1  // Cost: $~1~

:HARD1_2086
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2318 
HARD3_4383()
if 
  $1208 == 1 // $ == int 
jf @HARD1_2141 
$1189 = 80 // $ = int 
HARD3_5634()

:HARD1_2141
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_2293 
if 
  $1208 == 1 // $ == int 
jf @HARD1_2286 
if 
   Player.Money($PLAYER_CHAR) > 79
jf @HARD1_2272 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 6 
jf @HARD1_2258 
01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 6 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -80
0528: add 80 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_2265 

:HARD1_2258
HARD3_3619()

:HARD1_2265
jump @HARD1_2279 

:HARD1_2272
HARD3_3619()

:HARD1_2279
jump @HARD1_2293 

:HARD1_2286
HARD3_3619()

:HARD1_2293
if 
  $1154 == 1 // $ == int 
jf @HARD1_2318 
jump @HARD1_10 

:HARD1_2318
jump @HARD1_1992 

:HARD1_2325
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2795 
if 
  $1155 == 4 // $ == int 
jf @HARD1_2795 
Camera.SetPosition(206.116, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(206.108, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2462 
0055: put_player $PLAYER_CHAR at $844 $845 $846 

:HARD1_2462
if 
  $1155 == 4 // $ == int 
jf @HARD1_2795 
wait 0 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
if 
  $1209 == 0 // $ == int 
jf @HARD1_2539 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @HARD1_2556 

:HARD1_2539
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~

:HARD1_2556
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2788 
HARD3_4383()
if 
  $1209 == 1 // $ == int 
jf @HARD1_2611 
$1189 = 100 // $ = int 
HARD3_5634()

:HARD1_2611
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_2763 
if 
  $1209 == 1 // $ == int 
jf @HARD1_2756 
if 
   Player.Money($PLAYER_CHAR) > 99
jf @HARD1_2742 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 9 
jf @HARD1_2728 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_2735 

:HARD1_2728
HARD3_3619()

:HARD1_2735
jump @HARD1_2749 

:HARD1_2742
HARD3_3619()

:HARD1_2749
jump @HARD1_2763 

:HARD1_2756
HARD3_3619()

:HARD1_2763
if 
  $1154 == 1 // $ == int 
jf @HARD1_2788 
jump @HARD1_10 

:HARD1_2788
jump @HARD1_2462 

:HARD1_2795
jump @HARD1_602 

:HARD1_2802
jump @HARD1_2892 

:HARD1_2809
if 
80F6:   not player $PLAYER_CHAR 1 $844 $845 $846 radius 1.0 1.0 2.0 
jf @HARD1_2892 
if 
  $1154 == 1 // $ == int 
jf @HARD1_2892 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD1_2892 
HARD3_5283()

:HARD1_2892
jump @HARD1_2924 

:HARD1_2899
if 
  $1147 == 1 // $ == int 
jf @HARD1_2924 
HARD3_5315()

:HARD1_2924
jump @HARD1_2938 

:HARD1_2931
HARD3_5315()

:HARD1_2938
jump @HARD1_10 

:HARD2
script_name 'HARD2' 

:HARD2_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2826 
if 
  $1307 == 1 // $ == int 
jf @HARD2_2819 
if 
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
jf @HARD2_2794 
if 
  $1147 == 0 // $ == int 
jf @HARD2_403 
HARD3_5572()
0084: $1162 = $1163 // $ = $ int 
0060: $1162 -= $1165 // $ -= $ int 
Object.Create($1179, #SCREWDRIVER, 365.96, 1072.8, 20.68)
Object.ToggleInMovingList($1179, False)
Object.Create($1180, #HAMMER, 364.96, 1072.8, 20.669)
Object.ToggleInMovingList($1180, False)
0453: object $1180 set_rotation 0.0 4.0 0.0 
Object.Create($1181, #CLEAVER, 363.96, 1072.8, 20.729)
Object.ToggleInMovingList($1181, False)
Object.Create($1182, #KNIFECUR, 362.92, 1072.8, 20.639)
Object.ToggleInMovingList($1182, False)
Object.Create($1183, #KATANA, 362.0, 1072.8, 20.75)
Object.ToggleInMovingList($1183, False)
0453: object $1183 set_rotation 0.0 -20.0 0.0 
if 
  $1162 > 60000 // $ > int 
jf @HARD2_389 
Actor.Create($1158, 4, #SPECIAL16, 364.5, 1074.3, 18.0)
Actor.Angle($1158) = 358.1
HARD3_5222()

:HARD2_389
$1147 = 1 // $ = int 
jump @HARD2_458 

:HARD2_403
if 
0057:   player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1 
jf @HARD2_458 
HARD3_2860()

:HARD2_458
if 
   not Actor.Dead($1158)
jf @HARD2_2787 
if 
  $1149 == 0 // $ == int 
jf @HARD2_2787 
if 
  $1484 == 0 // $ == int 
jf @HARD2_2787 
01FA: $1212 = rampage_status 
if 
   not $1212 == 1 // $ == int 
jf @HARD2_2787 
if 
00F9:   player $PLAYER_CHAR stopped 1 $847 $848 $849 radius 1.0 1.0 2.0 
jf @HARD2_2704 
HARD3_4795()

:HARD2_582
if 
  $1154 == 0 // $ == int 
jf @HARD2_2697 
05AA: set_is_in_ammunation_button_icon 5 // vcmobile opcodes 
$1484 = 1 // $ = int 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1075 
if 
  $1155 == 0 // $ == int 
jf @HARD2_1075 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($1158)
jf @HARD2_680 
0210: player $PLAYER_CHAR look_at_actor $1158 

:HARD2_680
Camera.SetPosition(366.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(366.089, 1073.72, 21.084, 1)
if 
  $1166 == 0 // $ == int 
jf @HARD2_773 
0460: set_camera_pointing_time 0.0 1200 
$1166 = 1 // $ = int 
jump @HARD2_783 

:HARD2_773
0460: set_camera_pointing_time 0.0 800 

:HARD2_783
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_832 
0055: put_player $PLAYER_CHAR at $847 $848 $849 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:HARD2_832
if 
  $1155 == 0 // $ == int 
jf @HARD2_1075 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1068 
HARD3_4383()
$1189 = 10 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1043 
if 
   Player.Money($PLAYER_CHAR) > 9
jf @HARD2_1036 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 2 
jf @HARD2_1022 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1029 

:HARD2_1022
HARD3_3619()

:HARD2_1029
jump @HARD2_1043 

:HARD2_1036
HARD3_3619()

:HARD2_1043
if 
  $1154 == 1 // $ == int 
jf @HARD2_1068 
jump @HARD2_10 

:HARD2_1068
jump @HARD2_832 

:HARD2_1075
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1455 
if 
  $1155 == 1 // $ == int 
jf @HARD2_1455 
Camera.SetPosition(365.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(365.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1212 
0055: put_player $PLAYER_CHAR at $847 $848 $849 

:HARD2_1212
if 
  $1155 == 1 // $ == int 
jf @HARD2_1455 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1448 
HARD3_4383()
$1189 = 20 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1423 
if 
   Player.Money($PLAYER_CHAR) > 19
jf @HARD2_1416 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 7 
jf @HARD2_1402 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1409 

:HARD2_1402
HARD3_3619()

:HARD2_1409
jump @HARD2_1423 

:HARD2_1416
HARD3_3619()

:HARD2_1423
if 
  $1154 == 1 // $ == int 
jf @HARD2_1448 
jump @HARD2_10 

:HARD2_1448
jump @HARD2_1212 

:HARD2_1455
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1835 
if 
  $1155 == 2 // $ == int 
jf @HARD2_1835 
Camera.SetPosition(364.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(364.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1592 
0055: put_player $PLAYER_CHAR at $847 $848 $849 

:HARD2_1592
if 
  $1155 == 2 // $ == int 
jf @HARD2_1835 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1828 
HARD3_4383()
$1189 = 50 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1803 
if 
   Player.Money($PLAYER_CHAR) > 49
jf @HARD2_1796 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 8 
jf @HARD2_1782 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1789 

:HARD2_1782
HARD3_3619()

:HARD2_1789
jump @HARD2_1803 

:HARD2_1796
HARD3_3619()

:HARD2_1803
if 
  $1154 == 1 // $ == int 
jf @HARD2_1828 
jump @HARD2_10 

:HARD2_1828
jump @HARD2_1592 

:HARD2_1835
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2215 
if 
  $1155 == 3 // $ == int 
jf @HARD2_2215 
Camera.SetPosition(363.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(363.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_1972 
0055: put_player $PLAYER_CHAR at $847 $848 $849 

:HARD2_1972
if 
  $1155 == 3 // $ == int 
jf @HARD2_2215 
wait 0 
00BA: text_styled 'KNIFE' 1000 ms 4  // Knife
01E5: text_1number_highpriority 'G_COST' 90 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2208 
HARD3_4383()
$1189 = 90 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_2183 
if 
   Player.Money($PLAYER_CHAR) > 89
jf @HARD2_2176 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 5 
jf @HARD2_2162 
01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 5 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -90
0528: add 90 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_2169 

:HARD2_2162
HARD3_3619()

:HARD2_2169
jump @HARD2_2183 

:HARD2_2176
HARD3_3619()

:HARD2_2183
if 
  $1154 == 1 // $ == int 
jf @HARD2_2208 
jump @HARD2_10 

:HARD2_2208
jump @HARD2_1972 

:HARD2_2215
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2690 
if 
  $1155 == 4 // $ == int 
jf @HARD2_2690 
Camera.SetPosition(362.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(362.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2352 
0055: put_player $PLAYER_CHAR at $847 $848 $849 

:HARD2_2352
if 
  $1155 == 4 // $ == int 
jf @HARD2_2690 
wait 0 
00BA: text_styled 'KATANA' 1000 ms 4  // Katana
if 
  $1178 == 0 // $ == int 
jf @HARD2_2429 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @HARD2_2447 

:HARD2_2429
01E5: text_1number_highpriority 'G_COST' 300 time 1000 1  // Cost: $~1~

:HARD2_2447
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2683 
HARD3_4383()
if 
  $1178 == 1 // $ == int 
jf @HARD2_2503 
$1189 = 300 // $ = int 
HARD3_5634()

:HARD2_2503
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_2658 
if 
  $1178 == 1 // $ == int 
jf @HARD2_2651 
if 
   Player.Money($PLAYER_CHAR) > 299
jf @HARD2_2637 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 10 
jf @HARD2_2623 
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 10 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_2630 

:HARD2_2623
HARD3_3619()

:HARD2_2630
jump @HARD2_2644 

:HARD2_2637
HARD3_3619()

:HARD2_2644
jump @HARD2_2658 

:HARD2_2651
HARD3_3619()

:HARD2_2658
if 
  $1154 == 1 // $ == int 
jf @HARD2_2683 
jump @HARD2_10 

:HARD2_2683
jump @HARD2_2352 

:HARD2_2690
jump @HARD2_582 

:HARD2_2697
jump @HARD2_2787 

:HARD2_2704
if 
80F6:   not player $PLAYER_CHAR 0 $847 $848 $849 radius 1.0 1.0 2.0 
jf @HARD2_2787 
if 
  $1154 == 1 // $ == int 
jf @HARD2_2787 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD2_2787 
HARD3_5283()

:HARD2_2787
jump @HARD2_2819 

:HARD2_2794
if 
  $1147 == 1 // $ == int 
jf @HARD2_2819 
HARD3_5315()

:HARD2_2819
jump @HARD2_2833 

:HARD2_2826
HARD3_5315()

:HARD2_2833
jump @HARD2_10 

:HARD3
script_name 'HARD3' 

:HARD3_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2756 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @HARD3_2749 
if 
00F5:   player $PLAYER_CHAR 0 $850 $851 $852 radius 35.0 35.0 20.0 
jf @HARD3_2724 
if 
  $1147 == 0 // $ == int 
jf @HARD3_423 
HARD3_5572()
0084: $1162 = $1163 // $ = $ int 
0060: $1162 -= $1165 // $ -= $ int 
Object.Create($1179, #SCREWDRIVER, -961.0, -689.87, 14.08)
Object.ToggleInMovingList($1179, False)
Object.Angle($1179) = 270.0
Object.Create($1180, #HAMMER, -960.95, -690.88, 14.032)
Object.ToggleInMovingList($1180, False)
0453: object $1180 set_rotation 0.0 4.0 270.0 
Object.Create($1181, #CLEAVER, -960.95, -691.9, 14.08)
Object.ToggleInMovingList($1181, False)
Object.Angle($1181) = 270.0
Object.Create($1182, #MACHETE, -960.8, -693.0, 14.08)
Object.ToggleInMovingList($1182, False)
Object.Angle($1182) = 270.0
Object.Create($1183, #CHNSAW, -960.8, -694.0, 14.162)
Object.ToggleInMovingList($1183, False)
Object.Angle($1183) = 270.0
if 
  $1162 > 60000 // $ > int 
jf @HARD3_409 
Actor.Create($1158, 4, #SPECIAL16, -963.8, -692.3, 10.3)
Actor.Angle($1158) = 90.0
HARD3_5222()

:HARD3_409
$1147 = 1 // $ = int 
jump @HARD3_478 

:HARD3_423
if 
0057:   player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 
jf @HARD3_478 
HARD3_2860()

:HARD3_478
if 
   not Actor.Dead($1158)
jf @HARD3_2717 
if 
  $1149 == 0 // $ == int 
jf @HARD3_2717 
if 
  $1484 == 0 // $ == int 
jf @HARD3_2717 
01FA: $1212 = rampage_status 
if 
   not $1212 == 1 // $ == int 
jf @HARD3_2717 
if 
00F9:   player $PLAYER_CHAR stopped 1 $850 $851 $852 radius 1.0 1.0 2.0 
jf @HARD3_2634 
HARD3_4795()

:HARD3_602
if 
  $1154 == 0 // $ == int 
jf @HARD3_2627 
05AA: set_is_in_ammunation_button_icon 6 // vcmobile opcodes 
$1484 = 1 // $ = int 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1095 
if 
  $1155 == 0 // $ == int 
jf @HARD3_1095 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($1158)
jf @HARD3_700 
0210: player $PLAYER_CHAR look_at_actor $1158 

:HARD3_700
Camera.SetPosition(-962.483, -690.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -690.029, 14.481, 1)
if 
  $1166 == 0 // $ == int 
jf @HARD3_793 
0460: set_camera_pointing_time 0.0 1200 
$1166 = 1 // $ = int 
jump @HARD3_803 

:HARD3_793
0460: set_camera_pointing_time 0.0 800 

:HARD3_803
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_852 
0055: put_player $PLAYER_CHAR at $850 $851 $852 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:HARD3_852
if 
  $1155 == 0 // $ == int 
jf @HARD3_1095 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1088 
HARD3_4383()
$1189 = 10 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1063 
if 
   Player.Money($PLAYER_CHAR) > 9
jf @HARD3_1056 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 2 
jf @HARD3_1042 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1049 

:HARD3_1042
HARD3_3619()

:HARD3_1049
jump @HARD3_1063 

:HARD3_1056
HARD3_3619()

:HARD3_1063
if 
  $1154 == 1 // $ == int 
jf @HARD3_1088 
jump @HARD3_10 

:HARD3_1088
jump @HARD3_852 

:HARD3_1095
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1475 
if 
  $1155 == 1 // $ == int 
jf @HARD3_1475 
Camera.SetPosition(-962.483, -691.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -691.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1232 
0055: put_player $PLAYER_CHAR at $850 $851 $852 

:HARD3_1232
if 
  $1155 == 1 // $ == int 
jf @HARD3_1475 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1468 
HARD3_4383()
$1189 = 20 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1443 
if 
   Player.Money($PLAYER_CHAR) > 19
jf @HARD3_1436 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 7 
jf @HARD3_1422 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1429 

:HARD3_1422
HARD3_3619()

:HARD3_1429
jump @HARD3_1443 

:HARD3_1436
HARD3_3619()

:HARD3_1443
if 
  $1154 == 1 // $ == int 
jf @HARD3_1468 
jump @HARD3_10 

:HARD3_1468
jump @HARD3_1232 

:HARD3_1475
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1855 
if 
  $1155 == 2 // $ == int 
jf @HARD3_1855 
Camera.SetPosition(-962.483, -692.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -692.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1612 
0055: put_player $PLAYER_CHAR at $850 $851 $852 

:HARD3_1612
if 
  $1155 == 2 // $ == int 
jf @HARD3_1855 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1848 
HARD3_4383()
$1189 = 50 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1823 
if 
   Player.Money($PLAYER_CHAR) > 49
jf @HARD3_1816 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 8 
jf @HARD3_1802 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1809 

:HARD3_1802
HARD3_3619()

:HARD3_1809
jump @HARD3_1823 

:HARD3_1816
HARD3_3619()

:HARD3_1823
if 
  $1154 == 1 // $ == int 
jf @HARD3_1848 
jump @HARD3_10 

:HARD3_1848
jump @HARD3_1612 

:HARD3_1855
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2235 
if 
  $1155 == 3 // $ == int 
jf @HARD3_2235 
Camera.SetPosition(-962.483, -693.204, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -693.129, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_1992 
0055: put_player $PLAYER_CHAR at $850 $851 $852 

:HARD3_1992
if 
  $1155 == 3 // $ == int 
jf @HARD3_2235 
wait 0 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2228 
HARD3_4383()
$1189 = 100 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_2203 
if 
   Player.Money($PLAYER_CHAR) > 99
jf @HARD3_2196 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 9 
jf @HARD3_2182 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_2189 

:HARD3_2182
HARD3_3619()

:HARD3_2189
jump @HARD3_2203 

:HARD3_2196
HARD3_3619()

:HARD3_2203
if 
  $1154 == 1 // $ == int 
jf @HARD3_2228 
jump @HARD3_10 

:HARD3_2228
jump @HARD3_1992 

:HARD3_2235
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2620 
if 
  $1155 == 4 // $ == int 
jf @HARD3_2620 
Camera.SetPosition(-962.483, -694.504, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -694.429, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$1167 = 0 // $ = int 
wait 800 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2372 
0055: put_player $PLAYER_CHAR at $850 $851 $852 

:HARD3_2372
if 
  $1155 == 4 // $ == int 
jf @HARD3_2620 
wait 0 
00BA: text_styled 'CHAINSA' 1000 ms 4  // Chainsaw
01E5: text_1number_highpriority 'G_COST' 500 time 1000 1  // Cost: $~1~
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2613 
HARD3_4383()
$1189 = 500 // $ = int 
HARD3_5634()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_2588 
if 
   Player.Money($PLAYER_CHAR) > 499
jf @HARD3_2581 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 11 
jf @HARD3_2567 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
HARD3_3692()
Player.Money($PLAYER_CHAR) += -500
0528: add 500 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_2574 

:HARD3_2567
HARD3_3619()

:HARD3_2574
jump @HARD3_2588 

:HARD3_2581
HARD3_3619()

:HARD3_2588
if 
  $1154 == 1 // $ == int 
jf @HARD3_2613 
jump @HARD3_10 

:HARD3_2613
jump @HARD3_2372 

:HARD3_2620
jump @HARD3_602 

:HARD3_2627
jump @HARD3_2717 

:HARD3_2634
if 
80F6:   not player $PLAYER_CHAR 0 $850 $851 $852 radius 1.0 1.0 2.0 
jf @HARD3_2717 
if 
  $1154 == 1 // $ == int 
jf @HARD3_2717 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2717 
HARD3_5283()

:HARD3_2717
jump @HARD3_2749 

:HARD3_2724
if 
  $1147 == 1 // $ == int 
jf @HARD3_2749 
HARD3_5315()

:HARD3_2749
jump @HARD3_2763 

:HARD3_2756
HARD3_5315()

:HARD3_2763
jump @HARD3_10 

:HARD3_2770
if 
   not Actor.Dead($1157)
jf @HARD3_2858 
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1157 hit_by_weapon 47 
jf @HARD3_2858 
if 
  $1148 == 0 // $ == int 
jf @HARD3_2858 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_2851 
01CA: actor $1157 kill_player $PLAYER_CHAR 

:HARD3_2851
$1148 = 1 // $ = int 

:HARD3_2858
return 

:HARD3_2860
if 
   not Actor.Dead($1158)
jf @HARD3_3617 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $1158 
jf @HARD3_3458 
if 
  $1149 == 0 // $ == int 
jf @HARD3_3017 
022F: set_actor $1158 stop_looking 
if 
   not Actor.Dead($1158)
jf @HARD3_2996 
04EB: actor $1158 crouch 0 9999999 ms 
0372: set_actor $1158 anim 0 wait_state_time 0 ms 
0372: set_actor $1158 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $1200 $1201 $1202 from_actor $1158 offset 0.0 1.2 0.0 

:HARD3_2996
TIMERA = 0 // @ = int 
$1149 = 1 // $ = int 
jump @HARD3_3421 

:HARD3_3017
if and
  TIMERA > 2000 // @ > int 
  6000 > TIMERA // int > @ 
jf @HARD3_3105 
if 
  $1844 == 0 // $ == int 
jf @HARD3_3105 
02E1: $1840 = create_cash_pickup 50 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
HARD3_5724()
$1844 = 1 // $ = int 

:HARD3_3105
if and
  TIMERA > 6000 // @ > int 
  10000 > TIMERA // int > @ 
jf @HARD3_3213 
if 
  $1845 == 0 // $ == int 
jf @HARD3_3213 
$1201 += 0.1 // $ += float 
$1200 += 0.1 // $ += float 
02E1: $1841 = create_cash_pickup 100 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$1845 = 1 // $ = int 

:HARD3_3213
if and
  TIMERA > 10000 // @ > int 
  14000 > TIMERA // int > @ 
jf @HARD3_3312 
if 
  $1846 == 0 // $ == int 
jf @HARD3_3312 
$1201 += 0.1 // $ += float 
02E1: $1842 = create_cash_pickup 250 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1846 = 1 // $ = int 

:HARD3_3312
if and
  TIMERA > 14000 // @ > int 
  20000 > TIMERA // int > @ 
jf @HARD3_3421 
if 
  $1847 == 0 // $ == int 
jf @HARD3_3421 
$1201 += 0.1 // $ += float 
$1200 += 0.1 // $ += float 
02E1: $1843 = create_cash_pickup 600 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$1847 = 1 // $ = int 

:HARD3_3421
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1158 hit_by_weapon 47 
jf @HARD3_3451 
jump @HARD3_3458 

:HARD3_3451
jump @HARD3_3617 

:HARD3_3458
if 
  $1149 == 0 // $ == int 
jf @HARD3_3513 
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1158 hit_by_weapon 47 
jf @HARD3_3506 
$1149 = 1 // $ = int 

:HARD3_3506
jump @HARD3_3617 

:HARD3_3513
if 
   not Actor.Dead($1158)
jf @HARD3_3617 
0372: set_actor $1158 anim 0 wait_state_time 0 ms 
04EB: actor $1158 crouch 1 9999999 ms 
if 
  $1168 == 0 // $ == int 
jf @HARD3_3617 
022F: set_actor $1158 stop_looking 
Actor.StorePos($1158, $1200, $1201, $1202)
018D: $1169 = create_sound 0 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1168 = 1 // $ = int 

:HARD3_3617
return 

:HARD3_3619
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_3662 
0054: store_player $PLAYER_CHAR position_to $1203 $1204 $1205 
018C: play_sound 14 at $1203 $1204 $1205 

:HARD3_3662
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_3690 
wait 0 
jump @HARD3_3662 

:HARD3_3690
return 

:HARD3_3692
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_3735 
0054: store_player $PLAYER_CHAR position_to $1203 $1204 $1205 
018C: play_sound 13 at $1203 $1204 $1205 

:HARD3_3735
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_3763 
wait 0 
jump @HARD3_3735 

:HARD3_3763
return 

:HARD3_3765
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $1184 $1185 $1186 $1187 
if or
00E1:   player 0 pressed_button 10 
  -100 > $1184 // int > $ 
jf @HARD3_3822 
$1155 -= 1 // $ -= int 

:HARD3_3822
if or
00E1:   player 0 pressed_button 11 
  $1184 > 100 // $ > int 
jf @HARD3_3853 
$1155 += 1 // $ += int 

:HARD3_3853
if 
  0 > $1155 // int > $ 
jf @HARD3_3878 
$1155 = 4 // $ = int 

:HARD3_3878
if 
  $1155 > 4 // $ > int 
jf @HARD3_3903 
$1155 = 0 // $ = int 

:HARD3_3903
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4034 

:HARD3_3920
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_3948 
wait 0 
jump @HARD3_3920 

:HARD3_3948
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4034 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
03E6: remove_text_box 
0055: put_player $PLAYER_CHAR at $835 $836 $837 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4016 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Player.CanMove($PLAYER_CHAR, True)

:HARD3_4016
05AA: set_is_in_ammunation_button_icon 0 // vcmobile opcodes 
$1484 = 0 // $ = int 
$1153 = 1 // $ = int 

:HARD3_4034
return 

:HARD3_4036
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $1184 $1185 $1186 $1187 
if or
00E1:   player 0 pressed_button 10 
  -100 > $1184 // int > $ 
jf @HARD3_4093 
$1155 -= 1 // $ -= int 

:HARD3_4093
if or
00E1:   player 0 pressed_button 11 
  $1184 > 100 // $ > int 
jf @HARD3_4124 
$1155 += 1 // $ += int 

:HARD3_4124
if 
  0 > $1155 // int > $ 
jf @HARD3_4149 
$1155 = 5 // $ = int 

:HARD3_4149
if 
  $1155 > 5 // $ > int 
jf @HARD3_4174 
$1155 = 0 // $ = int 

:HARD3_4174
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4381 

:HARD3_4191
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4219 
wait 0 
jump @HARD3_4191 

:HARD3_4219
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4381 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4333 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @HARD3_4295 
0055: put_player $PLAYER_CHAR at $838 $839 $840 

:HARD3_4295
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @HARD3_4333 
0055: put_player $PLAYER_CHAR at $841 $842 $843 

:HARD3_4333
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4363 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Player.CanMove($PLAYER_CHAR, True)

:HARD3_4363
05AA: set_is_in_ammunation_button_icon 0 // vcmobile opcodes 
$1484 = 0 // $ = int 
$1153 = 1 // $ = int 

:HARD3_4381
return 

:HARD3_4383
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $1184 $1185 $1186 $1187 
if or
00E1:   player 0 pressed_button 10 
  -100 > $1184 // int > $ 
jf @HARD3_4440 
$1155 -= 1 // $ -= int 

:HARD3_4440
if or
00E1:   player 0 pressed_button 11 
  $1184 > 100 // $ > int 
jf @HARD3_4471 
$1155 += 1 // $ += int 

:HARD3_4471
if 
  0 > $1155 // int > $ 
jf @HARD3_4496 
$1155 = 4 // $ = int 

:HARD3_4496
if 
  $1155 > 4 // $ > int 
jf @HARD3_4521 
$1155 = 0 // $ = int 

:HARD3_4521
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4766 

:HARD3_4538
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4566 
wait 0 
jump @HARD3_4538 

:HARD3_4566
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4766 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4718 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @HARD3_4642 
0055: put_player $PLAYER_CHAR at $844 $845 $846 

:HARD3_4642
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @HARD3_4680 
0055: put_player $PLAYER_CHAR at $847 $848 $849 

:HARD3_4680
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @HARD3_4718 
0055: put_player $PLAYER_CHAR at $850 $851 $852 

:HARD3_4718
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_4748 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Player.CanMove($PLAYER_CHAR, True)

:HARD3_4748
05AA: set_is_in_ammunation_button_icon 0 // vcmobile opcodes 
$1484 = 0 // $ = int 
$1154 = 1 // $ = int 

:HARD3_4766
return 

:HARD3_4768
if 
  $1150 == 0 // $ == int 
jf @HARD3_4793 
$1150 = 1 // $ = int 

:HARD3_4793
return 

:HARD3_4795
if 
  $1150 == 0 // $ == int 
jf @HARD3_4820 
$1150 = 1 // $ = int 

:HARD3_4820
return 

:HARD3_4822
wait 1500 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_5040 
if 
   not Actor.Dead($1157)
jf @HARD3_5040 
0243: set_actor $1157 ped_stats_to 16 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @HARD3_4916 
if 
   Model.Available(#INGRAMSL)
jf @HARD3_4916 
01B2: give_actor $1157 weapon 24 ammo 9999 // Load the weapon model before using this 

:HARD3_4916
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @HARD3_4966 
if 
   Model.Available(#UZI)
jf @HARD3_4966 
01B2: give_actor $1157 weapon 23 ammo 9999 // Load the weapon model before using this 

:HARD3_4966
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @HARD3_5016 
if 
   Model.Available(#PYTHON)
jf @HARD3_5016 
01B2: give_actor $1157 weapon 18 ammo 9999 // Load the weapon model before using this 

:HARD3_5016
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_5040 
022D: set_actor $1157 to_look_at_player $PLAYER_CHAR 

:HARD3_5040
return 

:HARD3_5042
$1153 = 0 // $ = int 
$1155 = 0 // $ = int 
$1150 = 0 // $ = int 
$1166 = 0 // $ = int 
03E6: remove_text_box 
return 

:HARD3_5074
if and
   Actor.Dead($1157)
  $1161 > 30000 // $ > int 
jf @HARD3_5103 
01BD: $1164 = current_time_in_ms 

:HARD3_5103
Actor.DestroyInstantly($1157)
0296: unload_special_actor 21 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_5135 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)

:HARD3_5135
Object.Destroy($1193)
Object.Destroy($1194)
Object.Destroy($1195)
Object.Destroy($1196)
Object.Destroy($1197)
Object.Destroy($1198)
Object.Destroy($1199)
$1148 = 0 // $ = int 
$1146 = 0 // $ = int 
$1170 = 0 // $ = int 
018E: stop_sound $1169 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HARD3_5220 
$1164 = -30000 // $ = int 

:HARD3_5220
return 

:HARD3_5222
if 
   not Actor.Dead($1158)
jf @HARD3_5281 
0243: set_actor $1158 ped_stats_to 16 
01ED: clear_actor $1158 threat_search 
0350: set_actor $1158 maintain_position_when_attacked 1 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_5281 
022D: set_actor $1158 to_look_at_player $PLAYER_CHAR 

:HARD3_5281
return 

:HARD3_5283
$1154 = 0 // $ = int 
$1155 = 0 // $ = int 
$1150 = 0 // $ = int 
$1166 = 0 // $ = int 
03E6: remove_text_box 
return 

:HARD3_5315
if or
   Actor.Dead($1158)
  $1149 == 1 // $ == int 
jf @HARD3_5364 
if 
  $1162 > 60000 // $ > int 
jf @HARD3_5364 
01BD: $1165 = current_time_in_ms 

:HARD3_5364
Actor.DestroyInstantly($1158)
Object.Destroy($1179)
Object.Destroy($1180)
Object.Destroy($1181)
Object.Destroy($1182)
Object.Destroy($1183)
0296: unload_special_actor 16 
if 
   Player.Defined($PLAYER_CHAR)
jf @HARD3_5421 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)

:HARD3_5421
$1844 = 0 // $ = int 
$1845 = 0 // $ = int 
$1846 = 0 // $ = int 
$1847 = 0 // $ = int 
$1149 = 0 // $ = int 
$1147 = 0 // $ = int 
$1170 = 0 // $ = int 
$1168 = 0 // $ = int 
018E: stop_sound $1169 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HARD3_5508 
$1165 = -60000 // $ = int 

:HARD3_5508
return 

:HARD3_5510
023C: load_special_actor 21 'SAM' 

:HARD3_5522
if 
823D:   not special_actor 21 loaded 
jf @HARD3_5560 
wait 0 
023C: load_special_actor 21 'SAM' 
jump @HARD3_5522 

:HARD3_5560
01BD: $1163 = current_time_in_ms 
Actor.DestroyInstantly($1157)
return 

:HARD3_5572
023C: load_special_actor 16 'S_KEEP' 

:HARD3_5584
if 
823D:   not special_actor 16 loaded 
jf @HARD3_5622 
wait 0 
023C: load_special_actor 16 'S_KEEP' 
jump @HARD3_5584 

:HARD3_5622
01BD: $1163 = current_time_in_ms 
Actor.DestroyInstantly($1158)
return 

:HARD3_5634
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1173 ammo $1156 model $1174 
01B8: set_player $PLAYER_CHAR armed_weapon_to $1173 
if 
84A3:   not  $1173 == 0 // == constant 
jf @HARD3_5694 
01E5: text_1number_highpriority 'HELP54' $1189 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:HARD3_5694
return 

:HARD3_5696
if 
  $1156 > 0 // $ > int 
jf @HARD3_5722 
01B8: set_player $PLAYER_CHAR armed_weapon_to $1173 

:HARD3_5722
return 

:HARD3_5724
if and
00F5:   player $PLAYER_CHAR 0 $844 $845 $846 radius 35.0 35.0 30.0 
  $1190 == 0 // $ == int 
jf @HARD3_5791 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1190 = 1 // $ = int 

:HARD3_5791
if and
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
  $1191 == 0 // $ == int 
jf @HARD3_5864 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1191 = 1 // $ = int 

:HARD3_5864
if and
00F5:   player $PLAYER_CHAR 0 $850 $851 $852 radius 35.0 35.0 20.0 
  $1192 == 0 // $ == int 
jf @HARD3_5931 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1192 = 1 // $ = int 

:HARD3_5931
return 

:SECURE
$1216 = 0 // $ = int 
$1219 = 0 // $ = int 
$1220 = 0 // $ = int 
$1215 = 0 // $ = int 
$1263 = 0 // $ = int 
$1217 = 0 // $ = int 
$1218 = 0 // $ = int 
$1264 = 0 // $ = int 
$1265 = 0 // $ = int 
$1235 = 0 // $ = int 
$1221 = 0 // $ = int 
$1285 = 0.0 // $ = float 
$1283 = -1436.0 // $ = float 
$1284 = -805.0 // $ = float 
$1287 = 0 // $ = int 
script_name 'SECURE' 
set_wb_check_to 0 
start_new_script @SECURI 
terminate_this_script 

:SECURI
script_name 'SECURI' 
jump @SECURI_347 
032B: $1245 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1246 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1247 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1248 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1249 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1250 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1251 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1252 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
032B: $1253 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 
Actor.Create($1213, 4, #GDA, $1257, $1258, $1259)
Actor.Create($1214, 4, #GDA, $1257, $1258, $1259)

:SECURI_347
wait 0 
$1287 += 1 // $ += int 
if 
   Player.Defined($PLAYER_CHAR)
jf @SECURI_1703 
01FA: $1266 = rampage_status 
if 
   not $1266 == 1 // $ == int 
jf @SECURI_1696 
if 
  $1287 == 1 // $ == int 
jf @SECURI_1696 
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @SECURI_1576 
$1219 = 1 // $ = int 
$1254 = 95.0 // $ = float 
$1255 = 267.7 // $ = float 
$1256 = 21.0 // $ = float 
0086: $1273 = $1254 // $ = $ float 
0086: $1274 = $1255 // $ = $ float 
0086: $1275 = $1256 // $ = $ float 
0086: $1276 = $1254 // $ = $ float 
0086: $1277 = $1255 // $ = $ float 
0086: $1278 = $1256 // $ = $ float 
$1278 += 1.0 // $ += float 
$1267 = 99.0 // $ = float 
$1268 = 257.0 // $ = float 
$1269 = 24.4 // $ = float 
$1270 = 90.3 // $ = float 
$1271 = 277.6 // $ = float 
$1272 = 24.5 // $ = float 
$1257 = 91.1 // $ = float 
$1258 = 270.0 // $ = float 
$1259 = 21.8 // $ = float 
$1260 = 95.8 // $ = float 
$1261 = 271.5 // $ = float 
$1262 = 21.8 // $ = float 
if 
00F5:   player $PLAYER_CHAR 0 $1254 $1255 $1256 radius 8.0 8.0 3.0 
jf @SECURI_954 
0054: store_player $PLAYER_CHAR position_to $1280 $1281 $1282 
if 
0024:   $1255 > $1281 // $ > $ float 
jf @SECURI_797 
if 
  $1263 == 0 // $ == int 
jf @SECURI_797 
Camera.SetPosition($1267, $1268, $1269, 0.0, 0.0, 0.0)
Camera.PointAt($1273, $1274, $1275, 2)
04C7: toggle_camera_green_scanlines 1 
$1263 = 1 // $ = int 

:SECURI_797
if 
0024:   $1281 > $1255 // $ > $ float 
jf @SECURI_884 
if 
  $1263 == 0 // $ == int 
jf @SECURI_884 
Camera.SetPosition($1270, $1271, $1272, 0.0, 0.0, 0.0)
Camera.PointAt($1273, $1274, $1275, 2)
04C7: toggle_camera_green_scanlines 1 
$1263 = 2 // $ = int 

:SECURI_884
if 
00F5:   player $PLAYER_CHAR 0 $1254 $1255 $1256 radius 1.0 1.0 1.5 
jf @SECURI_947 
SECURI_2758()
SECURI_2999()
SECURI_4164()

:SECURI_947
jump @SECURI_1127 

:SECURI_954
if 
   not $1263 == 0 // $ == int 
jf @SECURI_1127 
0170: $1279 = player $PLAYER_CHAR z_angle 
if 
  $1263 == 1 // $ == int 
jf @SECURI_1050 
if and
  $1279 > 155.0 // $ > float 
  245.0 > $1279 // float > $ 
jf @SECURI_1044 
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
jump @SECURI_1050 

:SECURI_1044
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 

:SECURI_1050
if 
  $1263 == 2 // $ == int 
jf @SECURI_1120 
if or
  $1279 > 290.0 // $ > float 
  110.0 > $1279 // float > $ 
jf @SECURI_1114 
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
jump @SECURI_1120 

:SECURI_1114
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 

:SECURI_1120
$1263 = 0 // $ = int 

:SECURI_1127
if 
  $1215 == 1 // $ == int 
jf @SECURI_1311 
if 
   not Actor.Dead($1213)
jf @SECURI_1200 
if 
8184:   not actor $1213 health > 90 
jf @SECURI_1193 
SECURI_4205()
SECURI_4286()

:SECURI_1193
jump @SECURI_1212 

:SECURI_1200
Actor.RemoveReferences($1213)
SECURI_4286()

:SECURI_1212
if 
   not Actor.Dead($1214)
jf @SECURI_1267 
if 
8184:   not actor $1214 health > 90 
jf @SECURI_1260 
SECURI_4205()
SECURI_4286()

:SECURI_1260
jump @SECURI_1279 

:SECURI_1267
Actor.RemoveReferences($1214)
SECURI_4205()

:SECURI_1279
if 
  $1265 == 1 // $ == int 
jf @SECURI_1311 
SECURI_4205()
SECURI_4286()

:SECURI_1311
if 
  $1215 == 0 // $ == int 
jf @SECURI_1569 
$400 = 0.0 // $ = float 
$1264 = 0 // $ = int 
02CE: $400 = ground_z $1257 $1258 50.0 
if 
   not $400 == 0.0 // $ == float 
jf @SECURI_1569 
if 
   Model.Available(#GDA)
jf @SECURI_1405 
$1264 = 1 // $ = int 

:SECURI_1405
if 
  $1264 == 0 // $ == int 
jf @SECURI_1453 
Model.Load(#GDA)

:SECURI_1427
if 
   not Model.Available(#GDA)
jf @SECURI_1453 
wait 0 
jump @SECURI_1427 

:SECURI_1453
Actor.Create($1213, 4, #GDA, $1257, $1258, $1259)
0243: set_actor $1213 ped_stats_to 16 
Actor.Angle($1213) = 300.0
009F: set_actor $1213 idle 
Actor.Create($1214, 4, #GDA, $1260, $1261, $1262)
0243: set_actor $1214 ped_stats_to 16 
Actor.Angle($1214) = 130.0
009F: set_actor $1214 idle 
if 
  $1264 == 0 // $ == int 
jf @SECURI_1555 
Model.Destroy(#GDA)

:SECURI_1555
$1264 = 0 // $ = int 
$1215 = 1 // $ = int 

:SECURI_1569
jump @SECURI_1696 

:SECURI_1576
if 
  $1219 == 1 // $ == int 
jf @SECURI_1689 
if 
  $1215 == 1 // $ == int 
jf @SECURI_1675 
if 
   not Actor.Dead($1213)
jf @SECURI_1633 
Actor.RemoveReferences($1213)

:SECURI_1633
if 
   not Actor.Dead($1214)
jf @SECURI_1654 
Actor.RemoveReferences($1214)

:SECURI_1654
$1215 = 0 // $ = int 
$1217 = 0 // $ = int 
$1218 = 0 // $ = int 

:SECURI_1675
SECURI_4124()
$1219 = 0 // $ = int 

:SECURI_1689
$1221 = 0 // $ = int 

:SECURI_1696
jump @SECURI_1710 

:SECURI_1703
SECURI_4124()

:SECURI_1710
if 
   Player.Defined($PLAYER_CHAR)
jf @SECURI_2191 
01FA: $1266 = rampage_status 
if 
   not $1266 == 1 // $ == int 
jf @SECURI_2184 
if 
  $1287 == 2 // $ == int 
jf @SECURI_2184 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @SECURI_2115 
$1219 = 2 // $ = int 
$1254 = -1464.1 // $ = float 
$1255 = -830.6 // $ = float 
$1256 = 13.9 // $ = float 
0086: $1278 = $1256 // $ = $ float 
$1278 += 1.0 // $ += float 
if 
00F5:   player $PLAYER_CHAR 0 $1254 $1255 $1256 radius 1.0 1.0 1.5 
jf @SECURI_1941 
if 
  $1220 == 2 // $ == int 
jf @SECURI_1913 
$1221 = 0 // $ = int 

:SECURI_1913
$1220 = 1 // $ = int 
SECURI_2758()
SECURI_2999()
SECURI_4164()

:SECURI_1941
$1254 = -1408.3 // $ = float 
$1255 = -831.5 // $ = float 
$1256 = 13.9 // $ = float 
0086: $1278 = $1256 // $ = $ float 
$1278 += 1.0 // $ += float 
if 
00F5:   player $PLAYER_CHAR 0 $1254 $1255 $1256 radius 1.0 1.0 1.5 
jf @SECURI_2084 
if 
  $1220 == 1 // $ == int 
jf @SECURI_2056 
$1221 = 0 // $ = int 

:SECURI_2056
$1220 = 2 // $ = int 
SECURI_2758()
SECURI_2999()
SECURI_4164()

:SECURI_2084
if 
  $1265 == 1 // $ == int 
jf @SECURI_2108 
03F1: pedtype 11 add_threat 1 

:SECURI_2108
jump @SECURI_2184 

:SECURI_2115
if 
  $1219 == 2 // $ == int 
jf @SECURI_2177 
SECURI_4124()
03F2: pedtype 11 remove_threat 1 
$1265 = 0 // $ = int 
$1285 = 0.0 // $ = float 
$1220 = 0 // $ = int 
$1219 = 0 // $ = int 

:SECURI_2177
$1221 = 0 // $ = int 

:SECURI_2184
jump @SECURI_2198 

:SECURI_2191
SECURI_4124()

:SECURI_2198
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 // $ == int 
jf @SECURI_2342 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @SECURI_2342 
if 
  $1291 == 1 // $ == int 
jf @SECURI_2342 
if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER6' 
jf @SECURI_2342 
if 
80F5:   not player $PLAYER_CHAR 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0 
jf @SECURI_2342 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:SECURI_2342
if 
   Player.Defined($PLAYER_CHAR)
jf @SECURI_2726 
if or
   Player.InZone($PLAYER_CHAR, 'GOLF1')
   Player.InZone($PLAYER_CHAR, 'GOLF2')
jf @SECURI_2605 
if 
  $1235 == 0 // $ == int 
jf @SECURI_2598 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @SECURI_2591 

:SECURI_2591
$1235 = 1 // $ = int 

:SECURI_2598
jump @SECURI_2726 

:SECURI_2605
if 
  $1235 == 1 // $ == int 
jf @SECURI_2726 
$1235 = 0 // $ = int 

:SECURI_2726
if 
  $1287 > 1 // $ > int 
jf @SECURI_2751 
$1287 = 0 // $ = int 

:SECURI_2751
jump @SECURI_347 

:SECURI_2758
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1232 ammo $1236 model $1223 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1233 ammo $1237 model $1224 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1234 ammo $1238 model $1225 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1234 ammo $1239 model $1226 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1234 ammo $1240 model $1227 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1234 ammo $1241 model $1228 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1234 ammo $1242 model $1229 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1234 ammo $1243 model $1230 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1234 ammo $1244 model $1231 
03B8: clear_weapons_from_player $PLAYER_CHAR 
if 
  $1219 == 1 // $ == int 
jf @SECURI_2983 
if 
  $1223 > 0 // $ > int 
jf @SECURI_2954 
01B1: give_player $PLAYER_CHAR weapon $1232 ammo $1236 // Load the weapon model before using this 

:SECURI_2954
if 
  $1224 > 0 // $ > int 
jf @SECURI_2983 
01B1: give_player $PLAYER_CHAR weapon $1233 ammo $1237 // Load the weapon model before using this 

:SECURI_2983
$1221 = 0 // $ = int 
$1222 = 0 // $ = int 
return 

:SECURI_2999
if 
  $1219 == 2 // $ == int 
jf @SECURI_3121 
if 
  $1223 > 0 // $ > int 
jf @SECURI_3069 
Pickup.Destroy($1245)
SECURI_3487()
032B: $1245 = create_weapon_pickup $1223 3 ammo $1236 at $1276 $1277 $1278 

:SECURI_3069
if 
  $1224 > 0 // $ > int 
jf @SECURI_3121 
Pickup.Destroy($1246)
SECURI_3487()
032B: $1246 = create_weapon_pickup $1224 3 ammo $1237 at $1276 $1277 $1278 

:SECURI_3121
if 
  $1225 > 0 // $ > int 
jf @SECURI_3173 
Pickup.Destroy($1247)
SECURI_3487()
032B: $1247 = create_weapon_pickup $1225 3 ammo $1238 at $1276 $1277 $1278 

:SECURI_3173
if 
  $1226 > 0 // $ > int 
jf @SECURI_3225 
Pickup.Destroy($1248)
SECURI_3487()
032B: $1248 = create_weapon_pickup $1226 3 ammo $1239 at $1276 $1277 $1278 

:SECURI_3225
if 
  $1227 > 0 // $ > int 
jf @SECURI_3277 
Pickup.Destroy($1249)
SECURI_3487()
032B: $1249 = create_weapon_pickup $1227 3 ammo $1240 at $1276 $1277 $1278 

:SECURI_3277
if 
  $1228 > 0 // $ > int 
jf @SECURI_3329 
Pickup.Destroy($1250)
SECURI_3487()
032B: $1250 = create_weapon_pickup $1228 3 ammo $1241 at $1276 $1277 $1278 

:SECURI_3329
if 
  $1229 > 0 // $ > int 
jf @SECURI_3381 
Pickup.Destroy($1251)
SECURI_3487()
032B: $1251 = create_weapon_pickup $1229 3 ammo $1242 at $1276 $1277 $1278 

:SECURI_3381
if 
  $1230 > 0 // $ > int 
jf @SECURI_3433 
Pickup.Destroy($1252)
SECURI_3487()
032B: $1252 = create_weapon_pickup $1230 3 ammo $1243 at $1276 $1277 $1278 

:SECURI_3433
if 
  $1231 > 0 // $ > int 
jf @SECURI_3485 
Pickup.Destroy($1253)
SECURI_3487()
032B: $1253 = create_weapon_pickup $1231 3 ammo $1244 at $1276 $1277 $1278 

:SECURI_3485
return 

:SECURI_3487
wait 0 
$1221 += 1 // $ += int 
if 
  $1219 == 1 // $ == int 
jf @SECURI_3827 
if 
  $1221 > 1 // $ > int 
jf @SECURI_3791 
if 
  $1222 == 4 // $ == int 
jf @SECURI_3579 
$1276 += 3.7 // $ += float 
$1277 += 1.5 // $ += float 
$1222 += 1 // $ += int 

:SECURI_3579
if 
  $1222 == 3 // $ == int 
jf @SECURI_3624 
$1277 -= 1.85 // $ -= float 
$1276 += 0.75 // $ += float 
$1222 += 1 // $ += int 

:SECURI_3624
if 
  $1222 == 2 // $ == int 
jf @SECURI_3669 
$1276 -= 3.7 // $ -= float 
$1277 -= 1.5 // $ -= float 
$1222 += 1 // $ += int 

:SECURI_3669
if 
  $1222 == 1 // $ == int 
jf @SECURI_3714 
$1277 -= 1.85 // $ -= float 
$1276 += 0.75 // $ += float 
$1222 += 1 // $ += int 

:SECURI_3714
if 
  $1222 == 0 // $ == int 
jf @SECURI_3759 
$1276 += 3.7 // $ += float 
$1277 += 1.5 // $ += float 
$1222 += 1 // $ += int 

:SECURI_3759
if 
  $1222 > 4 // $ > int 
jf @SECURI_3784 
$1222 = 0 // $ = int 

:SECURI_3784
jump @SECURI_3827 

:SECURI_3791
0086: $1276 = $1254 // $ = $ float 
$1276 -= 1.4 // $ -= float 
0086: $1277 = $1255 // $ = $ float 
$1277 -= 2.6 // $ -= float 

:SECURI_3827
if 
  $1219 == 2 // $ == int 
jf @SECURI_4039 
if 
  $1220 == 1 // $ == int 
jf @SECURI_3880 
$1286 = -5.0 // $ = float 
jump @SECURI_3890 

:SECURI_3880
$1286 = 5.0 // $ = float 

:SECURI_3890
if 
  $1221 > 1 // $ > int 
jf @SECURI_3969 
if 
  10 > $1222 // int > $ 
jf @SECURI_3955 
0059: $1285 += $1286 // $ += $ float 
SECURI_4070()
$1222 += 1 // $ += int 
jump @SECURI_3962 

:SECURI_3955
$1222 = 0 // $ = int 

:SECURI_3962
jump @SECURI_4039 

:SECURI_3969
if 
  $1220 == 1 // $ == int 
jf @SECURI_4004 
$1285 = 220.0 // $ = float 
SECURI_4070()

:SECURI_4004
if 
  $1220 == 2 // $ == int 
jf @SECURI_4039 
$1285 = 140.0 // $ = float 
SECURI_4070()

:SECURI_4039
if 
048C:   pickup_at $1276 $1277 $1278 available_or_will_respawn 
jf @SECURI_4068 
jump @SECURI_3487 

:SECURI_4068
return 

:SECURI_4070
02F6: $1276 = sine $1285 // float 
$1276 *= 34.5 // $ *= float 
0059: $1276 += $1283 // $ += $ float 
02F7: $1277 = cosine $1285 // float 
$1277 *= 34.5 // $ *= float 
0059: $1277 += $1284 // $ += $ float 
return 

:SECURI_4124
if 
  $1263 > 0 // $ > int 
jf @SECURI_4144 
Camera.Restore_WithJumpCut

:SECURI_4144
04C7: toggle_camera_green_scanlines 0 
$1265 = 0 // $ = int 
$1216 = 0 // $ = int 
return 

:SECURI_4164
if 
   Player.Defined($PLAYER_CHAR)
jf @SECURI_4203 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SECURI_4203 
$1265 = 1 // $ = int 

:SECURI_4203
return 

:SECURI_4205
if 
   not Actor.Dead($1213)
jf @SECURI_4284 
if 
   Player.Defined($PLAYER_CHAR)
jf @SECURI_4284 
01CC: actor $1213 kill_player $PLAYER_CHAR 
if and
  $1217 == 0 // $ == int 
   Model.Available(#NITESTICK)
jf @SECURI_4284 
01B2: give_actor $1213 weapon 4 ammo 0 // Load the weapon model before using this 
$1217 = 1 // $ = int 

:SECURI_4284
return 

:SECURI_4286
if 
   not Actor.Dead($1214)
jf @SECURI_4360 
if 
   Player.Defined($PLAYER_CHAR)
jf @SECURI_4360 
01CC: actor $1214 kill_player $PLAYER_CHAR 
if 
  $1218 == 0 // $ == int 
jf @SECURI_4360 
01B2: give_actor $1214 weapon 4 ammo 0 // Load the weapon model before using this 
$1218 = 1 // $ = int 

:SECURI_4360
return 

:INTERIO
$1288 = 0 // $ = int 
$1299 = 0 // $ = int 
$1301 = 0 // $ = int 
$1304 = 0 // $ = int 
$1297 = 0 // $ = int 
$1298 = 0 // $ = int 
$1300 = 0 // $ = int 
$1306 = 0 // $ = int 
$1307 = 0 // $ = int 
$1392 = 0 // $ = int 
$1292 = 0 // $ = int 
$1291 = 0 // $ = int 
$1293 = 0 // $ = int 
$1295 = 0 // $ = int 
$1290 = 0 // $ = int 
$1289 = 0 // $ = int 
$1294 = 0 // $ = int 
$1305 = 0 // $ = int 
$1310 = 0 // $ = int 
$1309 = 0 // $ = int 
$1313 = 0 // $ = int 
$1312 = 0 // $ = int 
$1315 = 0 // $ = int 
$1316 = 0 // $ = int 
$1318 = 0 // $ = int 
$1337 = 0 // $ = int 
$1332 = 0 // $ = int 
$1376 = 0 // $ = int 
$1303 = 0 // $ = int 
$1338 = 0 // $ = int 
$1343 = 0 // $ = int 
$1344 = 0 // $ = int 
$1390 = 0 // $ = int 
$1391 = 0 // $ = int 
$1393 = 0 // $ = int 
$1405 = 9.0 // $ = float 
$1406 = 0.0 // $ = float 
$1407 = 0.0 // $ = float 
$1394 = 0 // $ = int 
$1396 = 0 // $ = int 
$1397 = 0 // $ = int 
$1398 = 0 // $ = int 
$1400 = 0 // $ = int 
$1399 = 0 // $ = int 
$1402 = 0 // $ = int 
$1388 = 0 // $ = int 
script_name 'INTERIO' 
set_wb_check_to 0 
start_new_script @SHIT 
terminate_this_script 

:SHIT
$1296 = 0 // $ = int 
script_name 'SHIT' 
jump @SHIT_116 
Object.Init($1311, #STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
Object.Init($1317, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.Init($1314, #COP_DR_CLOSED, 396.545, -472.883, 12.6)
Object.Init($2191, #STRPBCKDRCLSD, 68.988, -1444.242, 10.727)

:SHIT_116
wait 0 
$1399 += 1 // $ += int 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1969 
$1398 = 0 // $ = int 
if 
  $1399 == 1 // $ == int 
jf @SHIT_1962 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
  $1388 == 1 // $ == int 
jf @SHIT_1962 
if 
  $1303 == 1 // $ == int 
jf @SHIT_1962 
if 
  $ONMISSION == 0 // $ == int 
jf @SHIT_307 
if 
  $1310 == 0 // $ == int 
jf @SHIT_300 
Object.Destroy($1311)
Object.Init($1311, #STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1311)
$1310 = 1 // $ = int 
$1309 = 0 // $ = int 

:SHIT_300
jump @SHIT_372 

:SHIT_307
if 
  $1309 == 0 // $ == int 
jf @SHIT_372 
Object.Destroy($1311)
Object.Init($1311, #STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1311)
$1309 = 1 // $ = int 
$1310 = 0 // $ = int 

:SHIT_372
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1962 
if and
  $1306 == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @SHIT_965 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_510 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_503 
if 
01AF:   car $1308 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
jf @SHIT_503 
0409: blow_up_rc_buggy 

:SHIT_503
jump @SHIT_965 

:SHIT_510
if 
00F5:   player $PLAYER_CHAR 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
jf @SHIT_965 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_594 
jump @SHIT_116 

:SHIT_594
$1306 = 1 // $ = int 
00BA: text_styled 'STRIP' 3000 ms 2  // The 'Pole Position Club'
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_696 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_696 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car 
Car.Destroy($1308)

:SHIT_696
if 
059A:   australian_game 
jf @SHIT_858 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1377 ammo $1236 model $1223 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1378 ammo $1237 model $1224 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1379 ammo $1238 model $1225 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1380 ammo $1239 model $1226 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1381 ammo $1240 model $1227 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1382 ammo $1241 model $1228 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1383 ammo $1242 model $1229 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1384 ammo $1243 model $1230 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1385 ammo $1244 model $1231 
03B8: clear_weapons_from_player $PLAYER_CHAR 

:SHIT_858
if 
  $1296 == 0 // $ == int 
jf @SHIT_951 
select_interior 5 
Camera.SetAtPos(91.2, -1460.9, 10.6)
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 40.0 
04F9: set_extra_colors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
jump @SHIT_958 

:SHIT_951
jump @SHIT_116 

:SHIT_958
SHIT_16158()

:SHIT_965
if 
  $1306 == 1 // $ == int 
jf @SHIT_1962 
if 
00F5:   player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 
jf @SHIT_1962 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @SHIT_1054 
jump @SHIT_116 

:SHIT_1054
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_1948 
$1306 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 97.7 -1472.2 10.5 range 1.0 
Camera.SetAtPos(97.7, -1472.2, 10.5)
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
if 
059A:   australian_game 
jf @SHIT_1941 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1277 
0084: $1387 = $1223 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1270 
01B1: give_player $PLAYER_CHAR weapon $1377 ammo $1236 // Load the weapon model before using this 

:SHIT_1270
SHIT_25507()

:SHIT_1277
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1360 
0084: $1387 = $1224 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1353 
01B1: give_player $PLAYER_CHAR weapon $1378 ammo $1237 // Load the weapon model before using this 

:SHIT_1353
SHIT_25507()

:SHIT_1360
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1443 
0084: $1387 = $1225 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1436 
01B1: give_player $PLAYER_CHAR weapon $1379 ammo $1238 // Load the weapon model before using this 

:SHIT_1436
SHIT_25507()

:SHIT_1443
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1526 
0084: $1387 = $1226 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1519 
01B1: give_player $PLAYER_CHAR weapon $1380 ammo $1239 // Load the weapon model before using this 

:SHIT_1519
SHIT_25507()

:SHIT_1526
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1609 
0084: $1387 = $1227 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1602 
01B1: give_player $PLAYER_CHAR weapon $1381 ammo $1240 // Load the weapon model before using this 

:SHIT_1602
SHIT_25507()

:SHIT_1609
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1692 
0084: $1387 = $1228 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1685 
01B1: give_player $PLAYER_CHAR weapon $1382 ammo $1241 // Load the weapon model before using this 

:SHIT_1685
SHIT_25507()

:SHIT_1692
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1775 
0084: $1387 = $1229 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1768 
01B1: give_player $PLAYER_CHAR weapon $1383 ammo $1242 // Load the weapon model before using this 

:SHIT_1768
SHIT_25507()

:SHIT_1775
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1858 
0084: $1387 = $1230 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1851 
01B1: give_player $PLAYER_CHAR weapon $1384 ammo $1243 // Load the weapon model before using this 

:SHIT_1851
SHIT_25507()

:SHIT_1858
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1386 ammo $1386 model $1387 
if 
84A3:   not  $1387 == 0 // == constant 
jf @SHIT_1941 
0084: $1387 = $1231 // $ = $ int 
SHIT_25473()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_1934 
01B1: give_player $PLAYER_CHAR weapon $1385 ammo $1244 // Load the weapon model before using this 

:SHIT_1934
SHIT_25507()

:SHIT_1941
jump @SHIT_1955 

:SHIT_1948
jump @SHIT_116 

:SHIT_1955
SHIT_16158()

:SHIT_1962
jump @SHIT_1976 

:SHIT_1969
SHIT_16373()

:SHIT_1976
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_2680 
$1398 = 0 // $ = int 
if 
  $1399 == 2 // $ == int 
jf @SHIT_2673 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
  $1388 == 1 // $ == int 
jf @SHIT_2673 
if 
  $1392 == 0 // $ == int 
jf @SHIT_2433 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_2163 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_2156 
if 
01AF:   car $1308 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 
jf @SHIT_2156 
0409: blow_up_rc_buggy 

:SHIT_2156
jump @SHIT_2433 

:SHIT_2163
if 
0057:   player $PLAYER_CHAR 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0 
jf @SHIT_2433 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_2239 
jump @SHIT_116 

:SHIT_2239
00BA: text_styled 'HOTEL' 3000 ms 2  // Ocean View
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_2326 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_2326 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car 
Car.Destroy($1308)

:SHIT_2326
if 
  $1296 == 0 // $ == int 
jf @SHIT_2419 
$1392 = 1 // $ = int 
select_interior 1 
03AD: set_rubbish 0 
Camera.SetAtPos(225.0, -1277.3, 12.0)
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: set_extra_colors 3 fade 0 
jump @SHIT_2426 

:SHIT_2419
jump @SHIT_116 

:SHIT_2426
SHIT_16158()

:SHIT_2433
if 
  $1392 == 1 // $ == int 
jf @SHIT_2673 
if 
0057:   player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 
jf @SHIT_2673 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_2527 
jump @SHIT_116 

:SHIT_2527
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_2659 
SHIT_16352()
$1392 = 0 // $ = int 
0395: clear_area 0 at 233.5 -1278.45 11.0 range 1.0 
Camera.SetAtPos(233.5, -1278.45, 11.0)
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
jump @SHIT_2666 

:SHIT_2659
jump @SHIT_116 

:SHIT_2666
SHIT_16158()

:SHIT_2673
jump @SHIT_2687 

:SHIT_2680
SHIT_16373()

:SHIT_2687
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_3388 
$1398 = 0 // $ = int 
if 
  $1399 == 1 // $ == int 
jf @SHIT_3381 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
  $1388 == 1 // $ == int 
jf @SHIT_3381 
if 
  $1294 == 0 // $ == int 
jf @SHIT_3139 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_2874 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_2867 
if 
01AF:   car $1308 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 
jf @SHIT_2867 
0409: blow_up_rc_buggy 

:SHIT_2867
jump @SHIT_3139 

:SHIT_2874
if 
00F5:   player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 
jf @SHIT_3139 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_2987 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_2987 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car 
Car.Destroy($1308)

:SHIT_2987
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @SHIT_3010 
jump @SHIT_116 

:SHIT_3010
00BA: text_styled 'SCARF' 3000 ms 2  // Apartment 3c
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_3125 
$1294 = 1 // $ = int 
select_interior 11 
03AD: set_rubbish 0 
Camera.SetAtPos(27.19, -1327.0, 12.0)
0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 23.0 
04F9: set_extra_colors 3 fade 0 
jump @SHIT_3132 

:SHIT_3125
jump @SHIT_116 

:SHIT_3132
SHIT_16158()

:SHIT_3139
if 
  $1294 == 1 // $ == int 
jf @SHIT_3381 
if 
00F5:   player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 
jf @SHIT_3381 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_3233 
jump @SHIT_116 

:SHIT_3233
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_3367 
SHIT_16352()
$1294 = 0 // $ = int 
0395: clear_area 0 at 27.33 -1331.1 11.8 range 1.0 
Camera.SetAtPos(27.33, -1331.1, 11.8)
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8 
0171: set_player $PLAYER_CHAR z_angle_to 160.0 
03C8: set_camera_directly_before_player 
jump @SHIT_3374 

:SHIT_3367
jump @SHIT_116 

:SHIT_3374
SHIT_16158()

:SHIT_3381
jump @SHIT_3395 

:SHIT_3388
SHIT_16373()

:SHIT_3395
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_4684 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
  $1388 == 1 // $ == int 
jf @SHIT_4677 
if 
  $1399 == 1 // $ == int 
jf @SHIT_4677 
if or
  $ONMISSION == 0 // $ == int 
  $1301 == 1 // $ == int 
  $1304 == 1 // $ == int 
jf @SHIT_3571 
if 
  $1313 == 0 // $ == int 
jf @SHIT_3564 
Object.Destroy($1314)
Object.Init($1314, #COP_DR_OPEN, 396.458, -473.047, 12.6)
Object.RemoveFromMissionCleanupList($1314)
$1313 = 1 // $ = int 
$1312 = 0 // $ = int 

:SHIT_3564
jump @SHIT_3636 

:SHIT_3571
if 
  $1312 == 0 // $ == int 
jf @SHIT_3636 
Object.Destroy($1314)
Object.Init($1314, #COP_DR_CLOSED, 396.545, -472.883, 12.6)
Object.RemoveFromMissionCleanupList($1314)
$1312 = 1 // $ = int 
$1313 = 0 // $ = int 

:SHIT_3636
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_4677 
if or
  $ONMISSION == 0 // $ == int 
  $1301 == 1 // $ == int 
  $1304 == 1 // $ == int 
jf @SHIT_4250 
if 
  $1291 == 0 // $ == int 
jf @SHIT_4250 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_3799 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_3792 
if 
01AF:   car $1308 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 
jf @SHIT_3792 
0409: blow_up_rc_buggy 

:SHIT_3792
jump @SHIT_4250 

:SHIT_3799
if 
02B3:   player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 
jf @SHIT_4250 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_3880 
jump @SHIT_116 

:SHIT_3880
00BA: text_styled 'POL_HQ' 3000 ms 2  // VCPD HQ
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_3967 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_3967 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car 
Car.Destroy($1308)

:SHIT_3967
if 
  $1296 == 0 // $ == int 
jf @SHIT_4236 
select_interior 12 
$1291 = 1 // $ = int 
if 
  $1301 == 0 // $ == int 
jf @SHIT_4172 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000 
0395: clear_area 1 at 400.0 -486.5 10.0 range 5.0 

:SHIT_4172
03AD: set_rubbish 0 
Camera.SetAtPos(393.8, -475.8, 11.4)
0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 
0171: set_player $PLAYER_CHAR z_angle_to 137.0 
04F9: set_extra_colors 5 fade 0 
jump @SHIT_4243 

:SHIT_4236
jump @SHIT_116 

:SHIT_4243
SHIT_16158()

:SHIT_4250
if 
  $1291 == 1 // $ == int 
jf @SHIT_4677 
if 
02B3:   player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 
jf @SHIT_4677 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_4349 
jump @SHIT_116 

:SHIT_4349
00BA: text_styled 'BEACH2' 3000 ms 2  // Washington Beach
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_4663 
SHIT_16352()
0395: clear_area 0 at 399.38 -468.6 10.7 range 1.0 
$1291 = 0 // $ = int 
if 
  $1301 == 0 // $ == int 
jf @SHIT_4609 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 

:SHIT_4609
Camera.SetAtPos(399.38, -468.6, 10.7)
0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 330.0 
jump @SHIT_4670 

:SHIT_4663
jump @SHIT_116 

:SHIT_4670
SHIT_16158()

:SHIT_4677
jump @SHIT_4691 

:SHIT_4684
SHIT_16373()

:SHIT_4691
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_6301 
$1398 = 0 // $ = int 
if 
  $1399 == 1 // $ == int 
jf @SHIT_6294 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_6287 
if 
  $ONMISSION == 0 // $ == int 
jf @SHIT_5382 
if 
  $1290 == 0 // $ == int 
jf @SHIT_5303 
$400 = 0.0 // $ = float 
02CE: $400 = ground_z 492.5 -76.17 10.5 
if 
  $400 > 0.0 // $ > float 
jf @SHIT_5134 
if 
  $1343 == 0 // $ == int 
jf @SHIT_5127 
if 
80C2:   not sphere_onscreen 489.6 -79.8 10.5 2.0 
jf @SHIT_5127 
if 
80C2:   not sphere_onscreen 492.5 -76.17 10.5 2.0 
jf @SHIT_5127 
023C: load_special_actor 15 'BGB' 

:SHIT_4946
if 
823D:   not special_actor 15 loaded 
jf @SHIT_4984 
wait 0 
023C: load_special_actor 15 'BGB' 
jump @SHIT_4946 

:SHIT_4984
Actor.Create($1341, 4, #SPECIAL15, 489.6, -79.8, 10.5)
Actor.Angle($1341) = 225.0
0243: set_actor $1341 ped_stats_to 30 
Actor.Health($1341) = 200
01ED: clear_actor $1341 threat_search 
0291: set_actor $1341 heed_threats 1 
0243: set_actor $1341 ped_stats_to 11 
Actor.Create($1342, 4, #SPECIAL15, 492.5, -76.17, 10.5)
Actor.Angle($1342) = 225.0
0243: set_actor $1342 ped_stats_to 30 
Actor.Health($1342) = 200
01ED: clear_actor $1342 threat_search 
0291: set_actor $1342 heed_threats 1 
0243: set_actor $1342 ped_stats_to 11 
$1343 = 1 // $ = int 

:SHIT_5127
jump @SHIT_5141 

:SHIT_5134
SHIT_25311()

:SHIT_5141
if and
  $1343 == 1 // $ == int 
  $1344 == 0 // $ == int 
jf @SHIT_5296 
if 
   not Actor.Dead($1341)
jf @SHIT_5231 
if 
8184:   not actor $1341 health > 199 
jf @SHIT_5231 
if 
   not Actor.Dead($1342)
jf @SHIT_5231 
011A: set_actor $1342 search_threat 1 
$1344 = 1 // $ = int 

:SHIT_5231
if 
   not Actor.Dead($1342)
jf @SHIT_5296 
if 
8184:   not actor $1342 health > 199 
jf @SHIT_5296 
if 
   not Actor.Dead($1341)
jf @SHIT_5296 
011A: set_actor $1341 search_threat 1 
$1344 = 1 // $ = int 

:SHIT_5296
jump @SHIT_5310 

:SHIT_5303
SHIT_25311()

:SHIT_5310
if 
  $1316 == 0 // $ == int 
jf @SHIT_5375 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1316 = 1 // $ = int 
$1315 = 0 // $ = int 

:SHIT_5375
jump @SHIT_5468 

:SHIT_5382
if and
  $1315 == 0 // $ == int 
  $1297 == 0 // $ == int 
  $1298 == 0 // $ == int 
jf @SHIT_5461 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1315 = 1 // $ = int 
$1316 = 0 // $ = int 

:SHIT_5461
SHIT_25311()

:SHIT_5468
if 
  $1300 == 0 // $ == int 
jf @SHIT_6280 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_6280 
if and
  $1290 == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @SHIT_5983 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_5624 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_5617 
if 
01AF:   car $1308 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
jf @SHIT_5617 
0409: blow_up_rc_buggy 

:SHIT_5617
jump @SHIT_5983 

:SHIT_5624
if 
00F5:   player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
jf @SHIT_5983 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_5700 
jump @SHIT_116 

:SHIT_5700
$1290 = 1 // $ = int 
00BA: text_styled 'MALIBU' 3000 ms 2  // The Malibu Club
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_5802 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_5802 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car 
Car.Destroy($1308)

:SHIT_5802
if 
  $1296 == 0 // $ == int 
jf @SHIT_5944 
select_interior 17 
03AD: set_rubbish 0 
Camera.SetAtPos(484.2, -72.5, 9.5)
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
04F9: set_extra_colors 1 fade 0 
0395: clear_area 1 at 491.0 -77.7 10.4 range 1.0 
jump @SHIT_5951 

:SHIT_5944
jump @SHIT_116 

:SHIT_5951
if and
  $1298 == 0 // $ == int 
  $1297 == 0 // $ == int 
jf @SHIT_5983 
SHIT_16158()

:SHIT_5983
if 
  $1290 == 1 // $ == int 
jf @SHIT_6280 
if 
00F5:   player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 
jf @SHIT_6280 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_6077 
jump @SHIT_116 

:SHIT_6077
if and
  $1298 == 0 // $ == int 
  $1297 == 0 // $ == int 
jf @SHIT_6124 
SHIT_15907()
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point

:SHIT_6124
if 
  $1296 == 0 // $ == int 
jf @SHIT_6266 
$1290 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 493.1 -82.4 10.8 range 1.0 
Camera.SetAtPos(493.1, -82.4, 10.8)
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
jump @SHIT_6273 

:SHIT_6266
jump @SHIT_116 

:SHIT_6273
SHIT_16158()

:SHIT_6280
jump @SHIT_6294 

:SHIT_6287
SHIT_25311()

:SHIT_6294
jump @SHIT_6308 

:SHIT_6301
SHIT_16373()

:SHIT_6308
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_7032 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
  $1388 == 1 // $ == int 
jf @SHIT_7025 
if 
  $1399 == 2 // $ == int 
jf @SHIT_7025 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_6477 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_6470 
if 
01AF:   car $1308 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
jf @SHIT_6470 
0409: blow_up_rc_buggy 

:SHIT_6470
jump @SHIT_6783 

:SHIT_6477
if 
  $1293 == 0 // $ == int 
jf @SHIT_6783 
if 
00F5:   player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
jf @SHIT_6783 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_6571 
jump @SHIT_116 

:SHIT_6571
00BA: text_styled 'UMBERTO' 3000 ms 2  // Cafe Robina
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_6658 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_6658 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car 
Car.Destroy($1308)

:SHIT_6658
if 
  $1296 == 0 // $ == int 
jf @SHIT_6769 
$1293 = 1 // $ = int 
select_interior 7 
Camera.SetAtPos(-1170.0, -611.0, 11.0)
0395: clear_area 0 at -1170.0 -611.0 11.0 range 1.0 
03AD: set_rubbish 0 
0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
jump @SHIT_6776 

:SHIT_6769
jump @SHIT_116 

:SHIT_6776
SHIT_16158()

:SHIT_6783
if 
  $1293 == 1 // $ == int 
jf @SHIT_7025 
if 
00F5:   player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 
jf @SHIT_7025 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_6877 
jump @SHIT_116 

:SHIT_6877
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_7011 
$1293 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at -1170.0 -605.0 11.0 range 1.0 
Camera.SetAtPos(-1170.0, -605.0, 11.0)
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: set_camera_directly_before_player 
jump @SHIT_7018 

:SHIT_7011
jump @SHIT_116 

:SHIT_7018
SHIT_16158()

:SHIT_7025
jump @SHIT_7039 

:SHIT_7032
SHIT_16373()

:SHIT_7039
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_7779 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_7772 
if 
  $1399 == 2 // $ == int 
jf @SHIT_7772 
if 
  $1307 == 0 // $ == int 
jf @SHIT_7485 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_7226 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_7219 
if 
01AF:   car $1308 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 
jf @SHIT_7219 
0409: blow_up_rc_buggy 

:SHIT_7219
jump @SHIT_7485 

:SHIT_7226
if 
00F5:   player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
jf @SHIT_7485 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_7310 
jump @SHIT_116 

:SHIT_7310
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_7471 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(448.3, 1030.0, 18.0)
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 
$1408 = 0.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_7478 

:SHIT_7471
jump @SHIT_116 

:SHIT_7478
SHIT_16158()

:SHIT_7485
if 
  $1307 == 1 // $ == int 
jf @SHIT_7772 
if 
00F5:   player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
jf @SHIT_7772 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_7587 
jump @SHIT_116 

:SHIT_7587
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_7758 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 449.7 992.2 17.0 range 1.0 
Camera.SetAtPos(449.7, 992.2, 17.0)
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 
$1408 = 180.0 // $ = float 
SHIT_25514()
jump @SHIT_7765 

:SHIT_7758
jump @SHIT_116 

:SHIT_7765
SHIT_16158()

:SHIT_7772
jump @SHIT_7786 

:SHIT_7779
SHIT_16373()

:SHIT_7786
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_8526 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_8519 
if 
  $1399 == 1 // $ == int 
jf @SHIT_8519 
if 
  $1307 == 0 // $ == int 
jf @SHIT_8232 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_7973 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_7966 
if 
01AF:   car $1308 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 
jf @SHIT_7966 
0409: blow_up_rc_buggy 

:SHIT_7966
jump @SHIT_8232 

:SHIT_7973
if 
00F5:   player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
jf @SHIT_8232 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_8057 
jump @SHIT_116 

:SHIT_8057
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_8218 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(380.0, 1026.4, 18.2)
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 
$1408 = 0.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_8225 

:SHIT_8218
jump @SHIT_116 

:SHIT_8225
SHIT_16158()

:SHIT_8232
if 
  $1307 == 1 // $ == int 
jf @SHIT_8519 
if 
00F5:   player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
jf @SHIT_8519 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_8334 
jump @SHIT_116 

:SHIT_8334
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_8505 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 379.3 991.4 17.2 range 1.0 
Camera.SetAtPos(379.3, 991.4, 17.2)
0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 
$1408 = 180.0 // $ = float 
SHIT_25514()
jump @SHIT_8512 

:SHIT_8505
jump @SHIT_116 

:SHIT_8512
SHIT_16158()

:SHIT_8519
jump @SHIT_8533 

:SHIT_8526
SHIT_16373()

:SHIT_8533
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_9273 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_9266 
if 
  $1399 == 1 // $ == int 
jf @SHIT_9266 
if 
  $1307 == 0 // $ == int 
jf @SHIT_8979 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_8720 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_8713 
if 
01AF:   car $1308 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 
jf @SHIT_8713 
0409: blow_up_rc_buggy 

:SHIT_8713
jump @SHIT_8979 

:SHIT_8720
if 
00F5:   player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
jf @SHIT_8979 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_8804 
jump @SHIT_116 

:SHIT_8804
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_8965 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(390.0, 1124.4, 17.5)
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 
$1408 = 270.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_8972 

:SHIT_8965
jump @SHIT_116 

:SHIT_8972
SHIT_16158()

:SHIT_8979
if 
  $1307 == 1 // $ == int 
jf @SHIT_9266 
if 
00F5:   player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
jf @SHIT_9266 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_9081 
jump @SHIT_116 

:SHIT_9081
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_9252 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 344.5 1123.5 17.0 range 1.0 
Camera.SetAtPos(344.5, 1123.5, 17.0)
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 
$1408 = 90.0 // $ = float 
SHIT_25514()
jump @SHIT_9259 

:SHIT_9252
jump @SHIT_116 

:SHIT_9259
SHIT_16158()

:SHIT_9266
jump @SHIT_9280 

:SHIT_9273
SHIT_16373()

:SHIT_9280
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_10020 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_10013 
if 
  $1399 == 2 // $ == int 
jf @SHIT_10013 
if 
  $1307 == 0 // $ == int 
jf @SHIT_9726 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_9467 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_9460 
if 
01AF:   car $1308 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 
jf @SHIT_9460 
0409: blow_up_rc_buggy 

:SHIT_9460
jump @SHIT_9726 

:SHIT_9467
if 
00F5:   player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
jf @SHIT_9726 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_9551 
jump @SHIT_116 

:SHIT_9551
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_9712 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(395.0, 1212.0, 24.4)
0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 
$1408 = 270.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_9719 

:SHIT_9712
jump @SHIT_116 

:SHIT_9719
SHIT_16158()

:SHIT_9726
if 
  $1307 == 1 // $ == int 
jf @SHIT_10013 
if 
00F5:   player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
jf @SHIT_10013 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_9828 
jump @SHIT_116 

:SHIT_9828
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_9999 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 366.0 1210.0 24.0 range 1.0 
Camera.SetAtPos(343.0, 1210.0, 24.0)
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 
$1408 = 90.0 // $ = float 
SHIT_25514()
jump @SHIT_10006 

:SHIT_9999
jump @SHIT_116 

:SHIT_10006
SHIT_16158()

:SHIT_10013
jump @SHIT_10027 

:SHIT_10020
SHIT_16373()

:SHIT_10027
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_10767 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_10760 
if 
  $1399 == 2 // $ == int 
jf @SHIT_10760 
if 
  $1307 == 0 // $ == int 
jf @SHIT_10473 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_10214 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_10207 
if 
01AF:   car $1308 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 
jf @SHIT_10207 
0409: blow_up_rc_buggy 

:SHIT_10207
jump @SHIT_10473 

:SHIT_10214
if 
00F5:   player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
jf @SHIT_10473 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_10298 
jump @SHIT_116 

:SHIT_10298
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_10459 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(385.0, 1230.7, 18.0)
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 
$1408 = 180.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_10466 

:SHIT_10459
jump @SHIT_116 

:SHIT_10466
SHIT_16158()

:SHIT_10473
if 
  $1307 == 1 // $ == int 
jf @SHIT_10760 
if 
00F5:   player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
jf @SHIT_10760 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_10575 
jump @SHIT_116 

:SHIT_10575
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_10746 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 378.0 1263.6 16.5 range 1.0 
Camera.SetAtPos(378.0, 1263.6, 16.5)
0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 
$1408 = 0.0 // $ = float 
SHIT_25514()
jump @SHIT_10753 

:SHIT_10746
jump @SHIT_116 

:SHIT_10753
SHIT_16158()

:SHIT_10760
jump @SHIT_10774 

:SHIT_10767
SHIT_16373()

:SHIT_10774
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_11514 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_11507 
if 
  $1399 == 1 // $ == int 
jf @SHIT_11507 
if 
  $1307 == 0 // $ == int 
jf @SHIT_11220 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_10961 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_10954 
if 
01AF:   car $1308 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 
jf @SHIT_10954 
0409: blow_up_rc_buggy 

:SHIT_10954
jump @SHIT_11220 

:SHIT_10961
if 
00F5:   player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
jf @SHIT_11220 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_11045 
jump @SHIT_116 

:SHIT_11045
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_11206 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(448.5, 1230.0, 18.0)
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 
$1408 = 180.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_11213 

:SHIT_11206
jump @SHIT_116 

:SHIT_11213
SHIT_16158()

:SHIT_11220
if 
  $1307 == 1 // $ == int 
jf @SHIT_11507 
if 
00F5:   player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
jf @SHIT_11507 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_11322 
jump @SHIT_116 

:SHIT_11322
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_11493 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 449.0 1263.0 16.5 range 1.0 
Camera.SetAtPos(449.0, 1263.0, 16.5)
0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 
$1408 = 0.0 // $ = float 
SHIT_25514()
jump @SHIT_11500 

:SHIT_11493
jump @SHIT_116 

:SHIT_11500
SHIT_16158()

:SHIT_11507
jump @SHIT_11521 

:SHIT_11514
SHIT_16373()

:SHIT_11521
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_12261 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1388 == 1 // $ == int 
jf @SHIT_12254 
if 
  $1399 == 2 // $ == int 
jf @SHIT_12254 
if 
  $1307 == 0 // $ == int 
jf @SHIT_11967 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_11708 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_11701 
if 
01AF:   car $1308 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 
jf @SHIT_11701 
0409: blow_up_rc_buggy 

:SHIT_11701
jump @SHIT_11967 

:SHIT_11708
if 
00F5:   player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
jf @SHIT_11967 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_11792 
jump @SHIT_116 

:SHIT_11792
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_11953 
$1307 = 1 // $ = int 
select_interior 4 
03AD: set_rubbish 0 
Camera.SetAtPos(444.4, 1123.7, 17.0)
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 
$1408 = 90.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_11960 

:SHIT_11953
jump @SHIT_116 

:SHIT_11960
SHIT_16158()

:SHIT_11967
if 
  $1307 == 1 // $ == int 
jf @SHIT_12254 
if 
00F5:   player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
jf @SHIT_12254 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_12069 
jump @SHIT_116 

:SHIT_12069
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_12240 
$1307 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at 482.0 1124.5 15.3 range 1.0 
Camera.SetAtPos(482.0, 1124.5, 15.3)
0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 
$1408 = 0.0 // $ = float 
SHIT_25514()
jump @SHIT_12247 

:SHIT_12240
jump @SHIT_116 

:SHIT_12247
SHIT_16158()

:SHIT_12254
jump @SHIT_12268 

:SHIT_12261
SHIT_16373()

:SHIT_12268
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_12936 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
  $1388 == 1 // $ == int 
jf @SHIT_12929 
if 
  $1399 == 1 // $ == int 
jf @SHIT_12929 
if 
  $1292 == 0 // $ == int 
jf @SHIT_12715 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_12455 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_12448 
if 
01AF:   car $1308 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12448 
0409: blow_up_rc_buggy 

:SHIT_12448
jump @SHIT_12715 

:SHIT_12455
if 
00F5:   player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12715 
00BA: text_styled 'RANGE' 3000 ms 2  // Rifle Range
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_12590 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_12590 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car 
Car.Destroy($1308)

:SHIT_12590
if 
  $1296 == 0 // $ == int 
jf @SHIT_12683 
select_interior 10 
$1292 = 1 // $ = int 
03AD: set_rubbish 0 
Camera.SetAtPos(-667.8, 1221.0, 11.0)
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
04F9: set_extra_colors 7 fade 0 
jump @SHIT_12690 

:SHIT_12683
jump @SHIT_116 

:SHIT_12690
if 
  $1299 == 0 // $ == int 
jf @SHIT_12715 
SHIT_16158()

:SHIT_12715
if 
  $1292 == 1 // $ == int 
jf @SHIT_12929 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12929 
00BA: text_styled 'DTOWN' 3000 ms 2  // Downtown
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_12915 
$1292 = 0 // $ = int 
SHIT_16352()
0395: clear_area 0 at -667.8 1210.0 11.0 range 1.0 
Camera.SetAtPos(-667.8, 1210.0, 11.0)
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 140.0 
03C8: set_camera_directly_before_player 
jump @SHIT_12922 

:SHIT_12915
jump @SHIT_116 

:SHIT_12922
SHIT_16158()

:SHIT_12929
jump @SHIT_12943 

:SHIT_12936
SHIT_16373()

:SHIT_12943
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_15068 
$1398 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
  $1388 == 1 // $ == int 
jf @SHIT_15061 
if 
  $1305 > 0 // $ > int 
jf @SHIT_15061 
if 
  $1305 > 1 // $ > int 
jf @SHIT_13666 
if 
  $1399 == 1 // $ == int 
jf @SHIT_13666 
if 
  $1295 == 0 // $ == int 
jf @SHIT_13422 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_13166 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_13159 
if 
01AF:   car $1308 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 
jf @SHIT_13159 
0409: blow_up_rc_buggy 

:SHIT_13159
jump @SHIT_13422 

:SHIT_13166
if 
0057:   player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 
jf @SHIT_13422 
if 
  $PASSED_ASS1_RUB_OUT == 0 // $ == int 
jf @SHIT_13254 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_13269 

:SHIT_13254
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_13269
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_13408 
select_interior 2 
$1295 = 1 // $ = int 
03AD: set_rubbish 0 
Camera.SetAtPos(-378.5, -560.03, 19.0)
0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 
$1408 = 190.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 8 fade 0 
jump @SHIT_13415 

:SHIT_13408
jump @SHIT_116 

:SHIT_13415
SHIT_16158()

:SHIT_13422
if 
  $1295 == 1 // $ == int 
jf @SHIT_13666 
if 
0057:   player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 
jf @SHIT_13666 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_13652 
SHIT_16352()
$1295 = 0 // $ = int 
0395: clear_area 0 at -377.06 -545.43 17.0 range 1.0 
Camera.SetAtPos(-377.06, -545.43, 17.0)
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
jump @SHIT_13659 

:SHIT_13652
jump @SHIT_116 

:SHIT_13659
SHIT_16158()

:SHIT_13666
if 
  $1399 == 2 // $ == int 
jf @SHIT_14385 
if 
  $1295 == 0 // $ == int 
jf @SHIT_14141 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_13799 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_13792 
if 
01AF:   car $1308 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 
jf @SHIT_13792 
0409: blow_up_rc_buggy 

:SHIT_13792
jump @SHIT_14141 

:SHIT_13799
if 
0057:   player $PLAYER_CHAR 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113 
jf @SHIT_14141 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_13875 
jump @SHIT_116 

:SHIT_13875
if 
  $PASSED_ASS1_RUB_OUT == 0 // $ == int 
jf @SHIT_13915 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_13930 

:SHIT_13915
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_13930
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_14002 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_14002 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car 
Car.Destroy($1308)

:SHIT_14002
if 
  $1296 == 0 // $ == int 
jf @SHIT_14127 
select_interior 2 
$1295 = 1 // $ = int 
03AD: set_rubbish 0 
Camera.SetAtPos(-329.24, -582.5, 34.5)
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
04F9: set_extra_colors 8 fade 0 
jump @SHIT_14134 

:SHIT_14127
jump @SHIT_116 

:SHIT_14134
SHIT_16158()

:SHIT_14141
if 
  $1295 == 1 // $ == int 
jf @SHIT_14385 
if 
00F5:   player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 
jf @SHIT_14385 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_14371 
SHIT_16352()
$1295 = 0 // $ = int 
0395: clear_area 0 at -343.3 -572.8 36.0 range 1.0 
Camera.SetAtPos(-343.3, -572.8, 36.0)
0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
jump @SHIT_14378 

:SHIT_14371
jump @SHIT_116 

:SHIT_14378
SHIT_16158()

:SHIT_14385
if 
  $1399 == 1 // $ == int 
jf @SHIT_15061 
if 
  $1295 == 0 // $ == int 
jf @SHIT_14810 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_14518 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_14511 
if 
01AF:   car $1308 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
jf @SHIT_14511 
0409: blow_up_rc_buggy 

:SHIT_14511
jump @SHIT_14810 

:SHIT_14518
if 
00F5:   player $PLAYER_CHAR 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
jf @SHIT_14810 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_14602 
jump @SHIT_116 

:SHIT_14602
if 
  $PASSED_ASS1_RUB_OUT == 0 // $ == int 
jf @SHIT_14642 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_14657 

:SHIT_14642
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_14657
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_14796 
select_interior 2 
$1295 = 1 // $ = int 
03AD: set_rubbish 0 
Camera.SetAtPos(-338.5, -578.8, 10.6)
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 
$1408 = 270.0 // $ = float 
SHIT_25514()
04F9: set_extra_colors 8 fade 0 
jump @SHIT_14803 

:SHIT_14796
jump @SHIT_116 

:SHIT_14803
SHIT_16158()

:SHIT_14810
if 
  $1295 == 1 // $ == int 
jf @SHIT_15061 
if 
00F5:   player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 
jf @SHIT_15061 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_15047 
SHIT_16352()
$1295 = 0 // $ = int 
0395: clear_area 0 at -354.0 -586.0 10.6 range 1.0 
Camera.SetAtPos(-354.0, -586.0, 10.6)
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 
$1408 = 180.0 // $ = float 
SHIT_25514()
jump @SHIT_15054 

:SHIT_15047
jump @SHIT_116 

:SHIT_15054
SHIT_16158()

:SHIT_15061
jump @SHIT_15075 

:SHIT_15068
SHIT_16373()

:SHIT_15075
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_15854 
if 
  $554 == 1 // $ == int 
jf @SHIT_15847 
if or
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
  $1388 == 1 // $ == int 
jf @SHIT_15847 
if 
  $1399 == 2 // $ == int 
jf @SHIT_15847 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_15255 
$1308 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($1308)
jf @SHIT_15248 
if 
01AF:   car $1308 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 
jf @SHIT_15248 
0409: blow_up_rc_buggy 

:SHIT_15248
jump @SHIT_15591 

:SHIT_15255
if 
00F5:   player $PLAYER_CHAR 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0 
jf @SHIT_15591 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_15339 
jump @SHIT_116 

:SHIT_15339
00BA: text_styled 'BANKINT' 3000 ms 2  // El Banco Corrupto Grande
SHIT_15907()
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_15434 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_15434 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car 
Car.Destroy($1308)

:SHIT_15434
if 
  $1296 == 0 // $ == int 
jf @SHIT_15577 
select_interior 3 
03AD: set_rubbish 0 
if 
  $ONMISSION == 0 // $ == int 
jf @SHIT_15510 

:SHIT_15510
Camera.SetAtPos(-903.0, -341.0, 13.4)
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 
$1289 = 1 // $ = int 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
04F9: set_extra_colors 4 fade 0 
jump @SHIT_15584 

:SHIT_15577
jump @SHIT_116 

:SHIT_15584
SHIT_16158()

:SHIT_15591
if 
00F5:   player $PLAYER_CHAR 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0 
jf @SHIT_15847 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_15667 
jump @SHIT_116 

:SHIT_15667
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
SHIT_15907()
if 
  $1296 == 0 // $ == int 
jf @SHIT_15833 
SHIT_16352()
0395: clear_area 0 at -893.0 -341.0 13.5 range 1.0 
Camera.SetAtPos(-893.0, -341.0, 13.5)
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
$1289 = 0 // $ = int 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: set_camera_directly_before_player 
jump @SHIT_15840 

:SHIT_15833
jump @SHIT_116 

:SHIT_15840
SHIT_16158()

:SHIT_15847
jump @SHIT_15861 

:SHIT_15854
SHIT_16373()

:SHIT_15861
SHIT_16706()
SHIT_21827()
if 
  $1399 > 1 // $ > int 
jf @SHIT_15900 
$1399 = 0 // $ = int 

:SHIT_15900
jump @SHIT_116 

:SHIT_15907
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_16156 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
if and
  $1299 == 0 // $ == int 
  $1297 == 0 // $ == int 
  $1298 == 0 // $ == int 
jf @SHIT_15991 
fade 0 500 
jump @SHIT_16038 

:SHIT_15991
if 
  $1290 == 1 // $ == int 
jf @SHIT_16031 
0169: set_fade_color 0 0 0 
fade 0 1500 
jump @SHIT_16038 

:SHIT_16031
fade 0 500 

:SHIT_16038
if 
fading 
jf @SHIT_16149 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_16085 
$1296 = 1 // $ = int 
jump @SHIT_16092 

:SHIT_16085
$1296 = 0 // $ = int 

:SHIT_16092
if 
  $1306 == 1 // $ == int 
jf @SHIT_16117 
SHIT_16706()

:SHIT_16117
if 
  $1290 == 1 // $ == int 
jf @SHIT_16142 
SHIT_21827()

:SHIT_16142
jump @SHIT_16038 

:SHIT_16149
01EB: set_traffic_density_multiplier_to 0.0 

:SHIT_16156
return 

:SHIT_16158
0169: set_fade_color 0 0 1 
if and
  $1299 == 0 // $ == int 
  $1297 == 0 // $ == int 
  $1298 == 0 // $ == int 
jf @SHIT_16212 
fade 1 500 
jump @SHIT_16259 

:SHIT_16212
if 
  $1290 == 1 // $ == int 
jf @SHIT_16252 
0169: set_fade_color 0 0 0 
fade 1 1500 
jump @SHIT_16259 

:SHIT_16252
fade 1 500 

:SHIT_16259
if 
fading 
jf @SHIT_16320 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_16306 
$1296 = 1 // $ = int 
jump @SHIT_16313 

:SHIT_16306
$1296 = 0 // $ = int 

:SHIT_16313
jump @SHIT_16259 

:SHIT_16320
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_16350 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:SHIT_16350
return 

:SHIT_16352
04FA: clear_extra_colors_with_fade 0 
01EB: set_traffic_density_multiplier_to 1.0 
03AD: set_rubbish 1 
select_interior 0 
return 

:SHIT_16373
if 
  $1398 == 0 // $ == int 
jf @SHIT_16704 
03AD: set_rubbish 1 
04FA: clear_extra_colors_with_fade 0 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
$1293 = 0 // $ = int 
$1290 = 0 // $ = int 
$1306 = 0 // $ = int 
$1307 = 0 // $ = int 
$1392 = 0 // $ = int 
$1291 = 0 // $ = int 
$1292 = 0 // $ = int 
$1294 = 0 // $ = int 
$1295 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
$1398 = 1 // $ = int 

:SHIT_16704
return 

:SHIT_16706
if 
  $1306 == 1 // $ == int 
jf @SHIT_17966 
if 
  $1318 == 1 // $ == int 
jf @SHIT_16914 
SHIT_18209()
if and
   Player.Defined($PLAYER_CHAR)
   Player.Money($PLAYER_CHAR) > 5
  $ONMISSION == 0 // $ == int 
jf @SHIT_16829 
if and
00E4:   player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0 
   Player.Controllable($PLAYER_CHAR)
jf @SHIT_16829 
SHIT_19475()

:SHIT_16829
if and
   Player.Defined($PLAYER_CHAR)
  $1400 == 1 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @SHIT_16914 
if and
00E4:   player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0 
   Player.Controllable($PLAYER_CHAR)
jf @SHIT_16914 
Player.MakeSafe($PLAYER_CHAR)
SHIT_21231()

:SHIT_16914
if 
  $1318 == 0 // $ == int 
jf @SHIT_17959 
$1319 = 24 // $ = int 
$1320 = 24 // $ = int 
$1321 = 25 // $ = int 
$1322 = 29 // $ = int 
$1323 = 19 // $ = int 
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)

:SHIT_16983
if or
   not Model.Available(#WFYG1)
   not Model.Available(#WFYBE)
   not Model.Available(#BFYPR)
   not Model.Available(#WFOBE)
jf @SHIT_17037 
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)
wait 0 
jump @SHIT_16983 

:SHIT_17037
Model.Load(#BFYRI)
Model.Load(#HFYMD)
Model.Load(#WMOCA)
Model.Load(#BKA)

:SHIT_17053
if or
   not Model.Available(#BFYRI)
   not Model.Available(#HFYMD)
   not Model.Available(#WMOCA)
   not Model.Available(#BKA)
jf @SHIT_17107 
Model.Load(#BFYRI)
Model.Load(#HFYMD)
Model.Load(#WMOCA)
Model.Load(#BKA)
wait 0 
jump @SHIT_17053 

:SHIT_17107
Model.Load(#BKB)
Model.Load(#WMOST)
Model.Load(#WMOBE)
Model.Load(#BMYBB)

:SHIT_17123
if or
   not Model.Available(#BKB)
   not Model.Available(#WMOST)
   not Model.Available(#WMOBE)
   not Model.Available(#BMYBB)
jf @SHIT_17177 
Model.Load(#BKB)
Model.Load(#WMOST)
Model.Load(#WMOBE)
Model.Load(#BMYBB)
wait 0 
jump @SHIT_17123 

:SHIT_17177
Model.Load(#HMOST)
Model.Load(#WMYBU)

:SHIT_17185
if or
   not Model.Available(#HMOST)
   not Model.Available(#WMYBU)
jf @SHIT_17223 
Model.Load(#HMOST)
Model.Load(#WMYBU)
wait 0 
jump @SHIT_17185 

:SHIT_17223
04ED: load_animation 'RIOT' 
04ED: load_animation 'STRIP' 

:SHIT_17243
if or
84EE:   not animation 'RIOT' loaded 
84EE:   not animation 'STRIP' loaded 
jf @SHIT_17305 
04ED: load_animation 'RIOT' 
04ED: load_animation 'STRIP' 
wait 0 
jump @SHIT_17243 

:SHIT_17305
Actor.Create($1333, 4, #HMOST, 89.8, -1456.2, 9.4)
Actor.Angle($1333) = 287.0
01ED: clear_actor $1333 threat_search 
Actor.Create($1334, 4, #WMYBU, 89.15, -1461.3, 9.6)
Actor.Angle($1334) = 48.7
01ED: clear_actor $1334 threat_search 
Actor.Create($1346, 5, #BFYPR, 79.67, -1461.34, 10.6)
Actor.Angle($1346) = 168.0
01ED: clear_actor $1346 threat_search 
0372: set_actor $1346 anim 32 wait_state_time 999999 ms 
Actor.Create($1329, 4, #WMOST, 79.5, -1463.1, 9.6)
Actor.Angle($1329) = 5.0
01ED: clear_actor $1329 threat_search 
0372: set_actor $1329 anim 29 wait_state_time 999999 ms 
Actor.Create($1324, 4, #WMOCA, 87.3, -1462.85, 9.6)
Actor.Angle($1324) = 117.0
01ED: clear_actor $1324 threat_search 
Actor.Create($1347, 5, #WFYBE, 86.06, -1463.6, 10.4)
Actor.Angle($1347) = 295.0
01ED: clear_actor $1347 threat_search 
0372: set_actor $1347 anim 32 wait_state_time 999999 ms 
Actor.Create($1325, 4, #BKB, 79.0, -1466.31, 9.6)
Actor.Angle($1325) = 58.0
01ED: clear_actor $1325 threat_search 
Actor.Create($1326, 4, #BKA, 77.46, -1466.06, 9.6)
Actor.Angle($1326) = 265.0
01ED: clear_actor $1326 threat_search 
Actor.Create($1349, 5, #WFOBE, 78.07, -1465.7, 10.4)
Actor.Angle($1349) = 168.0
01ED: clear_actor $1349 threat_search 
0372: set_actor $1349 anim 32 wait_state_time 999999 ms 
Actor.Create($1327, 4, #BMYBB, 81.35, -1459.9, 9.6)
Actor.Angle($1327) = 5.0
01ED: clear_actor $1327 threat_search 
0372: set_actor $1327 anim 29 wait_state_time 999999 ms 
Actor.Create($1328, 4, #WMOBE, 83.4, -1458.9, 9.6)
Actor.Angle($1328) = 60.0
01ED: clear_actor $1328 threat_search 
0372: set_actor $1328 anim 29 wait_state_time 999999 ms 
Actor.Create($1345, 5, #WFYG1, 81.45, -1457.44, 10.6)
Actor.Angle($1345) = 210.0
01ED: clear_actor $1345 threat_search 
0372: set_actor $1345 anim 32 wait_state_time 999999 ms 
Actor.Create($1330, 5, #BFYRI, 88.6, -1450.0, 9.6)
Actor.Angle($1330) = 325.0
01ED: clear_actor $1330 threat_search 
009F: set_actor $1330 idle 
Actor.Create($1331, 5, #HFYMD, 91.44, -1455.3, 9.6)
Actor.Angle($1331) = 128.0
01ED: clear_actor $1331 threat_search 
009F: set_actor $1331 idle 
SHIT_18209()
$1318 = 1 // $ = int 

:SHIT_17959
jump @SHIT_18207 

:SHIT_17966
if 
  $1318 > 0 // $ > int 
jf @SHIT_18207 

:SHIT_17984
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_18011 
wait 0 
jump @SHIT_17984 

:SHIT_18011
Actor.DestroyInstantly($1345)
Actor.DestroyInstantly($1346)
Actor.DestroyInstantly($1347)
Actor.DestroyInstantly($1349)
Actor.DestroyInstantly($1324)
Actor.DestroyInstantly($1325)
Actor.DestroyInstantly($1326)
Actor.DestroyInstantly($1327)
Actor.DestroyInstantly($1328)
Actor.DestroyInstantly($1329)
Actor.DestroyInstantly($1330)
Actor.DestroyInstantly($1331)
Actor.DestroyInstantly($1333)
Actor.DestroyInstantly($1334)
Model.Destroy(#WFYG1)
Model.Destroy(#WFYBE)
Model.Destroy(#BFYPR)
Model.Destroy(#WFOBE)
Model.Destroy(#BFYRI)
Model.Destroy(#HFYMD)
Model.Destroy(#WMOCA)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#WMOST)
Model.Destroy(#WMOBE)
Model.Destroy(#BMYBB)
Model.Destroy(#HMOST)
Model.Destroy(#WMYBU)
Model.Destroy(#MACHETE)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 19 
0296: unload_special_actor 18 
0296: unload_special_actor 17 
04EF: release_animation 'RIOT' 
04EF: release_animation 'STRIP' 
$1338 = 0 // $ = int 
$1337 = 0 // $ = int 
$1332 = 0 // $ = int 
$1318 = 0 // $ = int 

:SHIT_18207
return 

:SHIT_18209
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_18737 
if and
   not Actor.Dead($1333)
   not Actor.Dead($1334)
jf @SHIT_18285 
if or
8184:   not actor $1333 health > 95 
8184:   not actor $1334 health > 95 
jf @SHIT_18278 
SHIT_18744()

:SHIT_18278
jump @SHIT_18292 

:SHIT_18285
SHIT_18744()

:SHIT_18292
if and
   not Actor.Dead($1346)
   not Actor.Dead($1329)
jf @SHIT_18352 
if or
8184:   not actor $1346 health > 95 
8184:   not actor $1329 health > 95 
jf @SHIT_18345 
SHIT_18905()

:SHIT_18345
jump @SHIT_18359 

:SHIT_18352
SHIT_18905()

:SHIT_18359
if and
   not Actor.Dead($1324)
   not Actor.Dead($1347)
jf @SHIT_18439 
if and
0184:   actor $1324 health > 95 
0184:   actor $1347 health > 95 
jf @SHIT_18425 
0372: set_actor $1324 anim $1320 wait_state_time 999999 ms 
jump @SHIT_18432 

:SHIT_18425
SHIT_19078()

:SHIT_18432
jump @SHIT_18446 

:SHIT_18439
SHIT_19078()

:SHIT_18446
if and
   not Actor.Dead($1325)
   not Actor.Dead($1326)
   not Actor.Dead($1349)
jf @SHIT_18551 
if and
0184:   actor $1325 health > 95 
0184:   actor $1326 health > 95 
0184:   actor $1349 health > 95 
jf @SHIT_18537 
0372: set_actor $1325 anim $1320 wait_state_time 999999 ms 
0372: set_actor $1326 anim $1320 wait_state_time 999999 ms 
jump @SHIT_18544 

:SHIT_18537
SHIT_19171()

:SHIT_18544
jump @SHIT_18558 

:SHIT_18551
SHIT_19171()

:SHIT_18558
if and
   not Actor.Dead($1327)
   not Actor.Dead($1328)
   not Actor.Dead($1345)
jf @SHIT_18630 
if or
8184:   not actor $1327 health > 95 
8184:   not actor $1328 health > 95 
8184:   not actor $1345 health > 95 
jf @SHIT_18623 
SHIT_19117()

:SHIT_18623
jump @SHIT_18637 

:SHIT_18630
SHIT_19117()

:SHIT_18637
if and
   not Actor.Dead($1330)
   not Actor.Dead($1331)
jf @SHIT_18730 
if and
0184:   actor $1330 health > 95 
0184:   actor $1331 health > 95 
jf @SHIT_18716 
0372: set_actor $1330 anim $1321 wait_state_time 999999 ms 
0372: set_actor $1331 anim $1323 wait_state_time 999999 ms 
jump @SHIT_18723 

:SHIT_18716
SHIT_19225()

:SHIT_18723
jump @SHIT_18737 

:SHIT_18730
SHIT_19225()

:SHIT_18737
01BD: $1389 = current_time_in_ms 
return 

:SHIT_18744
if 
  $1338 == 0 // $ == int 
jf @SHIT_18806 
Model.Load(#BAT)

:SHIT_18767
if 
   not Model.Available(#BAT)
jf @SHIT_18799 
Model.Load(#BAT)
wait 0 
jump @SHIT_18767 

:SHIT_18799
$1338 = 1 // $ = int 

:SHIT_18806
0084: $1339 = $1333 // $ = $ int 
if 
859A:   not australian_game 
jf @SHIT_18834 
SHIT_18878()

:SHIT_18834
SHIT_19377()
0084: $1339 = $1334 // $ = $ int 
if 
859A:   not australian_game 
jf @SHIT_18869 
SHIT_18878()

:SHIT_18869
SHIT_19377()
return 

:SHIT_18878
if 
   not Actor.Dead($1339)
jf @SHIT_18903 
01B2: give_actor $1339 weapon 6 ammo 0 // Load the weapon model before using this 

:SHIT_18903
return 

:SHIT_18905
if 
   not Actor.Dead($1329)
jf @SHIT_18926 
022F: set_actor $1329 stop_looking 

:SHIT_18926
0084: $1340 = $1329 // $ = $ int 
SHIT_19428()
if 
  $1376 == 0 // $ == int 
jf @SHIT_19069 
if 
859A:   not australian_game 
jf @SHIT_19009 
Model.Load(#KNIFECUR)

:SHIT_18977
if 
   not Model.Available(#KNIFECUR)
jf @SHIT_19009 
Model.Load(#KNIFECUR)
wait 0 
jump @SHIT_18977 

:SHIT_19009
if 
   not Actor.Dead($1346)
jf @SHIT_19062 
if 
859A:   not australian_game 
jf @SHIT_19047 
01B2: give_actor $1346 weapon 5 ammo 0 // Load the weapon model before using this 

:SHIT_19047
0084: $1339 = $1346 // $ = $ int 
SHIT_19377()

:SHIT_19062
$1376 = 1 // $ = int 

:SHIT_19069
SHIT_18744()
return 

:SHIT_19078
0084: $1340 = $1324 // $ = $ int 
SHIT_19428()
0084: $1339 = $1347 // $ = $ int 
SHIT_19377()
SHIT_18744()
return 

:SHIT_19117
0084: $1339 = $1327 // $ = $ int 
SHIT_19377()
0084: $1339 = $1328 // $ = $ int 
SHIT_19377()
0084: $1340 = $1345 // $ = $ int 
SHIT_19428()
SHIT_18744()
return 

:SHIT_19171
0084: $1339 = $1325 // $ = $ int 
SHIT_19377()
0084: $1339 = $1326 // $ = $ int 
SHIT_19377()
0084: $1340 = $1349 // $ = $ int 
SHIT_19428()
SHIT_18744()
return 

:SHIT_19225
if 
  $1332 == 0 // $ == int 
jf @SHIT_19353 
if 
859A:   not australian_game 
jf @SHIT_19293 
Model.Load(#MACHETE)

:SHIT_19261
if 
   not Model.Available(#MACHETE)
jf @SHIT_19293 
Model.Load(#MACHETE)
wait 0 
jump @SHIT_19261 

:SHIT_19293
if 
   not Actor.Dead($1330)
jf @SHIT_19346 
if 
859A:   not australian_game 
jf @SHIT_19331 
01B2: give_actor $1330 weapon 9 ammo 0 // Load the weapon model before using this 

:SHIT_19331
0084: $1339 = $1330 // $ = $ int 
SHIT_19377()

:SHIT_19346
$1332 = 1 // $ = int 

:SHIT_19353
0084: $1339 = $1331 // $ = $ int 
SHIT_19377()
SHIT_18744()
return 

:SHIT_19377
if 
   not Actor.Dead($1339)
jf @SHIT_19426 
0372: set_actor $1339 anim 0 wait_state_time 0 ms 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_19426 
01CA: actor $1339 kill_player $PLAYER_CHAR 

:SHIT_19426
return 

:SHIT_19428
if 
   not Actor.Dead($1340)
jf @SHIT_19473 
0372: set_actor $1340 anim 0 wait_state_time 0 ms 
0239: actor $1340 run_to 65.8 -1444.0 
Actor.RemoveReferences($1340)

:SHIT_19473
return 

:SHIT_19475
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_21229 
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 0 500 

:SHIT_19534
if 
fading 
jf @SHIT_19576 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_19569 
return 

:SHIT_19569
jump @SHIT_19534 

:SHIT_19576
if 
  100 > $1390 // int > $ 
jf @SHIT_19668 
023C: load_special_actor 19 'STRIPC' 

:SHIT_19606
if 
823D:   not special_actor 19 loaded 
jf @SHIT_19644 
023C: load_special_actor 19 'STRIPC' 
wait 0 
jump @SHIT_19606 

:SHIT_19644
Actor.Create($1348, 4, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19668
if and
  $1390 > 99 // $ > int 
  200 > $1390 // int > $ 
jf @SHIT_19768 
023C: load_special_actor 19 'STRIPA' 

:SHIT_19706
if 
823D:   not special_actor 19 loaded 
jf @SHIT_19744 
023C: load_special_actor 19 'STRIPA' 
wait 0 
jump @SHIT_19706 

:SHIT_19744
Actor.Create($1348, 4, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19768
if 
  $1390 > 199 // $ > int 
jf @SHIT_19861 
023C: load_special_actor 19 'STRIPB' 

:SHIT_19799
if 
823D:   not special_actor 19 loaded 
jf @SHIT_19837 
023C: load_special_actor 19 'STRIPB' 
wait 0 
jump @SHIT_19799 

:SHIT_19837
Actor.Create($1348, 4, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19861
Actor.Angle($1348) = 33.0
01ED: clear_actor $1348 threat_search 
0372: set_actor $1348 anim 32 wait_state_time 999999 ms 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SHIT_19947 
Actor.PutAt($PLAYER_ACTOR, 65.5, -1453.7, 9.6)
0372: set_actor $PLAYER_ACTOR anim $1320 wait_state_time 999999 ms 
Actor.Angle($PLAYER_ACTOR) = 210.0

:SHIT_19947
$1391 = 0 // $ = int 
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)
fade 1 500 

:SHIT_20012
if 
fading 
jf @SHIT_20054 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_20047 
return 

:SHIT_20047
jump @SHIT_20012 

:SHIT_20054
03E5: text_box 'EXIT_2'  // Tap ~h~::EXIT::~w~ to exit.
TIMERA = 5000 // @ = int 

:SHIT_20072
if 
   Player.Money($PLAYER_CHAR) > 5
jf @SHIT_20580 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_20119 
return 
jump @SHIT_20132 

:SHIT_20119
0372: set_actor $PLAYER_ACTOR anim $1320 wait_state_time 999999 ms 

:SHIT_20132
if 
  TIMERA > 5000 // @ > int 
jf @SHIT_20549 
Player.Money($PLAYER_CHAR) += -5
TIMERA = 0 // @ = int 
$1390 += 5 // $ += int 
$1391 += 1 // $ += int 
if 
  $1391 == 6 // $ == int 
jf @SHIT_20204 
$1391 = 0 // $ = int 

:SHIT_20204
if 
  $1391 == 1 // $ == int 
jf @SHIT_20273 
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)

:SHIT_20273
if 
  $1391 == 2 // $ == int 
jf @SHIT_20342 
Camera.SetPosition(65.21, -1454.1, 9.56, 0.0, 0.0, 0.0)
Camera.PointAt(67.36, -1456.33, 11.58, 2)

:SHIT_20342
if 
  $1391 == 3 // $ == int 
jf @SHIT_20411 
Camera.SetPosition(68.0, -1455.6, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(64.9, -1454.5, 10.89, 2)

:SHIT_20411
if 
  $1391 == 4 // $ == int 
jf @SHIT_20480 
Camera.SetPosition(67.47, -1456.14, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(65.4, -1454.25, 11.37, 2)

:SHIT_20480
if 
  $1391 == 5 // $ == int 
jf @SHIT_20549 
Camera.SetPosition(65.93, -1454.6, 11.65, 0.0, 0.0, 0.0)
Camera.PointAt(68.42, -1458.24, 8.36, 2)

:SHIT_20549
if 
00E1:   player 0 pressed_button 16 
jf @SHIT_20573 
jump @SHIT_20602 

:SHIT_20573
jump @SHIT_20072 

:SHIT_20580
00BC: text_highpriority 'STRIP_1' time 5000 1  // ~r~Not enough cash, you cheap sleazebag.
jump @SHIT_20648 

:SHIT_20602
if 
00E1:   player 0 pressed_button 16 
jf @SHIT_20648 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_20641 
return 

:SHIT_20641
jump @SHIT_20602 

:SHIT_20648
fade 0 500 

:SHIT_20655
if 
fading 
jf @SHIT_20697 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_20690 
return 

:SHIT_20690
jump @SHIT_20655 

:SHIT_20697
Actor.DestroyInstantly($1348)
0296: unload_special_actor 19 
03E6: remove_text_box 
if and
  $1390 > 299 // $ > int 
  $1400 == 0 // $ == int 
jf @SHIT_21082 
SHIT_16352()
Camera.SetAtPos(93.3, -1472.14, $876)
Camera.SetPosition(103.0, -1488.0, 15.7, 0.0, 0.0, 0.0)
Camera.PointAt(99.5, -1476.6, 16.75, 2)
04A6: $920 = create_asset_money_pickup_at 93.3 -1472.14 $876 money $921 rate $921 
fade 1 1000 

:SHIT_20838
if 
fading 
jf @SHIT_20862 
wait 0 
jump @SHIT_20838 

:SHIT_20862
TIMERA = 0 // @ = int 

:SHIT_20869
if 
  2000 > TIMERA // int > @ 
jf @SHIT_20899 
wait 0 
jump @SHIT_20869 

:SHIT_20899
00BA: text_styled 'ASSET_C' 10000 ms 6  // POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_D' $921 time 10000 1  // ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
Camera.PointAt(93.3, -1472.14, $876, 1)
0394: play_music 1 
TIMERA = 0 // @ = int 

:SHIT_20960
if 
  5000 > TIMERA // int > @ 
jf @SHIT_20990 
wait 0 
jump @SHIT_20960 

:SHIT_20990
fade 0 500 

:SHIT_20997
if 
fading 
jf @SHIT_21021 
wait 0 
jump @SHIT_20997 

:SHIT_21021
Camera.SetAtPos(72.0, -1454.7, 9.45)
Object.Destroy($2191)
select_interior 5 
04F9: set_extra_colors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
$1400 = 1 // $ = int 
$1479 += 1 // $ += int 
030C: progress_made += 1 

:SHIT_21082
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_21137 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45 
0171: set_player $PLAYER_CHAR z_angle_to 208.0 

:SHIT_21137
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 

:SHIT_21150
if 
fading 
jf @SHIT_21192 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_21185 
return 

:SHIT_21185
jump @SHIT_21150 

:SHIT_21192
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_21229 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$ONMISSION = 0 // $ = int 

:SHIT_21229
return 

:SHIT_21231
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 0 500 

:SHIT_21278
if 
fading 
jf @SHIT_21320 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_21313 
return 

:SHIT_21313
jump @SHIT_21278 

:SHIT_21320
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
if 
  $1402 == 0 // $ == int 
jf @SHIT_21366 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21366
if 
  $1402 == 1 // $ == int 
jf @SHIT_21396 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21396
if 
  $1402 == 2 // $ == int 
jf @SHIT_21426 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21426
038B: load_requested_models 

:SHIT_21428
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 19 loaded 
jf @SHIT_21482 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 19 'STRIPA' 
wait 0 
jump @SHIT_21428 

:SHIT_21482
02E4: load_cutscene_data 'STRIPA' 
0244: set_cutscene_pos 69.5133 -1444.698 9.5255 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $1401 = create_cutscene_object #SPECIAL19 
02E6: set_cutscene_anim $1401 'STRIPA' 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_21595 
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:SHIT_21595
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SHIT_21617
if 
  25000 > $CUT_SCENE_TIME // int > $ 
jf @SHIT_21652 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SHIT_21617 

:SHIT_21652
fade 0 1500 

:SHIT_21659
if 
fading 
jf @SHIT_21683 
wait 0 
jump @SHIT_21659 

:SHIT_21683
if 
82E9:   not cutscene_reached_end 
jf @SHIT_21707 
wait 0 
jump @SHIT_21683 

:SHIT_21707
02EA: end_cutscene 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 19 
fade 1 1500 
$1402 += 1 // $ += int 
if 
  $1402 > 2 // $ > int 
jf @SHIT_21764 
$1402 = 0 // $ = int 

:SHIT_21764
if 
fading 
jf @SHIT_21788 
wait 0 
jump @SHIT_21764 

:SHIT_21788
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_21825 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$ONMISSION = 0 // $ = int 

:SHIT_21825
return 

:SHIT_21827
if 
  $1290 == 1 // $ == int 
jf @SHIT_24779 
if 
  $1393 == 0 // $ == int 
jf @SHIT_24268 
$1319 = 24 // $ = int 
$1320 = 24 // $ = int 
$1321 = 25 // $ = int 
$1322 = 29 // $ = int 
$1323 = 19 // $ = int 
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)

:SHIT_21910
if or
   not Model.Available(#WFYG1)
   not Model.Available(#HFYRI)
   not Model.Available(#BFYRI)
jf @SHIT_21956 
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)
wait 0 
jump @SHIT_21910 

:SHIT_21956
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)

:SHIT_21968
if or
   not Model.Available(#CBA)
   not Model.Available(#BMYRI)
   not Model.Available(#BMYBB)
jf @SHIT_22014 
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)
wait 0 
jump @SHIT_21968 

:SHIT_22014
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)

:SHIT_22030
if or
   not Model.Available(#FIREMAN)
   not Model.Available(#WMYCW)
   not Model.Available(#ARMY)
   not Model.Available(#BKA)
jf @SHIT_22084 
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)
wait 0 
jump @SHIT_22030 

:SHIT_22084
023C: load_special_actor 19 'BGA' 

:SHIT_22096
if 
823D:   not special_actor 19 loaded 
jf @SHIT_22134 
023C: load_special_actor 19 'BGA' 
wait 0 
jump @SHIT_22096 

:SHIT_22134
04ED: load_animation 'STRIP' 

:SHIT_22144
if 
84EE:   not animation 'STRIP' loaded 
jf @SHIT_22186 
04ED: load_animation 'STRIP' 
wait 0 
jump @SHIT_22144 

:SHIT_22186
Model.Load(#BRASSKNUCKLE)

:SHIT_22191
if 
   not Model.Available(#BRASSKNUCKLE)
jf @SHIT_22223 
Model.Load(#BRASSKNUCKLE)
wait 0 
jump @SHIT_22191 

:SHIT_22223
if 
  26 > $1394 // int > $ 
jf @SHIT_23534 
wait 0 
SHIT_25180()
if 
  $1394 == 1 // $ == int 
jf @SHIT_22303 
Actor.Create($1345, 4, #CBA, $1403, $1404, $1405)
0084: $1395 = $1345 // $ = $ int 
SHIT_25234()

:SHIT_22303
if 
  $1394 == 2 // $ == int 
jf @SHIT_22354 
Actor.Create($1346, 5, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1346 // $ = $ int 
SHIT_25234()

:SHIT_22354
if 
  $1394 == 3 // $ == int 
jf @SHIT_22405 
Actor.Create($1347, 5, #HFYRI, $1403, $1404, $1405)
0084: $1395 = $1347 // $ = $ int 
SHIT_25234()

:SHIT_22405
if 
  $1394 == 4 // $ == int 
jf @SHIT_22456 
Actor.Create($1348, 5, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1348 // $ = $ int 
SHIT_25234()

:SHIT_22456
if 
  $1394 == 5 // $ == int 
jf @SHIT_22507 
Actor.Create($1349, 4, #CBA, $1403, $1404, $1405)
0084: $1395 = $1349 // $ = $ int 
SHIT_25234()

:SHIT_22507
if 
  $1394 == 6 // $ == int 
jf @SHIT_22558 
Actor.Create($1350, 4, #BMYRI, $1403, $1404, $1405)
0084: $1395 = $1350 // $ = $ int 
SHIT_25234()

:SHIT_22558
if 
  $1394 == 7 // $ == int 
jf @SHIT_22609 
Actor.Create($1351, 4, #BMYBB, $1403, $1404, $1405)
0084: $1395 = $1351 // $ = $ int 
SHIT_25234()

:SHIT_22609
if 
  $1394 == 8 // $ == int 
jf @SHIT_22660 
Actor.Create($1352, 5, #WFYG1, $1403, $1404, $1405)
0084: $1395 = $1352 // $ = $ int 
SHIT_25234()

:SHIT_22660
if 
  $1394 == 9 // $ == int 
jf @SHIT_22711 
Actor.Create($1353, 5, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1353 // $ = $ int 
SHIT_25234()

:SHIT_22711
if 
  $1394 == 10 // $ == int 
jf @SHIT_22762 
Actor.Create($1354, 5, #HFYRI, $1403, $1404, $1405)
0084: $1395 = $1354 // $ = $ int 
SHIT_25234()

:SHIT_22762
if 
  $1394 == 11 // $ == int 
jf @SHIT_22813 
Actor.Create($1355, 5, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1355 // $ = $ int 
SHIT_25234()

:SHIT_22813
if 
  $1394 == 12 // $ == int 
jf @SHIT_22864 
Actor.Create($1356, 5, #WFYG1, $1403, $1404, $1405)
0084: $1395 = $1356 // $ = $ int 
SHIT_25234()

:SHIT_22864
if 
  $1394 == 13 // $ == int 
jf @SHIT_22915 
Actor.Create($1357, 4, #BMYRI, $1403, $1404, $1405)
0084: $1395 = $1357 // $ = $ int 
SHIT_25234()

:SHIT_22915
if 
  $1394 == 14 // $ == int 
jf @SHIT_22966 
Actor.Create($1358, 4, #BMYBB, $1403, $1404, $1405)
0084: $1395 = $1358 // $ = $ int 
SHIT_25234()

:SHIT_22966
if 
  $1394 == 15 // $ == int 
jf @SHIT_23017 
Actor.Create($1359, 5, #HFYRI, $1403, $1404, $1405)
0084: $1395 = $1359 // $ = $ int 
SHIT_25234()

:SHIT_23017
if 
  $1394 == 16 // $ == int 
jf @SHIT_23068 
Actor.Create($1360, 4, #BMYBB, $1403, $1404, $1405)
0084: $1395 = $1360 // $ = $ int 
SHIT_25234()

:SHIT_23068
if 
  $1394 == 17 // $ == int 
jf @SHIT_23119 
Actor.Create($1361, 5, #WFYG1, $1403, $1404, $1405)
0084: $1395 = $1361 // $ = $ int 
SHIT_25234()

:SHIT_23119
if 
  $1394 == 18 // $ == int 
jf @SHIT_23170 
Actor.Create($1362, 5, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1362 // $ = $ int 
SHIT_25234()

:SHIT_23170
if 
  $1394 == 19 // $ == int 
jf @SHIT_23221 
Actor.Create($1363, 5, #HFYRI, $1403, $1404, $1405)
0084: $1395 = $1363 // $ = $ int 
SHIT_25234()

:SHIT_23221
if 
  $1394 == 20 // $ == int 
jf @SHIT_23272 
Actor.Create($1364, 4, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1364 // $ = $ int 
SHIT_25234()

:SHIT_23272
if 
  $1394 == 21 // $ == int 
jf @SHIT_23323 
Actor.Create($1365, 4, #BMYRI, $1403, $1404, $1405)
0084: $1395 = $1365 // $ = $ int 
SHIT_25234()

:SHIT_23323
if 
  $1394 == 22 // $ == int 
jf @SHIT_23374 
Actor.Create($1366, 5, #WFYG1, $1403, $1404, $1405)
0084: $1395 = $1366 // $ = $ int 
SHIT_25234()

:SHIT_23374
if 
  $1394 == 23 // $ == int 
jf @SHIT_23425 
Actor.Create($1367, 5, #HFYRI, $1403, $1404, $1405)
0084: $1395 = $1367 // $ = $ int 
SHIT_25234()

:SHIT_23425
if 
  $1394 == 24 // $ == int 
jf @SHIT_23476 
Actor.Create($1368, 5, #WFYG1, $1403, $1404, $1405)
0084: $1395 = $1368 // $ = $ int 
SHIT_25234()

:SHIT_23476
if 
  $1394 == 25 // $ == int 
jf @SHIT_23527 
Actor.Create($1369, 5, #BFYRI, $1403, $1404, $1405)
0084: $1395 = $1369 // $ = $ int 
SHIT_25234()

:SHIT_23527
jump @SHIT_22223 

:SHIT_23534
Actor.Create($1370, 4, #FIREMAN, 474.0, -72.14, 9.5)
Actor.Angle($1370) = 310.0
0084: $1395 = $1370 // $ = $ int 
SHIT_25234()
Actor.Create($1371, 4, #WMYCW, 473.2, -70.9, 9.5)
Actor.Angle($1371) = 310.0
0084: $1395 = $1371 // $ = $ int 
SHIT_25234()
Actor.Create($1372, 4, #BKA, 472.4, -69.65, 9.5)
Actor.Angle($1372) = 310.0
0084: $1395 = $1372 // $ = $ int 
SHIT_25234()
Actor.Create($1373, 4, #ARMY, 471.6, -68.4, 9.5)
Actor.Angle($1373) = 310.0
0084: $1395 = $1373 // $ = $ int 
SHIT_25234()
Actor.Create($1374, 4, #COP, 470.8, -67.15, 9.5)
Actor.Angle($1374) = 310.0
0084: $1395 = $1374 // $ = $ int 
SHIT_25234()
Actor.Create($1333, 4, #SPECIAL19, 487.8, -77.3, 10.5)
Actor.Angle($1333) = 55.0
0243: set_actor $1333 ped_stats_to 30 
01B2: give_actor $1333 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1334, 4, #SPECIAL19, 490.9, -74.4, 10.5)
Actor.Angle($1334) = 55.0
0243: set_actor $1334 ped_stats_to 30 
01B2: give_actor $1334 weapon 1 ammo 0 // Load the weapon model before using this 
if 
  $1396 == 0 // $ == int 
jf @SHIT_24053 
Actor.Create($1335, 4, #SPECIAL19, 463.2, -58.16, 10.5)
Actor.Angle($1335) = 250.0
0243: set_actor $1335 ped_stats_to 30 
Actor.Health($1335) = 200
01B2: give_actor $1335 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1336, 4, #SPECIAL19, 465.5, -51.7, 14.7)
Actor.Angle($1336) = 134.0
0243: set_actor $1336 ped_stats_to 30 
01B2: give_actor $1336 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1330, 5, #BFYRI, 465.25, -54.66, 10.5)
Actor.Angle($1330) = 50.0
0243: set_actor $1330 ped_stats_to 30 
jump @SHIT_24254 

:SHIT_24053
Actor.Create($1335, 4, #SPECIAL19, 467.65, -60.36, 9.5)
Actor.Angle($1335) = 250.0
0243: set_actor $1335 ped_stats_to 30 
01B2: give_actor $1335 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1336, 4, #SPECIAL19, 468.0, -55.6, 10.5)
Actor.Angle($1336) = 60.0
0243: set_actor $1336 ped_stats_to 30 
01B2: give_actor $1336 weapon 1 ammo 0 // Load the weapon model before using this 
023C: load_special_actor 18 'STRIPA' 

:SHIT_24165
if 
823D:   not special_actor 18 loaded 
jf @SHIT_24203 
023C: load_special_actor 18 'STRIPA' 
wait 0 
jump @SHIT_24165 

:SHIT_24203
Actor.Create($1330, 5, #SPECIAL18, 466.6, -54.56, 10.5)
Actor.Angle($1330) = 245.0
0243: set_actor $1330 ped_stats_to 30 
0372: set_actor $1330 anim 25 wait_state_time 8000 ms 

:SHIT_24254
TIMERA = 0 // @ = int 
$1393 = 1 // $ = int 

:SHIT_24268
if 
  $1393 == 1 // $ == int 
jf @SHIT_24772 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_24772 
if or
02DF:   player $PLAYER_CHAR aggressive 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @SHIT_24350 
if 
  $1396 == 0 // $ == int 
jf @SHIT_24350 
SHIT_25359()

:SHIT_24350
if and
  TIMERA > 10000 // @ > int 
  $1337 == 0 // $ == int 
jf @SHIT_24402 
if 
   not Actor.Dead($1330)
jf @SHIT_24402 
0372: set_actor $1330 anim 25 wait_state_time 8000 ms 

:SHIT_24402
if and
  $1396 == 0 // $ == int 
  $1337 == 0 // $ == int 
   not Actor.Dead($1330)
jf @SHIT_24569 
if 
00F6:   player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 
jf @SHIT_24569 
Model.Load(#BUDDYSHOT)

:SHIT_24485
if 
   not Model.Available(#BUDDYSHOT)
jf @SHIT_24517 
Model.Load(#BUDDYSHOT)
wait 0 
jump @SHIT_24485 

:SHIT_24517
if and
   not Actor.Dead($1330)
   Player.Defined($PLAYER_CHAR)
jf @SHIT_24555 
01B2: give_actor $1330 weapon 21 ammo 20 // Load the weapon model before using this 
01CA: actor $1330 kill_player $PLAYER_CHAR 

:SHIT_24555
SHIT_25359()
$1337 = 1 // $ = int 

:SHIT_24569
if 
  TIMERA > 10000 // @ > int 
jf @SHIT_24772 
$1397 = 1 // $ = int 
0208: $1406 = random_float 0.0 360.0 
if 
   not Actor.Dead($1370)
jf @SHIT_24641 
0084: $1395 = $1370 // $ = $ int 
SHIT_25234()

:SHIT_24641
if 
   not Actor.Dead($1371)
jf @SHIT_24672 
0084: $1395 = $1371 // $ = $ int 
SHIT_25234()

:SHIT_24672
if 
   not Actor.Dead($1372)
jf @SHIT_24703 
0084: $1395 = $1372 // $ = $ int 
SHIT_25234()

:SHIT_24703
if 
   not Actor.Dead($1373)
jf @SHIT_24734 
0084: $1395 = $1373 // $ = $ int 
SHIT_25234()

:SHIT_24734
if 
   not Actor.Dead($1374)
jf @SHIT_24765 
0084: $1395 = $1374 // $ = $ int 
SHIT_25234()

:SHIT_24765
TIMERA = 0 // @ = int 

:SHIT_24772
jump @SHIT_25178 

:SHIT_24779
if 
  $1393 > 0 // $ > int 
jf @SHIT_25178 

:SHIT_24797
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHIT_24824 
wait 0 
jump @SHIT_24797 

:SHIT_24824
Actor.DestroyInstantly($1345)
Actor.DestroyInstantly($1346)
Actor.DestroyInstantly($1347)
Actor.DestroyInstantly($1348)
Actor.DestroyInstantly($1349)
Actor.DestroyInstantly($1350)
Actor.DestroyInstantly($1351)
Actor.DestroyInstantly($1352)
Actor.DestroyInstantly($1353)
Actor.DestroyInstantly($1354)
Actor.DestroyInstantly($1355)
Actor.DestroyInstantly($1356)
Actor.DestroyInstantly($1357)
Actor.DestroyInstantly($1358)
Actor.DestroyInstantly($1359)
Actor.DestroyInstantly($1360)
Actor.DestroyInstantly($1361)
Actor.DestroyInstantly($1362)
Actor.DestroyInstantly($1363)
Actor.DestroyInstantly($1364)
Actor.DestroyInstantly($1365)
Actor.DestroyInstantly($1366)
Actor.DestroyInstantly($1367)
Actor.DestroyInstantly($1368)
Actor.DestroyInstantly($1369)
Actor.DestroyInstantly($1370)
Actor.DestroyInstantly($1371)
Actor.DestroyInstantly($1372)
Actor.DestroyInstantly($1373)
Actor.DestroyInstantly($1374)
Actor.DestroyInstantly($1330)
Actor.DestroyInstantly($1333)
Actor.DestroyInstantly($1334)
Actor.DestroyInstantly($1335)
Actor.DestroyInstantly($1336)
Model.Destroy(#FIREMAN)
Model.Destroy(#WMYCW)
Model.Destroy(#ARMY)
Model.Destroy(#BKA)
Model.Destroy(#WFYG1)
Model.Destroy(#HFYRI)
Model.Destroy(#BFYRI)
Model.Destroy(#CBA)
Model.Destroy(#BMYRI)
Model.Destroy(#BMYBB)
Model.Destroy(#BRASSKNUCKLE)
0296: unload_special_actor 19 
if 
  $1396 == 0 // $ == int 
jf @SHIT_25096 
if 
  $1337 == 1 // $ == int 
jf @SHIT_25089 
Model.Destroy(#BUDDYSHOT)

:SHIT_25089
jump @SHIT_25100 

:SHIT_25096
0296: unload_special_actor 18 

:SHIT_25100
04EF: release_animation 'STRIP' 
$1393 = 0 // $ = int 
$1394 = 0 // $ = int 
$1403 = 0.0 // $ = float 
$1404 = 0.0 // $ = float 
$1407 = 0.0 // $ = float 
$1406 = 0.0 // $ = float 
$1337 = 0 // $ = int 
$1397 = 0 // $ = int 

:SHIT_25178
return 

:SHIT_25180
0208: $1403 = random_float 474.0 481.0 
0208: $1404 = random_float -69.0 -61.0 
0208: $1406 = random_float 0.0 360.0 
$1394 += 1 // $ += int 
return 

:SHIT_25234
if 
  1 > $1397 // int > $ 
jf @SHIT_25283 
01ED: clear_actor $1395 threat_search 
0291: set_actor $1395 heed_threats 1 
0243: set_actor $1395 ped_stats_to 11 
0372: set_actor $1395 anim 32 wait_state_time 999999 ms 

:SHIT_25283
if 
  2 > $1397 // int > $ 
jf @SHIT_25309 
Actor.Angle($1395) = $1406

:SHIT_25309
return 

:SHIT_25311
if 
  $1343 == 1 // $ == int 
jf @SHIT_25357 
0296: unload_special_actor 15 
Actor.DestroyWithFade($1341)
Actor.DestroyWithFade($1342)
$1343 = 0 // $ = int 
$1344 = 0 // $ = int 

:SHIT_25357
return 

:SHIT_25359
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_25471 
if 
   not Actor.Dead($1333)
jf @SHIT_25399 
01CA: actor $1333 kill_player $PLAYER_CHAR 

:SHIT_25399
if 
   not Actor.Dead($1334)
jf @SHIT_25423 
01CA: actor $1334 kill_player $PLAYER_CHAR 

:SHIT_25423
if 
   not Actor.Dead($1335)
jf @SHIT_25447 
01CA: actor $1335 kill_player $PLAYER_CHAR 

:SHIT_25447
if 
   not Actor.Dead($1336)
jf @SHIT_25471 
01CA: actor $1336 kill_player $PLAYER_CHAR 

:SHIT_25471
return 

:SHIT_25473
Model.Load($1387)

:SHIT_25478
if 
   not Model.Available($1387)
jf @SHIT_25505 
wait 0 
jump @SHIT_25478 

:SHIT_25505
return 

:SHIT_25507
Model.Destroy($1387)
return 

:SHIT_25514
if 
   Player.Defined($PLAYER_CHAR)
jf @SHIT_25585 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_25577 
03C1: $1308 = player $PLAYER_CHAR car_no_save 
Car.Angle($1308) = $1408
jump @SHIT_25585 

:SHIT_25577
0171: set_player $PLAYER_CHAR z_angle_to $1408 

:SHIT_25585
return 

:IMPORT
$1409 = 0 // $ = int 
$1411 = 0 // $ = int 
$1429 = 0 // $ = int 
$1430 = 0 // $ = int 
$1431 = 0 // $ = int 
$1432 = 0 // $ = int 
script_name 'IMPORT' 
set_wb_check_to 0 
jump @IMPORT_91 
Object.Init($1418, #LH_IMP_EXP01, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1418)

:IMPORT_91
terminate_this_script 

:IMPORT1
script_name 'IMPORT1' 

:IMPORT1_10
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT1_823 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT1_823 
if 
   not $1409 == 6 // $ == int 
jf @IMPORT1_87 
IMPGEN4_183()
jump @IMPORT1_823 

:IMPORT1_87
if 
  $1411 == 0 // $ == int 
jf @IMPORT1_823 
IMPGEN4_645()
02FA: garage $991 change_to_type 9 
Object.Init($1418, #LH_IMP_EXP02, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1418)
$1479 += 1 // $ += int 
$932 = 1 // $ = int 
04A6: $931 = create_asset_money_pickup_at $856 $857 $858 money $930 rate $930 
increment_mission_attempts 
0595: mission_complete 
$1411 = 1 // $ = int 
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT1_794 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT1_227
if 
fading 
jf @IMPORT1_251 
wait 0 
jump @IMPORT1_227 

:IMPORT1_251
02A3: enable_widescreen 1 
Model.Load(#DELUXO)
038B: load_requested_models 

:IMPORT1_262
if 
   not Model.Available(#DELUXO)
jf @IMPORT1_289 
wait 0 
jump @IMPORT1_262 

:IMPORT1_289
Car.Create($1425, #DELUXO, -1022.3, -868.2, 12.0)
Car.Angle($1425) = 175.0
$1429 = 1 // $ = int 
Camera.SetAtPos(-1027.755, -870.693, 13.398)
Camera.SetPosition(-1028.692, -871.013, 13.541, 0.0, 0.0, 0.0)
Camera.PointAt(-1027.755, -870.693, 13.398, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1019.562, -865.229, 13.506)
Camera.SetPosition(-1018.839, -864.582, 13.748, 0.0, 0.0, 0.0)
Camera.PointAt(-1019.562, -865.229, 13.506, 2)
wait 4000 
fade 0 500 

:IMPORT1_489
if 
fading 
jf @IMPORT1_513 
wait 0 
jump @IMPORT1_489 

:IMPORT1_513
Camera.SetAtPos(-1033.841, -904.032, 17.364)
Camera.SetPosition(-1034.135, -904.978, 17.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.841, -904.032, 17.364, 2)
fade 1 500 

:IMPORT1_588
if 
fading 
jf @IMPORT1_612 
wait 0 
jump @IMPORT1_588 

:IMPORT1_612
0394: play_music 1 
00BA: text_styled 'CAR_AS1' 5000 ms 6  // CAR SHOWROOM ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-1008.388, -873.565, 13.218)
Camera.SetPosition(-1007.333, -874.26, 13.824, 0.0, 0.0, 0.0)
Camera.PointAt(-1007.34, -873.279, 13.63, 2)
01E5: text_1number_highpriority 'CAR_AS2' $930 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:IMPORT1_734
if 
fading 
jf @IMPORT1_758 
wait 0 
jump @IMPORT1_734 

:IMPORT1_758
fade 1 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT1_794 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut

:IMPORT1_794
IMPGEN4_587()
030C: progress_made += 1 
start_new_script @IMPORT2 
start_new_script @IMPGEN1 
terminate_this_script 

:IMPORT1_823
jump @IMPORT1_10 

:IMPORT2
script_name 'IMPORT2' 

:IMPORT2_10
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT2_557 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT2_557 
if 
   not $1409 == 6 // $ == int 
jf @IMPORT2_87 
IMPGEN4_183()
jump @IMPORT2_557 

:IMPORT2_87
if 
  $1411 == 0 // $ == int 
jf @IMPORT2_557 
IMPGEN4_645()
02FA: garage $991 change_to_type 10 
Object.Init($1418, #LH_IMP_EXP03, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1418)
$930 += 2500 // $ += int 
Pickup.Destroy($931)
04A6: $931 = create_asset_money_pickup_at $856 $857 $858 money $930 rate $930 
increment_mission_attempts 
0595: mission_complete 
$1411 = 1 // $ = int 
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT2_528 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT2_226
if 
fading 
jf @IMPORT2_250 
wait 0 
jump @IMPORT2_226 

:IMPORT2_250
02A3: enable_widescreen 1 
Model.Load(#SABRETUR)
038B: load_requested_models 

:IMPORT2_261
if 
   not Model.Available(#SABRETUR)
jf @IMPORT2_288 
wait 0 
jump @IMPORT2_261 

:IMPORT2_288
Car.Create($1426, #SABRETUR, -1014.1, -869.4, 12.0)
Car.Angle($1426) = 188.0
$1430 = 1 // $ = int 
Camera.SetAtPos(-1012.449, -874.397, 13.795)
Camera.SetPosition(-1012.101, -875.321, 13.952, 0.0, 0.0, 0.0)
Camera.PointAt(-1012.449, -874.397, 13.795, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1016.831, -866.517, 13.734)
Camera.SetPosition(-1017.595, -865.969, 14.074, 0.0, 0.0, 0.0)
Camera.PointAt(-1016.831, -866.517, 13.734, 2)
wait 4000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT2_528 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $930 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT2_528
IMPGEN4_587()
030C: progress_made += 1 
start_new_script @IMPORT3 
start_new_script @IMPGEN2 
terminate_this_script 

:IMPORT2_557
jump @IMPORT2_10 

:IMPORT3
script_name 'IMPORT3' 

:IMPORT3_10
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT3_557 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT3_557 
if 
   not $1409 == 6 // $ == int 
jf @IMPORT3_87 
IMPGEN4_183()
jump @IMPORT3_557 

:IMPORT3_87
if 
  $1411 == 0 // $ == int 
jf @IMPORT3_557 
IMPGEN4_645()
02FA: garage $991 change_to_type 22 
Object.Init($1418, #LH_IMP_EXP04, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1418)
$930 += 2500 // $ += int 
Pickup.Destroy($931)
04A6: $931 = create_asset_money_pickup_at $856 $857 $858 money $930 rate $930 
increment_mission_attempts 
0595: mission_complete 
$1411 = 1 // $ = int 
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT3_528 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT3_226
if 
fading 
jf @IMPORT3_250 
wait 0 
jump @IMPORT3_226 

:IMPORT3_250
02A3: enable_widescreen 1 
Model.Load(#SANDKING)
038B: load_requested_models 

:IMPORT3_261
if 
   not Model.Available(#SANDKING)
jf @IMPORT3_288 
wait 0 
jump @IMPORT3_261 

:IMPORT3_288
Car.Create($1427, #SANDKING, -1014.3, -868.8, 17.7)
Car.Angle($1427) = 195.0
$1431 = 1 // $ = int 
Camera.SetAtPos(-1009.532, -871.888, 19.307)
Camera.SetPosition(-1008.656, -872.307, 19.548, 0.0, 0.0, 0.0)
Camera.PointAt(-1009.532, -871.888, 19.307, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1018.04, -871.539, 20.058)
Camera.SetPosition(-1018.791, -872.077, 20.442, 0.0, 0.0, 0.0)
Camera.PointAt(-1018.04, -871.539, 20.058, 2)
wait 4000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT3_528 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $930 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT3_528
IMPGEN4_587()
030C: progress_made += 1 
start_new_script @IMPORT4 
start_new_script @IMPGEN3 
terminate_this_script 

:IMPORT3_557
jump @IMPORT3_10 

:IMPORT4
script_name 'IMPORT4' 

:IMPORT4_10
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT4_500 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT4_500 
if 
   not $1409 == 6 // $ == int 
jf @IMPORT4_87 
IMPGEN4_183()
jump @IMPORT4_500 

:IMPORT4_87
if 
  $1411 == 0 // $ == int 
jf @IMPORT4_500 
$930 += 2500 // $ += int 
Pickup.Destroy($931)
04A6: $931 = create_asset_money_pickup_at $856 $857 $858 money $930 rate $930 
increment_mission_attempts 
0595: mission_complete 
$1411 = 1 // $ = int 
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT4_486 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT4_184
if 
fading 
jf @IMPORT4_208 
wait 0 
jump @IMPORT4_184 

:IMPORT4_208
02A3: enable_widescreen 1 
Model.Load(#HOTRING)
038B: load_requested_models 

:IMPORT4_219
if 
   not Model.Available(#HOTRING)
jf @IMPORT4_246 
wait 0 
jump @IMPORT4_219 

:IMPORT4_246
Car.Create($1428, #HOTRING, -1023.2, -868.1, 17.0)
Car.Angle($1428) = 172.0
$1432 = 1 // $ = int 
Camera.SetAtPos(-1026.903, -871.942, 19.008)
Camera.SetPosition(-1027.585, -872.634, 19.244, 0.0, 0.0, 0.0)
Camera.PointAt(-1026.903, -871.942, 19.008, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1019.624, -869.584, 18.612)
Camera.SetPosition(-1018.721, -869.948, 18.844, 0.0, 0.0, 0.0)
Camera.PointAt(-1019.624, -869.584, 18.612, 2)
wait 4000 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPORT4_486 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $930 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT4_486
030C: progress_made += 1 
start_new_script @IMPGEN4 
terminate_this_script 

:IMPORT4_500
jump @IMPORT4_10 

:IMPGEN1
script_name 'IMPGEN1' 

:IMPGEN1_10
wait 1000 
if 
  $353 == 0 // $ == int 
jf @IMPGEN1_176 
if 
  $1429 == 1 // $ == int 
jf @IMPGEN1_176 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPGEN1_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN1_176 
if 
   not Car.Wrecked($1425)
jf @IMPGEN1_155 
Car.RemoveReferences($1425)
Model.Destroy(#DELUXO)
014C: set_parked_car_generator $389 cars_to_generate_to 101 
jump @IMPGEN1_167 

:IMPGEN1_155
Model.Destroy(#DELUXO)
014C: set_parked_car_generator $389 cars_to_generate_to 101 

:IMPGEN1_167
$353 = 1 // $ = int 
terminate_this_script 

:IMPGEN1_176
jump @IMPGEN1_10 

:IMPGEN2
script_name 'IMPGEN2' 

:IMPGEN2_10
wait 1000 
if 
  $354 == 0 // $ == int 
jf @IMPGEN2_176 
if 
  $1430 == 1 // $ == int 
jf @IMPGEN2_176 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPGEN2_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN2_176 
if 
   not Car.Wrecked($1426)
jf @IMPGEN2_155 
Model.Destroy(#SABRETUR)
Car.RemoveReferences($1426)
014C: set_parked_car_generator $390 cars_to_generate_to 101 
jump @IMPGEN2_167 

:IMPGEN2_155
Model.Destroy(#SABRETUR)
014C: set_parked_car_generator $390 cars_to_generate_to 101 

:IMPGEN2_167
$354 = 1 // $ = int 
terminate_this_script 

:IMPGEN2_176
jump @IMPGEN2_10 

:IMPGEN3
script_name 'IMPGEN3' 

:IMPGEN3_10
wait 1000 
if 
  $355 == 0 // $ == int 
jf @IMPGEN3_176 
if 
  $1431 == 1 // $ == int 
jf @IMPGEN3_176 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPGEN3_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN3_176 
if 
   not Car.Wrecked($1427)
jf @IMPGEN3_155 
Model.Destroy(#SANDKING)
Car.RemoveReferences($1427)
014C: set_parked_car_generator $391 cars_to_generate_to 101 
jump @IMPGEN3_167 

:IMPGEN3_155
Model.Destroy(#SANDKING)
014C: set_parked_car_generator $391 cars_to_generate_to 101 

:IMPGEN3_167
$355 = 1 // $ = int 
terminate_this_script 

:IMPGEN3_176
jump @IMPGEN3_10 

:IMPGEN4
script_name 'IMPGEN4' 

:IMPGEN4_10
wait 1000 
if 
  $356 == 0 // $ == int 
jf @IMPGEN4_176 
if 
  $1432 == 1 // $ == int 
jf @IMPGEN4_176 
if 
   Player.Defined($PLAYER_CHAR)
jf @IMPGEN4_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN4_176 
if 
   not Car.Wrecked($1428)
jf @IMPGEN4_155 
Model.Destroy(#HOTRING)
Car.RemoveReferences($1428)
014C: set_parked_car_generator $392 cars_to_generate_to 101 
jump @IMPGEN4_167 

:IMPGEN4_155
Model.Destroy(#HOTRING)
014C: set_parked_car_generator $392 cars_to_generate_to 101 

:IMPGEN4_167
$356 = 1 // $ = int 
terminate_this_script 

:IMPGEN4_176
jump @IMPGEN4_10 

:IMPGEN4_183
if and
03D4:   garage $991 contains_neededcar 1 
  $1412 == 0 // $ == int 
jf @IMPGEN4_250 
$1409 += 1 // $ += int 
Object.Init($1419, #LH_STRIKETHROUGH, -981.519, -841.222, 8.378)
Object.RemoveFromMissionCleanupList($1419)
$1412 = 1 // $ = int 

:IMPGEN4_250
if and
03D4:   garage $991 contains_neededcar 2 
  $1413 == 0 // $ == int 
jf @IMPGEN4_317 
$1409 += 1 // $ += int 
Object.Init($1420, #LH_STRIKETHROUGH, -981.519, -841.222, 8.216)
Object.RemoveFromMissionCleanupList($1420)
$1413 = 1 // $ = int 

:IMPGEN4_317
if and
03D4:   garage $991 contains_neededcar 3 
  $1414 == 0 // $ == int 
jf @IMPGEN4_384 
$1409 += 1 // $ += int 
Object.Init($1421, #LH_STRIKETHROUGH, -981.519, -841.222, 8.062)
Object.RemoveFromMissionCleanupList($1421)
$1414 = 1 // $ = int 

:IMPGEN4_384
if and
03D4:   garage $991 contains_neededcar 4 
  $1415 == 0 // $ == int 
jf @IMPGEN4_451 
$1409 += 1 // $ += int 
Object.Init($1422, #LH_STRIKETHROUGH, -981.519, -841.222, 7.901)
Object.RemoveFromMissionCleanupList($1422)
$1415 = 1 // $ = int 

:IMPGEN4_451
if and
03D4:   garage $991 contains_neededcar 5 
  $1416 == 0 // $ == int 
jf @IMPGEN4_518 
$1409 += 1 // $ += int 
Object.Init($1423, #LH_STRIKETHROUGH, -981.519, -841.222, 7.74)
Object.RemoveFromMissionCleanupList($1423)
$1416 = 1 // $ = int 

:IMPGEN4_518
if and
03D4:   garage $991 contains_neededcar 6 
  $1417 == 0 // $ == int 
jf @IMPGEN4_585 
$1409 += 1 // $ += int 
Object.Init($1424, #LH_STRIKETHROUGH, -981.519, -841.222, 7.585)
Object.RemoveFromMissionCleanupList($1424)
$1417 = 1 // $ = int 

:IMPGEN4_585
return 

:IMPGEN4_587
$1412 = 0 // $ = int 
$1413 = 0 // $ = int 
$1414 = 0 // $ = int 
$1415 = 0 // $ = int 
$1416 = 0 // $ = int 
$1417 = 0 // $ = int 
$1409 = 0 // $ = int 
$1411 = 0 // $ = int 
return 

:IMPGEN4_645
Object.Destroy($1419)
Object.Destroy($1420)
Object.Destroy($1422)
Object.Destroy($1421)
Object.Destroy($1423)
Object.Destroy($1424)
Object.Destroy($1418)
return 

:CELLFON
$1433 = 0 // $ = int 
$1434 = 0 // $ = int 
$1435 = 0 // $ = int 
$1436 = 0 // $ = int 
$1437 = 0 // $ = int 
$1438 = 0 // $ = int 
$1439 = 0 // $ = int 
$1440 = 0 // $ = int 
$1441 = 0 // $ = int 
$1442 = 0 // $ = int 
$1443 = 0 // $ = int 
$1444 = 0 // $ = int 
$1445 = 0 // $ = int 
$1446 = 0 // $ = int 
$1447 = 0 // $ = int 
$1448 = 0 // $ = int 
$1449 = 0 // $ = int 
$1450 = 0 // $ = int 
$1451 = 0 // $ = int 
$1452 = 0 // $ = int 
$1453 = 0 // $ = int 
$1454 = 0 // $ = int 
$1455 = 0 // $ = int 
$1456 = 0 // $ = int 
$1457 = 0 // $ = int 
$1458 = 0 // $ = int 
$1459 = 0 // $ = int 
$1460 = 0 // $ = int 
$1461 = 0 // $ = int 
$1462 = 0 // $ = int 
$1463 = 0 // $ = int 
$1464 = 0 // $ = int 
$1465 = 0 // $ = int 
$1466 = 0 // $ = int 
$1467 = 0 // $ = int 
$1468 = 0 // $ = int 
$1469 = 0 // $ = int 
$1470 = 0 // $ = int 
$1471 = 0 // $ = int 
$1472 = 0 // $ = int 
$1473 = 0 // $ = int 
$1485 = 0 // $ = int 
$1479 = 0 // $ = int 
$1480 = 0 // $ = int 
$697 = 0 // $ = int 
$1482 = 0 // $ = int 
$1483 = 0 // $ = int 
$1474 = 0 // $ = int 
$1475 = 0 // $ = int 
$1476 = 0 // $ = int 
$1484 = 0 // $ = int 
$1486 = 20000 // $ = int 
script_name 'CELLFON' 
set_wb_check_to 0 
start_new_script @CELL 
terminate_this_script 

:CELL
set_wb_check_to 0 
script_name 'CELL' 
jump @CELL_89 
Object.Init($2180, #COMGATE1OPEN, -712.524, -489.428, 12.549)
Object.Init($2181, #COMGATE2OPEN, -712.524, -489.428, 12.549)
032B: $941 = create_weapon_pickup $1228 3 ammo $1241 at $1276 $1277 $1278 

:CELL_89
wait 0 
if and
  $ONMISSION == 0 // $ == int 
  $1482 == 0 // $ == int 
jf @CELL_130 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$1482 = 1 // $ = int 

:CELL_130
if 
  $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // $ == int 
jf @CELL_15084 
if 
   Player.Defined($PLAYER_CHAR)
jf @CELL_15077 
if and
044B:   actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 // $ == int 
  $1484 == 0 // $ == int 
jf @CELL_15070 
CELL_15091()
if and
   not Player.WantedLevel($PLAYER_CHAR) > 0
001C:   $700 > $1486 // $ > $ int 
jf @CELL_15070 
if 
00F6:   player $PLAYER_CHAR 0 $853 $854 $855 radius 4.0 4.0 4.0 
jf @CELL_276 
jump @CELL_89 

:CELL_276
if 
00F6:   player $PLAYER_CHAR 0 $856 $857 $858 radius 4.0 4.0 4.0 
jf @CELL_325 
jump @CELL_89 

:CELL_325
if 
00F6:   player $PLAYER_CHAR 0 $859 $860 $861 radius 4.0 4.0 4.0 
jf @CELL_374 
jump @CELL_89 

:CELL_374
if 
00F6:   player $PLAYER_CHAR 0 $862 $863 $864 radius 4.0 4.0 4.0 
jf @CELL_423 
jump @CELL_89 

:CELL_423
if 
00F6:   player $PLAYER_CHAR 0 $865 $866 $867 radius 4.0 4.0 4.0 
jf @CELL_472 
jump @CELL_89 

:CELL_472
if 
00F6:   player $PLAYER_CHAR 0 $868 $869 $870 radius 4.0 4.0 4.0 
jf @CELL_521 
jump @CELL_89 

:CELL_521
if 
00F6:   player $PLAYER_CHAR 0 $871 $872 $873 radius 4.0 4.0 4.0 
jf @CELL_570 
jump @CELL_89 

:CELL_570
if 
  $1460 == 0 // $ == int 
jf @CELL_1007 
03E5: text_box 'ANSWER'  // Tap ~h~::PHONE::~w~ to answer your cell phone.
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_968 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_52A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_A' time 10000 1  // Hey Leo, I think we got a buyer for Diaz's merchandise.
CELL_15750()
03CF: load_wav 'MOB_52B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_B' time 10000 1  // You gotta give him a ring, man, set up the deal, you know?
CELL_15750()
03CF: load_wav 'MOB_52C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_C' time 10000 1  // Where are you now?
CELL_15750()
03CF: load_wav 'MOB_52D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_D' time 10000 1  // You ok Leo? You sound kinda different.
CELL_15750()
03CF: load_wav 'MOB_52E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_E' time 10000 1  // Just tell me where you are.
CELL_15750()
03CF: load_wav 'MOB_52F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_F' time 10000 1  // Who the hell is this? Put Leo on, man!
CELL_15750()
03CF: load_wav 'MOB_52G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_G' time 10000 1  // Leo's gone away for a while, he left me in charge.
CELL_15750()
03CF: load_wav 'MOB_52H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB52_H' time 10000 1  // Screw you, man!
CELL_15750()
00BE: text_clear_all 

:CELL_968
if 
  $1483 == 1 // $ == int 
jf @CELL_993 
$1460 = 1 // $ = int 

:CELL_993
CELL_16017()
jump @CELL_89 

:CELL_1007
if 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 
jf @CELL_1032 
$1476 = 1 // $ = int 

:CELL_1032
if 
  $1476 == 0 // $ == int 
jf @CELL_2057 
if and
  $1446 == 0 // $ == int 
  $PASSED_LAW4_RIOT == 1 // $ == int 
jf @CELL_1530 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_1445 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_24A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24A' time 10000 1  // Hola, is this Mr. Vercetti?
CELL_15750()
03CF: load_wav 'MOB_24B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24B' time 10000 1  // Yeah.
CELL_15750()
03CF: load_wav 'MOB_24C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24C' time 10000 1  // This is Cortez. You were at my party.
CELL_15750()
03CF: load_wav 'MOB_24D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24D' time 10000 1  // Yeah. I remember.
CELL_15750()
03CF: load_wav 'MOB_24E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24E' time 10000 1  // Mr. Vercetti, it was a most unfortunate incident that happened with your business deal.
CELL_15750()
03CF: load_wav 'MOB_24F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24F' time 10000 1  // I know.
CELL_15750()
03CF: load_wav 'MOB_24G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24G' time 10000 1  // I want you to know me and my people are doing their utmost to get to the bottom of it.
CELL_15750()
03CF: load_wav 'MOB_24H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_24H' time 10000 1  // If you'd like to talk to me more privately, you can find me at the boat, eh? Okay? Good day, senor.
CELL_15750()
00BE: text_clear_all 

:CELL_1445
if 
  $1483 == 1 // $ == int 
jf @CELL_1516 
$1446 = 1 // $ = int 
start_new_script @GEN1 
Marker.Disable($531)
02A7: $531 = create_icon_marker_and_sphere 6 at $763 $764 $765 
03E5: text_box 'NEWCONT'  // New ~h~Contact Point ~w~opened at the marina in Ocean Beach!!
$1485 = 1 // $ = int 

:CELL_1516
CELL_16017()
jump @CELL_89 

:CELL_1530
if and
  $1465 == 0 // $ == int 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @CELL_1741 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_1673 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_70A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_70A' time 10000 1  // Tommy, it's me, Colonel Cortez. Look senor, I believe you are a man who can get things done. So please help me.
CELL_15750()
03CF: load_wav 'MOB_70B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_70B' time 10000 1  // You can find me at the boat.
CELL_15750()
00BE: text_clear_all 

:CELL_1673
if 
  $1483 == 1 // $ == int 
jf @CELL_1727 
$1465 = 1 // $ = int 
start_new_script @GEN4 
Marker.Disable($531)
02A7: $531 = create_icon_marker_and_sphere 6 at $763 $764 $765 

:CELL_1727
CELL_16017()
jump @CELL_89 

:CELL_1741
if and
  $1447 == 0 // $ == int 
  $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 0 // $ == int 
  $PASSED_KENT1_DEATH_ROW == 1 // $ == int 
jf @CELL_2050 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_1982 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_25A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_25A' time 10000 1  // Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo.
CELL_15750()
03CF: load_wav 'MOB_25B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_25B' time 10000 1  // Damn hypocrites. They spend a hundred years stealing from poor countries and they call me a thief!
CELL_15750()
03CF: load_wav 'MOB_25C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_25C' time 10000 1  // I am going to need your help as soon as possible, amigo.
CELL_15750()
03CF: load_wav 'MOB_25D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_25D' time 10000 1  // So please hurry, Tommy, I need you, alright?
CELL_15750()
00BE: text_clear_all 

:CELL_1982
if 
  $1483 == 1 // $ == int 
jf @CELL_2036 
$1447 = 1 // $ = int 
start_new_script @GEN5 
Marker.Disable($531)
02A7: $531 = create_icon_marker_and_sphere 6 at $763 $764 $765 

:CELL_2036
CELL_16017()
jump @CELL_89 

:CELL_2050
jump @CELL_3142 

:CELL_2057
if and
  $1444 == 0 // $ == int 
  $573 == 1 // $ == int 
jf @CELL_2449 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_2410 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_18A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18A' time 10000 1  // Tommy, it's Paulo, how are you? Right mate, anyway, thought I had to drop you a line.
CELL_15750()
03CF: load_wav 'MOB_18B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18B' time 10000 1  // Oh my good lord, my son, you will not believe the quality of the brass I just encountered.
CELL_15750()
03CF: load_wav 'MOB_18C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18C' time 10000 1  // Street walker or something, just down in Little Havana, mate.
CELL_15750()
03CF: load_wav 'MOB_18D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18D' time 10000 1  // Said her name was Mercedes or something.
CELL_15750()
03CF: load_wav 'MOB_18E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18E' time 10000 1  // Oh my god, mate. You gotta check this bird out.
CELL_15750()
03CF: load_wav 'MOB_18F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18F' time 10000 1  // Could strip the lead out of a pencil. Said I was the best she ever had and all.
CELL_15750()
03CF: load_wav 'MOB_18G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_18G' time 10000 1  // Keep you potatoes skinned for her. Be seeing you.
CELL_15750()
00BE: text_clear_all 

:CELL_2410
if 
  $1483 == 1 // $ == int 
jf @CELL_2435 
$1444 = 1 // $ = int 

:CELL_2435
CELL_16017()
jump @CELL_89 

:CELL_2449
if and
  $1466 == 0 // $ == int 
  $1444 == 1 // $ == int 
  $573 == 1 // $ == int 
jf @CELL_3142 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_3103 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_71A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_A' time 10000 1  // Tommy, Thomas, it's Cortez. Que pasa?
CELL_15750()
03CF: load_wav 'MOB_71B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_B' time 10000 1  // Things are interesting. How are you, my friend?
CELL_15750()
03CF: load_wav 'MOB_71C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_G' time 10000 1  // I wanted to ask you about Mercedes.
CELL_15750()
03CF: load_wav 'MOB_71D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_H' time 10000 1  // Ok, what about her?
CELL_15750()
03CF: load_wav 'MOB_71E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_I' time 10000 1  // Oh Tommy, Tommy. I, I hear these stories, all these stories - I don't know what to think.
CELL_15750()
03CF: load_wav 'MOB_71F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_K' time 10000 1  // Maybe she thinks she can do what she likes, but Tommy, tell me, is it true?
CELL_15750()
03CF: load_wav 'MOB_71G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_M' time 10000 1  // Is what true?
CELL_15750()
03CF: load_wav 'MOB_71H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_N' time 10000 1  // These stories I hear. Is she really going to be a lawyer?
CELL_15750()
03CF: load_wav 'MOB_71I' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_O' time 10000 1  // Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family.
CELL_15750()
03CF: load_wav 'MOB_71J' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_P' time 10000 1  // We would never allow a daughter of ours to become a lawyer. Please tell me it isn't so. I don't think I could take it.
CELL_15750()
03CF: load_wav 'MOB_71K' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_Q' time 10000 1  // Oh Colonel, I can assure you Mercedes is never going to become a lawyer. Don't worry about it.
CELL_15750()
03CF: load_wav 'MOB_71L' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_R' time 10000 1  // Oh thank you, Tommy. Tommy, thank you. The shame would be unbearable.
CELL_15750()
03CF: load_wav 'MOB_71M' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_T' time 10000 1  // Anyway, Tommy, you must excuse me, the new minister of the interior has arrived.
CELL_15750()
03CF: load_wav 'MOB_71N' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB21_U' time 10000 1  // Many years ago, I killed his father in a failed coup so I must be polite. Good day, amigo.
CELL_15750()
00BE: text_clear_all 

:CELL_3103
if 
  $1483 == 1 // $ == int 
jf @CELL_3128 
$1466 = 1 // $ = int 

:CELL_3128
CELL_16017()
jump @CELL_89 

:CELL_3142
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @CELL_3167 
$1475 = 1 // $ = int 

:CELL_3167
if 
  $1475 == 0 // $ == int 
jf @CELL_3578 
if and
  $1461 == 0 // $ == int 
  $PASSED_COL3_GUARDIAN_ANGELS == 1 // $ == int 
jf @CELL_3578 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_3412 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_62A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_62A' time 10000 1  // Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man.
CELL_15750()
03CF: load_wav 'MOB_62B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_62B' time 10000 1  // I ask that prick Cortez, he say you the real deal, my friend, why you not come see me.
CELL_15750()
03CF: load_wav 'MOB_62C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_62C' time 10000 1  // I need a guy like you. All I have now is dickheads,
CELL_15750()
03CF: load_wav 'MOB_62D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_62D' time 10000 1  // dickheads everywhere, yo. I make you real rich.
CELL_15750()
00BE: text_clear_all 

:CELL_3412
if 
  $1483 == 1 // $ == int 
jf @CELL_3564 
$1461 = 1 // $ = int 
Object.Destroy($2181)
Marker.Disable($537)
02A7: $537 = create_icon_marker_and_sphere $724 at $766 $767 $768 
start_new_script @BAR1 

:CELL_3564
CELL_16017()
jump @CELL_89 

:CELL_3578
if and
  $1445 == 0 // $ == int 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 
jf @CELL_3886 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_3847 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_20A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_20A' time 10000 1  // Alright, Tommy, it's Paul. I just heard from a mush that you've been a real naughty boy.
CELL_15750()
03CF: load_wav 'MOB_20B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_20B' time 10000 1  // Somebody has taken offense to you acting like the big guy all of a sudden, giving it the big shot thing.
CELL_15750()
03CF: load_wav 'MOB_20C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_20C' time 10000 1  // Well, don't say I never warned you or nothing. Boasting is a mug's game, son.
CELL_15750()
03CF: load_wav 'MOB_20D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_20D' time 10000 1  // Anyway, I heard there's some price been put on your head and someone's going to have a crack at you,
CELL_15750()
03CF: load_wav 'MOB_20E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_20E' time 10000 1  // so watch yourself, and remember me, mate.
CELL_15750()
00BE: text_clear_all 

:CELL_3847
if 
  $1483 == 1 // $ == int 
jf @CELL_3872 
$1445 = 1 // $ = int 

:CELL_3872
CELL_16017()
jump @CELL_89 

:CELL_3886
if and
  $1433 == 0 // $ == int 
  $1458 == 1 // $ == int 
  $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 
  $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 
jf @CELL_4167 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_4085 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_01A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_01A' time 10000 1  // Awright me ol'china! It's Paul. I might have a little result for you, but I need to speak to you in person.
CELL_15750()
03CF: load_wav 'MOB_01B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_01B' time 10000 1  // I'm enjoying a little R&R at the Club Malibu.
CELL_15750()
03CF: load_wav 'MOB_01C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_01C' time 10000 1  // Reckon you're gonna owe me a favor or two after this, sunshine. I'll see you later.
CELL_15750()
00BE: text_clear_all 

:CELL_4085
if 
  $1483 == 1 // $ == int 
jf @CELL_4153 
$1433 = 1 // $ = int 
Marker.Disable($544)
02A7: $544 = create_icon_marker_and_sphere $722 at 491.0 -77.7 10.4 
start_new_script @KEN1 
$1300 = 1 // $ = int 

:CELL_4153
CELL_16017()
jump @CELL_89 

:CELL_4167
if and
  $1434 == 0 // $ == int 
  $576 == 1 // $ == int 
  $571 == 1 // $ == int 
  $1479 > 6 // $ > int 
jf @CELL_4440 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_4366 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_02A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_02A' time 10000 1  // Ssssnniiiiffffff Hey! Hello, Tommy? Tommy!
CELL_15750()
03CF: load_wav 'MOB_02B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_02B' time 10000 1  // We got a situation over at the Print Works. You better go and check it out.
CELL_15750()
03CF: load_wav 'MOB_02C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_02C' time 10000 1  // Some kind of mess or other. Things are messed up. I gotta go.
CELL_15750()
00BE: text_clear_all 

:CELL_4366
if 
  $1483 == 1 // $ == int 
jf @CELL_4426 
$1434 = 1 // $ = int 
Pickup.Destroy($941)
Marker.Disable($574)
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
start_new_script @FIN1 

:CELL_4426
CELL_16017()
jump @CELL_89 

:CELL_4440
if and
  $1464 == 0 // $ == int 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @CELL_4731 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_4667 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_68A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_68A' time 10000 1  // Tommy son, have I got a surprise for you
CELL_15750()
03CF: load_wav 'MOB_68B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_68B' time 10000 1  // I'm down at the recording studios with some major artists
CELL_15750()
03CF: load_wav 'MOB_68C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_68C' time 10000 1  // Why don't you pay us a visit?
CELL_15750()
03CF: load_wav 'MOB_68D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_68D' time 10000 1  // You know it makes sense, dontcha? See ya later.
CELL_15750()
00BE: text_clear_all 

:CELL_4667
if 
  $1483 == 1 // $ == int 
jf @CELL_4717 
$1464 = 1 // $ = int 
02A7: $590 = create_icon_marker_and_sphere $732 at $790 $791 $792 
start_new_script @ROC1 

:CELL_4717
CELL_16017()
jump @CELL_89 

:CELL_4731
if and
  $1435 == 0 // $ == int 
  $PASSED_ROCK3_PUBLICITY_TOUR == 1 // $ == int 
jf @CELL_5022 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_4958 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_04A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_04A' time 10000 1  // How you doin' mate? It's Paulo again.
CELL_15750()
03CF: load_wav 'MOB_04B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_04B' time 10000 1  // Look Tommy, I forgot to mention we're going to need some extra muscle for the concert. A bit of security.
CELL_15750()
03CF: load_wav 'MOB_04C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_04C' time 10000 1  // There's a biker gang led by Mitch Baker, it would be great publicity. Very rock and roll, baby.
CELL_15750()
03CF: load_wav 'MOB_04D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_04D' time 10000 1  // Sort this out for me and I'll get you some back stage passes for the gig, awright?
CELL_15750()
00BE: text_clear_all 

:CELL_4958
if 
  $1483 == 1 // $ == int 
jf @CELL_5008 
$1435 = 1 // $ = int 
02A7: $577 = create_icon_marker_and_sphere $731 at $781 $782 $783 
start_new_script @BIK1 

:CELL_5008
CELL_16017()
jump @CELL_89 

:CELL_5022
if and
  $1436 == 0 // $ == int 
  $580 == 1 // $ == int 
jf @CELL_5288 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_5249 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_05A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_05A' time 10000 1  // Hey, it's Mitch. You did good Tommy, it's good to have the old girl back.
CELL_15750()
03CF: load_wav 'MOB_05B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_05B' time 10000 1  // You tell Kent Paul he'll get his security for the gig.
CELL_15750()
03CF: load_wav 'MOB_05C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_05C' time 10000 1  // You have my word on that.
CELL_15750()
03CF: load_wav 'MOB_05D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_05D' time 10000 1  // Now keep yourself out of trouble.
CELL_15750()
00BE: text_clear_all 

:CELL_5249
if 
  $1483 == 1 // $ == int 
jf @CELL_5274 
$1436 = 1 // $ = int 

:CELL_5274
CELL_16017()
jump @CELL_89 

:CELL_5288
if and
  $1448 == 0 // $ == int 
  $593 == 1 // $ == int 
jf @CELL_5596 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_5557 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_26A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_26A' time 10000 1  // Hello, Tommy?
CELL_15750()
03CF: load_wav 'MOB_26B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_26B' time 10000 1  // Yeah?
CELL_15750()
03CF: load_wav 'MOB_26C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_26C' time 10000 1  // It's Baker. I just wanted to say I really enjoyed the show.
CELL_15750()
03CF: load_wav 'MOB_26D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_26D' time 10000 1  // Me and the boys want to thank you, and remind you,
CELL_15750()
03CF: load_wav 'MOB_26E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_26E' time 10000 1  // you got our respect. Good day. Keep riding hard, son.
CELL_15750()
00BE: text_clear_all 

:CELL_5557
if 
  $1483 == 1 // $ == int 
jf @CELL_5582 
$1448 = 1 // $ = int 

:CELL_5582
CELL_16017()
jump @CELL_89 

:CELL_5596
if and
  $1439 == 0 // $ == int 
  $549 == 1 // $ == int 
jf @CELL_5976 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_5907 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_09A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_09A' time 10000 1  // Hey Leo! I got some work for you!
CELL_15750()
03CF: load_wav 'MOB_09B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_09B' time 10000 1  // This ain't Leo.
CELL_15750()
03CF: load_wav 'MOB_09C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_09C' time 10000 1  // Hey, if Leo knows you got his phone, he gonna kill you!
CELL_15750()
03CF: load_wav 'MOB_09D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_09D' time 10000 1  // Maybe Leo's already dead. Maybe I killed Leo and took his phone - you think of that prick?
CELL_15750()
03CF: load_wav 'MOB_09E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_09E' time 10000 1  // You killed Leo? You must have big cojones - wanna work for me?!
CELL_15750()
03CF: load_wav 'MOB_09F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_09F' time 10000 1  // Drop by my father's cafe in Little Havana and we'll talk mano a mano.
CELL_15750()
00BE: text_clear_all 

:CELL_5907
if 
  $1483 == 1 // $ == int 
jf @CELL_5962 
$1439 = 1 // $ = int 
Marker.Disable($581)
02A7: $581 = create_icon_marker_and_sphere $733 at $784 $785 $786 
start_new_script @CUB1 

:CELL_5962
CELL_16017()
jump @CELL_89 

:CELL_5976
if and
  $1437 == 0 // $ == int 
  $582 == 1 // $ == int 
jf @CELL_6225 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_6161 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_06A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_06A' time 10000 1  // Tommy, 'nuf dead man been chattin' about you, my dear.
CELL_15750()
03CF: load_wav 'MOB_06B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_06B' time 10000 1  // Thought you might need something to make you feel better. So Auntie Poulet make you some stew, aye?
CELL_15750()
03CF: load_wav 'MOB_06C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_06C' time 10000 1  // Come by me kitchen some time, ok Tommy?
CELL_15750()
00BE: text_clear_all 

:CELL_6161
if 
  $1483 == 1 // $ == int 
jf @CELL_6211 
$1437 = 1 // $ = int 
02A7: $586 = create_icon_marker_and_sphere $734 at $787 $788 $789 
start_new_script @HAT1 

:CELL_6211
CELL_16017()
jump @CELL_89 

:CELL_6225
if and
  $1463 == 0 // $ == int 
  $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 
jf @CELL_6447 
if 
   Player.Defined($PLAYER_CHAR)
jf @CELL_6447 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @CELL_6447 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_6408 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_66A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_66A' time 10000 1  // Tommy, Tommy why you coming back here for?
CELL_15750()
03CF: load_wav 'MOB_66B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_66B' time 10000 1  // I tell you we don't want to see you around here no more.
CELL_15750()
00BE: text_clear_all 

:CELL_6408
if 
  $1483 == 1 // $ == int 
jf @CELL_6433 
$1463 = 1 // $ = int 

:CELL_6433
CELL_16017()
jump @CELL_89 

:CELL_6447
if and
  $1438 == 0 // $ == int 
  $697 == 1 // $ == int 
jf @CELL_6839 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_6800 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_08A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08A' time 10000 1  // Hey Tommy, I thought you might need some business advice.
CELL_15750()
03CF: load_wav 'MOB_08B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08B' time 10000 1  // Once you got an operation up and running, you'll need to drop by and take the week's cash.
CELL_15750()
03CF: load_wav 'MOB_08C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08C' time 10000 1  // Let the guys think they got the run of the place and they'll try shaving the profits - ok?
CELL_15750()
03CF: load_wav 'MOB_08D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08D' time 10000 1  // Hey, I know how to handle business, Ken, ok?
CELL_15750()
03CF: load_wav 'MOB_08E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08E' time 10000 1  // Ok, ok. I know, you know. I know. I was,
CELL_15750()
03CF: load_wav 'MOB_08F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08F' time 10000 1  // I was just, you know, telling you I know, that you know, that I know.
CELL_15750()
03CF: load_wav 'MOB_08G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_08G' time 10000 1  // Just keeping it sharp baby!
CELL_15750()
00BE: text_clear_all 

:CELL_6800
if 
  $1483 == 1 // $ == int 
jf @CELL_6825 
$1438 = 1 // $ = int 

:CELL_6825
CELL_16017()
jump @CELL_89 

:CELL_6839
if and
  $1440 == 0 // $ == int 
  $569 == 1 // $ == int 
  $PASSED_LAW4_RIOT == 1 // $ == int 
jf @CELL_7196 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_7157 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_11A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_11A' time 10000 1  // Howdy son, just thought I'd ring you up and give you some advice.
CELL_15750()
03CF: load_wav 'MOB_11B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_11B' time 10000 1  // Hey, Avery. What's eating you?
CELL_15750()
03CF: load_wav 'MOB_11C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_11C' time 10000 1  // There's a lot of opportunity in this town if you own the right real estate, you catch my drift?
CELL_15750()
03CF: load_wav 'MOB_11D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_11D' time 10000 1  // I reckon so...
CELL_15750()
03CF: load_wav 'MOB_11E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_11E' time 10000 1  // All I'm saying is keep your eyes open and you might find the perfect business opportunity. I'll catch y'later.
CELL_15750()
03CF: load_wav 'MOB_11F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_11F' time 10000 1  // Later, Avery.
CELL_15750()
00BE: text_clear_all 

:CELL_7157
if 
  $1483 == 1 // $ == int 
jf @CELL_7182 
$1440 = 1 // $ = int 

:CELL_7182
CELL_16017()
jump @CELL_89 

:CELL_7196
if and
  $1441 == 0 // $ == int 
  $697 == 1 // $ == int 
jf @CELL_7630 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_7591 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_14A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14A' time 10000 1  // Hey there Tommy, you're gonna love me mate.
CELL_15750()
03CF: load_wav 'MOB_14B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14B' time 10000 1  // A little birdy told me that Vice City SWAT Division has a deposit box at a certain rather large banking establishment,
CELL_15750()
03CF: load_wav 'MOB_14C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14C' time 10000 1  // where they keep all the bribes they've taken over the years,
CELL_15750()
03CF: load_wav 'MOB_14D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14D' time 10000 1  // like some kind of old boys' retirement fund.
CELL_15750()
03CF: load_wav 'MOB_14E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14E' time 10000 1  // Of course, if this information should ever help you acquire any of that cash,
CELL_15750()
03CF: load_wav 'MOB_14F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14F' time 10000 1  // I guess you'd feel obliged to push some of it my way?
CELL_15750()
03CF: load_wav 'MOB_14G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14G' time 10000 1  // I'll bear that in mind, thanks Kent.
CELL_15750()
03CF: load_wav 'MOB_14H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_14H' time 10000 1  // It's Paul. I'm from Kent, near London, you prat.
CELL_15750()
00BE: text_clear_all 

:CELL_7591
if 
  $1483 == 1 // $ == int 
jf @CELL_7616 
$1441 = 1 // $ = int 

:CELL_7616
CELL_16017()
jump @CELL_89 

:CELL_7630
if and
  $1449 == 0 // $ == int 
  $585 == 1 // $ == int 
jf @CELL_7980 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_7941 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_30A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_30A' time 10000 1  // Tommy, is Umberto Robina
CELL_15750()
03CF: load_wav 'MOB_30B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_30B' time 10000 1  // Hey, how's the cafe?
CELL_15750()
03CF: load_wav 'MOB_30C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_30C' time 10000 1  // Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
CELL_15750()
03CF: load_wav 'MOB_30D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_30D' time 10000 1  // Anyway, I wanted to tell you, me and Papi, to us, you Cuban.
CELL_15750()
03CF: load_wav 'MOB_30E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_30E' time 10000 1  // You have proved yourself, man. You got big cojones.
CELL_15750()
03CF: load_wav 'MOB_30F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_30F' time 10000 1  // Well thank you, Umberto. Nobody's said that to me since I left jail. I'll see you around.
CELL_15750()
00BE: text_clear_all 

:CELL_7941
if 
  $1483 == 1 // $ == int 
jf @CELL_7966 
$1449 = 1 // $ = int 

:CELL_7966
CELL_16017()
jump @CELL_89 

:CELL_7980
if and
  $1451 == 0 // $ == int 
  $554 == 1 // $ == int 
jf @CELL_8271 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_8207 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_34A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_34A' time 10000 1  // Tommy, I really enjoyed working with you. Ain't had so much fun since the ridge in Nam, pal.
CELL_15750()
03CF: load_wav 'MOB_34B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_34B' time 10000 1  // Anyhows, you need anything, you call on me, you hear?
CELL_15750()
03CF: load_wav 'MOB_34C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_34C' time 10000 1  // I always remember those I served with,
CELL_15750()
03CF: load_wav 'MOB_34D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_34D' time 10000 1  // and I am sure I can help you out, you hear?
CELL_15750()
00BE: text_clear_all 

:CELL_8207
if 
  $1483 == 1 // $ == int 
jf @CELL_8257 
$1451 = 1 // $ = int 
02A7: $556 = create_icon_marker_and_sphere $727 at $796 $797 $798 
start_new_script @PHI1 

:CELL_8257
CELL_16017()
jump @CELL_89 

:CELL_8271
if and
  $1450 == 0 // $ == int 
  $557 == 1 // $ == int 
jf @CELL_8562 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_8498 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_33A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_33A' time 10000 1  // Tommy, it's Phil, now cut out all the reminiscing crap and listen to me, you hear?
CELL_15750()
03CF: load_wav 'MOB_33B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_33B' time 10000 1  // Good. I got me some extra strength boomshine nearing fermentation time and I was wondering if you'd fancy having a shot.
CELL_15750()
03CF: load_wav 'MOB_33C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_33C' time 10000 1  // Seriously, Tommy, if you like a drink, or if you need to strip paint, this stuff'll make a man out of you.
CELL_15750()
03CF: load_wav 'MOB_33D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_33D' time 10000 1  // Sure did out of me, even though I can't see out of one eye. I'll be waiting for you, y'hear.
CELL_15750()
00BE: text_clear_all 

:CELL_8498
if 
  $1483 == 1 // $ == int 
jf @CELL_8548 
$1450 = 1 // $ = int 
02A7: $556 = create_icon_marker_and_sphere $727 at $796 $797 $798 
start_new_script @PHI2 

:CELL_8548
CELL_16017()
jump @CELL_89 

:CELL_8562
if and
  $1452 == 0 // $ == int 
  $558 == 1 // $ == int 
jf @CELL_8786 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_8747 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_36A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_36A' time 10000 1  // Tommy, it's Phil, I want to thank you for helping me out back there son,
CELL_15750()
03CF: load_wav 'MOB_36B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_36B' time 10000 1  // Damn Charlie, he'll always ambush you somewhere or other,
CELL_15750()
03CF: load_wav 'MOB_36C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_36C' time 10000 1  // Anyway the wound is healing well, and it means I'll no longer be defrauding the government on my disability check.
CELL_15750()
00BE: text_clear_all 

:CELL_8747
if 
  $1483 == 1 // $ == int 
jf @CELL_8772 
$1452 = 1 // $ = int 

:CELL_8772
CELL_16017()
jump @CELL_89 

:CELL_8786
if and
  $1442 == 0 // $ == int 
  $563 == 1 // $ == int 
jf @CELL_9178 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_9139 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_16A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16A' time 10000 1  // Tommy, Paulo here, que pasa amigo?
CELL_15750()
03CF: load_wav 'MOB_16B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16B' time 10000 1  // What do you want Paul? I don't want any fake label clothes.
CELL_15750()
03CF: load_wav 'MOB_16C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16C' time 10000 1  // Very funny, mate, but you know I don't touch bent gear. Nah, I was just calling to see if I get a part in one your movies.
CELL_15750()
03CF: load_wav 'MOB_16D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16D' time 10000 1  // Back in England I did a lot of blue stuff, mate. I'm packing more heat than you, my son.
CELL_15750()
03CF: load_wav 'MOB_16E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16E' time 10000 1  // Paul, thanks for the offer, I'll bear it in mind.
CELL_15750()
03CF: load_wav 'MOB_16F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16F' time 10000 1  // Seriously, don't forget about me, after all I done for you.
CELL_15750()
03CF: load_wav 'MOB_16G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_16G' time 10000 1  // That's what I'm trying to forget about.
CELL_15750()
00BE: text_clear_all 

:CELL_9139
if 
  $1483 == 1 // $ == int 
jf @CELL_9164 
$1442 = 1 // $ = int 

:CELL_9164
CELL_16017()
jump @CELL_89 

:CELL_9178
if 
  $573 == 1 // $ == int 
jf @CELL_9203 
$1474 = 1 // $ = int 

:CELL_9203
if 
  $1474 == 0 // $ == int 
jf @CELL_12660 
if and
  $1458 == 0 // $ == int 
  $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 
jf @CELL_9679 
if 
8121:   not player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @CELL_9679 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_9640 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_46A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_A' time 10000 1  // Yo, Tommy! It's Lance.
CELL_15750()
03CF: load_wav 'MOB_46B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_B' time 10000 1  // Yeah?
CELL_15750()
03CF: load_wav 'MOB_46C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_C' time 10000 1  // Oh, nice to hear from you, Lance. Come on, man, be cool, be cool.
CELL_15750()
03CF: load_wav 'MOB_46D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_D' time 10000 1  // I'm in the middle of something. What do you want?
CELL_15750()
03CF: load_wav 'MOB_46E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_E' time 10000 1  // Nothing. Just to say, you know. Look Tommy, we can do this thing.
CELL_15750()
03CF: load_wav 'MOB_46F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_F' time 10000 1  // You and me, no problem. You know what I mean?
CELL_15750()
03CF: load_wav 'MOB_46G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_G' time 10000 1  // We're going to have to do it, 'cause otherwise, we're going to be dead, Lance.
CELL_15750()
03CF: load_wav 'MOB_46H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB46_H' time 10000 1  // We're in too far now. But thanks for the call. I'll speak to you later.
CELL_15750()
00BE: text_clear_all 

:CELL_9640
if 
  $1483 == 1 // $ == int 
jf @CELL_9665 
$1458 = 1 // $ = int 

:CELL_9665
CELL_16017()
jump @CELL_89 

:CELL_9679
if and
  $1453 == 0 // $ == int 
  $PASSED_LAW3_JURY_FURY == 1 // $ == int 
jf @CELL_10155 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_10116 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_40A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40A' time 10000 1  // Hey Tommy, it's Sonny. How's the sun tan?
CELL_15750()
03CF: load_wav 'MOB_40B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40B' time 10000 1  // I ain't got no sun tan.
CELL_15750()
03CF: load_wav 'MOB_40C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40C' time 10000 1  // Well, you ain't got my money, either, so I'm wondering to myself,
CELL_15750()
03CF: load_wav 'MOB_40D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40D' time 10000 1  // what are you doing? So, tell me, Tommy, what are you doing?
CELL_15750()
03CF: load_wav 'MOB_40E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40E' time 10000 1  // I'm looking for the money, Sonny. Don't worry.
CELL_15750()
03CF: load_wav 'MOB_40F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40F' time 10000 1  // I am worrying, Tommy, that's my style,
CELL_15750()
03CF: load_wav 'MOB_40G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40G' time 10000 1  // because I seem to have this problem in my life with unreliable people.
CELL_15750()
03CF: load_wav 'MOB_40H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40H' time 10000 1  // Don't be an unreliable person, Tommy, please.
CELL_15750()
03CF: load_wav 'MOB_40I' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_40I' time 10000 1  // Do us both a favor. I'm looking forward to hearing from you.
CELL_15750()
00BE: text_clear_all 

:CELL_10116
if 
  $1483 == 1 // $ == int 
jf @CELL_10141 
$1453 = 1 // $ = int 

:CELL_10141
CELL_16017()
jump @CELL_89 

:CELL_10155
if and
  $1454 == 0 // $ == int 
  $1453 == 1 // $ == int 
jf @CELL_10607 
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @CELL_10607 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_10568 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_41A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41A' time 10000 1  // Tommy, remember me?
CELL_15750()
03CF: load_wav 'MOB_41B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41B' time 10000 1  // Hello Sonny.
CELL_15750()
03CF: load_wav 'MOB_41C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41C' time 10000 1  // That's right, Sonny. We're old friends,
CELL_15750()
03CF: load_wav 'MOB_41D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41D' time 10000 1  // You never write me, you never call. Don't you want to be friends no more?
CELL_15750()
03CF: load_wav 'MOB_41E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41E' time 10000 1  // I've been busy trying to sort things out. You didn't give me a lot of support down here, Sonny.
CELL_15750()
03CF: load_wav 'MOB_41F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41F' time 10000 1  // Oh, my fault is it? We'll I've heard you been busy all right.
CELL_15750()
03CF: load_wav 'MOB_41G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41G' time 10000 1  // Busy killing drugs barons. Busy taking over.
CELL_15750()
03CF: load_wav 'MOB_41H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_41H' time 10000 1  // Don't forget about us, Tommy, 'cause I can assure you, I ain't forgotten about you.
CELL_15750()
00BE: text_clear_all 

:CELL_10568
if 
  $1483 == 1 // $ == int 
jf @CELL_10593 
$1454 = 1 // $ = int 

:CELL_10593
CELL_16017()
jump @CELL_89 

:CELL_10607
if and
  $1455 == 0 // $ == int 
  $1454 == 1 // $ == int 
jf @CELL_10940 
if or
  $575 == 1 // $ == int 
  $560 == 1 // $ == int 
jf @CELL_10940 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_10901 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_42A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_42A' time 10000 1  // Tommy.
CELL_15750()
03CF: load_wav 'MOB_42B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_42B' time 10000 1  // Sonny.
CELL_15750()
03CF: load_wav 'MOB_42C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_42C' time 10000 1  // Obviously you are suffering from hearing problems, so I'll try again.
CELL_15750()
03CF: load_wav 'MOB_42D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_42D' time 10000 1  // Where's the goddamned money, where's the goddamned stuff, and where's my cut of your new action?
CELL_15750()
03CF: load_wav 'MOB_42E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_42E' time 10000 1  // You are making an idiot out of me, Tommy, and I'm not laughing yet.
CELL_15750()
00BE: text_clear_all 

:CELL_10901
if 
  $1483 == 1 // $ == int 
jf @CELL_10926 
$1455 = 1 // $ = int 

:CELL_10926
CELL_16017()
jump @CELL_89 

:CELL_10940
if and
  $1456 == 0 // $ == int 
  $1455 == 1 // $ == int 
jf @CELL_11399 
if and
  $554 == 1 // $ == int 
  $576 == 1 // $ == int 
jf @CELL_11399 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_11360 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_43A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43A' time 10000 1  // Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?.
CELL_15750()
03CF: load_wav 'MOB_43B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43B' time 10000 1  // I don't know about you, but there's something about a man threatening to murder my family
CELL_15750()
03CF: load_wav 'MOB_43C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43C' time 10000 1  // which really scares the crap out of me. What are you going to do?
CELL_15750()
03CF: load_wav 'MOB_43D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43D' time 10000 1  // Ken, take it easy.
CELL_15750()
03CF: load_wav 'MOB_43E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43E' time 10000 1  // I AM calm, calm as a man can be when he's fearing for his life!
CELL_15750()
03CF: load_wav 'MOB_43F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43F' time 10000 1  // Stay off the idiot fuel and look after yourself.
CELL_15750()
03CF: load_wav 'MOB_43G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43G' time 10000 1  // No one's gonna take us out. I'll see you later.
CELL_15750()
03CF: load_wav 'MOB_43H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_43H' time 10000 1  // I am calm. Don't I sound calm? Must be impending death that is doing this to my voice.
CELL_15750()
00BE: text_clear_all 

:CELL_11360
if 
  $1483 == 1 // $ == int 
jf @CELL_11385 
$1456 = 1 // $ = int 

:CELL_11385
CELL_16017()
jump @CELL_89 

:CELL_11399
if and
  $1457 == 0 // $ == int 
  $570 == 1 // $ == int 
jf @CELL_12085 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_12046 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_45A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_A' time 10000 1  // Tommy We gotta talk about stuff.
CELL_15750()
03CF: load_wav 'MOB_45B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_B' time 10000 1  // What's the problem Lance?
CELL_15750()
03CF: load_wav 'MOB_45C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_C' time 10000 1  // It's you, my friend, I feel you're not giving me a fair slice.
CELL_15750()
03CF: load_wav 'MOB_45D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_D' time 10000 1  // And more than that, you been embarrassing me in front of the boys. I can't have that.
CELL_15750()
03CF: load_wav 'MOB_45E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_E' time 10000 1  // Lance, it ain't like that. You've been making mistakes.
CELL_15750()
03CF: load_wav 'MOB_45F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_F' time 10000 1  // Tommy, I'm not your message boy. I'm not your running boy.
CELL_15750()
03CF: load_wav 'MOB_45G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_G' time 10000 1  // Lance, don't screw up, and we won't have any problems. I screw up, you can lay into me any time.
CELL_15750()
03CF: load_wav 'MOB_45H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_H' time 10000 1  // Tommy, I've done everything for you, you treat me like a fool. Don't do that.
CELL_15750()
03CF: load_wav 'MOB_45I' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_I' time 10000 1  // Lance, I won't rip you off or stab you in the back, okay?
CELL_15750()
03CF: load_wav 'MOB_45J' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_J' time 10000 1  // Just take it easy. This is tough enough without you getting all emotional on me.
CELL_15750()
03CF: load_wav 'MOB_45K' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_K' time 10000 1  // Trust me. Do you hear me, do you hear me?
CELL_15750()
03CF: load_wav 'MOB_45L' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_L' time 10000 1  // I hear you, Tommy, but I can't take this much more.
CELL_15750()
03CF: load_wav 'MOB_45M' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_M' time 10000 1  // Lance, don't be like this. Now I'm warning you.
CELL_15750()
03CF: load_wav 'MOB_45N' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB45_N' time 10000 1  // Do you hear me? Just relax, take a few days off. Okay? I'll talk to you.
CELL_15750()
00BE: text_clear_all 

:CELL_12046
if 
  $1483 == 1 // $ == int 
jf @CELL_12071 
$1457 = 1 // $ = int 

:CELL_12071
CELL_16017()
jump @CELL_89 

:CELL_12085
if and
  $1467 == 0 // $ == int 
  $571 == 1 // $ == int 
jf @CELL_12477 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_12438 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_72A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72A' time 10000 1  // Tommy, it's me, Lance. Keep your mouth shut there Tommy, 'cause I ain't got time to talk.
CELL_15750()
03CF: load_wav 'MOB_72B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72B' time 10000 1  // I ain't interested in what you got to say. Why should I be? You don't care about me, do you?
CELL_15750()
03CF: load_wav 'MOB_72C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72C' time 10000 1  // You gotta look after me a bit better. Give me a fair slice. You know...
CELL_15750()
03CF: load_wav 'MOB_72D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72D' time 10000 1  // Tommy... oh, look, man, I'm sorry. It's just that...
CELL_15750()
03CF: load_wav 'MOB_72E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72E' time 10000 1  // People patronize me all my life, treat me like a little kid.
CELL_15750()
03CF: load_wav 'MOB_72F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72F' time 10000 1  // My brother would do that. Please, man, don't do that.
CELL_15750()
03CF: load_wav 'MOB_72G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_72G' time 10000 1  // I gotta go.
CELL_15750()
00BE: text_clear_all 

:CELL_12438
if 
  $1483 == 1 // $ == int 
jf @CELL_12463 
$1467 = 1 // $ = int 

:CELL_12463
CELL_16017()
jump @CELL_89 

:CELL_12477
if and
  $1459 == 0 // $ == int 
  $572 == 1 // $ == int 
jf @CELL_12653 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_12578 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_47A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_47A' time 10000 1  // Tommy, Lance, we got big problems. Come down here. Right away.
CELL_15750()
00BE: text_clear_all 

:CELL_12578
if 
  $1483 == 1 // $ == int 
jf @CELL_12639 
$1459 = 1 // $ = int 
Marker.Disable($568)
02A7: $568 = create_icon_marker_and_sphere $729 at -378.3 -579.8 24.5 
start_new_script @FIN2 

:CELL_12639
CELL_16017()
jump @CELL_89 

:CELL_12653
jump @CELL_14164 

:CELL_12660
if and
  $1462 == 0 // $ == int 
   Player.Defined($PLAYER_CHAR)
jf @CELL_13210 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @CELL_13210 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_13161 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_63A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63A' time 10000 1  // Tommy, it's Earnest. Earnest Kelly.
CELL_15750()
03CF: load_wav 'MOB_63B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63B' time 10000 1  // How are you?
CELL_15750()
03CF: load_wav 'MOB_63C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63C' time 10000 1  // I'm doing okay. I'll need a stick to walk, but I should be back at work soon enough.
CELL_15750()
03CF: load_wav 'MOB_63D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63D' time 10000 1  // Good.
CELL_15750()
03CF: load_wav 'MOB_63E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63E' time 10000 1  // I heard about Lance. What a little prick, eh?
CELL_15750()
03CF: load_wav 'MOB_63F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63F' time 10000 1  // Yes.
CELL_15750()
03CF: load_wav 'MOB_63G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63G' time 10000 1  // Never trust a man who walks the streets in his pajamas. That's what I say. Glad you killed him. I hope it was painful for the prick.
CELL_15750()
03CF: load_wav 'MOB_63H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63H' time 10000 1  // I think it was. I just didn't think he was like that...
CELL_15750()
03CF: load_wav 'MOB_63I' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63I' time 10000 1  // Tommy, for a raging lunatic, you're pretty naive. I'll be back at work soon, teach you a thing or two about life, you hear.
CELL_15750()
03CF: load_wav 'MOB_63J' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_63J' time 10000 1  // Take your time, Earnest. Look after yourself.
CELL_15750()
00BE: text_clear_all 

:CELL_13161
if 
  $1483 == 1 // $ == int 
jf @CELL_13196 
$1462 = 1 // $ = int 
$1486 = 60000 // $ = int 

:CELL_13196
CELL_16017()
jump @CELL_89 

:CELL_13210
if and
  $1443 == 0 // $ == int 
   Player.Defined($PLAYER_CHAR)
jf @CELL_13792 
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @CELL_13792 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_13753 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_17A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17A' time 10000 1  // Tommy Vercetti, how's it going, Mr. big shot? I hear all these things about you, some kind of player in town, now eh...
CELL_15750()
03CF: load_wav 'MOB_17B' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17B' time 10000 1  // Paul, you're drunk.
CELL_15750()
03CF: load_wav 'MOB_17C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17C' time 10000 1  // Nah, you stupid prat, I ain't drunk. I only had a couple and some treats, ain't been to bed for a couple of days, you know.
CELL_15750()
03CF: load_wav 'MOB_17D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17D' time 10000 1  // Anyway, don't give me that. I ain't a mug. Who set you up in this town? Who? Me. That's who.
CELL_15750()
03CF: load_wav 'MOB_17E' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17F' time 10000 1  // Really?
CELL_15750()
03CF: load_wav 'MOB_17G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17G' time 10000 1  // Don't give me that. Don't! I introduced you to people. I showed you the ropes, did a lot of stuff for you, and this is how you repay me.
CELL_15750()
03CF: load_wav 'MOB_17H' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17H' time 10000 1  // You ignore me. You won't give me a way in, after all I did for you! What do you think I am? A div or something?
CELL_15750()
03CF: load_wav 'MOB_17I' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17I' time 10000 1  // Paul, take it easy. I've been busy, don't be an idiot.
CELL_15750()
03CF: load_wav 'MOB_17J' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17J' time 10000 1  // I ain't no idiot, mush. That's what they said in borstal. Are you asking for trouble son, because you're going to get it!
CELL_15750()
03CF: load_wav 'MOB_17K' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17K' time 10000 1  // Tommy, mate. Please. You was my big hope! Please, don't laugh at me!
CELL_15750()
03CF: load_wav 'MOB_17L' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_17L' time 10000 1  // Paul, get some sleep, seriously.
CELL_15750()
00BE: text_clear_all 

:CELL_13753
if 
  $1483 == 1 // $ == int 
jf @CELL_13778 
$1443 = 1 // $ = int 

:CELL_13778
CELL_16017()
jump @CELL_89 

:CELL_13792
if and
  $1468 == 0 // $ == int 
   Player.Defined($PLAYER_CHAR)
jf @CELL_14164 
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @CELL_14164 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_14125 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_73A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_73A' time 10000 1  // Tommy, it's Steve.
CELL_15750()
03CF: load_wav 'MOB_73C' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_73C' time 10000 1  // You're a marvel! I'm a marvel! They love us. We are re-writing the record books, pal.
CELL_15750()
03CF: load_wav 'MOB_73D' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_73D' time 10000 1  // We are talking major awards here. I can put my dad in a home an tell him to shut up.
CELL_15750()
03CF: load_wav 'MOB_73F' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_73F' time 10000 1  // It's hot, man. Hot. H. O. T. He never believed in me. Never thought I was an artist, and now I've made it.
CELL_15750()
03CF: load_wav 'MOB_73G' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_73G' time 10000 1  // I'm the best damn skin flick director of all time, my friend. I just wanted to say, it's a pleasure to have met you.
CELL_15750()
03CF: load_wav 'MOB_73I' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_73I' time 10000 1  // I love you, baby. Don't go changing on me, you hear.
CELL_15750()
00BE: text_clear_all 

:CELL_14125
if 
  $1483 == 1 // $ == int 
jf @CELL_14150 
$1468 = 1 // $ = int 

:CELL_14150
CELL_16017()
jump @CELL_89 

:CELL_14164
if and
  $PASSED_LAW3_JURY_FURY == 1 // $ == int 
  $1473 == 0 // $ == int 
jf @CELL_14334 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_14265 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_99A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_99A' time 10000 1  // Get to the payphone next to the mall in Washington.
CELL_15750()
00BE: text_clear_all 

:CELL_14265
if 
  $1483 == 1 // $ == int 
jf @CELL_14320 
$1473 = 1 // $ = int 
Marker.Disable($600)
02A7: $600 = create_icon_marker_and_sphere $735 at $820 $821 $822 
start_new_script @ASSIN_1 

:CELL_14320
CELL_16017()
jump @CELL_89 

:CELL_14334
if and
  $PASSED_COL2_MALL_SHOOTOUT == 1 // $ == int 
  $601 == 1 // $ == int 
  $1473 == 1 // $ == int 
  $1472 == 0 // $ == int 
jf @CELL_14518 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_14449 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_98A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_98A' time 10000 1  // Get to the pay phone in Vice Point.
CELL_15750()
00BE: text_clear_all 

:CELL_14449
if 
  $1483 == 1 // $ == int 
jf @CELL_14504 
$1472 = 1 // $ = int 
Marker.Disable($600)
02A7: $600 = create_icon_marker_and_sphere $735 at $823 $824 $825 
start_new_script @ASSIN_2 

:CELL_14504
CELL_16017()
jump @CELL_89 

:CELL_14518
if and
  $PASSED_COK3_THE_FASTEST_BOAT == 1 // $ == int 
  $602 == 1 // $ == int 
  $1472 == 1 // $ == int 
  $1471 == 0 // $ == int 
jf @CELL_14702 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_14633 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_99A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_99A' time 10000 1  // Get to the payphone next to the mall in Washington.
CELL_15750()
00BE: text_clear_all 

:CELL_14633
if 
  $1483 == 1 // $ == int 
jf @CELL_14688 
$1471 = 1 // $ = int 
Marker.Disable($600)
02A7: $600 = create_icon_marker_and_sphere $735 at $826 $827 $828 
start_new_script @ASSIN_3 

:CELL_14688
CELL_16017()
jump @CELL_89 

:CELL_14702
if and
  $569 == 1 // $ == int 
  $603 == 1 // $ == int 
  $1471 == 1 // $ == int 
  $1470 == 0 // $ == int 
jf @CELL_14886 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_14817 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_96A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_96A' time 10000 1  // Get to the payphone at the airport terminal.
CELL_15750()
00BE: text_clear_all 

:CELL_14817
if 
  $1483 == 1 // $ == int 
jf @CELL_14872 
$1470 = 1 // $ = int 
Marker.Disable($600)
02A7: $600 = create_icon_marker_and_sphere $735 at $829 $830 $831 
start_new_script @ASSIN_4 

:CELL_14872
CELL_16017()
jump @CELL_89 

:CELL_14886
if and
  $552 == 1 // $ == int 
  $604 == 1 // $ == int 
  $1470 == 1 // $ == int 
  $1469 == 0 // $ == int 
jf @CELL_15070 
CELL_15114()
if 
  $1483 == 1 // $ == int 
jf @CELL_15001 
$1481 = 1 // $ = int 
03CF: load_wav 'MOB_95A' as $1481 
CELL_15598()
00BC: text_highpriority 'MOB_95A' time 10000 1  // Get to the payphone in Little Havana.
CELL_15750()
00BE: text_clear_all 

:CELL_15001
if 
  $1483 == 1 // $ == int 
jf @CELL_15056 
$1469 = 1 // $ = int 
Marker.Disable($600)
02A7: $600 = create_icon_marker_and_sphere $735 at $832 $833 $834 
start_new_script @ASSIN_5 

:CELL_15056
CELL_16017()
jump @CELL_89 

:CELL_15070
jump @CELL_15084 

:CELL_15077
$1484 = 0 // $ = int 

:CELL_15084
jump @CELL_89 

:CELL_15091
01BD: $699 = current_time_in_ms 
0084: $700 = $699 // $ = $ int 
0060: $700 -= $CURRENT_TIME_IN_MS // $ -= $ int 
return 

:CELL_15114
$1481 = 1 // $ = int 
$1477 = 0 // $ = int 
0512: show_permanent_text_box 'ANSWER' 
$ONMISSION = 1 // $ = int 
$1484 = 1 // $ = int 

:CELL_15152
if and
  7 > $1477 // int > $ 
  2 > $1483 // int > $ 
jf @CELL_15361 
wait 0 
03CF: load_wav 'MOBRING' as $1481 
CELL_15598()
$1477 += 1 // $ += int 
if and
  $1483 == 1 // $ == int 
  $1477 > 0 // $ > int 
jf @CELL_15240 
jump @CELL_15368 

:CELL_15240
CELL_15750()
if and
  $1483 == 1 // $ == int 
  $1477 > 0 // $ > int 
jf @CELL_15279 
jump @CELL_15368 

:CELL_15279
$1478 = 0 // $ = int 

:CELL_15286
if 
  40 > $1478 // int > $ 
jf @CELL_15354 
wait 0 
CELL_15897()
if 
  $1483 == 1 // $ == int 
jf @CELL_15340 
jump @CELL_15368 

:CELL_15340
$1478 += 1 // $ += int 
jump @CELL_15286 

:CELL_15354
jump @CELL_15152 

:CELL_15361
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
return 

:CELL_15368
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:CELL_15373
if 
00E1:   player 0 pressed_button 4 
jf @CELL_15426 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @CELL_15419 
$1483 = 2 // $ = int 
return 

:CELL_15419
jump @CELL_15373 

:CELL_15426
03E6: remove_text_box 
040D: unload_wav $1481 
if 
   Player.Defined($PLAYER_CHAR)
jf @CELL_15596 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Model.Load(#CELLPHONE)

:CELL_15468
if 
   not Model.Available(#CELLPHONE)
jf @CELL_15495 
wait 0 
jump @CELL_15468 

:CELL_15495
CELL_15897()
if 
  $1483 == 2 // $ == int 
jf @CELL_15527 
Model.Destroy(#CELLPHONE)
return 

:CELL_15527
052B: actor $PLAYER_ACTOR hold_cellphone 1 
TIMERA = 0 // @ = int 

:CELL_15541
if 
  1000 > TIMERA // int > @ 
jf @CELL_15596 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @CELL_15589 
$1483 = 2 // $ = int 
return 

:CELL_15589
jump @CELL_15541 

:CELL_15596
return 

:CELL_15598
if 
83D0:   not wav $1481 loaded 
jf @CELL_15743 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @CELL_15650 
$1483 = 2 // $ = int 
return 
jump @CELL_15736 

:CELL_15650
if or
0521:   actor $PLAYER_ACTOR drowning_in_water 
844B:   not actor $PLAYER_ACTOR on_foot 
jf @CELL_15680 
$1483 = 2 // $ = int 
return 

:CELL_15680
if and
  $1483 == 0 // $ == int 
  $1477 > 0 // $ > int 
jf @CELL_15736 
if and
00E1:   player 0 pressed_button 4 
   Player.Controllable($PLAYER_CHAR)
jf @CELL_15736 
$1483 = 1 // $ = int 
return 

:CELL_15736
jump @CELL_15598 

:CELL_15743
03D1: play_wav $1481 
return 

:CELL_15750
if 
83D2:   not wav $1481 ended 
jf @CELL_15895 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @CELL_15802 
$1483 = 2 // $ = int 
return 
jump @CELL_15888 

:CELL_15802
if or
0521:   actor $PLAYER_ACTOR drowning_in_water 
844B:   not actor $PLAYER_ACTOR on_foot 
jf @CELL_15832 
$1483 = 2 // $ = int 
return 

:CELL_15832
if and
  $1483 == 0 // $ == int 
  $1477 > 0 // $ > int 
jf @CELL_15888 
if and
00E1:   player 0 pressed_button 4 
   Player.Controllable($PLAYER_CHAR)
jf @CELL_15888 
$1483 = 1 // $ = int 
return 

:CELL_15888
jump @CELL_15750 

:CELL_15895
return 

:CELL_15897
if 
   not Player.Defined($PLAYER_CHAR)
jf @CELL_15929 
$1483 = 2 // $ = int 
return 
jump @CELL_16015 

:CELL_15929
if or
0521:   actor $PLAYER_ACTOR drowning_in_water 
844B:   not actor $PLAYER_ACTOR on_foot 
jf @CELL_15959 
$1483 = 2 // $ = int 
return 

:CELL_15959
if and
  $1483 == 0 // $ == int 
  $1477 > 0 // $ > int 
jf @CELL_16015 
if and
00E1:   player 0 pressed_button 4 
   Player.Controllable($PLAYER_CHAR)
jf @CELL_16015 
$1483 = 1 // $ = int 
return 

:CELL_16015
return 

:CELL_16017
$1484 = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
$1483 = 0 // $ = int 
$1482 = 0 // $ = int 
if 
   Player.Defined($PLAYER_CHAR)
jf @CELL_16090 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 

:CELL_16090
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$700 = 0 // $ = int 
CELL_15091()
00BE: text_clear_all 
if 
  $1485 == 0 // $ == int 
jf @CELL_16138 
03E6: remove_text_box 
jump @CELL_16145 

:CELL_16138
$1485 = 0 // $ = int 

:CELL_16145
Model.Destroy(#CELLPHONE)
$ONMISSION = 0 // $ = int 
return 

:BUS
set_wb_check_to 0 
script_name 'BUS' 
$1491 = 1 // $ = int 

:BUS_21
if 
  $1488 == 0 // $ == int 
jf @BUS_115 
wait 500 
$1496 += 1 // $ += int 
if 
  $1496 > 30 // $ > int 
jf @BUS_83 
$1491 += 1 // $ += int 
$1496 = 0 // $ = int 

:BUS_83
if 
  $1491 > 17 // $ > int 
jf @BUS_108 
$1491 = 1 // $ = int 

:BUS_108
jump @BUS_120 

:BUS_115
wait 500 

:BUS_120
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_3698 
$1492 = 0 // $ = int 
if 
  $1488 == 0 // $ == int 
jf @BUS_2470 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_350 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BUS_350 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
jf @BUS_350 
if 
029F:   player $PLAYER_CHAR stopped 
jf @BUS_350 
01BD: $1499 = current_time_in_ms 
0084: $1500 = $1499 // $ = $ int 
0060: $1500 -= $1498 // $ -= $ int 
if 
  $1500 > 1000 // $ > int 
jf @BUS_350 
057F: get_player $PLAYER_CHAR store_coach_passengers_dropped_off_to $1501 
if 
  $1501 > 0 // $ > int 
jf @BUS_350 
01E3: text_1number_styled 'BONUS' number 5 time 50 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 5
01BD: $1498 = current_time_in_ms 
$1501 = 0 // $ = int 

:BUS_350
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_1524 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @BUS_1524 
if 
  $1306 == 0 // $ == int 
jf @BUS_1524 
if 
  $1392 == 0 // $ == int 
jf @BUS_1524 
if 
  $1290 == 0 // $ == int 
jf @BUS_1524 
if 
  $1307 == 0 // $ == int 
jf @BUS_1524 
if 
  $1291 == 0 // $ == int 
jf @BUS_1524 
if 
  $1491 == 1 // $ == int 
jf @BUS_564 
$1502 = -77.6 // $ = float 
$1503 = -982.5 // $ = float 
$1504 = 9.3 // $ = float 
$1505 = 9.8 // $ = float 

:BUS_564
if 
  $1491 == 2 // $ == int 
jf @BUS_622 
$1502 = 120.0 // $ = float 
$1503 = -807.3 // $ = float 
$1504 = 9.3 // $ = float 
$1505 = 333.5 // $ = float 

:BUS_622
if 
  $1491 == 3 // $ == int 
jf @BUS_680 
$1502 = 183.2 // $ = float 
$1503 = -488.9 // $ = float 
$1504 = 9.9 // $ = float 
$1505 = 356.5 // $ = float 

:BUS_680
if 
  $1491 == 4 // $ == int 
jf @BUS_738 
$1502 = 318.6 // $ = float 
$1503 = -82.7 // $ = float 
$1504 = 9.6 // $ = float 
$1505 = 351.4 // $ = float 

:BUS_738
if 
  $1491 == 5 // $ == int 
jf @BUS_796 
$1502 = 472.7 // $ = float 
$1503 = 627.8 // $ = float 
$1504 = 10.0 // $ = float 
$1505 = 1.7 // $ = float 

:BUS_796
if 
  $1491 == 6 // $ == int 
jf @BUS_854 
$1502 = 226.5 // $ = float 
$1503 = 719.5 // $ = float 
$1504 = 9.7 // $ = float 
$1505 = 304.3 // $ = float 

:BUS_854
if 
  $1491 == 7 // $ == int 
jf @BUS_912 
$1502 = 306.9 // $ = float 
$1503 = 1044.8 // $ = float 
$1504 = 12.1 // $ = float 
$1505 = 19.4 // $ = float 

:BUS_912
if 
  $1491 == 8 // $ == int 
jf @BUS_970 
$1502 = 448.7 // $ = float 
$1503 = 1274.3 // $ = float 
$1504 = 16.3 // $ = float 
$1505 = 269.5 // $ = float 

:BUS_970
if 
  $1491 == 9 // $ == int 
jf @BUS_1028 
$1502 = 499.5 // $ = float 
$1503 = 1022.8 // $ = float 
$1504 = 16.8 // $ = float 
$1505 = 192.4 // $ = float 

:BUS_1028
if 
  $1491 == 10 // $ == int 
jf @BUS_1086 
$1502 = 528.1 // $ = float 
$1503 = 632.5 // $ = float 
$1504 = 9.8 // $ = float 
$1505 = 180.9 // $ = float 

:BUS_1086
if 
  $1491 == 11 // $ == int 
jf @BUS_1144 
$1502 = 516.2 // $ = float 
$1503 = 403.6 // $ = float 
$1504 = 9.7 // $ = float 
$1505 = 162.7 // $ = float 

:BUS_1144
if 
  $1491 == 12 // $ == int 
jf @BUS_1202 
$1502 = 491.5 // $ = float 
$1503 = 0.6 // $ = float 
$1504 = 9.6 // $ = float 
$1505 = 194.7 // $ = float 

:BUS_1202
if 
  $1491 == 13 // $ == int 
jf @BUS_1260 
$1502 = 434.1 // $ = float 
$1503 = -454.1 // $ = float 
$1504 = 9.0 // $ = float 
$1505 = 178.5 // $ = float 

:BUS_1260
if 
  $1491 == 14 // $ == int 
jf @BUS_1318 
$1502 = 217.1 // $ = float 
$1503 = -974.4 // $ = float 
$1504 = 9.0 // $ = float 
$1505 = 168.2 // $ = float 

:BUS_1318
if 
  $1491 == 15 // $ == int 
jf @BUS_1376 
$1502 = 160.6 // $ = float 
$1503 = -1329.6 // $ = float 
$1504 = 9.0 // $ = float 
$1505 = 172.8 // $ = float 

:BUS_1376
if 
  $1491 == 16 // $ == int 
jf @BUS_1434 
$1502 = -26.6 // $ = float 
$1503 = -1566.2 // $ = float 
$1504 = 9.0 // $ = float 
$1505 = 84.0 // $ = float 

:BUS_1434
if 
  $1491 == 17 // $ == int 
jf @BUS_1492 
$1502 = -21.6 // $ = float 
$1503 = -1307.4 // $ = float 
$1504 = 9.0 // $ = float 
$1505 = 358.1 // $ = float 

:BUS_1492
BUS_3739()
if 
  $1488 == 1 // $ == int 
jf @BUS_1524 
$1487 = 1 // $ = int 

:BUS_1524
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_2463 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
jf @BUS_2463 
if 
  $1289 == 0 // $ == int 
jf @BUS_2463 
if 
  $1292 == 0 // $ == int 
jf @BUS_2463 
if 
  $1491 > 13 // $ > int 
jf @BUS_1677 
$1491 = 1 // $ = int 

:BUS_1677
if 
  $1491 == 1 // $ == int 
jf @BUS_1735 
$1502 = -385.7 // $ = float 
$1503 = 1008.3 // $ = float 
$1504 = 8.4 // $ = float 
$1505 = 338.4 // $ = float 

:BUS_1735
if 
  $1491 == 2 // $ == int 
jf @BUS_1793 
$1502 = -295.4 // $ = float 
$1503 = 1283.6 // $ = float 
$1504 = 10.1 // $ = float 
$1505 = 0.0 // $ = float 

:BUS_1793
if 
  $1491 == 3 // $ == int 
jf @BUS_1851 
$1502 = -477.4 // $ = float 
$1503 = 1344.0 // $ = float 
$1504 = 10.1 // $ = float 
$1505 = 97.2 // $ = float 

:BUS_1851
if 
  $1491 == 4 // $ == int 
jf @BUS_1909 
$1502 = -744.3 // $ = float 
$1503 = 1319.0 // $ = float 
$1504 = 10.1 // $ = float 
$1505 = 101.4 // $ = float 

:BUS_1909
if 
  $1491 == 5 // $ == int 
jf @BUS_1967 
$1502 = -875.4 // $ = float 
$1503 = 1351.1 // $ = float 
$1504 = 9.8 // $ = float 
$1505 = 187.2 // $ = float 

:BUS_1967
if 
  $1491 == 6 // $ == int 
jf @BUS_2025 
$1502 = -869.5 // $ = float 
$1503 = 1074.8 // $ = float 
$1504 = 9.4 // $ = float 
$1505 = 182.7 // $ = float 

:BUS_2025
if 
  $1491 == 7 // $ == int 
jf @BUS_2083 
$1502 = -996.5 // $ = float 
$1503 = -513.8 // $ = float 
$1504 = 9.3 // $ = float 
$1505 = 186.3 // $ = float 

:BUS_2083
if 
  $1491 == 8 // $ == int 
jf @BUS_2141 
$1502 = -910.1 // $ = float 
$1503 = -660.4 // $ = float 
$1504 = 9.6 // $ = float 
$1505 = 277.9 // $ = float 

:BUS_2141
if 
  $1491 == 9 // $ == int 
jf @BUS_2199 
$1502 = -1432.9 // $ = float 
$1503 = -780.5 // $ = float 
$1504 = 13.2 // $ = float 
$1505 = 88.4 // $ = float 

:BUS_2199
if 
  $1491 == 10 // $ == int 
jf @BUS_2257 
$1502 = -1017.7 // $ = float 
$1503 = -918.7 // $ = float 
$1504 = 12.9 // $ = float 
$1505 = 46.4 // $ = float 

:BUS_2257
if 
  $1491 == 11 // $ == int 
jf @BUS_2315 
$1502 = -1130.8 // $ = float 
$1503 = -594.3 // $ = float 
$1504 = 10.0 // $ = float 
$1505 = 275.0 // $ = float 

:BUS_2315
if 
  $1491 == 12 // $ == int 
jf @BUS_2373 
$1502 = -1200.6 // $ = float 
$1503 = -420.0 // $ = float 
$1504 = 9.3 // $ = float 
$1505 = 5.8 // $ = float 

:BUS_2373
if 
  $1491 == 13 // $ == int 
jf @BUS_2431 
$1502 = -1061.0 // $ = float 
$1503 = -340.2 // $ = float 
$1504 = 9.3 // $ = float 
$1505 = 278.5 // $ = float 

:BUS_2431
BUS_3739()
if 
  $1488 == 1 // $ == int 
jf @BUS_2463 
$1487 = 2 // $ = int 

:BUS_2463
jump @BUS_3691 

:BUS_2470
if or
  $1306 == 1 // $ == int 
  $1392 == 1 // $ == int 
  $1290 == 1 // $ == int 
  $1307 == 1 // $ == int 
  $1289 == 1 // $ == int 
jf @BUS_2523 
BUS_7126()

:BUS_2523
if or
  $1292 == 1 // $ == int 
  $1291 == 1 // $ == int 
jf @BUS_2555 
BUS_7126()

:BUS_2555
if 
  $1487 == 1 // $ == int 
jf @BUS_3170 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_3170 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @BUS_3163 
$1508 = -77.6 // $ = float 
$1518 = -982.5 // $ = float 
$1528 = 9.4 // $ = float 
$1509 = 120.0 // $ = float 
$1519 = -807.3 // $ = float 
$1529 = 9.4 // $ = float 
$1510 = 183.2 // $ = float 
$1520 = -488.9 // $ = float 
$1530 = 10.9 // $ = float 
$1511 = 318.6 // $ = float 
$1521 = -82.7 // $ = float 
$1531 = 9.6 // $ = float 
$1512 = 472.7 // $ = float 
$1522 = 627.8 // $ = float 
$1532 = 10.0 // $ = float 
$1513 = 226.5 // $ = float 
$1523 = 719.5 // $ = float 
$1533 = 9.7 // $ = float 
$1514 = 306.9 // $ = float 
$1524 = 1044.8 // $ = float 
$1534 = 11.9 // $ = float 
$1515 = 448.7 // $ = float 
$1525 = 1274.3 // $ = float 
$1535 = 16.1 // $ = float 
$1516 = 499.5 // $ = float 
$1526 = 1022.8 // $ = float 
$1536 = 16.8 // $ = float 
$1517 = 528.1 // $ = float 
$1527 = 632.5 // $ = float 
$1537 = 9.8 // $ = float 
$1538 = 516.2 // $ = float 
$1545 = 403.6 // $ = float 
$1552 = 9.7 // $ = float 
$1539 = 491.5 // $ = float 
$1546 = 0.6 // $ = float 
$1553 = 9.6 // $ = float 
$1540 = 434.1 // $ = float 
$1547 = -454.1 // $ = float 
$1554 = 9.7 // $ = float 
$1541 = 217.1 // $ = float 
$1548 = -974.4 // $ = float 
$1555 = 9.0 // $ = float 
$1542 = 160.6 // $ = float 
$1549 = -1329.6 // $ = float 
$1556 = 9.0 // $ = float 
$1543 = -26.6 // $ = float 
$1550 = -1566.2 // $ = float 
$1557 = 9.0 // $ = float 
$1544 = -21.6 // $ = float 
$1551 = -1307.4 // $ = float 
$1558 = 9.0 // $ = float 
BUS_3997()
jump @BUS_3170 

:BUS_3163
BUS_7126()

:BUS_3170
if 
  $1487 == 2 // $ == int 
jf @BUS_3691 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_3691 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
jf @BUS_3684 
$1508 = -385.7 // $ = float 
$1518 = 1008.3 // $ = float 
$1528 = 8.4 // $ = float 
$1509 = -295.4 // $ = float 
$1519 = 1283.6 // $ = float 
$1529 = 10.1 // $ = float 
$1510 = -477.4 // $ = float 
$1520 = 1344.0 // $ = float 
$1530 = 10.1 // $ = float 
$1511 = -744.3 // $ = float 
$1521 = 1319.0 // $ = float 
$1531 = 10.1 // $ = float 
$1512 = -875.4 // $ = float 
$1522 = 1351.1 // $ = float 
$1532 = 9.8 // $ = float 
$1513 = -869.5 // $ = float 
$1523 = 1074.8 // $ = float 
$1533 = 9.4 // $ = float 
$1514 = -996.5 // $ = float 
$1524 = -513.8 // $ = float 
$1534 = 9.3 // $ = float 
$1515 = -910.1 // $ = float 
$1525 = -660.4 // $ = float 
$1535 = 9.6 // $ = float 
$1516 = -1432.9 // $ = float 
$1526 = -780.5 // $ = float 
$1536 = 13.2 // $ = float 
$1517 = -1017.7 // $ = float 
$1527 = -918.7 // $ = float 
$1537 = 12.9 // $ = float 
$1538 = -1130.8 // $ = float 
$1545 = -594.3 // $ = float 
$1552 = 10.0 // $ = float 
$1539 = -1200.6 // $ = float 
$1546 = -420.0 // $ = float 
$1553 = 9.3 // $ = float 
$1540 = -1061.0 // $ = float 
$1547 = -340.2 // $ = float 
$1554 = 9.3 // $ = float 
BUS_3997()
jump @BUS_3691 

:BUS_3684
BUS_7126()

:BUS_3691
jump @BUS_3730 

:BUS_3698
if 
  $1492 == 0 // $ == int 
jf @BUS_3730 
BUS_7126()
$1492 = 1 // $ = int 

:BUS_3730
jump @BUS_21 
terminate_this_script 

:BUS_3739
if 
00F5:   player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_3995 
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 115.0 115.0 115.0 
jf @BUS_3855 
Model.Load(#COACH)

:BUS_3828
if 
   not Model.Available(#COACH)
jf @BUS_3855 
wait 0 
jump @BUS_3828 

:BUS_3855
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_3995 
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 115.0 115.0 115.0 
jf @BUS_3990 
Car.Create($1489, #COACH, $1502, $1503, $1504)
0594: set_car $1489 fade_in 0 
Car.Angle($1489) = $1505
00AE: set_vehicle $1489 traffic_behavior_to 0 
0376: $1490 = create_random_actor $1502 $1503 30.0 
036A: put_actor $1490 in_car $1489 
$1488 = 1 // $ = int 
jump @BUS_3995 

:BUS_3990
Model.Destroy(#COACH)

:BUS_3995
return 

:BUS_3997
if 
   not Car.Wrecked($1489)
jf @BUS_4662 
if 
   not Actor.Dead($1490)
jf @BUS_4648 
if 
0448:   actor $1490 sitting_in_car $1489 
jf @BUS_4634 
if 
  $1497 == 0 // $ == int 
jf @BUS_4627 
if 
  $1491 == 1 // $ == int 
jf @BUS_4098 
02C2: car $1489 drive_to_point $1508 $1518 $1528 

:BUS_4098
if 
  $1491 == 2 // $ == int 
jf @BUS_4130 
02C2: car $1489 drive_to_point $1509 $1519 $1529 

:BUS_4130
if 
  $1491 == 3 // $ == int 
jf @BUS_4162 
02C2: car $1489 drive_to_point $1510 $1520 $1530 

:BUS_4162
if 
  $1491 == 4 // $ == int 
jf @BUS_4194 
02C2: car $1489 drive_to_point $1511 $1521 $1531 

:BUS_4194
if 
  $1491 == 5 // $ == int 
jf @BUS_4226 
02C2: car $1489 drive_to_point $1512 $1522 $1532 

:BUS_4226
if 
  $1491 == 6 // $ == int 
jf @BUS_4258 
02C2: car $1489 drive_to_point $1513 $1523 $1533 

:BUS_4258
if 
  $1491 == 7 // $ == int 
jf @BUS_4290 
02C2: car $1489 drive_to_point $1514 $1524 $1534 

:BUS_4290
if 
  $1491 == 8 // $ == int 
jf @BUS_4322 
02C2: car $1489 drive_to_point $1515 $1525 $1535 

:BUS_4322
if 
  $1491 == 9 // $ == int 
jf @BUS_4354 
02C2: car $1489 drive_to_point $1516 $1526 $1536 

:BUS_4354
if 
  $1491 == 10 // $ == int 
jf @BUS_4386 
02C2: car $1489 drive_to_point $1517 $1527 $1537 

:BUS_4386
if 
  $1491 == 11 // $ == int 
jf @BUS_4418 
02C2: car $1489 drive_to_point $1538 $1545 $1552 

:BUS_4418
if 
  $1491 == 12 // $ == int 
jf @BUS_4450 
02C2: car $1489 drive_to_point $1539 $1546 $1553 

:BUS_4450
if 
  $1491 == 13 // $ == int 
jf @BUS_4482 
02C2: car $1489 drive_to_point $1540 $1547 $1554 

:BUS_4482
if 
  $1491 == 14 // $ == int 
jf @BUS_4514 
02C2: car $1489 drive_to_point $1541 $1548 $1555 

:BUS_4514
if 
  $1491 == 15 // $ == int 
jf @BUS_4546 
02C2: car $1489 drive_to_point $1542 $1549 $1556 

:BUS_4546
if 
  $1491 == 16 // $ == int 
jf @BUS_4578 
02C2: car $1489 drive_to_point $1543 $1550 $1557 

:BUS_4578
if 
  $1491 == 17 // $ == int 
jf @BUS_4610 
02C2: car $1489 drive_to_point $1544 $1551 $1558 

:BUS_4610
Car.SetMaxSpeed($1489, 15.0)
$1497 = 1 // $ = int 

:BUS_4627
jump @BUS_4641 

:BUS_4634
BUS_7126()

:BUS_4641
jump @BUS_4655 

:BUS_4648
BUS_7126()

:BUS_4655
jump @BUS_4669 

:BUS_4662
BUS_7126()

:BUS_4669
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_5977 
if 
   not Car.Wrecked($1489)
jf @BUS_5963 
if 
   not Actor.Dead($1490)
jf @BUS_5949 
if 
0448:   actor $1490 sitting_in_car $1489 
jf @BUS_5935 
Car.StorePos($1489, $1502, $1503, $1504)
if 
00F5:   player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_5921 
if 
  $1491 == 1 // $ == int 
jf @BUS_4858 
if 
01AD:   car $1489 sphere 0 near_point $1508 $1518 radius 3.0 3.0 
jf @BUS_4858 
BUS_5986()
jump @BUS_3997 

:BUS_4858
if 
  $1491 == 2 // $ == int 
jf @BUS_4924 
if 
01AD:   car $1489 sphere 0 near_point $1509 $1519 radius 3.0 3.0 
jf @BUS_4924 
BUS_5986()
jump @BUS_3997 

:BUS_4924
if 
  $1491 == 3 // $ == int 
jf @BUS_4990 
if 
01AD:   car $1489 sphere 0 near_point $1510 $1520 radius 3.0 3.0 
jf @BUS_4990 
BUS_5986()
jump @BUS_3997 

:BUS_4990
if 
  $1491 == 4 // $ == int 
jf @BUS_5056 
if 
01AD:   car $1489 sphere 0 near_point $1511 $1521 radius 3.0 3.0 
jf @BUS_5056 
BUS_5986()
jump @BUS_3997 

:BUS_5056
if 
  $1491 == 5 // $ == int 
jf @BUS_5122 
if 
01AD:   car $1489 sphere 0 near_point $1512 $1522 radius 3.0 3.0 
jf @BUS_5122 
BUS_5986()
jump @BUS_3997 

:BUS_5122
if 
  $1491 == 6 // $ == int 
jf @BUS_5188 
if 
01AD:   car $1489 sphere 0 near_point $1513 $1523 radius 3.0 3.0 
jf @BUS_5188 
BUS_5986()
jump @BUS_3997 

:BUS_5188
if 
  $1491 == 7 // $ == int 
jf @BUS_5254 
if 
01AD:   car $1489 sphere 0 near_point $1514 $1524 radius 3.0 3.0 
jf @BUS_5254 
BUS_5986()
jump @BUS_3997 

:BUS_5254
if 
  $1491 == 8 // $ == int 
jf @BUS_5320 
if 
01AD:   car $1489 sphere 0 near_point $1515 $1525 radius 3.0 3.0 
jf @BUS_5320 
BUS_5986()
jump @BUS_3997 

:BUS_5320
if 
  $1491 == 9 // $ == int 
jf @BUS_5386 
if 
01AD:   car $1489 sphere 0 near_point $1516 $1526 radius 3.0 3.0 
jf @BUS_5386 
BUS_5986()
jump @BUS_3997 

:BUS_5386
if 
  $1491 == 10 // $ == int 
jf @BUS_5452 
if 
01AD:   car $1489 sphere 0 near_point $1517 $1527 radius 3.0 3.0 
jf @BUS_5452 
BUS_5986()
jump @BUS_3997 

:BUS_5452
if 
  $1491 == 11 // $ == int 
jf @BUS_5518 
if 
01AD:   car $1489 sphere 0 near_point $1538 $1545 radius 3.0 3.0 
jf @BUS_5518 
BUS_5986()
jump @BUS_3997 

:BUS_5518
if 
  $1491 == 12 // $ == int 
jf @BUS_5584 
if 
01AD:   car $1489 sphere 0 near_point $1539 $1546 radius 3.0 3.0 
jf @BUS_5584 
BUS_5986()
jump @BUS_3997 

:BUS_5584
if 
  $1491 == 13 // $ == int 
jf @BUS_5650 
if 
01AD:   car $1489 sphere 0 near_point $1540 $1547 radius 3.0 3.0 
jf @BUS_5650 
BUS_5986()
jump @BUS_3997 

:BUS_5650
if 
  $1491 == 14 // $ == int 
jf @BUS_5716 
if 
01AD:   car $1489 sphere 0 near_point $1541 $1548 radius 3.0 3.0 
jf @BUS_5716 
BUS_5986()
jump @BUS_3997 

:BUS_5716
if 
  $1491 == 15 // $ == int 
jf @BUS_5782 
if 
01AD:   car $1489 sphere 0 near_point $1542 $1549 radius 3.0 3.0 
jf @BUS_5782 
BUS_5986()
jump @BUS_3997 

:BUS_5782
if 
  $1491 == 16 // $ == int 
jf @BUS_5848 
if 
01AD:   car $1489 sphere 0 near_point $1543 $1550 radius 3.0 3.0 
jf @BUS_5848 
BUS_5986()
jump @BUS_3997 

:BUS_5848
if 
  $1491 == 17 // $ == int 
jf @BUS_5914 
if 
01AD:   car $1489 sphere 0 near_point $1544 $1551 radius 3.0 3.0 
jf @BUS_5914 
BUS_5986()
jump @BUS_3997 

:BUS_5914
jump @BUS_5928 

:BUS_5921
BUS_7126()

:BUS_5928
jump @BUS_5942 

:BUS_5935
BUS_7126()

:BUS_5942
jump @BUS_5956 

:BUS_5949
BUS_7126()

:BUS_5956
jump @BUS_5970 

:BUS_5963
BUS_7126()

:BUS_5970
jump @BUS_5984 

:BUS_5977
BUS_7126()

:BUS_5984
return 

:BUS_5986
Car.SetMaxSpeed($1489, 0.0)
$1491 += 1 // $ += int 
0561: $1493 = create_random_ped_in_vehicle $1489 passengerseat 1 
if 
   not Actor.Dead($1493)
jf @BUS_6037 
01D3: actor $1493 leave_car $1489 

:BUS_6037
wait 4700 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6232 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_6191 
if 
   not Car.Wrecked($1489)
jf @BUS_6184 
0407: create_coordinate $1506 $1507 $1504 from_car $1489 offset 0.0 -20.0 0.0 
Car.StorePos($1489, $1502, $1503, $1504)
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_6184 
jump @BUS_7016 

:BUS_6184
jump @BUS_6198 

:BUS_6191
jump @BUS_7016 

:BUS_6198
if 
   not Actor.Dead($1493)
jf @BUS_6225 
0211: actor $1493 walk_to $1506 $1507 

:BUS_6225
jump @BUS_6239 

:BUS_6232
jump @BUS_7016 

:BUS_6239
wait 1300 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6441 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_6403 
if 
   not Car.Wrecked($1489)
jf @BUS_6396 
0407: create_coordinate $1506 $1507 $1504 from_car $1489 offset 0.0 -10.0 0.0 
0561: $1494 = create_random_ped_in_vehicle $1489 passengerseat 2 
Car.StorePos($1489, $1502, $1503, $1504)
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_6396 
jump @BUS_7016 

:BUS_6396
jump @BUS_6410 

:BUS_6403
jump @BUS_7016 

:BUS_6410
if 
   not Actor.Dead($1494)
jf @BUS_6434 
01D3: actor $1494 leave_car $1489 

:BUS_6434
jump @BUS_6448 

:BUS_6441
jump @BUS_7016 

:BUS_6448
wait 4700 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6505 
if 
   not Actor.Dead($1494)
jf @BUS_6498 
0211: actor $1494 walk_to $1506 $1507 

:BUS_6498
jump @BUS_6512 

:BUS_6505
jump @BUS_7016 

:BUS_6512
wait 1300 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6685 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_6647 
if 
   not Car.Wrecked($1489)
jf @BUS_6640 
0561: $1495 = create_random_ped_in_vehicle $1489 passengerseat 3 
Car.StorePos($1489, $1502, $1503, $1504)
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_6640 
jump @BUS_7016 

:BUS_6640
jump @BUS_6654 

:BUS_6647
jump @BUS_7016 

:BUS_6654
if 
   not Actor.Dead($1495)
jf @BUS_6678 
01D3: actor $1495 leave_car $1489 

:BUS_6678
jump @BUS_6692 

:BUS_6685
jump @BUS_7016 

:BUS_6692
wait 4700 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6858 
if 
   not Actor.Dead($1495)
jf @BUS_6742 
0211: actor $1495 walk_to $1506 $1507 

:BUS_6742
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_6844 
if 
   not Car.Wrecked($1489)
jf @BUS_6837 
Car.StorePos($1489, $1502, $1503, $1504)
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_6837 
jump @BUS_7016 

:BUS_6837
jump @BUS_6851 

:BUS_6844
jump @BUS_7016 

:BUS_6851
jump @BUS_6865 

:BUS_6858
jump @BUS_7016 

:BUS_6865
wait 3300 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_7004 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_6990 
if 
   not Car.Wrecked($1489)
jf @BUS_6983 
Car.StorePos($1489, $1502, $1503, $1504)
if 
80F5:   not player $PLAYER_CHAR 0 $1502 $1503 $1504 radius 180.0 180.0 180.0 
jf @BUS_6983 
jump @BUS_7016 

:BUS_6983
jump @BUS_6997 

:BUS_6990
jump @BUS_7016 

:BUS_6997
jump @BUS_7011 

:BUS_7004
jump @BUS_7016 

:BUS_7011
wait 5000 

:BUS_7016
if 
  $1487 == 1 // $ == int 
jf @BUS_7059 
if 
  $1491 > 17 // $ > int 
jf @BUS_7059 
$1491 = 1 // $ = int 

:BUS_7059
if 
  $1487 == 2 // $ == int 
jf @BUS_7102 
if 
  $1491 > 13 // $ > int 
jf @BUS_7102 
$1491 = 1 // $ = int 

:BUS_7102
Actor.RemoveReferences($1493)
Actor.RemoveReferences($1494)
Actor.RemoveReferences($1495)
$1497 = 0 // $ = int 
return 

:BUS_7126
if 
   not Car.Wrecked($1489)
jf @BUS_7194 
if 
   Player.Defined($PLAYER_CHAR)
jf @BUS_7194 
if 
80DC:   not player $PLAYER_CHAR in_car $1489 
jf @BUS_7194 
00AE: set_vehicle $1489 traffic_behavior_to 2 
Car.SetMaxSpeed($1489, 15.0)

:BUS_7194
Car.RemoveReferences($1489)
Actor.RemoveReferences($1490)
Model.Destroy(#COACH)
Actor.RemoveReferences($1493)
Actor.RemoveReferences($1494)
Actor.RemoveReferences($1495)
$1488 = 0 // $ = int 
return 

:CARGEN
script_name 'CARGEN' 
set_wb_check_to 0 

:CARGEN_14
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
jf @CARGEN_1829 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @CARGEN_1829 
if 
0057:   player $PLAYER_CHAR 0 369.7 1207.3 24.5 372.2 1212.8 28.5 
jf @CARGEN_114 
$1568 = 4 // $ = int 

:CARGEN_114
if 
0057:   player $PLAYER_CHAR 0 301.9 1152.3 16.1 342.4 1259.4 22.0 
jf @CARGEN_404 
if 
  $1563 == 0 // $ == int 
jf @CARGEN_194 
CARGEN_2607()
$1563 = 1 // $ = int 

:CARGEN_194
if 
  $1564 == 0 // $ == int 
jf @CARGEN_226 
CARGEN_2719()
$1564 = 1 // $ = int 

:CARGEN_226
if 
  $1565 == 1 // $ == int 
jf @CARGEN_283 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
$1565 = 0 // $ = int 

:CARGEN_283
if 
  $1566 == 1 // $ == int 
jf @CARGEN_340 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
$1566 = 0 // $ = int 

:CARGEN_340
if 
  $1567 == 1 // $ == int 
jf @CARGEN_397 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1567 = 0 // $ = int 

:CARGEN_397
$1568 = 1 // $ = int 

:CARGEN_404
if 
  $1568 > 0 // $ > int 
jf @CARGEN_687 
if 
0057:   player $PLAYER_CHAR 0 341.3 1258.9 19.1 367.2 1152.6 23.8 
jf @CARGEN_687 
if 
  $1563 == 0 // $ == int 
jf @CARGEN_502 
CARGEN_2607()
$1563 = 1 // $ = int 

:CARGEN_502
if 
  $1564 == 0 // $ == int 
jf @CARGEN_534 
CARGEN_2719()
$1564 = 1 // $ = int 

:CARGEN_534
if 
  $1565 == 0 // $ == int 
jf @CARGEN_566 
CARGEN_2853()
$1565 = 1 // $ = int 

:CARGEN_566
if 
  $1566 == 1 // $ == int 
jf @CARGEN_623 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
$1566 = 0 // $ = int 

:CARGEN_623
if 
  $1567 == 1 // $ == int 
jf @CARGEN_680 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1567 = 0 // $ = int 

:CARGEN_680
$1568 = 2 // $ = int 

:CARGEN_687
if 
  $1568 > 1 // $ > int 
jf @CARGEN_970 
if 
0057:   player $PLAYER_CHAR 0 342.4 1259.1 21.5 302.5 1153.3 26.0 
jf @CARGEN_970 
if 
  $1563 == 1 // $ == int 
jf @CARGEN_810 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$1563 = 0 // $ = int 

:CARGEN_810
if 
  $1564 == 0 // $ == int 
jf @CARGEN_842 
CARGEN_2719()
$1564 = 1 // $ = int 

:CARGEN_842
if 
  $1565 == 0 // $ == int 
jf @CARGEN_874 
CARGEN_2853()
$1565 = 1 // $ = int 

:CARGEN_874
if 
  $1566 == 0 // $ == int 
jf @CARGEN_906 
CARGEN_2987()
$1566 = 1 // $ = int 

:CARGEN_906
if 
  $1567 == 1 // $ == int 
jf @CARGEN_963 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1567 = 0 // $ = int 

:CARGEN_963
$1568 = 3 // $ = int 

:CARGEN_970
if 
  $1568 > 2 // $ > int 
jf @CARGEN_1253 
if 
0057:   player $PLAYER_CHAR 0 342.4 1153.3 23.8 372.3 1259.1 28.9 
jf @CARGEN_1253 
if 
  $1563 == 1 // $ == int 
jf @CARGEN_1093 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$1563 = 0 // $ = int 

:CARGEN_1093
if 
  $1564 == 1 // $ == int 
jf @CARGEN_1150 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
$1564 = 0 // $ = int 

:CARGEN_1150
if 
  $1565 == 0 // $ == int 
jf @CARGEN_1182 
CARGEN_2853()
$1565 = 1 // $ = int 

:CARGEN_1182
if 
  $1566 == 0 // $ == int 
jf @CARGEN_1214 
CARGEN_2987()
$1566 = 1 // $ = int 

:CARGEN_1214
if 
  $1567 == 0 // $ == int 
jf @CARGEN_1246 
CARGEN_3099()
$1567 = 1 // $ = int 

:CARGEN_1246
$1568 = 4 // $ = int 

:CARGEN_1253
if 
  $1568 > 3 // $ > int 
jf @CARGEN_1561 
if 
0057:   player $PLAYER_CHAR 0 302.1 1151.5 32.0 342.7 1259.4 26.5 
jf @CARGEN_1561 
if 
  $1563 == 1 // $ == int 
jf @CARGEN_1376 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$1563 = 0 // $ = int 

:CARGEN_1376
if 
  $1564 == 1 // $ == int 
jf @CARGEN_1433 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
$1564 = 0 // $ = int 

:CARGEN_1433
if 
  $1565 == 1 // $ == int 
jf @CARGEN_1490 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
$1565 = 0 // $ = int 

:CARGEN_1490
if 
  $1566 == 0 // $ == int 
jf @CARGEN_1522 
CARGEN_2987()
$1566 = 1 // $ = int 

:CARGEN_1522
if 
  $1567 == 0 // $ == int 
jf @CARGEN_1554 
CARGEN_3099()
$1567 = 1 // $ = int 

:CARGEN_1554
$1568 = 5 // $ = int 

:CARGEN_1561
if 
  $1568 > 0 // $ > int 
jf @CARGEN_1829 
if 
8057:   not player $PLAYER_CHAR 0 301.9 1152.3 16.1 372.3 1258.4 32.6 
jf @CARGEN_1829 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1563 = 0 // $ = int 
$1564 = 0 // $ = int 
$1565 = 0 // $ = int 
$1566 = 0 // $ = int 
$1567 = 0 // $ = int 
$1568 = 0 // $ = int 

:CARGEN_1829
if 
   Player.Defined($PLAYER_CHAR)
jf @CARGEN_2598 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @CARGEN_2598 
if 
0057:   player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
jf @CARGEN_2045 
if 
  $1559 == 0 // $ == int 
jf @CARGEN_1949 
CARGEN_3211()
$1559 = 1 // $ = int 

:CARGEN_1949
if 
  $1560 == 0 // $ == int 
jf @CARGEN_1981 
CARGEN_3345()
$1560 = 1 // $ = int 

:CARGEN_1981
if 
  $1561 == 1 // $ == int 
jf @CARGEN_2038 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
$1561 = 0 // $ = int 

:CARGEN_2038
$1562 = 1 // $ = int 

:CARGEN_2045
if 
  $1562 > 0 // $ > int 
jf @CARGEN_2214 
if 
0057:   player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
jf @CARGEN_2214 
if 
  $1559 == 0 // $ == int 
jf @CARGEN_2143 
CARGEN_3211()
$1559 = 1 // $ = int 

:CARGEN_2143
if 
  $1560 == 0 // $ == int 
jf @CARGEN_2175 
CARGEN_3345()
$1560 = 1 // $ = int 

:CARGEN_2175
if 
  $1561 == 0 // $ == int 
jf @CARGEN_2207 
CARGEN_3479()
$1561 = 1 // $ = int 

:CARGEN_2207
$1562 = 2 // $ = int 

:CARGEN_2214
if 
  $1562 > 1 // $ > int 
jf @CARGEN_2408 
if 
0057:   player $PLAYER_CHAR 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
jf @CARGEN_2408 
if 
  $1559 == 1 // $ == int 
jf @CARGEN_2337 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
$1559 = 0 // $ = int 

:CARGEN_2337
if 
  $1560 == 0 // $ == int 
jf @CARGEN_2369 
CARGEN_3345()
$1560 = 1 // $ = int 

:CARGEN_2369
if 
  $1561 == 0 // $ == int 
jf @CARGEN_2401 
CARGEN_3479()
$1561 = 1 // $ = int 

:CARGEN_2401
$1562 = 3 // $ = int 

:CARGEN_2408
if 
  $1562 > 0 // $ > int 
jf @CARGEN_2598 
if 
8057:   not player $PLAYER_CHAR 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8 
jf @CARGEN_2598 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
$1559 = 0 // $ = int 
$1560 = 0 // $ = int 
$1561 = 0 // $ = int 
$1562 = 0 // $ = int 

:CARGEN_2598
jump @CARGEN_14 
terminate_this_script 

:CARGEN_2607
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2 
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9 
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8 
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1 
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4 
return 

:CARGEN_2719
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2 
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7 
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7 
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5 
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5 
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6 
return 

:CARGEN_2853
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4 
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2 
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6 
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0 
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6 
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3 
return 

:CARGEN_2987
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0 
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5 
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2 
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8 
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5 
return 

:CARGEN_3099
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4 
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7 
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2 
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5 
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9 
return 

:CARGEN_3211
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4 
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 
return 

:CARGEN_3345
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1 
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 
return 

:CARGEN_3479
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6 
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4 
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6 
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0 
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5 
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5 
return 

:PICKUPS
script_name 'PICKUPS' 
set_wb_check_to 0 
wait 100 
start_new_script @PACKAGE 

:PICKUPS_26
wait 0 
$1637 += 1 // $ += int 
$1638 = 0 // $ = int 
if 
  $1638 == 1 // $ == int 
jf @PICKUPS_459 
Object.Init($2192, #ELECTRICGATE, -1114.1, 67.0, 10.1)
055B: $1601 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
055B: $1588 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
055B: $1589 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
055B: $1590 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
055B: $1591 = create_clothes_pickup 4 at 106.5 253.0 21.7 
055B: $1592 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 
055B: $1593 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
055B: $1594 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
055B: $1596 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1597 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1598 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1599 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1600 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
055B: $1595 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1602 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
055B: $2497 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
055B: $1656 = create_clothes_pickup 12 at -382.6 -585.9 25.3 

:PICKUPS_459
if 
  $1637 == 1 // $ == int 
jf @PICKUPS_1562 
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1562 
if 
  $1392 == 1 // $ == int 
jf @PICKUPS_830 
if 
  $1636 == 0 // $ == int 
jf @PICKUPS_823 
if 
  $576 == 1 // $ == int 
jf @PICKUPS_570 
Object.Init($1629, #MONEYBAG, 228.934, -1269.593, 20.228)

:PICKUPS_570
if 
  $558 == 1 // $ == int 
jf @PICKUPS_611 
Object.Init($1630, #BOOMSHINE, 228.934, -1269.593, 20.228)

:PICKUPS_611
if 
  $554 == 1 // $ == int 
jf @PICKUPS_652 
Object.Init($1631, #MASK, 228.934, -1269.593, 20.228)

:PICKUPS_652
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @PICKUPS_693 
Object.Init($1632, #COKE_VOODOO, 228.934, -1269.593, 20.228)

:PICKUPS_693
if 
  $552 == 1 // $ == int 
jf @PICKUPS_734 
Object.Init($1633, #TROPHY1, 228.934, -1269.593, 20.228)

:PICKUPS_734
if 
  $PASSED_LAW1_THE_PARTY == 1 // $ == int 
jf @PICKUPS_775 
Object.Init($1634, #SUTIBAG, 228.934, -1269.593, 20.228)

:PICKUPS_775
if 
  $563 == 1 // $ == int 
jf @PICKUPS_816 
Object.Init($1635, #PORNPOSTERS, 228.934, -1269.593, 20.228)

:PICKUPS_816
$1636 = 1 // $ = int 

:PICKUPS_823
jump @PICKUPS_890 

:PICKUPS_830
if 
  $1636 == 1 // $ == int 
jf @PICKUPS_890 
Object.Destroy($1629)
Object.Destroy($1630)
Object.Destroy($1631)
Object.Destroy($1632)
Object.Destroy($1633)
Object.Destroy($1634)
Object.Destroy($1635)
$1636 = 0 // $ = int 

:PICKUPS_890
if 
  $1295 == 1 // $ == int 
jf @PICKUPS_1467 
if 
  $1640 == 0 // $ == int 
jf @PICKUPS_1460 
if 
  $569 == 0 // $ == int 
jf @PICKUPS_974 
Object.Init($1653, #FRAME1, -378.394, -583.35, 27.078)
jump @PICKUPS_997 

:PICKUPS_974
Object.Init($1654, #FRAME1DAMAGED, -378.374, -583.35, 27.078)

:PICKUPS_997
if 
  $1615 == 1 // $ == int 
jf @PICKUPS_1038 
Object.Init($1641, #FLAME_TINS, -373.306, -593.374, 25.369)

:PICKUPS_1038
if 
  $1999 == 1 // $ == int 
jf @PICKUPS_1115 
if 
  $357 == 1 // $ == int 
jf @PICKUPS_1115 
if 
  $1998 == 1 // $ == int 
jf @PICKUPS_1115 
Object.Init($1642, #TROPHIES, -408.907, -560.001, 20.23)

:PICKUPS_1115
if 
  $548 == 1 // $ == int 
jf @PICKUPS_1156 
Object.Init($1643, #HELI_BOX, -401.955, -566.672, 19.234)

:PICKUPS_1156
if 
  $693 == 1 // $ == int 
jf @PICKUPS_1197 
Object.Init($1651, #PIZZA_BOX1, -406.211, -559.996, 18.654)

:PICKUPS_1197
if 
  $563 == 1 // $ == int 
jf @PICKUPS_1330 
Object.Init($1649, #PIZZA_MESS, -383.088, -556.169, 18.95)
Object.Init($1650, #PIZZA_MESS2, -385.024, -570.197, 21.58)
Object.Init($1644, #MAN_RUBBISH03, -379.201, -568.813, 20.695)
Object.Init($1647, #GASH_BAGS1, -408.239, -563.1, 19.054)
Object.Init($1648, #GASHBAGS2, -383.019, -596.235, 25.037)

:PICKUPS_1330
if 
  $562 == 1 // $ == int 
jf @PICKUPS_1371 
Object.Init($1652, #POLOROIDS, -374.306, -593.35, 26.475)

:PICKUPS_1371
if 
  $554 == 1 // $ == int 
jf @PICKUPS_1412 
Object.Init($1646, #GUN_DOCS, -381.008, -594.382, 25.389)

:PICKUPS_1412
if 
  $549 == 1 // $ == int 
jf @PICKUPS_1453 
Object.Init($1645, #SHOVEL, -375.566, -555.54, 19.15)

:PICKUPS_1453
$1640 = 1 // $ = int 

:PICKUPS_1460
jump @PICKUPS_1562 

:PICKUPS_1467
if 
  $1640 == 1 // $ == int 
jf @PICKUPS_1562 
Object.Destroy($1641)
Object.Destroy($1642)
Object.Destroy($1643)
Object.Destroy($1644)
Object.Destroy($1645)
Object.Destroy($1646)
Object.Destroy($1647)
Object.Destroy($1648)
Object.Destroy($1649)
Object.Destroy($1650)
Object.Destroy($1651)
Object.Destroy($1652)
Object.Destroy($1653)
Object.Destroy($1654)
$1640 = 0 // $ = int 

:PICKUPS_1562
if 
  $1637 == 2 // $ == int 
jf @PICKUPS_1904 
if 
  $1484 == 0 // $ == int 
jf @PICKUPS_1904 
if 
  $1582 == 1 // $ == int 
jf @PICKUPS_1679 
if 
   Pickup.Picked_up($1601)
jf @PICKUPS_1679 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1672 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1672
PACKAGE_795()

:PICKUPS_1679
if 
   Pickup.Picked_up($2497)
jf @PICKUPS_1742 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1735 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1735
PACKAGE_795()

:PICKUPS_1742
if 
  $393 == 1 // $ == int 
jf @PICKUPS_1823 
if 
   Pickup.Picked_up($1656)
jf @PICKUPS_1823 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1816 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12' 
04CF: add 120 to_money_spent_on_fashion_stats 

:PICKUPS_1816
PACKAGE_795()

:PICKUPS_1823
if 
  $1604 == 1 // $ == int 
jf @PICKUPS_1904 
if 
   Pickup.Picked_up($1602)
jf @PICKUPS_1904 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1897 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1897
PACKAGE_795()

:PICKUPS_1904
if 
  $1637 == 3 // $ == int 
jf @PICKUPS_2426 
if 
  $1484 == 0 // $ == int 
jf @PICKUPS_2426 
if 
  $1581 == 1 // $ == int 
jf @PICKUPS_2021 
if 
   Pickup.Picked_up($1588)
jf @PICKUPS_2021 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2014 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_2014
PACKAGE_795()

:PICKUPS_2021
if 
  $1569 == 1 // $ == int 
jf @PICKUPS_2102 
if 
   Pickup.Picked_up($1589)
jf @PICKUPS_2102 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2095 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
04CF: add 100 to_money_spent_on_fashion_stats 

:PICKUPS_2095
PACKAGE_795()

:PICKUPS_2102
if 
  $1570 == 1 // $ == int 
jf @PICKUPS_2183 
if 
   Pickup.Picked_up($1590)
jf @PICKUPS_2183 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2176 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 
04CF: add 80 to_money_spent_on_fashion_stats 

:PICKUPS_2176
PACKAGE_795()

:PICKUPS_2183
if 
  $1571 == 1 // $ == int 
jf @PICKUPS_2264 
if 
   Pickup.Picked_up($1591)
jf @PICKUPS_2264 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2257 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
04CF: add 40 to_money_spent_on_fashion_stats 

:PICKUPS_2257
PACKAGE_795()

:PICKUPS_2264
if 
  $1572 == 1 // $ == int 
jf @PICKUPS_2345 
if 
   Pickup.Picked_up($1592)
jf @PICKUPS_2345 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2338 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 
04CF: add 70 to_money_spent_on_fashion_stats 

:PICKUPS_2338
PACKAGE_795()

:PICKUPS_2345
if 
  $1573 == 1 // $ == int 
jf @PICKUPS_2426 
if 
   Pickup.Picked_up($1593)
jf @PICKUPS_2426 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2419 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
04CF: add 90 to_money_spent_on_fashion_stats 

:PICKUPS_2419
PACKAGE_795()

:PICKUPS_2426
if 
  $1637 == 4 // $ == int 
jf @PICKUPS_2786 
if 
  $1484 == 0 // $ == int 
jf @PICKUPS_2786 
if 
  $1574 == 1 // $ == int 
jf @PICKUPS_2543 
if 
   Pickup.Picked_up($1594)
jf @PICKUPS_2543 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2536 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 
04CF: add 120 to_money_spent_on_fashion_stats 

:PICKUPS_2536
PACKAGE_795()

:PICKUPS_2543
if 
  $1575 == 1 // $ == int 
jf @PICKUPS_2624 
if 
   Pickup.Picked_up($1595)
jf @PICKUPS_2624 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2617 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9' 
04CF: add 30 to_money_spent_on_fashion_stats 

:PICKUPS_2617
PACKAGE_795()

:PICKUPS_2624
if 
  $1576 == 1 // $ == int 
jf @PICKUPS_2705 
if 
   Pickup.Picked_up($1596)
jf @PICKUPS_2705 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2698 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10' 
04CF: add 100 to_money_spent_on_fashion_stats 

:PICKUPS_2698
PACKAGE_795()

:PICKUPS_2705
if 
  $1580 == 1 // $ == int 
jf @PICKUPS_2786 
if 
   Pickup.Picked_up($1600)
jf @PICKUPS_2786 
PACKAGE_673()
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2779 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
04CF: add 120 to_money_spent_on_fashion_stats 

:PICKUPS_2779
PACKAGE_795()

:PICKUPS_2786
if 
  $1637 == 5 // $ == int 
jf @PICKUPS_3238 
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_3238 
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @PICKUPS_3238 
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @PICKUPS_3206 
if 
  $1619 == 0 // $ == int 
jf @PICKUPS_3199 
if 
  $1613 == 1 // $ == int 
jf @PICKUPS_2923 
Pickup.Create($1622, #BODYARMOUR, 15, -314.7, -551.2, 10.3)

:PICKUPS_2923
if 
  $1614 == 1 // $ == int 
jf @PICKUPS_2966 
Pickup.Create($1623, #CHNSAW, 15, -310.7, -551.2, 10.3)

:PICKUPS_2966
if 
  $1612 == 1 // $ == int 
jf @PICKUPS_3011 
032B: $1624 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3 

:PICKUPS_3011
if 
  $1615 == 1 // $ == int 
jf @PICKUPS_3056 
032B: $1625 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3 

:PICKUPS_3056
if 
  $1616 == 1 // $ == int 
jf @PICKUPS_3101 
032B: $1626 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3 

:PICKUPS_3101
if 
  $1617 == 1 // $ == int 
jf @PICKUPS_3147 
032B: $1627 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3 

:PICKUPS_3147
if 
  $1618 == 1 // $ == int 
jf @PICKUPS_3192 
032B: $1628 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3 

:PICKUPS_3192
$1619 = 1 // $ = int 

:PICKUPS_3199
jump @PICKUPS_3238 

:PICKUPS_3206
if 
  $1619 == 1 // $ == int 
jf @PICKUPS_3238 
PACKAGE_636()
$1619 = 0 // $ = int 

:PICKUPS_3238
if 
  $1637 == 6 // $ == int 
jf @PICKUPS_3690 
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_3690 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @PICKUPS_3658 
if 
  $1392 == 1 // $ == int 
jf @PICKUPS_3651 
if 
  $1620 == 0 // $ == int 
jf @PICKUPS_3651 
if 
  $1613 == 1 // $ == int 
jf @PICKUPS_3375 
Pickup.Create($1622, #BODYARMOUR, 15, 214.2, -1275.7, 19.2)

:PICKUPS_3375
if 
  $1614 == 1 // $ == int 
jf @PICKUPS_3418 
Pickup.Create($1623, #CHNSAW, 15, 210.2, -1274.7, 19.2)

:PICKUPS_3418
if 
  $1612 == 1 // $ == int 
jf @PICKUPS_3463 
032B: $1624 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2 

:PICKUPS_3463
if 
  $1615 == 1 // $ == int 
jf @PICKUPS_3508 
032B: $1625 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2 

:PICKUPS_3508
if 
  $1616 == 1 // $ == int 
jf @PICKUPS_3553 
032B: $1626 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2 

:PICKUPS_3553
if 
  $1617 == 1 // $ == int 
jf @PICKUPS_3599 
032B: $1627 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1 

:PICKUPS_3599
if 
  $1618 == 1 // $ == int 
jf @PICKUPS_3644 
032B: $1628 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1 

:PICKUPS_3644
$1620 = 1 // $ = int 

:PICKUPS_3651
jump @PICKUPS_3690 

:PICKUPS_3658
if 
  $1620 == 1 // $ == int 
jf @PICKUPS_3690 
PACKAGE_636()
$1620 = 0 // $ = int 

:PICKUPS_3690
if 
  $1637 == 7 // $ == int 
jf @PICKUPS_4142 
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4142 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4110 
if 
  $2196 == 1 // $ == int 
jf @PICKUPS_4103 
if 
  $1621 == 0 // $ == int 
jf @PICKUPS_4103 
if 
  $1613 == 1 // $ == int 
jf @PICKUPS_3827 
Pickup.Create($1622, #BODYARMOUR, 15, -813.1, 1344.7, 66.4)

:PICKUPS_3827
if 
  $1614 == 1 // $ == int 
jf @PICKUPS_3870 
Pickup.Create($1623, #CHNSAW, 15, -817.1, 1344.7, 66.4)

:PICKUPS_3870
if 
  $1612 == 1 // $ == int 
jf @PICKUPS_3915 
032B: $1624 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4 

:PICKUPS_3915
if 
  $1615 == 1 // $ == int 
jf @PICKUPS_3960 
032B: $1625 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4 

:PICKUPS_3960
if 
  $1616 == 1 // $ == int 
jf @PICKUPS_4005 
032B: $1626 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4 

:PICKUPS_4005
if 
  $1617 == 1 // $ == int 
jf @PICKUPS_4051 
032B: $1627 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4 

:PICKUPS_4051
if 
  $1618 == 1 // $ == int 
jf @PICKUPS_4096 
032B: $1628 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4 

:PICKUPS_4096
$1621 = 1 // $ = int 

:PICKUPS_4103
jump @PICKUPS_4142 

:PICKUPS_4110
if 
  $1621 == 1 // $ == int 
jf @PICKUPS_4142 
PACKAGE_636()
$1621 = 0 // $ = int 

:PICKUPS_4142
if 
  $1637 == 8 // $ == int 
jf @PICKUPS_4470 
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4324 
if 
  $563 == 1 // $ == int 
jf @PICKUPS_4324 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4324 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4248 
PACKAGE_953()
jump @PICKUPS_4271 

:PICKUPS_4248
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4271 
PACKAGE_953()

:PICKUPS_4271
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4301 
PACKAGE_1097()
jump @PICKUPS_4324 

:PICKUPS_4301
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4324 
PACKAGE_1097()

:PICKUPS_4324
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4470 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4470 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4394 
PACKAGE_1529()
jump @PICKUPS_4417 

:PICKUPS_4394
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4417 
PACKAGE_1529()

:PICKUPS_4417
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4447 
PACKAGE_1673()
jump @PICKUPS_4470 

:PICKUPS_4447
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4470 
PACKAGE_1673()

:PICKUPS_4470
if 
  $1637 == 9 // $ == int 
jf @PICKUPS_4652 
if 
   Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4652 
if 
  $2196 == 1 // $ == int 
jf @PICKUPS_4652 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4652 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4576 
PACKAGE_1241()
jump @PICKUPS_4599 

:PICKUPS_4576
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4599 
PACKAGE_1241()

:PICKUPS_4599
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4629 
PACKAGE_1385()
jump @PICKUPS_4652 

:PICKUPS_4629
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4652 
PACKAGE_1385()

:PICKUPS_4652
if 
  $1637 > 9 // $ > int 
jf @PICKUPS_4677 
$1637 = 0 // $ = int 

:PICKUPS_4677
jump @PICKUPS_26 
terminate_this_script 

:CLOTH1
script_name 'CLOTH1' 
wait 5000 
03E5: text_box 'CLOTH2'  // Street outfit delivered to Safehouses.
wait 10000 
03E5: text_box 'CLOTH1'  // Soiree outfit delivered to Rafael's on Ocean Beach.
terminate_this_script 

:CLOTH2
script_name 'CLOTH2' 
wait 5000 
03E5: text_box 'HELP25'  // You can now take jobs from Avery Carrington.
wait 10000 
03E5: text_box 'CLOTH3'  // Coveralls outfit delivered to Tooled Up in The North Point Mall.
terminate_this_script 

:CLOTH3
script_name 'CLOTH3' 
wait 5000 
03E5: text_box 'CLOTH4'  // Country Club outfit delivered to The Golf Club in Leaf Links.
terminate_this_script 

:CLOTH4
script_name 'CLOTH4' 
wait 5000 
03E5: text_box 'CLOTH5'  // Havana outfit delivered to Little Havana Streetwear in Little Havana.
terminate_this_script 

:CLOTH5
script_name 'CLOTH5' 
wait 5000 
03E5: text_box 'CLOTH6'  // Cop outfit delivered to Police Station on Washington Beach.
terminate_this_script 

:CLOTH6
script_name 'CLOTH6' 
wait 5000 
03E5: text_box 'CLOTH7'  // Casual outfit delivered to Gash in The North Point Mall.
terminate_this_script 

:CLOTH7
script_name 'CLOTH7' 
wait 20000 
03E5: text_box 'CLOTH8'  // Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
terminate_this_script 

:CLOTH8
script_name 'CLOTH8' 
wait 5000 
03E5: text_box 'CLOTH9'  // Tracksuit outfit delivered to Jocksport in Downtown.
terminate_this_script 

:CLOTH9
script_name 'CLOTH9' 
wait 5000 
03E5: text_box 'CLOTH10'  // Bank Job outfit delivered to Malibu Club in Vice Point.
terminate_this_script 

:PACKAGE
script_name 'PACKAGE' 
wait 500 
03E1: $1610 = packages_found 

:PACKAGE_20
if 
  10 > $1610 // int > $ 
jf @PACKAGE_55 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_20 

:PACKAGE_55
030C: progress_made += 1 
03E5: text_box 'PICK1'  // Body Armor delivered to Ocean View Hotel!
$1613 = 1 // $ = int 

:PACKAGE_76
if 
  20 > $1610 // int > $ 
jf @PACKAGE_111 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_76 

:PACKAGE_111
030C: progress_made += 1 
03E5: text_box 'PICK3'  // Chainsaw delivered to Ocean View Hotel!
$1614 = 1 // $ = int 

:PACKAGE_132
if 
  30 > $1610 // int > $ 
jf @PACKAGE_167 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_132 

:PACKAGE_167
030C: progress_made += 1 
03E5: text_box 'PICK2'  // .357 delivered to Ocean View Hotel!
$1612 = 1 // $ = int 

:PACKAGE_188
if 
  40 > $1610 // int > $ 
jf @PACKAGE_223 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_188 

:PACKAGE_223
030C: progress_made += 1 
03E5: text_box 'PICK4'  // Flame Thrower delivered to Ocean View Hotel!
$1615 = 1 // $ = int 

:PACKAGE_244
if 
  50 > $1610 // int > $ 
jf @PACKAGE_279 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_244 

:PACKAGE_279
030C: progress_made += 1 
03E5: text_box 'PICK5'  // .308 Sniper delivered to Ocean View Hotel!
$1616 = 1 // $ = int 

:PACKAGE_300
if 
  60 > $1610 // int > $ 
jf @PACKAGE_335 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_300 

:PACKAGE_335
030C: progress_made += 1 
03E5: text_box 'PICK6'  // Minigun delivered to Ocean View Hotel!
$1617 = 1 // $ = int 

:PACKAGE_356
if 
  70 > $1610 // int > $ 
jf @PACKAGE_391 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_356 

:PACKAGE_391
030C: progress_made += 1 
03E5: text_box 'PICK7'  // Rocket Launcher delivered to Ocean View Hotel!
$1618 = 1 // $ = int 

:PACKAGE_412
if 
  80 > $1610 // int > $ 
jf @PACKAGE_447 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_412 

:PACKAGE_447
030C: progress_made += 1 
03E5: text_box 'PICK8'  // Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator $2378 cars_to_generate_to 101 

:PACKAGE_468
if 
  90 > $1610 // int > $ 
jf @PACKAGE_503 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_468 

:PACKAGE_503
030C: progress_made += 1 
03E5: text_box 'PICK9'  // Tank now available from the Army Barracks!
014C: set_parked_car_generator $2379 cars_to_generate_to 101 

:PACKAGE_524
if 
  100 > $1610 // int > $ 
jf @PACKAGE_559 
wait 500 
03E1: $1610 = packages_found 
jump @PACKAGE_524 

:PACKAGE_559
wait 5000 
030C: progress_made += 1 
if 
  $2498 == 0 // $ == int 
jf @PACKAGE_617 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $2380 cars_to_generate_to 101 
$2498 = 1 // $ = int 
jump @PACKAGE_634 

:PACKAGE_617
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2499 cars_to_generate_to 101 

:PACKAGE_634
terminate_this_script 

:PACKAGE_636
Pickup.Destroy($1622)
Pickup.Destroy($1623)
Pickup.Destroy($1624)
Pickup.Destroy($1625)
Pickup.Destroy($1626)
Pickup.Destroy($1627)
Pickup.Destroy($1628)
return 

:PACKAGE_673
$1484 = 1 // $ = int 
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_742 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_711
if 
fading 
jf @PACKAGE_735 
wait 0 
jump @PACKAGE_711 

:PACKAGE_735
jump @PACKAGE_749 

:PACKAGE_742
$1484 = 0 // $ = int 

:PACKAGE_749
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_786 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
jump @PACKAGE_793 

:PACKAGE_786
$1484 = 0 // $ = int 

:PACKAGE_793
return 

:PACKAGE_795
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_944 
038B: load_requested_models 
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_834 
0353: refresh_actor $PLAYER_ACTOR 

:PACKAGE_834
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
jf @PACKAGE_864 
Player.ClearWantedLevel($PLAYER_CHAR)

:PACKAGE_864
Player.CanMove($PLAYER_CHAR, True)
$1484 = 0 // $ = int 
fade 1 500 
if 
  $1655 == 0 // $ == int 
jf @PACKAGE_927 
03E5: text_box 'CLT_HL2'  // When a Clothes Pickup is collected, a one star or two star wanted level will be cleared.
$1655 = 1 // $ = int 
jump @PACKAGE_937 

:PACKAGE_927
03E5: text_box 'CLOHELP'  // Clean Clothes!!

:PACKAGE_937
jump @PACKAGE_951 

:PACKAGE_944
$1484 = 0 // $ = int 

:PACKAGE_951
return 

:PACKAGE_953
if 
00F5:   player $PLAYER_CHAR 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5 
jf @PACKAGE_1095 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1016
if 
fading 
jf @PACKAGE_1040 
wait 0 
jump @PACKAGE_1016 

:PACKAGE_1040
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1088 
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1088
fade 1 500 

:PACKAGE_1095
return 

:PACKAGE_1097
if 
00F5:   player $PLAYER_CHAR 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5 
jf @PACKAGE_1239 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1160
if 
fading 
jf @PACKAGE_1184 
wait 0 
jump @PACKAGE_1160 

:PACKAGE_1184
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1232 
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1232
fade 1 500 

:PACKAGE_1239
return 

:PACKAGE_1241
if 
00F5:   player $PLAYER_CHAR 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5 
jf @PACKAGE_1383 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1304
if 
fading 
jf @PACKAGE_1328 
wait 0 
jump @PACKAGE_1304 

:PACKAGE_1328
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1376 
0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4 
0171: set_player $PLAYER_CHAR z_angle_to 87.2 
03C8: set_camera_directly_before_player 

:PACKAGE_1376
fade 1 500 

:PACKAGE_1383
return 

:PACKAGE_1385
if 
00F5:   player $PLAYER_CHAR 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5 
jf @PACKAGE_1527 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1448
if 
fading 
jf @PACKAGE_1472 
wait 0 
jump @PACKAGE_1448 

:PACKAGE_1472
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1520 
0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 200.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1520
fade 1 500 

:PACKAGE_1527
return 

:PACKAGE_1529
if 
00F5:   player $PLAYER_CHAR 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5 
jf @PACKAGE_1671 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1592
if 
fading 
jf @PACKAGE_1616 
wait 0 
jump @PACKAGE_1592 

:PACKAGE_1616
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1664 
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6 
0171: set_player $PLAYER_CHAR z_angle_to 282.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1664
fade 1 500 

:PACKAGE_1671
return 

:PACKAGE_1673
if 
00F5:   player $PLAYER_CHAR 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5 
jf @PACKAGE_1815 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1736
if 
fading 
jf @PACKAGE_1760 
wait 0 
jump @PACKAGE_1736 

:PACKAGE_1760
if 
   Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1808 
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 179.6 
03C8: set_camera_directly_before_player 

:PACKAGE_1808
fade 1 500 

:PACKAGE_1815
return 

:JUNKFUD
$1657 = 0 // $ = int 
$1658 = 0 // $ = int 
$1659 = 0 // $ = int 
$1660 = 0 // $ = int 
$1661 = 0 // $ = int 
$1670 = 0 // $ = int 
$1693 = 0 // $ = int 
$1694 = 0 // $ = int 
$1695 = 0 // $ = int 
$1704 = 0 // $ = int 
$1676 = 0 // $ = int 
$1677 = 0 // $ = int 
$1678 = 0 // $ = int 
$1679 = 0 // $ = int 
$1680 = 0 // $ = int 
$1681 = 0 // $ = int 
$1682 = 0 // $ = int 
$1683 = 0 // $ = int 
$1684 = 0 // $ = int 
script_name 'JUNKFUD' 
set_wb_check_to 0 
start_new_script @FUD 
terminate_this_script 

:FUD
jump @FUD_407 
Actor.Create($1662, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1663, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1664, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1665, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1666, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1667, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1668, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1669, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
03BC: $1685 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1686 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1687 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1688 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1689 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1690 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1691 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1692 = create_sphere -903.0 800.3 10.5 1.0 

:FUD_407
script_name 'FUD' 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_5282 
$1684 += 1 // $ += int 
0054: store_player $PLAYER_CHAR position_to $1696 $1697 $1698 
if 
  $1684 == 1 // $ == int 
jf @FUD_3328 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @FUD_3321 
if 
  $1307 == 1 // $ == int 
jf @FUD_3307 
if 
  $1696 > 415.0 // $ > float 
jf @FUD_1902 
if and
  $1657 == 1 // $ == int 
  $1484 == 0 // $ == int 
jf @FUD_1500 
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_798 
if and
   not Actor.Dead($1662)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_786 
if 
00F6:   player $PLAYER_CHAR 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0 
jf @FUD_724 
if 
  $1676 == 0 // $ == int 
jf @FUD_717 
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 
$1670 = 1 // $ = int 
0084: $1673 = $1662 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_717
jump @FUD_779 

:FUD_724
if 
  $1676 == 1 // $ == int 
jf @FUD_779 
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere 445.66 1100.54 18.3 1.0 
$1676 = 0 // $ = int 

:FUD_779
jump @FUD_798 

:FUD_786
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 

:FUD_798
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_1032 
if and
   not Actor.Dead($1663)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_1020 
if 
00F6:   player $PLAYER_CHAR 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0 
jf @FUD_958 
if 
  $1677 == 0 // $ == int 
jf @FUD_951 
$1677 = 1 // $ = int 
03BD: destroy_sphere $1686 
$1670 = 2 // $ = int 
0084: $1673 = $1663 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_951
jump @FUD_1013 

:FUD_958
if 
  $1677 == 1 // $ == int 
jf @FUD_1013 
03BD: destroy_sphere $1686 
03BC: $1686 = create_sphere 436.75 1105.8 18.2 1.0 
$1677 = 0 // $ = int 

:FUD_1013
jump @FUD_1032 

:FUD_1020
$1677 = 1 // $ = int 
03BD: destroy_sphere $1686 

:FUD_1032
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_1266 
if and
   not Actor.Dead($1664)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_1254 
if 
00F6:   player $PLAYER_CHAR 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0 
jf @FUD_1192 
if 
  $1678 == 0 // $ == int 
jf @FUD_1185 
$1678 = 1 // $ = int 
03BD: destroy_sphere $1687 
$1670 = 3 // $ = int 
0084: $1673 = $1664 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_1185
jump @FUD_1247 

:FUD_1192
if 
  $1678 == 1 // $ == int 
jf @FUD_1247 
03BD: destroy_sphere $1687 
03BC: $1687 = create_sphere 434.5 1139.3 18.2 1.0 
$1678 = 0 // $ = int 

:FUD_1247
jump @FUD_1266 

:FUD_1254
$1678 = 1 // $ = int 
03BD: destroy_sphere $1687 

:FUD_1266
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_1500 
if and
   not Actor.Dead($1665)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_1488 
if 
00F6:   player $PLAYER_CHAR 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0 
jf @FUD_1426 
if 
  $1679 == 0 // $ == int 
jf @FUD_1419 
$1679 = 1 // $ = int 
03BD: destroy_sphere $1688 
$1670 = 4 // $ = int 
0084: $1673 = $1665 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_1419
jump @FUD_1481 

:FUD_1426
if 
  $1679 == 1 // $ == int 
jf @FUD_1481 
03BD: destroy_sphere $1688 
03BC: $1688 = create_sphere 451.24 1146.5 18.24 1.0 
$1679 = 0 // $ = int 

:FUD_1481
jump @FUD_1500 

:FUD_1488
$1679 = 1 // $ = int 
03BD: destroy_sphere $1688 

:FUD_1500
if 
  $1657 == 0 // $ == int 
jf @FUD_1895 
023C: load_special_actor 20 'BURGER' 

:FUD_1530
if 
823D:   not special_actor 20 loaded 
jf @FUD_1568 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_1530 

:FUD_1568
Actor.Create($1662, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Angle($1662) = 46.0
0084: $1673 = $1662 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere 445.66 1100.54 18.3 1.0 
Actor.Create($1663, 4, #SPECIAL20, 435.46, 1104.0, 18.27)
Actor.Angle($1663) = 350.0
0084: $1673 = $1663 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1686 
03BC: $1686 = create_sphere 436.75 1105.8 18.2 1.0 
Actor.Create($1664, 4, #SPECIAL20, 433.0, 1140.5, 18.29)
Actor.Angle($1664) = 215.0
0084: $1673 = $1664 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1687 
03BC: $1687 = create_sphere 434.5 1139.3 18.2 1.0 
Actor.Create($1665, 4, #SPECIAL20, 451.4, 1148.42, 18.23)
Actor.Angle($1665) = 173.0
0084: $1673 = $1665 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1688 
03BC: $1688 = create_sphere 451.24 1146.5 18.24 1.0 
$1657 = 1 // $ = int 

:FUD_1895
jump @FUD_1909 

:FUD_1902
FUD_9127()

:FUD_1909
if 
  410.0 > $1696 // float > $ 
jf @FUD_3293 
if and
  $1658 == 1 // $ == int 
  $1484 == 0 // $ == int 
jf @FUD_2891 
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_2189 
if and
   not Actor.Dead($1666)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2177 
if 
00F6:   player $PLAYER_CHAR 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0 
jf @FUD_2115 
if 
  $1680 == 0 // $ == int 
jf @FUD_2108 
$1680 = 1 // $ = int 
03BD: destroy_sphere $1689 
$1670 = 1 // $ = int 
0084: $1673 = $1666 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2108
jump @FUD_2170 

:FUD_2115
if 
  $1680 == 1 // $ == int 
jf @FUD_2170 
03BD: destroy_sphere $1689 
03BC: $1689 = create_sphere 375.76 1147.7 18.6 1.0 
$1680 = 0 // $ = int 

:FUD_2170
jump @FUD_2189 

:FUD_2177
$1680 = 1 // $ = int 
03BD: destroy_sphere $1689 

:FUD_2189
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_2423 
if and
   not Actor.Dead($1667)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2411 
if 
00F6:   player $PLAYER_CHAR 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0 
jf @FUD_2349 
if 
  $1681 == 0 // $ == int 
jf @FUD_2342 
$1681 = 1 // $ = int 
03BD: destroy_sphere $1690 
$1670 = 2 // $ = int 
0084: $1673 = $1667 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2342
jump @FUD_2404 

:FUD_2349
if 
  $1681 == 1 // $ == int 
jf @FUD_2404 
03BD: destroy_sphere $1690 
03BC: $1690 = create_sphere 394.16 1139.12 18.6 1.0 
$1681 = 0 // $ = int 

:FUD_2404
jump @FUD_2423 

:FUD_2411
$1681 = 1 // $ = int 
03BD: destroy_sphere $1690 

:FUD_2423
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_2657 
if and
   not Actor.Dead($1668)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2645 
if 
00F6:   player $PLAYER_CHAR 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0 
jf @FUD_2583 
if 
  $1682 == 0 // $ == int 
jf @FUD_2576 
$1682 = 1 // $ = int 
03BD: destroy_sphere $1691 
$1670 = 3 // $ = int 
0084: $1673 = $1668 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2576
jump @FUD_2638 

:FUD_2583
if 
  $1682 == 1 // $ == int 
jf @FUD_2638 
03BD: destroy_sphere $1691 
03BC: $1691 = create_sphere 392.96 1108.7 18.55 1.0 
$1682 = 0 // $ = int 

:FUD_2638
jump @FUD_2657 

:FUD_2645
$1682 = 1 // $ = int 
03BD: destroy_sphere $1691 

:FUD_2657
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_2891 
if and
   not Actor.Dead($1669)
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2879 
if 
00F6:   player $PLAYER_CHAR 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0 
jf @FUD_2817 
if 
  $1683 == 0 // $ == int 
jf @FUD_2810 
$1683 = 1 // $ = int 
03BD: destroy_sphere $1692 
$1670 = 4 // $ = int 
0084: $1673 = $1669 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2810
jump @FUD_2872 

:FUD_2817
if 
  $1683 == 1 // $ == int 
jf @FUD_2872 
03BD: destroy_sphere $1692 
03BC: $1692 = create_sphere 376.47 1101.7 18.58 1.0 
$1683 = 0 // $ = int 

:FUD_2872
jump @FUD_2891 

:FUD_2879
$1683 = 1 // $ = int 
03BD: destroy_sphere $1692 

:FUD_2891
if 
  $1658 == 0 // $ == int 
jf @FUD_3286 
023C: load_special_actor 20 'BURGER' 

:FUD_2921
if 
823D:   not special_actor 20 loaded 
jf @FUD_2959 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_2921 

:FUD_2959
Actor.Create($1666, 4, #SPECIAL20, 375.9, 1149.7, 18.6)
Actor.Angle($1666) = 224.0
0084: $1673 = $1666 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1689 
03BC: $1689 = create_sphere 375.76 1147.7 18.6 1.0 
Actor.Create($1667, 4, #SPECIAL20, 395.0, 1141.2, 18.55)
Actor.Angle($1667) = 165.0
0084: $1673 = $1667 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1690 
03BC: $1690 = create_sphere 394.16 1139.12 18.6 1.0 
Actor.Create($1668, 4, #SPECIAL20, 394.4, 1107.6, 18.6)
Actor.Angle($1668) = 49.0
0084: $1673 = $1668 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1691 
03BC: $1691 = create_sphere 392.96 1108.7 18.55 1.0 
Actor.Create($1669, 4, #SPECIAL20, 375.87, 1099.75, 18.57)
Actor.Angle($1669) = 344.0
0084: $1673 = $1669 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1692 
03BC: $1692 = create_sphere 376.47 1101.7 18.58 1.0 
$1658 = 1 // $ = int 

:FUD_3286
jump @FUD_3300 

:FUD_3293
FUD_9127()

:FUD_3300
jump @FUD_3314 

:FUD_3307
FUD_9127()

:FUD_3314
jump @FUD_3328 

:FUD_3321
FUD_9127()

:FUD_3328
if and
  $1684 == 2 // $ == int 
   Player.Defined($PLAYER_CHAR)
jf @FUD_3948 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @FUD_3934 
$1693 = 1 // $ = int 
$400 = 0.0 // $ = float 
02CE: $400 = ground_z -1039.5 80.0 50.0 
if 
  $400 > 0.0 // $ > float 
jf @FUD_3920 
if 
  $1659 == 0 // $ == int 
jf @FUD_3654 
023C: load_special_actor 20 'BURGER' 

:FUD_3463
if 
823D:   not special_actor 20 loaded 
jf @FUD_3501 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_3463 

:FUD_3501
Actor.Create($1701, 4, #SPECIAL20, -1039.5, 80.0, 10.6)
Actor.Angle($1701) = 80.0
0084: $1673 = $1701 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere -1041.3 80.45 10.6 1.0 
if 
   Model.Available(#HNB)
jf @FUD_3647 
Actor.Create($1702, 4, #HNB, -1036.2, 77.5, 10.6)
Actor.Angle($1702) = 190.0
01ED: clear_actor $1702 threat_search 
0372: set_actor $1702 anim 6 wait_state_time 999999 ms 

:FUD_3647
$1659 = 1 // $ = int 

:FUD_3654
if and
  $1659 == 1 // $ == int 
  $1484 == 0 // $ == int 
jf @FUD_3913 
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_3913 
if and
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
   not Actor.Dead($1701)
jf @FUD_3901 
if 
00F6:   player $PLAYER_CHAR 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0 
jf @FUD_3839 
if 
  $1676 == 0 // $ == int 
jf @FUD_3832 
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 
$1670 = 2 // $ = int 
0084: $1673 = $1701 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_3832
jump @FUD_3894 

:FUD_3839
if 
  $1676 == 1 // $ == int 
jf @FUD_3894 
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere -1041.3 80.45 10.6 1.0 
$1676 = 0 // $ = int 

:FUD_3894
jump @FUD_3913 

:FUD_3901
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 

:FUD_3913
jump @FUD_3927 

:FUD_3920
FUD_9127()

:FUD_3927
jump @FUD_3948 

:FUD_3934
$1693 = 0 // $ = int 
FUD_9127()

:FUD_3948
if and
  $1684 == 1 // $ == int 
   Player.Defined($PLAYER_CHAR)
jf @FUD_4721 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @FUD_4677 
$1694 = 1 // $ = int 
$400 = 0.0 // $ = float 
02CE: $400 = ground_z -591.4 651.23 10.5 
if 
  $400 > 0.0 // $ > float 
jf @FUD_4161 
if 
   Model.Available(#BKA)
jf @FUD_4154 
if 
  $1704 == 0 // $ == int 
jf @FUD_4154 
Actor.Create($1703, 4, #BKA, -591.4, 651.23, 10.5)
Actor.Angle($1703) = 25.0
Actor.Health($1703) = 150
01ED: clear_actor $1703 threat_search 
0291: set_actor $1703 heed_threats 1 
0243: set_actor $1703 ped_stats_to 11 
$1704 = 1 // $ = int 

:FUD_4154
jump @FUD_4191 

:FUD_4161
if 
  $1704 == 1 // $ == int 
jf @FUD_4191 
Actor.DestroyInstantly($1703)
$1704 = 0 // $ = int 

:FUD_4191
$400 = 0.0 // $ = float 
02CE: $400 = ground_z -904.7 800.4 10.5 
if 
  $400 > 0.0 // $ > float 
jf @FUD_4663 
if 
  $1660 == 0 // $ == int 
jf @FUD_4397 
023C: load_special_actor 20 'BURGER' 

:FUD_4272
if 
823D:   not special_actor 20 loaded 
jf @FUD_4310 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_4272 

:FUD_4310
Actor.Create($1700, 4, #SPECIAL20, -904.7, 800.4, 10.5)
Actor.Angle($1700) = 270.0
0084: $1673 = $1700 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere -903.0 800.3 10.5 1.0 
$1660 = 1 // $ = int 

:FUD_4397
if and
  $1660 == 1 // $ == int 
  $1484 == 0 // $ == int 
jf @FUD_4656 
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_4656 
if and
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
   not Actor.Dead($1700)
jf @FUD_4644 
if 
00F6:   player $PLAYER_CHAR 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0 
jf @FUD_4582 
if 
  $1676 == 0 // $ == int 
jf @FUD_4575 
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 
$1670 = 2 // $ = int 
0084: $1673 = $1700 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_4575
jump @FUD_4637 

:FUD_4582
if 
  $1676 == 1 // $ == int 
jf @FUD_4637 
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere -903.0 800.3 10.5 1.0 
$1676 = 0 // $ = int 

:FUD_4637
jump @FUD_4656 

:FUD_4644
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 

:FUD_4656
jump @FUD_4670 

:FUD_4663
FUD_9127()

:FUD_4670
jump @FUD_4721 

:FUD_4677
if 
  $1704 == 1 // $ == int 
jf @FUD_4707 
Actor.DestroyInstantly($1703)
$1704 = 0 // $ = int 

:FUD_4707
$1694 = 0 // $ = int 
FUD_9127()

:FUD_4721
if and
  $1684 == 2 // $ == int 
   Player.Defined($PLAYER_CHAR)
jf @FUD_5275 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @FUD_5261 
$1695 = 1 // $ = int 
$400 = 0.0 // $ = float 
02CE: $400 = ground_z 419.4 89.7 50.0 
if 
  $400 > 0.0 // $ > float 
jf @FUD_5247 
if 
  $1661 == 0 // $ == int 
jf @FUD_4981 
023C: load_special_actor 20 'BURGER' 

:FUD_4856
if 
823D:   not special_actor 20 loaded 
jf @FUD_4894 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_4856 

:FUD_4894
Actor.Create($1699, 4, #SPECIAL20, 419.4, 89.7, 10.3)
Actor.Angle($1699) = 250.0
0084: $1673 = $1699 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere 421.1 88.8 10.5 1.0 
$1661 = 1 // $ = int 

:FUD_4981
if and
  $1661 == 1 // $ == int 
  $1484 == 0 // $ == int 
jf @FUD_5240 
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_5240 
if and
   Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
   not Actor.Dead($1699)
jf @FUD_5228 
if 
00F6:   player $PLAYER_CHAR 0 421.1 88.8 10.5 radius 1.0 1.0 2.0 
jf @FUD_5166 
if 
  $1676 == 0 // $ == int 
jf @FUD_5159 
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 
$1670 = 2 // $ = int 
0084: $1673 = $1699 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_5159
jump @FUD_5221 

:FUD_5166
if 
  $1676 == 1 // $ == int 
jf @FUD_5221 
03BD: destroy_sphere $1685 
03BC: $1685 = create_sphere 421.1 88.8 10.5 1.0 
$1676 = 0 // $ = int 

:FUD_5221
jump @FUD_5240 

:FUD_5228
$1676 = 1 // $ = int 
03BD: destroy_sphere $1685 

:FUD_5240
jump @FUD_5254 

:FUD_5247
FUD_9127()

:FUD_5254
jump @FUD_5275 

:FUD_5261
$1695 = 0 // $ = int 
FUD_9127()

:FUD_5275
jump @FUD_5289 

:FUD_5282
FUD_9127()

:FUD_5289
if 
  $1684 > 1 // $ > int 
jf @FUD_5314 
$1684 = 0 // $ = int 

:FUD_5314
jump @FUD_407 

:FUD_5321
01ED: clear_actor $1673 threat_search 
011A: set_actor $1673 search_threat 1048576 
011A: set_actor $1673 search_threat 8388608 
056B: set_actor $1673 crouch_when_threatened 1 
0350: set_actor $1673 maintain_position_when_attacked 1 
return 

:FUD_5362
$1484 = 1 // $ = int 
if 
   not Actor.Dead($1673)
jf @FUD_5438 
FUD_5447()
if 
  $ONMISSION == 0 // $ == int 
jf @FUD_5424 
FUD_5533()
FUD_6225()

:FUD_5424
FUD_9012()
FUD_5501()

:FUD_5438
$1484 = 0 // $ = int 
return 

:FUD_5447
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($1673)
jf @FUD_5497 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
020E: actor $PLAYER_ACTOR look_at_actor $1673 
jump @FUD_5499 

:FUD_5497
return 

:FUD_5499
return 

:FUD_5501
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_5531 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:FUD_5531
return 

:FUD_5533
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($1673)
jf @FUD_6223 
0209: $1671 = random_int_in_ranges 1 15 
if 
  $1671 == 1 // $ == int 
jf @FUD_5607 
03CF: load_wav 'GIMME01' as 2 
FUD_8914()
FUD_8964()

:FUD_5607
if 
  $1671 == 2 // $ == int 
jf @FUD_5651 
03CF: load_wav 'GIMME02' as 2 
FUD_8914()
FUD_8964()

:FUD_5651
if 
  $1671 == 3 // $ == int 
jf @FUD_5695 
03CF: load_wav 'GIMME03' as 2 
FUD_8914()
FUD_8964()

:FUD_5695
if 
  $1671 == 4 // $ == int 
jf @FUD_5739 
03CF: load_wav 'GIMME04' as 2 
FUD_8914()
FUD_8964()

:FUD_5739
if 
  $1671 == 5 // $ == int 
jf @FUD_5783 
03CF: load_wav 'GIMME05' as 2 
FUD_8914()
FUD_8964()

:FUD_5783
if 
  $1671 == 6 // $ == int 
jf @FUD_5827 
03CF: load_wav 'GIMME06' as 2 
FUD_8914()
FUD_8964()

:FUD_5827
if 
  $1671 == 7 // $ == int 
jf @FUD_5871 
03CF: load_wav 'GIMME07' as 2 
FUD_8914()
FUD_8964()

:FUD_5871
if 
  $1671 == 8 // $ == int 
jf @FUD_5915 
03CF: load_wav 'GIMME08' as 2 
FUD_8914()
FUD_8964()

:FUD_5915
if 
  $1671 == 9 // $ == int 
jf @FUD_5959 
03CF: load_wav 'GIMME09' as 2 
FUD_8914()
FUD_8964()

:FUD_5959
if 
  $1671 == 10 // $ == int 
jf @FUD_6003 
03CF: load_wav 'GIMME10' as 2 
FUD_8914()
FUD_8964()

:FUD_6003
if 
  $1671 == 11 // $ == int 
jf @FUD_6047 
03CF: load_wav 'GIMME11' as 2 
FUD_8914()
FUD_8964()

:FUD_6047
if 
  $1671 == 12 // $ == int 
jf @FUD_6091 
03CF: load_wav 'GIMME12' as 2 
FUD_8914()
FUD_8964()

:FUD_6091
if 
  $1671 == 13 // $ == int 
jf @FUD_6135 
03CF: load_wav 'GIMME13' as 2 
FUD_8914()
FUD_8964()

:FUD_6135
if 
  $1671 == 14 // $ == int 
jf @FUD_6179 
03CF: load_wav 'GIMME14' as 2 
FUD_8914()
FUD_8964()

:FUD_6179
if 
  $1671 == 15 // $ == int 
jf @FUD_6223 
03CF: load_wav 'GIMME15' as 2 
FUD_8914()
FUD_8964()

:FUD_6223
return 

:FUD_6225
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($1673)
  $ONMISSION == 0 // $ == int 
jf @FUD_8912 
0209: $1672 = random_int_in_ranges 1 30 
if 
  11 > $1672 // int > $ 
jf @FUD_8023 
if 
  $1670 == 1 // $ == int 
jf @FUD_6835 
0209: $1672 = random_int_in_ranges 1 12 
if 
  $1672 == 1 // $ == int 
jf @FUD_6351 
03CF: load_wav 'BURG_01' as 2 
FUD_8914()
FUD_8964()

:FUD_6351
if 
  $1672 == 2 // $ == int 
jf @FUD_6395 
03CF: load_wav 'BURG_02' as 2 
FUD_8914()
FUD_8964()

:FUD_6395
if 
  $1672 == 3 // $ == int 
jf @FUD_6439 
03CF: load_wav 'BURG_03' as 2 
FUD_8914()
FUD_8964()

:FUD_6439
if 
  $1672 == 4 // $ == int 
jf @FUD_6483 
03CF: load_wav 'BURG_04' as 2 
FUD_8914()
FUD_8964()

:FUD_6483
if 
  $1672 == 5 // $ == int 
jf @FUD_6527 
03CF: load_wav 'BURG_05' as 2 
FUD_8914()
FUD_8964()

:FUD_6527
if 
  $1672 == 6 // $ == int 
jf @FUD_6571 
03CF: load_wav 'BURG_06' as 2 
FUD_8914()
FUD_8964()

:FUD_6571
if 
  $1672 == 7 // $ == int 
jf @FUD_6615 
03CF: load_wav 'BURG_07' as 2 
FUD_8914()
FUD_8964()

:FUD_6615
if 
  $1672 == 8 // $ == int 
jf @FUD_6659 
03CF: load_wav 'BURG_08' as 2 
FUD_8914()
FUD_8964()

:FUD_6659
if 
  $1672 == 9 // $ == int 
jf @FUD_6703 
03CF: load_wav 'BURG_09' as 2 
FUD_8914()
FUD_8964()

:FUD_6703
if 
  $1672 == 10 // $ == int 
jf @FUD_6747 
03CF: load_wav 'BURG_10' as 2 
FUD_8914()
FUD_8964()

:FUD_6747
if 
  $1672 == 11 // $ == int 
jf @FUD_6791 
03CF: load_wav 'BURG_11' as 2 
FUD_8914()
FUD_8964()

:FUD_6791
if 
  $1672 == 12 // $ == int 
jf @FUD_6835 
03CF: load_wav 'BURG_12' as 2 
FUD_8914()
FUD_8964()

:FUD_6835
if 
  $1670 == 2 // $ == int 
jf @FUD_7258 
0209: $1672 = random_int_in_ranges 1 9 
if 
  $1672 == 1 // $ == int 
jf @FUD_6906 
03CF: load_wav 'CRUST01' as 2 
FUD_8914()
FUD_8964()

:FUD_6906
if 
  $1672 == 2 // $ == int 
jf @FUD_6950 
03CF: load_wav 'CRUST02' as 2 
FUD_8914()
FUD_8964()

:FUD_6950
if 
  $1672 == 3 // $ == int 
jf @FUD_6994 
03CF: load_wav 'CRUST03' as 2 
FUD_8914()
FUD_8964()

:FUD_6994
if 
  $1672 == 4 // $ == int 
jf @FUD_7038 
03CF: load_wav 'CRUST04' as 2 
FUD_8914()
FUD_8964()

:FUD_7038
if 
  $1672 == 5 // $ == int 
jf @FUD_7082 
03CF: load_wav 'CRUST05' as 2 
FUD_8914()
FUD_8964()

:FUD_7082
if 
  $1672 == 6 // $ == int 
jf @FUD_7126 
03CF: load_wav 'CRUST06' as 2 
FUD_8914()
FUD_8964()

:FUD_7126
if 
  $1672 == 7 // $ == int 
jf @FUD_7170 
03CF: load_wav 'CRUST07' as 2 
FUD_8914()
FUD_8964()

:FUD_7170
if 
  $1672 == 8 // $ == int 
jf @FUD_7214 
03CF: load_wav 'CRUST08' as 2 
FUD_8914()
FUD_8964()

:FUD_7214
if 
  $1672 == 9 // $ == int 
jf @FUD_7258 
03CF: load_wav 'CRUST09' as 2 
FUD_8914()
FUD_8964()

:FUD_7258
if 
  $1670 == 3 // $ == int 
jf @FUD_7637 
0209: $1672 = random_int_in_ranges 1 8 
if 
  $1672 == 1 // $ == int 
jf @FUD_7329 
03CF: load_wav 'SHAFT01' as 2 
FUD_8914()
FUD_8964()

:FUD_7329
if 
  $1672 == 2 // $ == int 
jf @FUD_7373 
03CF: load_wav 'SHAFT02' as 2 
FUD_8914()
FUD_8964()

:FUD_7373
if 
  $1672 == 3 // $ == int 
jf @FUD_7417 
03CF: load_wav 'SHAFT03' as 2 
FUD_8914()
FUD_8964()

:FUD_7417
if 
  $1672 == 4 // $ == int 
jf @FUD_7461 
03CF: load_wav 'SHAFT04' as 2 
FUD_8914()
FUD_8964()

:FUD_7461
if 
  $1672 == 5 // $ == int 
jf @FUD_7505 
03CF: load_wav 'SHAFT05' as 2 
FUD_8914()
FUD_8964()

:FUD_7505
if 
  $1672 == 6 // $ == int 
jf @FUD_7549 
03CF: load_wav 'SHAFT06' as 2 
FUD_8914()
FUD_8964()

:FUD_7549
if 
  $1672 == 7 // $ == int 
jf @FUD_7593 
03CF: load_wav 'SHAFT07' as 2 
FUD_8914()
FUD_8964()

:FUD_7593
if 
  $1672 == 8 // $ == int 
jf @FUD_7637 
03CF: load_wav 'SHAFT08' as 2 
FUD_8914()
FUD_8964()

:FUD_7637
if 
  $1670 == 4 // $ == int 
jf @FUD_8016 
0209: $1672 = random_int_in_ranges 1 8 
if 
  $1672 == 1 // $ == int 
jf @FUD_7708 
03CF: load_wav 'BAND_01' as 2 
FUD_8914()
FUD_8964()

:FUD_7708
if 
  $1672 == 2 // $ == int 
jf @FUD_7752 
03CF: load_wav 'BAND_02' as 2 
FUD_8914()
FUD_8964()

:FUD_7752
if 
  $1672 == 3 // $ == int 
jf @FUD_7796 
03CF: load_wav 'BAND_03' as 2 
FUD_8914()
FUD_8964()

:FUD_7796
if 
  $1672 == 4 // $ == int 
jf @FUD_7840 
03CF: load_wav 'BAND_04' as 2 
FUD_8914()
FUD_8964()

:FUD_7840
if 
  $1672 == 5 // $ == int 
jf @FUD_7884 
03CF: load_wav 'BAND_05' as 2 
FUD_8914()
FUD_8964()

:FUD_7884
if 
  $1672 == 6 // $ == int 
jf @FUD_7928 
03CF: load_wav 'BAND_06' as 2 
FUD_8914()
FUD_8964()

:FUD_7928
if 
  $1672 == 7 // $ == int 
jf @FUD_7972 
03CF: load_wav 'BAND_07' as 2 
FUD_8914()
FUD_8964()

:FUD_7972
if 
  $1672 == 8 // $ == int 
jf @FUD_8016 
03CF: load_wav 'BAND_08' as 2 
FUD_8914()
FUD_8964()

:FUD_8016
jump @FUD_8912 

:FUD_8023
0209: $1672 = random_int_in_ranges 1 20 
if 
  $1672 == 1 // $ == int 
jf @FUD_8076 
03CF: load_wav 'FUD_01' as 2 
FUD_8914()
FUD_8964()

:FUD_8076
if 
  $1672 == 2 // $ == int 
jf @FUD_8120 
03CF: load_wav 'FUD_02' as 2 
FUD_8914()
FUD_8964()

:FUD_8120
if 
  $1672 == 3 // $ == int 
jf @FUD_8164 
03CF: load_wav 'FUD_03' as 2 
FUD_8914()
FUD_8964()

:FUD_8164
if 
  $1672 == 4 // $ == int 
jf @FUD_8208 
03CF: load_wav 'FUD_04' as 2 
FUD_8914()
FUD_8964()

:FUD_8208
if 
  $1672 == 5 // $ == int 
jf @FUD_8252 
03CF: load_wav 'FUD_05' as 2 
FUD_8914()
FUD_8964()

:FUD_8252
if 
  $1672 == 6 // $ == int 
jf @FUD_8296 
03CF: load_wav 'FUD_06' as 2 
FUD_8914()
FUD_8964()

:FUD_8296
if 
  $1672 == 7 // $ == int 
jf @FUD_8340 
03CF: load_wav 'FUD_07' as 2 
FUD_8914()
FUD_8964()

:FUD_8340
if 
  $1672 == 8 // $ == int 
jf @FUD_8384 
03CF: load_wav 'FUD_08' as 2 
FUD_8914()
FUD_8964()

:FUD_8384
if 
  $1672 == 9 // $ == int 
jf @FUD_8428 
03CF: load_wav 'FUD_09' as 2 
FUD_8914()
FUD_8964()

:FUD_8428
if 
  $1672 == 10 // $ == int 
jf @FUD_8472 
03CF: load_wav 'FUD_10' as 2 
FUD_8914()
FUD_8964()

:FUD_8472
if 
  $1672 == 11 // $ == int 
jf @FUD_8516 
03CF: load_wav 'FUD_11' as 2 
FUD_8914()
FUD_8964()

:FUD_8516
if 
  $1672 == 12 // $ == int 
jf @FUD_8560 
03CF: load_wav 'FUD_12' as 2 
FUD_8914()
FUD_8964()

:FUD_8560
if 
  $1672 == 13 // $ == int 
jf @FUD_8604 
03CF: load_wav 'FUD_13' as 2 
FUD_8914()
FUD_8964()

:FUD_8604
if 
  $1672 == 14 // $ == int 
jf @FUD_8648 
03CF: load_wav 'FUD_14' as 2 
FUD_8914()
FUD_8964()

:FUD_8648
if 
  $1672 == 15 // $ == int 
jf @FUD_8692 
03CF: load_wav 'FUD_15' as 2 
FUD_8914()
FUD_8964()

:FUD_8692
if 
  $1672 == 16 // $ == int 
jf @FUD_8736 
03CF: load_wav 'FUD_16' as 2 
FUD_8914()
FUD_8964()

:FUD_8736
if 
  $1672 == 17 // $ == int 
jf @FUD_8780 
03CF: load_wav 'FUD_17' as 2 
FUD_8914()
FUD_8964()

:FUD_8780
if 
  $1672 == 18 // $ == int 
jf @FUD_8824 
03CF: load_wav 'FUD_18' as 2 
FUD_8914()
FUD_8964()

:FUD_8824
if 
  $1672 == 19 // $ == int 
jf @FUD_8868 
03CF: load_wav 'FUD_19' as 2 
FUD_8914()
FUD_8964()

:FUD_8868
if 
  $1672 == 20 // $ == int 
jf @FUD_8912 
03CF: load_wav 'FUD_20' as 2 
FUD_8914()
FUD_8964()

:FUD_8912
return 

:FUD_8914
if 
83D0:   not wav 2 loaded 
jf @FUD_8958 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @FUD_8951 
return 

:FUD_8951
jump @FUD_8914 

:FUD_8958
03D1: play_wav 2 
return 

:FUD_8964
if 
83D2:   not wav 2 ended 
jf @FUD_9008 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @FUD_9001 
return 

:FUD_9001
jump @FUD_8964 

:FUD_9008
00BE: text_clear_all 
return 

:FUD_9012
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($1673)
jf @FUD_9125 
0225: $1674 = player $PLAYER_CHAR health 
$1674 *= -1 // $ *= int 
$1674 += 100 // $ += int 
$1675 = Player.Money($PLAYER_CHAR)
if 
001C:   $1674 > $1675 // $ > $ int 
jf @FUD_9090 
0084: $1674 = $1675 // $ = $ int 

:FUD_9090
$1674 *= -1 // $ *= int 
Player.Money($PLAYER_CHAR) += $1674
0222: set_player $PLAYER_CHAR health_to 100 
018C: play_sound 1 at $1696 $1697 $1698 

:FUD_9125
return 

:FUD_9127
if 
   Player.Defined($PLAYER_CHAR)
jf @FUD_9164 
0054: store_player $PLAYER_CHAR position_to $1696 $1697 $1698 
jump @FUD_9206 

:FUD_9164
FUD_9545()
$1657 = 0 // $ = int 
$1658 = 0 // $ = int 
$1659 = 0 // $ = int 
$1660 = 0 // $ = int 
$1661 = 0 // $ = int 

:FUD_9206
if 
  $1657 == 1 // $ == int 
jf @FUD_9303 
if or
  410.0 > $1696 // float > $ 
  $1307 == 0 // $ == int 
jf @FUD_9303 
Actor.DestroyInstantly($1662)
Actor.DestroyInstantly($1663)
Actor.DestroyInstantly($1664)
Actor.DestroyInstantly($1665)
03BD: destroy_sphere $1685 
03BD: destroy_sphere $1686 
03BD: destroy_sphere $1687 
03BD: destroy_sphere $1688 
0296: unload_special_actor 20 
$1657 = 0 // $ = int 

:FUD_9303
if 
  $1658 == 1 // $ == int 
jf @FUD_9400 
if or
  $1696 > 415.0 // $ > float 
  $1307 == 0 // $ == int 
jf @FUD_9400 
Actor.DestroyInstantly($1666)
Actor.DestroyInstantly($1667)
Actor.DestroyInstantly($1668)
Actor.DestroyInstantly($1669)
03BD: destroy_sphere $1689 
03BD: destroy_sphere $1690 
03BD: destroy_sphere $1691 
03BD: destroy_sphere $1692 
0296: unload_special_actor 20 
$1658 = 0 // $ = int 

:FUD_9400
if and
  $1659 == 1 // $ == int 
  $1693 == 0 // $ == int 
jf @FUD_9451 
Actor.DestroyInstantly($1701)
Actor.DestroyInstantly($1702)
0296: unload_special_actor 20 
03BD: destroy_sphere $1685 
$1659 = 0 // $ = int 

:FUD_9451
if and
  $1660 == 1 // $ == int 
  $1694 == 0 // $ == int 
jf @FUD_9497 
Actor.DestroyInstantly($1700)
0296: unload_special_actor 20 
03BD: destroy_sphere $1685 
$1660 = 0 // $ = int 

:FUD_9497
if and
  $1661 == 1 // $ == int 
  $1695 == 0 // $ == int 
jf @FUD_9543 
Actor.DestroyInstantly($1699)
0296: unload_special_actor 20 
03BD: destroy_sphere $1685 
$1661 = 0 // $ = int 

:FUD_9543
return 

:FUD_9545
Actor.DestroyInstantly($1662)
Actor.DestroyInstantly($1663)
Actor.DestroyInstantly($1664)
Actor.DestroyInstantly($1665)
Actor.DestroyInstantly($1666)
Actor.DestroyInstantly($1667)
Actor.DestroyInstantly($1668)
Actor.DestroyInstantly($1669)
Actor.DestroyInstantly($1699)
Actor.DestroyInstantly($1700)
Actor.DestroyInstantly($1701)
Actor.DestroyInstantly($1702)
03BD: destroy_sphere $1685 
03BD: destroy_sphere $1686 
03BD: destroy_sphere $1687 
03BD: destroy_sphere $1688 
03BD: destroy_sphere $1689 
03BD: destroy_sphere $1690 
03BD: destroy_sphere $1691 
03BD: destroy_sphere $1692 
0296: unload_special_actor 20 
return 

:RAMPAGE
set_wb_check_to 0 
script_name 'RAMPAGE' 
$1705 = 50 // $ = int 
$1706 = 0 // $ = int 
$1707 = 0 // $ = int 
$1743 = 0 // $ = int 
$1744 = 0 // $ = int 
$1745 = 0 // $ = int 
$1746 = 0 // $ = int 
$1747 = 0 // $ = int 
$1748 = 0 // $ = int 
$1749 = 0 // $ = int 
$1750 = 0 // $ = int 
$1751 = 0 // $ = int 
$1752 = 0 // $ = int 
$1753 = 0 // $ = int 
$1754 = 0 // $ = int 
$1755 = 0 // $ = int 
$1756 = 0 // $ = int 
$1757 = 0 // $ = int 
$1758 = 0 // $ = int 
$1759 = 0 // $ = int 
$1760 = 0 // $ = int 
$1761 = 0 // $ = int 
$1762 = 0 // $ = int 
$1763 = 0 // $ = int 
$1764 = 0 // $ = int 
$1765 = 0 // $ = int 
$1766 = 0 // $ = int 
$1767 = 0 // $ = int 
$1768 = 0 // $ = int 
$1769 = 0 // $ = int 
$1770 = 0 // $ = int 
$1771 = 0 // $ = int 
$1772 = 0 // $ = int 
$1773 = 0 // $ = int 
$1774 = 0 // $ = int 
$1775 = 0 // $ = int 
$1776 = 0 // $ = int 
$1777 = 0 // $ = int 
Pickup.Create($1708, #KILLFRENZY, 3, 218.22, -1613.76, 11.06)
Pickup.Create($1709, #KILLFRENZY, 3, -1435.29, -833.645, 30.05989)
Pickup.Create($1710, #KILLFRENZY, 3, 234.86, 34.22, 9.98)
Pickup.Create($1711, #KILLFRENZY, 3, 479.69, 1110.18, 17.33)
Pickup.Create($1712, #KILLFRENZY, 3, 370.63, 1125.86, 26.5)
Pickup.Create($1713, #KILLFRENZY, 3, 144.449, -545.234, 14.751)
Pickup.Create($1714, #KILLFRENZY, 3, -1100.625, 1453.43, 8.73)
Pickup.Create($1715, #KILLFRENZY, 3, -908.317, 744.149, 11.092)
Pickup.Create($1716, #KILLFRENZY, 3, -508.768, 1149.203, 18.172)
Pickup.Create($1717, #KILLFRENZY, 3, -789.41, 592.56, 11.1)
Pickup.Create($1718, #KILLFRENZY, 3, -1011.37, -170.64, 10.99)
Pickup.Create($1719, #KILLFRENZY, 3, 68.702, -1119.231, 10.458)
Pickup.Create($1720, #KILLFRENZY, 3, 85.623, -1259.86, 17.092)
Pickup.Create($1721, #KILLFRENZY, 3, -679.66, -419.712, 10.469)
Pickup.Create($1722, #KILLFRENZY, 3, -1176.341, -702.975, 22.662)
Pickup.Create($1723, #KILLFRENZY, 3, -626.642, -1354.85, 16.373)
Pickup.Create($1724, #KILLFRENZY, 3, -1519.33, -292.236, 14.86)
Pickup.Create($1725, #KILLFRENZY, 3, -956.113, -1206.33, 14.86)
Pickup.Create($1726, #KILLFRENZY, 3, -890.184, -489.655, 36.2)
Pickup.Create($1727, #KILLFRENZY, 3, 3.426, -1147.0, 10.45)
Pickup.Create($1728, #KILLFRENZY, 3, 468.656, -1608.79, 11.03)
Pickup.Create($1729, #KILLFRENZY, 3, 587.795, 1206.26, 15.64)
Pickup.Create($1730, #KILLFRENZY, 3, 300.673, 1324.88, 22.919)
Pickup.Create($1731, #KILLFRENZY, 3, 217.247, 261.372, 8.71)
Pickup.Create($1732, #KILLFRENZY, 3, -366.44, -1742.1, 11.426)
Pickup.Create($1733, #KILLFRENZY, 3, -448.796, 1249.27, 11.75)
Pickup.Create($1734, #KILLFRENZY, 3, -674.22, 1162.7, 28.15)
Pickup.Create($1735, #KILLFRENZY, 3, -1143.48, -410.87, 10.95)
Pickup.Create($1736, #KILLFRENZY, 3, 624.26, -230.158, 23.915)
Pickup.Create($1737, #KILLFRENZY, 3, -34.13, -948.707, 21.772)
Pickup.Create($1738, #KILLFRENZY, 3, 593.315, -352.826, 13.711)
Pickup.Create($1739, #KILLFRENZY, 3, -1234.83, -90.378, 11.43)
Pickup.Create($1740, #KILLFRENZY, 3, -1483.47, -881.677, 14.87)
Pickup.Create($1741, #KILLFRENZY, 3, -194.701, -1085.067, 15.66)
Pickup.Create($1742, #KILLFRENZY, 3, -983.373, -353.997, 13.84)
0408: set_total_rampages_to 35 
$1778 = 30 // $ = int 
$1779 = 12 // $ = int 
$1780 = 35 // $ = int 
$1781 = 35 // $ = int 
$1782 = 30 // $ = int 
$1783 = 25 // $ = int 
$1784 = 30 // $ = int 
$1785 = 35 // $ = int 
$1786 = 40 // $ = int 
$1787 = 30 // $ = int 
$1788 = 30 // $ = int 
$1789 = 20 // $ = int 
$1790 = 25 // $ = int 
$1791 = 35 // $ = int 
$1792 = 20 // $ = int 
$1793 = 15 // $ = int 
$1794 = 15 // $ = int 
$1795 = 35 // $ = int 
$1796 = 20 // $ = int 
$1797 = 10 // $ = int 
$1798 = 30 // $ = int 
$1799 = 25 // $ = int 
$1800 = 30 // $ = int 
$1801 = 20 // $ = int 
$1802 = 10 // $ = int 
$1803 = 30 // $ = int 
$1804 = 25 // $ = int 
$1805 = 25 // $ = int 
$1806 = 10 // $ = int 
$1807 = 25 // $ = int 
$1808 = 30 // $ = int 
$1809 = 35 // $ = int 
$1810 = 25 // $ = int 
$1811 = 25 // $ = int 
$1812 = 10 // $ = int 

:RAMPAGE_1404
if 
  35 > $1707 // int > $ 
jf @RAMPAGE_5637 
wait 0 
$1819 += 1 // $ += int 
if 
  $1819 > 17 // $ > int 
jf @RAMPAGE_1458 
$1819 = 0 // $ = int 

:RAMPAGE_1458
if 
  $1819 == 0 // $ == int 
jf @RAMPAGE_1696 
if 
  $1743 == 0 // $ == int 
jf @RAMPAGE_1586 
0084: $1820 = $1743 // $ = $ int 
0084: $1821 = $1708 // $ = $ int 
04AE: $1822 = 272 // = constant 
04AE: $1823 = 15 // = constant 
0084: $1824 = $1778 // $ = $ int 
$1825 = 218.22 // $ = float 
$1826 = -1613.76 // $ = float 
$1827 = 11.06 // $ = float 
RAMPAGE_5645()
0084: $1743 = $1820 // $ = $ int 
0084: $1708 = $1821 // $ = $ int 

:RAMPAGE_1586
if 
  $1744 == 0 // $ == int 
jf @RAMPAGE_1696 
0084: $1820 = $1744 // $ = $ int 
0084: $1821 = $1709 // $ = $ int 
04AE: $1822 = 287 // = constant 
04AE: $1823 = 30 // = constant 
0084: $1824 = $1779 // $ = $ int 
$1825 = -1435.29 // $ = float 
$1826 = -833.645 // $ = float 
$1827 = 30.06 // $ = float 
RAMPAGE_5645()
0084: $1744 = $1820 // $ = $ int 
0084: $1709 = $1821 // $ = $ int 

:RAMPAGE_1696
if 
  $1819 == 1 // $ == int 
jf @RAMPAGE_1934 
if 
  $1745 == 0 // $ == int 
jf @RAMPAGE_1824 
0084: $1820 = $1745 // $ = $ int 
0084: $1821 = $1710 // $ = $ int 
04AE: $1822 = 282 // = constant 
04AE: $1823 = 42 // = constant 
0084: $1824 = $1780 // $ = $ int 
$1825 = 234.86 // $ = float 
$1826 = 34.22 // $ = float 
$1827 = 9.98 // $ = float 
RAMPAGE_5645()
0084: $1745 = $1820 // $ = $ int 
0084: $1710 = $1821 // $ = $ int 

:RAMPAGE_1824
if 
  $1746 == 0 // $ == int 
jf @RAMPAGE_1934 
0084: $1820 = $1746 // $ = $ int 
0084: $1821 = $1711 // $ = $ int 
04AE: $1822 = 280 // = constant 
04AE: $1823 = 26 // = constant 
0084: $1824 = $1781 // $ = $ int 
$1825 = 479.69 // $ = float 
$1826 = 1110.18 // $ = float 
$1827 = 17.33 // $ = float 
RAMPAGE_5645()
0084: $1746 = $1820 // $ = $ int 
0084: $1711 = $1821 // $ = $ int 

:RAMPAGE_1934
if 
  $1819 == 2 // $ == int 
jf @RAMPAGE_2172 
if 
  $1747 == 0 // $ == int 
jf @RAMPAGE_2062 
0084: $1820 = $1747 // $ = $ int 
0084: $1821 = $1712 // $ = $ int 
04AE: $1822 = 287 // = constant 
04AE: $1823 = 30 // = constant 
0084: $1824 = $1782 // $ = $ int 
$1825 = 370.63 // $ = float 
$1826 = 1125.86 // $ = float 
$1827 = 26.5 // $ = float 
RAMPAGE_5645()
0084: $1747 = $1820 // $ = $ int 
0084: $1712 = $1821 // $ = $ int 

:RAMPAGE_2062
if 
  $1748 == 0 // $ == int 
jf @RAMPAGE_2172 
0084: $1820 = $1748 // $ = $ int 
0084: $1821 = $1713 // $ = $ int 
04AE: $1822 = 284 // = constant 
04AE: $1823 = 25 // = constant 
0084: $1824 = $1783 // $ = $ int 
$1825 = 144.449 // $ = float 
$1826 = -545.234 // $ = float 
$1827 = 14.751 // $ = float 
RAMPAGE_5645()
0084: $1748 = $1820 // $ = $ int 
0084: $1713 = $1821 // $ = $ int 

:RAMPAGE_2172
if 
  $1819 == 3 // $ == int 
jf @RAMPAGE_2410 
if 
  $1749 == 0 // $ == int 
jf @RAMPAGE_2300 
0084: $1820 = $1749 // $ = $ int 
0084: $1821 = $1714 // $ = $ int 
04AE: $1822 = 288 // = constant 
04AE: $1823 = 31 // = constant 
0084: $1824 = $1784 // $ = $ int 
$1825 = -1100.625 // $ = float 
$1826 = 1453.43 // $ = float 
$1827 = 8.73 // $ = float 
RAMPAGE_5645()
0084: $1749 = $1820 // $ = $ int 
0084: $1714 = $1821 // $ = $ int 

:RAMPAGE_2300
if 
  $1750 == 0 // $ == int 
jf @RAMPAGE_2410 
0084: $1820 = $1750 // $ = $ int 
0084: $1821 = $1715 // $ = $ int 
04AE: $1822 = 282 // = constant 
04AE: $1823 = 42 // = constant 
0084: $1824 = $1785 // $ = $ int 
$1825 = -908.317 // $ = float 
$1826 = 744.149 // $ = float 
$1827 = 11.092 // $ = float 
RAMPAGE_5645()
0084: $1750 = $1820 // $ = $ int 
0084: $1715 = $1821 // $ = $ int 

:RAMPAGE_2410
if 
  $1819 == 4 // $ == int 
jf @RAMPAGE_2648 
if 
  $1751 == 0 // $ == int 
jf @RAMPAGE_2538 
0084: $1820 = $1751 // $ = $ int 
0084: $1821 = $1716 // $ = $ int 
04AE: $1822 = 272 // = constant 
04AE: $1823 = 15 // = constant 
0084: $1824 = $1786 // $ = $ int 
$1825 = -508.768 // $ = float 
$1826 = 1149.203 // $ = float 
$1827 = 18.172 // $ = float 
RAMPAGE_5645()
0084: $1751 = $1820 // $ = $ int 
0084: $1716 = $1821 // $ = $ int 

:RAMPAGE_2538
if 
  $1752 == 0 // $ == int 
jf @RAMPAGE_2648 
0084: $1820 = $1752 // $ = $ int 
0084: $1821 = $1717 // $ = $ int 
04AE: $1822 = 289 // = constant 
04AE: $1823 = 32 // = constant 
0084: $1824 = $1787 // $ = $ int 
$1825 = -789.41 // $ = float 
$1826 = 592.56 // $ = float 
$1827 = 11.1 // $ = float 
RAMPAGE_5645()
0084: $1752 = $1820 // $ = $ int 
0084: $1717 = $1821 // $ = $ int 

:RAMPAGE_2648
if 
  $1819 == 5 // $ == int 
jf @RAMPAGE_2886 
if 
  $1753 == 0 // $ == int 
jf @RAMPAGE_2776 
0084: $1820 = $1753 // $ = $ int 
0084: $1821 = $1718 // $ = $ int 
04AE: $1822 = 281 // = constant 
04AE: $1823 = 22 // = constant 
0084: $1824 = $1788 // $ = $ int 
$1825 = -1011.37 // $ = float 
$1826 = -170.64 // $ = float 
$1827 = 10.99 // $ = float 
RAMPAGE_5645()
0084: $1753 = $1820 // $ = $ int 
0084: $1718 = $1821 // $ = $ int 

:RAMPAGE_2776
if 
  $1754 == 0 // $ == int 
jf @RAMPAGE_2886 
0084: $1820 = $1754 // $ = $ int 
0084: $1821 = $1719 // $ = $ int 
04AE: $1822 = 269 // = constant 
04AE: $1823 = 11 // = constant 
0084: $1824 = $1789 // $ = $ int 
$1825 = 68.702 // $ = float 
$1826 = -1119.231 // $ = float 
$1827 = 10.458 // $ = float 
RAMPAGE_5645()
0084: $1754 = $1820 // $ = $ int 
0084: $1719 = $1821 // $ = $ int 

:RAMPAGE_2886
if 
  $1819 == 6 // $ == int 
jf @RAMPAGE_3123 
if 
  $1755 == 0 // $ == int 
jf @RAMPAGE_3014 
0084: $1820 = $1755 // $ = $ int 
0084: $1821 = $1720 // $ = $ int 
04AE: $1822 = 286 // = constant 
04AE: $1823 = 29 // = constant 
0084: $1824 = $1790 // $ = $ int 
$1825 = 85.623 // $ = float 
$1826 = -1259.86 // $ = float 
$1827 = 17.092 // $ = float 
RAMPAGE_5645()
0084: $1755 = $1820 // $ = $ int 
0084: $1720 = $1821 // $ = $ int 

:RAMPAGE_3014
if 
  $1756 == 0 // $ == int 
jf @RAMPAGE_3123 
0084: $1820 = $1756 // $ = $ int 
0084: $1821 = $1721 // $ = $ int 
$1822 = -1 // $ = int 
04AE: $1823 = 40 // = constant 
0084: $1824 = $1791 // $ = $ int 
$1825 = -679.66 // $ = float 
$1826 = -419.712 // $ = float 
$1827 = 10.469 // $ = float 
RAMPAGE_5645()
0084: $1756 = $1820 // $ = $ int 
0084: $1721 = $1821 // $ = $ int 

:RAMPAGE_3123
if 
  $1819 == 7 // $ == int 
jf @RAMPAGE_3361 
if 
  $1757 == 0 // $ == int 
jf @RAMPAGE_3251 
0084: $1820 = $1757 // $ = $ int 
0084: $1821 = $1722 // $ = $ int 
04AE: $1822 = 276 // = constant 
04AE: $1823 = 27 // = constant 
0084: $1824 = $1792 // $ = $ int 
$1825 = -1176.341 // $ = float 
$1826 = -702.975 // $ = float 
$1827 = 22.662 // $ = float 
RAMPAGE_5645()
0084: $1757 = $1820 // $ = $ int 
0084: $1722 = $1821 // $ = $ int 

:RAMPAGE_3251
if 
  $1758 == 0 // $ == int 
jf @RAMPAGE_3361 
0084: $1820 = $1758 // $ = $ int 
0084: $1821 = $1723 // $ = $ int 
04AE: $1822 = 287 // = constant 
04AE: $1823 = 30 // = constant 
0084: $1824 = $1793 // $ = $ int 
$1825 = -626.642 // $ = float 
$1826 = -1354.85 // $ = float 
$1827 = 16.373 // $ = float 
RAMPAGE_5645()
0084: $1758 = $1820 // $ = $ int 
0084: $1723 = $1821 // $ = $ int 

:RAMPAGE_3361
if 
  $1819 == 8 // $ == int 
jf @RAMPAGE_3599 
if 
  $1759 == 0 // $ == int 
jf @RAMPAGE_3489 
0084: $1820 = $1759 // $ = $ int 
0084: $1821 = $1724 // $ = $ int 
04AE: $1822 = 290 // = constant 
04AE: $1823 = 33 // = constant 
0084: $1824 = $1794 // $ = $ int 
$1825 = -1519.33 // $ = float 
$1826 = -292.236 // $ = float 
$1827 = 14.86 // $ = float 
RAMPAGE_5645()
0084: $1759 = $1820 // $ = $ int 
0084: $1724 = $1821 // $ = $ int 

:RAMPAGE_3489
if 
  $1760 == 0 // $ == int 
jf @RAMPAGE_3599 
0084: $1820 = $1760 // $ = $ int 
0084: $1821 = $1725 // $ = $ int 
04AE: $1822 = 270 // = constant 
04AE: $1823 = 12 // = constant 
0084: $1824 = $1795 // $ = $ int 
$1825 = -956.113 // $ = float 
$1826 = -1206.33 // $ = float 
$1827 = 14.86 // $ = float 
RAMPAGE_5645()
0084: $1760 = $1820 // $ = $ int 
0084: $1725 = $1821 // $ = $ int 

:RAMPAGE_3599
if 
  $1819 == 9 // $ == int 
jf @RAMPAGE_3837 
if 
  $1761 == 0 // $ == int 
jf @RAMPAGE_3727 
0084: $1820 = $1761 // $ = $ int 
0084: $1821 = $1726 // $ = $ int 
04AE: $1822 = 285 // = constant 
04AE: $1823 = 28 // = constant 
0084: $1824 = $1796 // $ = $ int 
$1825 = -890.184 // $ = float 
$1826 = -489.655 // $ = float 
$1827 = 36.2 // $ = float 
RAMPAGE_5645()
0084: $1761 = $1820 // $ = $ int 
0084: $1726 = $1821 // $ = $ int 

:RAMPAGE_3727
if 
  $1762 == 0 // $ == int 
jf @RAMPAGE_3837 
0084: $1820 = $1762 // $ = $ int 
0084: $1821 = $1727 // $ = $ int 
04AE: $1822 = 268 // = constant 
04AE: $1823 = 10 // = constant 
0084: $1824 = $1797 // $ = $ int 
$1825 = 3.426 // $ = float 
$1826 = -1147.0 // $ = float 
$1827 = 10.45 // $ = float 
RAMPAGE_5645()
0084: $1762 = $1820 // $ = $ int 
0084: $1727 = $1821 // $ = $ int 

:RAMPAGE_3837
if 
  $1819 == 10 // $ == int 
jf @RAMPAGE_4074 
if 
  $1763 == 0 // $ == int 
jf @RAMPAGE_3964 
0084: $1820 = $1763 // $ = $ int 
0084: $1821 = $1728 // $ = $ int 
$1822 = -1 // $ = int 
04AE: $1823 = 40 // = constant 
0084: $1824 = $1798 // $ = $ int 
$1825 = 468.656 // $ = float 
$1826 = -1608.79 // $ = float 
$1827 = 11.03 // $ = float 
RAMPAGE_5645()
0084: $1763 = $1820 // $ = $ int 
0084: $1728 = $1821 // $ = $ int 

:RAMPAGE_3964
if 
  $1764 == 0 // $ == int 
jf @RAMPAGE_4074 
0084: $1820 = $1764 // $ = $ int 
0084: $1821 = $1729 // $ = $ int 
04AE: $1822 = 275 // = constant 
04AE: $1823 = 18 // = constant 
0084: $1824 = $1799 // $ = $ int 
$1825 = 587.795 // $ = float 
$1826 = 1206.26 // $ = float 
$1827 = 15.64 // $ = float 
RAMPAGE_5645()
0084: $1764 = $1820 // $ = $ int 
0084: $1729 = $1821 // $ = $ int 

:RAMPAGE_4074
if 
  $1819 == 11 // $ == int 
jf @RAMPAGE_4312 
if 
  $1765 == 0 // $ == int 
jf @RAMPAGE_4202 
0084: $1820 = $1765 // $ = $ int 
0084: $1821 = $1730 // $ = $ int 
04AE: $1822 = 282 // = constant 
04AE: $1823 = 42 // = constant 
0084: $1824 = $1800 // $ = $ int 
$1825 = 300.673 // $ = float 
$1826 = 1324.88 // $ = float 
$1827 = 22.919 // $ = float 
RAMPAGE_5645()
0084: $1765 = $1820 // $ = $ int 
0084: $1730 = $1821 // $ = $ int 

:RAMPAGE_4202
if 
  $1766 == 0 // $ == int 
jf @RAMPAGE_4312 
0084: $1820 = $1766 // $ = $ int 
0084: $1821 = $1731 // $ = $ int 
04AE: $1822 = 269 // = constant 
04AE: $1823 = 11 // = constant 
0084: $1824 = $1801 // $ = $ int 
$1825 = 217.247 // $ = float 
$1826 = 261.372 // $ = float 
$1827 = 8.71 // $ = float 
RAMPAGE_5645()
0084: $1766 = $1820 // $ = $ int 
0084: $1731 = $1821 // $ = $ int 

:RAMPAGE_4312
if 
  $1819 == 12 // $ == int 
jf @RAMPAGE_4550 
if 
  $1767 == 0 // $ == int 
jf @RAMPAGE_4440 
0084: $1820 = $1767 // $ = $ int 
0084: $1821 = $1732 // $ = $ int 
04AE: $1822 = 287 // = constant 
04AE: $1823 = 30 // = constant 
0084: $1824 = $1802 // $ = $ int 
$1825 = -366.44 // $ = float 
$1826 = -1742.1 // $ = float 
$1827 = 11.426 // $ = float 
RAMPAGE_5645()
0084: $1767 = $1820 // $ = $ int 
0084: $1732 = $1821 // $ = $ int 

:RAMPAGE_4440
if 
  $1768 == 0 // $ == int 
jf @RAMPAGE_4550 
0084: $1820 = $1768 // $ = $ int 
0084: $1821 = $1733 // $ = $ int 
04AE: $1822 = 290 // = constant 
04AE: $1823 = 33 // = constant 
0084: $1824 = $1803 // $ = $ int 
$1825 = -448.796 // $ = float 
$1826 = 1249.27 // $ = float 
$1827 = 11.75 // $ = float 
RAMPAGE_5645()
0084: $1768 = $1820 // $ = $ int 
0084: $1733 = $1821 // $ = $ int 

:RAMPAGE_4550
if 
  $1819 == 13 // $ == int 
jf @RAMPAGE_4788 
if 
  $1769 == 0 // $ == int 
jf @RAMPAGE_4678 
0084: $1820 = $1769 // $ = $ int 
0084: $1821 = $1734 // $ = $ int 
04AE: $1822 = 275 // = constant 
04AE: $1823 = 18 // = constant 
0084: $1824 = $1804 // $ = $ int 
$1825 = -674.22 // $ = float 
$1826 = 1162.7 // $ = float 
$1827 = 28.15 // $ = float 
RAMPAGE_5645()
0084: $1769 = $1820 // $ = $ int 
0084: $1734 = $1821 // $ = $ int 

:RAMPAGE_4678
if 
  $1770 == 0 // $ == int 
jf @RAMPAGE_4788 
0084: $1820 = $1770 // $ = $ int 
0084: $1821 = $1735 // $ = $ int 
04AE: $1822 = 277 // = constant 
04AE: $1823 = 19 // = constant 
0084: $1824 = $1805 // $ = $ int 
$1825 = -1143.48 // $ = float 
$1826 = -410.87 // $ = float 
$1827 = 10.95 // $ = float 
RAMPAGE_5645()
0084: $1770 = $1820 // $ = $ int 
0084: $1735 = $1821 // $ = $ int 

:RAMPAGE_4788
if 
  $1819 == 14 // $ == int 
jf @RAMPAGE_5026 
if 
  $1771 == 0 // $ == int 
jf @RAMPAGE_4916 
0084: $1820 = $1771 // $ = $ int 
0084: $1821 = $1736 // $ = $ int 
04AE: $1822 = 286 // = constant 
04AE: $1823 = 29 // = constant 
0084: $1824 = $1806 // $ = $ int 
$1825 = 624.26 // $ = float 
$1826 = -230.158 // $ = float 
$1827 = 23.915 // $ = float 
RAMPAGE_5645()
0084: $1771 = $1820 // $ = $ int 
0084: $1736 = $1821 // $ = $ int 

:RAMPAGE_4916
if 
  $1772 == 0 // $ == int 
jf @RAMPAGE_5026 
0084: $1820 = $1772 // $ = $ int 
0084: $1821 = $1737 // $ = $ int 
04AE: $1822 = 277 // = constant 
04AE: $1823 = 19 // = constant 
0084: $1824 = $1807 // $ = $ int 
$1825 = -34.13 // $ = float 
$1826 = -948.707 // $ = float 
$1827 = 21.772 // $ = float 
RAMPAGE_5645()
0084: $1772 = $1820 // $ = $ int 
0084: $1737 = $1821 // $ = $ int 

:RAMPAGE_5026
if 
  $1819 == 15 // $ == int 
jf @RAMPAGE_5264 
if 
  $1773 == 0 // $ == int 
jf @RAMPAGE_5154 
0084: $1820 = $1773 // $ = $ int 
0084: $1821 = $1738 // $ = $ int 
04AE: $1822 = 278 // = constant 
04AE: $1823 = 20 // = constant 
0084: $1824 = $1808 // $ = $ int 
$1825 = 593.315 // $ = float 
$1826 = -352.826 // $ = float 
$1827 = 13.711 // $ = float 
RAMPAGE_5645()
0084: $1773 = $1820 // $ = $ int 
0084: $1738 = $1821 // $ = $ int 

:RAMPAGE_5154
if 
  $1774 == 0 // $ == int 
jf @RAMPAGE_5264 
0084: $1820 = $1774 // $ = $ int 
0084: $1821 = $1739 // $ = $ int 
04AE: $1822 = 278 // = constant 
04AE: $1823 = 20 // = constant 
0084: $1824 = $1809 // $ = $ int 
$1825 = -1234.83 // $ = float 
$1826 = -90.378 // $ = float 
$1827 = 11.43 // $ = float 
RAMPAGE_5645()
0084: $1774 = $1820 // $ = $ int 
0084: $1739 = $1821 // $ = $ int 

:RAMPAGE_5264
if 
  $1819 == 16 // $ == int 
jf @RAMPAGE_5502 
if 
  $1775 == 0 // $ == int 
jf @RAMPAGE_5392 
0084: $1820 = $1775 // $ = $ int 
0084: $1821 = $1740 // $ = $ int 
04AE: $1822 = 278 // = constant 
04AE: $1823 = 20 // = constant 
0084: $1824 = $1810 // $ = $ int 
$1825 = -1483.47 // $ = float 
$1826 = -881.677 // $ = float 
$1827 = 14.87 // $ = float 
RAMPAGE_5645()
0084: $1775 = $1820 // $ = $ int 
0084: $1740 = $1821 // $ = $ int 

:RAMPAGE_5392
if 
  $1776 == 0 // $ == int 
jf @RAMPAGE_5502 
0084: $1820 = $1776 // $ = $ int 
0084: $1821 = $1741 // $ = $ int 
04AE: $1822 = 280 // = constant 
04AE: $1823 = 26 // = constant 
0084: $1824 = $1811 // $ = $ int 
$1825 = -194.701 // $ = float 
$1826 = -1085.067 // $ = float 
$1827 = 15.66 // $ = float 
RAMPAGE_5645()
0084: $1776 = $1820 // $ = $ int 
0084: $1741 = $1821 // $ = $ int 

:RAMPAGE_5502
if 
  $1819 == 17 // $ == int 
jf @RAMPAGE_5630 
if 
  $1777 == 0 // $ == int 
jf @RAMPAGE_5630 
0084: $1820 = $1777 // $ = $ int 
0084: $1821 = $1742 // $ = $ int 
04AE: $1822 = 268 // = constant 
04AE: $1823 = 10 // = constant 
0084: $1824 = $1812 // $ = $ int 
$1825 = -983.373 // $ = float 
$1826 = -353.997 // $ = float 
$1827 = 13.84 // $ = float 
RAMPAGE_5645()
0084: $1777 = $1820 // $ = $ int 
0084: $1742 = $1821 // $ = $ int 

:RAMPAGE_5630
jump @RAMPAGE_1404 

:RAMPAGE_5637
030C: progress_made += 1 
mission_cleanup 
terminate_this_script 

:RAMPAGE_5645
if 
   Pickup.Picked_up($1821)
jf @RAMPAGE_7120 
wait 0 
if 
  $1484 == 1 // $ == int 
jf @RAMPAGE_5704 
Pickup.Create($1821, #KILLFRENZY, 3, $1825, $1826, $1827)
return 

:RAMPAGE_5704
$ONMISSION = 1 // $ = int 
if 
   not $1822 == -1 // $ == int 
jf @RAMPAGE_5761 
Model.Load($1822)

:RAMPAGE_5734
if 
   not Model.Available($1822)
jf @RAMPAGE_5761 
wait 0 
jump @RAMPAGE_5734 

:RAMPAGE_5761
if 
04A3:   $1822 == 290 // == constant 
jf @RAMPAGE_5812 
Model.Load(#MINIGUN2)

:RAMPAGE_5785
if 
   not Model.Available(#MINIGUN2)
jf @RAMPAGE_5812 
wait 0 
jump @RAMPAGE_5785 

:RAMPAGE_5812
if 
  $1813 == 4 // $ == int 
jf @RAMPAGE_5872 
04AE: $1814 = 7 // = constant 
04AE: $1815 = 83 // = constant 
04AE: $1816 = 84 // = constant 
04AE: $1817 = 85 // = constant 
04AE: $1818 = 86 // = constant 
$1813 += 1 // $ += int 

:RAMPAGE_5872
if 
  $1813 == 3 // $ == int 
jf @RAMPAGE_5932 
04AE: $1814 = 8 // = constant 
04AE: $1815 = 85 // = constant 
04AE: $1816 = 86 // = constant 
04AE: $1817 = 83 // = constant 
04AE: $1818 = 84 // = constant 
$1813 += 1 // $ += int 

:RAMPAGE_5932
if 
  $1813 == 2 // $ == int 
jf @RAMPAGE_5992 
04AE: $1814 = 12 // = constant 
04AE: $1815 = 93 // = constant 
04AE: $1816 = 94 // = constant 
04AE: $1817 = 83 // = constant 
04AE: $1818 = 84 // = constant 
$1813 += 1 // $ += int 

:RAMPAGE_5992
if 
  $1813 == 1 // $ == int 
jf @RAMPAGE_6052 
04AE: $1814 = 10 // = constant 
04AE: $1815 = 89 // = constant 
04AE: $1816 = 90 // = constant 
04AE: $1817 = 85 // = constant 
04AE: $1818 = 86 // = constant 
$1813 += 1 // $ += int 

:RAMPAGE_6052
if 
  $1813 == 0 // $ == int 
jf @RAMPAGE_6112 
04AE: $1814 = 9 // = constant 
04AE: $1815 = 87 // = constant 
04AE: $1816 = 88 // = constant 
04AE: $1817 = 85 // = constant 
04AE: $1818 = 86 // = constant 
$1813 += 1 // $ += int 

:RAMPAGE_6112
if 
   Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6423 
if 
   Player.InZone($PLAYER_CHAR, 'STREET5')
jf @RAMPAGE_6187 
04AE: $1814 = 9 // = constant 
04AE: $1815 = 87 // = constant 
04AE: $1816 = 88 // = constant 
04AE: $1817 = 85 // = constant 
04AE: $1818 = 86 // = constant 

:RAMPAGE_6187
if 
   Player.InZone($PLAYER_CHAR, 'BIKAREA')
jf @RAMPAGE_6246 
04AE: $1814 = 12 // = constant 
04AE: $1815 = 93 // = constant 
04AE: $1816 = 94 // = constant 
04AE: $1817 = 83 // = constant 
04AE: $1818 = 84 // = constant 

:RAMPAGE_6246
if 
   Player.InZone($PLAYER_CHAR, 'GANG2')
jf @RAMPAGE_6305 
04AE: $1814 = 8 // = constant 
04AE: $1815 = 85 // = constant 
04AE: $1816 = 86 // = constant 
04AE: $1817 = 83 // = constant 
04AE: $1818 = 84 // = constant 

:RAMPAGE_6305
if 
   Player.InZone($PLAYER_CHAR, 'GHETTO1')
jf @RAMPAGE_6364 
04AE: $1814 = 8 // = constant 
04AE: $1815 = 85 // = constant 
04AE: $1816 = 86 // = constant 
04AE: $1817 = 83 // = constant 
04AE: $1818 = 84 // = constant 

:RAMPAGE_6364
if 
   Player.InZone($PLAYER_CHAR, 'GHETTO2')
jf @RAMPAGE_6423 
04AE: $1814 = 7 // = constant 
04AE: $1815 = 83 // = constant 
04AE: $1816 = 84 // = constant 
04AE: $1817 = 85 // = constant 
04AE: $1818 = 86 // = constant 

:RAMPAGE_6423
if 
003A:   $1821 == $1726 // $ == $ int 
jf @RAMPAGE_6502 
01F9: init_rampage 'PAGE_00' $1823 120000 $1824 $1815 $1816 $1817 $1818 0  // .
01E5: text_1number_highpriority 'PAGE_05' $1824 time 10000 1  // Gun Down ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6738 

:RAMPAGE_6502
if or
003A:   $1821 == $1709 // $ == $ int 
003A:   $1821 == $1723 // $ == $ int 
003A:   $1821 == $1724 // $ == $ int 
003A:   $1821 == $1732 // $ == $ int 
jf @RAMPAGE_6601 
01F9: init_rampage 'PAGE_00' $1823 120000 $1824 -2 -1 -1 -1 0  // .
01E5: text_1number_highpriority 'PAGE_02' $1824 time 10000 1  // Destroy ~1~ Vehicles in 2 Minutes!
jump @RAMPAGE_6738 

:RAMPAGE_6601
01F9: init_rampage 'PAGE_00' $1823 120000 $1824 $1815 $1816 -1 -1 0  // .
if 
04A3:   $1823 == 42 // == constant 
jf @RAMPAGE_6677 
01E5: text_1number_highpriority 'PAGE_03' $1824 time 10000 1  // Drive-by and Waste ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6738 

:RAMPAGE_6677
if 
04A3:   $1823 == 40 // == constant 
jf @RAMPAGE_6720 
01E5: text_1number_highpriority 'PAGE_04' $1824 time 10000 1  // Runover and Kill ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6738 

:RAMPAGE_6720
01E5: text_1number_highpriority 'PAGE_01' $1824 time 10000 1  // Kill ~1~ Gang Members in 2 Minutes!

:RAMPAGE_6738
Model.Load($1815)
Model.Load($1816)
03DF: all_random_peds $1814 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01FA: $1706 = rampage_status 

:RAMPAGE_6773
if 
  $1706 == 1 // $ == int 
jf @RAMPAGE_6807 
wait 0 
01FA: $1706 = rampage_status 
jump @RAMPAGE_6773 

:RAMPAGE_6807
if 
  $1706 == 2 // $ == int 
jf @RAMPAGE_7014 
$1820 = 1 // $ = int 
$1707 += 1 // $ += int 
0084: $1705 = $1707 // $ = $ int 
$1705 *= 50 // $ *= int 
if 
   Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6875 
Player.ClearWantedLevel($PLAYER_CHAR)

:RAMPAGE_6875
if 
  35 > $1707 // int > $ 
jf @RAMPAGE_6957 
if 
   Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6917 
Player.Money($PLAYER_CHAR) += $1705

:RAMPAGE_6917
00BA: text_styled 'RAMP_P' 5000 ms 5  // RAMPAGE PASSED!!
01E3: text_1number_styled 'REWARD' number $1705 time 6000 style 6  // REWARD $~1~
jump @RAMPAGE_7014 

:RAMPAGE_6957
if 
   Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6981 
Player.Money($PLAYER_CHAR) += 1000

:RAMPAGE_6981
00BA: text_styled 'RAMP_A' 5000 ms 5  // ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled 'REWARD' number 1000 time 6000 style 6  // REWARD $~1~

:RAMPAGE_7014
if 
  $1706 == 3 // $ == int 
jf @RAMPAGE_7071 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED!!
Pickup.Destroy($1821)
Pickup.Create($1821, #KILLFRENZY, 3, $1825, $1826, $1827)

:RAMPAGE_7071
03DF: all_random_peds -1 
Model.Destroy($1815)
Model.Destroy($1816)
if 
   not $1822 == -1 // $ == int 
jf @RAMPAGE_7108 
Model.Destroy($1822)

:RAMPAGE_7108
Model.Destroy(#MINIGUN2)
$ONMISSION = 0 // $ = int 

:RAMPAGE_7120
return 

:SHOPS
$1828 = -60000 // $ = int 
$1829 = -60000 // $ = int 
$1830 = -60000 // $ = int 
$1831 = 0 // $ = int 
$1834 = 0 // $ = int 
$1168 = 0 // $ = int 
$1844 = 0 // $ = int 
$1845 = 0 // $ = int 
$1846 = 0 // $ = int 
$1847 = 0 // $ = int 
$1848 = 0 // $ = int 
$1849 = 0 // $ = int 
$1850 = 0 // $ = int 
$1851 = 0 // $ = int 
$1852 = 0 // $ = int 
$1853 = 0 // $ = int 
$1854 = 0 // $ = int 
$1855 = 0 // $ = int 
$1856 = 0 // $ = int 
$1857 = 0 // $ = int 
$1858 = 0 // $ = int 
$1859 = 0 // $ = int 
$1835 = 0 // $ = int 
script_name 'SHOPS' 
set_wb_check_to 0 
start_new_script @SHOP1 
start_new_script @SHOP2 
start_new_script @SHOP3 
start_new_script @SHOP4 
start_new_script @SHOP5 
terminate_this_script 

:SHOP1
script_name 'SHOP1' 

:SHOP1_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP1_999 
if and
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1307 == 0 // $ == int 
jf @SHOP1_992 
if 
00F5:   player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
jf @SHOP1_329 
if 
  $1831 == 0 // $ == int 
jf @SHOP1_216 
SHOP5_1792()
0084: $1837 = $1163 // $ = $ int 
0060: $1837 -= $1828 // $ -= $ int 
if 
  $1837 > 60000 // $ > int 
jf @SHOP1_202 
Actor.Create($1836, 4, #SPECIAL16, 450.0, 782.5, 12.2)
SHOP5_2200()

:SHOP1_202
$1831 = 1 // $ = int 
jump @SHOP1_322 

:SHOP1_216
if 
  $1837 > 60000 // $ > int 
jf @SHOP1_322 
if 
   not Actor.Dead($1836)
jf @SHOP1_315 
if 
0057:   player $PLAYER_CHAR 0 472.7 800.4 11.5 438.1 779.0 17.0 
jf @SHOP1_308 
SHOP5_1010()

:SHOP1_308
jump @SHOP1_322 

:SHOP1_315
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP1_322
jump @SHOP1_354 

:SHOP1_329
if 
  $1831 == 1 // $ == int 
jf @SHOP1_354 
SHOP5_1854()

:SHOP1_354
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP1_673 
if 
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
jf @SHOP1_648 
if 
  $1832 == 0 // $ == int 
jf @SHOP1_535 
SHOP5_1792()
0084: $1838 = $1163 // $ = $ int 
0060: $1838 -= $1829 // $ -= $ int 
if 
  $1838 > 60000 // $ > int 
jf @SHOP1_521 
Actor.Create($1836, 4, #SPECIAL16, 383.2, 759.7, 11.0)
Actor.Angle($1836) = 180.0
SHOP5_2200()

:SHOP1_521
$1832 = 1 // $ = int 
jump @SHOP1_641 

:SHOP1_535
if 
  $1838 > 60000 // $ > int 
jf @SHOP1_641 
if 
   not Actor.Dead($1836)
jf @SHOP1_634 
if 
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 8.0 8.0 6.0 
jf @SHOP1_627 
SHOP5_1010()

:SHOP1_627
jump @SHOP1_641 

:SHOP1_634
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP1_641
jump @SHOP1_673 

:SHOP1_648
if 
  $1832 == 1 // $ == int 
jf @SHOP1_673 
SHOP5_1854()

:SHOP1_673
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP1_992 
if 
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
jf @SHOP1_967 
if 
  $1833 == 0 // $ == int 
jf @SHOP1_854 
SHOP5_1792()
0084: $1839 = $1163 // $ = $ int 
0060: $1839 -= $1830 // $ -= $ int 
if 
  $1839 > 60000 // $ > int 
jf @SHOP1_840 
Actor.Create($1836, 4, #SPECIAL16, 379.9, 210.2, 10.6)
Actor.Angle($1836) = 280.0
SHOP5_2200()

:SHOP1_840
$1833 = 1 // $ = int 
jump @SHOP1_960 

:SHOP1_854
if 
  $1839 > 60000 // $ > int 
jf @SHOP1_960 
if 
   not Actor.Dead($1836)
jf @SHOP1_953 
if 
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 8.0 8.0 6.0 
jf @SHOP1_946 
SHOP5_1010()

:SHOP1_946
jump @SHOP1_960 

:SHOP1_953
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP1_960
jump @SHOP1_992 

:SHOP1_967
if 
  $1833 == 1 // $ == int 
jf @SHOP1_992 
SHOP5_1854()

:SHOP1_992
jump @SHOP1_1006 

:SHOP1_999
SHOP5_1854()

:SHOP1_1006
jump @SHOP1_10 

:SHOP2
script_name 'SHOP2' 

:SHOP2_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP2_364 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @SHOP2_357 
if 
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
jf @SHOP2_332 
if 
  $1831 == 0 // $ == int 
jf @SHOP2_219 
SHOP5_1792()
0084: $1837 = $1163 // $ = $ int 
0060: $1837 -= $1828 // $ -= $ int 
if 
  $1837 > 60000 // $ > int 
jf @SHOP2_205 
Actor.Create($1836, 4, #SPECIAL16, -846.6, -72.6, 10.8)
Actor.Angle($1836) = 166.0
SHOP5_2200()

:SHOP2_205
$1831 = 1 // $ = int 
jump @SHOP2_325 

:SHOP2_219
if 
  $1837 > 60000 // $ > int 
jf @SHOP2_325 
if 
   not Actor.Dead($1836)
jf @SHOP2_318 
if 
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0 
jf @SHOP2_311 
SHOP5_1010()

:SHOP2_311
jump @SHOP2_325 

:SHOP2_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP2_325
jump @SHOP2_357 

:SHOP2_332
if 
  $1831 == 1 // $ == int 
jf @SHOP2_357 
SHOP5_1854()

:SHOP2_357
jump @SHOP2_371 

:SHOP2_364
SHOP5_1854()

:SHOP2_371
jump @SHOP2_10 

:SHOP3
script_name 'SHOP3' 

:SHOP3_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP3_683 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @SHOP3_676 
if 
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
jf @SHOP3_332 
if 
  $1831 == 0 // $ == int 
jf @SHOP3_219 
SHOP5_1792()
0084: $1837 = $1163 // $ = $ int 
0060: $1837 -= $1828 // $ -= $ int 
if 
  $1837 > 60000 // $ > int 
jf @SHOP3_205 
Actor.Create($1836, 4, #SPECIAL16, -830.4, 741.9, 10.6)
Actor.Angle($1836) = 90.0
SHOP5_2200()

:SHOP3_205
$1831 = 1 // $ = int 
jump @SHOP3_325 

:SHOP3_219
if 
  $1837 > 60000 // $ > int 
jf @SHOP3_325 
if 
   not Actor.Dead($1836)
jf @SHOP3_318 
if 
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0 
jf @SHOP3_311 
SHOP5_1010()

:SHOP3_311
jump @SHOP3_325 

:SHOP3_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP3_325
jump @SHOP3_357 

:SHOP3_332
if 
  $1831 == 1 // $ == int 
jf @SHOP3_357 
SHOP5_1854()

:SHOP3_357
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP3_676 
if 
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
jf @SHOP3_651 
if 
  $1832 == 0 // $ == int 
jf @SHOP3_538 
SHOP5_1792()
0084: $1838 = $1163 // $ = $ int 
0060: $1838 -= $1829 // $ -= $ int 
if 
  $1838 > 60000 // $ > int 
jf @SHOP3_524 
Actor.Create($1836, 4, #SPECIAL16, -854.3, 850.0, 10.6)
Actor.Angle($1836) = 110.0
SHOP5_2200()

:SHOP3_524
$1832 = 1 // $ = int 
jump @SHOP3_644 

:SHOP3_538
if 
  $1838 > 60000 // $ > int 
jf @SHOP3_644 
if 
   not Actor.Dead($1836)
jf @SHOP3_637 
if 
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0 
jf @SHOP3_630 
SHOP5_1010()

:SHOP3_630
jump @SHOP3_644 

:SHOP3_637
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP3_644
jump @SHOP3_676 

:SHOP3_651
if 
  $1832 == 1 // $ == int 
jf @SHOP3_676 
SHOP5_1854()

:SHOP3_676
jump @SHOP3_690 

:SHOP3_683
SHOP5_1854()

:SHOP3_690
jump @SHOP3_10 

:SHOP4
script_name 'SHOP4' 

:SHOP4_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP4_1046 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @SHOP4_1039 
if 
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
jf @SHOP4_332 
if 
  $1831 == 0 // $ == int 
jf @SHOP4_219 
SHOP5_1792()
0084: $1837 = $1163 // $ = $ int 
0060: $1837 -= $1828 // $ -= $ int 
if 
  $1837 > 60000 // $ > int 
jf @SHOP4_205 
Actor.Create($1836, 4, #SPECIAL16, -858.8, -632.66, 10.6)
Actor.Angle($1836) = 193.0
SHOP5_2200()

:SHOP4_205
$1831 = 1 // $ = int 
jump @SHOP4_325 

:SHOP4_219
if 
  $1837 > 60000 // $ > int 
jf @SHOP4_325 
if 
   not Actor.Dead($1836)
jf @SHOP4_318 
if 
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0 
jf @SHOP4_311 
SHOP5_1010()

:SHOP4_311
jump @SHOP4_325 

:SHOP4_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP4_325
jump @SHOP4_357 

:SHOP4_332
if 
  $1831 == 1 // $ == int 
jf @SHOP4_357 
SHOP5_1854()

:SHOP4_357
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP4_704 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP4_704 
05AC: get_mission_replay $1860 // vcmobile opcodes 
if and
00F5:   player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 
  $1860 == 0 // $ == int 
jf @SHOP4_679 
if 
  $1832 == 0 // $ == int 
jf @SHOP4_566 
SHOP5_1792()
0084: $1838 = $1163 // $ = $ int 
0060: $1838 -= $1829 // $ -= $ int 
if 
  $1838 > 60000 // $ > int 
jf @SHOP4_552 
Actor.Create($1836, 4, #SPECIAL16, -1167.1, -615.8, 11.0)
Actor.Angle($1836) = 90.0
SHOP5_2200()

:SHOP4_552
$1832 = 1 // $ = int 
jump @SHOP4_672 

:SHOP4_566
if 
  $1838 > 60000 // $ > int 
jf @SHOP4_672 
if 
   not Actor.Dead($1836)
jf @SHOP4_665 
if 
00F5:   player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 
jf @SHOP4_658 
SHOP5_1010()

:SHOP4_658
jump @SHOP4_672 

:SHOP4_665
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP4_672
jump @SHOP4_704 

:SHOP4_679
if 
  $1832 == 1 // $ == int 
jf @SHOP4_704 
SHOP5_1854()

:SHOP4_704
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP4_1039 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP4_1039 
if 
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
jf @SHOP4_1014 
if 
  $1833 == 0 // $ == int 
jf @SHOP4_901 
SHOP5_1792()
0084: $1839 = $1163 // $ = $ int 
0060: $1839 -= $1830 // $ -= $ int 
if 
  $1839 > 60000 // $ > int 
jf @SHOP4_887 
Actor.Create($1836, 4, #SPECIAL16, -1192.2, -323.7, 11.1)
Actor.Angle($1836) = 90.0
SHOP5_2200()

:SHOP4_887
$1833 = 1 // $ = int 
jump @SHOP4_1007 

:SHOP4_901
if 
  $1839 > 60000 // $ > int 
jf @SHOP4_1007 
if 
   not Actor.Dead($1836)
jf @SHOP4_1000 
if 
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 
jf @SHOP4_993 
SHOP5_1010()

:SHOP4_993
jump @SHOP4_1007 

:SHOP4_1000
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP4_1007
jump @SHOP4_1039 

:SHOP4_1014
if 
  $1833 == 1 // $ == int 
jf @SHOP4_1039 
SHOP5_1854()

:SHOP4_1039
jump @SHOP4_1053 

:SHOP4_1046
SHOP5_1854()

:SHOP4_1053
jump @SHOP4_10 

:SHOP5
script_name 'SHOP5' 

:SHOP5_10
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP5_996 
if 
  $1307 == 1 // $ == int 
jf @SHOP5_989 
if 
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
jf @SHOP5_326 
if 
  $1831 == 0 // $ == int 
jf @SHOP5_213 
SHOP5_1792()
0084: $1837 = $1163 // $ = $ int 
0060: $1837 -= $1828 // $ -= $ int 
if 
  $1837 > 60000 // $ > int 
jf @SHOP5_199 
Actor.Create($1836, 4, #SPECIAL16, 352.7, 1111.3, 24.5)
Actor.Angle($1836) = 290.0
SHOP5_2200()

:SHOP5_199
$1831 = 1 // $ = int 
jump @SHOP5_319 

:SHOP5_213
if 
  $1837 > 60000 // $ > int 
jf @SHOP5_319 
if 
   not Actor.Dead($1836)
jf @SHOP5_312 
if 
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0 
jf @SHOP5_305 
SHOP5_1010()

:SHOP5_305
jump @SHOP5_319 

:SHOP5_312
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP5_319
jump @SHOP5_351 

:SHOP5_326
if 
  $1831 == 1 // $ == int 
jf @SHOP5_351 
SHOP5_1854()

:SHOP5_351
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP5_670 
if 
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
jf @SHOP5_645 
if 
  $1832 == 0 // $ == int 
jf @SHOP5_532 
SHOP5_1792()
0084: $1838 = $1163 // $ = $ int 
0060: $1838 -= $1829 // $ -= $ int 
if 
  $1838 > 60000 // $ > int 
jf @SHOP5_518 
Actor.Create($1836, 4, #SPECIAL16, 423.5, 1039.4, 18.1)
Actor.Angle($1836) = 136.0
SHOP5_2200()

:SHOP5_518
$1832 = 1 // $ = int 
jump @SHOP5_638 

:SHOP5_532
if 
  $1838 > 60000 // $ > int 
jf @SHOP5_638 
if 
   not Actor.Dead($1836)
jf @SHOP5_631 
if 
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0 
jf @SHOP5_624 
SHOP5_1010()

:SHOP5_624
jump @SHOP5_638 

:SHOP5_631
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP5_638
jump @SHOP5_670 

:SHOP5_645
if 
  $1832 == 1 // $ == int 
jf @SHOP5_670 
SHOP5_1854()

:SHOP5_670
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP5_989 
if 
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0 
jf @SHOP5_964 
if 
  $1833 == 0 // $ == int 
jf @SHOP5_851 
SHOP5_1792()
0084: $1839 = $1163 // $ = $ int 
0060: $1839 -= $1830 // $ -= $ int 
if 
  $1839 > 60000 // $ > int 
jf @SHOP5_837 
Actor.Create($1836, 4, #SPECIAL16, 468.7, 1206.6, 19.0)
Actor.Angle($1836) = 90.0
SHOP5_2200()

:SHOP5_837
$1833 = 1 // $ = int 
jump @SHOP5_957 

:SHOP5_851
if 
  $1839 > 60000 // $ > int 
jf @SHOP5_957 
if 
   not Actor.Dead($1836)
jf @SHOP5_950 
if 
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0 
jf @SHOP5_943 
SHOP5_1010()

:SHOP5_943
jump @SHOP5_957 

:SHOP5_950
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP5_957
jump @SHOP5_989 

:SHOP5_964
if 
  $1833 == 1 // $ == int 
jf @SHOP5_989 
SHOP5_1854()

:SHOP5_989
jump @SHOP5_1003 

:SHOP5_996
SHOP5_1854()

:SHOP5_1003
jump @SHOP5_10 

:SHOP5_1010
if 
   not Actor.Dead($1836)
jf @SHOP5_1790 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $1836 
jf @SHOP5_1636 
if 
  $1834 == 0 // $ == int 
jf @SHOP5_1167 
022F: set_actor $1836 stop_looking 
if 
   not Actor.Dead($1836)
jf @SHOP5_1146 
04EB: actor $1836 crouch 0 9999999 ms 
0372: set_actor $1836 anim 0 wait_state_time 0 ms 
0372: set_actor $1836 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $1200 $1201 $1202 from_actor $1836 offset 0.0 1.2 0.0 

:SHOP5_1146
TIMERA = 0 // @ = int 
$1834 = 1 // $ = int 
jump @SHOP5_1599 

:SHOP5_1167
if 
  $1168 == 0 // $ == int 
jf @SHOP5_1599 
if and
  TIMERA > 2000 // @ > int 
  6000 > TIMERA // int > @ 
jf @SHOP5_1283 
if 
  $1844 == 0 // $ == int 
jf @SHOP5_1283 
$1202 += 0.15 // $ += float 
02E1: $1840 = create_cash_pickup 50 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
SHOP5_2245()
$1844 = 1 // $ = int 

:SHOP5_1283
if and
  TIMERA > 6000 // @ > int 
  10000 > TIMERA // int > @ 
jf @SHOP5_1391 
if 
  $1845 == 0 // $ == int 
jf @SHOP5_1391 
$1201 += 0.1 // $ += float 
$1200 += 0.1 // $ += float 
02E1: $1841 = create_cash_pickup 100 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$1845 = 1 // $ = int 

:SHOP5_1391
if and
  TIMERA > 10000 // @ > int 
  14000 > TIMERA // int > @ 
jf @SHOP5_1490 
if 
  $1846 == 0 // $ == int 
jf @SHOP5_1490 
$1201 += 0.1 // $ += float 
02E1: $1842 = create_cash_pickup 250 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1846 = 1 // $ = int 

:SHOP5_1490
if and
  TIMERA > 14000 // @ > int 
  20000 > TIMERA // int > @ 
jf @SHOP5_1599 
if 
  $1847 == 0 // $ == int 
jf @SHOP5_1599 
$1201 += 0.1 // $ += float 
$1200 += 0.1 // $ += float 
02E1: $1843 = create_cash_pickup 600 at $1200 $1201 $1202 
018C: play_sound 13 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$1847 = 1 // $ = int 

:SHOP5_1599
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1836 hit_by_weapon 47 
jf @SHOP5_1629 
jump @SHOP5_1636 

:SHOP5_1629
jump @SHOP5_1790 

:SHOP5_1636
if 
  $1834 == 0 // $ == int 
jf @SHOP5_1691 
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1836 hit_by_weapon 47 
jf @SHOP5_1684 
$1834 = 1 // $ = int 

:SHOP5_1684
jump @SHOP5_1790 

:SHOP5_1691
if 
   not Actor.Dead($1836)
jf @SHOP5_1790 
0372: set_actor $1836 anim 0 wait_state_time 0 ms 
04EB: actor $1836 crouch 1 9999999 ms 
if 
  $1168 == 0 // $ == int 
jf @SHOP5_1790 
Actor.StorePos($1836, $1200, $1201, $1202)
018D: $1169 = create_sound 0 at $1200 $1201 $1202 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1168 = 1 // $ = int 

:SHOP5_1790
return 

:SHOP5_1792
023C: load_special_actor 16 'S_KEEP' 

:SHOP5_1804
if 
823D:   not special_actor 16 loaded 
jf @SHOP5_1842 
wait 0 
023C: load_special_actor 16 'S_KEEP' 
jump @SHOP5_1804 

:SHOP5_1842
01BD: $1163 = current_time_in_ms 
Actor.DestroyInstantly($1836)
return 

:SHOP5_1854
if 
  $1831 == 1 // $ == int 
jf @SHOP5_1921 
if or
   Actor.Dead($1836)
  $1834 == 1 // $ == int 
jf @SHOP5_1921 
if 
  $1837 > 60000 // $ > int 
jf @SHOP5_1921 
01BD: $1828 = current_time_in_ms 

:SHOP5_1921
if 
  $1832 == 1 // $ == int 
jf @SHOP5_1988 
if or
   Actor.Dead($1836)
  $1834 == 1 // $ == int 
jf @SHOP5_1988 
if 
  $1838 > 60000 // $ > int 
jf @SHOP5_1988 
01BD: $1829 = current_time_in_ms 

:SHOP5_1988
if 
  $1833 == 1 // $ == int 
jf @SHOP5_2055 
if or
   Actor.Dead($1836)
  $1834 == 1 // $ == int 
jf @SHOP5_2055 
if 
  $1839 > 60000 // $ > int 
jf @SHOP5_2055 
01BD: $1830 = current_time_in_ms 

:SHOP5_2055
$1831 = 0 // $ = int 
$1832 = 0 // $ = int 
$1833 = 0 // $ = int 
$1834 = 0 // $ = int 
$1168 = 0 // $ = int 
$1844 = 0 // $ = int 
$1845 = 0 // $ = int 
$1846 = 0 // $ = int 
$1847 = 0 // $ = int 
Pickup.Destroy($1840)
Pickup.Destroy($1841)
Pickup.Destroy($1842)
Pickup.Destroy($1843)
0296: unload_special_actor 16 
Actor.DestroyInstantly($1836)
018E: stop_sound $1169 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SHOP5_2198 
$1828 = -60000 // $ = int 
$1829 = -60000 // $ = int 
$1830 = -60000 // $ = int 

:SHOP5_2198
return 

:SHOP5_2200
0243: set_actor $1836 ped_stats_to 16 
01ED: clear_actor $1836 threat_search 
0350: set_actor $1836 maintain_position_when_attacked 1 
if 
   Player.Defined($PLAYER_CHAR)
jf @SHOP5_2243 
022D: set_actor $1836 to_look_at_player $PLAYER_CHAR 

:SHOP5_2243
return 

:SHOP5_2245
if and
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
  $1848 == 0 // $ == int 
jf @SHOP5_2318 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1848 = 1 // $ = int 

:SHOP5_2318
if and
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
  $1849 == 0 // $ == int 
jf @SHOP5_2391 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1849 = 1 // $ = int 

:SHOP5_2391
if and
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
  $1850 == 0 // $ == int 
jf @SHOP5_2464 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1850 = 1 // $ = int 

:SHOP5_2464
if and
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
  $1851 == 0 // $ == int 
jf @SHOP5_2537 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1851 = 1 // $ = int 

:SHOP5_2537
if and
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
  $1852 == 0 // $ == int 
jf @SHOP5_2610 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1852 = 1 // $ = int 

:SHOP5_2610
if and
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
  $1853 == 0 // $ == int 
jf @SHOP5_2683 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1853 = 1 // $ = int 

:SHOP5_2683
if and
00F5:   player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
  $1854 == 0 // $ == int 
jf @SHOP5_2756 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1854 = 1 // $ = int 

:SHOP5_2756
if and
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
  $1855 == 0 // $ == int 
jf @SHOP5_2829 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1855 = 1 // $ = int 

:SHOP5_2829
if and
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
  $1856 == 0 // $ == int 
jf @SHOP5_2902 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1856 = 1 // $ = int 

:SHOP5_2902
if and
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0 
  $1857 == 0 // $ == int 
jf @SHOP5_2975 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1857 = 1 // $ = int 

:SHOP5_2975
if and
00F5:   player $PLAYER_CHAR 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 
  $1858 == 0 // $ == int 
jf @SHOP5_3048 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1858 = 1 // $ = int 

:SHOP5_3048
if and
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
  $1859 == 0 // $ == int 
jf @SHOP5_3121 
0531: increment_stores_knocked_off_by 1 
$1835 += 1 // $ += int 
$1859 = 1 // $ = int 

:SHOP5_3121
return 

:AUDIO
script_name 'AUDIO' 
set_wb_check_to 0 
start_new_script @AUDIO1 
terminate_this_script 

:AUDIO1
script_name 'AUDIO1' 
$1864 = 0 // $ = int 
$1865 = 0 // $ = int 
$1866 = 0 // $ = int 
$1870 = 0 // $ = int 
$1871 = 0 // $ = int 
$1872 = 0 // $ = int 
$1876 = 0 // $ = int 
$1877 = 0 // $ = int 
$1878 = 0 // $ = int 
$1884 = 0 // $ = int 
$1881 = 0 // $ = int 
$1882 = 0 // $ = int 

:AUDIO1_94
wait 500 
00BF: $310 = current_time_hours, $311 = current_time_minutes 
if 
   Player.Defined($PLAYER_CHAR)
jf @AUDIO1_1790 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @AUDIO1_403 
if 
  $578 == 0 // $ == int 
jf @AUDIO1_212 
if 
  $1864 == 0 // $ == int 
jf @AUDIO1_212 
018D: $1861 = create_sound 36 at -596.018 640.916 12.0 
$1864 = 1 // $ = int 

:AUDIO1_212
if 
  $578 == 1 // $ == int 
jf @AUDIO1_295 
if 
  $579 == 0 // $ == int 
jf @AUDIO1_295 
if 
  $1865 == 0 // $ == int 
jf @AUDIO1_295 
018D: $1862 = create_sound 37 at -596.018 640.916 12.0 
$1865 = 1 // $ = int 

:AUDIO1_295
if 
  $578 == 1 // $ == int 
jf @AUDIO1_396 
if 
  $579 == 1 // $ == int 
jf @AUDIO1_396 
if 
  $580 == 0 // $ == int 
jf @AUDIO1_396 
if 
  $1866 == 0 // $ == int 
jf @AUDIO1_396 
018D: $1863 = create_sound 38 at -596.018 640.916 12.0 
$1866 = 1 // $ = int 

:AUDIO1_396
jump @AUDIO1_493 

:AUDIO1_403
if 
  $1864 == 1 // $ == int 
jf @AUDIO1_433 
018E: stop_sound $1861 
$1864 = 0 // $ = int 

:AUDIO1_433
if 
  $1865 == 1 // $ == int 
jf @AUDIO1_463 
018E: stop_sound $1862 
$1865 = 0 // $ = int 

:AUDIO1_463
if 
  $1866 == 1 // $ == int 
jf @AUDIO1_493 
018E: stop_sound $1863 
$1866 = 0 // $ = int 

:AUDIO1_493
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @AUDIO1_893 
if or
  $310 >= 23 // $ >= int 
  7 > $310 // int > $ 
jf @AUDIO1_610 
if and
  $1870 == 0 // $ == int 
  $1871 == 0 // $ == int 
  $1872 == 0 // $ == int 
jf @AUDIO1_603 
018D: $1867 = create_sound 40 at 494.652 -83.347 10.032 
$1870 = 1 // $ = int 

:AUDIO1_603
jump @AUDIO1_640 

:AUDIO1_610
if 
  $1870 == 1 // $ == int 
jf @AUDIO1_640 
018E: stop_sound $1867 
$1870 = 0 // $ = int 

:AUDIO1_640
if and
  $310 >= 7 // $ >= int 
  15 > $310 // int > $ 
jf @AUDIO1_733 
if and
  $1871 == 0 // $ == int 
  $1870 == 0 // $ == int 
  $1872 == 0 // $ == int 
jf @AUDIO1_726 
018D: $1868 = create_sound 41 at 494.652 -83.347 10.032 
$1871 = 1 // $ = int 

:AUDIO1_726
jump @AUDIO1_763 

:AUDIO1_733
if 
  $1871 == 1 // $ == int 
jf @AUDIO1_763 
018E: stop_sound $1868 
$1871 = 0 // $ = int 

:AUDIO1_763
if and
  $310 >= 15 // $ >= int 
  23 > $310 // int > $ 
jf @AUDIO1_856 
if and
  $1872 == 0 // $ == int 
  $1870 == 0 // $ == int 
  $1871 == 0 // $ == int 
jf @AUDIO1_849 
018D: $1869 = create_sound 42 at 494.652 -83.347 10.032 
$1872 = 1 // $ = int 

:AUDIO1_849
jump @AUDIO1_886 

:AUDIO1_856
if 
  $1872 == 1 // $ == int 
jf @AUDIO1_886 
018E: stop_sound $1869 
$1872 = 0 // $ = int 

:AUDIO1_886
jump @AUDIO1_983 

:AUDIO1_893
if 
  $1870 == 1 // $ == int 
jf @AUDIO1_923 
018E: stop_sound $1867 
$1870 = 0 // $ = int 

:AUDIO1_923
if 
  $1871 == 1 // $ == int 
jf @AUDIO1_953 
018E: stop_sound $1868 
$1871 = 0 // $ = int 

:AUDIO1_953
if 
  $1872 == 1 // $ == int 
jf @AUDIO1_983 
018E: stop_sound $1869 
$1872 = 0 // $ = int 

:AUDIO1_983
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @AUDIO1_1532 
if or
  $310 >= 23 // $ >= int 
  7 > $310 // int > $ 
jf @AUDIO1_1100 
if and
  $1876 == 0 // $ == int 
  $1877 == 0 // $ == int 
  $1878 == 0 // $ == int 
jf @AUDIO1_1093 
018D: $1873 = create_sound 43 at 87.738 -1456.117 11.0 
$1876 = 1 // $ = int 

:AUDIO1_1093
jump @AUDIO1_1130 

:AUDIO1_1100
if 
  $1876 == 1 // $ == int 
jf @AUDIO1_1130 
018E: stop_sound $1873 
$1876 = 0 // $ = int 

:AUDIO1_1130
if and
  $310 >= 7 // $ >= int 
  15 > $310 // int > $ 
jf @AUDIO1_1223 
if and
  $1877 == 0 // $ == int 
  $1876 == 0 // $ == int 
  $1878 == 0 // $ == int 
jf @AUDIO1_1216 
018D: $1874 = create_sound 44 at 87.738 -1456.117 11.0 
$1877 = 1 // $ = int 

:AUDIO1_1216
jump @AUDIO1_1253 

:AUDIO1_1223
if 
  $1877 == 1 // $ == int 
jf @AUDIO1_1253 
018E: stop_sound $1874 
$1877 = 0 // $ = int 

:AUDIO1_1253
if and
  $310 >= 15 // $ >= int 
  23 > $310 // int > $ 
jf @AUDIO1_1346 
if and
  $1878 == 0 // $ == int 
  $1876 == 0 // $ == int 
  $1877 == 0 // $ == int 
jf @AUDIO1_1339 
018D: $1875 = create_sound 45 at 87.738 -1456.117 11.0 
$1878 = 1 // $ = int 

:AUDIO1_1339
jump @AUDIO1_1376 

:AUDIO1_1346
if 
  $1878 == 1 // $ == int 
jf @AUDIO1_1376 
018E: stop_sound $1875 
$1878 = 0 // $ = int 

:AUDIO1_1376
if 
  $310 == 10 // $ == int 
jf @AUDIO1_1448 
if 
  $1884 == 0 // $ == int 
jf @AUDIO1_1441 
018D: $1883 = create_sound 46 at -76.074 -1528.485 13.397 
$1884 = 1 // $ = int 

:AUDIO1_1441
jump @AUDIO1_1478 

:AUDIO1_1448
if 
  $1884 == 1 // $ == int 
jf @AUDIO1_1478 
018E: stop_sound $1883 
$1884 = 0 // $ = int 

:AUDIO1_1478
if 
  $1881 == 0 // $ == int 
jf @AUDIO1_1525 
018D: $1879 = create_sound 51 at -67.015 -1546.671 11.485 
$1881 = 1 // $ = int 

:AUDIO1_1525
jump @AUDIO1_1682 

:AUDIO1_1532
if 
  $1876 == 1 // $ == int 
jf @AUDIO1_1562 
018E: stop_sound $1873 
$1876 = 0 // $ = int 

:AUDIO1_1562
if 
  $1877 == 1 // $ == int 
jf @AUDIO1_1592 
018E: stop_sound $1874 
$1877 = 0 // $ = int 

:AUDIO1_1592
if 
  $1878 == 1 // $ == int 
jf @AUDIO1_1622 
018E: stop_sound $1875 
$1878 = 0 // $ = int 

:AUDIO1_1622
if 
  $1884 == 1 // $ == int 
jf @AUDIO1_1652 
018E: stop_sound $1883 
$1884 = 0 // $ = int 

:AUDIO1_1652
if 
  $1881 == 1 // $ == int 
jf @AUDIO1_1682 
018E: stop_sound $1879 
$1881 = 0 // $ = int 

:AUDIO1_1682
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @AUDIO1_1760 
if 
  $1882 == 0 // $ == int 
jf @AUDIO1_1753 
018D: $1880 = create_sound 51 at 9.637 1092.344 17.211 
$1882 = 1 // $ = int 

:AUDIO1_1753
jump @AUDIO1_1790 

:AUDIO1_1760
if 
  $1882 == 1 // $ == int 
jf @AUDIO1_1790 
018E: stop_sound $1880 
$1882 = 0 // $ = int 

:AUDIO1_1790
jump @AUDIO1_94 

:DEBUG
$1921 = 0 // $ = int 
$1910 = 0 // $ = int 
04AE: $1913 = 130 // = constant 
04AE: $1934 = 259 // = constant 
$1918 = 0 // $ = int 
$1920 = 0 // $ = int 
$1915 = 2 // $ = int 
$1916 = 1 // $ = int 
$1939 = 0 // $ = int 
$1940 = 0 // $ = int 
$1919 = 0 // $ = int 
$1938 = 0 // $ = int 
$1925 = 0 // $ = int 
$1912 = 0 // $ = int 
$1932 = 0 // $ = int 
$1933 = 0 // $ = int 
$1897 = 0 // $ = int 
$1898 = 0 // $ = int 
$1899 = 0 // $ = int 
$1900 = 0 // $ = int 
$1977 = 0 // $ = int 
$1978 = 0 // $ = int 
0086: $1944 = $757 // $ = $ float 
$1944 += 3.0 // $ += float 
0086: $1945 = $760 // $ = $ float 
$1945 -= 5.0 // $ -= float 
0086: $1946 = $764 // $ = $ float 
$1946 += 2.4 // $ += float 
0086: $1947 = $767 // $ = $ float 
$1947 += 3.0 // $ += float 
0086: $1948 = $770 // $ = $ float 
$1948 += 3.0 // $ += float 
0086: $1949 = $773 // $ = $ float 
$1949 -= 3.0 // $ -= float 
0086: $1950 = $776 // $ = $ float 
$1950 += 3.0 // $ += float 
0086: $1952 = $779 // $ = $ float 
$1952 += 3.0 // $ += float 
0086: $1953 = $782 // $ = $ float 
$1953 += 3.0 // $ += float 
0086: $1954 = $785 // $ = $ float 
$1954 += 3.0 // $ += float 
0086: $1955 = $788 // $ = $ float 
$1955 += 3.0 // $ += float 
0086: $1957 = $791 // $ = $ float 
$1957 += 3.0 // $ += float 
0086: $1958 = $790 // $ = $ float 
$1958 += 2.0 // $ += float 
0086: $1959 = $794 // $ = $ float 
$1959 += 3.0 // $ += float 
0086: $1960 = $797 // $ = $ float 
$1960 += 3.0 // $ += float 
0086: $1961 = $815 // $ = $ float 
$1961 += 3.0 // $ += float 
0086: $1966 = $803 // $ = $ float 
$1966 += 5.0 // $ += float 
0086: $1962 = $817 // $ = $ float 
$1962 += 4.0 // $ += float 
$1967 = 10.0 // $ = float 
$1968 = 10.0 // $ = float 
$1969 = 10.0 // $ = float 
0086: $1963 = $1945 // $ = $ float 
0086: $1964 = $761 // $ = $ float 
0086: $1965 = $762 // $ = $ float 
script_name 'DEBUG' 
$1926 = 1 // $ = int 
set_wb_check_to 0 
jump @DEBUG_769 
Object.Init($2180, #COMGATE1CLOSED, -181.169, -472.842, 12.092)
Object.Init($2181, #COMGATE2CLOSED, -715.225, -490.016, 12.092)
Object.Init($2182, #NT_ROADBLOCKCI, 237.114, 961.495, 27.221)
Object.Init($2184, #WSH_ROADBLOCK, -242.671, -935.667, 16.198)
Object.Init($2183, #NT_ROADBLOCKGF, 213.42, 245.061, 17.168)
Object.Init($2188, #MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.Init($2212, #CI_JETYGATESCLOSED, -116.738, 1027.729, 11.34)
Object.Init($2186, #HAITAXIDR, -1010.466, 199.125, 11.95)
Object.Init($2187, #B_HSE_DOORS, -640.012, -1485.941, 15.457)

:DEBUG_769
wait 0 
01BD: $1943 = current_time_in_ms 
if 
   Player.Defined($PLAYER_CHAR)
jf @DEBUG_12402 
if 
  $1916 == 0 // $ == int 
jf @DEBUG_1525 
if 
00E1:   player 1 pressed_button 4 
jf @DEBUG_1134 
$1939 += 1 // $ += int 
if 
  $1939 > 6 // $ > int 
jf @DEBUG_861 
$1939 = 1 // $ = int 

:DEBUG_861
if 
  $1939 == 1 // $ == int 
jf @DEBUG_903 
set_weather 0 
00BC: text_highpriority 'WEATHE1' time 1000 1  // FORCE WEATHER SUNNY
wait 300 

:DEBUG_903
if 
  $1939 == 2 // $ == int 
jf @DEBUG_945 
set_weather 4 
00BC: text_highpriority 'WEATHE2' time 1000 1  // FORCE WEATHER EXTRA SUNNY
wait 300 

:DEBUG_945
if 
  $1939 == 3 // $ == int 
jf @DEBUG_987 
set_weather 1 
00BC: text_highpriority 'WEATHE3' time 1000 1  // FORCE WEATHER CLOUDY
wait 300 

:DEBUG_987
if 
  $1939 == 4 // $ == int 
jf @DEBUG_1029 
set_weather 2 
00BC: text_highpriority 'WEATHE4' time 1000 1  // FORCE WEATHER RAINY
wait 300 

:DEBUG_1029
if 
  $1939 == 5 // $ == int 
jf @DEBUG_1071 
set_weather 3 
00BC: text_highpriority 'WEATHE5' time 1000 1  // FORCE WEATHER FOGGY
wait 300 

:DEBUG_1071
if 
  $1939 == 6 // $ == int 
jf @DEBUG_1111 
01B7: release_weather 
00BC: text_highpriority 'WEATHE6' time 1000 1  // WEATHER NORMAL
wait 300 

:DEBUG_1111
if 
   not Player.Defined($PLAYER_CHAR)
jf @DEBUG_1134 
jump @DEBUG_769 

:DEBUG_1134
if 
00E1:   player 1 pressed_button 4 
jf @DEBUG_1240 
if 
  $1897 == 1 // $ == int 
jf @DEBUG_1240 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @DEBUG_1240 
$1899 += 1 // $ += int 
if 
  $1899 > 94 // $ > int 
jf @DEBUG_1217 
$1899 = 0 // $ = int 

:DEBUG_1217
0084: $1901 = $1943 // $ = $ int 
$1901 += 250 // $ += int 
$1897 = 2 // $ = int 

:DEBUG_1240
if 
00E1:   player 1 pressed_button 5 
jf @DEBUG_1346 
if 
  $1898 == 1 // $ == int 
jf @DEBUG_1346 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @DEBUG_1346 
$1900 += 1 // $ += int 
if 
  $1900 > 94 // $ > int 
jf @DEBUG_1323 
$1900 = 0 // $ = int 

:DEBUG_1323
0084: $1902 = $1943 // $ = $ int 
$1902 += 250 // $ += int 
$1898 = 2 // $ = int 

:DEBUG_1346
if or
  $1897 == 2 // $ == int 
  $1898 == 2 // $ == int 
jf @DEBUG_1425 
03C1: $1908 = player $PLAYER_CHAR car_no_save 
0229: set_car $1908 color_to $1899 $1900 
02FD: text_2numbers_highpriority 'CO_ONE' $1899 $1900 time 500 1  // Hidden Package ~1~ of ~1~
$1897 = 0 // $ = int 
$1898 = 0 // $ = int 

:DEBUG_1425
if or
80E1:   not player 1 pressed_button 4 
001C:   $1943 > $1901 // $ > $ int 
jf @DEBUG_1475 
if 
  $1897 == 0 // $ == int 
jf @DEBUG_1475 
$1897 = 1 // $ = int 

:DEBUG_1475
if or
80E1:   not player 1 pressed_button 5 
001C:   $1943 > $1902 // $ > $ int 
jf @DEBUG_1525 
if 
  $1898 == 0 // $ == int 
jf @DEBUG_1525 
$1898 = 1 // $ = int 

:DEBUG_1525
if 
  $1915 == 0 // $ == int 
jf @DEBUG_1638 
if 
00E1:   player 1 pressed_button 15 
jf @DEBUG_1638 
if or
80E1:   not player 1 pressed_button 16 
80E1:   not player 1 pressed_button 17 
80E1:   not player 1 pressed_button 4 
80E1:   not player 1 pressed_button 5 
80E1:   not player 1 pressed_button 12 
80E1:   not player 1 pressed_button 13 
jf @DEBUG_1638 
00BC: text_highpriority 'CHEATON' time 2000 1  // Cheat mode ON
00C3: enter_debugmode 
$1916 = 1 // $ = int 
$1915 = 1 // $ = int 

:DEBUG_1638
if 
80E1:   not player 1 pressed_button 15 
jf @DEBUG_1705 
if 
  $1915 == 1 // $ == int 
jf @DEBUG_1680 
$1915 = 2 // $ = int 

:DEBUG_1680
if 
  $1915 == 3 // $ == int 
jf @DEBUG_1705 
$1915 = 0 // $ = int 

:DEBUG_1705
if 
  $1915 == 2 // $ == int 
jf @DEBUG_1771 
if 
00E1:   player 1 pressed_button 15 
jf @DEBUG_1771 
00BC: text_highpriority 'CHEATOF' time 2000 1  // Cheat mode OFF
00C4: exit_debugmode 
$1916 = 0 // $ = int 
$1915 = 3 // $ = int 

:DEBUG_1771
if and
00E1:   player 1 pressed_button 9 
  $1935 == 0 // $ == int 
  $1942 == 0 // $ == int 
jf @DEBUG_2380 
0054: store_player $PLAYER_CHAR position_to $1885 $1886 $1887 
0170: $1892 = player $PLAYER_CHAR z_angle 
if and
  45.0 > $1892 // float > $ 
  $1892 > 0.0 // $ > float 
jf @DEBUG_1875 
$1886 += 5.0 // $ += float 
$1893 = 90.0 // $ = float 

:DEBUG_1875
if and
  360.0 > $1892 // float > $ 
  $1892 > 315.0 // $ > float 
jf @DEBUG_1926 
$1886 += 5.0 // $ += float 
$1893 = 90.0 // $ = float 

:DEBUG_1926
if and
  135.0 > $1892 // float > $ 
  $1892 > 45.0 // $ > float 
jf @DEBUG_1977 
$1885 -= 5.0 // $ -= float 
$1893 = 180.0 // $ = float 

:DEBUG_1977
if and
  225.0 > $1892 // float > $ 
  $1892 > 135.0 // $ > float 
jf @DEBUG_2028 
$1886 -= 5.0 // $ -= float 
$1893 = 270.0 // $ = float 

:DEBUG_2028
if and
  315.0 > $1892 // float > $ 
  $1892 > 225.0 // $ > float 
jf @DEBUG_2079 
$1885 += 5.0 // $ += float 
$1893 = 0.0 // $ = float 

:DEBUG_2079
$1887 += 1.0 // $ += float 
02CE: $1887 = ground_z $1885 $1886 $1887 
if 
   not Player.Defined($PLAYER_CHAR)
jf @DEBUG_2126 
jump @DEBUG_769 

:DEBUG_2126
wait 0 
$1934 += 1 // $ += int 
if 
04B0:   $1934 > 292 // $ > constant 
jf @DEBUG_2164 
04AE: $1934 = 259 // = constant 

:DEBUG_2164
if 
04A3:   $1934 == 273 // == constant 
jf @DEBUG_2191 
04AE: $1934 = 274 // = constant 

:DEBUG_2191
$1935 = 1 // $ = int 
$1942 = 1 // $ = int 
if 
8488:   not model $1934 exists 
jf @DEBUG_2228 
jump @DEBUG_2126 

:DEBUG_2228
Model.Load($1934)
00BC: text_highpriority 'LOADCAR' time 250 1  // LOADING VEHICLE... (PRESS L1 TO CANCEL)
038B: load_requested_models 

:DEBUG_2250
if 
   not Model.Available($1934)
jf @DEBUG_2315 
wait 0 
00BC: text_highpriority 'LOADCAR' time 80 1  // LOADING VEHICLE... (PRESS L1 TO CANCEL)
if 
00E1:   player 1 pressed_button 4 
jf @DEBUG_2308 
jump @DEBUG_2126 

:DEBUG_2308
jump @DEBUG_2250 

:DEBUG_2315
$1887 += 0.8 // $ += float 
032B: $1936 = create_weapon_pickup $1934 3 ammo 2000 at $1885 $1886 $1887 
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: text_1number_styled 'NUMBER' number $1934 time 500 style 4  // ~1~
Model.Destroy($1934)

:DEBUG_2380
if and
80E1:   not player 1 pressed_button 9 
  $1942 == 1 // $ == int 
jf @DEBUG_2411 
$1942 = 0 // $ = int 

:DEBUG_2411
if and
00E1:   player 1 pressed_button 9 
  $1935 == 1 // $ == int 
  $1942 == 0 // $ == int 
jf @DEBUG_2468 
Pickup.Destroy($1936)
$1935 = 0 // $ = int 
$1912 = 0 // $ = int 
$1942 = 1 // $ = int 

:DEBUG_2468
if and
  $1916 == 1 // $ == int 
  $1915 == 2 // $ == int 
jf @DEBUG_5611 
if 
   Player.Defined($PLAYER_CHAR)
jf @DEBUG_3212 
if 
  $1977 == 0 // $ == int 
jf @DEBUG_2621 
if and
00E1:   player 0 pressed_button 4 
00E1:   player 0 pressed_button 5 
00E1:   player 1 pressed_button 16 
jf @DEBUG_2614 
$1977 = 1 // $ = int 
0054: store_player $PLAYER_CHAR position_to $1970 $1971 $1972 
Player.CanMove($PLAYER_CHAR, False)
$1967 = 10.0 // $ = float 
$1968 = 10.0 // $ = float 
$1969 = 10.0 // $ = float 

:DEBUG_2614
jump @DEBUG_3212 

:DEBUG_2621
0494: get_joystick 0 data_to $1184 $1185 $1186 $1187 
008D: $1979 = integer_to_float $1186 
008D: $1980 = integer_to_float $1187 
$1979 /= 100.0 // $ /= float 
$1980 /= 100.0 // $ /= float 
$1980 *= -1.0 // $ *= float 
0059: $1970 += $1979 // $ += $ float 
0059: $1971 += $1980 // $ += $ float 
if 
00E1:   player 0 pressed_button 4 
jf @DEBUG_2733 
$1972 += 0.2 // $ += float 
jump @DEBUG_2760 

:DEBUG_2733
if 
00E1:   player 0 pressed_button 5 
jf @DEBUG_2760 
$1972 -= 0.2 // $ -= float 

:DEBUG_2760
if 
00E1:   player 0 pressed_button 17 
jf @DEBUG_2794 
$1967 += 0.2 // $ += float 
jump @DEBUG_2821 

:DEBUG_2794
if 
00E1:   player 0 pressed_button 14 
jf @DEBUG_2821 
$1967 -= 0.2 // $ -= float 

:DEBUG_2821
if 
00E1:   player 0 pressed_button 15 
jf @DEBUG_2855 
$1968 += 0.2 // $ += float 
jump @DEBUG_2882 

:DEBUG_2855
if 
00E1:   player 0 pressed_button 16 
jf @DEBUG_2882 
$1968 -= 0.2 // $ -= float 

:DEBUG_2882
if 
00E1:   player 0 pressed_button 15 
jf @DEBUG_2916 
$1968 += 0.2 // $ += float 
jump @DEBUG_2943 

:DEBUG_2916
if 
00E1:   player 0 pressed_button 16 
jf @DEBUG_2943 
$1968 -= 0.2 // $ -= float 

:DEBUG_2943
if 
00E1:   player 0 pressed_button 6 
jf @DEBUG_2977 
$1969 += 0.2 // $ += float 
jump @DEBUG_3004 

:DEBUG_2977
if 
00E1:   player 0 pressed_button 7 
jf @DEBUG_3004 
$1969 -= 0.2 // $ -= float 

:DEBUG_3004
if 
00F5:   player $PLAYER_CHAR 0 $1970 $1971 $1972 radius $1967 $1968 $1969 
jf @DEBUG_3040 

:DEBUG_3040
if 
00E1:   player 0 pressed_button 19 
jf @DEBUG_3144 
if 
  $1978 == 0 // $ == int 
jf @DEBUG_3137 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1970 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1971 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1972 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1967 
03A8: save_float_to_debug_file $1968 
03A8: save_float_to_debug_file $1969 
03A9: save_newline_to_debug_file 
00BC: text_highpriority 'TEXTXYZ' time 800 1  // Writing coordinates to file...
$1978 = 1 // $ = int 

:DEBUG_3137
jump @DEBUG_3169 

:DEBUG_3144
if 
  $1978 == 1 // $ == int 
jf @DEBUG_3169 
$1978 = 0 // $ = int 

:DEBUG_3169
if and
00E1:   player 0 pressed_button 4 
00E1:   player 0 pressed_button 5 
00E1:   player 1 pressed_button 16 
jf @DEBUG_3212 
Player.CanMove($PLAYER_CHAR, True)
$1977 = 0 // $ = int 

:DEBUG_3212
if and
00E1:   player 1 pressed_button 13 
  $1930 == 0 // $ == int 
  $1929 == 0 // $ == int 
jf @DEBUG_3286 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00BC: text_highpriority 'CARSOFF' time 2000 1  // Cars turned off.
$1929 = 1 // $ = int 
$1930 = 1 // $ = int 

:DEBUG_3286
if and
00E1:   player 1 pressed_button 13 
  $1930 == 0 // $ == int 
  $1929 == 1 // $ == int 
jf @DEBUG_3360 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BC: text_highpriority 'CARS_ON' time 2000 1  // Cars turned on.
$1929 = 0 // $ = int 
$1930 = 1 // $ = int 

:DEBUG_3360
if 
80E1:   not player 1 pressed_button 13 
jf @DEBUG_3402 
if 
  $1930 == 1 // $ == int 
jf @DEBUG_3402 
$1930 = 0 // $ = int 

:DEBUG_3402
if and
00E1:   player 1 pressed_button 13 
00E1:   player 1 pressed_button 16 
jf @DEBUG_4221 
if 
  $1932 == 1 // $ == int 
jf @DEBUG_4207 
$1933 += 1 // $ += int 
if 
  $1933 > 6 // $ > int 
jf @DEBUG_3475 
$1933 = 1 // $ = int 

:DEBUG_3475
if 
  $1933 == 1 // $ == int 
jf @DEBUG_3597 
014F: stop_timer $1973 
0151: remove_status_text $1974 
0151: remove_status_text $1975 
0151: remove_status_text $1976 
04F7: status_text $1974 1 line 1 'BUSTED'  // BUSTED!
04F7: status_text $1975 0 line 2 'BUSTED'  // BUSTED!
04F7: status_text $1976 0 line 3 'BUSTED'  // BUSTED!
03C3: set_timer_with_text_to $1973 type 0 text 'BUSTED'  // BUSTED!
01E3: text_1number_styled 'M_PASS' number $1933 time 2000 style 1  // MISSION PASSED! $~1~

:DEBUG_3597
if 
  $1933 == 2 // $ == int 
jf @DEBUG_3719 
014F: stop_timer $1973 
0151: remove_status_text $1974 
0151: remove_status_text $1975 
0151: remove_status_text $1976 
04F7: status_text $1974 1 line 1 'BUSTED'  // BUSTED!
04F7: status_text $1975 0 line 2 'BUSTED'  // BUSTED!
04F7: status_text $1976 0 line 3 'BUSTED'  // BUSTED!
03C3: set_timer_with_text_to $1973 type 0 text 'BUSTED'  // BUSTED!
01E3: text_1number_styled 'M_PASS' number $1933 time 2000 style 2  // MISSION PASSED! $~1~

:DEBUG_3719
if 
  $1933 == 3 // $ == int 
jf @DEBUG_3841 
014F: stop_timer $1973 
0151: remove_status_text $1974 
0151: remove_status_text $1975 
0151: remove_status_text $1976 
04F7: status_text $1974 1 line 1 'BUSTED'  // BUSTED!
04F7: status_text $1975 0 line 2 'BUSTED'  // BUSTED!
04F7: status_text $1976 0 line 3 'BUSTED'  // BUSTED!
03C3: set_timer_with_text_to $1973 type 0 text 'BUSTED'  // BUSTED!
01E3: text_1number_styled 'M_PASS' number $1933 time 2000 style 3  // MISSION PASSED! $~1~

:DEBUG_3841
if 
  $1933 == 4 // $ == int 
jf @DEBUG_3963 
014F: stop_timer $1973 
0151: remove_status_text $1974 
0151: remove_status_text $1975 
0151: remove_status_text $1976 
04F7: status_text $1974 1 line 1 'BUSTED'  // BUSTED!
04F7: status_text $1975 0 line 2 'BUSTED'  // BUSTED!
04F7: status_text $1976 0 line 3 'BUSTED'  // BUSTED!
03C3: set_timer_with_text_to $1973 type 0 text 'BUSTED'  // BUSTED!
01E3: text_1number_styled 'M_PASS' number $1933 time 2000 style 4  // MISSION PASSED! $~1~

:DEBUG_3963
if 
  $1933 == 5 // $ == int 
jf @DEBUG_4085 
014F: stop_timer $1973 
0151: remove_status_text $1974 
0151: remove_status_text $1975 
0151: remove_status_text $1976 
04F7: status_text $1974 1 line 1 'BUSTED'  // BUSTED!
04F7: status_text $1975 0 line 2 'BUSTED'  // BUSTED!
04F7: status_text $1976 0 line 3 'BUSTED'  // BUSTED!
03C3: set_timer_with_text_to $1973 type 0 text 'BUSTED'  // BUSTED!
01E3: text_1number_styled 'M_PASS' number $1933 time 2000 style 5  // MISSION PASSED! $~1~

:DEBUG_4085
if 
  $1933 == 6 // $ == int 
jf @DEBUG_4207 
014F: stop_timer $1973 
0151: remove_status_text $1974 
0151: remove_status_text $1975 
0151: remove_status_text $1976 
04F7: status_text $1974 1 line 1 'BUSTED'  // BUSTED!
04F7: status_text $1975 0 line 2 'BUSTED'  // BUSTED!
04F7: status_text $1976 0 line 3 'BUSTED'  // BUSTED!
03C3: set_timer_with_text_to $1973 type 0 text 'BUSTED'  // BUSTED!
01E3: text_1number_styled 'M_PASS' number $1933 time 2000 style 6  // MISSION PASSED! $~1~

:DEBUG_4207
$1932 = 0 // $ = int 
jump @DEBUG_4246 

:DEBUG_4221
if 
  $1932 == 0 // $ == int 
jf @DEBUG_4246 
$1932 = 1 // $ = int 

:DEBUG_4246
if and
00E1:   player 1 pressed_button 4 
  $1923 == 0 // $ == int 
jf @DEBUG_4350 
0054: store_player $PLAYER_CHAR position_to $1888 $1889 $1890 
02CE: $1890 = ground_z $1888 $1889 $1890 
0170: $1891 = player $PLAYER_CHAR z_angle 
03A8: save_float_to_debug_file $1888 
03A8: save_float_to_debug_file $1889 
03A8: save_float_to_debug_file $1890 
03A8: save_float_to_debug_file $1891 
03A9: save_newline_to_debug_file 
00BC: text_highpriority 'TEXTXYZ' time 800 1  // Writing coordinates to file...
$1923 = 1 // $ = int 

:DEBUG_4350
if and
80E1:   not player 1 pressed_button 4 
  $1923 == 1 // $ == int 
jf @DEBUG_4381 
$1923 = 0 // $ = int 

:DEBUG_4381
if and
00E1:   player 1 pressed_button 5 
  $1922 == 0 // $ == int 
jf @DEBUG_4481 
00BC: text_highpriority 'TEXTXYZ' time 800 1  // Writing coordinates to file...
0454: useless_store_debug_camera_position_to $1888 $1889 $1890 
03A8: save_float_to_debug_file $1888 
03A8: save_float_to_debug_file $1889 
03A8: save_float_to_debug_file $1890 
0463: useless_store_debug_camera_target_point_to $1888 $1889 $1890 
03A8: save_float_to_debug_file $1888 
03A8: save_float_to_debug_file $1889 
03A8: save_float_to_debug_file $1890 
03A9: save_newline_to_debug_file 
$1922 = 1 // $ = int 

:DEBUG_4481
if 
80E1:   not player 1 pressed_button 5 
jf @DEBUG_4523 
if 
  $1922 == 1 // $ == int 
jf @DEBUG_4523 
$1922 = 0 // $ = int 

:DEBUG_4523
if and
00E1:   player 1 pressed_button 6 
  $1909 == 0 // $ == int 
  $1904 == 0 // $ == int 
jf @DEBUG_5464 
0054: store_player $PLAYER_CHAR position_to $1885 $1886 $1887 
0170: $1892 = player $PLAYER_CHAR z_angle 
if and
  45.0 > $1892 // float > $ 
  $1892 > 0.0 // $ > float 
jf @DEBUG_4627 
$1886 += 5.0 // $ += float 
$1893 = 90.0 // $ = float 

:DEBUG_4627
if and
  360.0 > $1892 // float > $ 
  $1892 > 315.0 // $ > float 
jf @DEBUG_4678 
$1886 += 5.0 // $ += float 
$1893 = 90.0 // $ = float 

:DEBUG_4678
if and
  135.0 > $1892 // float > $ 
  $1892 > 45.0 // $ > float 
jf @DEBUG_4729 
$1885 -= 5.0 // $ -= float 
$1893 = 180.0 // $ = float 

:DEBUG_4729
if and
  225.0 > $1892 // float > $ 
  $1892 > 135.0 // $ > float 
jf @DEBUG_4780 
$1886 -= 5.0 // $ -= float 
$1893 = 270.0 // $ = float 

:DEBUG_4780
if and
  315.0 > $1892 // float > $ 
  $1892 > 225.0 // $ > float 
jf @DEBUG_4831 
$1885 += 5.0 // $ += float 
$1893 = 0.0 // $ = float 

:DEBUG_4831
$1887 += 0.6 // $ += float 
02CE: $1887 = ground_z $1885 $1886 $1887 
if 
   not Player.Defined($PLAYER_CHAR)
jf @DEBUG_4878 
jump @DEBUG_769 

:DEBUG_4878
wait 0 
if 
80E1:   not player 1 pressed_button 16 
jf @DEBUG_5067 
if 
  $1910 == 1 // $ == int 
jf @DEBUG_4924 
$1913 += 1 // $ += int 

:DEBUG_4924
if 
  $1910 == 0 // $ == int 
jf @DEBUG_4957 
04AE: $1913 = 130 // = constant 
$1910 = 1 // $ = int 

:DEBUG_4957
if 
  $1913 > 236 // $ > int 
jf @DEBUG_4984 
04AE: $1913 = 130 // = constant 

:DEBUG_4984
if 
04A3:   $1913 == 165 // == constant 
jf @DEBUG_5011 
04AE: $1913 = 166 // = constant 

:DEBUG_5011
if or
04A3:   $1913 == 180 // == constant 
04A3:   $1913 == 181 // == constant 
jf @DEBUG_5046 
04AE: $1913 = 182 // = constant 

:DEBUG_5046
$1909 = 1 // $ = int 
$1904 = 1 // $ = int 
jump @DEBUG_5235 

:DEBUG_5067
if 
  $1910 == 1 // $ == int 
jf @DEBUG_5092 
$1913 -= 1 // $ -= int 

:DEBUG_5092
if 
  $1910 == 0 // $ == int 
jf @DEBUG_5125 
$1913 = 236 // $ = int 
$1910 = 1 // $ = int 

:DEBUG_5125
$1910 = 1 // $ = int 
if 
04B2:   130 > $1913 // constant > $ 
jf @DEBUG_5159 
$1913 = 236 // $ = int 

:DEBUG_5159
if 
04A3:   $1913 == 165 // == constant 
jf @DEBUG_5186 
04AE: $1913 = 164 // = constant 

:DEBUG_5186
if or
04A3:   $1913 == 180 // == constant 
04A3:   $1913 == 181 // == constant 
jf @DEBUG_5221 
04AE: $1913 = 179 // = constant 

:DEBUG_5221
$1909 = 1 // $ = int 
$1904 = 1 // $ = int 

:DEBUG_5235
if 
80E1:   not player 1 pressed_button 14 
jf @DEBUG_5439 
if 
8488:   not model $1913 exists 
jf @DEBUG_5275 
jump @DEBUG_4878 

:DEBUG_5275
Model.Load($1913)
00BC: text_highpriority 'LOADCAR' time 250 1  // LOADING VEHICLE... (PRESS L1 TO CANCEL)
038B: load_requested_models 

:DEBUG_5297
if 
   not Model.Available($1913)
jf @DEBUG_5362 
wait 0 
00BC: text_highpriority 'LOADCAR' time 80 1  // LOADING VEHICLE... (PRESS L1 TO CANCEL)
if 
00E1:   player 1 pressed_button 4 
jf @DEBUG_5355 
jump @DEBUG_4878 

:DEBUG_5355
jump @DEBUG_5297 

:DEBUG_5362
Car.Create($1903, $1913, $1885, $1886, $1887)
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: text_1number_styled 'NUMBER' number $1913 time 500 style 4  // ~1~
Car.Angle($1903) = $1893
020A: set_car $1903 door_status_to 1 
Model.Destroy($1913)
Car.RemoveReferences($1903)
jump @DEBUG_5464 

:DEBUG_5439
$1913 += 10 // $ += int 
01E3: text_1number_styled 'NUMBER' number $1913 time 500 style 4  // ~1~

:DEBUG_5464
if and
80E1:   not player 1 pressed_button 6 
  $1904 == 1 // $ == int 
jf @DEBUG_5495 
$1904 = 0 // $ = int 

:DEBUG_5495
if and
00E1:   player 1 pressed_button 6 
  $1909 == 1 // $ == int 
  $1904 == 0 // $ == int 
jf @DEBUG_5611 
if 
   Car.Wrecked($1903)
jf @DEBUG_5554 
Car.Destroy($1903)
jump @DEBUG_5590 

:DEBUG_5554
if 
80DC:   not player $PLAYER_CHAR in_car $1903 
jf @DEBUG_5585 
Car.Destroy($1903)
jump @DEBUG_5590 

:DEBUG_5585
Car.RemoveReferences($1903)

:DEBUG_5590
$1909 = 0 // $ = int 
$1911 = 0 // $ = int 
$1904 = 1 // $ = int 

:DEBUG_5611
05A9: get_mission_skip_level $1920 // vcmobile opcodes 
if 
   not $1920 == 0 // $ == int 
jf @DEBUG_12378 
if 
   Player.Defined($PLAYER_CHAR)
jf @DEBUG_12378 
045C: fail_current_mission 
DEBUG_12524()
if 
  $1920 == 1 // $ == int 
jf @DEBUG_5750 
00BA: text_styled 'INT_B' 1000 ms 4  // An Old Friend
00BC: text_highpriority 'CUT' time 2000 1 
wait 80 
$525 = 0 // $ = int 
start_new_script @HOT 
0086: $1963 = $1944 // $ = $ float 
0086: $1964 = $758 // $ = $ float 
0086: $1965 = $759 // $ = $ float 

:DEBUG_5750
if 
  $1920 == 2 // $ == int 
jf @DEBUG_5858 
00BA: text_styled 'LAW_1' 1000 ms 4  // The Party
00BC: text_highpriority 'LAW' time 2000 1  // THE LAWYER MISSIONS
wait 80 
$PASSED_LAW1_THE_PARTY = 0 // $ = int 
start_new_script @LAW1 
02A7: $526 = create_icon_marker_and_sphere $721 at $760 $761 $762 
0086: $1963 = $1945 // $ = $ float 
0086: $1964 = $761 // $ = $ float 
0086: $1965 = $762 // $ = $ float 

:DEBUG_5858
if 
  $1920 == 3 // $ == int 
jf @DEBUG_5966 
00BA: text_styled 'LAW_2' 1000 ms 4  // Back Alley Brawl
00BC: text_highpriority 'LAW' time 2000 1  // THE LAWYER MISSIONS
wait 80 
$PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // $ = int 
start_new_script @LAW2 
02A7: $526 = create_icon_marker_and_sphere $721 at $760 $761 $762 
0086: $1963 = $1945 // $ = $ float 
0086: $1964 = $761 // $ = $ float 
0086: $1965 = $762 // $ = $ float 

:DEBUG_5966
if 
  $1920 == 4 // $ == int 
jf @DEBUG_6074 
00BA: text_styled 'LAW_3' 1000 ms 4  // Jury Fury
00BC: text_highpriority 'LAW' time 2000 1  // THE LAWYER MISSIONS
wait 80 
$PASSED_LAW3_JURY_FURY = 0 // $ = int 
start_new_script @LAW3 
02A7: $526 = create_icon_marker_and_sphere $721 at $760 $761 $762 
0086: $1963 = $1945 // $ = $ float 
0086: $1964 = $761 // $ = $ float 
0086: $1965 = $762 // $ = $ float 

:DEBUG_6074
if 
  $1920 == 5 // $ == int 
jf @DEBUG_6182 
00BA: text_styled 'LAW_4' 1000 ms 4  // Riot
00BC: text_highpriority 'LAW' time 2000 1  // THE LAWYER MISSIONS
wait 80 
$PASSED_LAW4_RIOT = 0 // $ = int 
start_new_script @LAW4 
02A7: $526 = create_icon_marker_and_sphere $721 at $760 $761 $762 
0086: $1963 = $1945 // $ = $ float 
0086: $1964 = $761 // $ = $ float 
0086: $1965 = $762 // $ = $ float 

:DEBUG_6182
if 
  $1920 == 6 // $ == int 
jf @DEBUG_6290 
00BA: text_styled 'COL_1' 1000 ms 4  // Treacherous Swine
00BC: text_highpriority 'GENERAL' time 2000 1  // THE COLONEL MISSIONS
wait 80 
$PASSED_COL1_TREACHEROUS_SWINE = 0 // $ = int 
start_new_script @GEN1 
02A7: $531 = create_icon_marker_and_sphere $723 at $763 $764 $765 
0086: $1963 = $763 // $ = $ float 
0086: $1964 = $1946 // $ = $ float 
0086: $1965 = $765 // $ = $ float 

:DEBUG_6290
if 
  $1920 == 7 // $ == int 
jf @DEBUG_6398 
00BA: text_styled 'COL_2' 1000 ms 4  // Mall Shootout
00BC: text_highpriority 'GENERAL' time 2000 1  // THE COLONEL MISSIONS
wait 80 
$PASSED_COL2_MALL_SHOOTOUT = 0 // $ = int 
start_new_script @GEN2 
02A7: $531 = create_icon_marker_and_sphere $723 at $763 $764 $765 
0086: $1963 = $763 // $ = $ float 
0086: $1964 = $1946 // $ = $ float 
0086: $1965 = $765 // $ = $ float 

:DEBUG_6398
if 
  $1920 == 8 // $ == int 
jf @DEBUG_6506 
00BA: text_styled 'COL_3' 1000 ms 4  // Guardian Angels
00BC: text_highpriority 'GENERAL' time 2000 1  // THE COLONEL MISSIONS
wait 80 
$PASSED_COL3_GUARDIAN_ANGELS = 0 // $ = int 
start_new_script @GEN3 
02A7: $531 = create_icon_marker_and_sphere $723 at $763 $764 $765 
0086: $1963 = $763 // $ = $ float 
0086: $1964 = $1946 // $ = $ float 
0086: $1965 = $765 // $ = $ float 

:DEBUG_6506
if 
  $1920 == 9 // $ == int 
jf @DEBUG_6614 
00BA: text_styled 'COL_4' 1000 ms 4  // Sir, Yes Sir!
00BC: text_highpriority 'GENERAL' time 2000 1  // THE COLONEL MISSIONS
wait 80 
$PASSED_COL4_SIR_YES_SIR = 0 // $ = int 
start_new_script @GEN4 
02A7: $531 = create_icon_marker_and_sphere $723 at $763 $764 $765 
0086: $1963 = $763 // $ = $ float 
0086: $1964 = $1946 // $ = $ float 
0086: $1965 = $765 // $ = $ float 

:DEBUG_6614
if 
  $1920 == 10 // $ == int 
jf @DEBUG_6715 
00BA: text_styled 'COL_5' 1000 ms 4  // All Hands On Deck!
00BC: text_highpriority 'GENERAL' time 2000 1  // THE COLONEL MISSIONS
wait 80 
start_new_script @GEN5 
02A7: $531 = create_icon_marker_and_sphere $723 at $763 $764 $765 
0086: $1963 = $763 // $ = $ float 
0086: $1964 = $1946 // $ = $ float 
0086: $1965 = $765 // $ = $ float 

:DEBUG_6715
if 
  $1920 == 11 // $ == int 
jf @DEBUG_6823 
00BA: text_styled 'COK_1' 1000 ms 4  // The Chase
00BC: text_highpriority 'COKE' time 2000 1  // THE COKE BARON MISSIONS
wait 80 
$PASSED_COK1_THE_CHASE = 0 // $ = int 
start_new_script @BAR1 
02A7: $537 = create_icon_marker_and_sphere $724 at $766 $767 $768 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_6823
if 
  $1920 == 12 // $ == int 
jf @DEBUG_6931 
00BA: text_styled 'COK_2' 1000 ms 4  // Phnom Penh '86
00BC: text_highpriority 'COKE' time 2000 1  // THE COKE BARON MISSIONS
wait 80 
$PASSED_COK2_PHNOM_PENH_86 = 0 // $ = int 
start_new_script @BAR2 
02A7: $537 = create_icon_marker_and_sphere $724 at $766 $767 $768 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_6931
if 
  $1920 == 13 // $ == int 
jf @DEBUG_7039 
00BA: text_styled 'COK_3' 1000 ms 4  // The Fastest Boat
00BC: text_highpriority 'COKE' time 2000 1  // THE COKE BARON MISSIONS
wait 80 
$PASSED_COK3_THE_FASTEST_BOAT = 0 // $ = int 
start_new_script @BAR3 
02A7: $537 = create_icon_marker_and_sphere $724 at $766 $767 $768 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_7039
if 
  $1920 == 14 // $ == int 
jf @DEBUG_7147 
00BA: text_styled 'COK_4' 1000 ms 4  // Supply & Demand
00BC: text_highpriority 'COKE' time 2000 1  // THE COKE BARON MISSIONS
wait 80 
$PASSED_COK4_SUPPLY_AND_DEMAND = 0 // $ = int 
start_new_script @BAR4 
02A7: $537 = create_icon_marker_and_sphere $724 at $766 $767 $768 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_7147
if 
  $1920 == 15 // $ == int 
jf @DEBUG_7274 
00BA: text_styled 'KENT_1' 1000 ms 4  // Death Row
00BC: text_highpriority 'KENT' time 2000 1  // KENT PAULS MISSIONS
wait 80 
$PASSED_KENT1_DEATH_ROW = 0 // $ = int 
$1300 = 1 // $ = int 
start_new_script @KEN1 
02A7: $544 = create_icon_marker_and_sphere $722 at 491.0 -77.7 10.4 
$1963 = 495.604 // $ = float 
$1964 = -82.8 // $ = float 
$1965 = 9.03 // $ = float 

:DEBUG_7274
if 
  $1920 == 16 // $ == int 
jf @DEBUG_7381 
00BA: text_styled 'ASS_1' 1000 ms 4  // Rub Out
00BC: text_highpriority 'COKE' time 2000 1  // THE COKE BARON MISSIONS
wait 80 
$PASSED_ASS1_RUB_OUT = 0 // $ = int 
start_new_script @BAR5 
02A7: $537 = create_icon_marker_and_sphere 7 at $814 $815 $816 
0086: $1963 = $814 // $ = $ float 
0086: $1964 = $1961 // $ = $ float 
0086: $1965 = $816 // $ = $ float 

:DEBUG_7381
if 
  $1920 == 17 // $ == int 
jf @DEBUG_7489 
00BA: text_styled 'TEX_1' 1000 ms 4  // Four Iron
00BC: text_highpriority 'AVERY' time 2000 1  // AVERY MISSIONS
wait 80 
$PASSED_TEX1_FOUR_IRON = 0 // $ = int 
start_new_script @SER1 
02A7: $546 = create_icon_marker_and_sphere $725 at $769 $770 $771 
0086: $1963 = $769 // $ = $ float 
0086: $1964 = $1948 // $ = $ float 
0086: $1965 = $771 // $ = $ float 

:DEBUG_7489
if 
  $1920 == 18 // $ == int 
jf @DEBUG_7597 
00BA: text_styled 'TEX_3' 1000 ms 4  // Demolition Man
00BC: text_highpriority 'AVERY' time 2000 1  // AVERY MISSIONS
wait 80 
$548 = 0 // $ = int 
start_new_script @SER2 
02A7: $546 = create_icon_marker_and_sphere $725 at $769 $770 $771 
0086: $1963 = $769 // $ = $ float 
0086: $1964 = $1948 // $ = $ float 
0086: $1965 = $771 // $ = $ float 

:DEBUG_7597
if 
  $1920 == 19 // $ == int 
jf @DEBUG_7705 
00BA: text_styled 'TEX_2' 1000 ms 4  // Two Bit Hit
00BC: text_highpriority 'AVERY' time 2000 1  // AVERY MISSIONS
wait 80 
$549 = 0 // $ = int 
start_new_script @SER3 
02A7: $546 = create_icon_marker_and_sphere $725 at $769 $770 $771 
0086: $1963 = $769 // $ = $ float 
0086: $1964 = $1948 // $ = $ float 
0086: $1965 = $771 // $ = $ float 

:DEBUG_7705
if 
  $1920 == 20 // $ == int 
jf @DEBUG_7819 
00BA: text_styled 'BANK_1' 1000 ms 4  // No Escape?
00BC: text_highpriority 'BANK' time 2000 1  // BANKJOB MISSIONS
wait 80 
$551 = 0 // $ = int 
start_new_script @BANK1 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
$1963 = 491.0 // $ = float 
$1964 = -77.7 // $ = float 
$1965 = 10.4 // $ = float 

:DEBUG_7819
if 
  $1920 == 21 // $ == int 
jf @DEBUG_7933 
00BA: text_styled 'BANK_2' 1000 ms 4  // The Shootist
00BC: text_highpriority 'BANK' time 2000 1  // BANKJOB MISSIONS
wait 80 
$552 = 0 // $ = int 
start_new_script @BANK2 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
$1963 = 491.0 // $ = float 
$1964 = -77.7 // $ = float 
$1965 = 10.4 // $ = float 

:DEBUG_7933
if 
  $1920 == 22 // $ == int 
jf @DEBUG_8047 
00BA: text_styled 'BANK_3' 1000 ms 4  // The Driver
00BC: text_highpriority 'BANK' time 2000 1  // BANKJOB MISSIONS
wait 80 
$553 = 0 // $ = int 
start_new_script @BANK3 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
$1963 = 491.0 // $ = float 
$1964 = -77.7 // $ = float 
$1965 = 10.4 // $ = float 

:DEBUG_8047
if 
  $1920 == 23 // $ == int 
jf @DEBUG_8161 
00BA: text_styled 'BANK_4' 1000 ms 4  // The Job
00BC: text_highpriority 'BANK' time 2000 1  // BANKJOB MISSIONS
wait 80 
$554 = 0 // $ = int 
start_new_script @BANK4 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
$1963 = 491.0 // $ = float 
$1964 = -77.7 // $ = float 
$1965 = 10.4 // $ = float 

:DEBUG_8161
if 
  $1920 == 24 // $ == int 
jf @DEBUG_8269 
00BA: text_styled 'PHIL_1' 1000 ms 4  // Gun Runner
00BC: text_highpriority 'PHIL' time 2000 1  // PHIL MISSIONS
wait 80 
$557 = 0 // $ = int 
start_new_script @PHI1 
02A7: $556 = create_icon_marker_and_sphere $727 at $796 $797 $798 
0086: $1963 = $796 // $ = $ float 
0086: $1964 = $1960 // $ = $ float 
0086: $1965 = $798 // $ = $ float 

:DEBUG_8269
if 
  $1920 == 25 // $ == int 
jf @DEBUG_8377 
00BA: text_styled 'PHIL_2' 1000 ms 4  // Boomshine Saigon
00BC: text_highpriority 'PHIL' time 2000 1  // PHIL MISSIONS
wait 80 
$558 = 0 // $ = int 
start_new_script @PHI2 
02A7: $556 = create_icon_marker_and_sphere $727 at $796 $797 $798 
0086: $1963 = $796 // $ = $ float 
0086: $1964 = $1960 // $ = $ float 
0086: $1965 = $798 // $ = $ float 

:DEBUG_8377
if 
  $1920 == 26 // $ == int 
jf @DEBUG_8485 
00BA: text_styled 'PORN_1' 1000 ms 4  // Recruitment Drive
00BC: text_highpriority 'PORN' time 2000 1  // PORN MISSIONS
wait 80 
$560 = 0 // $ = int 
start_new_script @PORN1 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
0086: $1963 = $775 // $ = $ float 
0086: $1964 = $1950 // $ = $ float 
0086: $1965 = $777 // $ = $ float 

:DEBUG_8485
if 
  $1920 == 27 // $ == int 
jf @DEBUG_8593 
00BA: text_styled 'PORN_2' 1000 ms 4  // Dildo Dodo
00BC: text_highpriority 'PORN' time 2000 1  // PORN MISSIONS
wait 80 
$561 = 0 // $ = int 
start_new_script @PORN2 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
0086: $1963 = $775 // $ = $ float 
0086: $1964 = $1950 // $ = $ float 
0086: $1965 = $777 // $ = $ float 

:DEBUG_8593
if 
  $1920 == 28 // $ == int 
jf @DEBUG_8701 
00BA: text_styled 'PORN_3' 1000 ms 4  // Martha's Mug Shot
00BC: text_highpriority 'PORN' time 2000 1  // PORN MISSIONS
wait 80 
$562 = 0 // $ = int 
start_new_script @PORN3 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
0086: $1963 = $775 // $ = $ float 
0086: $1964 = $1950 // $ = $ float 
0086: $1965 = $777 // $ = $ float 

:DEBUG_8701
if 
  $1920 == 29 // $ == int 
jf @DEBUG_8809 
00BA: text_styled 'PORN_4' 1000 ms 4  // G-spotlight
00BC: text_highpriority 'PORN' time 2000 1  // PORN MISSIONS
wait 80 
$563 = 0 // $ = int 
start_new_script @PORN4 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
0086: $1963 = $775 // $ = $ float 
0086: $1964 = $1950 // $ = $ float 
0086: $1965 = $777 // $ = $ float 

:DEBUG_8809
if 
  $1920 == 30 // $ == int 
jf @DEBUG_8922 
00BA: text_styled 'BUD_1' 1000 ms 4  // Shakedown
00BC: text_highpriority 'PROT' time 2000 1  // PROTECTION MISSIONS
wait 80 
$569 = 0 // $ = int 
start_new_script @PRO1 
02A7: $568 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_8922
if 
  $1920 == 31 // $ == int 
jf @DEBUG_9035 
00BA: text_styled 'BUD_2' 1000 ms 4  // Bar Brawl
00BC: text_highpriority 'PROT' time 2000 1  // PROTECTION MISSIONS
wait 80 
$570 = 0 // $ = int 
start_new_script @PRO2 
02A7: $568 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_9035
if 
  $1920 == 32 // $ == int 
jf @DEBUG_9148 
00BA: text_styled 'BUD_3' 1000 ms 4  // Cop Land
00BC: text_highpriority 'PROT' time 2000 1  // PROTECTION MISSIONS
wait 80 
$571 = 0 // $ = int 
start_new_script @PRO3 
02A7: $568 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_9148
if 
  $1920 == 33 // $ == int 
jf @DEBUG_9256 
00BA: text_styled 'CNT_1' 1000 ms 4  // Spilling the Beans
00BC: text_highpriority 'COUNT' time 2000 1  // COUNTERFEITING MISSIONS
wait 80 
$575 = 0 // $ = int 
start_new_script @COU1 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
0086: $1963 = $778 // $ = $ float 
0086: $1964 = $1952 // $ = $ float 
0086: $1965 = $780 // $ = $ float 

:DEBUG_9256
if 
  $1920 == 34 // $ == int 
jf @DEBUG_9364 
00BA: text_styled 'CNT_2' 1000 ms 4  // Hit the Courier
00BC: text_highpriority 'COUNT' time 2000 1  // COUNTERFEITING MISSIONS
wait 80 
$576 = 0 // $ = int 
start_new_script @COU2 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
0086: $1963 = $778 // $ = $ float 
0086: $1964 = $1952 // $ = $ float 
0086: $1965 = $780 // $ = $ float 

:DEBUG_9364
if 
  $1920 == 35 // $ == int 
jf @DEBUG_9514 
00BA: text_styled 'CAP_1' 1000 ms 4  // Cap the Collector
00BC: text_highpriority 'FIN_1' time 2000 1  // Keep your Friends Close...
wait 80 
$572 = 0 // $ = int 
$946 = 1 // $ = int 
$937 = 1 // $ = int 
$916 = 1 // $ = int 
$927 = 1 // $ = int 
$911 = 1 // $ = int 
$932 = 1 // $ = int 
start_new_script @FIN1 
02A7: $537 = create_icon_marker_and_sphere $730 at $778 $779 $780 
0086: $1963 = $778 // $ = $ float 
0086: $1964 = $1952 // $ = $ float 
0086: $1965 = $780 // $ = $ float 

:DEBUG_9514
if 
  $1920 == 36 // $ == int 
jf @DEBUG_9627 
00BA: text_styled 'FIN_1' 1000 ms 4  // Keep your Friends Close...
00BC: text_highpriority 'FIN_1' time 2000 1  // Keep your Friends Close...
wait 80 
$573 = 0 // $ = int 
start_new_script @FIN2 
02A7: $537 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 
0086: $1963 = $766 // $ = $ float 
0086: $1964 = $1947 // $ = $ float 
0086: $1965 = $768 // $ = $ float 

:DEBUG_9627
if 
  $1920 == 37 // $ == int 
jf @DEBUG_9735 
00BA: text_styled 'BIKE_1' 1000 ms 4  // Alloy Wheels of Steel
00BC: text_highpriority 'BIKE' time 2000 1  // THE BIKER GANG MISSIONS
wait 80 
$578 = 0 // $ = int 
start_new_script @BIK1 
02A7: $577 = create_icon_marker_and_sphere $731 at $781 $782 $783 
0086: $1963 = $781 // $ = $ float 
0086: $1964 = $1953 // $ = $ float 
0086: $1965 = $783 // $ = $ float 

:DEBUG_9735
if 
  $1920 == 38 // $ == int 
jf @DEBUG_9843 
00BA: text_styled 'BIKE_2' 1000 ms 4  // Messing with the Man
00BC: text_highpriority 'BIKE' time 2000 1  // THE BIKER GANG MISSIONS
wait 80 
$579 = 0 // $ = int 
start_new_script @BIK2 
02A7: $577 = create_icon_marker_and_sphere $731 at $781 $782 $783 
0086: $1963 = $781 // $ = $ float 
0086: $1964 = $1953 // $ = $ float 
0086: $1965 = $783 // $ = $ float 

:DEBUG_9843
if 
  $1920 == 39 // $ == int 
jf @DEBUG_9951 
00BA: text_styled 'BIKE_3' 1000 ms 4  // Hog Tied
00BC: text_highpriority 'BIKE' time 2000 1  // THE BIKER GANG MISSIONS
wait 80 
$580 = 0 // $ = int 
start_new_script @BIK3 
02A7: $577 = create_icon_marker_and_sphere $731 at $781 $782 $783 
0086: $1963 = $781 // $ = $ float 
0086: $1964 = $1953 // $ = $ float 
0086: $1965 = $783 // $ = $ float 

:DEBUG_9951
if 
  $1920 == 40 // $ == int 
jf @DEBUG_10059 
00BA: text_styled 'ROCK_1' 1000 ms 4  // Love Juice
00BC: text_highpriority 'ROCK' time 2000 1  // THE ROCKBAND GANG MISSIONS
wait 80 
$PASSED_ROCK3_PUBLICITY_TOUR = 0 // $ = int 
start_new_script @ROC1 
02A7: $590 = create_icon_marker_and_sphere $732 at $790 $791 $792 
0086: $1963 = $1958 // $ = $ float 
0086: $1964 = $1957 // $ = $ float 
0086: $1965 = $792 // $ = $ float 

:DEBUG_10059
if 
  $1920 == 41 // $ == int 
jf @DEBUG_10167 
00BA: text_styled 'ROCK_2' 1000 ms 4  // Psycho Killer
00BC: text_highpriority 'ROCK' time 2000 1  // THE ROCKBAND GANG MISSIONS
wait 80 
$PASSED_ROCK2_PSYCHO_KILLER = 0 // $ = int 
start_new_script @ROC2 
02A7: $590 = create_icon_marker_and_sphere $732 at $790 $791 $792 
0086: $1963 = $1958 // $ = $ float 
0086: $1964 = $1957 // $ = $ float 
0086: $1965 = $792 // $ = $ float 

:DEBUG_10167
if 
  $1920 == 42 // $ == int 
jf @DEBUG_10275 
00BA: text_styled 'ROCK_3' 1000 ms 4  // Publicity Tour
00BC: text_highpriority 'ROCK' time 2000 1  // THE ROCKBAND GANG MISSIONS
wait 80 
$593 = 0 // $ = int 
start_new_script @ROC3 
02A7: $590 = create_icon_marker_and_sphere $732 at $790 $791 $792 
0086: $1963 = $1958 // $ = $ float 
0086: $1964 = $1957 // $ = $ float 
0086: $1965 = $792 // $ = $ float 

:DEBUG_10275
if 
  $1920 == 43 // $ == int 
jf @DEBUG_10383 
00BA: text_styled 'CUB_1' 1000 ms 4  // Stunt Boat Challenge
00BC: text_highpriority 'CUBANM' time 2000 1  // THE CUBAN GANG MISSIONS
wait 80 
$582 = 0 // $ = int 
start_new_script @CUB1 
02A7: $581 = create_icon_marker_and_sphere $733 at $784 $785 $786 
0086: $1963 = $784 // $ = $ float 
0086: $1964 = $1954 // $ = $ float 
0086: $1965 = $786 // $ = $ float 

:DEBUG_10383
if 
  $1920 == 44 // $ == int 
jf @DEBUG_10491 
00BA: text_styled 'CUB_2' 1000 ms 4  // Cannon Fodder
00BC: text_highpriority 'CUBANM' time 2000 1  // THE CUBAN GANG MISSIONS
wait 80 
$583 = 0 // $ = int 
start_new_script @CUB2 
02A7: $581 = create_icon_marker_and_sphere $733 at $784 $785 $786 
0086: $1963 = $784 // $ = $ float 
0086: $1964 = $1954 // $ = $ float 
0086: $1965 = $786 // $ = $ float 

:DEBUG_10491
if 
  $1920 == 45 // $ == int 
jf @DEBUG_10599 
00BA: text_styled 'CUB_3' 1000 ms 4  // Naval Engagement
00BC: text_highpriority 'CUBANM' time 2000 1  // THE CUBAN GANG MISSIONS
wait 80 
$584 = 0 // $ = int 
start_new_script @CUB3 
02A7: $581 = create_icon_marker_and_sphere $733 at $784 $785 $786 
0086: $1963 = $784 // $ = $ float 
0086: $1964 = $1954 // $ = $ float 
0086: $1965 = $786 // $ = $ float 

:DEBUG_10599
if 
  $1920 == 46 // $ == int 
jf @DEBUG_10714 
00BA: text_styled 'CUB_4' 1000 ms 4  // Trojan Voodoo
00BC: text_highpriority 'CUBANM' time 2000 1  // THE CUBAN GANG MISSIONS
wait 80 
$585 = 0 // $ = int 
$PASSED_HAT3_DIRTY_LICKINS = 1 // $ = int 
start_new_script @CUB4 
02A7: $581 = create_icon_marker_and_sphere $733 at $784 $785 $786 
0086: $1963 = $784 // $ = $ float 
0086: $1964 = $1954 // $ = $ float 
0086: $1965 = $786 // $ = $ float 

:DEBUG_10714
if 
  $1920 == 47 // $ == int 
jf @DEBUG_10822 
00BA: text_styled 'HAT_1' 1000 ms 4  // Juju Scramble
00BC: text_highpriority 'HAIT' time 2000 1  // THE HAITIAN GANG MISSIONS
wait 80 
$PASSED_HAT1_JUJU_SCRAMBLE = 0 // $ = int 
start_new_script @HAT1 
02A7: $586 = create_icon_marker_and_sphere $734 at $787 $788 $789 
0086: $1963 = $787 // $ = $ float 
0086: $1964 = $1955 // $ = $ float 
0086: $1965 = $789 // $ = $ float 

:DEBUG_10822
if 
  $1920 == 48 // $ == int 
jf @DEBUG_10930 
00BA: text_styled 'HAT_2' 1000 ms 4  // Bombs Away!
00BC: text_highpriority 'HAIT' time 2000 1  // THE HAITIAN GANG MISSIONS
wait 80 
$PASSED_HAT2_BOMBS_AWAY = 0 // $ = int 
start_new_script @HAT2 
02A7: $586 = create_icon_marker_and_sphere $734 at $787 $788 $789 
0086: $1963 = $787 // $ = $ float 
0086: $1964 = $1955 // $ = $ float 
0086: $1965 = $789 // $ = $ float 

:DEBUG_10930
if 
  $1920 == 49 // $ == int 
jf @DEBUG_11038 
00BA: text_styled 'HAT_3' 1000 ms 4  // Dirty Lickin's
00BC: text_highpriority 'HAIT' time 2000 1  // THE HAITIAN GANG MISSIONS
wait 80 
$PASSED_HAT3_DIRTY_LICKINS = 0 // $ = int 
start_new_script @HAT3 
02A7: $586 = create_icon_marker_and_sphere $734 at $787 $788 $789 
0086: $1963 = $787 // $ = $ float 
0086: $1964 = $1955 // $ = $ float 
0086: $1965 = $789 // $ = $ float 

:DEBUG_11038
if 
  $1920 == 50 // $ == int 
jf @DEBUG_11146 
00BA: text_styled 'JOB_1' 1000 ms 4  // Road Kill
00BC: text_highpriority 'ASM' time 2000 1  // ASSASSIN MISSIONS
wait 80 
$601 = 0 // $ = int 
start_new_script @ASSIN_1 
02A7: $600 = create_icon_marker_and_sphere $735 at $820 $821 $822 
0086: $1963 = $820 // $ = $ float 
0086: $1964 = $821 // $ = $ float 
0086: $1965 = $822 // $ = $ float 

:DEBUG_11146
if 
  $1920 == 51 // $ == int 
jf @DEBUG_11254 
00BA: text_styled 'JOB_2' 1000 ms 4  // Waste the Wife
00BC: text_highpriority 'ASM' time 2000 1  // ASSASSIN MISSIONS
wait 80 
$602 = 0 // $ = int 
start_new_script @ASSIN_2 
02A7: $600 = create_icon_marker_and_sphere $735 at $823 $824 $825 
0086: $1963 = $823 // $ = $ float 
0086: $1964 = $824 // $ = $ float 
0086: $1965 = $825 // $ = $ float 

:DEBUG_11254
if 
  $1920 == 52 // $ == int 
jf @DEBUG_11362 
00BA: text_styled 'JOB_3' 1000 ms 4  // Autocide
00BC: text_highpriority 'ASM' time 2000 1  // ASSASSIN MISSIONS
wait 80 
$603 = 0 // $ = int 
start_new_script @ASSIN_3 
02A7: $600 = create_icon_marker_and_sphere $735 at $826 $827 $828 
0086: $1963 = $826 // $ = $ float 
0086: $1964 = $827 // $ = $ float 
0086: $1965 = $828 // $ = $ float 

:DEBUG_11362
if 
  $1920 == 53 // $ == int 
jf @DEBUG_11470 
00BA: text_styled 'JOB_4' 1000 ms 4  // Check Out at the Check In
00BC: text_highpriority 'ASM' time 2000 1  // ASSASSIN MISSIONS
wait 80 
$604 = 0 // $ = int 
start_new_script @ASSIN_4 
02A7: $600 = create_icon_marker_and_sphere $735 at $829 $830 $831 
0086: $1963 = $829 // $ = $ float 
0086: $1964 = $830 // $ = $ float 
0086: $1965 = $831 // $ = $ float 

:DEBUG_11470
if 
  $1920 == 54 // $ == int 
jf @DEBUG_11578 
00BA: text_styled 'JOB_5' 1000 ms 4  // Loose Ends
00BC: text_highpriority 'ASM' time 2000 1  // ASSASSIN MISSIONS
wait 80 
$605 = 0 // $ = int 
start_new_script @ASSIN_5 
02A7: $600 = create_icon_marker_and_sphere $735 at $832 $833 $834 
0086: $1963 = $832 // $ = $ float 
0086: $1964 = $833 // $ = $ float 
0086: $1965 = $834 // $ = $ float 

:DEBUG_11578
if 
  $1920 == 55 // $ == int 
jf @DEBUG_11662 
00BA: text_styled 'TAXI_1' 1000 ms 4  // V.I.P.
00BC: text_highpriority 'TAX_1' time 2000 1  // Kaufman Cabs
wait 80 
$611 = 0 // $ = int 
start_new_script @TWAR1 
02A7: $609 = create_icon_marker_and_sphere $736 at $793 $794 $795 

:DEBUG_11662
if 
  $1920 == 56 // $ == int 
jf @DEBUG_11770 
00BA: text_styled 'TAXI_2' 1000 ms 4  // Friendly Rivalry
00BC: text_highpriority 'TAX_1' time 2000 1  // Kaufman Cabs
wait 80 
$612 = 0 // $ = int 
start_new_script @TWAR2 
02A7: $609 = create_icon_marker_and_sphere $736 at $793 $794 $795 
0086: $1963 = $793 // $ = $ float 
0086: $1964 = $1959 // $ = $ float 
0086: $1965 = $795 // $ = $ float 

:DEBUG_11770
if 
  $1920 == 57 // $ == int 
jf @DEBUG_11878 
00BA: text_styled 'TAXI_3' 1000 ms 4  // Cabmaggedon
00BC: text_highpriority 'TAX_1' time 2000 1  // Kaufman Cabs
wait 80 
$613 = 0 // $ = int 
start_new_script @TWAR3 
02A7: $609 = create_icon_marker_and_sphere $736 at $793 $794 $795 
0086: $1963 = $793 // $ = $ float 
0086: $1964 = $1959 // $ = $ float 
0086: $1965 = $795 // $ = $ float 

:DEBUG_11878
if 
  $1920 == 58 // $ == int 
jf @DEBUG_11975 
00BA: text_styled 'HELI_1' 1000 ms 4  // Downtown Chopper Checkpoint
00BC: text_highpriority 'HELIODD' time 2000 1  // Helicopter odd jobs
wait 80 
$1938 = 0 // $ = int 
start_new_script @HELI1 
$1963 = -510.67 // $ = float 
$1964 = 854.97 // $ = float 
$1965 = 22.92 // $ = float 

:DEBUG_11975
if 
  $1920 == 59 // $ == int 
jf @DEBUG_12074 
00BA: text_styled 'TAXCUT' 1000 ms 4 
wait 80 
Pickup.Destroy($982)
0518: $982 = create_available_asset_pickup 'TAXI_L' at $865 $866 $867 price $924  // Press ~h~::BUY::~w~ to purchase the Taxi Company for $~1~
start_new_script @TAXIBUY 
0086: $1963 = $793 // $ = $ float 
0086: $1964 = $794 // $ = $ float 
0086: $1965 = $795 // $ = $ float 

:DEBUG_12074
if 
  $1920 == 60 // $ == int 
jf @DEBUG_12173 
00BA: text_styled 'ICECUT' 1000 ms 4 
wait 80 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $799 $800 $801 price $913  // Press ~h~::BUY::~w~ to purchase the Ice Cream Factory for $~1~
start_new_script @ICEBUY 
0086: $1963 = $799 // $ = $ float 
0086: $1964 = $800 // $ = $ float 
0086: $1965 = $801 // $ = $ float 

:DEBUG_12173
if 
  $1920 == 61 // $ == int 
jf @DEBUG_12272 
00BA: text_styled 'BOATCUT' 1000 ms 4 
wait 80 
Pickup.Destroy($984)
0518: $984 = create_available_asset_pickup 'BOAT_L' at $871 $872 $873 price $908  // Press ~h~::BUY::~w~ to purchase the Boatyard for $~1~
start_new_script @BOATBUY 
0086: $1963 = $871 // $ = $ float 
0086: $1964 = $872 // $ = $ float 
0086: $1965 = $873 // $ = $ float 

:DEBUG_12272
if 
  $1920 == 62 // $ == int 
jf @DEBUG_12371 
00BA: text_styled 'CARCUT' 1000 ms 4 
wait 80 
Pickup.Destroy($CAR_SHOWROOM_ASSET)
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $856 $857 $858 price $929  // Press ~h~::BUY::~w~ to purchase the Car Showroom for $~1~
start_new_script @CARBUY 
0086: $1963 = $856 // $ = $ float 
0086: $1964 = $857 // $ = $ float 
0086: $1965 = $858 // $ = $ float 

:DEBUG_12371
DEBUG_12411()

:DEBUG_12378
if 
00E1:   player 1 pressed_button 19 
jf @DEBUG_12402 
DEBUG_12411()

:DEBUG_12402
jump @DEBUG_769 
terminate_this_script 

:DEBUG_12411
if 
   Player.Defined($PLAYER_CHAR)
jf @DEBUG_12456 
select_interior 0 
Camera.SetAtPos($1963, $1964, $1965)
0055: put_player $PLAYER_CHAR at $1963 $1964 $1965 

:DEBUG_12456
if and
  $1920 == 58 // $ == int 
  $1938 == 0 // $ == int 
jf @DEBUG_12522 
Model.Load(#SPARROW)
038B: load_requested_models 
Car.Create($1937, #SPARROW, $802, $803, $804)
Model.Destroy(#SPARROW)
Car.RemoveReferences($1937)
$1938 = 1 // $ = int 

:DEBUG_12522
return 

:DEBUG_12524
terminate_all_scripts_with_this_name 'HOT' 
terminate_all_scripts_with_this_name 'LAW1' 
terminate_all_scripts_with_this_name 'LAW2' 
terminate_all_scripts_with_this_name 'LAW3' 
terminate_all_scripts_with_this_name 'LAW4' 
terminate_all_scripts_with_this_name 'KEN1' 
terminate_all_scripts_with_this_name 'GEN1' 
terminate_all_scripts_with_this_name 'GEN2' 
terminate_all_scripts_with_this_name 'GEN3' 
terminate_all_scripts_with_this_name 'GEN4' 
terminate_all_scripts_with_this_name 'GEN5' 
terminate_all_scripts_with_this_name 'BAR1' 
terminate_all_scripts_with_this_name 'BAR2' 
terminate_all_scripts_with_this_name 'BAR3' 
terminate_all_scripts_with_this_name 'BAR4' 
terminate_all_scripts_with_this_name 'BAR5' 
terminate_all_scripts_with_this_name 'SER1' 
terminate_all_scripts_with_this_name 'SER2' 
terminate_all_scripts_with_this_name 'SER3' 
terminate_all_scripts_with_this_name 'BANK1' 
terminate_all_scripts_with_this_name 'BANK2' 
terminate_all_scripts_with_this_name 'BANK3' 
terminate_all_scripts_with_this_name 'BANK4' 
terminate_all_scripts_with_this_name 'PHI1' 
terminate_all_scripts_with_this_name 'PHI2' 
terminate_all_scripts_with_this_name 'PORN1' 
terminate_all_scripts_with_this_name 'PORN2' 
terminate_all_scripts_with_this_name 'PORN3' 
terminate_all_scripts_with_this_name 'PORN4' 
terminate_all_scripts_with_this_name 'PRO1' 
terminate_all_scripts_with_this_name 'PRO2' 
terminate_all_scripts_with_this_name 'PRO3' 
terminate_all_scripts_with_this_name 'COU1' 
terminate_all_scripts_with_this_name 'COU2' 
terminate_all_scripts_with_this_name 'FIN1' 
terminate_all_scripts_with_this_name 'FIN2' 
terminate_all_scripts_with_this_name 'BIK1' 
terminate_all_scripts_with_this_name 'BIK2' 
terminate_all_scripts_with_this_name 'BIK3' 
terminate_all_scripts_with_this_name 'ROC1' 
terminate_all_scripts_with_this_name 'ROC2' 
terminate_all_scripts_with_this_name 'ROC3' 
terminate_all_scripts_with_this_name 'ROC4' 
terminate_all_scripts_with_this_name 'CUB1' 
terminate_all_scripts_with_this_name 'CUB2' 
terminate_all_scripts_with_this_name 'CUB3' 
terminate_all_scripts_with_this_name 'CUB4' 
terminate_all_scripts_with_this_name 'HAT1' 
terminate_all_scripts_with_this_name 'HAT2' 
terminate_all_scripts_with_this_name 'HAT3' 
terminate_all_scripts_with_this_name 'ASSIN_1' 
terminate_all_scripts_with_this_name 'ASSIN_2' 
terminate_all_scripts_with_this_name 'ASSIN_3' 
terminate_all_scripts_with_this_name 'ASSIN_4' 
terminate_all_scripts_with_this_name 'ASSIN_5' 
terminate_all_scripts_with_this_name 'TWAR1' 
terminate_all_scripts_with_this_name 'TWAR2' 
terminate_all_scripts_with_this_name 'TWAR3' 
terminate_all_scripts_with_this_name 'HELI1' 
terminate_all_scripts_with_this_name 'BOATBUY' 
terminate_all_scripts_with_this_name 'TAXIBUY' 
terminate_all_scripts_with_this_name 'ICEBUY' 
terminate_all_scripts_with_this_name 'CARBUY' 
$1300 = 0 // $ = int 
$1305 = 2 // $ = int 
Marker.Disable($526)
Marker.Disable($544)
Marker.Disable($531)
Marker.Disable($537)
Marker.Disable($546)
Marker.Disable($550)
Marker.Disable($556)
Marker.Disable($559)
Marker.Disable($568)
Marker.Disable($574)
Marker.Disable($577)
Marker.Disable($590)
Marker.Disable($581)
Marker.Disable($586)
Marker.Disable($600)
Marker.Disable($609)
Pickup.Destroy($982)
Marker.Disable($368)
if 
  $325 == 0 // $ == int 
jf @DEBUG_13777 
01F0: set_max_wanted_level_to 6 
Object.Destroy($2180)
Object.Destroy($2181)
Object.Destroy($2182)
Object.Destroy($2184)
Object.Destroy($2183)
Object.Destroy($2188)
Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED)
Object.Destroy($2212)
Object.Destroy($2186)
Object.Destroy($2187)
$325 = 1 // $ = int 

:DEBUG_13777
if 
00E1:   player 1 pressed_button 16 
jf @DEBUG_14307 
if 
  $1917 == 0 // $ == int 
jf @DEBUG_14275 
Pickup.Destroy($PRINT_WORKS_ASSET)
0570: $938 = create_asset_radar_marker_with_icon 25 at $853 $854 $855 
018B: set_marker $938 display 2 
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup 'PRNT_L' at $853 $854 $855 price $939  // Press ~h~::BUY::~w~ to purchase the Print Works for $~1~
start_new_script @COUBUY 
Pickup.Destroy($CAR_SHOWROOM_ASSET)
0570: $928 = create_asset_radar_marker_with_icon 25 at $856 $857 $858 
018B: set_marker $928 display 2 
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $856 $857 $858 price $929  // Press ~h~::BUY::~w~ to purchase the Car Showroom for $~1~
Pickup.Destroy($FILM_STUDIO_ASSET)
0570: $933 = create_asset_radar_marker_with_icon 25 at $859 $860 $861 
018B: set_marker $933 display 2 
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup 'PORN_L' at $859 $860 $861 price $934  // Press ~h~::BUY::~w~ to purchase the Film Studios for $~1~
start_new_script @PORNBUY 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
0570: $912 = create_asset_radar_marker_with_icon 25 at $862 $863 $864 
018B: set_marker $912 display 2 
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $862 $863 $864 price $913  // Press ~h~::BUY::~w~ to purchase the Ice Cream Factory for $~1~
Pickup.Destroy($982)
0570: $923 = create_asset_radar_marker_with_icon 25 at $865 $866 $867 
018B: set_marker $923 display 2 
0518: $982 = create_available_asset_pickup 'TAXI_L' at $865 $866 $867 price $924  // Press ~h~::BUY::~w~ to purchase the Taxi Company for $~1~
Pickup.Destroy($983)
0570: $942 = create_asset_radar_marker_with_icon 25 at $868 $869 $870 
018B: set_marker $942 display 2 
0518: $983 = create_available_asset_pickup 'BANK_L' at $868 $869 $870 price $943  // Press ~h~::BUY::~w~ to purchase The Malibu for $~1~
start_new_script @BANKBUY 
Pickup.Destroy($984)
0570: $907 = create_asset_radar_marker_with_icon 25 at $871 $872 $873 
018B: set_marker $907 display 2 
0518: $984 = create_available_asset_pickup 'BOAT_L' at $871 $872 $873 price $908  // Press ~h~::BUY::~w~ to purchase the Boatyard for $~1~
Pickup.Destroy($919)
0518: $919 = create_available_asset_pickup 'STRP_L' at $874 $875 $876 price $918  // Press ~h~::BUY::~w~ to purchase the Pole Position Club for $~1~
0570: $917 = create_asset_radar_marker_with_icon 25 at $874 $875 $876 
018B: set_marker $917 display 2 
start_new_script @STRPBUY 
$1917 = 1 // $ = int 

:DEBUG_14275
start_new_script @ICEBUY 
start_new_script @TAXIBUY 
start_new_script @BOATBUY 
start_new_script @CARBUY 

:DEBUG_14307
return 

//-------------Mission 0---------------
// Originally: Initial

:INITIAL
script_name 'INITIAL' 
$DEFAULT_WAIT_TIME = 250 // $ = int 
$394 = 0.0625 // $ = float 
0086: $395 = $394 // $ = $ float 
$395 /= 2.0 // $ /= float 
0086: $396 = $395 // $ = $ float 
$396 /= 2.0 // $ /= float 
$426 = 0 // $ = int 
$308 = 0 // $ = int 
$309 = 0 // $ = int 
$310 = 0 // $ = int 
$311 = 0 // $ = int 
$312 = 0 // $ = int 
$363 = 0 // $ = int 
$314 = 0 // $ = int 
$345 = 0 // $ = int 
$346 = 0 // $ = int 
$347 = 0 // $ = int 
$348 = 0 // $ = int 
$353 = 0 // $ = int 
$354 = 0 // $ = int 
$355 = 0 // $ = int 
$356 = 0 // $ = int 
$325 = 0 // $ = int 
$336 = 0 // $ = int 
$332 = 0 // $ = int 
$326 = 0 // $ = int 
$322 = 0 // $ = int 
$349 = 0 // $ = int 
$368 = 0 // $ = int 
$350 = 0 // $ = int 
$357 = 0 // $ = int 
$523 = 0 // $ = int 
$525 = 0 // $ = int 
$PASSED_LAW1_THE_PARTY = 0 // $ = int 
$PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // $ = int 
$PASSED_LAW3_JURY_FURY = 0 // $ = int 
$PASSED_LAW4_RIOT = 0 // $ = int 
$PASSED_COL1_TREACHEROUS_SWINE = 0 // $ = int 
$PASSED_COL2_MALL_SHOOTOUT = 0 // $ = int 
$PASSED_COL3_GUARDIAN_ANGELS = 0 // $ = int 
$PASSED_COL4_SIR_YES_SIR = 0 // $ = int 
$PASSED_COL5_ALL_HANDS_ON_DECK = 0 // $ = int 
$PASSED_COK1_THE_CHASE = 0 // $ = int 
$PASSED_COK2_PHNOM_PENH_86 = 0 // $ = int 
$PASSED_COK3_THE_FASTEST_BOAT = 0 // $ = int 
$PASSED_COK4_SUPPLY_AND_DEMAND = 0 // $ = int 
$PASSED_ASS1_RUB_OUT = 0 // $ = int 
$543 = 0 // $ = int 
$PASSED_KENT1_DEATH_ROW = 0 // $ = int 
$PASSED_TEX1_FOUR_IRON = 0 // $ = int 
$548 = 0 // $ = int 
$549 = 0 // $ = int 
$551 = 0 // $ = int 
$552 = 0 // $ = int 
$553 = 0 // $ = int 
$554 = 0 // $ = int 
$560 = 0 // $ = int 
$561 = 0 // $ = int 
$562 = 0 // $ = int 
$563 = 0 // $ = int 
$569 = 0 // $ = int 
$570 = 0 // $ = int 
$572 = 0 // $ = int 
$573 = 0 // $ = int 
$575 = 0 // $ = int 
$576 = 0 // $ = int 
$578 = 0 // $ = int 
$579 = 0 // $ = int 
$580 = 0 // $ = int 
$582 = 0 // $ = int 
$583 = 0 // $ = int 
$584 = 0 // $ = int 
$585 = 0 // $ = int 
$PASSED_HAT1_JUJU_SCRAMBLE = 0 // $ = int 
$PASSED_HAT2_BOMBS_AWAY = 0 // $ = int 
$PASSED_HAT3_DIRTY_LICKINS = 0 // $ = int 
$PASSED_ROCK3_PUBLICITY_TOUR = 0 // $ = int 
$PASSED_ROCK2_PSYCHO_KILLER = 0 // $ = int 
$593 = 0 // $ = int 
$594 = 0 // $ = int 
$608 = 0 // $ = int 
$607 = 0 // $ = int 
$601 = 0 // $ = int 
$602 = 0 // $ = int 
$603 = 0 // $ = int 
$604 = 0 // $ = int 
$605 = 0 // $ = int 
$606 = 0 // $ = int 
$610 = 0 // $ = int 
$611 = 0 // $ = int 
$612 = 0 // $ = int 
$613 = 0 // $ = int 
$615 = 0 // $ = int 
$ONMISSION = 0 // $ = int 
$617 = 0 // $ = int 
$618 = 0 // $ = int 
$619 = 0 // $ = int 
$620 = 0 // $ = int 
$641 = 0 // $ = int 
$635 = 0 // $ = int 
$636 = 0 // $ = int 
$634 = 0 // $ = int 
$626 = 0 // $ = int 
$627 = 0 // $ = int 
$628 = 0 // $ = int 
$629 = 0 // $ = int 
$630 = 0 // $ = int 
$631 = 0 // $ = int 
$632 = 0 // $ = int 
$633 = 0 // $ = int 
$637 = 0 // $ = int 
$638 = 0 // $ = int 
$639 = 0 // $ = int 
$640 = 0 // $ = int 
$642 = 0 // $ = int 
$651 = 0 // $ = int 
$652 = 0 // $ = int 
$653 = 0 // $ = int 
$654 = 0 // $ = int 
$643 = 0 // $ = int 
$644 = 0 // $ = int 
$645 = 0 // $ = int 
$655 = 0 // $ = int 
$646 = 0 // $ = int 
$647 = 0 // $ = int 
$648 = 0 // $ = int 
$657 = 0 // $ = int 
$658 = 0 // $ = int 
$665 = 0 // $ = int 
$666 = 0 // $ = int 
$667 = 0 // $ = int 
$668 = 0 // $ = int 
$669 = 0 // $ = int 
$670 = -425.0 // $ = float 
$671 = 1410.0 // $ = float 
$672 = 10.0 // $ = float 
$675 = 0 // $ = int 
$674 = 0 // $ = int 
$676 = 0 // $ = int 
$673 = 0 // $ = int 
$679 = 0 // $ = int 
$677 = 0 // $ = int 
$686 = 0 // $ = int 
$680 = 0 // $ = int 
$681 = 0 // $ = int 
$682 = 0 // $ = int 
$683 = 0 // $ = int 
$684 = 0 // $ = int 
$685 = 0 // $ = int 
$687 = 0 // $ = int 
$688 = 0 // $ = int 
$689 = 0 // $ = int 
$690 = 0 // $ = int 
$337 = 0 // $ = int 
$691 = 0 // $ = int 
$692 = 0 // $ = int 
$693 = 0 // $ = int 
$694 = 0 // $ = int 
$695 = 0 // $ = int 
$696 = 0 // $ = int 
$701 = 0 // $ = int 
$702 = 0 // $ = int 
$703 = 0 // $ = int 
$704 = 0 // $ = int 
$705 = 99999999 // $ = int 
$706 = 99999999 // $ = int 
$707 = 99999999 // $ = int 
$708 = 99999999 // $ = int 
$709 = 99999999 // $ = int 
$710 = 99999999 // $ = int 
$711 = 99999999 // $ = int 
$712 = 99999999 // $ = int 
$713 = 99999999 // $ = int 
$714 = 99999999 // $ = int 
$715 = 99999999 // $ = int 
$716 = 99999999 // $ = int 
$717 = 99999999 // $ = int 
$718 = 99999999 // $ = int 
$719 = 99999999 // $ = int 
$720 = 99999999 // $ = int 
$756 = 0 // $ = int 
$748 = 0 // $ = int 
$557 = 0 // $ = int 
$558 = 0 // $ = int 
$364 = 0 // $ = int 
$405 = 0 // $ = int 
$406 = 0 // $ = int 
$407 = 0 // $ = int 
$408 = 0 // $ = int 
$409 = 0 // $ = int 
$410 = 0 // $ = int 
$411 = 0 // $ = int 
$802 = -569.1451 // $ = float 
$803 = 851.0923 // $ = float 
$804 = 22.8402 // $ = float 
$805 = 28.4463 // $ = float 
$806 = -1311.761 // $ = float 
$807 = 16.4712 // $ = float 
$808 = 375.845 // $ = float 
$809 = 332.9194 // $ = float 
$810 = 11.5155 // $ = float 
$811 = -886.5938 // $ = float 
$812 = 236.5693 // $ = float 
$813 = 13.9773 // $ = float 
$814 = -244.6 // $ = float 
$815 = -491.3 // $ = float 
$816 = 10.6 // $ = float 
$835 = -63.4 // $ = float 
$836 = -1481.8 // $ = float 
$837 = 9.4 // $ = float 
$838 = 364.9 // $ = float 
$839 = 1055.7 // $ = float 
$840 = 18.2 // $ = float 
$841 = -677.0 // $ = float 
$842 = 1205.6 // $ = float 
$843 = 10.0 // $ = float 
$844 = 202.7 // $ = float 
$845 = -474.1 // $ = float 
$846 = 10.1 // $ = float 
$847 = 364.9 // $ = float 
$848 = 1078.0 // $ = float 
$849 = 18.0 // $ = float 
$850 = -967.5 // $ = float 
$851 = -693.2 // $ = float 
$852 = 10.3 // $ = float 
$820 = 36.798 // $ = float 
$821 = -1024.404 // $ = float 
$822 = 9.451 // $ = float 
$823 = 482.5293 // $ = float 
$824 = 244.276 // $ = float 
$825 = 10.09 // $ = float 
$826 = 38.244 // $ = float 
$827 = -1024.251 // $ = float 
$828 = 9.451 // $ = float 
$829 = -1481.872 // $ = float 
$830 = -825.3049 // $ = float 
$831 = 13.8777 // $ = float 
$832 = -978.0145 // $ = float 
$833 = -530.7043 // $ = float 
$834 = 9.9513 // $ = float 
$1000 = 893.5 // $ = float 
$1001 = -306.1 // $ = float 
$1002 = -100.0 // $ = float 
$1003 = 103.0 // $ = float 
$1004 = -484.2 // $ = float 
$1005 = -100.0 // $ = float 
$1006 = -665.0 // $ = float 
$1007 = -6.5 // $ = float 
$1008 = -100.0 // $ = float 
$1009 = 925.0 // $ = float 
$1010 = -359.5 // $ = float 
$1011 = -100.0 // $ = float 
$1012 = 379.0 // $ = float 
$1013 = -493.8 // $ = float 
$1014 = -100.0 // $ = float 
$1015 = -1128.0 // $ = float 
$1016 = 32.5 // $ = float 
$1017 = -100.0 // $ = float 
$1981 = 0 // $ = int 
$1982 = 0 // $ = int 
$1983 = 0 // $ = int 
$1984 = 0 // $ = int 
$1985 = 0 // $ = int 
$1986 = 0 // $ = int 
$1987 = 0 // $ = int 
$1988 = 0 // $ = int 
$1989 = 0 // $ = int 
$1990 = 0 // $ = int 
$1991 = 0 // $ = int 
$1992 = 0 // $ = int 
$1993 = 0 // $ = int 
$1994 = 0 // $ = int 
$1995 = 999999 // $ = int 
$1996 = 999999 // $ = int 
$1997 = 999999 // $ = int 
$1998 = 0 // $ = int 
$1999 = 0 // $ = int 
$2004 = 0 // $ = int 
$2005 = 0 // $ = int 
04CE: $737 = create_icon_marker_without_sphere 16 at $835 $836 $837 
04CE: $738 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $739 = create_icon_marker_without_sphere 16 at $841 $842 $843 
04CE: $740 = create_icon_marker_without_sphere 18 at $844 $845 $846 
04CE: $741 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
04CE: $742 = create_icon_marker_without_sphere 18 at $850 $851 $852 
04CE: $743 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 
04CE: $744 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 
04CE: $745 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 
04CE: $746 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 
016C: restart_if_wasted_at 493.5 703.1 11.1 angle 90.0 
016D: restart_if_busted_at 508.9 506.8 10.3 angle 174.0 
016C: restart_if_wasted_at -108.3 -974.4 9.4 angle 283.9 
016D: restart_if_busted_at 398.8 -469.7 10.7 angle 323.0 
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0 
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7 
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0 
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8 
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2 
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7 
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0 
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1 
Object.Init($2188, #MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.RemoveFromMissionCleanupList($2188)
Object.Init($2189, #MAN_DOORCLOSED, -378.542, -554.006, 20.067)
Object.RemoveFromMissionCleanupList($2189)
Object.Init($2185, #WSHPERDRCLSD, -266.496, -1214.563, 9.02)
Object.RemoveFromMissionCleanupList($2185)
Object.Init($2186, #HAITAXIDR, -1010.466, 199.125, 11.95)
Object.RemoveFromMissionCleanupList($2186)
Object.Init($2187, #B_HSE_DOORS, -640.012, -1485.941, 15.457)
Object.RemoveFromMissionCleanupList($2187)
Object.Init($1311, #STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1311)
Object.Init($2191, #STRPBCKDRCLSD, 68.988, -1444.242, 10.727)
Object.RemoveFromMissionCleanupList($2191)
Object.Init($2192, #ELECTRICGATE, -1114.1, 67.0, 10.1)
Object.Angle($2192) = 90.0
Object.RemoveFromMissionCleanupList($2192)
Object.Init($2179, #ELECTRICGATE, 298.0, -313.6, 11.0)
Object.RemoveFromMissionCleanupList($2179)
Object.Init($2193, #ELECTRICGATE, -989.9, -1252.2, 10.4)
Object.Angle($2193) = 249.0
Object.RemoveFromMissionCleanupList($2193)
Object.Init($2194, #DK_CAMJONESDOOR, -837.134, -901.672, 12.03)
Object.RemoveFromMissionCleanupList($2194)
Object.Angle($2194) = 0.0
Object.Init($2202, #DTS_GS_LIFTDOORL, -559.476, 783.107, 23.279)
Object.RemoveFromMissionCleanupList($2202)
Object.Init($2203, #DTS_GS_LIFTDOORR, -559.476, 781.34, 23.279)
Object.RemoveFromMissionCleanupList($2203)
Object.Init($2204, #DTS_GS_LIFTDOORL, -553.563, 788.895, 97.917)
Object.RemoveFromMissionCleanupList($2204)
Object.Init($2205, #DTS_GS_LIFTDOORR, -553.563, 787.127, 97.917)
Object.RemoveFromMissionCleanupList($2205)
Object.Init($2206, #DTS_SPOT_A, -354.531, 989.975, 45.8)
034D: rotate_object $2206 from_angle 160.0 to_angle 160.0 flag 0 
Object.RemoveFromMissionCleanupList($2206)
Object.Init($2207, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
Object.RemoveFromMissionCleanupList($2207)
Object.Init($2208, #DT_GSPOT_STAIRS, -573.897, 1374.25, 15.657)
Object.RemoveFromMissionCleanupList($2208)
Object.Init($2209, #DT_GSPOT_STAIRS, -367.067, 913.038, 16.058)
Object.RemoveFromMissionCleanupList($2209)
034D: rotate_object $2209 from_angle 157.0 to_angle 157.0 flag 0 
Object.Init($2210, #OD_CELLDOOR02, 384.098, -505.893, 9.68)
0566: object $2210 set_interior 12 
Object.RemoveFromMissionCleanupList($2210)
Object.Angle($2210) = 0.0
Object.Init($2212, #CI_JETYGATESCLOSED, -116.738, 1027.729, 11.34)
Object.RemoveFromMissionCleanupList($2212)
Object.Init($2213, #NHAITPLATDR, -981.114, 265.419, 8.939)
Object.RemoveFromMissionCleanupList($2213)
Object.Init($2214, #NHAITPLATDRR, -981.114, 267.607, 8.937)
Object.RemoveFromMissionCleanupList($2214)
Object.Init($2215, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2215)
Object.Init($2216, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2216)
Object.Init($2217, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($2217)
Object.Init($2218, #PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($2218)
034D: rotate_object $2218 from_angle 270.0 to_angle 270.0 flag 0 
Object.Init($2219, #ELECTRICGATE, -973.664, -519.65, 10.092)
Object.Angle($2219) = 98.5
Object.RemoveFromMissionCleanupList($2219)
Object.Init($2220, #ICEDOOR, -866.689, -572.095, 12.173)
Object.RemoveFromMissionCleanupList($2220)
Object.Init($2221, #DTS_BBDOOR, -598.017, 651.207, 12.025)
Object.RemoveFromMissionCleanupList($2221)
Object.Init($2223, #PRINTDOOOR, -1063.773, -278.932, 13.024)
Object.RemoveFromMissionCleanupList($2223)
Object.Init($2224, #UNROCKETED_WIN1, -899.851, -341.061, 14.318)
0566: object $2224 set_interior 3 
Object.RemoveFromMissionCleanupList($2224)
Object.Init($2225, #BNK_GRILL01, -899.214, -333.656, 21.233)
0566: object $2225 set_interior 3 
Object.CollisionDetection($2225, False)
Object.ToggleInMovingList($2225, False)
Object.RemoveFromMissionCleanupList($2225)
Object.Init($2226, #BNK_GRILL01, -899.214, -348.466, 21.233)
0566: object $2226 set_interior 3 
Object.CollisionDetection($2226, False)
Object.ToggleInMovingList($2226, False)
Object.RemoveFromMissionCleanupList($2226)
Object.Init($2227, #BNK_GRILL01, -907.307, -336.618, 23.987)
0566: object $2227 set_interior 3 
Object.CollisionDetection($2227, False)
Object.ToggleInMovingList($2227, False)
Object.RemoveFromMissionCleanupList($2227)
Object.Init($2228, #BNK_GRILL01, -907.307, -345.504, 23.987)
0566: object $2228 set_interior 3 
Object.CollisionDetection($2228, False)
Object.ToggleInMovingList($2228, False)
Object.RemoveFromMissionCleanupList($2228)
Object.Init($2229, #BNK_GRILL01, -915.401, -336.6184, 23.987)
0566: object $2229 set_interior 3 
Object.CollisionDetection($2229, False)
Object.ToggleInMovingList($2229, False)
Object.RemoveFromMissionCleanupList($2229)
Object.Init($2230, #BNK_GRILL01, -915.401, -345.5, 23.987)
0566: object $2230 set_interior 3 
Object.CollisionDetection($2230, False)
Object.ToggleInMovingList($2230, False)
Object.RemoveFromMissionCleanupList($2230)
014B: $2393 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -401.2715 -534.6655 11.7534 angle 149.2032 
014C: set_parked_car_generator $2393 cars_to_generate_to 101 
014B: $2392 = init_car_generator #VICECHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.4673 -717.2427 10.1069 angle 94.1213 
014C: set_parked_car_generator $2392 cars_to_generate_to 101 
014B: $2391 = init_car_generator #LOVEFIST -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -865.2949 1158.359 9.8204 angle 2.347 
014C: set_parked_car_generator $2391 cars_to_generate_to 0 
014B: $2390 = init_car_generator #FLATBED -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1034.889 -1452.775 10.7 angle 248.8739 
014C: set_parked_car_generator $2390 cars_to_generate_to 101 
014B: $2245 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 403.0317 -178.5811 5.7 angle 350.0462 
014C: set_parked_car_generator $2245 cars_to_generate_to 0 
014B: $2268 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 231.0536 -130.1794 5.7 angle 357.5423 
014C: set_parked_car_generator $2268 cars_to_generate_to 0 
014B: $2394 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -853.6609 1353.785 68.6104 angle 0.0 
014C: set_parked_car_generator $2394 cars_to_generate_to 101 
014B: $2243 = init_car_generator #PREDATOR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -69.2982 72.6166 5.7 angle 104.6175 
014C: set_parked_car_generator $2243 cars_to_generate_to 0 
014B: $2244 = init_car_generator #TROPIC -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.4778 302.2366 5.7 angle 86.2011 
014C: set_parked_car_generator $2244 cars_to_generate_to 0 
014B: $2246 = init_car_generator #TRASH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1268.25 83.833 10.4182 angle 179.549 
014C: set_parked_car_generator $2246 cars_to_generate_to 101 
014B: $2253 = init_car_generator #SECURICA -1 -1 force_spawn 0 alarm 0 door_lock 70 min_delay 0 max_delay 10000 at -870.2545 -353.9059 10.0475 angle 357.8359 
014C: set_parked_car_generator $2253 cars_to_generate_to 101 
014B: $2269 = init_car_generator #BUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1184.36 -1312.62 13.7274 angle 64.6821 
014C: set_parked_car_generator $2269 cars_to_generate_to 101 
014B: $2270 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -1709.024 -287.6807 13.8276 angle 0.0 
014C: set_parked_car_generator $2270 cars_to_generate_to 101 
014B: $2277 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -1742.649 -214.2183 13.8276 angle 102.0596 
014C: set_parked_car_generator $2277 cars_to_generate_to 101 
014B: $2354 = init_car_generator #PATRIOT 43 72 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1701.372 -234.7718 13.8276 angle 87.8929 
014C: set_parked_car_generator $2354 cars_to_generate_to 101 
014B: $2395 = init_car_generator #SENTINEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1033.211 -856.8564 12.0452 angle 210.278 
014C: set_parked_car_generator $2395 cars_to_generate_to 101 
014B: $2355 = init_car_generator #BLOODRB -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1131.4 1236.6 8.4 angle 241.0 
014C: set_parked_car_generator $2355 cars_to_generate_to 0 
014B: $2356 = init_car_generator #BLOODRA -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1115.4 1265.1 8.4 angle 238.0 
014C: set_parked_car_generator $2356 cars_to_generate_to 0 
014B: $2396 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $802 $803 $804 angle 88.2256 
014C: set_parked_car_generator $2396 cars_to_generate_to 0 
014B: $2397 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $805 $806 $807 angle 0.0 
014C: set_parked_car_generator $2397 cars_to_generate_to 0 
014B: $2398 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $808 $809 $810 angle 0.0 
014C: set_parked_car_generator $2398 cars_to_generate_to 0 
014B: $2399 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $811 $812 $813 angle 180.0 
014C: set_parked_car_generator $2399 cars_to_generate_to 0 
014B: $2233 = init_car_generator #OCEANIC 6 1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 242.6 -1274.6 10.0 angle 165.0 
014C: set_parked_car_generator $2233 cars_to_generate_to 101 
014B: $2254 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 11.5 -1382.0 9.6 angle 261.0 
014C: set_parked_car_generator $2254 cars_to_generate_to 101 
014B: $2257 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -991.8 9.7 angle 0.0 
014C: set_parked_car_generator $2257 cars_to_generate_to 101 
014B: $2258 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 -991.3 9.7 angle 180.0 
014C: set_parked_car_generator $2258 cars_to_generate_to 101 
014B: $2259 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 12.8 -1015.1 9.7 angle 180.0 
014C: set_parked_car_generator $2259 cars_to_generate_to 101 
014B: $2308 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -35.7 -1013.6 9.7 angle 0.0 
014C: set_parked_car_generator $2308 cars_to_generate_to 101 
014B: $2309 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.3 -871.8 9.7 angle 57.0 
014C: set_parked_car_generator $2309 cars_to_generate_to 101 
014B: $2310 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -7.1 -1205.1 9.6 angle 181.0 
014C: set_parked_car_generator $2310 cars_to_generate_to 101 
014B: $2311 = init_car_generator #HERMES -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 37.9 -1320.4 9.6 angle 355.0 
014C: set_parked_car_generator $2311 cars_to_generate_to 101 
014B: $2238 = init_car_generator #STALLION -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.0 -1158.0 32.0 angle 180.0 
014C: set_parked_car_generator $2238 cars_to_generate_to 101 
014B: $2239 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 507.4 -308.8 12.8 angle 176.0 
014C: set_parked_car_generator $2239 cars_to_generate_to 101 
014B: $2240 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 70 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -1246.9 10.1 angle 0.0 
014C: set_parked_car_generator $2240 cars_to_generate_to 101 
014B: $2260 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.9 1254.6 27.5 angle 180.5 
014C: set_parked_car_generator $2260 cars_to_generate_to 101 
014B: $2262 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 277.4 -1175.3 11.0 angle 350.0 
014C: set_parked_car_generator $2262 cars_to_generate_to 101 
014B: $2263 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 278.8 -1074.0 11.0 angle 172.0 
014C: set_parked_car_generator $2263 cars_to_generate_to 101 
014B: $2304 = init_car_generator -1 -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at 365.3 -837.9 11.0 angle 335.0 
014C: set_parked_car_generator $2304 cars_to_generate_to 101 
014B: $2312 = init_car_generator -1 -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at 237.2 -1377.5 10.9 angle 170.0 
014C: set_parked_car_generator $2312 cars_to_generate_to 101 
014B: $2313 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.4 -818.5 9.5 angle 250.6 
014C: set_parked_car_generator $2313 cars_to_generate_to 0 
014B: $2305 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 382.2 -632.8 11.0 angle 9.9 
014C: set_parked_car_generator $2305 cars_to_generate_to 101 
014B: $2306 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 235.7 -893.3 11.0 angle 150.0 
014C: set_parked_car_generator $2306 cars_to_generate_to 101 
014B: $2307 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 150.6 -995.6 11.0 angle 353.0 
014C: set_parked_car_generator $2307 cars_to_generate_to 101 
014B: $2315 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 122.3 -1107.7 9.7 angle 175.0 
014C: set_parked_car_generator $2315 cars_to_generate_to 101 
014B: $2264 = init_car_generator #RIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -313.4 -1236.4 5.0 angle 180.0 
014C: set_parked_car_generator $2264 cars_to_generate_to 101 
014B: $2265 = init_car_generator #SPEEDER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -328.4 -1317.7 5.0 angle 0.0 
014C: set_parked_car_generator $2265 cars_to_generate_to 101 
014B: $2266 = init_car_generator #REEFER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -286.8 -1353.1 5.0 angle 90.0 
014C: set_parked_car_generator $2266 cars_to_generate_to 101 
014B: $2267 = init_car_generator #MARQUIS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -314.0 -1318.3 5.0 angle 0.0 
014C: set_parked_car_generator $2267 cars_to_generate_to 101 
014B: $2285 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 376.9 477.0 11.2 angle 282.0 
014C: set_parked_car_generator $2285 cars_to_generate_to 101 
014B: $2252 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 718.465 701.3998 12.394 angle 320.7776 
014C: set_parked_car_generator $2252 cars_to_generate_to 101 
014B: $2256 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -256.6 -1275.4 7.4 angle 348.0 
014C: set_parked_car_generator $2256 cars_to_generate_to 101 
014B: $2350 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -236.6 -1374.6 7.1 angle 280.3 
014C: set_parked_car_generator $2350 cars_to_generate_to 101 
014B: $2351 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -168.9 -1392.2 3.1 angle 280.0 
014C: set_parked_car_generator $2351 cars_to_generate_to 101 
014B: $2352 = init_car_generator -1 -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at -140.2 -1414.1 3.1 angle 108.7 
014C: set_parked_car_generator $2352 cars_to_generate_to 101 
014B: $2353 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -142.1 -1373.0 3.1 angle 287.3 
014C: set_parked_car_generator $2353 cars_to_generate_to 101 
014B: $2261 = init_car_generator #CADDY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 393.9 -1736.4 8.8 angle 249.6 
014C: set_parked_car_generator $2261 cars_to_generate_to 101 
014B: $2332 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 198.2 -504.9 10.9 angle 90.0 
014C: set_parked_car_generator $2332 cars_to_generate_to 101 
014B: $2333 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 128.8 -515.2 13.1 angle 270.0 
014C: set_parked_car_generator $2333 cars_to_generate_to 101 
014B: $2334 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.7 -418.6 9.7 angle 170.0 
014C: set_parked_car_generator $2334 cars_to_generate_to 101 
014B: $2335 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 222.7 -351.1 9.9 angle 73.0 
014C: set_parked_car_generator $2335 cars_to_generate_to 101 
014B: $2336 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 228.2 -222.2 10.9 angle 250.0 
014C: set_parked_car_generator $2336 cars_to_generate_to 101 
014B: $2337 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 456.5 2.8 10.0 angle 97.4 
014C: set_parked_car_generator $2337 cars_to_generate_to 101 
014B: $2338 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 478.5 -15.9 9.8 angle 99.7 
014C: set_parked_car_generator $2338 cars_to_generate_to 101 
014B: $2236 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 413.8 97.7 10.5 angle 301.3 
014C: set_parked_car_generator $2236 cars_to_generate_to 101 
014B: $2314 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 483.9 -42.8 9.1 angle 0.0 
014C: set_parked_car_generator $2314 cars_to_generate_to 101 
014B: $2339 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 301.2 265.6 15.3 angle 278.4 
014C: set_parked_car_generator $2339 cars_to_generate_to 101 
014B: $2341 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 286.3 394.4 12.3 angle 265.2 
014C: set_parked_car_generator $2341 cars_to_generate_to 101 
014B: $2342 = init_car_generator -1 -1 -1 force_spawn 0 alarm 40 door_lock 0 min_delay 0 max_delay 10000 at 573.0 586.1 12.5 angle 74.0 
014C: set_parked_car_generator $2342 cars_to_generate_to 101 
014B: $2343 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 604.4 758.8 12.6 angle 90.0 
014C: set_parked_car_generator $2343 cars_to_generate_to 101 
014B: $2344 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 388.6 834.5 11.9 angle 273.0 
014C: set_parked_car_generator $2344 cars_to_generate_to 101 
014B: $2345 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 255.4 1297.5 16.5 angle 193.4 
014C: set_parked_car_generator $2345 cars_to_generate_to 101 
014B: $2346 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 552.5 1246.8 15.9 angle 88.0 
014C: set_parked_car_generator $2346 cars_to_generate_to 101 
014B: $2347 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 555.1 1032.6 17.9 angle 9.0 
014C: set_parked_car_generator $2347 cars_to_generate_to 101 
014B: $2348 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 563.4 1053.6 17.6 angle 98.0 
014C: set_parked_car_generator $2348 cars_to_generate_to 101 
014B: $2349 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 430.3 957.0 12.3 angle 294.0 
014C: set_parked_car_generator $2349 cars_to_generate_to 101 
014B: $2381 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 309.2 1204.4 16.2 angle 91.0 
014C: set_parked_car_generator $2381 cars_to_generate_to 101 
014B: $2271 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -101.6 1011.5 11.5 angle 270.3 
014C: set_parked_car_generator $2271 cars_to_generate_to 101 
014B: $2273 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -36.8 874.0 11.1 angle 194.2 
014C: set_parked_car_generator $2273 cars_to_generate_to 101 
014B: $2272 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 957.1 9.4 angle 355.1 
014C: set_parked_car_generator $2272 cars_to_generate_to 101 
014B: $2330 = init_car_generator #SKIMMER -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -141.1 1030.4 5.5 angle 180.0 
014C: set_parked_car_generator $2330 cars_to_generate_to 0 
014B: $2389 = init_car_generator #GANGBUR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.4 1139.9 18.5 angle 265.0 
014C: set_parked_car_generator $2389 cars_to_generate_to 101 
014B: $2281 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5 
014C: set_parked_car_generator $2281 cars_to_generate_to 101 
014B: $2282 = init_car_generator #STRETCH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -394.7 -533.7 12.0 angle 355.5 
014C: set_parked_car_generator $2282 cars_to_generate_to 101 
014B: $2388 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -391.0 -573.0 40.0 angle 355.5 
014C: set_parked_car_generator $2388 cars_to_generate_to 0 
014B: $2321 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -221.3 -422.7 11.2 angle 90.0 
014C: set_parked_car_generator $2321 cars_to_generate_to 101 
014B: $2323 = init_car_generator #STINGER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -492.8 -429.4 10.6 angle 0.0 
014C: set_parked_car_generator $2323 cars_to_generate_to 101 
014B: $2324 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -558.8 -450.7 10.4 angle 0.0 
014C: set_parked_car_generator $2324 cars_to_generate_to 101 
014B: $2325 = init_car_generator #ADMIRAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -678.8 -415.1 9.5 angle 0.0 
014C: set_parked_car_generator $2325 cars_to_generate_to 101 
014B: $2326 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -593.6 -318.3 10.4 angle 130.0 
014C: set_parked_car_generator $2326 cars_to_generate_to 101 
014B: $2327 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -523.8 -295.8 9.7 angle 180.0 
014C: set_parked_car_generator $2327 cars_to_generate_to 101 
014B: $2328 = init_car_generator #PHEONIX -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -388.6 -287.7 9.6 angle 270.0 
014C: set_parked_car_generator $2328 cars_to_generate_to 101 
014B: $2329 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -267.0 -303.6 9.5 angle 160.0 
014C: set_parked_car_generator $2329 cars_to_generate_to 101 
014B: $2235 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -350.8 -534.9 11.4 angle 86.5 
014C: set_parked_car_generator $2235 cars_to_generate_to 0 
014B: $2274 = init_car_generator #LINERUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -751.5 -1359.4 10.6 angle 69.0 
014C: set_parked_car_generator $2274 cars_to_generate_to 101 
014B: $2275 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -717.2 -1462.2 10.3 angle 0.0 
014C: set_parked_car_generator $2275 cars_to_generate_to 101 
014B: $2278 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -741.7 -1549.5 11.5 angle 336.0 
014C: set_parked_car_generator $2278 cars_to_generate_to 101 
014B: $2279 = init_car_generator #BOXVILLE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -898.9971 -1462.046 10.94 angle 10.8204 
014C: set_parked_car_generator $2279 cars_to_generate_to 101 
014B: $2280 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -946.3 -1379.5 11.5 angle 69.0 
014C: set_parked_car_generator $2280 cars_to_generate_to 101 
014B: $2291 = init_car_generator #BENSON -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -947.7 -1264.1 11.3 angle 164.0 
014C: set_parked_car_generator $2291 cars_to_generate_to 101 
014B: $2383 = init_car_generator #JETMAX -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.3 -1510.3 5.0 angle 250.0 
014C: set_parked_car_generator $2383 cars_to_generate_to 0 
014B: $2384 = init_car_generator #SQUALO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -576.4 -1505.2 5.0 angle 250.0 
014C: set_parked_car_generator $2384 cars_to_generate_to 0 
014B: $2386 = init_car_generator #COASTG -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -755.9 -1077.5 5.0 angle 0.0 
014C: set_parked_car_generator $2386 cars_to_generate_to 101 
014B: $2316 = init_car_generator #BFINJECT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 643.4 -208.1 9.5 angle 33.0 
014C: set_parked_car_generator $2316 cars_to_generate_to 101 
014B: $2231 = init_car_generator #KAUFMAN -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $2231 cars_to_generate_to 101 
014B: $2234 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1028.2 82.2 11.2 angle 171.9 
014C: set_parked_car_generator $2234 cars_to_generate_to 101 
014B: $2283 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1107.6 292.9 11.5 angle 268.3 
014C: set_parked_car_generator $2283 cars_to_generate_to 101 
014B: $2284 = init_car_generator #VOODOO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -964.94 133.54 8.23 angle 271.61 
014C: set_parked_car_generator $2284 cars_to_generate_to 101 
014B: $2242 = init_car_generator #MRWHOOP -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -867.6105 -572.2039 10.11294 angle 277.5232 
014C: set_parked_car_generator $2242 cars_to_generate_to 0 
014B: $2232 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -904.2 808.9 10.5 angle 269.6 
014C: set_parked_car_generator $2232 cars_to_generate_to 101 
014B: $2247 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.0 1412.5 10.5 angle 80.0 
014C: set_parked_car_generator $2247 cars_to_generate_to 101 
014B: $2387 = init_car_generator #SANCHEZ -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -425.8 1407.0 9.8 angle 80.0 
014C: set_parked_car_generator $2387 cars_to_generate_to 101 
014B: $2276 = init_car_generator #FBICAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -872.843 692.633 10.997 angle 359.746 
014C: set_parked_car_generator $2276 cars_to_generate_to 101 
014B: $2286 = init_car_generator #ANGEL -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.301 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $2286 cars_to_generate_to 101 
014B: $2382 = init_car_generator #ANGEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -589.212 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $2382 cars_to_generate_to 101 
014B: $2331 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -596.17 676.928 11.271 angle 180.0 
014C: set_parked_car_generator $2331 cars_to_generate_to 101 
014B: $2357 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -756.7 976.3 10.4 angle 0.0 
014C: set_parked_car_generator $2357 cars_to_generate_to 101 
014B: $2358 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -803.3 964.1 10.4 angle 270.0 
014C: set_parked_car_generator $2358 cars_to_generate_to 101 
014B: $2359 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -752.6 1003.0 10.4 angle 0.0 
014C: set_parked_car_generator $2359 cars_to_generate_to 101 
014B: $2360 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.5 996.5 10.4 angle 90.0 
014C: set_parked_car_generator $2360 cars_to_generate_to 101 
014B: $2361 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -772.7 1031.8 10.4 angle 270.0 
014C: set_parked_car_generator $2361 cars_to_generate_to 101 
014B: $2362 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.7 1077.9 10.4 angle 90.0 
014C: set_parked_car_generator $2362 cars_to_generate_to 101 
014B: $2363 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.7 563.4 10.5 angle 0.0 
014C: set_parked_car_generator $2363 cars_to_generate_to 101 
014B: $2364 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -851.0 581.3 10.5 angle 180.0 
014C: set_parked_car_generator $2364 cars_to_generate_to 101 
014B: $2365 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -869.5 533.0 10.5 angle 180.0 
014C: set_parked_car_generator $2365 cars_to_generate_to 101 
014B: $2366 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.6 499.7 10.5 angle 90.0 
014C: set_parked_car_generator $2366 cars_to_generate_to 101 
014B: $2367 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1324.5 1137.0 9.3 angle 180.0 
014C: set_parked_car_generator $2367 cars_to_generate_to 101 
014B: $2368 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1353.8 1158.0 9.3 angle 0.0 
014C: set_parked_car_generator $2368 cars_to_generate_to 101 
014B: $2369 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1444.8 1162.7 9.3 angle 160.0 
014C: set_parked_car_generator $2369 cars_to_generate_to 101 
014B: $2370 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1543.8 1227.0 9.3 angle 30.0 
014C: set_parked_car_generator $2370 cars_to_generate_to 101 
014B: $2371 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.9 1282.4 9.3 angle 98.0 
014C: set_parked_car_generator $2371 cars_to_generate_to 101 
014B: $2372 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1587.7 1313.8 9.3 angle 87.0 
014C: set_parked_car_generator $2372 cars_to_generate_to 101 
014B: $2373 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1568.1 1351.0 9.3 angle 261.9 
014C: set_parked_car_generator $2373 cars_to_generate_to 101 
014B: $2374 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.7 1406.9 9.3 angle 150.1 
014C: set_parked_car_generator $2374 cars_to_generate_to 101 
014B: $2375 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1445.3 1499.0 9.3 angle 20.6 
014C: set_parked_car_generator $2375 cars_to_generate_to 101 
014B: $2376 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1349.1 1503.7 9.3 angle 180.0 
014C: set_parked_car_generator $2376 cars_to_generate_to 101 
014B: $2377 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1318.7 1524.1 9.3 angle 180.0 
014C: set_parked_car_generator $2377 cars_to_generate_to 101 
014B: $2322 = init_car_generator #VCNMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -469.0 1123.5 64.7 angle 270.0 
014C: set_parked_car_generator $2322 cars_to_generate_to 101 
014B: $2250 = init_car_generator #INFERNUS -1 -1 force_spawn 1 alarm 80 door_lock 0 min_delay 0 max_delay 10000 at 386.0 1227.0 19.4 angle 90.0 
014C: set_parked_car_generator $2250 cars_to_generate_to 101 
014B: $2249 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1377.7 -961.4 14.4 angle 177.9 
014C: set_parked_car_generator $2249 cars_to_generate_to 101 
014B: $2248 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1142.5 -939.3 14.6 angle 89.6 
014C: set_parked_car_generator $2248 cars_to_generate_to 101 
014B: $2251 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1235.171 -1235.171 14.77 angle 337.839 
014C: set_parked_car_generator $2251 cars_to_generate_to 101 
014B: $2292 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1414.8 -1268.1 13.9 angle 40.0 
014C: set_parked_car_generator $2292 cars_to_generate_to 101 
014B: $2293 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1474.9 -961.7 13.9 angle 282.0 
014C: set_parked_car_generator $2293 cars_to_generate_to 101 
014B: $2294 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1808.5 -1090.8 13.9 angle 274.0 
014C: set_parked_car_generator $2294 cars_to_generate_to 101 
014B: $2295 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1533.3 -805.9 13.9 angle 178.0 
014C: set_parked_car_generator $2295 cars_to_generate_to 101 
014B: $2296 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1584.2 -656.4 14.0 angle 0.0 
014C: set_parked_car_generator $2296 cars_to_generate_to 101 
014B: $2297 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -1606.5 -633.8 14.0 angle 180.0 
014C: set_parked_car_generator $2297 cars_to_generate_to 101 
014B: $2298 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1628.0 -667.0 14.0 angle 180.0 
014C: set_parked_car_generator $2298 cars_to_generate_to 101 
014B: $2299 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1637.5 -624.6 14.0 angle 0.0 
014C: set_parked_car_generator $2299 cars_to_generate_to 101 
014B: $2300 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1659.6 -646.4 14.0 angle 180.0 
014C: set_parked_car_generator $2300 cars_to_generate_to 101 
014B: $2301 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1706.0 -655.9 14.0 angle 90.0 
014C: set_parked_car_generator $2301 cars_to_generate_to 101 
014B: $2302 = init_car_generator -1 -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -1691.5 -614.8 14.0 angle 0.0 
014C: set_parked_car_generator $2302 cars_to_generate_to 101 
014B: $2303 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1573.3 -614.7 14.0 angle 0.0 
014C: set_parked_car_generator $2303 cars_to_generate_to 101 
014B: $2287 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 516.1 503.1 10.5 angle 0.0 
014C: set_parked_car_generator $2287 cars_to_generate_to 101 
014B: $2320 = init_car_generator #ENFORCER -1 -1 force_spawn 0 alarm 0 door_lock 40 min_delay 0 max_delay 10000 at 493.2045 503.683 10.4612 angle 179.9753 
014C: set_parked_car_generator $2320 cars_to_generate_to 101 
014B: $2288 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 355.7 -511.4 11.6 angle 320.0 
014C: set_parked_car_generator $2288 cars_to_generate_to 101 
014B: $2317 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 372.3 -525.7 11.6 angle 140.0 
014C: set_parked_car_generator $2317 cars_to_generate_to 101 
014B: $2289 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -855.4 -665.4 10.6 angle 0.0 
014C: set_parked_car_generator $2289 cars_to_generate_to 101 
014B: $2319 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -844.8 -675.6 10.6 angle 90.0 
014C: set_parked_car_generator $2319 cars_to_generate_to 101 
014B: $2255 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -665.2 777.6 11.0 angle 180.0 
014C: set_parked_car_generator $2255 cars_to_generate_to 101 
014B: $2237 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at 472.5 701.2 10.5 angle 90.0 
014C: set_parked_car_generator $2237 cars_to_generate_to 101 
014B: $2241 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -111.9 -949.9 10.2 angle 280.0 
014C: set_parked_car_generator $2241 cars_to_generate_to 101 
014B: $2290 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -776.1 1135.1 11.5 angle 0.0 
014C: set_parked_car_generator $2290 cars_to_generate_to 101 
014B: $2318 = init_car_generator #FIRETRUK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -694.9 917.3 10.8 angle 270.0 
014C: set_parked_car_generator $2318 cars_to_generate_to 101 
014B: $2385 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 114.6977 252.3439 20.6832 angle 285.6803 
014C: set_parked_car_generator $2385 cars_to_generate_to 101 
014B: $385 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 
014C: set_parked_car_generator $385 cars_to_generate_to 0 
014B: $2340 = init_car_generator #ZEBRA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $2340 cars_to_generate_to 0 
014B: $386 = init_car_generator #POLMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -614.0 804.0 30.0 angle 0.0 
014C: set_parked_car_generator $386 cars_to_generate_to 101 
Pickup.Create($2436, #CHNSAW, 2, 30.0, -1330.9, 13.0)
Pickup.Create($2400, #BAT, 2, 206.7, -1254.4, 12.0)
032B: $2401 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1 
032B: $2402 = create_weapon_pickup #COLT45 15 ammo 34 at 340.5 -249.5 12.5 
032B: $2403 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8 
032B: $2404 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1 
032B: $2405 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8 
032B: $2406 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3 
Pickup.Create($2407, #CLEAVER, 15, 402.6, 102.5, 11.4)
032B: $2408 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3 
Pickup.Create($2409, #KATANA, 15, 476.9, 1014.9, 19.2)
Pickup.Create($2410, #NITESTICK, 15, 402.4, -488.3, 12.4)
Pickup.Create($2412, #BRASSKNUCKLE, 15, 224.0, -1207.5, 11.0)
Pickup.Create($2413, #KNIFECUR, 15, 118.7, -1546.1, 10.8)
Pickup.Create($2414, #MACHETE, 15, 56.6, -459.3, 11.4)
032B: $2415 = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4 
032B: $2437 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3 
032B: $2411 = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5 
032B: $2416 = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0 
032B: $2417 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5 
Pickup.Create($2418, #GOLFCLUB, 2, 95.0, 279.2, 21.8)
032B: $2419 = create_weapon_pickup #FLAME 15 ammo 300 at -546.0 -418.9 9.8 
032B: $2420 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9 
Pickup.Create($2421, #KATANA, 15, -554.11, -547.7, 10.7)
032B: $2422 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8 
032B: $2423 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0 
032B: $2424 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3 
032B: $2425 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7 
032B: $2426 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9 
032B: $2427 = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6 
032B: $2428 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2 
032B: $2429 = create_weapon_pickup #FLAME 15 ammo 300 at -1015.1 -1392.9 11.5 
032B: $2430 = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9 
032B: $2431 = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7 
032B: $2432 = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9 
032B: $2433 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4 
032B: $2434 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4 
032B: $2435 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0 
Pickup.Create($2438, #HEALTH, 1, -113.2, -975.7, 10.4)
Pickup.Create($2439, #HEALTH, 15, -225.1, -1158.1, 9.1)
Pickup.Create($2440, #HEALTH, 15, 456.2, -471.4, 16.6)
Pickup.Create($2441, #HEALTH, 15, 377.4, 467.7, 11.6)
Pickup.Create($2442, #HEALTH, 1, 469.6, 697.4, 11.7)
Pickup.Create($2443, #HEALTH, 15, 385.3, 1210.9, 19.4)
Pickup.Create($2444, #HEALTH, 1, 384.3, 756.6, 11.7)
Pickup.Create($2445, #HEALTH, 15, 10.7, 1099.0, 16.6)
Pickup.Create($2446, #HEALTH, 15, 85.3, 402.7, 19.8)
Pickup.Create($2447, #HEALTH, 15, -711.7, -501.7, 11.3)
Pickup.Create($2448, #HEALTH, 15, -404.0, -588.0, 11.6)
Pickup.Create($2462, #HEALTH, 2, -406.2503, -566.4947, 19.5804)
Pickup.Create($2449, #HEALTH, 15, -478.1, 1438.5, 16.1)
Pickup.Create($2450, #HEALTH, 15, -675.0, 1263.3, 25.1)
Pickup.Create($2451, #HEALTH, 15, -821.8, 1144.8, 26.1)
Pickup.Create($2452, #HEALTH, 15, -1139.4, 55.4, 11.2)
Pickup.Create($2453, #HEALTH, 15, -1290.9, 91.9, 26.9)
Pickup.Create($2454, #HEALTH, 1, -885.4, -483.4, 13.1)
Pickup.Create($2455, #HEALTH, 15, -925.1, -638.3, 16.0)
Pickup.Create($2456, #HEALTH, 15, -692.4, -1283.8, 11.1)
Pickup.Create($2457, #HEALTH, 15, -655.1, -1506.3, 8.1)
Pickup.Create($2458, #HEALTH, 15, -1399.4, -865.9, 20.9)
Pickup.Create($2459, #HEALTH, 1, -822.6, 1137.3, 12.4)
Pickup.Create($2460, #HEALTH, 1, -851.4, -78.8, 11.5)
Pickup.Create($2461, #HEALTH, 1, -834.2, 740.6, 11.3)
Pickup.Create($2463, #BODYARMOUR, 15, 4.9, -1239.2, 19.2)
Pickup.Create($2464, #BODYARMOUR, 15, 205.7, -885.7, 12.2)
Pickup.Create($2465, #BODYARMOUR, 15, 148.8, -349.9, 8.7)
Pickup.Create($2466, #BODYARMOUR, 15, 520.2, -171.2, 13.9)
Pickup.Create($2467, #BODYARMOUR, 15, 430.8, 162.1, 11.8)
Pickup.Create($2468, #BODYARMOUR, 15, 416.1, 517.7, 11.2)
Pickup.Create($2469, #BODYARMOUR, 15, 350.2, 884.8, 25.5)
Pickup.Create($2470, #BODYARMOUR, 15, 535.3, 1214.1, 18.9)
Pickup.Create($2471, #BODYARMOUR, 15, 42.8, 951.1, 11.0)
Pickup.Create($2472, #BODYARMOUR, 15, -70.8, 510.6, 11.6)
Pickup.Create($2473, #BODYARMOUR, 15, -1695.6, -289.4, 29.7)
Pickup.Create($2474, #BODYARMOUR, 15, -567.6, 1370.36, 16.4)
Pickup.Create($2475, #BODYARMOUR, 15, -921.9, 722.9, 11.0)
Pickup.Create($2477, #BODYARMOUR, 15, -1058.9, -240.6, 18.2)
Pickup.Create($2478, #BODYARMOUR, 15, -625.5, 622.2, 11.7)
Pickup.Create($2479, #BODYARMOUR, 15, -733.5, -1294.7, 12.4)
Pickup.Create($2480, #BODYARMOUR, 15, -1177.0, -915.3, 14.9)
Pickup.Create($2476, #BODYARMOUR, 15, -1171.0, -457.4, 10.7)
Pickup.Create($2481, #ADRENALINE, 15, -37.7, -938.3, 10.5)
Pickup.Create($2482, #ADRENALINE, 15, 471.1, -444.1, 10.6)
Pickup.Create($2483, #ADRENALINE, 15, 448.6, 16.6, 11.0)
Pickup.Create($2484, #ADRENALINE, 15, 425.6, 221.1, 16.2)
Pickup.Create($2485, #ADRENALINE, 15, 428.4, 947.5, 13.2)
Pickup.Create($2486, #ADRENALINE, 1, 385.6, 752.3, 11.7)
Pickup.Create($2487, #ADRENALINE, 15, -366.6, -500.3, 11.3)
Pickup.Create($2488, #ADRENALINE, 15, -342.2, -591.5, 36.9)
Pickup.Create($2489, #ADRENALINE, 15, -381.2, 1065.2, 13.0)
Pickup.Create($2490, #ADRENALINE, 15, -730.1, 1226.3, 24.2)
Pickup.Create($2491, #ADRENALINE, 15, -1095.1, 99.4, 12.3)
Pickup.Create($2492, #ADRENALINE, 15, -967.1, -62.6, 11.0)
Pickup.Create($2493, #ADRENALINE, 15, -1022.1, -547.0, 11.2)
Pickup.Create($2494, #ADRENALINE, 15, -887.0, 78.3, 15.9)
Pickup.Create($2495, #ADRENALINE, 1, -857.1, -83.6, 11.5)
Pickup.Create($2496, #ADRENALINE, 1, -839.0, 740.6, 11.3)
02EC: put_hidden_package_at 479.6 -1718.5 15.6 
02EC: put_hidden_package_at 708.4 -498.2 12.3 
02EC: put_hidden_package_at -213.0 -1647.1 13.1 
02EC: put_hidden_package_at -368.4 -1733.2 11.6 
02EC: put_hidden_package_at -104.3 -1600.3 10.4 
02EC: put_hidden_package_at -234.7 -1082.6 13.6 
02EC: put_hidden_package_at 88.0 -991.7 19.1 
02EC: put_hidden_package_at 205.4 -888.9 12.1 
02EC: put_hidden_package_at 183.1 -652.9 10.8 
02EC: put_hidden_package_at 370.9 -469.5 13.8 
02EC: put_hidden_package_at 298.8 -278.5 11.9 
02EC: put_hidden_package_at 321.8 -774.3 22.8 
02EC: put_hidden_package_at 491.8 -45.3 10.0 
02EC: put_hidden_package_at 472.8 116.0 11.2 
02EC: put_hidden_package_at 379.6 212.9 11.3 
02EC: put_hidden_package_at 290.1 295.4 13.5 
02EC: put_hidden_package_at 470.9 1123.6 24.5 
02EC: put_hidden_package_at 407.6 1018.2 25.3 
02EC: put_hidden_package_at 561.6 1157.1 18.9 
02EC: put_hidden_package_at 891.8 873.8 16.4 
02EC: put_hidden_package_at 353.7 -564.3 56.4 
02EC: put_hidden_package_at 306.9 1177.5 17.4 
02EC: put_hidden_package_at 271.3 932.9 9.8 
02EC: put_hidden_package_at 328.7 717.2 22.8 
02EC: put_hidden_package_at 473.3 16.4 33.0 
02EC: put_hidden_package_at 352.5 282.2 19.6 
02EC: put_hidden_package_at 70.1 -479.6 13.6 
02EC: put_hidden_package_at 53.6 -446.5 7.6 
02EC: put_hidden_package_at 266.3 -249.9 36.1 
02EC: put_hidden_package_at 413.9 1217.4 18.4 
02EC: put_hidden_package_at -172.4 -1341.3 3.9 
02EC: put_hidden_package_at -233.1 -931.2 9.8 
02EC: put_hidden_package_at 69.7 -796.6 11.7 
02EC: put_hidden_package_at 107.5 -551.9 14.7 
02EC: put_hidden_package_at 233.9 -132.2 8.0 
02EC: put_hidden_package_at 424.5 89.3 11.3 
02EC: put_hidden_package_at 401.6 431.1 11.4 
02EC: put_hidden_package_at 193.9 678.8 12.9 
02EC: put_hidden_package_at 589.4 36.0 16.7 
02EC: put_hidden_package_at 519.9 -135.4 35.2 
02EC: put_hidden_package_at -41.8 922.4 19.4 
02EC: put_hidden_package_at -16.1 991.7 10.9 
02EC: put_hidden_package_at 60.7 916.5 10.8 
02EC: put_hidden_package_at -68.9 1124.0 17.0 
02EC: put_hidden_package_at 82.7 1113.8 18.7 
02EC: put_hidden_package_at 70.5 599.3 14.5 
02EC: put_hidden_package_at 162.4 246.4 12.2 
02EC: put_hidden_package_at 43.1 -150.9 12.2 
02EC: put_hidden_package_at -46.6 257.7 24.5 
02EC: put_hidden_package_at 43.4 -15.0 17.3 
02EC: put_hidden_package_at -236.9 -588.1 10.3 
02EC: put_hidden_package_at -519.0 -599.3 10.3 
02EC: put_hidden_package_at -580.5 -422.6 19.8 
02EC: put_hidden_package_at -310.4 -415.5 10.1 
02EC: put_hidden_package_at -245.4 -323.8 10.2 
02EC: put_hidden_package_at -246.9 1219.5 10.9 
02EC: put_hidden_package_at -451.0 1286.6 12.6 
02EC: put_hidden_package_at -764.3 1266.0 11.5 
02EC: put_hidden_package_at -1550.1 1403.1 8.7 
02EC: put_hidden_package_at -790.8 1119.4 9.8 
02EC: put_hidden_package_at -451.5 1119.7 61.7 
02EC: put_hidden_package_at -567.4 776.1 22.8 
02EC: put_hidden_package_at -898.7 430.4 10.9 
02EC: put_hidden_package_at -979.2 266.7 8.9 
02EC: put_hidden_package_at -856.3 228.5 12.9 
02EC: put_hidden_package_at -1072.5 351.7 11.2 
02EC: put_hidden_package_at -1161.6 431.1 11.0 
02EC: put_hidden_package_at -975.1 191.9 12.6 
02EC: put_hidden_package_at -1033.4 44.0 11.1 
02EC: put_hidden_package_at -994.0 -250.3 10.7 
02EC: put_hidden_package_at -1104.9 -120.9 20.1 
02EC: put_hidden_package_at -1131.6 -355.4 15.0 
02EC: put_hidden_package_at -1195.2 -317.7 10.9 
02EC: put_hidden_package_at -1093.7 -600.1 26.0 
02EC: put_hidden_package_at -1179.9 -576.3 12.0 
02EC: put_hidden_package_at -1018.2 -874.1 17.9 
02EC: put_hidden_package_at -855.3 -631.8 11.3 
02EC: put_hidden_package_at -1179.2 -718.8 22.8 
02EC: put_hidden_package_at -802.9 -1184.6 11.1 
02EC: put_hidden_package_at -620.8 -1342.4 16.3 
02EC: put_hidden_package_at -1024.6 -1494.6 19.4 
02EC: put_hidden_package_at -1090.2 -1199.2 11.2 
02EC: put_hidden_package_at -829.2 -1461.0 12.6 
02EC: put_hidden_package_at -1160.6 -1333.8 14.9 
02EC: put_hidden_package_at -1369.3 -1255.7 18.2 
02EC: put_hidden_package_at -1280.9 -1146.5 22.2 
02EC: put_hidden_package_at -1773.8 -1053.2 14.8 
02EC: put_hidden_package_at -1187.3 -1041.4 14.8 
02EC: put_hidden_package_at -1477.3 -881.0 32.4 
02EC: put_hidden_package_at -1561.8 -1059.5 14.8 
02EC: put_hidden_package_at -1349.1 -1090.4 24.5 
02EC: put_hidden_package_at -1567.3 -1055.5 21.3 
02EC: put_hidden_package_at -1366.4 -928.0 20.8 
02EC: put_hidden_package_at -1523.5 -819.1 14.8 
02EC: put_hidden_package_at -1829.1 -887.6 14.8 
02EC: put_hidden_package_at -1726.5 -419.2 14.8 
02EC: put_hidden_package_at -1737.2 -299.2 14.8 
02EC: put_hidden_package_at -1328.0 -537.1 13.9 
02EC: put_hidden_package_at -1063.5 -965.5 14.8 
02EC: put_hidden_package_at -1265.8 -1346.9 29.6 
055B: $2497 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
$2498 = 0 // $ = int 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 225.0 -1244.0 227.4 -1248.5 spawn_policeA_at 249.0 -1255.0 headed_towards 246.0 -1250.6 spawn_policeB_at 208.4 -1238.4 headed_towards 209.6 -1243.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 235.3 -1299.6 261.1 -1270.7 spawn_policeA_at 212.2 -1309.6 headed_towards 228.0 -1311.3 spawn_policeB_at 221.2 -1309.6 headed_towards 228.0 -1311.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 220.0 -1144.0 232.0 -1136.0 spawn_policeA_at 190.5 -1101.5 headed_towards 185.5 -1122.7 spawn_policeB_at 278.8 -1112.0 headed_towards 269.0 -1140.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -112.5 -1275.0 -120.5 -1267.0 spawn_policeA_at -37.7 -1244.15 headed_towards -36.7 -1270.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 324.0 -735.5 332.0 -727.5 spawn_policeA_at 361.6 -715.0 headed_towards 338.6 -705.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 385.6 -602.2 377.6 -594.2 spawn_policeA_at 374.6 -559.0 headed_towards 394.6 -571.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 146.6 -450.2 154.6 -440.2 spawn_policeA_at 183.9 -480.0 headed_towards 184.6 -447.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 250.6 -457.2 240.6 -449.2 spawn_policeA_at 346.8 -466.4 headed_towards 311.5 -461.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 171.0 -549.2 179.0 -557.2 spawn_policeA_at 161.8 -693.4 headed_towards 168.5 -650.5 spawn_policeB_at 169.5 -693.4 headed_towards 173.0 -660.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 305.6 -183.2 315.6 -191.2 spawn_policeA_at 269.2 -197.8 headed_towards 276.6 -180.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 316.5 -65.0 322.5 -58.0 spawn_policeA_at 296.5 6.9 headed_towards 315.7 -11.0 spawn_policeB_at 369.5 12.2 headed_towards 342.0 -9.7 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 364.0 236.2 372.0 244.2 spawn_policeA_at 336.1 271.4 headed_towards 337.8 249.5 spawn_policeB_at 401.5 213.4 headed_towards 401.0 234.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 364.5 169.0 372.5 177.0 spawn_policeA_at 406.7 151.15 headed_towards 398.7 170.0 spawn_policeB_at 326.5 182.4 headed_towards 346.0 164.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -87.0 -937.0 -99.0 -947.0 spawn_policeA_at -136.0 -912.15 headed_towards -115.0 -901.6 spawn_policeB_at -56.0 -875.0 headed_towards -95.5 -893.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 536.0 696.2 546.0 706.2 spawn_policeA_at 516.0 753.6 headed_towards 541.5 753.5 spawn_policeB_at 506.2 654.4 headed_towards 534.0 657.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 314.0 906.0 322.0 914.0 spawn_policeA_at 348.3 864.0 headed_towards 316.0 870.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 356.0 748.0 364.0 756.0 spawn_policeA_at 335.0 667.6 headed_towards 356.2 685.2 spawn_policeB_at 388.5 846.2 headed_towards 366.0 828.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -34.0 1041.0 -26.0 1049.0 spawn_policeA_at 23.3 1075.0 headed_towards 28.0 1030.8 spawn_policeB_at 35.5 993.4 headed_towards 39.0 1023.3 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 16.0 930.0 24.0 938.0 spawn_policeA_at 28.3 874.0 headed_towards 10.0 881.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -368.0 -480.0 -378.0 -490.0 spawn_policeA_at -253.5 -439.0 headed_towards -252.5 -470.5 spawn_policeB_at -451.2 -452.4 headed_towards -442.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -533.0 -480.0 -543.0 -490.0 spawn_policeA_at -647.0 -449.0 headed_towards -637.5 -481.5 spawn_policeB_at -451.2 -452.4 headed_towards -457.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -255.0 -435.0 -245.0 -443.0 spawn_policeA_at -210.8 -470.0 headed_towards -241.5 -472.0 spawn_policeB_at -298.2 -485.0 headed_towards -257.0 -477.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -645.0 -446.0 -637.0 -454.0 spawn_policeA_at -610.8 -482.0 headed_towards -635.5 -472.0 spawn_policeB_at -684.2 -492.0 headed_towards -651.0 -480.5 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -790.0 -1490.2 -798.0 -1498.2 spawn_policeA_at -815.8 -1450.5 headed_towards -822.0 -1469.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -809.0 -1436.7 -800.0 -1428.0 spawn_policeA_at -853.3 -1466.0 headed_towards -824.5 -1474.8 spawn_policeB_at -808.5 -1382.4 headed_towards -788.0 -1392.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -870.0 -1335.7 -862.0 -1327.0 spawn_policeA_at -902.3 -1343.0 headed_towards -882.5 -1348.8 spawn_policeB_at -880.5 -1297.4 headed_towards -860.0 -1307.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -924.0 -1248.0 -916.0 -1240.0 spawn_policeA_at -909.8 -1270.5 headed_towards -920.0 -1265.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1224.0 -788.0 -1216.0 -780.0 spawn_policeA_at -1260.8 -737.5 headed_towards -1258.0 -780.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -884.0 -1070.0 -876.0 -1078.0 spawn_policeA_at -925.0 -1044.5 headed_towards -901.0 -1074.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1130.0 -711.7 -1138.0 -719.7 spawn_policeA_at -1111.3 -683.0 headed_towards -1134.5 -686.4 spawn_policeB_at -1166.0 -691.4 headed_towards -1144.7 -690.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -986.0 -713.0 -978.0 -721.0 spawn_policeA_at -1011.8 -577.4 headed_towards -989.7 -575.4 spawn_policeB_at -945.5 -660.0 headed_towards -969.4 -661.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1012.0 -392.0 -1004.0 -384.0 spawn_policeA_at -1044.3 -337.8 headed_towards -1023.7 -336.4 spawn_policeB_at -975.0 -444.0 headed_towards -1000.4 -445.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3 
terminate_this_script 

//-------------Mission 1---------------
// Originally: Intro

:INTRO
script_name 'INTRO' 
$ONMISSION = 1 // $ = int 
$314 = 0 // $ = int 
wait 0 
fade 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
03AF: set_streaming 0 
03AD: set_rubbish 0 
054C: use_GXT_table 'INTRO' 
Player.MakeSafe($PLAYER_CHAR)
044D: load_splash 'INTRO1' 
0169: set_fade_color 2 2 2 
wait 250 
023C: load_special_actor 1 'SFRENDA' 
023C: load_special_actor 2 'SFRENDB' 
023C: load_special_actor 3 'CSSONNY' 
023C: load_special_actor 4 'SGOONA' 
023C: load_special_actor 5 'SGOONB' 
02F3: load_object #CUTOBJ01 'SVNTRAY' 
02F3: load_object #CUTOBJ02 'DRINK' 
02F3: load_object #CUTOBJ03 'MBTBEMP' 
02F3: load_object #CUTOBJ04 'SCHAIR' 
03AF: set_streaming 0 
03AD: set_rubbish 0 
select_interior 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 
Camera.SetAtPos(231.4, -1277.7, 19.0)
04F9: set_extra_colors 16 fade 0 
038B: load_requested_models 

:INTRO_297
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @INTRO_371 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_364 
jump @INTRO_11561 

:INTRO_364
jump @INTRO_297 

:INTRO_371
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
   not Model.Available(#CUTOBJ04)
jf @INTRO_445 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_438 
jump @INTRO_11561 

:INTRO_438
jump @INTRO_371 

:INTRO_445
02E4: load_cutscene_data 'INT_A' 
0244: set_cutscene_pos 231.411 -1277.707 19.069 
041D: set_camera_near_clip 0.1 
02E5: $430 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $430 'SFRENDA' 
02E5: $431 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $431 'SFRENDB' 
02E5: $441 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $441 'CSSONNY' 
02E5: $432 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $432 'SGOONA' 
02E5: $433 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $433 'SGOONB' 
02E5: $454 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $454 'SVNTRAY' 
02E5: $455 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $455 'DRINK01' 
02E5: $456 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $456 'DRINK02' 
02E5: $457 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $457 'DRINK03' 
02E5: $429 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $429 'MBTBEMP' 
02E5: $519 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $519 'SCHAIR' 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_727
if 
  1246 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_794 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_787 
jump @INTRO_11561 

:INTRO_787
jump @INTRO_727 

:INTRO_794
00BC: text_highpriority 'INT1_A' time 10000 1  // Tommy Vercetti...Huh! shit.

:INTRO_809
if 
  2708 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_876 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_869 
jump @INTRO_11561 

:INTRO_869
jump @INTRO_809 

:INTRO_876
00BC: text_highpriority 'INT1_B' time 10000 1  // Didn't think they'd ever let him out.

:INTRO_891
if 
  4796 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_958 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_951 
jump @INTRO_11561 

:INTRO_951
jump @INTRO_891 

:INTRO_958
00BC: text_highpriority 'INT1_C' time 10000 1  // He kept his head down, helps people forget.

:INTRO_973
if 
  7086 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1040 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1033 
jump @INTRO_11561 

:INTRO_1033
jump @INTRO_973 

:INTRO_1040
00BC: text_highpriority 'INT1_D' time 10000 1  // People will remember soon enough.

:INTRO_1055
if 
  8404 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1122 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1115 
jump @INTRO_11561 

:INTRO_1115
jump @INTRO_1055 

:INTRO_1122
00BC: text_highpriority 'INT1_E' time 10000 1  // When they see him walking down the streets of their neighborhoods.

:INTRO_1137
if 
  10756 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1204 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1197 
jump @INTRO_11561 

:INTRO_1197
jump @INTRO_1137 

:INTRO_1204
00BC: text_highpriority 'INT1_F' time 10000 1  // It will be bad for business.

:INTRO_1219
if 
  12614 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1286 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1279 
jump @INTRO_11561 

:INTRO_1279
jump @INTRO_1219 

:INTRO_1286
00BC: text_highpriority 'INT1_G' time 10000 1  // Well, what are we gonna do, Sonny?

:INTRO_1301
if 
  14813 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1368 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1361 
jump @INTRO_11561 

:INTRO_1361
jump @INTRO_1301 

:INTRO_1368
00BC: text_highpriority 'INT1_H' time 10000 1  // We treat him like an old friend and keep him busy out of town. OK?

:INTRO_1383
if 
  18741 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1450 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1443 
jump @INTRO_11561 

:INTRO_1443
jump @INTRO_1383 

:INTRO_1450
00BC: text_highpriority 'INT1_I' time 10000 1  // We been talking about expanding down South, right?

:INTRO_1465
if 
  21294 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1532 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1525 
jump @INTRO_11561 

:INTRO_1525
jump @INTRO_1465 

:INTRO_1532
00BC: text_highpriority 'INT1_J' time 10000 1  // Vice City is twenty-four carat gold these days.

:INTRO_1547
if 
  24399 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1614 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1607 
jump @INTRO_11561 

:INTRO_1607
jump @INTRO_1547 

:INTRO_1614
00BC: text_highpriority 'INT1_K' time 10000 1  // The Colombians, the Mexicans, hell,

:INTRO_1629
if 
  26496 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1696 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1689 
jump @INTRO_11561 

:INTRO_1689
jump @INTRO_1629 

:INTRO_1696
00BC: text_highpriority 'INT1_L' time 10000 1  // even those Cuban refugees are cutting themselves a piece of some nice action.

:INTRO_1711
if 
  31264 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1778 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1771 
jump @INTRO_11561 

:INTRO_1771
jump @INTRO_1711 

:INTRO_1778
00BC: text_highpriority 'INT1_M' time 10000 1  // But it's all drugs, Sonny,

:INTRO_1793
if 
  32904 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1862 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1855 
jump @INTRO_11561 

:INTRO_1855
jump @INTRO_1793 

:INTRO_1862
00BC: text_highpriority 'INT1_N' time 10000 1  // None of the families will touch that shit!

:INTRO_1877
if 
  35200 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1946 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_1939 
jump @INTRO_11561 

:INTRO_1939
jump @INTRO_1877 

:INTRO_1946
00BC: text_highpriority 'INT1_O' time 10000 1  // Times are changing.

:INTRO_1961
if 
  36522 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2030 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2023 
jump @INTRO_11561 

:INTRO_2023
jump @INTRO_1961 

:INTRO_2030
00BC: text_highpriority 'INT1_P' time 10000 1  // The families can't keep their backs turned while our enemies reap the rewards.

:INTRO_2045
if 
  41196 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2114 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2107 
jump @INTRO_11561 

:INTRO_2107
jump @INTRO_2045 

:INTRO_2114
00BC: text_highpriority 'INT1_Q' time 10000 1  // So, we send someone down to do the dirty work for us...

:INTRO_2129
if 
  45232 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2198 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2191 
jump @INTRO_11561 

:INTRO_2191
jump @INTRO_2129 

:INTRO_2198
00BC: text_highpriority 'INT1_R' time 10000 1  // and cut ourselves a nice quiet slice. OK?

:INTRO_2213
if 
  48992 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2282 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2275 
jump @INTRO_11561 

:INTRO_2275
jump @INTRO_2213 

:INTRO_2282
00BC: text_highpriority 'INT1_S' time 10000 1  // Who's our contact down there?

:INTRO_2297
if 
  50206 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2366 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2359 
jump @INTRO_11561 

:INTRO_2359
jump @INTRO_2297 

:INTRO_2366
00BC: text_highpriority 'INT1_T' time 10000 1  // Ken Rosenberg, schmuck of a lawyer.

:INTRO_2381
if 
  52509 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2450 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2443 
jump @INTRO_11561 

:INTRO_2443
jump @INTRO_2381 

:INTRO_2450
00BC: text_highpriority 'INT1_U' time 10000 1  // How's he gonna hold Vercetti's leash?

:INTRO_2465
if 
  54340 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2534 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2527 
jump @INTRO_11561 

:INTRO_2527
jump @INTRO_2465 

:INTRO_2534
00BC: text_highpriority 'INT1_V' time 10000 1  // We don't need him to.

:INTRO_2549
if 
  56291 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2618 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2611 
jump @INTRO_11561 

:INTRO_2611
jump @INTRO_2549 

:INTRO_2618
00BC: text_highpriority 'INT1_W' time 10000 1  // We just set him loose in Vice City,

:INTRO_2633
if 
  57900 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2702 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2695 
jump @INTRO_11561 

:INTRO_2695
jump @INTRO_2633 

:INTRO_2702
00BC: text_highpriority 'INT1_X' time 10000 1  // we give him a little cash to get started. OK?

:INTRO_2717
if 
  61168 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2786 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2779 
jump @INTRO_11561 

:INTRO_2779
jump @INTRO_2717 

:INTRO_2786
00BC: text_highpriority 'INT1_Y' time 10000 1  // Give it a few months.

:INTRO_2801
if 
  62518 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2870 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2863 
jump @INTRO_11561 

:INTRO_2863
jump @INTRO_2801 

:INTRO_2870
00BC: text_highpriority 'INT1_Z' time 10000 1  // Then we go down,

:INTRO_2885
if 
  64169 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2954 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_2947 
jump @INTRO_11561 

:INTRO_2947
jump @INTRO_2885 

:INTRO_2954
00BC: text_highpriority 'INT1_A1' time 10000 1  // pay him a little visit, right?

:INTRO_2969
if 
  65706 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_3038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_3031 
jump @INTRO_11561 

:INTRO_3031
jump @INTRO_2969 

:INTRO_3038
00BC: text_highpriority 'INT1_A2' time 10000 1  // see how he's doing.

:INTRO_3053
if 
  66784 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_3122 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_3115 
jump @INTRO_11561 

:INTRO_3115
jump @INTRO_3053 

:INTRO_3122
00BE: text_clear_all 

:INTRO_3124
if 
  68240 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_3193 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_3186 
jump @INTRO_11561 

:INTRO_3186
jump @INTRO_3124 

:INTRO_3193
00BE: text_clear_all 
0169: set_fade_color 1 1 1 
fade 0 2000 

:INTRO_3210
if 
fading 
jf @INTRO_3266 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_3259 
jump @INTRO_11561 

:INTRO_3259
jump @INTRO_3210 

:INTRO_3266
02EA: end_cutscene 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
select_interior 0 
wait 0 
0522: disable_cutscene_shadows 
044D: load_splash 'INTRO2' 
0169: set_fade_color 2 2 2 
wait 250 
set_weather 4 
00C0: set_current_time 12 0 
023C: load_special_actor 1 'CSKEN' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'SGOONA' 
023C: load_special_actor 4 'SGOONB' 
02F3: load_object #CUTOBJ01 'AIRPLAN' 
02F3: load_object #CUTOBJ02 'MERCED' 
02F3: load_object #CUTOBJ03 'BRFCASE' 
Model.Load(#AP_RADAR1_01)
Model.Load(#VEG_PALM04)
Camera.SetAtPos(-1592.0, -545.0, 15.0)
04E4: request_collision_at -1654.0 -1388.0 
038B: load_requested_models 

:INTRO_3541
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @INTRO_3621 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_3614 
jump @INTRO_11561 

:INTRO_3614
jump @INTRO_3541 

:INTRO_3621
if or
   not Model.Available(#CUTOBJ03)
   not Model.Available(#AP_RADAR1_01)
   not Model.Available(#VEG_PALM04)
jf @INTRO_3690 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_3683 
jump @INTRO_11561 

:INTRO_3683
jump @INTRO_3621 

:INTRO_3690
0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0 
0569: load_uncompressed_animation 'AIRPLAN' 
02E4: load_cutscene_data 'INT_M' 
0244: set_cutscene_pos -1601.536 -548.298 13.679 
02E5: $444 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $428 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $432 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $432 'SGOONA' 
02E5: $433 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $433 'SGOONB' 
02E5: $511 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $511 'AIRPLAN' 
02E5: $510 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $510 'MERCED' 
0418: set_object $510 draw_last 1 
02E5: $434 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $434 'BRFCASE' 
0525: attach_cutscene_object $444 to_component $510 'MERCBOD' 
0525: attach_cutscene_object $428 to_component $510 'MERCBOD' 
0525: attach_cutscene_object $432 to_component $510 'MERCBOD' 
0525: attach_cutscene_object $433 to_component $510 'MERCBOD' 
fade 1 3000 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_3979
if 
  4860 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4046 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4039 
jump @INTRO_11561 

:INTRO_4039
jump @INTRO_3979 

:INTRO_4046
00BC: text_highpriority 'INT2_A' time 10000 1  // Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey!

:INTRO_4061
if 
  6400 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4128 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4121 
jump @INTRO_11561 

:INTRO_4121
jump @INTRO_4061 

:INTRO_4128
041D: set_camera_near_clip 0.15 

:INTRO_4135
if 
  9600 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4202 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4195 
jump @INTRO_11561 

:INTRO_4195
jump @INTRO_4135 

:INTRO_4202
00BC: text_highpriority 'INT2_B' time 10000 1  // Well, uh, I'm gonna drive you guys to the meet, okay?

:INTRO_4217
if 
  12342 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4284 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4277 
jump @INTRO_11561 

:INTRO_4277
jump @INTRO_4217 

:INTRO_4284
00BC: text_highpriority 'INT2_C' time 10000 1  // Now, I've talked to the suppliers and they are very, huh-ha,

:INTRO_4299
if 
  15840 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4366 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4359 
jump @INTRO_11561 

:INTRO_4359
jump @INTRO_4299 

:INTRO_4366
00BC: text_highpriority 'INT2_D' time 10000 1  // keen to start a business relationship, so, uh,

:INTRO_4381
if 
  17556 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4448 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4441 
jump @INTRO_11561 

:INTRO_4441
jump @INTRO_4381 

:INTRO_4448
00BC: text_highpriority 'INT2_E' time 10000 1  // if all goes well, we should, uh,

:INTRO_4463
if 
  20640 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4530 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4523 
jump @INTRO_11561 

:INTRO_4523
jump @INTRO_4463 

:INTRO_4530
00BC: text_highpriority 'INT2_F' time 10000 1  // be doing very nicely for ourselves, which is, y'know...

:INTRO_4545
if 
  23018 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4612 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4605 
jump @INTRO_11561 

:INTRO_4605
jump @INTRO_4545 

:INTRO_4612
00BC: text_highpriority 'INT2_G' time 10000 1  // good..

:INTRO_4627
if 
  25863 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4694 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4687 
jump @INTRO_11561 

:INTRO_4687
jump @INTRO_4627 

:INTRO_4694
00BC: text_highpriority 'INT2_H' time 10000 1  // Okay, so. They're brothers, okay.

:INTRO_4709
if 
  26000 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4776 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4769 
jump @INTRO_11561 

:INTRO_4769
jump @INTRO_4709 

:INTRO_4776
if 
  27624 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4843 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4836 
jump @INTRO_11561 

:INTRO_4836
jump @INTRO_4776 

:INTRO_4843
00BC: text_highpriority 'INT2_I' time 10000 1  // One operates the uh, the business,

:INTRO_4858
if 
  29348 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4925 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_4918 
jump @INTRO_11561 

:INTRO_4918
jump @INTRO_4858 

:INTRO_4925
00BC: text_highpriority 'INT2_J' time 10000 1  // and the other one does the flying.

:INTRO_4940
if 
  30300 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_5007 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_5000 
jump @INTRO_11561 

:INTRO_5000
jump @INTRO_4940 

:INTRO_5007
00BE: text_clear_all 
0169: set_fade_color 1 1 1 
fade 0 2000 

:INTRO_5024
if 
fading 
jf @INTRO_5108 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $CUT_SCENE_TIME >= 33300 // $ >= int 
jf @INTRO_5069 
00BE: text_clear_all 

:INTRO_5069
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_5101 
jump @INTRO_11561 

:INTRO_5101
jump @INTRO_5024 

:INTRO_5108
00BE: text_clear_all 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#AP_RADAR1_01)
Model.Destroy(#VEG_PALM04)
wait 0 
044D: load_splash 'INTRO3' 
0169: set_fade_color 2 2 2 
wait 250 
set_weather 0 
00C0: set_current_time 20 0 
023C: load_special_actor 1 'CSKEN' 
023C: load_special_actor 2 'CSDEAL' 
023C: load_special_actor 3 'SGOONA' 
023C: load_special_actor 4 'SGOONB' 
023C: load_special_actor 5 'CSASSA' 
023C: load_special_actor 6 'CSASSB' 
023C: load_special_actor 7 'CSASSC' 
023C: load_special_actor 8 'CSPLAY' 
02F3: load_object #CUTOBJ01 'CS_CHOP' 
02F3: load_object #CUTOBJ02 'BRFCASE' 
02F3: load_object #CUTOBJ03 'DELCASE' 
02F3: load_object #CUTOBJ04 'MERCED' 
Model.Load(#DOC_CRANEEGGS04)
Model.Load(#DOC_CRANE_CAB04)
Model.Load(#DOCKFUEL07)
04E4: request_collision_at -692.0 -1559.0 
0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53 
Camera.SetAtPos(-692.0, -1559.0, 12.0)
04F9: set_extra_colors 14 fade 0 
038B: load_requested_models 

:INTRO_5410
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
jf @INTRO_5488 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_5481 
jump @INTRO_11561 

:INTRO_5481
jump @INTRO_5410 

:INTRO_5488
if or
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
   not Model.Available(#CUTOBJ04)
jf @INTRO_5570 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_5563 
jump @INTRO_11561 

:INTRO_5563
jump @INTRO_5488 

:INTRO_5570
if or
   not Model.Available(#DOC_CRANEEGGS04)
   not Model.Available(#DOC_CRANE_CAB04)
   not Model.Available(#DOCKFUEL07)
jf @INTRO_5639 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_5632 
jump @INTRO_11561 

:INTRO_5632
jump @INTRO_5570 

:INTRO_5639
0569: load_uncompressed_animation 'CS_CHOP' 
02E4: load_cutscene_data 'INT_D' 
0244: set_cutscene_pos -690.0 -1568.0 11.44 
02E5: $428 = create_cutscene_object #SPECIAL08 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $446 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $446 'CSDEAL' 
02E5: $432 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $432 'SGOONA' 
02E5: $433 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $433 'SGOONB' 
02E5: $448 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $448 'CSASSA' 
02E5: $449 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $449 'CSASSB' 
02E5: $450 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $450 'CSASSC' 
02E5: $451 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $451 'CS_CHOP' 
0418: set_object $451 draw_last 1 
02E5: $434 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $434 'BRFCASE' 
02E5: $435 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $435 'DELCASE' 
02E5: $510 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $510 'MERCED' 
0418: set_object $510 draw_last 1 
0525: attach_cutscene_object $444 to_component $510 'MERCBOD' 
fade 1 2000 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_5968
if 
  6500 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6035 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6028 
jump @INTRO_11561 

:INTRO_6028
jump @INTRO_5968 

:INTRO_6035
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_6047
if 
  8743 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6126 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6107 
jump @INTRO_11561 

:INTRO_6107
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_6047 

:INTRO_6126
00BC: text_highpriority 'INT3_A' time 10000 1  // Ok, that's them in the chopper.
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_6153
if 
  10784 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6232 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6213 
jump @INTRO_11561 

:INTRO_6213
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_6153 

:INTRO_6232
00BC: text_highpriority 'INT3_B' time 10000 1  // All right, here's the deal.
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_6259
if 
  12040 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6338 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6319 
jump @INTRO_11561 

:INTRO_6319
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_6259 

:INTRO_6338
00BC: text_highpriority 'INT3_C' time 10000 1  // They want a straight exchange on open ground.
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_6365
if 
  14488 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6444 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6425 
jump @INTRO_11561 

:INTRO_6425
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_6365 

:INTRO_6444
00BC: text_highpriority 'INT3_D' time 10000 1  // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_6471
if 
  17072 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6550 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6531 
jump @INTRO_11561 

:INTRO_6531
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_6471 

:INTRO_6550
03D5: remove_text 'INT3_D'  // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_6572
if 
  20384 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6651 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6632 
jump @INTRO_11561 

:INTRO_6632
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_6572 

:INTRO_6651
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_6663
if 
  23200 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6742 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6723 
jump @INTRO_11561 

:INTRO_6723
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_6663 

:INTRO_6742
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_6754
if 
  35596 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6816 
jump @INTRO_11561 

:INTRO_6816
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_6754 

:INTRO_6835
00BC: text_highpriority 'INT3_G' time 10000 1  // Got it?
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_6862
if 
  36430 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6943 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_6924 
jump @INTRO_11561 

:INTRO_6924
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_6862 

:INTRO_6943
00BC: text_highpriority 'INT3_H' time 10000 1  // 100% pure grade-A Colombian, my friend.
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_6970
if 
  39824 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7051 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7032 
jump @INTRO_11561 

:INTRO_7032
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_6970 

:INTRO_7051
00BC: text_highpriority 'INT3_M' time 10000 1  // Let me see it.
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7078
if 
  40896 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7159 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7140 
jump @INTRO_11561 

:INTRO_7140
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7078 

:INTRO_7159
00BC: text_highpriority 'INT3_I' time 10000 1  // The greens?
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7186
if 
  42518 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7267 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7248 
jump @INTRO_11561 

:INTRO_7248
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7186 

:INTRO_7267
00BC: text_highpriority 'INT3_J' time 10000 1  // Tens and twenties...used.
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7294
if 
  46872 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7375 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7356 
jump @INTRO_11561 

:INTRO_7356
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7294 

:INTRO_7375
00BC: text_highpriority 'INT3_K' time 10000 1  // I think we have a deal, my friend. HA HA!
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7402
if 
  51100 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7471 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7464 
jump @INTRO_11561 

:INTRO_7464
jump @INTRO_7402 

:INTRO_7471
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7516 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7516
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7528
if 
  51233 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7609 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7590 
jump @INTRO_11561 

:INTRO_7590
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7528 

:INTRO_7609
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7654 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7654
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7666
if 
  51366 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7747 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7728 
jump @INTRO_11561 

:INTRO_7728
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7666 

:INTRO_7747
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7792 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7792
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7804
if 
  51500 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7885 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_7866 
jump @INTRO_11561 

:INTRO_7866
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7804 

:INTRO_7885
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7962 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.522 -1577.432 12.826 to -696.492 -1577.354 12.815 

:INTRO_7962
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_7974
if 
  51633 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8055 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8036 
jump @INTRO_11561 

:INTRO_8036
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_7974 

:INTRO_8055
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8100 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8100
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_8112
if 
  51733 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8193 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8174 
jump @INTRO_11561 

:INTRO_8174
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_8112 

:INTRO_8193
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8238 
058A: create_gun_flash_from -696.442 -1577.358 12.765 to -696.402 -1577.286 12.749 

:INTRO_8238
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_8250
if 
  51766 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8331 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8312 
jump @INTRO_11561 

:INTRO_8312
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_8250 

:INTRO_8331
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8376 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8376
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_8388
if 
  51900 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8469 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8450 
jump @INTRO_11561 

:INTRO_8450
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_8388 

:INTRO_8469
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8514 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8514
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_8526
if 
  51966 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8607 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8588 
jump @INTRO_11561 

:INTRO_8588
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_8526 

:INTRO_8607
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8652 
058A: create_gun_flash_from -696.448 -1577.274 12.666 to -696.405 -1577.206 12.643 

:INTRO_8652
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_8664
if 
  52033 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8745 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8726 
jump @INTRO_11561 

:INTRO_8726
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_8664 

:INTRO_8745
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8822 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 

:INTRO_8822
0598: stir_ground_around_object $451 radius 10.0 density 4 

:INTRO_8834
if 
  52166 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_8896 
jump @INTRO_11561 

:INTRO_8896
0598: stir_ground_around_object $451 radius 10.0 density 4 
jump @INTRO_8834 

:INTRO_8915
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8960 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8960
0598: stir_ground_around_object $451 radius 10.0 density 6 

:INTRO_8972
if 
  52200 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9053 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9034 
jump @INTRO_11561 

:INTRO_9034
0598: stir_ground_around_object $451 radius 10.0 density 6 
jump @INTRO_8972 

:INTRO_9053
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9098 
058A: create_gun_flash_from -696.437 -1577.235 12.658 to -696.391 -1577.17 12.635 

:INTRO_9098
0598: stir_ground_around_object $451 radius 10.0 density 6 

:INTRO_9110
if 
  52256 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9191 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9172 
jump @INTRO_11561 

:INTRO_9172
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9110 

:INTRO_9191
00BC: text_highpriority 'INT3_N' time 2000 1  // Oh Shit!
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_9218
if 
  52300 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9299 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9280 
jump @INTRO_11561 

:INTRO_9280
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9218 

:INTRO_9299
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9344 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9344
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_9356
if 
  52433 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9437 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9418 
jump @INTRO_11561 

:INTRO_9418
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9356 

:INTRO_9437
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9514 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.439 -1577.222 12.653 to -696.391 -1577.158 12.63 

:INTRO_9514
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_9526
if 
  52566 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9607 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9588 
jump @INTRO_11561 

:INTRO_9588
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9526 

:INTRO_9607
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9652 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9652
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_9664
if 
  52666 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9745 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9726 
jump @INTRO_11561 

:INTRO_9726
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9664 

:INTRO_9745
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9790 
058A: create_gun_flash_from -696.465 -1577.189 12.648 to -696.419 -1577.213 12.625 

:INTRO_9790
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_9802
if 
  52700 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9883 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_9864 
jump @INTRO_11561 

:INTRO_9864
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9802 

:INTRO_9883
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9928 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9928
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_9940
if 
  52833 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10021 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10002 
jump @INTRO_11561 

:INTRO_10002
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_9940 

:INTRO_10021
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10066 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10066
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10078
if 
  52900 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10159 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10140 
jump @INTRO_11561 

:INTRO_10140
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10078 

:INTRO_10159
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10204 
058A: create_gun_flash_from -696.576 -1577.111 12.686 to -696.538 -1577.04 12.667 

:INTRO_10204
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10216
if 
  52966 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10297 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10278 
jump @INTRO_11561 

:INTRO_10278
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10216 

:INTRO_10297
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10342 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10342
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10354
if 
  53100 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10435 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10416 
jump @INTRO_11561 

:INTRO_10416
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10354 

:INTRO_10435
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10480 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10480
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10492
if 
  53133 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10573 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10554 
jump @INTRO_11561 

:INTRO_10554
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10492 

:INTRO_10573
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10618 
058A: create_gun_flash_from -696.692 -1577.05 12.703 to -696.665 -1576.973 12.686 

:INTRO_10618
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10630
if 
  53233 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10711 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10692 
jump @INTRO_11561 

:INTRO_10692
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10630 

:INTRO_10711
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10756 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10756
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10768
if 
  53366 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10849 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_10830 
jump @INTRO_11561 

:INTRO_10830
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10768 

:INTRO_10849
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10958 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 
058A: create_gun_flash_from -696.781 -1576.899 12.688 to -696.676 -1576.918 12.67 

:INTRO_10958
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_10970
if 
  53500 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11051 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_11032 
jump @INTRO_11561 

:INTRO_11032
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_10970 

:INTRO_11051
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_11096 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_11096
0598: stir_ground_around_object $451 radius 10.0 density 8 

:INTRO_11108
if 
  57000 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11189 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_11170 
jump @INTRO_11561 

:INTRO_11170
0598: stir_ground_around_object $451 radius 10.0 density 8 
jump @INTRO_11108 

:INTRO_11189
if 
  58736 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11258 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_11251 
jump @INTRO_11561 

:INTRO_11251
jump @INTRO_11189 

:INTRO_11258
00BC: text_highpriority 'INT3_L' time 10000 1  // Go on, get out of here! Drive!

:INTRO_11273
if 
  60800 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11342 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_11335 
jump @INTRO_11561 

:INTRO_11335
jump @INTRO_11273 

:INTRO_11342
00BE: text_clear_all 

:INTRO_11344
if 
  63212 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11413 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_11406 
jump @INTRO_11561 

:INTRO_11406
jump @INTRO_11344 

:INTRO_11413
0169: set_fade_color 1 1 1 
fade 0 2000 

:INTRO_11428
if 
fading 
jf @INTRO_11484 
wait 0 
gosub @INTRO_14469 
if 
  $314 == 2 // $ == int 
jf @INTRO_11477 
jump @INTRO_11561 

:INTRO_11477
jump @INTRO_11428 

:INTRO_11484
04FA: clear_extra_colors_with_fade 0 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#DOC_CRANEEGGS04)
Model.Destroy(#DOC_CRANE_CAB04)
Model.Destroy(#DOCKFUEL07)
wait 0 

:INTRO_11561
044D: load_splash 'INTRO4' 
0169: set_fade_color 2 2 2 
if 
  $314 == 2 // $ == int 
jf @INTRO_11630 
fade 0 1000 
00BE: text_clear_all 

:INTRO_11606
if 
fading 
jf @INTRO_11630 
wait 0 
jump @INTRO_11606 

:INTRO_11630
01B7: release_weather 
00C0: set_current_time 7 0 
02EA: end_cutscene 
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0296: unload_special_actor 9 
0296: unload_special_actor 10 
0296: unload_special_actor 11 
0296: unload_special_actor 12 
0296: unload_special_actor 13 
0296: unload_special_actor 14 
0296: unload_special_actor 15 
0296: unload_special_actor 16 
0296: unload_special_actor 17 
0296: unload_special_actor 18 
0296: unload_special_actor 19 
0296: unload_special_actor 20 
0296: unload_special_actor 21 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#CUTOBJ05)
Model.Destroy(#DOC_CRANEEGGS04)
Model.Destroy(#DOC_CRANE_CAB04)
Model.Destroy(#DOCKFUEL07)
Model.Destroy(#AP_RADAR1_01)
Model.Destroy(#VEG_PALM04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
wait 0 
01B7: release_weather 
00C0: set_current_time 7 0 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03CF: load_wav 'INTRO1' as 1 
03CF: load_wav 'INTRO2' as 2 

:INTRO_11925
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @INTRO_11955 
wait 0 
jump @INTRO_11925 

:INTRO_11955
Model.Load(#CHEETAH)
Model.Load(#PCJ600)
023C: load_special_actor 10 'IGKEN' 
038B: load_requested_models 

:INTRO_11979
if or
   not Model.Available(#CHEETAH)
   not Model.Available(#PCJ600)
823D:   not special_actor 10 loaded 
jf @INTRO_12015 
wait 0 
jump @INTRO_11979 

:INTRO_12015
0395: clear_area 0 at 114.2 -823.3 9.7 range 1.0 
04E4: request_collision_at 86.428 -852.238 
Camera.SetAtPos(114.2, -823.3, 9.7)
0395: clear_area 1 at 86.428 -852.238 9.325 range 50.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0055: put_player $PLAYER_CHAR at 86.428 -852.238 9.325 
0395: clear_area 1 at 86.485 -851.933 10.0 range 10.0 
Car.Create(0@, #CHEETAH, 83.54, -851.669, 10.0)
Car.SetImmunities(0@, 1, 1, 1, 1, 1)
Car.Angle(0@) = 330.0
01D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger 
0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat 
01ED: clear_actor 2@ threat_search 
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Car.SetToNormalDriver(0@)
0229: set_car 0@ color_to 84 84 
Car.Create(1@, #PCJ600, 127.4, -818.5, 9.5)
Car.Angle(1@) = 250.6
041E: set_radio_station 9 -1 
Model.Destroy(#CHEETAH)
Model.Destroy(#PCJ600)

:INTRO_12301
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @INTRO_12344 
wait 0 
if 
   Car.Wrecked(0@)
jf @INTRO_12337 

:INTRO_12337
jump @INTRO_12301 

:INTRO_12344
fade 1 1000 
0395: clear_area 1 at 116.583 -796.821 11.423 range 1.0 
Camera.SetPosition(116.583, -796.821, 11.423, 0.0, 0.0, 0.0)
Camera.PointAt(116.573, -797.821, 11.414, 2)
if 
   not Car.Wrecked(0@)
jf @INTRO_12496 
04BA: set_car 0@ speed_instantly 20.0 
Car.DriveTo(0@, 103.1, -832.3, 9.317)
Car.SetMaxSpeed(0@, 30.0)
00AE: set_vehicle 0@ traffic_behavior_to 2 
4@ = 1 // @ = int 

:INTRO_12496
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:INTRO_12510
if or
   not 3@ == 8 // @ == int 
   not 4@ == 4 // @ == int 
jf @INTRO_13591 
wait 0 
if 
   Car.Wrecked(0@)
jf @INTRO_12562 
jump @INTRO_12990 

:INTRO_12562
if 
  4@ == 1 // @ == int 
jf @INTRO_12700 
if 
  TIMERB >= 30000 // @ >= int 
jf @INTRO_12700 
if 
   not Car.Wrecked(0@)
jf @INTRO_12700 
if 
81AF:   not car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 
jf @INTRO_12700 
4@ = 3 // @ = int 
Car.PutAt(0@, 132.6, -818.278, 9.446)
Car.Angle(0@) = 206.0214

:INTRO_12700
if 
  4@ == 1 // @ == int 
jf @INTRO_12793 
if 
01AF:   car 0@ 0 103.1 -832.3 9.317 radius 4.0 4.0 4.0 
jf @INTRO_12793 
Car.DriveTo(0@, 113.371, -819.078, 9.317)
4@ = 2 // @ = int 

:INTRO_12793
if 
  4@ == 2 // @ == int 
jf @INTRO_12886 
if 
01AF:   car 0@ 0 113.371 -819.078 9.317 radius 4.0 4.0 4.0 
jf @INTRO_12886 
Car.DriveTo(0@, 132.6, -818.278, 9.446)
4@ = 3 // @ = int 

:INTRO_12886
if 
  4@ == 3 // @ == int 
jf @INTRO_12990 
if 
01AF:   car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 
jf @INTRO_12990 
if 
   not Car.Wrecked(0@)
jf @INTRO_12990 
Car.SetMaxSpeed(0@, 0.0)
Car.SetToNormalDriver(0@)
4@ = 4 // @ = int 

:INTRO_12990
if 
   Actor.Dead(2@)
jf @INTRO_13006 

:INTRO_13006
if 
  3@ == 0 // @ == int 
jf @INTRO_13064 
03D1: play_wav 1 
00BC: text_highpriority 'INTRO1' time 10000 1  // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
3@ = 1 // @ = int 

:INTRO_13064
if 
  6@ == 0 // @ == int 
jf @INTRO_13190 
if 
  TIMERB >= 2000 // @ >= int 
jf @INTRO_13190 
0395: clear_area 0 at 104.88 -808.433 12.108 range 1.0 
Camera.SetPosition(104.88, -808.433, 12.108, 0.0, 0.0, 0.0)
Camera.PointAt(105.771, -808.888, 12.091, 2)
TIMERB = 0 // @ = int 
6@ = 1 // @ = int 

:INTRO_13190
if 
  3@ == 1 // @ == int 
jf @INTRO_13278 
if 
03D2:   wav 1 ended 
jf @INTRO_13278 
03D5: remove_text 'INTRO1'  // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
if 
  TIMERA >= 1000 // @ >= int 
jf @INTRO_13278 
03D1: play_wav 2 
00BC: text_highpriority 'INTRO2' time 10000 1  // Go get some sleep.
3@ = 2 // @ = int 

:INTRO_13278
if 
  3@ == 2 // @ == int 
jf @INTRO_13315 
03CF: load_wav 'INTRO3' as 1 
3@ = 3 // @ = int 

:INTRO_13315
if 
  3@ == 3 // @ == int 
jf @INTRO_13365 
if 
03D2:   wav 2 ended 
jf @INTRO_13365 
03D5: remove_text 'INTRO2'  // Go get some sleep.
3@ = 4 // @ = int 

:INTRO_13365
if 
  3@ == 4 // @ == int 
jf @INTRO_13424 
if 
03D0:   wav 1 loaded 
jf @INTRO_13424 
03CF: load_wav 'INTRO4' as 2 
TIMERA = 0 // @ = int 
3@ = 5 // @ = int 

:INTRO_13424
if 
  3@ == 5 // @ == int 
jf @INTRO_13487 
if 
  TIMERA >= 900 // @ >= int 
jf @INTRO_13487 
03D1: play_wav 1 
00BC: text_highpriority 'INTRO3' time 10000 1  // What are you gonna do?
3@ = 6 // @ = int 

:INTRO_13487
if 
  3@ == 6 // @ == int 
jf @INTRO_13537 
if 
03D2:   wav 1 ended 
jf @INTRO_13537 
03D5: remove_text 'INTRO3'  // What are you gonna do?
3@ = 7 // @ = int 

:INTRO_13537
if 
  3@ == 7 // @ == int 
jf @INTRO_13584 
if 
03D0:   wav 2 loaded 
jf @INTRO_13584 
TIMERA = 0 // @ = int 
3@ = 8 // @ = int 

:INTRO_13584
jump @INTRO_12510 

:INTRO_13591
if 
  300 > TIMERA // int > @ 
jf @INTRO_13653 
wait 0 
if 
   Car.Wrecked(0@)
jf @INTRO_13630 

:INTRO_13630
if 
   Actor.Dead(2@)
jf @INTRO_13646 

:INTRO_13646
jump @INTRO_13591 

:INTRO_13653
03D1: play_wav 2 
00BC: text_highpriority 'INTRO4' time 10000 1  // I'll drop by your office tomorrow and we can start sorting this mess out.
wait 400 
if 
   Car.Wrecked(0@)
jf @INTRO_13693 

:INTRO_13693
if 
   Actor.Dead(2@)
jf @INTRO_13709 

:INTRO_13709
if 
83D2:   not wav 2 ended 
jf @INTRO_13767 
wait 0 
if 
   Car.Wrecked(0@)
jf @INTRO_13744 

:INTRO_13744
if 
   Actor.Dead(2@)
jf @INTRO_13760 

:INTRO_13760
jump @INTRO_13709 

:INTRO_13767
03D5: remove_text 'INTRO4'  // I'll drop by your office tomorrow and we can start sorting this mess out.
if 
   not Car.Wrecked(0@)
jf @INTRO_13817 
if 
   not Actor.Dead(2@)
jf @INTRO_13817 
01D3: actor 2@ leave_car 0@ 

:INTRO_13817
if 
   not Actor.Dead(2@)
jf @INTRO_13892 

:INTRO_13833
if 
   Actor.Driving(2@)
jf @INTRO_13892 
wait 0 
if 
   Car.Wrecked(0@)
jf @INTRO_13869 

:INTRO_13869
if 
   Actor.Dead(2@)
jf @INTRO_13885 

:INTRO_13885
jump @INTRO_13833 

:INTRO_13892
if 
   not Actor.Dead(2@)
jf @INTRO_13930 
0211: actor 2@ walk_to 125.809 -815.263 
0319: set_actor 2@ running 1 

:INTRO_13930
TIMERA = 0 // @ = int 

:INTRO_13937
if 
  1500 > TIMERA // int > @ 
jf @INTRO_13983 
wait 0 
if 
   not Actor.Dead(2@)
jf @INTRO_13976 

:INTRO_13976
jump @INTRO_13937 

:INTRO_13983
0395: clear_area 0 at 113.655 -815.814 11.029 range 1.0 
Camera.SetPosition(113.655, -815.814, 11.029, 0.0, 0.0, 0.0)
Camera.PointAt(114.307, -816.57, 11.083, 2)
if 
   not Actor.Dead(2@)
jf @INTRO_14104 
009F: set_actor 2@ idle 
011C: actor 2@ clear_objective 
Actor.PutAt(2@, 125.809, -815.263, 9.444)

:INTRO_14104
if 
   not Actor.Dead(2@)
jf @INTRO_14149 
0211: actor 2@ walk_to 116.269 -825.438 
0319: set_actor 2@ running 1 
5@ = 1 // @ = int 

:INTRO_14149
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @INTRO_14202 
Actor.PutAt($PLAYER_ACTOR, 136.457, -817.37, 9.44)
Actor.Angle($PLAYER_ACTOR) = 225.495
jump @INTRO_14222 

:INTRO_14202
0362: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 and_remove_from_car 

:INTRO_14222
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @INTRO_14248 
Actor.Angle($PLAYER_ACTOR) = 225.495

:INTRO_14248
TIMERB = 0 // @ = int 

:INTRO_14255
if 
  1350 > TIMERB // int > @ 
jf @INTRO_14301 
wait 0 
if 
   not Actor.Dead(2@)
jf @INTRO_14294 

:INTRO_14294
jump @INTRO_14255 

:INTRO_14301
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03D5: remove_text 'INTRO4'  // I'll drop by your office tomorrow and we can start sorting this mess out.
041E: set_radio_station 1 -1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03AD: set_rubbish 1 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Car.RemoveReferences(0@)
Car.RemoveReferences(1@)
014C: set_parked_car_generator $2313 cars_to_generate_to 101 
Actor.DestroyInstantly(2@)
$523 = 1 // $ = int 
$ONMISSION = 0 // $ = int 
if 
   not Car.Wrecked(0@)
jf @INTRO_14417 
Car.SetImmunities(0@, 0, 0, 0, 0, 0)

:INTRO_14417
0296: unload_special_actor 10 
Model.Destroy(#ADMIRAL)
Model.Destroy(#FAGGIO)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
044D: load_splash 'SPLASH1' 
0169: set_fade_color 0 0 0 
mission_cleanup 
terminate_this_script 
return 

:INTRO_14469
if 
  $314 == 0 // $ == int 
jf @INTRO_14517 
if and
80E1:   not player 0 pressed_button 16 
80E1:   not player 0 pressed_button 12 
jf @INTRO_14517 
$314 = 1 // $ = int 

:INTRO_14517
if 
  $314 == 1 // $ == int 
jf @INTRO_14555 
if 
056A:   has_cutscene_been_interrupted 
jf @INTRO_14555 
$314 = 2 // $ = int 

:INTRO_14555
return 

//-------------Mission 2---------------
// Originally: An Old Friend

:HOTEL
$ONMISSION = 1 // $ = int 
script_name 'HOTEL' 
wait 0 
054C: use_GXT_table 'HOTEL' 
04F9: set_extra_colors 16 fade 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
0336: set_player $PLAYER_CHAR visible 0 
03AF: set_streaming 0 
03AD: set_rubbish 0 
select_interior 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSSONNY' 
02F3: load_object #CUTOBJ01 'PLYPHON' 
02F3: load_object #CUTOBJ02 'COLPHON' 
02F3: load_object #CUTOBJ03 'MBTBFUL' 
02F3: load_object #CUTOBJ04 'SCHAIR' 
038B: load_requested_models 
Camera.SetAtPos(231.4, -1277.7, 19.0)

:HOTEL_219
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
   not Model.Available(#CUTOBJ04)
jf @HOTEL_269 
wait 0 
jump @HOTEL_219 

:HOTEL_269
02E4: load_cutscene_data 'INT_B' 
0244: set_cutscene_pos 231.411 -1277.707 19.069 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $441 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $441 'CSSONNY' 
02E5: $442 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $442 'PLYPHON' 
02E5: $443 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $443 'COLPHON' 
02E5: $429 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $429 'MBTBFUL' 
02E5: $519 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $519 'SCHAIR' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HOTEL_449
if 
  6133 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_484 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_449 

:HOTEL_484
00BC: text_highpriority 'INTB_B' time 10000 1  // Hello Sonny.

:HOTEL_499
if 
  7184 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_534 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_499 

:HOTEL_534
00BC: text_highpriority 'INTB_A' time 10000 1  // Tommy! Tommy, it's been too long.

:HOTEL_549
if 
  13174 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_584 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_549 

:HOTEL_584
00BC: text_highpriority 'INTB_C' time 10000 1  // I know, I know. You're just overwhelmed with emotion.

:HOTEL_599
if 
  15932 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_634 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_599 

:HOTEL_634
00BC: text_highpriority 'INTB_D' time 10000 1  // Fifteen years - seems like only yesterday.

:HOTEL_649
if 
  19096 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_684 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_649 

:HOTEL_684
00BC: text_highpriority 'INTB_E' time 10000 1  // I guess that's a perspective thing.

:HOTEL_699
if 
  20800 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_734 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_699 

:HOTEL_734
00BC: text_highpriority 'INTB_F' time 10000 1  // Hey, doing time for the family is no piece of cake,

:HOTEL_749
if 
  23076 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_784 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_749 

:HOTEL_784
00BC: text_highpriority 'INTB_G' time 10000 1  // but the family looks after its own, ok?

:HOTEL_799
if 
  25352 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_834 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_799 

:HOTEL_834
00BC: text_highpriority 'INTB_H' time 10000 1  // So, how'd the deal go down - you sitting on some white gold?

:HOTEL_849
if 
  29045 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_884 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_849 

:HOTEL_884
00BC: text_highpriority 'INTB_I' time 10000 1  // Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead.

:HOTEL_899
if 
  32884 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_936 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_899 

:HOTEL_936
00BC: text_highpriority 'INTB_J' time 10000 1  // You better be kidding me Tommy. Tell me you still got the money.

:HOTEL_951
if 
  36816 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_951 

:HOTEL_988
00BC: text_highpriority 'INTB_K' time 10000 1  // ...no Sonny...I don't have the money.

:HOTEL_1003
if 
  39960 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1040 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1003 

:HOTEL_1040
00BC: text_highpriority 'INTB_L' time 10000 1  // That was my money, Tommy, MY MONEY!

:HOTEL_1055
if 
  46333 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1092 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1055 

:HOTEL_1092
00BC: text_highpriority 'INTB_M' time 10000 1  // You better not be screwing me Tommy because you know I'm not a man to be screwed with!

:HOTEL_1107
if 
  49904 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1144 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1107 

:HOTEL_1144
00BC: text_highpriority 'INTB_N' time 10000 1  // Wait Sonny.

:HOTEL_1159
if 
  51480 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1196 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1159 

:HOTEL_1196
00BC: text_highpriority 'INTB_O' time 10000 1  // You have my personal assurance that I'm going to get your money back and the drugs.

:HOTEL_1211
if 
  54960 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1248 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1211 

:HOTEL_1248
00BC: text_highpriority 'INTB_P' time 10000 1  // And I'm gonna mail you the dicks of those responsible.

:HOTEL_1263
if 
  56800 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1300 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1263 

:HOTEL_1300
00BC: text_highpriority 'INTB_Q' time 10000 1  // Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I.

:HOTEL_1315
if 
  61668 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1352 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1315 

:HOTEL_1352
00BC: text_highpriority 'INTB_R' time 10000 1  // If it was anybody else you'd be DEAD already.

:HOTEL_1367
if 
  64584 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1404 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1367 

:HOTEL_1404
00BC: text_highpriority 'INTB_S' time 10000 1  // But because it's you, because we got history, I'm gonna let you handle this.

:HOTEL_1419
if 
  69612 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1456 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1419 

:HOTEL_1456
00BC: text_highpriority 'INTB_T' time 10000 1  // Look, Sonny, you got my word.

:HOTEL_1471
if 
  72104 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1508 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1471 

:HOTEL_1508
00BC: text_highpriority 'INTB_U' time 10000 1  // I'll be in touch.

:HOTEL_1523
if 
  75104 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1560 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1523 

:HOTEL_1560
00BE: text_clear_all 

:HOTEL_1562
if 
  77104 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1599 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1562 

:HOTEL_1599
fade 0 1500 
00BE: text_clear_all 

:HOTEL_1608
if 
fading 
jf @HOTEL_1632 
wait 0 
jump @HOTEL_1608 

:HOTEL_1632
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetAtPos(237.8, -1279.9, 10.0)
030C: progress_made += 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
Marker.Disable($368)
Marker.Disable($526)
02A7: $526 = create_icon_marker_and_sphere $721 at $760 $761 $762 
terminate_all_scripts_with_this_name 'LAW1' 
start_new_script @LAW1 
00C0: set_current_time 8 0 
set_weather 0 
Player.CanMove($PLAYER_CHAR, False)
wait 1000 
fade 1 1500 
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 258.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
011C: actor $PLAYER_ACTOR clear_objective 
$ONMISSION = 0 // $ = int 
$525 = 1 // $ = int 
01B7: release_weather 
04FA: clear_extra_colors_with_fade 0 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 3---------------
// Originally: The Party

:LAWYER1
gosub @LAWYER1_36 
if 
wasted_or_busted 
jf @LAWYER1_27 
gosub @LAWYER1_12206 

:LAWYER1_27
gosub @LAWYER1_12901 
terminate_this_script 

:LAWYER1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER1' 
wait 0 
054C: use_GXT_table 'LAWYER1' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
12@ = 0 // @ = int 
$360 = 0 // $ = int 
2@ = 0 // @ = int 
$2501 = 0 // $ = int 
$2507 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
$2508 = 0 // $ = int 
03E6: remove_text_box 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_222 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_222 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER1_222
03CF: load_wav 'MONO_1' as 1 
select_interior 6 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'INVITE' 
02F3: load_object #CUTOBJ05 'LAWDOOR' 
038B: load_requested_models 

:LAWYER1_329
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
jf @LAWYER1_374 
wait 0 
jump @LAWYER1_329 

:LAWYER1_374
if or
   not Model.Available(#CUTOBJ04)
   not Model.Available(#CUTOBJ05)
jf @LAWYER1_406 
wait 0 
jump @LAWYER1_374 

:LAWYER1_406
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_1A' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $494 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $494 'LWCHARA' 
02E5: $495 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $495 'LWCHARB' 
02E5: $505 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $505 'LCFAN' 
02E5: $508 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $508 'INVITE' 
02E5: $513 = create_cutscene_object #CUTOBJ05 
02E6: set_cutscene_anim $513 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER1_688
if 
  520 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_723 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_688 

:LAWYER1_723
00BC: text_highpriority 'LAW1_A' time 10000 1  // Go get some sleep, he says -

:LAWYER1_738
if 
  2808 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_773 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_738 

:LAWYER1_773
00BC: text_highpriority 'LAW1_B' time 10000 1  // - I have been sitting in this chair all night with the lights off drinking coffee!

:LAWYER1_788
if 
  8465 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_823 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_788 

:LAWYER1_823
00BC: text_highpriority 'LAW1_C' time 10000 1  // This is a disaster. We are so screwed, man!

:LAWYER1_838
if 
  12636 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_873 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_838 

:LAWYER1_873
00BC: text_highpriority 'LAW1_D' time 10000 1  // These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous!

:LAWYER1_888
if 
  18310 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_923 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_888 

:LAWYER1_923
00BC: text_highpriority 'LAW1_E' time 10000 1  // I did NOT go to law school for this! Ok, now what the hell are we gonna do?

:LAWYER1_938
if 
  23141 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_973 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_938 

:LAWYER1_973
00BC: text_highpriority 'LAW1_F' time 10000 1  // Shut up, sit down, relax. I'll tell you what we're gonna do.

:LAWYER1_988
if 
  29472 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1023 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_988 

:LAWYER1_1023
00BC: text_highpriority 'LAW1_G' time 10000 1  // You're gonna find out who took our cocaine - and then, I'm gonna kill them.

:LAWYER1_1038
if 
  34436 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1075 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1038 

:LAWYER1_1075
00BC: text_highpriority 'LAW1_H' time 10000 1  // That's a good idea. That's a GREAT idea. Let me think, let me think, let me think.

:LAWYER1_1090
if 
  38414 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1127 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1090 

:LAWYER1_1127
00BC: text_highpriority 'LAW1_I' time 10000 1  // - OH! There's this retired Colonel, Colonel Juan Garcia Cortez.

:LAWYER1_1142
if 
  43502 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1179 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1142 

:LAWYER1_1179
00BC: text_highpriority 'LAW1_J' time 10000 1  // He's the one that helped me set up this deal

:LAWYER1_1194
if 
  45330 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1231 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1194 

:LAWYER1_1231
00BC: text_highpriority 'LAW1_K' time 10000 1  // well away from Vice City's established thugs. Ok?

:LAWYER1_1246
if 
  48666 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1283 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1246 

:LAWYER1_1283
00BC: text_highpriority 'LAW1_L' time 10000 1  // Now, listen. He's holding his party out in the bay on his expensive yacht

:LAWYER1_1298
if 
  52276 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1335 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1298 

:LAWYER1_1335
00BC: text_highpriority 'LAW1_M' time 10000 1  // and all of Vice City's big players are gonna be there. OK?

:LAWYER1_1350
if 
  54976 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1387 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1350 

:LAWYER1_1387
00BC: text_highpriority 'LAW1_N' time 10000 1  // I have an invite, of course I have an invite,

:LAWYER1_1402
if 
  57081 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1439 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1402 

:LAWYER1_1439
00BC: text_highpriority 'LAW1_O' time 10000 1  // but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen.

:LAWYER1_1454
if 
  60482 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1491 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1454 

:LAWYER1_1491
00BC: text_highpriority 'LAW1_P' time 10000 1  // I told you, shut up! I'll go myself...

:LAWYER1_1506
if 
  63363 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1543 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1506 

:LAWYER1_1543
00BC: text_highpriority 'LAW1_Q' time 10000 1  // Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do.

:LAWYER1_1558
if 
  69392 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1595 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1558 

:LAWYER1_1595
00BC: text_highpriority 'LAW1_R' time 10000 1  // I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons.

:LAWYER1_1610
if 
  73341 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1647 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1610 

:LAWYER1_1647
00BC: text_highpriority 'LAW1_S' time 10000 1  // What's wrong with the way I'm dressed?

:LAWYER1_1662
if 
  74197 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1699 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1662 

:LAWYER1_1699
00BC: text_highpriority 'LAW1_T' time 10000 1  // Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable.

:LAWYER1_1714
if 
  80061 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1751 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1714 

:LAWYER1_1751
00BC: text_highpriority 'LAW1_U' time 10000 1  // OK, go, c'mon...

:LAWYER1_1766
if 
  82432 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1803 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1766 

:LAWYER1_1803
00BE: text_clear_all 

:LAWYER1_1805
if 
  83692 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1842 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1805 

:LAWYER1_1842
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @LAWYER1_1914 
if 
03D0:   wav 1 loaded 
jf @LAWYER1_1914 
03D1: play_wav 1 

:LAWYER1_1888
if 
83D2:   not wav 1 ended 
jf @LAWYER1_1914 
wait 0 
jump @LAWYER1_1888 

:LAWYER1_1914
if 
fading 
jf @LAWYER1_1938 
wait 0 
jump @LAWYER1_1914 

:LAWYER1_1938
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#CUTOBJ05)
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
Model.Load(#HMYST)
Model.Load(#CHEETAH)
Model.Load(#INFERNUS)
Model.Load(#STRETCH)
Model.Load(#BANSHEE)
wait 500 
fade 1 1500 

:LAWYER1_2036
if or
   not Model.Available(#HMYST)
   not Model.Available(#CHEETAH)
   not Model.Available(#INFERNUS)
   not Model.Available(#STRETCH)
   not Model.Available(#BANSHEE)
jf @LAWYER1_2082 
wait 0 
jump @LAWYER1_2036 

:LAWYER1_2082
01B5: force_weather 0 
$401 = 95.4 // $ = float 
$402 = -1135.5 // $ = float 
$403 = 9.4 // $ = float 
$2514 = -237.0 // $ = float 
$2515 = -1360.1 // $ = float 
$2516 = 7.07 // $ = float 
$2511 = 101.8 // $ = float 
$2512 = -1479.1 // $ = float 
$2513 = 10.4 // $ = float 
014C: set_parked_car_generator $2350 cars_to_generate_to 0 
00BC: text_highpriority 'LAW1_1' time 10000 1  // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $361 = create_marker 28 at $401 $402 $403 
wait 3500 
03E5: text_box 'HELP20'  // Follow the ~h~::*hud_tshirt::~w~ on the radar to find Rafael's.
03E7: flash_hud 8 
wait 2000 
03E7: flash_hud -1 

:LAWYER1_2242
if 
80F6:   not player $PLAYER_CHAR 1 $401 $402 $403 radius 1.5 1.5 3.0 
jf @LAWYER1_2295 
wait 0 
jump @LAWYER1_2242 

:LAWYER1_2295
Marker.Disable($361)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Model.Load(#FREEWAY)
Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0)
Camera.PointAt(92.39, -1131.74, 16.724, 2)
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 
wait 1300 
fade 0 1000 

:LAWYER1_2394
if 
fading 
jf @LAWYER1_2418 
wait 0 
jump @LAWYER1_2394 

:LAWYER1_2418
if 
   not Model.Available(#FREEWAY)
jf @LAWYER1_2445 
wait 0 
jump @LAWYER1_2418 

:LAWYER1_2445
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
jf @LAWYER1_2468 
Player.ClearWantedLevel($PLAYER_CHAR)

:LAWYER1_2468
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_2520 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_2520 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER1_2520
03CF: load_wav 'LAW1_7' as 1 
03CF: load_wav 'LAW1_8' as 2 
0395: clear_area 0 at 94.9 -1135.0 9.4 range 1.0 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 
0171: set_player $PLAYER_CHAR z_angle_to 57.9 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0395: clear_area 0 at 78.3 -1130.1 9.8 range 8.0 
Car.Create(14@, #FREEWAY, 78.3, -1130.1, -100.0)
Car.Angle(14@) = 180.0
0129: 13@ = create_actor 4 #HMYST in_car 14@ driverseat 
0243: set_actor 13@ ped_stats_to 16 
01ED: clear_actor 13@ threat_search 
Car.SetMaxSpeed(14@, 0.0)
fade 1 1500 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.724, -1134.82, 9.797, 2)
wait 1000 
0460: set_camera_pointing_time 5.0 3000 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.656, -1134.754, 10.469, 1)
TIMERB = 0 // @ = int 

:LAWYER1_2832
if 
   not TIMERB > 5000 // @ > int 
jf @LAWYER1_2886 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_2879 
jump @LAWYER1_2886 

:LAWYER1_2879
jump @LAWYER1_2832 

:LAWYER1_2886
if 
   not Car.Wrecked(14@)
jf @LAWYER1_2963 
0395: clear_area 0 at 78.3 -1130.1 9.8 range 8.0 
Car.DriveTo(14@, 78.0, -1141.3, 9.8)
Car.SetMaxSpeed(14@, 6.0)
00AE: set_vehicle 14@ traffic_behavior_to 3 

:LAWYER1_2963
if 
   not Actor.Dead(13@)
jf @LAWYER1_2987 
022E: set_player $PLAYER_CHAR to_look_at_actor 13@ 

:LAWYER1_2987
0395: clear_area 0 at 78.3 -1130.1 9.8 range 10.0 
0395: clear_area 0 at 78.0 -1143.3 9.8 range 10.0 
Camera.SetPosition(76.009, -1140.519, 9.861, 0.0, 0.0, 0.0)
Camera.PointAt(76.83, -1139.953, 9.938, 2)
TIMERB = 0 // @ = int 

:LAWYER1_3093
if 
   not TIMERB > 500 // @ > int 
jf @LAWYER1_3123 
wait 0 
jump @LAWYER1_3093 

:LAWYER1_3123
if 
03D0:   wav 1 loaded 
jf @LAWYER1_3157 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_12' time 1200 1  // Hmmmm...nice bike.

:LAWYER1_3157
TIMERB = 0 // @ = int 

:LAWYER1_3164
if 
   not TIMERB > 3500 // @ > int 
jf @LAWYER1_3225 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_3218 
$360 = 1 // $ = int 
jump @LAWYER1_3352 

:LAWYER1_3218
jump @LAWYER1_3164 

:LAWYER1_3225
if 
   not Actor.Dead(13@)
jf @LAWYER1_3284 
if 
   not Car.Wrecked(14@)
jf @LAWYER1_3284 
if 
   Actor.InCar(13@, 14@)
jf @LAWYER1_3284 
01D3: actor 13@ leave_car 14@ 

:LAWYER1_3284
TIMERB = 0 // @ = int 

:LAWYER1_3291
if 
   not TIMERB > 1000 // @ > int 
jf @LAWYER1_3352 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_3345 
$360 = 1 // $ = int 
jump @LAWYER1_3352 

:LAWYER1_3345
jump @LAWYER1_3291 

:LAWYER1_3352
if 
  $360 == 1 // $ == int 
jf @LAWYER1_3514 
fade 0 1000 
wait 1000 
if 
   not Actor.Dead(13@)
jf @LAWYER1_3507 
if 
   not Car.Wrecked(14@)
jf @LAWYER1_3507 
if 
   Actor.InCar(13@, 14@)
jf @LAWYER1_3507 
0362: put_actor 13@ at 77.1 -1140.6 9.4 and_remove_from_car 
0395: clear_area 0 at 77.1 -1140.6 9.4 range 1.0 
Car.PutAt(14@, 78.0, -1138.6, -100.0)
Car.Angle(14@) = 180.0

:LAWYER1_3507
fade 1 1000 

:LAWYER1_3514
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
011C: actor $PLAYER_ACTOR clear_objective 
if 
   not Car.Wrecked(14@)
jf @LAWYER1_3565 
Car.RemoveReferences(14@)
Model.Destroy(#FREEWAY)

:LAWYER1_3565
00BC: text_highpriority 'LAW1_2' time 10000 1  // ~g~Get to the Colonel's boat.
018A: $320 = create_checkpoint_at $2514 $2515 $2516 

:LAWYER1_3594
if and
80FA:   not player $PLAYER_CHAR stopped 1 $2514 $2515 $2516 radius 4.0 4.0 4.0 
80F6:   not player $PLAYER_CHAR 0 $2514 $2515 $2516 radius 4.0 4.0 4.0 
jf @LAWYER1_4304 
wait 0 
if and
  $2507 == 0 // $ == int 
   not Actor.Dead(13@)
jf @LAWYER1_3751 
if 
   not Car.Wrecked(14@)
jf @LAWYER1_3751 
if 
   not Actor.InCar(13@, 14@)
jf @LAWYER1_3751 
0211: actor 13@ walk_to 74.9 -1177.6 
$2507 = 1 // $ = int 

:LAWYER1_3751
if 
  2@ == 0 // @ == int 
jf @LAWYER1_3921 
if and
   not Actor.Dead(13@)
   not Car.Wrecked(14@)
jf @LAWYER1_3914 
if 
00FB:   player $PLAYER_CHAR 0 13@ radius 20.0 20.0 10.0 
jf @LAWYER1_3914 
if 
00DC:   player $PLAYER_CHAR in_car 14@ 
jf @LAWYER1_3914 
0319: set_actor 13@ running 1 
011A: set_actor 13@ search_threat 1 
2@ = 1 // @ = int 
if 
03D0:   wav 2 loaded 
jf @LAWYER1_3914 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_13' time 1000 1  // No! My Bike!
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:LAWYER1_3914
jump @LAWYER1_4109 

:LAWYER1_3921
if and
   not Actor.Dead(13@)
   not Car.Wrecked(14@)
jf @LAWYER1_4109 
if 
   not Actor.InCar(13@, 14@)
jf @LAWYER1_4072 
if 
0184:   actor 13@ health > 99 
jf @LAWYER1_4038 
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER1_4023 
0372: set_actor 13@ anim 16 wait_state_time 1000 ms 
020F: actor 13@ look_at_player $PLAYER_CHAR 
jump @LAWYER1_4031 

:LAWYER1_4023
01D5: actor 13@ go_to_and_drive_car 14@ 

:LAWYER1_4031
jump @LAWYER1_4065 

:LAWYER1_4038
if 
  TIMERB > 2000 // @ > int 
jf @LAWYER1_4065 
01D5: actor 13@ go_to_and_drive_car 14@ 

:LAWYER1_4065
jump @LAWYER1_4109 

:LAWYER1_4072
Car.SetMaxSpeed(14@, 15.0)
Car.DriveTo(14@, 505.9, 61.0, 11.0)
00AE: set_vehicle 14@ traffic_behavior_to 2 

:LAWYER1_4109
if and
  $2501 == 0 // $ == int 
00F5:   player $PLAYER_CHAR 0 $2514 $2515 $2516 radius 80.0 150.0 40.0 
jf @LAWYER1_4297 
Car.Create($2503, #CHEETAH, -236.6, -1374.6, -100.0)
Car.Angle($2503) = 280.3
Car.Create($2504, #INFERNUS, -240.8, -1355.3, -100.0)
Car.Angle($2504) = 99.8
Car.Create($2505, #STRETCH, -244.2, -1339.2, -100.0)
Car.Angle($2505) = 103.8
Car.Create($2506, #BANSHEE, -233.3, -1386.0, -100.0)
Car.Angle($2506) = 96.8
$2501 = 1 // $ = int 

:LAWYER1_4297
jump @LAWYER1_3594 

:LAWYER1_4304
Marker.Disable($320)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0)
Camera.PointAt(-230.424, -1364.068, 12.511, 2)
wait 1000 
fade 0 1500 
00BA: text_styled 'LAW_1' 20000 ms 2  // The Party

:LAWYER1_4398
if 
fading 
jf @LAWYER1_4422 
wait 0 
jump @LAWYER1_4398 

:LAWYER1_4422
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER1_5031 
00DA: $2509 = player $PLAYER_CHAR car 
Car.StorePos($2509, $2517, $2518, $2519)
$2520 = Car.Angle($2509)
03F3: get_car $2509 color 3@ 4@ 
$2510 = Car.Model($2509)
if 
00DC:   player $PLAYER_CHAR in_car $2509 
jf @LAWYER1_5024 
012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car 
Car.Destroy($2509)
$2508 = 1 // $ = int 

:LAWYER1_5024
jump @LAWYER1_5051 

:LAWYER1_5031
0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 

:LAWYER1_5051
Car.Destroy($2503)
Car.Destroy($2504)
Car.Destroy($2505)
Car.Destroy($2506)
if 
   not Actor.Dead(13@)
jf @LAWYER1_5092 
Actor.RemoveReferences(13@)

:LAWYER1_5092
Model.Destroy(#FREEWAY)
Model.Destroy(#HMYST)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#STRETCH)
Model.Destroy(#BANSHEE)
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:LAWYER1_5133
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @LAWYER1_5189 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @LAWYER1_5133 

:LAWYER1_5189
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03B7: process_cut_scene_only 0 
03AF: set_streaming 0 
0522: disable_cutscene_shadows 
0545: clear_world 
023C: load_special_actor 1 'CSPLAY2' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSMERC2' 
023C: load_special_actor 4 'CSCANDY' 
023C: load_special_actor 5 'CSGONZ' 
023C: load_special_actor 6 'CSJEZZ' 
023C: load_special_actor 7 'CSBJ' 
023C: load_special_actor 8 'CSERVRA' 
023C: load_special_actor 9 'CSRICH' 
023C: load_special_actor 10 'CSDIREC' 
023C: load_special_actor 11 'CGONA' 
023C: load_special_actor 12 'DGOONA' 
023C: load_special_actor 13 'DGOONB' 
023C: load_special_actor 14 'CSAVERY' 
023C: load_special_actor 15 'CSDLOVE' 
023C: load_special_actor 16 'CSKENT' 
023C: load_special_actor 17 'CSALSB2' 
023C: load_special_actor 18 'CSCOLO' 
Model.Load(#WFYG1)
Model.Load(#WFYG2)
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#BIG_POLY_TINGS_B)
038B: load_requested_models 

:LAWYER1_5451
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
jf @LAWYER1_5497 
wait 0 
jump @LAWYER1_5451 

:LAWYER1_5497
if or
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
823D:   not special_actor 9 loaded 
823D:   not special_actor 10 loaded 
823D:   not special_actor 12 loaded 
jf @LAWYER1_5539 
wait 0 
jump @LAWYER1_5497 

:LAWYER1_5539
if or
823D:   not special_actor 13 loaded 
823D:   not special_actor 14 loaded 
823D:   not special_actor 15 loaded 
823D:   not special_actor 16 loaded 
823D:   not special_actor 17 loaded 
823D:   not special_actor 18 loaded 
jf @LAWYER1_5585 
wait 0 
jump @LAWYER1_5539 

:LAWYER1_5585
if or
   not Model.Available(#WFYG1)
   not Model.Available(#WFYG2)
   not Model.Available(#YT_MAIN_BODY)
   not Model.Available(#YT_MAIN_BODY2)
   not Model.Available(#BIG_POLY_TINGS_B)
jf @LAWYER1_5630 
wait 0 
jump @LAWYER1_5585 

:LAWYER1_5630
02E4: load_cutscene_data 'LAW_1B' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $464 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $464 'CSDIAZ' 
02E5: $465 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $465 'CSMERC' 
02E5: $468 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $468 'CSCANDY' 
02E5: $469 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $469 'CSGONZ' 
02E5: $475 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $475 'CSJEZZ' 
02E5: $480 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $480 'CSBJ' 
02E5: 11@ = create_cutscene_object #SPECIAL08 
02E6: set_cutscene_anim 11@ 'CSERVRA' 
02E5: 6@ = create_cutscene_object #SPECIAL09 
02E6: set_cutscene_anim 6@ 'CSRICH' 
02E5: $466 = create_cutscene_object #SPECIAL10 
02E6: set_cutscene_anim $466 'CSDIREC' 
02E5: 7@ = create_cutscene_object #SPECIAL11 
02E6: set_cutscene_anim 7@ 'CGONA' 
02E5: 8@ = create_cutscene_object #SPECIAL12 
02E6: set_cutscene_anim 8@ 'DGOONA' 
02E5: 9@ = create_cutscene_object #SPECIAL13 
02E6: set_cutscene_anim 9@ 'DGOONB' 
02E5: $452 = create_cutscene_object #SPECIAL14 
02E6: set_cutscene_anim $452 'CSAVERY' 
02E5: $522 = create_cutscene_object #SPECIAL15 
02E6: set_cutscene_anim $522 'CSDLOVE' 
02E5: $445 = create_cutscene_object #SPECIAL16 
02E6: set_cutscene_anim $445 'CSKENT' 
02E5: 10@ = create_cutscene_object #SPECIAL17 
02E6: set_cutscene_anim 10@ 'CSALSB' 
02E5: $453 = create_cutscene_object #SPECIAL18 
02E6: set_cutscene_anim $453 'CSCOLO' 
02E5: 0@ = create_cutscene_object #WFYG1 
02E6: set_cutscene_anim 0@ 'WFYG1' 
02E5: 1@ = create_cutscene_object #WFYG2 
02E6: set_cutscene_anim 1@ 'WFYG2' 
Object.StorePos($1018, $752, $753, $754)
Object.Init($2502, #BIG_POLY_TINGS_B, $752, $753, $754)
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
00BE: text_clear_all 

:LAWYER1_6153
if 
  11329 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6188 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6153 

:LAWYER1_6188
00BC: text_highpriority 'LAWP_1' time 10000 1  // Buenas noches.

:LAWYER1_6203
if 
  13188 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6238 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6203 

:LAWYER1_6238
00BC: text_highpriority 'LAWP_2' time 10000 1  // I understand you are here on the behalf of Mr. Rosenberg,

:LAWYER1_6253
if 
  16708 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6288 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6253 

:LAWYER1_6288
00BC: text_highpriority 'LAWP_3' time 10000 1  // I hope any recent problems have not affected his health, or uh,

:LAWYER1_6303
if 
  20045 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6338 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6303 

:LAWYER1_6338
00BC: text_highpriority 'LAWP_4' time 10000 1  // mental well being, Mr...uh?

:LAWYER1_6353
if 
  22161 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6388 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6353 

:LAWYER1_6388
00BC: text_highpriority 'LAWP_5' time 10000 1  // Vercetti. He's just got a touch of...agoraphobia.

:LAWYER1_6403
if 
  26685 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6438 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6403 

:LAWYER1_6438
00BC: text_highpriority 'LAWP_6' time 10000 1  // Excellent, excellent. And you?

:LAWYER1_6453
if 
  28985 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6488 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6453 

:LAWYER1_6488
00BC: text_highpriority 'LAWP_7' time 10000 1  // I just want my merchandise.

:LAWYER1_6503
if 
  30685 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6538 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6503 

:LAWYER1_6538
00BC: text_highpriority 'LAWP_8' time 10000 1  // Ah. It's an unfortunate set of circumstances for all involved.

:LAWYER1_6553
if 
  35229 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6590 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6553 

:LAWYER1_6590
00BC: text_highpriority 'LAWP_9' time 10000 1  // Of course I have initiated my own lines of inquiry,

:LAWYER1_6605
if 
  38229 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6642 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6605 

:LAWYER1_6642
00BC: text_highpriority 'LAWP_10' time 10000 1  // but such a delicate matter will take time.

:LAWYER1_6657
if 
  40853 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6694 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6657 

:LAWYER1_6694
00BC: text_highpriority 'LAWP_11' time 10000 1  // Perhaps we will talk later.

:LAWYER1_6709
if 
  42509 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6746 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6709 

:LAWYER1_6746
00BC: text_highpriority 'LAWP_12' time 10000 1  // Meanwhile, let me introduce you to my daughter,

:LAWYER1_6761
if 
  44583 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6798 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6761 

:LAWYER1_6798
00BC: text_highpriority 'LAWP_13' time 10000 1  // Mercedes!

:LAWYER1_6813
if 
  47037 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6850 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6813 

:LAWYER1_6850
00BC: text_highpriority 'LAWP_14' time 10000 1  // Caramia, could you look after our guest while I attend to my necessary obligations?

:LAWYER1_6865
if 
  52149 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6902 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6865 

:LAWYER1_6902
00BC: text_highpriority 'LAWP_15' time 10000 1  // Of course, daddy.

:LAWYER1_6917
if 
  53893 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6954 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6917 

:LAWYER1_6954
00BC: text_highpriority 'LAWP_16' time 10000 1  // Please excuse me.

:LAWYER1_6969
if 
  55613 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7006 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6969 

:LAWYER1_7006
00BC: text_highpriority 'LAWP_17' time 10000 1  // Mercedes!?

:LAWYER1_7021
if 
  56697 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7058 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7021 

:LAWYER1_7058
00BC: text_highpriority 'LAWP_18' time 10000 1  // You try living with it.

:LAWYER1_7073
if 
  59025 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7110 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7073 

:LAWYER1_7110
00BC: text_highpriority 'LAWP_19' time 10000 1  // Anyway, let me point out some of our more distinguished guests...

:LAWYER1_7125
if 
  62885 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7162 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7125 

:LAWYER1_7162
00BC: text_highpriority 'LAWP_20' time 10000 1  // That's our congressman Alex Shrub with rising silicone star Candy Suxxx...

:LAWYER1_7177
if 
  68309 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7214 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7177 

:LAWYER1_7214
00BC: text_highpriority 'LAWP_21' time 10000 1  // And have you met my lovely wife Laura? No?

:LAWYER1_7229
if 
  70783 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7266 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7229 

:LAWYER1_7266
00BC: text_highpriority 'LAWP_22' time 10000 1  // Well, unfortunately she's in Alabama. This is Candy.

:LAWYER1_7281
if 
  73163 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7318 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7281 

:LAWYER1_7318
00BC: text_highpriority 'LAWP_23' time 10000 1  // And over there we have the Vice City Mambas' star tight end, BJ -

:LAWYER1_7333
if 
  77173 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7370 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7333 

:LAWYER1_7370
00BC: text_highpriority 'LAWP_24' time 10000 1  // always the charmer.

:LAWYER1_7385
if 
  79309 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7422 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7385 

:LAWYER1_7422
00BC: text_highpriority 'LAWP_25' time 10000 1  // I blocked down on him and then I put him in a wheelchair!

:LAWYER1_7437
if 
  82073 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7474 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7437 

:LAWYER1_7474
00BC: text_highpriority 'LAWP_26' time 10000 1  // Haha, that is good!

:LAWYER1_7489
if 
  84485 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7526 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7489 

:LAWYER1_7526
00BC: text_highpriority 'LAWP_27' time 10000 1  // Well now, I'm looking at some prime real estate property.

:LAWYER1_7541
if 
  86381 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7578 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7541 

:LAWYER1_7578
00BC: text_highpriority 'LAWP_28' time 10000 1  // And that poolside amphibian is Jezz Torrent,

:LAWYER1_7593
if 
  89181 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7630 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7593 

:LAWYER1_7630
00BC: text_highpriority 'LAWP_29' time 10000 1  // lead singer with Love Fist.

:LAWYER1_7645
if 
  90941 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7682 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7645 

:LAWYER1_7682
00BC: text_highpriority 'LAWP_30' time 10000 1  // Can I tell yous - do you know how they play ping-pong in Thailand?

:LAWYER1_7697
if 
  95519 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7734 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7697 

:LAWYER1_7734
00BC: text_highpriority 'LAWP_31' time 10000 1  // Let me tell you's,

:LAWYER1_7749
if 
  96827 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7786 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7749 

:LAWYER1_7786
00BC: text_highpriority 'LAWP_32' time 10000 1  // it does not involve a paddle, if you know what I mean!

:LAWYER1_7801
if 
  99557 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7801 

:LAWYER1_7838
00BC: text_highpriority 'LAWP_33' time 10000 1  // Impotent.

:LAWYER1_7853
if 
  100981 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7890 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7853 

:LAWYER1_7890
00BC: text_highpriority 'LAWP_34' time 10000 1  // And the chatty trio.

:LAWYER1_7905
if 
  102213 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7942 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7905 

:LAWYER1_7942
00BC: text_highpriority 'LAWP_35' time 10000 1  // That sleeping sweat gland is Papa's right hand gimp, Gonzalez

:LAWYER1_7957
if 
  106309 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7994 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7957 

:LAWYER1_7994
00BC: text_highpriority 'LAWP_36' time 10000 1  // and the other two are Pastor Richards

:LAWYER1_8009
if 
  108929 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8046 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8009 

:LAWYER1_8046
00BC: text_highpriority 'LAWP_37' time 10000 1  // and pseudo intellectual film director, Steve Scott.

:LAWYER1_8061
if 
  112581 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8098 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8061 

:LAWYER1_8098
00BC: text_highpriority 'LAWP_38' time 10000 1  // ...passion with the nympho invaders,

:LAWYER1_8113
if 
  114053 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8150 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8113 

:LAWYER1_8150
00BC: text_highpriority 'LAWP_39' time 10000 1  // when the giant shark comes in and

:LAWYER1_8165
if 
  115737 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8202 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8165 

:LAWYER1_8202
00BC: text_highpriority 'LAWP_40' time 10000 1  // just bites their dicks off!

:LAWYER1_8217
if 
  117845 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8254 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8217 

:LAWYER1_8254
00BC: text_highpriority 'LAWP_41' time 10000 1  // Ha now, you never saw anything like that before, have you?

:LAWYER1_8269
if 
  119447 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8306 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8269 

:LAWYER1_8306
00BC: text_highpriority 'LAWP_42' time 10000 1  // Colonel!

:LAWYER1_8321
if 
  120817 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8358 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8321 

:LAWYER1_8358
00BC: text_highpriority 'LAWP_43' time 10000 1  // your parties as ever are a triumph, hahahaha!

:LAWYER1_8373
if 
  125301 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8410 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8373 

:LAWYER1_8410
00BC: text_highpriority 'LAWP_44' time 10000 1  // I can only apologize for my late arrival.

:LAWYER1_8425
if 
  128354 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8462 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8425 

:LAWYER1_8462
00BC: text_highpriority 'LAWP_45' time 10000 1  // Ah, de nada amigo. How do we find you?

:LAWYER1_8477
if 
  130562 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8514 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8477 

:LAWYER1_8514
00BC: text_highpriority 'LAWP_46' time 10000 1  // Our business is very trying - barbarians at the gates.

:LAWYER1_8529
if 
  134137 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8566 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8529 

:LAWYER1_8566
00BC: text_highpriority 'LAWP_47' time 10000 1  // A time for rewarding one's friends and liquidating one's enemies, amigo.

:LAWYER1_8581
if 
  139457 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8618 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8581 

:LAWYER1_8618
00BC: text_highpriority 'LAWP_48' time 10000 1  // Who's the loudmouth?

:LAWYER1_8633
if 
  140909 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8670 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8633 

:LAWYER1_8670
00BC: text_highpriority 'LAWP_49' time 10000 1  // Ricardo Diaz. He's Mr. Coke.

:LAWYER1_8685
if 
  143688 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8722 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8685 

:LAWYER1_8722
00BC: text_highpriority 'LAWP_50' time 10000 1  // Mercedes!

:LAWYER1_8737
if 
  144983 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8774 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8737 

:LAWYER1_8774
00BC: text_highpriority 'LAWP_51' time 10000 1  // Oh, I was just taking my friend back into town.

:LAWYER1_8789
if 
  147884 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8826 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8789 

:LAWYER1_8826
00BC: text_highpriority 'LAWP_52' time 10000 1  // Another time, Ricardo!

:LAWYER1_8841
if 
  150069 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8878 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8841 

:LAWYER1_8878
00BC: text_highpriority 'LAWP_53' time 10000 1  // Let's get out of here.

:LAWYER1_8893
if 
  151669 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8930 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8893 

:LAWYER1_8930
00BC: text_highpriority 'LAWP_54' time 10000 1  // Actually, take me to the Pole Position club.

:LAWYER1_8945
if 
  152669 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8982 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8945 

:LAWYER1_8982
00BE: text_clear_all 
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
fade 0 1500 
00BE: text_clear_all 

:LAWYER1_9008
if 
fading 
jf @LAWYER1_9032 
wait 0 
jump @LAWYER1_9008 

:LAWYER1_9032
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0296: unload_special_actor 9 
0296: unload_special_actor 10 
0296: unload_special_actor 11 
0296: unload_special_actor 12 
0296: unload_special_actor 13 
0296: unload_special_actor 14 
0296: unload_special_actor 15 
0296: unload_special_actor 16 
0296: unload_special_actor 17 
0296: unload_special_actor 18 
Model.Destroy(#WFYG1)
Model.Destroy(#WFYG2)
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Object.Destroy($2502)
Model.Destroy(#BIG_POLY_TINGS_B)
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
023C: load_special_actor 3 'IGMERC2' 
03CF: load_wav 'LAW1_1' as 1 
03CF: load_wav 'LAW1_2' as 2 
Model.Load(#FREEWAY)
Model.Load(#CHEETAH)
Model.Load(#INFERNUS)
Model.Load(#STRETCH)
Model.Load(#BANSHEE)
04E4: request_collision_at -246.5 -1360.5 
038B: load_requested_models 
03AF: set_streaming 1 
03B7: process_cut_scene_only 1 

:LAWYER1_9707
if or
   not Model.Available(#FREEWAY)
   not Model.Available(#CHEETAH)
   not Model.Available(#INFERNUS)
   not Model.Available(#STRETCH)
   not Model.Available(#BANSHEE)
823D:   not special_actor 3 loaded 
jf @LAWYER1_9758 
wait 0 
jump @LAWYER1_9707 

:LAWYER1_9758
0395: clear_area 1 at -246.5 -1360.5 7.1 range 1.0 
0395: clear_area 1 at -249.1 -1362.1 7.1 range 1.0 
0395: clear_area 1 at -236.6 -1374.6 7.1 range 1.0 
0395: clear_area 1 at -240.8 -1355.3 7.1 range 1.0 
0395: clear_area 1 at -244.2 -1339.2 7.1 range 1.0 
0395: clear_area 1 at -233.3 -1386.0 7.1 range 1.0 
Car.Create($2503, #CHEETAH, -236.6, -1374.6, -100.0)
Car.Angle($2503) = 280.3
Car.Create($2504, #INFERNUS, -240.8, -1355.3, -100.0)
Car.Angle($2504) = 99.8
Car.Create($2505, #STRETCH, -244.2, -1339.2, -100.0)
Car.Angle($2505) = 103.8
Car.Create($2506, #BANSHEE, -233.3, -1386.0, -100.0)
Car.Angle($2506) = 96.8
if 
  $2508 == 1 // $ == int 
jf @LAWYER1_10095 
Model.Load($2510)
038B: load_requested_models 
Car.Create($2509, $2510, $2517, $2518, $2519)
Car.Angle($2509) = $2520
0229: set_car $2509 color_to 3@ 4@ 

:LAWYER1_10095
Camera.SetAtPos(-245.8, -1360.7, 7.1)
0055: put_player $PLAYER_CHAR at -245.8 -1360.7 7.1 
0171: set_player $PLAYER_CHAR z_angle_to 276.0 
Actor.Create($2500, 5, #SPECIAL03, -244.5, -1362.1, 7.1)
039E: set_actor $2500 locked_while_in_vehicle 1 
0526: set_actor $2500 stay_in_car_when_jacked 1 
Marker.CreateAboveActor(5@, $2500)
Marker.Disable(5@)
Actor.Angle($2500) = 276.0
0245: set_actor $2500 walk_style_to 46 
0319: set_actor $2500 running 1 
01DF: tie_actor $2500 to_player $PLAYER_CHAR 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
wait 500 
fade 1 1500 
if 
   Actor.Dead($2500)
jf @LAWYER1_10290 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12206 

:LAWYER1_10290
00BC: text_highpriority 'LAW1_3' time 5000 1  // ~g~Take the Colonel's daughter to the Pole Position club.
018A: $320 = create_checkpoint_at $2511 $2512 $2513 
TIMERB = 0 // @ = int 
Car.RemoveReferences($2503)
Car.RemoveReferences($2504)
Car.RemoveReferences($2505)
Car.RemoveReferences($2506)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#STRETCH)
Model.Destroy(#BANSHEE)
if 
  $2508 == 1 // $ == int 
jf @LAWYER1_10389 
Model.Destroy($2510)

:LAWYER1_10389
if or
80FE:   not actor $2500 1 $2511 $2512 $2513 radius 2.5 2.5 3.0 
80F8:   not player $PLAYER_CHAR stopped 1 $2511 $2512 $2513 radius 2.5 2.5 3.0 
jf @LAWYER1_11280 
wait 0 
if 
   Actor.Dead($2500)
jf @LAWYER1_10504 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12206 

:LAWYER1_10504
if 
   not Actor.Dead($2500)
jf @LAWYER1_11235 
if 
80FB:   not player $PLAYER_CHAR 0 $2500 radius 30.0 30.0 10.0 
jf @LAWYER1_10601 
if 
  12@ == 0 // @ == int 
jf @LAWYER1_10594 
Marker.Disable(5@)
Marker.CreateAboveActor(5@, $2500)
12@ = 1 // @ = int 

:LAWYER1_10594
jump @LAWYER1_10663 

:LAWYER1_10601
if 
  12@ == 1 // @ == int 
jf @LAWYER1_10663 
if 
8320:   not actor $2500 in_range_of_player $PLAYER_CHAR 
jf @LAWYER1_10663 
01E0: clear_leader $2500 
01DF: tie_actor $2500 to_player $PLAYER_CHAR 
Marker.Disable(5@)
12@ = 0 // @ = int 

:LAWYER1_10663
if 
   Actor.Driving($2500)
jf @LAWYER1_11235 
if 
  $339 == 0 // $ == int 
jf @LAWYER1_10784 
if 
03D0:   wav 1 loaded 
jf @LAWYER1_10731 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_5' time 5000 1  // Will you be working for my father?

:LAWYER1_10731
if 
03D2:   wav 1 ended 
jf @LAWYER1_10784 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_6' time 5000 1  // Maybe.
$339 = 1 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER1_10784
if 
   not Actor.Dead($2500)
jf @LAWYER1_11035 
if 
847A:   not actor $2500 on_any_bike 
jf @LAWYER1_11035 
if and
  $340 == 0 // $ == int 
  $339 == 1 // $ == int 
  TIMERB > 500 // @ > int 
jf @LAWYER1_11035 
if 
  $334 == 0 // $ == int 
jf @LAWYER1_10905 
03CF: load_wav 'LAW1_3' as 1 
03CF: load_wav 'LAW1_2' as 2 
$334 = 1 // $ = int 
jump @LAWYER1_10931 

:LAWYER1_10905
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER1_10931 
$335 = 1 // $ = int 

:LAWYER1_10931
if 
  $335 == 1 // $ == int 
jf @LAWYER1_11035 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_7' time 5000 1  // Do you mind me resting my hand in your lap?
if 
03D2:   wav 1 ended 
jf @LAWYER1_11035 
wait 1000 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_8' time 5000 1  // Maybe...
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$340 = 1 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER1_11035
if 
   not Actor.Dead($2500)
jf @LAWYER1_11235 
if and
  $341 == 0 // $ == int 
  $339 == 1 // $ == int 
  TIMERB > 1000 // @ > int 
jf @LAWYER1_11235 
if 
  $334 == 0 // $ == int 
jf @LAWYER1_11128 
03CF: load_wav 'LAW1_4' as 1 
$334 = 1 // $ = int 
jump @LAWYER1_11150 

:LAWYER1_11128
if 
03D0:   wav 1 loaded 
jf @LAWYER1_11150 
$335 = 1 // $ = int 

:LAWYER1_11150
if 
  $335 == 1 // $ == int 
jf @LAWYER1_11235 
if 
03D2:   wav 2 ended 
jf @LAWYER1_11235 
wait 500 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_9' time 5000 1  // It's so difficult having a rich and powerful father. Vamos.
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$341 = 1 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER1_11235
if 
   Actor.Dead($2500)
jf @LAWYER1_11273 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12206 

:LAWYER1_11273
jump @LAWYER1_10389 

:LAWYER1_11280
Marker.Disable($320)
$360 = 0 // $ = int 
03CF: load_wav 'LAW1_5' as 1 
03CF: load_wav 'LAW1_6' as 2 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Actor.Dead($2500)
jf @LAWYER1_11351 
022E: set_player $PLAYER_CHAR to_look_at_actor $2500 

:LAWYER1_11351
043C: set_game_sounds_disable_on_fade 0 
fade 0 1000 
wait 1000 
Object.Destroy($1311)
if 
   not Actor.Dead($2500)
jf @LAWYER1_11519 
if 
   Actor.Driving($2500)
jf @LAWYER1_11465 
0395: clear_area 1 at 98.1 -1475.3 9.4 range 1.0 
0362: put_actor $2500 at 98.1 -1475.3 9.4 and_remove_from_car 
Actor.Angle($2500) = 33.0
jump @LAWYER1_11519 

:LAWYER1_11465
0395: clear_area 1 at 98.1 -1475.3 9.4 range 1.0 
Actor.PutAt($2500, 98.1, -1475.3, 9.4)
Actor.Angle($2500) = 33.0

:LAWYER1_11519
wait 0 
fade 1 1000 
Camera.SetPosition(93.918, -1480.097, 10.341, 0.0, 0.0, 0.0)
Camera.PointAt(94.234, -1479.158, 10.476, 2)
if 
   not Actor.Dead($2500)
jf @LAWYER1_11629 
01E0: clear_leader $2500 
0319: set_actor $2500 running 0 
011C: actor $2500 clear_objective 
0211: actor $2500 walk_to 97.0 -1471.4 

:LAWYER1_11629
if 
03D0:   wav 1 loaded 
jf @LAWYER1_11663 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_10' time 5000 1  // See you around, handsome!

:LAWYER1_11663
TIMERB = 0 // @ = int 

:LAWYER1_11670
if 
80ED:   not actor $2500 0 97.0 -1471.4 radius 0.4 0.4 
jf @LAWYER1_11836 
wait 0 
if 
   Actor.Dead($2500)
jf @LAWYER1_11757 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12206 
jump @LAWYER1_11772 

:LAWYER1_11757
0211: actor $2500 walk_to 97.0 -1471.4 

:LAWYER1_11772
if 
  TIMERB > 10000 // @ > int 
jf @LAWYER1_11798 
jump @LAWYER1_12223 

:LAWYER1_11798
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_11829 
$360 = 1 // $ = int 
jump @LAWYER1_12149 

:LAWYER1_11829
jump @LAWYER1_11670 

:LAWYER1_11836
if 
   not Actor.Dead($2500)
jf @LAWYER1_11923 
011C: actor $2500 clear_objective 
0211: actor $2500 walk_to 93.5 -1464.9 
Camera.SetPosition(98.558, -1472.228, 9.79, 0.0, 0.0, 0.0)
Camera.PointAt(97.862, -1471.546, 10.0, 2)

:LAWYER1_11923
TIMERB = 0 // @ = int 

:LAWYER1_11930
if 
80ED:   not actor $2500 0 93.5 -1464.9 radius 1.5 1.5 
jf @LAWYER1_12149 
wait 0 
if 
   Actor.Dead($2500)
jf @LAWYER1_12017 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12206 
jump @LAWYER1_12032 

:LAWYER1_12017
0211: actor $2500 walk_to 93.5 -1464.9 

:LAWYER1_12032
if 
  TIMERB > 10000 // @ > int 
jf @LAWYER1_12058 
jump @LAWYER1_12223 

:LAWYER1_12058
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_12089 
$360 = 1 // $ = int 
jump @LAWYER1_12149 

:LAWYER1_12089
if 
  TIMERB > 500 // @ > int 
jf @LAWYER1_12142 
if 
03D2:   wav 1 ended 
jf @LAWYER1_12142 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_11' time 2000 1  // I'm sure you will.

:LAWYER1_12142
jump @LAWYER1_11930 

:LAWYER1_12149
if 
  $360 == 1 // $ == int 
jf @LAWYER1_12186 
fade 0 1000 
wait 1000 
fade 1 1000 

:LAWYER1_12186
Actor.DestroyInstantly($2500)
Camera.Restore_WithJumpCut
043C: set_game_sounds_disable_on_fade 1 
00BE: text_clear_all 
jump @LAWYER1_12223 

:LAWYER1_12206
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:LAWYER1_12223
$PASSED_LAW1_THE_PARTY = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 100
0318: set_latest_mission_passed 'LAW_1'  // The Party
030C: progress_made += 1 
start_new_script @LAW2 
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 300 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 300 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 250 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 250 0 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 250 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 300 0 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 0 50 500 500 
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 0 50 500 500 
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 100 0 100 500 500 
055B: $1588 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
$1581 = 1 // $ = int 
055B: $1589 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
$1569 = 1 // $ = int 
start_new_script @CLOTH1 
return 

:LAWYER1_12901
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($320)
Marker.Disable($361)
Marker.Disable(5@)
Object.Destroy($1311)
Object.Init($1311, #STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1311)
Model.Destroy(#FREEWAY)
Model.Destroy(#HMYST)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#STRETCH)
Model.Destroy(#BANSHEE)
014C: set_parked_car_generator $2350 cars_to_generate_to 101 
0296: unload_special_actor 3 
040D: unload_wav 1 
040D: unload_wav 2 
01B7: release_weather 
mission_cleanup 
return 

//-------------Mission 4---------------
// Originally: Back Alley Brawl

:LAWYER2
gosub @LAWYER2_36 
if 
wasted_or_busted 
jf @LAWYER2_27 
gosub @LAWYER2_13249 

:LAWYER2_27
gosub @LAWYER2_13332 
terminate_this_script 

:LAWYER2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER2' 
wait 0 
054C: use_GXT_table 'LAWYER2' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
14@ = 0 // @ = int 
$2533 = 0 // $ = int 
$2534 = 0 // $ = int 
$2535 = 0 // $ = int 
$2536 = 0 // $ = int 
$2537 = 0 // $ = int 
$2538 = 0 // $ = int 
$2539 = 0 // $ = int 
$2521 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
5@ = 0 // @ = int 
$2522 = 0 // $ = int 
$358 = 0 // $ = int 
$2544 = 433.7 // $ = float 
$2545 = -575.9 // $ = float 
$2546 = 9.7 // $ = float 
6@ = 0 // @ = int 
$2523 = 0 // $ = int 
$2541 = 0 // $ = int 
$2542 = 0 // $ = int 
8@ = 0 // @ = int 
12@ = 0 // @ = int 
7@ = 0 // @ = int 
13@ = 0 // @ = int 
$2524 = 0 // $ = int 
$2543 = 0 // $ = int 
03E6: remove_text_box 
select_interior 6 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER2_387
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
   not Model.Available(#CUTOBJ04)
jf @LAWYER2_437 
wait 0 
jump @LAWYER2_387 

:LAWYER2_437
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_2A' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $494 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $494 'LWCHARA' 
02E5: $495 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $495 'LWCHARB' 
02E5: $505 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $505 'LCFAN' 
02E5: $513 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $513 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_698
if 
  987 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_733 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_698 

:LAWYER2_733
00BC: text_highpriority 'LAW2_A' time 10000 1  // Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out?

:LAWYER2_748
if 
  6800 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_783 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_748 

:LAWYER2_783
00BC: text_highpriority 'LAW2_B' time 10000 1  // That there are more criminals in this town than in prison. We need a lead from the streets...

:LAWYER2_798
if 
  11088 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_833 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_798 

:LAWYER2_833
00BC: text_highpriority 'LAW2_C' time 10000 1  // Ok, let me think, let me think, let me think -

:LAWYER2_848
if 
  12888 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_883 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_848 

:LAWYER2_883
00BC: text_highpriority 'LAW2_D' time 10000 1  // - AH! I've got it!

:LAWYER2_898
if 
  14496 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_933 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_898 

:LAWYER2_933
00BC: text_highpriority 'LAW2_E' time 10000 1  // Ok, There's this limey, some music industry slimeball,

:LAWYER2_948
if 
  17164 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_983 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_948 

:LAWYER2_983
00BC: text_highpriority 'LAW2_F' time 10000 1  // goes by the name of Kent Paul.

:LAWYER2_998
if 
  18793 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1033 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_998 

:LAWYER2_1033
00BC: text_highpriority 'LAW2_G' time 10000 1  // Anyway, he's got his nose so far up most of Vice City's ass

:LAWYER2_1048
if 
  22223 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1083 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1048 

:LAWYER2_1083
00BC: text_highpriority 'LAW2_H' time 10000 1  // that if anybody knows the whereabouts of 20 k's of coke,

:LAWYER2_1098
if 
  25376 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1133 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1098 

:LAWYER2_1133
00BC: text_highpriority 'LAW2_I' time 10000 1  // it's this guy, all right? He's always at The Malibu.

:LAWYER2_1148
if 
  28768 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1183 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1148 

:LAWYER2_1183
00BC: text_highpriority 'LAW2_J' time 10000 1  // I'll go pay him a visit.

:LAWYER2_1198
if 
  31266 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1233 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1198 

:LAWYER2_1233
00BC: text_highpriority 'LAW2_K' time 10000 1  // Take it easy now.

:LAWYER2_1248
if 
  32433 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1283 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1248 

:LAWYER2_1283
00BE: text_clear_all 

:LAWYER2_1285
if 
  33422 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1322 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1285 

:LAWYER2_1322
fade 0 1500 
00BE: text_clear_all 

:LAWYER2_1331
if 
fading 
jf @LAWYER2_1355 
wait 0 
jump @LAWYER2_1331 

:LAWYER2_1355
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
$1297 = 1 // $ = int 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1316 = 1 // $ = int 
$1315 = 0 // $ = int 
wait 500 
fade 1 1500 
00BC: text_highpriority 'LAW2_6' time 10000 2  // ~g~Go to the Malibu Club and find Kent Paul.
018A: 15@ = create_checkpoint_at $817 $818 $819 

:LAWYER2_1507
if 
80F6:   not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 
jf @LAWYER2_1645 
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 
jf @LAWYER2_1638 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @LAWYER2_1638 
00DA: $2525 = player $PLAYER_CHAR car 
jump @LAWYER2_1645 

:LAWYER2_1638
jump @LAWYER2_1507 

:LAWYER2_1645
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(502.203, -95.118, 10.771, 0.0, 0.0, 0.0)
Camera.PointAt(501.811, -94.212, 10.93, 2)
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @LAWYER2_1796 
if 
   not Car.Wrecked($2525)
jf @LAWYER2_1769 
Car.PutAt($2525, 496.3, -82.8, 9.0)
Car.Angle($2525) = 116.6

:LAWYER2_1769
012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car 
jump @LAWYER2_1816 

:LAWYER2_1796
0055: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 

:LAWYER2_1816
0171: set_player $PLAYER_CHAR z_angle_to 58.0 
0211: actor $PLAYER_ACTOR walk_to 487.8 -74.3 
wait 1000 
0169: set_fade_color 0 0 0 
fade 0 1500 

:LAWYER2_1861
if 
fading 
jf @LAWYER2_1885 
wait 0 
jump @LAWYER2_1861 

:LAWYER2_1885
011C: actor $PLAYER_ACTOR clear_objective 
$1297 = 0 // $ = int 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1315 = 1 // $ = int 
$1316 = 0 // $ = int 
$1290 = 0 // $ = int 
Model.Load(#INFERNUS)
Model.Load(#COLT45)
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:LAWYER2_1973
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @LAWYER2_2029 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @LAWYER2_1973 

:LAWYER2_2029
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
023C: load_special_actor 3 'BOUNCA' 
023C: load_special_actor 4 'FLOOZYB' 
select_interior 17 
04F9: set_extra_colors 1 fade 0 
038B: load_requested_models 

:LAWYER2_2102
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @LAWYER2_2140 
wait 0 
jump @LAWYER2_2102 

:LAWYER2_2140
Camera.SetAtPos(476.972, -65.499, 8.943)
0395: clear_area 1 at 476.972 -65.499 8.943 range 15.0 
02E4: load_cutscene_data 'LAW_2B' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.3 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $445 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $445 'CSKENT' 
02E5: 0@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 0@ 'BOUNCA' 
02E5: $478 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $478 'FLOOZYB' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_2367
if 
  1018 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2402 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2367 

:LAWYER2_2402
00BC: text_highpriority 'LAW2B_A' time 10000 1  // Where'd you pop up from?

:LAWYER2_2417
if 
  2526 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2452 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2417 

:LAWYER2_2452
00BC: text_highpriority 'LAW2B_B' time 10000 1  // I've been looking for a bird like you for ages, mate...

:LAWYER2_2467
if 
  5339 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2502 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2467 

:LAWYER2_2502
00BC: text_highpriority 'LAW2B_D' time 10000 1  // I'm looking for some English guy...

:LAWYER2_2517
if 
  9000 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2552 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2517 

:LAWYER2_2552
00BC: text_highpriority 'LAW2B_C' time 10000 1  // Kent Paul, mate. Yeah, I'm the guvnor 'round here.

:LAWYER2_2567
if 
  11311 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2602 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2567 

:LAWYER2_2602
00BC: text_highpriority 'LAW2B_E' time 10000 1  // I sort things out, you know what I mean?

:LAWYER2_2617
if 
  12536 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2652 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2617 

:LAWYER2_2652
00BC: text_highpriority 'LAW2B_F' time 10000 1  // I'll treat you. Whatever you want, I'll get you, girl.

:LAWYER2_2667
if 
  14601 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2702 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2667 

:LAWYER2_2702
00BC: text_highpriority 'LAW2B_G' time 10000 1  // Don't you worry about a thing, mate.

:LAWYER2_2717
if 
  16228 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2752 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2717 

:LAWYER2_2752
00BC: text_highpriority 'LAW2B_H' time 10000 1  // Get lost, honey.

:LAWYER2_2767
if 
  18290 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2802 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2767 

:LAWYER2_2802
00BC: text_highpriority 'LAW2B_I' time 10000 1  // Oi oi oi oi oi!

:LAWYER2_2817
if 
  20060 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2852 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2817 

:LAWYER2_2852
00BC: text_highpriority 'LAW2B_J' time 10000 1  // You Kent Paul? I'm a friend of Rosenberg's...

:LAWYER2_2867
if 
  23582 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2902 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2867 

:LAWYER2_2902
00BC: text_highpriority 'LAW2B_K' time 10000 1  // Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser!

:LAWYER2_2917
if 
  31000 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2917 

:LAWYER2_2952
00BC: text_highpriority 'LAW2B_L' time 10000 1  // That guy could defend an innocent man all the way to death row!

:LAWYER2_2967
if 
  34762 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3004 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2967 

:LAWYER2_3004
00BC: text_highpriority 'LAW2B_M' time 10000 1  // Give us another drink, bruv.

:LAWYER2_3019
if 
  36141 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3056 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3019 

:LAWYER2_3056
00BC: text_highpriority 'LAW2B_N' time 10000 1  // Everybody's a comedian.

:LAWYER2_3071
if 
  37719 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3108 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3071 

:LAWYER2_3108
00BC: text_highpriority 'LAW2B_O' time 10000 1  // Listen to me, I'm missing twenty keys and a lot of cash...

:LAWYER2_3123
if 
  40549 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3160 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3123 

:LAWYER2_3160
00BC: text_highpriority 'LAW2B_P' time 10000 1  // Drugs, mate? It's a mug's game.

:LAWYER2_3175
if 
  42314 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3175 

:LAWYER2_3212
00BC: text_highpriority 'LAW2B_Q' time 10000 1  // What do you know about it?

:LAWYER2_3227
if 
  44319 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3264 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3227 

:LAWYER2_3264
00BC: text_highpriority 'LAW2B_R' time 10000 1  // Oi oi! What I was coming to was,

:LAWYER2_3279
if 
  46344 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3316 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3279 

:LAWYER2_3316
00BC: text_highpriority 'LAW2B_S' time 10000 1  // there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive.

:LAWYER2_3331
if 
  50737 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3368 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3331 

:LAWYER2_3368
00BC: text_highpriority 'LAW2B_T' time 10000 1  // He's been looking real pleased with himself lately. You could go and check him out...?!

:LAWYER2_3383
if 
  54654 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3420 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3383 

:LAWYER2_3420
00BC: text_highpriority 'LAW2B_U' time 10000 1  // I will - and I'll be seeing you around.

:LAWYER2_3435
if 
  60868 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3472 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3435 

:LAWYER2_3472
00BC: text_highpriority 'LAW2B_V' time 10000 1  // Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out!

:LAWYER2_3487
if 
  64355 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3524 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3487 

:LAWYER2_3524
00BC: text_highpriority 'LAW2B_W' time 10000 1  // Give me a drink - and where's that slut!

:LAWYER2_3539
if 
  66768 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3576 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3539 

:LAWYER2_3576
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:LAWYER2_3587
if 
fading 
jf @LAWYER2_3611 
wait 0 
jump @LAWYER2_3587 

:LAWYER2_3611
00BA: text_styled 'BEACH3' 5000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
Camera.SetAtPos(493.1, -82.4, 9.8)
$1297 = 0 // $ = int 
023C: load_special_actor 3 'CHEF' 
023C: load_special_actor 4 'IGBUDDY' 
Model.Load(#CELLPHONE)
038B: load_requested_models 

:LAWYER2_3713
if or
   not Model.Available(#INFERNUS)
   not Model.Available(#COLT45)
jf @LAWYER2_3745 
wait 0 
jump @LAWYER2_3713 

:LAWYER2_3745
wait 500 
fade 1 1500 
Marker.Disable(15@)
Actor.Create($2526, 5, #SPECIAL03, $2544, $2545, $2546)
0568: set_actor $2526 untargetable 2 
Actor.Angle($2526) = 70.0
Actor.Health($2526) = 100
052B: actor $2526 hold_cellphone 1 
01ED: clear_actor $2526 threat_search 
00BC: text_highpriority 'LAW2_7' time 10000 2  // ~g~Go and find the chef on Ocean Drive.
Marker.CreateAboveActor($320, $2526)
TIMERB = 0 // @ = int 

:LAWYER2_3846
if 
   not Actor.Dead($2526)
jf @LAWYER2_5288 
wait 0 
if 
  $2541 == 0 // $ == int 
jf @LAWYER2_4873 
if 
   not Actor.Dead($2526)
jf @LAWYER2_4866 
if 
8184:   not actor $2526 health > 99 
jf @LAWYER2_3940 
052B: actor $2526 hold_cellphone 0 
01CA: actor $2526 kill_player $PLAYER_CHAR 
$2541 = 1 // $ = int 

:LAWYER2_3940
if 
00FB:   player $PLAYER_CHAR 0 $2526 radius 8.0 8.0 3.0 
jf @LAWYER2_4288 
if 
  $2542 == 0 // $ == int 
jf @LAWYER2_4288 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_4026 
03E2: actor $PLAYER_ACTOR leave_any_car 

:LAWYER2_4026
Camera.SetPosition(434.913, -575.577, 11.245, 0.0, 0.0, 0.0)
Camera.PointAt(433.925, -575.73, 11.256, 2)
wait 2000 
if 
   not Actor.Dead($2526)
jf @LAWYER2_4288 
Camera.SetPosition(431.418, -566.374, 16.361, 0.0, 0.0, 0.0)
Camera.PointAt(431.554, -567.186, 15.795, 2)
if 
   not Actor.Dead($2526)
jf @LAWYER2_4197 
022C: set_actor $2526 to_look_at_actor $PLAYER_ACTOR 
022C: set_actor $PLAYER_ACTOR to_look_at_actor $2526 
020E: actor $2526 look_at_actor $PLAYER_ACTOR 
020E: actor $PLAYER_ACTOR look_at_actor $2526 

:LAWYER2_4197
TIMERB = 0 // @ = int 

:LAWYER2_4204
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_4270 
wait 0 
if 
  TIMERB > 2000 // @ > int 
jf @LAWYER2_4263 
012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car 

:LAWYER2_4263
jump @LAWYER2_4204 

:LAWYER2_4270
0211: actor $PLAYER_ACTOR walk_to $2544 $2545 
$2542 = 1 // $ = int 

:LAWYER2_4288
if 
  $2542 == 1 // $ == int 
jf @LAWYER2_4866 
if 
   not Actor.Dead($2526)
jf @LAWYER2_4866 
if and
  $339 == 0 // $ == int 
  TIMERB > 0 // @ > int 
jf @LAWYER2_4587 
if 
  $334 == 0 // $ == int 
jf @LAWYER2_4403 
03CF: load_wav 'LAW2_1' as 1 
03CF: load_wav 'LAW2_2' as 2 
$334 = 1 // $ = int 
jump @LAWYER2_4429 

:LAWYER2_4403
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER2_4429 
$335 = 1 // $ = int 

:LAWYER2_4429
if 
  $335 == 1 // $ == int 
jf @LAWYER2_4587 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03D1: play_wav 1 
if 
   not Actor.Dead($2526)
jf @LAWYER2_4481 
052B: actor $2526 hold_cellphone 0 

:LAWYER2_4481
00BC: text_highpriority 'LAW2_1' time 2000 2  // Hey, whatchoo lookin' at?
0372: set_actor $2526 anim 19 wait_state_time 10000 ms 
0293: $319 = get_controller_mode 
if 
03D2:   wav 1 ended 
jf @LAWYER2_4587 
0372: set_actor $2526 anim 0 wait_state_time 100 ms 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'LAW2_2' time 2000 2  // You better start talking...
$339 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER2_4587
if 
   not Actor.Dead($2526)
jf @LAWYER2_4644 
if 
00FB:   player $PLAYER_CHAR 0 $2526 radius 0.7 0.7 2.0 
jf @LAWYER2_4644 
011C: actor $PLAYER_ACTOR clear_objective 

:LAWYER2_4644
if and
  $339 == 1 // $ == int 
  $340 == 0 // $ == int 
  TIMERB > 2000 // @ > int 
jf @LAWYER2_4866 
if 
  $334 == 0 // $ == int 
jf @LAWYER2_4721 
03CF: load_wav 'LAW2_3' as 1 
$334 = 1 // $ = int 
jump @LAWYER2_4743 

:LAWYER2_4721
if 
03D0:   wav 1 loaded 
jf @LAWYER2_4743 
$335 = 1 // $ = int 

:LAWYER2_4743
if 
  $335 == 1 // $ == int 
jf @LAWYER2_4866 
03D1: play_wav 1 
00BC: text_highpriority 'LAW2_3' time 2000 2  // Hey, make me, you prick!
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0372: set_actor $2526 anim 19 wait_state_time 1500 ms 
if 
03D2:   wav 1 ended 
jf @LAWYER2_4866 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
$339 = 1 // $ = int 
$340 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 
$2541 = 1 // $ = int 

:LAWYER2_4866
jump @LAWYER2_5281 

:LAWYER2_4873
if 
  13@ == 0 // @ == int 
jf @LAWYER2_5052 
if 
   not Actor.Dead($2526)
jf @LAWYER2_5030 
022F: set_actor $2526 stop_looking 
01CA: actor $2526 kill_player $PLAYER_CHAR 
011C: actor $PLAYER_ACTOR clear_objective 
0372: set_actor $2526 anim 0 wait_state_time 0 ms 
0293: $319 = get_controller_mode 
if or
  $319 == 0 // $ == int 
  $319 == 1 // $ == int 
jf @LAWYER2_4974 
03E5: text_box 'HELP17'  // Press ~h~::ATTACK::~w~ to attack the chef.

:LAWYER2_4974
if 
  $319 == 2 // $ == int 
jf @LAWYER2_5002 
03E5: text_box 'HELP18'  // Press ~h~::ATTACK::~w~ to attack the chef.

:LAWYER2_5002
if 
  $319 == 3 // $ == int 
jf @LAWYER2_5030 
03E5: text_box 'HELP55'  // Press ~h~::ATTACK::~w~ to attack the chef.

:LAWYER2_5030
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
13@ = 1 // @ = int 

:LAWYER2_5052
if 
   not Actor.Dead($2526)
jf @LAWYER2_5281 
if 
80FF:   not actor $2526 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 
jf @LAWYER2_5163 
if 
  12@ == 0 // @ == int 
jf @LAWYER2_5156 
0211: actor $2526 walk_to 433.7 -575.9 
12@ = 1 // @ = int 

:LAWYER2_5156
jump @LAWYER2_5211 

:LAWYER2_5163
if 
  12@ == 1 // @ == int 
jf @LAWYER2_5211 
if 
0126:   actor $2526 objective_passed 
jf @LAWYER2_5211 
052B: actor $2526 hold_cellphone 1 
12@ = 0 // @ = int 

:LAWYER2_5211
if 
00F5:   player $PLAYER_CHAR 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 
jf @LAWYER2_5281 
052B: actor $2526 hold_cellphone 0 
01CA: actor $2526 kill_player $PLAYER_CHAR 
12@ = 0 // @ = int 

:LAWYER2_5281
jump @LAWYER2_3846 

:LAWYER2_5288
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
022F: set_actor $PLAYER_ACTOR stop_looking 
Marker.Disable($320)
if 
056D:   actor $2526 defined 
jf @LAWYER2_5379 
Actor.StoreDeadActorPos($2526, $2544, $2545, $2546)
$2546 += 0.5 // $ += float 
Pickup.Create(10@, #CELLPHONE, 3, $2544, $2545, $2546)
jump @LAWYER2_5398 

:LAWYER2_5379
Pickup.Create(10@, #CELLPHONE, 3, $2544, $2545, $2546)

:LAWYER2_5398
03DC: 11@ = create_marker_above_pickup 10@ 
00BC: text_highpriority 'LAW2_11' time 5000 2  // ~g~Pick up his cell phone.

:LAWYER2_5421
if 
   not Pickup.Picked_up(10@)
jf @LAWYER2_5448 
wait 0 
jump @LAWYER2_5421 

:LAWYER2_5448
Player.CanMove($PLAYER_CHAR, False)
03D5: remove_text 'LAW2_11'  // ~g~Pick up his cell phone.
03E5: text_box 'LAW2_12'  // Cell phone acquired! You can now receive phone calls.
Marker.Disable(11@)
wait 1500 
0169: set_fade_color 0 0 0 
fade 0 1000 

:LAWYER2_5500
if 
fading 
jf @LAWYER2_5524 
wait 0 
jump @LAWYER2_5500 

:LAWYER2_5524
03E6: remove_text_box 
Actor.DestroyInstantly($2526)
Marker.Disable($320)
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:LAWYER2_5548
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @LAWYER2_5604 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @LAWYER2_5548 

:LAWYER2_5604
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'GUNCOLT' 
Camera.SetAtPos(440.163, -567.622, 10.031)
038B: load_requested_models 

:LAWYER2_5673
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#CUTOBJ01)
jf @LAWYER2_5712 
wait 0 
jump @LAWYER2_5673 

:LAWYER2_5712
0395: clear_area 1 at $2544 $2545 $2546 range 20.0 
02E4: load_cutscene_data 'LAW_2C' 
0244: set_cutscene_pos 440.163 -567.622 10.031 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $439 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: 1@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 1@ 'CHEF01' 
02E5: 2@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 2@ 'CHEF02' 
02E5: 3@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 3@ 'CHEF03' 
02E5: 9@ = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim 9@ 'GUNCOLT' 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_5928 
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 
jump @LAWYER2_5948 

:LAWYER2_5928
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 

:LAWYER2_5948
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_5970
if 
  3050 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6005 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_5970 

:LAWYER2_6005
00BC: text_highpriority 'LAW2C_A' time 10000 1  // Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty.

:LAWYER2_6020
if 
  9000 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6055 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6020 

:LAWYER2_6055
00BC: text_highpriority 'LAW2C_B' time 10000 1  // You want some, too?

:LAWYER2_6070
if 
  10080 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6105 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6070 

:LAWYER2_6105
00BC: text_highpriority 'LAW2C_C' time 10000 1  // Hey, chill. I want what you want, brother.

:LAWYER2_6120
if 
  13080 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6155 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6120 

:LAWYER2_6155
00BC: text_highpriority 'LAW2C_D' time 10000 1  // Oh, yeah? And what's that?

:LAWYER2_6170
if 
  14250 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6205 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6170 

:LAWYER2_6205
00BC: text_highpriority 'LAW2C_E' time 10000 1  // Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead.

:LAWYER2_6220
if 
  21170 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6255 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6220 

:LAWYER2_6255
00BC: text_highpriority 'LAW2C_F' time 10000 1  // Accidents happen. Get lost.

:LAWYER2_6270
if 
  23160 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6305 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6270 

:LAWYER2_6305
00BC: text_highpriority 'LAW2C_G' time 10000 1  // Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass.

:LAWYER2_6320
if 
  28030 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6355 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6320 

:LAWYER2_6355
00BC: text_highpriority 'LAW2C_H' time 10000 1  // The way I see it - we two hombres in a strange town. We need to watch each other's back.

:LAWYER2_6370
if 
  34070 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6407 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6370 

:LAWYER2_6407
00BC: text_highpriority 'LAW2C_I' time 10000 1  // My back's just fine, brother...

:LAWYER2_6422
if 
  36060 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6459 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6422 

:LAWYER2_6459
00BC: text_highpriority 'LAW2C_J' time 10000 1  // You sure about that? Here, take this.

:LAWYER2_6474
if 
  39100 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6511 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6474 

:LAWYER2_6511
00BC: text_highpriority 'LAW2C_K' time 10000 1  // Follow me!

:LAWYER2_6526
if 
  40100 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6563 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6526 

:LAWYER2_6563
00BE: text_clear_all 

:LAWYER2_6565
if 
  40744 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_6602 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_6565 

:LAWYER2_6602
fade 0 1500 
00BE: text_clear_all 

:LAWYER2_6611
if 
fading 
jf @LAWYER2_6635 
wait 0 
jump @LAWYER2_6611 

:LAWYER2_6635
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Player.CanMove($PLAYER_CHAR, False)
Model.Load(#CLEAVER)
Model.Load(#KNIFECUR)

:LAWYER2_6671
if or
   not Model.Available(#CLEAVER)
   not Model.Available(#KNIFECUR)
jf @LAWYER2_6703 
wait 0 
jump @LAWYER2_6671 

:LAWYER2_6703
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_6746 
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 
jump @LAWYER2_6766 

:LAWYER2_6746
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 

:LAWYER2_6766
0171: set_player $PLAYER_CHAR z_angle_to 327.0 
0395: clear_area 0 at 265.7 -929.3 9.7 range 4.0 
Actor.Create($LANCE_VANCE, 5, #SPECIAL04, 433.1, -575.8, 9.6)
Actor.Angle($LANCE_VANCE) = 143.0
0243: set_actor $LANCE_VANCE ped_stats_to 16 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01B2: give_actor $LANCE_VANCE weapon 17 ammo 9999 // Load the weapon model before using this 
Marker.CreateAboveActor($359, $LANCE_VANCE)
0395: clear_area 0 at 431.3 -655.4 9.7 range 6.0 
Car.Create($327, #INFERNUS, 431.3, -655.4, 10.6)
Car.Health($327) = 2000
020A: set_car $327 door_status_to 1 
Car.Angle($327) = 156.0
0229: set_car $327 color_to 1 1 
Marker.CreateAboveCar($2540, $327)
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
0526: set_actor $LANCE_VANCE stay_in_car_when_jacked 1 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 34 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0395: clear_area 0 at 439.0 -567.7 9.6 range 1.0 
Actor.Create($2527, 5, #SPECIAL03, 439.2, -567.9, 9.6)
01ED: clear_actor $2527 threat_search 
0243: set_actor $2527 ped_stats_to 16 
01B2: give_actor $2527 weapon 8 ammo 0 // Load the weapon model before using this 
Actor.Angle($2527) = 154.0
0395: clear_area 0 at 437.4 -567.8 9.6 range 1.0 
Actor.Create($2528, 5, #SPECIAL03, 438.2, -567.8, 9.6)
01ED: clear_actor $2528 threat_search 
0243: set_actor $2528 ped_stats_to 16 
01B2: give_actor $2528 weapon 5 ammo 0 // Load the weapon model before using this 
Actor.Angle($2528) = 154.0
0395: clear_area 0 at 435.4 -566.2 9.6 range 1.0 
Actor.Create($2529, 5, #SPECIAL03, 437.2, -567.4, 9.6)
01ED: clear_actor $2529 threat_search 
0243: set_actor $2529 ped_stats_to 16 
01B2: give_actor $2529 weapon 8 ammo 0 // Load the weapon model before using this 
Actor.Angle($2529) = 154.0
0568: set_actor $2527 untargetable 2 
0568: set_actor $2528 untargetable 2 
0568: set_actor $2529 untargetable 2 
TIMERB = 0 // @ = int 
03CF: load_wav 'LAW2_4' as 1 
02A3: enable_widescreen 1 
wait 0 
if 
   not Actor.Dead($2528)
jf @LAWYER2_7311 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $2528 

:LAWYER2_7311
wait 500 
fade 1 1500 
Camera.SetPosition(430.001, -576.716, 11.667, 0.0, 0.0, 0.0)
Camera.PointAt(430.808, -576.17, 11.442, 2)
wait 1000 
if 
   not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_7410 
0239: actor $LANCE_VANCE run_to 421.0 -598.1 

:LAWYER2_7410
wait 1000 
Camera.SetPosition(430.575, -575.37, 11.484, 0.0, 0.0, 0.0)
Camera.PointAt(430.389, -576.35, 11.405, 2)
if 
03D0:   wav 1 loaded 
jf @LAWYER2_7485 
03D1: play_wav 1 

:LAWYER2_7485
00BC: text_highpriority 'LAW2_4' time 2000 2  // This way!
wait 500 
011C: actor $PLAYER_ACTOR clear_objective 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
   Car.Wrecked($327)
jf @LAWYER2_7546 
jump @LAWYER2_13249 

:LAWYER2_7546
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_7584 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_7584
TIMERB = 0 // @ = int 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
041E: set_radio_station 3 -1 
03CF: load_wav 'LANAMU1' as 1 
03CF: load_wav 'LANAMU2' as 2 
TIMERA = 0 // @ = int 

:LAWYER2_7642
if or
80DC:   not player $PLAYER_CHAR in_car $327 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_9046 
wait 0 
if 
  $2524 == 0 // $ == int 
jf @LAWYER2_7762 
if 
  TIMERA > 5000 // @ > int 
jf @LAWYER2_7762 
if 
  $319 == 2 // $ == int 
jf @LAWYER2_7745 
03E5: text_box 'HELP2A2'  // Hold ~h~::SPRINT::~w~ when running to ~h~sprint, double tap to jump.
jump @LAWYER2_7755 

:LAWYER2_7745
03E5: text_box 'HELP2_A'  // Hold ~h~::SPRINT::~w~ when running to ~h~sprint, double tap to jump.

:LAWYER2_7755
$2524 = 1 // $ = int 

:LAWYER2_7762
if 
  $2524 == 1 // $ == int 
jf @LAWYER2_7816 
if 
  TIMERA > 9000 // @ > int 
jf @LAWYER2_7816 
03E5: text_box 'HELP3'  // You can only sprint for short periods before becoming tired.
$2524 = 2 // $ = int 

:LAWYER2_7816
if 
   not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_8303 
if 
00FE:   actor $LANCE_VANCE 0 427.6 -584.7 10.6 radius 1.0 1.0 5.0 
jf @LAWYER2_7902 
0239: actor $LANCE_VANCE run_to 421.0 -598.1 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_7902
if 
00FE:   actor $LANCE_VANCE 0 421.0 -598.1 10.6 radius 1.0 1.0 5.0 
jf @LAWYER2_7972 
0239: actor $LANCE_VANCE run_to 413.3 -614.3 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_7972
if 
00FE:   actor $LANCE_VANCE 0 413.3 -614.3 10.6 radius 1.0 1.0 5.0 
jf @LAWYER2_8042 
0239: actor $LANCE_VANCE run_to 405.6 -632.4 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_8042
if 
00FE:   actor $LANCE_VANCE 0 405.6 -632.4 10.6 radius 1.0 1.0 5.0 
jf @LAWYER2_8112 
0239: actor $LANCE_VANCE run_to 429.1 -648.7 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_8112
if 
00FE:   actor $LANCE_VANCE 0 429.1 -648.7 10.6 radius 1.0 1.0 5.0 
jf @LAWYER2_8207 
if 
  $2522 == 0 // $ == int 
jf @LAWYER2_8207 
0239: actor $LANCE_VANCE run_to 429.5 -653.7 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 
$2522 = 1 // $ = int 

:LAWYER2_8207
if 
   not Car.Wrecked($327)
jf @LAWYER2_8303 
if 
00FE:   actor $LANCE_VANCE 0 429.5 -653.7 10.6 radius 1.0 1.0 5.0 
jf @LAWYER2_8303 
01ED: clear_actor $LANCE_VANCE threat_search 
if 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_8303 
01D4: actor $LANCE_VANCE go_to_car $327 and_enter_it_as_a_passenger 

:LAWYER2_8303
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_8341 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_8341
if 
   Car.Wrecked($327)
jf @LAWYER2_8364 
jump @LAWYER2_13249 

:LAWYER2_8364
if 
  TIMERB > 1000 // @ > int 
jf @LAWYER2_8723 
if 
  8@ == 0 // @ == int 
jf @LAWYER2_8501 
if 
   not Actor.Dead($2527)
jf @LAWYER2_8432 
011A: set_actor $2527 search_threat 1 
01CA: actor $2527 kill_player $PLAYER_CHAR 

:LAWYER2_8432
if 
   not Actor.Dead($2528)
jf @LAWYER2_8463 
011A: set_actor $2528 search_threat 1 
01CA: actor $2528 kill_player $PLAYER_CHAR 

:LAWYER2_8463
if 
   not Actor.Dead($2529)
jf @LAWYER2_8494 
011A: set_actor $2529 search_threat 1 
01CA: actor $2529 kill_player $PLAYER_CHAR 

:LAWYER2_8494
8@ = 1 // @ = int 

:LAWYER2_8501
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
   not Actor.Dead($2527)
jf @LAWYER2_8582 
if 
8510:   not actor $2527 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_8582 
009E: set_actor $2527 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_8582
if 
   not Actor.Dead($2528)
jf @LAWYER2_8649 
if 
8510:   not actor $2528 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_8649 
009E: set_actor $2528 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_8649
if 
   not Actor.Dead($2529)
jf @LAWYER2_8716 
if 
8510:   not actor $2529 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_8716 
009E: set_actor $2529 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_8716
TIMERB = 0 // @ = int 

:LAWYER2_8723
if and
   Actor.Dead($2527)
  $2534 == 0 // $ == int 
jf @LAWYER2_8760 
14@ += 1 // @ += int 
$2534 = 1 // $ = int 

:LAWYER2_8760
if and
   Actor.Dead($2528)
  $2535 == 0 // $ == int 
jf @LAWYER2_8797 
14@ += 1 // @ += int 
$2535 = 1 // $ = int 

:LAWYER2_8797
if and
   Actor.Dead($2529)
  $2536 == 0 // $ == int 
jf @LAWYER2_8834 
14@ += 1 // @ += int 
$2536 = 1 // $ = int 

:LAWYER2_8834
if 
   not Car.Wrecked($327)
jf @LAWYER2_9039 
if 
00DC:   player $PLAYER_CHAR in_car $327 
jf @LAWYER2_9039 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 5.0 5.0 10.0 
jf @LAWYER2_8965 
if 
  $358 == 0 // $ == int 
jf @LAWYER2_8958 
Marker.Disable($359)
Marker.CreateAboveActor($359, $LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' time 5000 2  // ~g~You've left Lance behind! Go and get him!
$358 = 1 // $ = int 

:LAWYER2_8958
jump @LAWYER2_9039 

:LAWYER2_8965
if 
   not Car.Wrecked($327)
jf @LAWYER2_9039 
if 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_9008 
01D4: actor $LANCE_VANCE go_to_car $327 and_enter_it_as_a_passenger 

:LAWYER2_9008
if 
00DC:   player $PLAYER_CHAR in_car $327 
jf @LAWYER2_9032 
Marker.Disable($359)

:LAWYER2_9032
$358 = 0 // $ = int 

:LAWYER2_9039
jump @LAWYER2_7642 

:LAWYER2_9046
Marker.Disable($2540)
Marker.Disable($359)
02A8: 4@ = create_marker 16 at $835 $836 $837 
wait 1000 
if 
03D0:   wav 1 loaded 
jf @LAWYER2_9111 
03D1: play_wav 1 
00BC: text_highpriority 'LAW2_16' time 4000 2  // One thing you gotta realize about this town. You gotta pack some heat.

:LAWYER2_9111
wait 500 

:LAWYER2_9116
if 
83D2:   not wav 1 ended 
jf @LAWYER2_9142 
wait 0 
jump @LAWYER2_9116 

:LAWYER2_9142
if 
03D0:   wav 2 loaded 
jf @LAWYER2_9176 
03D1: play_wav 2 
00BC: text_highpriority 'LAW2_17' time 2000 2  // C'mon, the local gun shop's a couple of blocks away.

:LAWYER2_9176
$2523 = 1 // $ = int 
wait 2000 
014C: set_parked_car_generator $2233 cars_to_generate_to 0 
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_9233 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_9233
if 
   Car.Wrecked($327)
jf @LAWYER2_9256 
jump @LAWYER2_13249 

:LAWYER2_9256
00BC: text_highpriority 'LAW2_15' time 10000 2  // ~g~Go to Ammu-Nation.
TIMERA = 0 // @ = int 

:LAWYER2_9278
if 
80F8:   not player $PLAYER_CHAR stopped 1 -53.7 -1482.9 10.4 radius 3.0 4.0 3.0 
jf @LAWYER2_10267 
wait 0 
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_9368 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_9368
if 
   Car.Wrecked($327)
jf @LAWYER2_9391 
jump @LAWYER2_13249 

:LAWYER2_9391
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 
jf @LAWYER2_9487 
if 
  $358 == 0 // $ == int 
jf @LAWYER2_9480 
Marker.Disable($359)
Marker.CreateAboveActor($359, $LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' time 5000 2  // ~g~You've left Lance behind! Go and get him!
$358 = 1 // $ = int 

:LAWYER2_9480
jump @LAWYER2_9561 

:LAWYER2_9487
if 
   not Car.Wrecked($327)
jf @LAWYER2_9561 
if 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_9530 
01D4: actor $LANCE_VANCE go_to_car $327 and_enter_it_as_a_passenger 

:LAWYER2_9530
if 
00DC:   player $PLAYER_CHAR in_car $327 
jf @LAWYER2_9554 
Marker.Disable($359)

:LAWYER2_9554
$358 = 0 // $ = int 

:LAWYER2_9561
if 
80DC:   not player $PLAYER_CHAR in_car $327 
jf @LAWYER2_9644 
if 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_9637 
if 
  $2523 == 0 // $ == int 
jf @LAWYER2_9637 
Marker.Disable($2540)
Marker.CreateAboveCar($2540, $327)
$2523 = 1 // $ = int 

:LAWYER2_9637
jump @LAWYER2_9674 

:LAWYER2_9644
if 
  $2523 == 1 // $ == int 
jf @LAWYER2_9674 
Marker.Disable($2540)
$2523 = 0 // $ = int 

:LAWYER2_9674
if 
  TIMERB > 1000 // @ > int 
jf @LAWYER2_9915 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
   not Actor.Dead($2527)
jf @LAWYER2_9774 
if 
8510:   not actor $2527 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_9774 
009E: set_actor $2527 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_9774
if 
   not Actor.Dead($2528)
jf @LAWYER2_9841 
if 
8510:   not actor $2528 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_9841 
009E: set_actor $2528 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_9841
if 
   not Actor.Dead($2529)
jf @LAWYER2_9908 
if 
8510:   not actor $2529 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_9908 
009E: set_actor $2529 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_9908
TIMERB = 0 // @ = int 

:LAWYER2_9915
if 
   not Actor.Dead($2527)
jf @LAWYER2_9974 
if 
80E9:   not player $PLAYER_CHAR 0 $2527 radius 120.0 120.0 
jf @LAWYER2_9967 
Actor.RemoveReferences($2527)

:LAWYER2_9967
jump @LAWYER2_9979 

:LAWYER2_9974
Actor.RemoveReferences($2527)

:LAWYER2_9979
if 
   not Actor.Dead($2528)
jf @LAWYER2_10038 
if 
80E9:   not player $PLAYER_CHAR 0 $2528 radius 120.0 120.0 
jf @LAWYER2_10031 
Actor.RemoveReferences($2528)

:LAWYER2_10031
jump @LAWYER2_10043 

:LAWYER2_10038
Actor.RemoveReferences($2528)

:LAWYER2_10043
if 
   not Actor.Dead($2529)
jf @LAWYER2_10102 
if 
80E9:   not player $PLAYER_CHAR 0 $2529 radius 120.0 120.0 
jf @LAWYER2_10095 
Actor.RemoveReferences($2529)

:LAWYER2_10095
jump @LAWYER2_10107 

:LAWYER2_10102
Actor.RemoveReferences($2529)

:LAWYER2_10107
if 
  7@ == 0 // @ == int 
jf @LAWYER2_10260 
if 
  TIMERA > 3000 // @ > int 
jf @LAWYER2_10260 
03E5: text_box 'LAW3_15'  // Follow the ~h~::*hud_gun::~w~ on the radar to find ~h~Ammu-Nation.
03E7: flash_hud 8 

:LAWYER2_10158
if 
   not TIMERA > 5000 // @ > int 
jf @LAWYER2_10249 
wait 0 
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_10219 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_10219
if 
   Car.Wrecked($327)
jf @LAWYER2_10242 
jump @LAWYER2_13249 

:LAWYER2_10242
jump @LAWYER2_10158 

:LAWYER2_10249
03E7: flash_hud -1 
7@ = 1 // @ = int 

:LAWYER2_10260
jump @LAWYER2_9278 

:LAWYER2_10267
03CF: load_wav 'LAW2_5' as 2 
Marker.Disable(4@)
if 
   not Actor.Dead($1157)
jf @LAWYER2_10305 
022F: set_actor $1157 stop_looking 

:LAWYER2_10305
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(-54.73, -1479.25, 11.418, 0.0, 0.0, 0.0)
Camera.PointAt(-55.647, -1479.631, 11.299, 2)
03E5: text_box 'LAW3_11'  // Stand in the ~q~pink marker~w~ to view the weapons on offer.
TIMERA = 0 // @ = int 

:LAWYER2_10380
if 
   not TIMERA > 1000 // @ > int 
jf @LAWYER2_10410 
wait 0 
jump @LAWYER2_10380 

:LAWYER2_10410
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER2_10464 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_10457 
jump @LAWYER2_11133 

:LAWYER2_10457
jump @LAWYER2_10410 

:LAWYER2_10464
Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0)
Camera.PointAt(-63.189, -1484.055, 12.396, 2)
03E5: text_box 'LAW3_12'  // You can select weapons by tapping ~h~::LEFT::~w~ or ~h~::RIGHT::~w~ or by swiping towards the left or right.
TIMERA = 0 // @ = int 
wait 500 

:LAWYER2_10537
if 
   not TIMERA > 3500 // @ > int 
jf @LAWYER2_10645 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_10638 

:LAWYER2_10577
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_10631 
wait 0 
if 
  TIMERA > 3500 // @ > int 
jf @LAWYER2_10624 
jump @LAWYER2_11133 

:LAWYER2_10624
jump @LAWYER2_10577 

:LAWYER2_10631
jump @LAWYER2_11133 

:LAWYER2_10638
jump @LAWYER2_10537 

:LAWYER2_10645
Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0)
Camera.PointAt(-61.601, -1483.793, 11.811, 2)
03E5: text_box 'LAW3_13'  // If you have enough cash you can buy weapons by pressing ~h~::BUY::~w~
TIMERA = 0 // @ = int 

:LAWYER2_10713
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_10767 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_10760 
jump @LAWYER2_11133 

:LAWYER2_10760
jump @LAWYER2_10713 

:LAWYER2_10767
Camera.SetPosition(-68.227, -1479.893, 11.67, 0.0, 0.0, 0.0)
Camera.PointAt(-67.359, -1480.372, 11.544, 2)
03E5: text_box 'LAW3_14'  // You can exit the shop by pressing ~h~::EXIT::~w~
TIMERA = 0 // @ = int 

:LAWYER2_10835
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_10889 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_10882 
jump @LAWYER2_11133 

:LAWYER2_10882
jump @LAWYER2_10835 

:LAWYER2_10889
Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0)
Camera.PointAt(-63.189, -1484.055, 12.396, 2)
03E5: text_box 'HELP46'  // There are eight different types of weapon.
TIMERA = 0 // @ = int 

:LAWYER2_10957
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_11011 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_11004 
jump @LAWYER2_11133 

:LAWYER2_11004
jump @LAWYER2_10957 

:LAWYER2_11011
Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0)
Camera.PointAt(-61.601, -1483.793, 11.811, 2)
03E5: text_box 'HELP47'  // You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun.
TIMERA = 0 // @ = int 

:LAWYER2_11079
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_11133 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_11126 
jump @LAWYER2_11133 

:LAWYER2_11126
jump @LAWYER2_11079 

:LAWYER2_11133
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0 
00BC: text_highpriority 'LAW2_10' time 15000 2  // ~g~Drive back to the hotel.
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_11217 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_11217
if 
   Car.Wrecked($327)
jf @LAWYER2_11240 
jump @LAWYER2_13249 

:LAWYER2_11240
if or
80B1:   not car $327 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 
8448:   not actor $LANCE_VANCE sitting_in_car $327 
8448:   not actor $PLAYER_ACTOR sitting_in_car $327 
jf @LAWYER2_11971 
wait 0 
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_11346 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_11346
if 
   Car.Wrecked($327)
jf @LAWYER2_11369 
jump @LAWYER2_13249 

:LAWYER2_11369
if and
00B1:   car $327 0 272.9 -1220.6 16.0 212.5 -1280.0 8.0 
0448:   actor $LANCE_VANCE sitting_in_car $327 
0448:   actor $PLAYER_ACTOR sitting_in_car $327 
jf @LAWYER2_11440 
jump @LAWYER2_11971 

:LAWYER2_11440
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 
jf @LAWYER2_11536 
if 
  $358 == 0 // $ == int 
jf @LAWYER2_11529 
Marker.Disable($359)
Marker.CreateAboveActor($359, $LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' time 5000 2  // ~g~You've left Lance behind! Go and get him!
$358 = 1 // $ = int 

:LAWYER2_11529
jump @LAWYER2_11610 

:LAWYER2_11536
if 
   not Car.Wrecked($327)
jf @LAWYER2_11610 
if 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_11579 
01D4: actor $LANCE_VANCE go_to_car $327 and_enter_it_as_a_passenger 

:LAWYER2_11579
if 
00DC:   player $PLAYER_CHAR in_car $327 
jf @LAWYER2_11603 
Marker.Disable($359)

:LAWYER2_11603
$358 = 0 // $ = int 

:LAWYER2_11610
if 
80DC:   not player $PLAYER_CHAR in_car $327 
jf @LAWYER2_11693 
if 
   not Actor.InCar($LANCE_VANCE, $327)
jf @LAWYER2_11686 
if 
  $2523 == 0 // $ == int 
jf @LAWYER2_11686 
Marker.Disable($2540)
Marker.CreateAboveCar($2540, $327)
$2523 = 1 // $ = int 

:LAWYER2_11686
jump @LAWYER2_11723 

:LAWYER2_11693
if 
  $2523 == 1 // $ == int 
jf @LAWYER2_11723 
Marker.Disable($2540)
$2523 = 0 // $ = int 

:LAWYER2_11723
if 
  TIMERB > 1000 // @ > int 
jf @LAWYER2_11964 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
   not Actor.Dead($2527)
jf @LAWYER2_11823 
if 
8510:   not actor $2527 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_11823 
009E: set_actor $2527 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_11823
if 
   not Actor.Dead($2528)
jf @LAWYER2_11890 
if 
8510:   not actor $2528 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_11890 
009E: set_actor $2528 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_11890
if 
   not Actor.Dead($2529)
jf @LAWYER2_11957 
if 
8510:   not actor $2529 path_is_clear $397 $398 $399 radius 4.0 
jf @LAWYER2_11957 
009E: set_actor $2529 path $397 $398 $399 unknown 2.0 1 

:LAWYER2_11957
TIMERB = 0 // @ = int 

:LAWYER2_11964
jump @LAWYER2_11240 

:LAWYER2_11971
fade 0 500 

:LAWYER2_11978
if 
fading 
jf @LAWYER2_12002 
wait 0 
jump @LAWYER2_11978 

:LAWYER2_12002
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked($327)
jf @LAWYER2_12037 
$2547 = Car.Angle($327)

:LAWYER2_12037
if 
00B1:   car $327 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 
jf @LAWYER2_12315 
if 
   not Car.Wrecked($327)
jf @LAWYER2_12308 
Car.SetMaxSpeed($327, 0.0)
00AE: set_vehicle $327 traffic_behavior_to 3 
0395: clear_area 1 at 232.1 -1323.4 10.9 range 40.0 
Car.PutAt($327, 236.7, -1308.2, -100.0)
Car.Angle($327) = 347.3
Car.SetMaxSpeed($327, 20.0)
Car.DriveTo($327, 242.35, -1279.9, 10.9)
0395: clear_area 1 at 242.2 -1279.9 10.9 range 20.0 
0395: clear_area 0 at 247.264 -1281.508 10.495 range 40.0 
Camera.SetPosition(239.295, -1283.295, 10.713, 0.0, 0.0, 0.0)
Camera.PointAt(239.799, -1282.436, 10.622, 2)
$2543 = 1 // $ = int 

:LAWYER2_12308
jump @LAWYER2_12531 

:LAWYER2_12315
if 
   not Car.Wrecked($327)
jf @LAWYER2_12531 
Car.SetMaxSpeed($327, 0.0)
00AE: set_vehicle $327 traffic_behavior_to 3 
0395: clear_area 1 at 246.3 -1257.7 10.9 range 40.0 
Car.PutAt($327, 246.3, -1257.7, -100.0)
Car.Angle($327) = 171.8
Car.SetMaxSpeed($327, 20.0)
Car.DriveTo($327, 242.2, -1279.9, 10.9)
0395: clear_area 1 at 242.2 -1279.9 10.9 range 20.0 
0395: clear_area 0 at 247.264 -1281.508 10.495 range 40.0 
Camera.SetPosition(237.96, -1286.392, 10.586, 0.0, 0.0, 0.0)
Camera.PointAt(238.473, -1285.534, 10.609, 2)

:LAWYER2_12531
fade 1 1000 
wait 3000 
if 
   not Car.Wrecked($327)
jf @LAWYER2_12567 
01D3: actor $PLAYER_ACTOR leave_car $327 

:LAWYER2_12567
wait 1300 
if 
   not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_12593 
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat 

:LAWYER2_12593
if 
  $2543 == 0 // $ == int 
jf @LAWYER2_12669 
Camera.SetPosition(237.787, -1282.583, 12.615, 0.0, 0.0, 0.0)
Camera.PointAt(238.638, -1282.366, 12.135, 2)
jump @LAWYER2_12720 

:LAWYER2_12669
Camera.SetPosition(239.975, -1273.806, 12.873, 0.0, 0.0, 0.0)
Camera.PointAt(240.511, -1274.468, 12.35, 2)

:LAWYER2_12720
if 
   not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_12752 
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE 
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR 

:LAWYER2_12752
wait 1000 
if 
03D0:   wav 2 loaded 
jf @LAWYER2_12776 
03D1: play_wav 2 

:LAWYER2_12776
00BC: text_highpriority 'LAW2_5' time 4000 2  // I'm going to go see what I can dig up. I'll be watching you, Tommy.
wait 4000 
if 
   not Car.Wrecked($327)
jf @LAWYER2_13077 
0395: clear_area 0 at 200.2 -1460.3 10.9 range 40.0 
0395: clear_area 0 at 242.2 -1279.9 10.9 range 40.0 
03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0 
if 
  $2543 == 0 // $ == int 
jf @LAWYER2_12968 
Camera.SetPosition(245.135, -1276.517, 11.71, 0.0, 0.0, 0.0)
Camera.PointAt(244.775, -1277.43, 11.519, 2)
jump @LAWYER2_13019 

:LAWYER2_12968
Camera.SetPosition(242.804, -1271.559, 10.617, 0.0, 0.0, 0.0)
Camera.PointAt(242.975, -1272.544, 10.603, 2)

:LAWYER2_13019
Car.DriveTo($327, 200.2, -1460.3, 10.9)
Car.SetMaxSpeed($327, 40.0)
00AE: set_vehicle $327 traffic_behavior_to 3 
if 
   not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_13077 
022F: set_actor $LANCE_VANCE stop_looking 

:LAWYER2_13077
TIMERB = 0 // @ = int 

:LAWYER2_13084
if 
81AF:   not car $327 0 200.2 -1460.3 10.9 radius 4.0 4.0 4.0 
jf @LAWYER2_13230 
wait 0 
if 
  TIMERB > 4000 // @ > int 
jf @LAWYER2_13162 
jump @LAWYER2_13235 

:LAWYER2_13162
if 
   Actor.Dead($LANCE_VANCE)
jf @LAWYER2_13200 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @LAWYER2_13249 

:LAWYER2_13200
if 
   Car.Wrecked($327)
jf @LAWYER2_13223 
jump @LAWYER2_13249 

:LAWYER2_13223
jump @LAWYER2_13084 

:LAWYER2_13230
022F: set_actor $PLAYER_ACTOR stop_looking 

:LAWYER2_13235
Camera.Restore_WithJumpCut
Car.Destroy($327)
jump @LAWYER2_13266 

:LAWYER2_13249
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:LAWYER2_13266
$PASSED_LAW2_BACK_ALLEY_BRAWL = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 200
0318: set_latest_mission_passed 'LAW_2'  // Back Alley Brawl
030C: progress_made += 1 
start_new_script @LAW3 
return 

:LAWYER2_13332
$ONMISSION = 0 // $ = int 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1315 = 1 // $ = int 
$1316 = 0 // $ = int 
$1297 = 0 // $ = int 
$1290 = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#INFERNUS)
Model.Destroy(#CLEAVER)
Model.Destroy(#COLT45)
Model.Destroy(#CELLPHONE)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 3 
0296: unload_special_actor 4 
040D: unload_wav 1 
040D: unload_wav 2 
Marker.Disable(15@)
Marker.Disable($320)
Marker.Disable($359)
Marker.Disable(4@)
014C: set_parked_car_generator $2233 cars_to_generate_to 101 
Marker.Disable(11@)
Pickup.Destroy(10@)
Marker.Disable($2540)
mission_cleanup 
return 

//-------------Mission 5---------------
// Originally: Jury Fury

:LAWYER3
gosub @LAWYER3_36 
if 
wasted_or_busted 
jf @LAWYER3_27 
gosub @LAWYER3_8049 

:LAWYER3_27
gosub @LAWYER3_8139 
terminate_this_script 

:LAWYER3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER3' 
wait 0 
054C: use_GXT_table 'LAWYER3' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
9@ = 0 // @ = int 
8@ = 0 // @ = int 
10@ = 0 // @ = int 
$2552 = 0 // $ = int 
$2561 = 0 // $ = int 
$2551 = 0 // $ = int 
$2568 = 0 // $ = int 
2@ = 0 // @ = int 
4@ = 0 // @ = int 
14@ = 0 // @ = int 
$2563 = 0 // $ = int 
$2553 = 0 // $ = int 
03E6: remove_text_box 
03CF: load_wav 'MONO15' as 1 
select_interior 6 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER3_271
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
   not Model.Available(#CUTOBJ04)
jf @LAWYER3_321 
wait 0 
jump @LAWYER3_271 

:LAWYER3_321
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_3' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $494 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $494 'LWCHARA' 
02E5: $495 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $495 'LWCHARB' 
02E5: $505 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $505 'LCFAN' 
02E5: $513 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $513 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER3_582
if 
  3008 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_617 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_582 

:LAWYER3_617
00BC: text_highpriority 'LAW3_A' time 10000 1  // Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants!

:LAWYER3_632
if 
  9424 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_667 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_632 

:LAWYER3_667
00BC: text_highpriority 'LAW3_B' time 10000 1  // Hey, those psychos from up north - they've been on the horn, and they're coming down here soon.

:LAWYER3_682
if 
  13402 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_717 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_682 

:LAWYER3_717
00BC: text_highpriority 'LAW3_C' time 10000 1  // Now where is the goddamn money?!

:LAWYER3_732
if 
  15408 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_767 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_732 

:LAWYER3_767
00BC: text_highpriority 'LAW3_D' time 10000 1  // Relax, relax. We're not at that part yet.

:LAWYER3_782
if 
  18308 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_817 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_782 

:LAWYER3_817
00BC: text_highpriority 'LAW3_E' time 10000 1  // Ohhh... I thought that you were taking care of this, I really did!

:LAWYER3_832
if 
  22306 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_867 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_832 

:LAWYER3_867
00BC: text_highpriority 'LAW3_F' time 10000 1  // And now those guidos say we gotta do them a favor.

:LAWYER3_882
if 
  24656 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_917 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_882 

:LAWYER3_917
00BC: text_highpriority 'LAW3_G' time 10000 1  // You mean I gotta do 'em a favor.

:LAWYER3_932
if 
  26240 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_967 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_932 

:LAWYER3_967
00BC: text_highpriority 'LAW3_H' time 10000 1  // Oh, of course that's what I mean. Do I look like I can intimidate a jury?

:LAWYER3_982
if 
  30832 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1017 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_982 

:LAWYER3_1017
00BC: text_highpriority 'LAW3_I' time 10000 1  // I couldn't intimidate a child - and believe me, I've tried.

:LAWYER3_1032
if 
  33842 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1069 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1032 

:LAWYER3_1069
00BC: text_highpriority 'LAW3_J' time 10000 1  // Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud.

:LAWYER3_1084
if 
  38624 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1121 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1084 

:LAWYER3_1121
00BC: text_highpriority 'LAW3_K' time 10000 1  // You gotta take these guys OUT!

:LAWYER3_1136
if 
  40752 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1173 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1136 

:LAWYER3_1173
00BC: text_highpriority 'LAW3_L' time 10000 1  // I understand. Help the jury change their minds. Don't worry about it.

:LAWYER3_1188
if 
  43488 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1225 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1188 

:LAWYER3_1225
00BC: text_highpriority 'LAW3_M' time 10000 1  // No no no no no - NO! I tried that. The jury case didn't go so well,

:LAWYER3_1240
if 
  49133 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1277 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1240 

:LAWYER3_1277
00BC: text_highpriority 'LAW3_N' time 10000 1  // so MAKE them change their minds.

:LAWYER3_1292
if 
  51776 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1329 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1292 

:LAWYER3_1329
00BE: text_clear_all 

:LAWYER3_1331
if 
  52896 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1368 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1331 

:LAWYER3_1368
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @LAWYER3_1440 
if 
03D0:   wav 1 loaded 
jf @LAWYER3_1440 
03D1: play_wav 1 

:LAWYER3_1414
if 
83D2:   not wav 1 ended 
jf @LAWYER3_1440 
wait 0 
jump @LAWYER3_1414 

:LAWYER3_1440
if 
fading 
jf @LAWYER3_1464 
wait 0 
jump @LAWYER3_1440 

:LAWYER3_1464
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Load(#HMORI)
Model.Load(#BMYBU)
Model.Load(#ADMIRAL)
Model.Load(#BFYBE)
Model.Load(#SPAND)
Model.Load(#GLENDALE)
Model.Load(#HMYAP)
Model.Load(#HAMMER)
Model.Load(#SENTINEL)
Model.Load(#WMOGO)
023C: load_special_actor 4 'SPANDXA' 
$2555 = 0 // $ = int 
$2556 = 0 // $ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
$2564 = 0 // $ = int 
$2565 = 0 // $ = int 
$2554 = 0 // $ = int 

:LAWYER3_1611
if or
   not Model.Available(#HMORI)
   not Model.Available(#ADMIRAL)
   not Model.Available(#BFYBE)
   not Model.Available(#SPAND)
   not Model.Available(#GLENDALE)
   not Model.Available(#BMYBU)
jf @LAWYER3_1660 
wait 0 
jump @LAWYER3_1611 

:LAWYER3_1660
if or
   not Model.Available(#HMYAP)
   not Model.Available(#SENTINEL)
   not Model.Available(#WMOGO)
jf @LAWYER3_1695 
wait 0 
jump @LAWYER3_1660 

:LAWYER3_1695
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
03CF: load_wav 'LAW3_24' as 1 
wait 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03C8: set_camera_directly_before_player 
fade 1 1000 
Camera.SetPosition(110.714, -816.945, 14.589, 0.0, 0.0, 0.0)
Camera.PointAt(111.238, -817.658, 14.123, 2)
0395: clear_area 1 at 95.8 -843.2 10.0 range 20.0 
Car.Create(0@, #GLENDALE, 95.8, -843.2, 10.0)
0129: 15@ = create_actor 4 #WMOGO in_car 0@ driverseat 
Car.Angle(0@) = 316.0
0395: clear_area 1 at 113.7 -825.0 9.7 range 10.0 
Actor.Create(1@, 4, #HMYAP, 113.7, -825.0, 9.7)
Actor.Angle(1@) = 67.0
01ED: clear_actor 1@ threat_search 
0372: set_actor 1@ anim 3 wait_state_time 3000 ms 

:LAWYER3_1945
if 
fading 
jf @LAWYER3_1969 
wait 0 
jump @LAWYER3_1945 

:LAWYER3_1969
wait 1000 
if 
   not Actor.Dead(1@)
jf @LAWYER3_2005 
0211: actor 1@ walk_to 104.0 -819.8 

:LAWYER3_2005
if 
   not Car.Wrecked(0@)
jf @LAWYER3_2076 
Car.SetMaxSpeed(0@, 40.0)
00AE: set_vehicle 0@ traffic_behavior_to 3 
04BA: set_car 0@ speed_instantly 20.0 
Actor.StorePos(1@, $2572, $2573, $2574)
02C2: car 0@ drive_to_point $2572 $2573 $2574 

:LAWYER3_2076
TIMERA = 0 // @ = int 

:LAWYER3_2083
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER3_2197 
wait 0 
if 
   Actor.Dead(1@)
jf @LAWYER3_2190 
if 
  4@ == 0 // @ == int 
jf @LAWYER3_2190 
Actor.StoreDeadActorPos(1@, $2575, $2576, $2577)
$2577 += 0.5 // $ += float 
Pickup.Create(3@, #HAMMER, 3, $2575, $2576, $2577)
4@ = 1 // @ = int 

:LAWYER3_2190
jump @LAWYER3_2083 

:LAWYER3_2197
if 
   not Actor.Dead(15@)
jf @LAWYER3_2244 
if 
   not Car.Wrecked(0@)
jf @LAWYER3_2244 
01D3: actor 15@ leave_car 0@ 
0243: set_actor 15@ ped_stats_to 39 

:LAWYER3_2244
Camera.SetPosition(110.834, -827.258, 12.204, 0.0, 0.0, 0.0)
Camera.PointAt(111.632, -826.843, 11.761, 2)
00BC: text_highpriority 'LAW3_24' time 3000 2  // ~g~That hammer would be useful.
TIMERA = 0 // @ = int 

:LAWYER3_2317
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER3_2413 
wait 0 
if 
   not Actor.Dead(15@)
jf @LAWYER3_2406 
if 
   not Car.Wrecked(0@)
jf @LAWYER3_2406 
if 
   not Actor.InCar(15@, 0@)
jf @LAWYER3_2406 
0239: actor 15@ run_to 137.6 -786.9 

:LAWYER3_2406
jump @LAWYER3_2317 

:LAWYER3_2413
if 
03D0:   wav 1 loaded 
jf @LAWYER3_2432 
03D1: play_wav 1 

:LAWYER3_2432
02A8: $2566 = create_marker 18 at $844 $845 $846 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 

:LAWYER3_2463
if 
823D:   not special_actor 4 loaded 
jf @LAWYER3_2489 
wait 0 
jump @LAWYER3_2463 

:LAWYER3_2489
Model.Destroy(#GLENDALE)
Model.Destroy(#WMOGO)
Model.Destroy(#HMYAP)
Actor.RemoveReferences(15@)
0395: clear_area 1 at 191.4 -1026.7 9.4 range 2.0 
Actor.Create($2548, 4, #HMORI, 191.4, -1026.7, 9.4)
0243: set_actor $2548 ped_stats_to 39 
02A9: set_actor $2548 immune_to_nonplayer 1 
Marker.CreateAboveActor($2558, $2548)
Actor.Health($2548) = 300
Actor.Angle($2548) = 202.0
01ED: clear_actor $2548 threat_search 
0319: set_actor $2548 running 1 
0395: clear_area 1 at 189.3 -1033.0 10.2 range 4.0 
Car.Create($2560, #ADMIRAL, 189.3, -1033.0, 9.4)
Car.Angle($2560) = 261.0
020A: set_car $2560 door_status_to 3 
01EC: make_car $2560 very_heavy 1 
053F: set_car $2560 tires_vulnerable 0 
Actor.Create($2550, 4, #BFYBE, 191.6, -1028.0, 9.4)
0243: set_actor $2550 ped_stats_to 39 
01ED: clear_actor $2550 threat_search 
0395: clear_area 1 at 536.4 217.4 13.6 range 4.0 
Car.Create($2567, #SENTINEL, 536.4, 217.4, 13.6)
Car.Angle($2567) = 270.0
020A: set_car $2567 door_status_to 3 
Marker.CreateAboveCar($2559, $2567)
Car.SetMaxSpeed($2567, 0.0)
01EC: make_car $2567 very_heavy 1 
00BC: text_highpriority 'LAW3_7' time 15000 2  // ~g~Go and intimidate the two jurors, but DON'T kill them!
wait 4000 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_2853 
Car.LockInCurrentPosition($2560, True)

:LAWYER3_2853
if 
   not Car.Wrecked($2567)
jf @LAWYER3_2876 
Car.LockInCurrentPosition($2567, True)

:LAWYER3_2876
if 
   not Actor.Dead($2548)
jf @LAWYER3_2899 
Actor.LockInCurrentPosition($2548, True)

:LAWYER3_2899
if 
   not Actor.Dead($2550)
jf @LAWYER3_2922 
Actor.LockInCurrentPosition($2550, True)

:LAWYER3_2922
03E5: text_box 'HELP23'  // You can follow the ~h~::*hud_hardware::~w~ on the radar if you want to buy melee weapons from the hardware store.
03E7: flash_hud 8 
wait 2000 
03E7: flash_hud -1 
TIMERB = 0 // @ = int 
0209: $2561 = random_int_in_ranges 0 6 
gosub @LAWYER3_8310 
TIMERA = 0 // @ = int 

:LAWYER3_2975
if 
   not $2554 == 2 // $ == int 
jf @LAWYER3_8042 
wait 0 
if 
  $2555 == 0 // $ == int 
jf @LAWYER3_3098 
if 
   Actor.Dead($2548)
jf @LAWYER3_3060 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_3098 

:LAWYER3_3060
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_3098 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_3098
if 
   not Car.Wrecked($2560)
jf @LAWYER3_4978 
if 
  14@ == 0 // @ == int 
jf @LAWYER3_3239 
if 
01FC:   player $PLAYER_CHAR near_car $2560 radius 30.0 30.0 0 
jf @LAWYER3_3239 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_3232 
Car.LockInCurrentPosition($2560, False)
if 
   not Actor.Dead($2548)
jf @LAWYER3_3209 
Actor.LockInCurrentPosition($2548, False)

:LAWYER3_3209
if 
   not Actor.Dead($2550)
jf @LAWYER3_3232 
Actor.LockInCurrentPosition($2550, False)

:LAWYER3_3232
14@ = 1 // @ = int 

:LAWYER3_3239
if 
   not Actor.Dead($2548)
jf @LAWYER3_4978 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_4978 
if 
   Actor.InCar($2548, $2560)
jf @LAWYER3_4978 
if 
8185:   not car $2560 health > 900 
jf @LAWYER3_3338 
01D3: actor $2548 leave_car $2560 
020A: set_car $2560 door_status_to 1 
9@ = 1 // @ = int 
$2552 = 1 // $ = int 

:LAWYER3_3338
if and
  9@ == 0 // @ == int 
  $2555 == 0 // $ == int 
jf @LAWYER3_4978 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER3_3481 
00DA: $2557 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($2557)
jf @LAWYER3_3481 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 197.1 -1033.8 10.2 radius 8.0 6.0 4.0 
jf @LAWYER3_3481 
Car.PutAt($2557, 201.9, -1020.8, 9.4)
Car.Angle($2557) = 180.0

:LAWYER3_3481
if 
   not Car.Wrecked($2560)
jf @LAWYER3_3504 
01EC: make_car $2560 very_heavy 0 

:LAWYER3_3504
020A: set_car $2560 door_status_to 7 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Car.SetMaxSpeed($2560, 0.0)
Camera.SetPosition(183.803, -1029.408, 11.956, 0.0, 0.0, 0.0)
Camera.PointAt(184.615, -1029.963, 11.78, 2)
0395: clear_area 1 at 189.3 -1033.0 10.2 range 10.0 
0395: clear_area 1 at 208.8 -1008.1 9.5 range 10.0 
Car.Create($2562, #SPAND, 208.8, -1008.1, 9.5)
0129: 11@ = create_actor 4 #SPECIAL04 in_car $2562 driverseat 
0243: set_actor 11@ ped_stats_to 14 
Car.Angle($2562) = 165.0
Car.SetMaxSpeed($2562, 40.0)
04BA: set_car $2562 speed_instantly 19.0 
00AE: set_vehicle $2562 traffic_behavior_to 3 
Car.DriveTo($2562, 203.5, -1037.7, 10.1)
01EC: make_car $2562 very_heavy 1 
0395: clear_area 1 at 202.8 -1035.7 10.1 range 10.0 
Car.DriveTo($2560, 202.8, -1035.7, 10.1)
Car.SetMaxSpeed($2560, 50.0)
00AE: set_vehicle $2560 traffic_behavior_to 3 
TIMERB = 0 // @ = int 

:LAWYER3_3805
if 
   not TIMERB > 1200 // @ > int 
jf @LAWYER3_3918 
wait 0 
if 
   Actor.Dead($2548)
jf @LAWYER3_3873 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_3911 

:LAWYER3_3873
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_3911 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_3911
jump @LAWYER3_3805 

:LAWYER3_3918
if 
   not Car.Wrecked($2560)
jf @LAWYER3_4015 
053F: set_car $2560 tires_vulnerable 1 
04FE: set_vehicle $2560 deflate_tire 0 
050B: open_trunk_of_car $2560 
if 
   not Car.Wrecked($2562)
jf @LAWYER3_3974 
050B: open_trunk_of_car $2562 

:LAWYER3_3974
Car.SetToNormalDriver($2560)
Car.SetMaxSpeed($2560, 0.0)
if 
   not Car.Wrecked($2562)
jf @LAWYER3_4015 
Car.SetMaxSpeed($2562, 0.0)

:LAWYER3_4015
TIMERB = 0 // @ = int 

:LAWYER3_4022
if 
   not TIMERB > 250 // @ > int 
jf @LAWYER3_4135 
wait 0 
if 
   Actor.Dead($2548)
jf @LAWYER3_4090 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_4128 

:LAWYER3_4090
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_4128 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_4128
jump @LAWYER3_4022 

:LAWYER3_4135
if 
   not Car.Wrecked($2562)
jf @LAWYER3_4199 
0407: create_coordinate $2569 $2570 $2571 from_car $2562 offset 0.0 -3.0 0.0 
Pickup.Create(12@, #HAMMER, 3, $2569, $2570, $2571)

:LAWYER3_4199
if 
   not TIMERB > 500 // @ > int 
jf @LAWYER3_4312 
wait 0 
if 
   Actor.Dead($2548)
jf @LAWYER3_4267 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_4305 

:LAWYER3_4267
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_4305 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_4305
jump @LAWYER3_4199 

:LAWYER3_4312
if 
   not Car.Wrecked($2562)
jf @LAWYER3_4376 
0407: create_coordinate $2569 $2570 $2571 from_car $2562 offset 0.0 -3.0 0.0 
Pickup.Create(13@, #HAMMER, 3, $2569, $2570, $2571)

:LAWYER3_4376
TIMERB = 0 // @ = int 

:LAWYER3_4383
if 
   not TIMERB > 1500 // @ > int 
jf @LAWYER3_4496 
wait 0 
if 
   Actor.Dead($2548)
jf @LAWYER3_4451 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_4489 

:LAWYER3_4451
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_4489 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_4489
jump @LAWYER3_4383 

:LAWYER3_4496
02A3: enable_widescreen 0 
Camera.SetPosition(206.657, -1030.398, 13.139, 0.0, 0.0, 0.0)
Camera.PointAt(206.057, -1031.136, 12.829, 2)
if 
  $2553 == 0 // $ == int 
jf @LAWYER3_4600 
03E5: text_box 'HELP40'  // You can smash cars up by using the hammer or a similar weapon.
TIMERA = 0 // @ = int 
$2553 = 1 // $ = int 
jump @LAWYER3_4615 

:LAWYER3_4600
00BC: text_highpriority 'LAW3_9' time 4000 2  // ~g~Smash up the Juror's car to get him out!

:LAWYER3_4615
TIMERB = 0 // @ = int 

:LAWYER3_4622
if 
   not TIMERB > 4000 // @ > int 
jf @LAWYER3_4896 
wait 0 
if 
   Actor.Dead($2548)
jf @LAWYER3_4690 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_4728 

:LAWYER3_4690
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_4728 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_4728
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER3_4889 

:LAWYER3_4745
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER3_4882 
wait 0 
if 
  TIMERB > 4000 // @ > int 
jf @LAWYER3_4792 
jump @LAWYER3_4896 

:LAWYER3_4792
if 
   Actor.Dead($2548)
jf @LAWYER3_4837 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_4875 

:LAWYER3_4837
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_4875 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_4875
jump @LAWYER3_4745 

:LAWYER3_4882
jump @LAWYER3_4896 

:LAWYER3_4889
jump @LAWYER3_4622 

:LAWYER3_4896
if 
   not Actor.Dead($2548)
jf @LAWYER3_4920 
Actor.Health($2548) = 300

:LAWYER3_4920
if 
   not Car.Wrecked($2562)
jf @LAWYER3_4943 
01EC: make_car $2562 very_heavy 0 

:LAWYER3_4943
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
00BC: text_highpriority 'LAW3_9' time 6000 2  // ~g~Smash up the Juror's car to get him out!
9@ = 1 // @ = int 

:LAWYER3_4978
if 
   Car.Wrecked($2560)
jf @LAWYER3_5008 
gosub @LAWYER3_8492 
jump @LAWYER3_6065 

:LAWYER3_5008
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6065 
if 
   not Actor.Dead($2548)
jf @LAWYER3_5221 
if 
  $2563 == 0 // $ == int 
jf @LAWYER3_5221 
if 
01FC:   player $PLAYER_CHAR near_car $2560 radius 20.0 20.0 0 
jf @LAWYER3_5221 
if or
02DF:   player $PLAYER_CHAR aggressive 
8184:   not actor $2548 health > 299 
0457:   player $PLAYER_CHAR aiming_at_actor $2548 
jf @LAWYER3_5221 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_5214 
if 
   not Actor.Dead($2548)
jf @LAWYER3_5176 
01D5: actor $2548 go_to_and_drive_car $2560 
02A9: set_actor $2548 immune_to_nonplayer 1 
Actor.Health($2548) = 300

:LAWYER3_5176
if 
   not Actor.Dead($2550)
jf @LAWYER3_5214 
0239: actor $2550 run_to 227.2 -1040.8 
10@ = 1 // @ = int 

:LAWYER3_5214
$2563 = 1 // $ = int 

:LAWYER3_5221
if 
81AF:   not car $2560 0 189.3 -1033.0 9.4 radius 2.0 2.0 2.0 
jf @LAWYER3_5318 
if 
8185:   not car $2560 health > 800 
jf @LAWYER3_5318 
if 
   not Actor.Dead($2548)
jf @LAWYER3_5318 
9@ = 1 // @ = int 
$2552 = 1 // $ = int 

:LAWYER3_5318
if 
  $2555 == 0 // $ == int 
jf @LAWYER3_6065 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_5579 
if 
   not Actor.Dead($2548)
jf @LAWYER3_5579 
if 
   Actor.InCar($2548, $2560)
jf @LAWYER3_5579 
if 
8185:   not car $2560 health > 999 
jf @LAWYER3_5579 
if 
  $2568 == 0 // $ == int 
jf @LAWYER3_5579 
03CF: load_wav 'LAW3_11' as 2 

:LAWYER3_5436
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_5568 
wait 0 
if 
   Car.Wrecked($2560)
jf @LAWYER3_5478 
gosub @LAWYER3_8492 

:LAWYER3_5478
if 
   Actor.Dead($2548)
jf @LAWYER3_5523 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_5561 

:LAWYER3_5523
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_5561 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_5561
jump @LAWYER3_5436 

:LAWYER3_5568
03D1: play_wav 2 
$2568 = 1 // $ = int 

:LAWYER3_5579
if 
   not Car.Wrecked($2560)
jf @LAWYER3_5822 
if 
   not Actor.Dead($2548)
jf @LAWYER3_5822 
if 
   Actor.InCar($2548, $2560)
jf @LAWYER3_5822 
if 
8185:   not car $2560 health > 950 
jf @LAWYER3_5822 
if 
  $2568 == 1 // $ == int 
jf @LAWYER3_5822 
03CF: load_wav 'LAW3_13' as 2 

:LAWYER3_5679
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_5811 
wait 0 
if 
   Car.Wrecked($2560)
jf @LAWYER3_5721 
gosub @LAWYER3_8492 

:LAWYER3_5721
if 
   Actor.Dead($2548)
jf @LAWYER3_5766 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_5804 

:LAWYER3_5766
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_5804 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_5804
jump @LAWYER3_5679 

:LAWYER3_5811
03D1: play_wav 2 
$2568 = 2 // $ = int 

:LAWYER3_5822
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6065 
if 
   not Actor.Dead($2548)
jf @LAWYER3_6065 
if 
   Actor.InCar($2548, $2560)
jf @LAWYER3_6065 
if 
8185:   not car $2560 health > 925 
jf @LAWYER3_6065 
if 
  $2568 == 2 // $ == int 
jf @LAWYER3_6065 
03CF: load_wav 'LAW3_12' as 2 

:LAWYER3_5922
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_6054 
wait 0 
if 
   Car.Wrecked($2560)
jf @LAWYER3_5964 
gosub @LAWYER3_8492 

:LAWYER3_5964
if 
   Actor.Dead($2548)
jf @LAWYER3_6009 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 
jump @LAWYER3_6047 

:LAWYER3_6009
if 
050D:   actor $2548 leaving_car_to_die 
jf @LAWYER3_6047 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8049 

:LAWYER3_6047
jump @LAWYER3_5922 

:LAWYER3_6054
03D1: play_wav 2 
$2568 = 3 // $ = int 

:LAWYER3_6065
if 
   not Actor.Dead($2550)
jf @LAWYER3_6184 
if 
  10@ == 0 // @ == int 
jf @LAWYER3_6177 
if or
8184:   not actor $2550 health > 99 
  5@ == 1 // @ == int 
jf @LAWYER3_6177 
0239: actor $2550 run_to 227.2 -1040.8 
if 
   not Actor.Dead($2548)
jf @LAWYER3_6170 
02A9: set_actor $2548 immune_to_nonplayer 1 
Actor.Health($2548) = 300

:LAWYER3_6170
10@ = 1 // @ = int 

:LAWYER3_6177
jump @LAWYER3_6191 

:LAWYER3_6184
10@ = 1 // @ = int 

:LAWYER3_6191
if 
   not Actor.Dead($2548)
jf @LAWYER3_6869 
if 
   not Actor.Dead($2550)
jf @LAWYER3_6321 
if 
  8@ == 0 // @ == int 
jf @LAWYER3_6321 
if 
00E9:   player $PLAYER_CHAR 0 $2548 radius 50.0 50.0 
jf @LAWYER3_6321 
020E: actor $2548 look_at_actor $2550 
020E: actor $2550 look_at_actor $2548 
03F9: make_actors $2548 $2550 converse_in 999999999 ms 
03F9: make_actors $2550 $2548 converse_in 999999999 ms 
8@ = 1 // @ = int 

:LAWYER3_6321
if 
  10@ == 1 // @ == int 
jf @LAWYER3_6411 
if 
  5@ == 0 // @ == int 
jf @LAWYER3_6411 
if 
  $2551 == 0 // $ == int 
jf @LAWYER3_6411 
0467: set_actor $2548 clear_last_weapon_damage 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6404 
01D5: actor $2548 go_to_and_drive_car $2560 

:LAWYER3_6404
$2551 = 1 // $ = int 

:LAWYER3_6411
if or
031D:   actor $2548 hit_by_weapon 46 
031D:   actor $2548 hit_by_weapon 40 
031D:   actor $2548 hit_by_weapon 39 
jf @LAWYER3_6530 
if 
  5@ == 0 // @ == int 
jf @LAWYER3_6530 
$2564 += 1 // $ += int 
0467: set_actor $2548 clear_last_weapon_damage 
if 
  $2552 == 0 // $ == int 
jf @LAWYER3_6515 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6515 
01D5: actor $2548 go_to_and_drive_car $2560 

:LAWYER3_6515
Actor.Health($2548) = 300
5@ = 1 // @ = int 

:LAWYER3_6530
if or
031D:   actor $2548 hit_by_weapon 46 
031D:   actor $2548 hit_by_weapon 40 
031D:   actor $2548 hit_by_weapon 39 
jf @LAWYER3_6649 
if 
  6@ == 0 // @ == int 
jf @LAWYER3_6649 
$2564 += 1 // $ += int 
0467: set_actor $2548 clear_last_weapon_damage 
if 
  $2552 == 0 // $ == int 
jf @LAWYER3_6634 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6634 
01D5: actor $2548 go_to_and_drive_car $2560 

:LAWYER3_6634
Actor.Health($2548) = 300
6@ = 1 // @ = int 

:LAWYER3_6649
if or
031D:   actor $2548 hit_by_weapon 46 
031D:   actor $2548 hit_by_weapon 40 
031D:   actor $2548 hit_by_weapon 39 
jf @LAWYER3_6768 
if 
  7@ == 0 // @ == int 
jf @LAWYER3_6768 
$2564 += 1 // $ += int 
0467: set_actor $2548 clear_last_weapon_damage 
if 
  $2552 == 0 // $ == int 
jf @LAWYER3_6753 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6753 
01D5: actor $2548 go_to_and_drive_car $2560 

:LAWYER3_6753
Actor.Health($2548) = 300
7@ = 1 // @ = int 

:LAWYER3_6768
if 
  $2564 == 3 // $ == int 
jf @LAWYER3_6793 
gosub @LAWYER3_8492 

:LAWYER3_6793
if 
  9@ == 1 // @ == int 
jf @LAWYER3_6869 
if 
   not Actor.Dead($2548)
jf @LAWYER3_6869 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_6869 
if 
   not Actor.InCar($2548, $2560)
jf @LAWYER3_6869 
gosub @LAWYER3_8492 

:LAWYER3_6869
if 
  $2553 == 1 // $ == int 
jf @LAWYER3_6923 
if 
  TIMERA > 5000 // @ > int 
jf @LAWYER3_6923 
03E5: text_box 'HELP53'  // Swipe across your weapon display to cycle through your weapons.
$2553 = 2 // $ = int 

:LAWYER3_6923
if 
   Car.Wrecked($2567)
jf @LAWYER3_6946 
jump @LAWYER3_7117 

:LAWYER3_6946
if 
   not Car.Wrecked($2567)
jf @LAWYER3_8035 
if 
  2@ == 0 // @ == int 
jf @LAWYER3_7098 
if 
01FC:   player $PLAYER_CHAR near_car $2567 radius 20.0 20.0 0 
jf @LAWYER3_7098 
00BC: text_highpriority 'LAW3_20' time 15000 2  // ~g~Smash up the Juror's car!
if 
   not Car.Wrecked($2567)
jf @LAWYER3_7049 
Car.LockInCurrentPosition($2567, False)

:LAWYER3_7049
if 
  $2553 == 0 // $ == int 
jf @LAWYER3_7091 
03E5: text_box 'HELP40'  // You can smash cars up by using the hammer or a similar weapon.
TIMERA = 0 // @ = int 
$2553 = 1 // $ = int 

:LAWYER3_7091
2@ = 1 // @ = int 

:LAWYER3_7098
if 
8185:   not car $2567 health > 900 
jf @LAWYER3_8035 

:LAWYER3_7117
if 
  $2556 == 0 // $ == int 
jf @LAWYER3_8035 
fade 0 500 
03CF: load_wav 'LAW3_20' as 2 

:LAWYER3_7154
if 
fading 
jf @LAWYER3_7178 
wait 0 
jump @LAWYER3_7154 

:LAWYER3_7178
Camera.SetAtPos(551.8, 194.5, 13.6)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked($2567)
jf @LAWYER3_7229 
020A: set_car $2567 door_status_to 1 

:LAWYER3_7229
0395: clear_area 1 at 542.0 207.8 13.8 range 1.0 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @LAWYER3_7296 
0055: put_player $PLAYER_CHAR at 542.0 207.8 13.8 
jump @LAWYER3_7316 

:LAWYER3_7296
012A: put_player $PLAYER_CHAR at 542.0 207.8 13.8 and_remove_from_car 

:LAWYER3_7316
if 
   not Car.Wrecked($2567)
jf @LAWYER3_7390 
if 
01AD:   car $2567 sphere 0 near_point 551.8 194.5 radius 4.0 4.0 
jf @LAWYER3_7390 
Car.PutAt($2567, 541.7, 196.0, 13.8)

:LAWYER3_7390
0171: set_player $PLAYER_CHAR z_angle_to 225.0 
0395: clear_area 1 at 551.8 194.5 13.8 range 1.0 
Actor.Create($2549, 4, #BMYBU, 551.8, 194.5, 13.6)
Actor.Angle($2549) = 35.0
Marker.Disable($2559)
Camera.SetPosition(553.126, 190.922, 15.789, 0.0, 0.0, 0.0)
Camera.PointAt(552.636, 191.782, 15.65, 2)
0211: actor $PLAYER_ACTOR walk_to 551.8 194.5 

:LAWYER3_7529
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_7555 
wait 0 
jump @LAWYER3_7529 

:LAWYER3_7555
fade 1 500 
03D1: play_wav 2 
00BC: text_highpriority 'LAW3_21' time 3000 2  // I can't believe this is happening!
wait 1500 
if 
03D0:   wav 1 loaded 
jf @LAWYER3_7605 
03D1: play_wav 1 

:LAWYER3_7605
03CF: load_wav 'LAW3_23' as 2 
if 
  $2561 == 0 // $ == int 
jf @LAWYER3_7650 
00BC: text_highpriority 'LAW3_1' time 3000 1  // Giorgio sends his regards.

:LAWYER3_7650
if 
  $2561 == 1 // $ == int 
jf @LAWYER3_7683 
00BC: text_highpriority 'LAW3_2' time 3000 1  // Remember, guilty is a dirty word.

:LAWYER3_7683
if 
  $2561 == 2 // $ == int 
jf @LAWYER3_7716 
00BC: text_highpriority 'LAW3_3' time 3000 1  // Innocent until I say otherwise.

:LAWYER3_7716
if 
  $2561 == 3 // $ == int 
jf @LAWYER3_7749 
00BC: text_highpriority 'LAW3_4' time 3000 1  // You know he's not guilty.

:LAWYER3_7749
if 
  $2561 == 4 // $ == int 
jf @LAWYER3_7782 
00BC: text_highpriority 'LAW3_5' time 3000 1  // You remember Giorgio? You remember he's innocent.

:LAWYER3_7782
if 
  $2561 == 5 // $ == int 
jf @LAWYER3_7815 
00BC: text_highpriority 'LAW3_6' time 3000 1  // Not guilty, understand? Good.

:LAWYER3_7815
wait 1500 

:LAWYER3_7820
if 
83D2:   not wav 1 ended 
jf @LAWYER3_7846 
wait 0 
jump @LAWYER3_7820 

:LAWYER3_7846
if 
   not Actor.Dead($2549)
jf @LAWYER3_7877 
0239: actor $2549 run_to 535.7 177.3 

:LAWYER3_7877
if 
03D0:   wav 2 loaded 
jf @LAWYER3_7896 
03D1: play_wav 2 

:LAWYER3_7896
Camera.SetPosition(548.683, 203.05, 13.808, 0.0, 0.0, 0.0)
Camera.PointAt(548.314, 202.122, 13.859, 2)
wait 3000 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
011C: actor $PLAYER_ACTOR clear_objective 
Actor.DestroyInstantly($2549)
Car.RemoveReferences($2567)
0209: $2561 = random_int_in_ranges 0 6 
if 
   not Car.Wrecked($2567)
jf @LAWYER3_8014 
01EC: make_car $2567 very_heavy 0 

:LAWYER3_8014
gosub @LAWYER3_8310 
$2554 += 1 // $ += int 
$2556 = 1 // $ = int 

:LAWYER3_8035
jump @LAWYER3_2975 

:LAWYER3_8042
jump @LAWYER3_8066 

:LAWYER3_8049
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:LAWYER3_8066
$PASSED_LAW3_JURY_FURY = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 400 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 400
0318: set_latest_mission_passed 'LAW_3'  // Jury Fury
030C: progress_made += 1 
$1171 = 1 // $ = int 
start_new_script @LAW4 
return 

:LAWYER3_8139
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
Marker.Disable($2558)
Marker.Disable($2559)
Marker.Disable($2566)
Model.Destroy(#HMORI)
Model.Destroy(#ADMIRAL)
Model.Destroy(#BFYBE)
Model.Destroy(#SPAND)
Model.Destroy(#GLENDALE)
Model.Destroy(#BMYBU)
Model.Destroy(#HAMMER)
Model.Destroy(#HMYAP)
Model.Destroy(#SENTINEL)
Model.Destroy(#WMOGO)
Car.RemoveReferences(0@)
Car.RemoveReferences($2560)
Car.RemoveReferences($2567)
Pickup.Destroy(12@)
Pickup.Destroy(13@)
Pickup.Destroy(3@)
0296: unload_special_actor 4 
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
if 
   not Car.Wrecked($2560)
jf @LAWYER3_8285 
01EC: make_car $2560 very_heavy 0 
053F: set_car $2560 tires_vulnerable 1 

:LAWYER3_8285
if 
   not Car.Wrecked($2567)
jf @LAWYER3_8308 
01EC: make_car $2567 very_heavy 0 

:LAWYER3_8308
return 

:LAWYER3_8310
if 
  $2561 == 0 // $ == int 
jf @LAWYER3_8340 
03CF: load_wav 'LAW3_1' as 1 

:LAWYER3_8340
if 
  $2561 == 1 // $ == int 
jf @LAWYER3_8370 
03CF: load_wav 'LAW3_2' as 1 

:LAWYER3_8370
if 
  $2561 == 2 // $ == int 
jf @LAWYER3_8400 
03CF: load_wav 'LAW3_3' as 1 

:LAWYER3_8400
if 
  $2561 == 3 // $ == int 
jf @LAWYER3_8430 
03CF: load_wav 'LAW3_4' as 1 

:LAWYER3_8430
if 
  $2561 == 4 // $ == int 
jf @LAWYER3_8460 
03CF: load_wav 'LAW3_5' as 1 

:LAWYER3_8460
if 
  $2561 == 5 // $ == int 
jf @LAWYER3_8490 
03CF: load_wav 'LAW3_6' as 1 

:LAWYER3_8490
return 

:LAWYER3_8492
if 
  $2555 == 0 // $ == int 
jf @LAWYER3_9225 
if 
   not Actor.Dead($2548)
jf @LAWYER3_9225 
fade 0 500 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
022E: set_player $PLAYER_CHAR to_look_at_actor $2548 
Marker.Disable($2558)
011C: actor $2548 clear_objective 
if 
03D0:   wav 1 loaded 
jf @LAWYER3_8588 
03D1: play_wav 1 

:LAWYER3_8588
03CF: load_wav 'LAW3_22' as 2 
if 
  $2561 == 0 // $ == int 
jf @LAWYER3_8633 
00BC: text_highpriority 'LAW3_1' time 3000 1  // Giorgio sends his regards.

:LAWYER3_8633
if 
  $2561 == 1 // $ == int 
jf @LAWYER3_8666 
00BC: text_highpriority 'LAW3_2' time 3000 1  // Remember, guilty is a dirty word.

:LAWYER3_8666
if 
  $2561 == 2 // $ == int 
jf @LAWYER3_8699 
00BC: text_highpriority 'LAW3_3' time 3000 1  // Innocent until I say otherwise.

:LAWYER3_8699
if 
  $2561 == 3 // $ == int 
jf @LAWYER3_8732 
00BC: text_highpriority 'LAW3_4' time 3000 1  // You know he's not guilty.

:LAWYER3_8732
if 
  $2561 == 4 // $ == int 
jf @LAWYER3_8765 
00BC: text_highpriority 'LAW3_5' time 3000 1  // You remember Giorgio? You remember he's innocent.

:LAWYER3_8765
if 
  $2561 == 5 // $ == int 
jf @LAWYER3_8798 
00BC: text_highpriority 'LAW3_6' time 3000 1  // Not guilty, understand? Good.

:LAWYER3_8798
if 
fading 
jf @LAWYER3_8822 
wait 0 
jump @LAWYER3_8798 

:LAWYER3_8822
Camera.SetAtPos(204.5, -1007.6, 9.4)
TIMERB = 0 // @ = int 
Camera.SetPosition(203.625, -1010.455, 10.988, 0.0, 0.0, 0.0)
Camera.PointAt(203.922, -1009.509, 10.862, 2)
0230: set_player $PLAYER_CHAR stop_looking 
0395: clear_area 1 at 202.7 -1016.4 9.6 range 1.0 
0055: put_player $PLAYER_CHAR at 202.7 -1016.4 9.6 
Actor.DestroyInstantly($2548)
0395: clear_area 1 at 204.5 -1007.6 9.4 range 5.0 
Actor.Create($2548, 4, #HMORI, 204.5, -1007.6, 9.4)
fade 1 500 
if 
   not Actor.Dead($2548)
jf @LAWYER3_9051 
011A: set_actor $2548 search_threat 1 
0319: set_actor $2548 running 1 
0239: actor $2548 run_to 215.6 -958.6 

:LAWYER3_9051
TIMERB = 0 // @ = int 

:LAWYER3_9058
if 
   not TIMERB > 5000 // @ > int 
jf @LAWYER3_9122 
wait 0 
if 
03D2:   wav 1 ended 
jf @LAWYER3_9115 
if 
03D0:   wav 2 loaded 
jf @LAWYER3_9115 
03D1: play_wav 2 

:LAWYER3_9115
jump @LAWYER3_9058 

:LAWYER3_9122
0209: $2561 = random_int_in_ranges 0 6 
gosub @LAWYER3_8310 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
$2554 += 1 // $ += int 
Actor.DestroyInstantly($2548)
Car.RemoveReferences($2560)
Car.RemoveReferences($2562)
Actor.RemoveReferences(11@)
if 
   not Car.Wrecked($2560)
jf @LAWYER3_9218 
020A: set_car $2560 door_status_to 1 

:LAWYER3_9218
$2555 = 1 // $ = int 

:LAWYER3_9225
return 

//-------------Mission 6---------------
// Originally: Riot

:LAWYER4
gosub @LAWYER4_36 
if 
wasted_or_busted 
jf @LAWYER4_27 
gosub @LAWYER4_9214 

:LAWYER4_27
gosub @LAWYER4_9388 
terminate_this_script 

:LAWYER4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER4' 
wait 0 
054C: use_GXT_table 'LAWYER4' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
$401 = 95.4 // $ = float 
$402 = -1135.5 // $ = float 
$403 = 9.4 // $ = float 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
$342 = 0 // $ = int 
$343 = 0 // $ = int 
$2599 = 0 // $ = int 
$2623 = 0 // $ = int 
$2606 = 0 // $ = int 
$2607 = 0 // $ = int 
$2612 = 0 // $ = int 
$2613 = 0 // $ = int 
0@ = 0 // @ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
15@ = 0 // @ = int 
$2618 = 0 // $ = int 
$2619 = 0 // $ = int 
$2620 = 0 // $ = int 
$2621 = 0 // $ = int 
$2622 = 0 // $ = int 
$360 = 0 // $ = int 
$2626 = 0 // $ = int 
$2627 = 0 // $ = int 
$2628 = 0 // $ = int 
$2629 = 0 // $ = int 
$2630 = 0 // $ = int 
$2631 = 0 // $ = int 
$2632 = 0 // $ = int 
$2633 = 0 // $ = int 
$2634 = 0 // $ = int 
$2635 = 0 // $ = int 
$2636 = 0 // $ = int 
$2637 = 0 // $ = int 
$2638 = 0 // $ = int 
$2639 = 0 // $ = int 
$2640 = 0 // $ = int 
$2641 = 0 // $ = int 
$2642 = 0 // $ = int 
$2643 = 0 // $ = int 
$2644 = 0 // $ = int 
$2645 = 0 // $ = int 
$2646 = 0 // $ = int 
$2605 = 0 // $ = int 
$2600 = 127 // $ = int 
$2647 = 0 // $ = int 
$2648 = 0 // $ = int 
03E6: remove_text_box 
$2614 = 0 // $ = int 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_602 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_602 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER4_602
select_interior 6 
03CF: load_wav 'MONO_8' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSAVERY' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER4_708
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
jf @LAWYER4_757 
wait 0 
jump @LAWYER4_708 

:LAWYER4_757
if 
   not Model.Available(#CUTOBJ04)
jf @LAWYER4_784 
wait 0 
jump @LAWYER4_757 

:LAWYER4_784
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_4' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $452 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $452 'CSAVERY' 
02E5: $494 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $494 'LWCHARA' 
02E5: $495 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $495 'LWCHARB' 
02E5: $505 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $505 'LCFAN' 
02E5: $513 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $513 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER4_1065
if 
  45 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1099 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1065 

:LAWYER4_1099
00BC: text_highpriority 'LAW4_A' time 10000 1  // Avery, it goes without saying... Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later.

:LAWYER4_1114
if 
  4210 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1149 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1114 

:LAWYER4_1149
00BC: text_highpriority 'LAW4_B' time 10000 1  // Tommy, this is Avery Carrington - I believe you met at the party?

:LAWYER4_1164
if 
  7190 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1199 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1164 

:LAWYER4_1199
00BC: text_highpriority 'LAW4_C' time 10000 1  // Not in person.

:LAWYER4_1214
if 
  8052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1249 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1214 

:LAWYER4_1249
00BC: text_highpriority 'LAW4_D' time 10000 1  // Howdy.

:LAWYER4_1264
if 
  9403 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1299 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1264 

:LAWYER4_1299
00BC: text_highpriority 'LAW4_E' time 10000 1  // Avery here has a proposition.

:LAWYER4_1314
if 
  13088 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1349 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1314 

:LAWYER4_1349
00BC: text_highpriority 'LAW4_F' time 10000 1  // Haven't we got other things on our mind?

:LAWYER4_1364
if 
  15052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1399 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1364 

:LAWYER4_1399
00BC: text_highpriority 'LAW4_G' time 10000 1  // I'm trying to keep the wolves from the door, so could you please cut me some slack?

:LAWYER4_1414
if 
  19432 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1449 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1414 

:LAWYER4_1449
00BC: text_highpriority 'LAW4_H' time 10000 1  // I'm stretched like a wire and even if I'm dead by the end of the week, I'd like to think that I didn't die poor.

:LAWYER4_1464
if 
  23825 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1499 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1464 

:LAWYER4_1499
00BC: text_highpriority 'LAW4_I' time 10000 1  // Now just calm down, both of you.

:LAWYER4_1514
if 
  26892 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1549 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1514 

:LAWYER4_1549
00BC: text_highpriority 'LAW4_J' time 10000 1  // Son, you help me and any greaseballs giving you a hard time, I'll see to it they take a long dirt nap.

:LAWYER4_1564
if 
  32978 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1601 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1564 

:LAWYER4_1601
00BC: text_highpriority 'LAW4_K' time 10000 1  // Ok. What could I do for ya'?

:LAWYER4_1616
if 
  34995 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1653 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1616 

:LAWYER4_1653
00BC: text_highpriority 'LAW4_L' time 10000 1  // This delivery company's got its depot on some prime land. They won't sell.

:LAWYER4_1668
if 
  40136 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1705 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1668 

:LAWYER4_1705
00BC: text_highpriority 'LAW4_M' time 10000 1  // They're hanging on like a big old prairie rat, so we gotta go in there and smoke that vermin out.

:LAWYER4_1720
if 
  46049 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1757 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1720 

:LAWYER4_1757
00BC: text_highpriority 'LAW4_N' time 10000 1  // Head on down there and stir up a hornet's nest

:LAWYER4_1772
if 
  48481 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1809 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1772 

:LAWYER4_1809
00BC: text_highpriority 'LAW4_O' time 10000 1  // - the security will have their hands full and then you can sneak in and put 'em out of business.

:LAWYER4_1824
if 
  52177 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1861 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1824 

:LAWYER4_1861
00BC: text_highpriority 'LAW4_P' time 10000 1  // And you could drop by Rafael's for a change of clothes. You might be there a while, but yeah, go for it.

:LAWYER4_1876
if 
  56220 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1876 

:LAWYER4_1913
00BC: text_highpriority 'LAW4_Q' time 10000 1  // Should be a riot.

:LAWYER4_1928
if 
  57286 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1965 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1928 

:LAWYER4_1965
00BC: text_highpriority 'LAW4_R' time 10000 1  // If the balls drop like they should, stop by my office sometime...

:LAWYER4_1980
if 
  60052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_2017 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1980 

:LAWYER4_2017
fade 0 1500 

:LAWYER4_2024
if 
  61052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_2061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_2024 

:LAWYER4_2061
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @LAWYER4_2126 
if 
03D0:   wav 1 loaded 
jf @LAWYER4_2126 
03D1: play_wav 1 

:LAWYER4_2100
if 
83D2:   not wav 1 ended 
jf @LAWYER4_2126 
wait 0 
jump @LAWYER4_2100 

:LAWYER4_2126
if 
fading 
jf @LAWYER4_2150 
wait 0 
jump @LAWYER4_2126 

:LAWYER4_2150
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
wait 500 
fade 1 1500 
Pickup.Destroy($1590)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
00BC: text_highpriority 'LAW1_1' time 10000 1  // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $361 = create_marker 28 at $401 $402 $403 
018A: $320 = create_checkpoint_at 299.0 -314.6 11.4 
Model.Load(#SPAND)
023C: load_special_actor 4 'SPANDXA' 
023C: load_special_actor 5 'SPANDXB' 
Model.Load(#NITESTICK)
Model.Load(#GDA)
Model.Load(#BARREL4)
Model.Load(#COLT45)
04ED: load_animation 'RIOT' 

:LAWYER4_2349
if or
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
84EE:   not animation 'RIOT' loaded 
jf @LAWYER4_2389 
wait 0 
jump @LAWYER4_2349 

:LAWYER4_2389
if or
   not Model.Available(#SPAND)
   not Model.Available(#NITESTICK)
   not Model.Available(#GDA)
   not Model.Available(#BARREL4)
   not Model.Available(#COLT45)
jf @LAWYER4_2435 
wait 0 
jump @LAWYER4_2389 

:LAWYER4_2435
if 
80F5:   not player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 70.0 70.0 30.0 
jf @LAWYER4_2561 
wait 0 
if 
  $2614 == 0 // $ == int 
jf @LAWYER4_2554 
if 
00F6:   player $PLAYER_CHAR 1 $401 $402 $403 radius 1.2 1.2 3.0 
jf @LAWYER4_2554 
gosub @LAWYER4_11380 

:LAWYER4_2554
jump @LAWYER4_2435 

:LAWYER4_2561
0552: set_riot_noise $2600 
Actor.Create($2578, 4, #SPECIAL04, 304.7, -316.8, 10.9)
01ED: clear_actor $2578 threat_search 
0243: set_actor $2578 ped_stats_to 16 
02A9: set_actor $2578 immune_to_nonplayer 1 
0372: set_actor $2578 anim 29 wait_state_time 99999999 ms 
Actor.Create($2579, 4, #SPECIAL05, 302.8, -318.8, 10.9)
01ED: clear_actor $2579 threat_search 
0243: set_actor $2579 ped_stats_to 16 
02A9: set_actor $2579 immune_to_nonplayer 1 
0372: set_actor $2579 anim 29 wait_state_time 99999999 ms 
Actor.Create($2580, 4, #SPECIAL04, 301.6, -316.7, 10.9)
01ED: clear_actor $2580 threat_search 
0243: set_actor $2580 ped_stats_to 16 
02A9: set_actor $2580 immune_to_nonplayer 1 
0372: set_actor $2580 anim 29 wait_state_time 99999999 ms 
Actor.Create($2581, 4, #SPECIAL05, 299.8, -318.2, 10.9)
01ED: clear_actor $2581 threat_search 
0243: set_actor $2581 ped_stats_to 16 
02A9: set_actor $2581 immune_to_nonplayer 1 
0372: set_actor $2581 anim 29 wait_state_time 99999999 ms 
Actor.Create($2582, 4, #SPECIAL04, 300.9, -321.6, 10.9)
01ED: clear_actor $2582 threat_search 
0243: set_actor $2582 ped_stats_to 16 
02A9: set_actor $2582 immune_to_nonplayer 1 
0372: set_actor $2582 anim 29 wait_state_time 99999999 ms 
Actor.Create($2583, 4, #SPECIAL05, 299.0, -322.1, 10.9)
01ED: clear_actor $2583 threat_search 
0243: set_actor $2583 ped_stats_to 16 
02A9: set_actor $2583 immune_to_nonplayer 1 
0372: set_actor $2583 anim 29 wait_state_time 99999999 ms 
Actor.Create($2584, 4, #SPECIAL04, 295.0, -320.7, 10.9)
01ED: clear_actor $2584 threat_search 
0243: set_actor $2584 ped_stats_to 16 
02A9: set_actor $2584 immune_to_nonplayer 1 
0372: set_actor $2584 anim 29 wait_state_time 99999999 ms 
Actor.Create($2585, 4, #SPECIAL05, 293.5, -317.8, 10.9)
01ED: clear_actor $2585 threat_search 
0243: set_actor $2585 ped_stats_to 16 
02A9: set_actor $2585 immune_to_nonplayer 1 
0372: set_actor $2585 anim 29 wait_state_time 99999999 ms 
Actor.Create($2586, 4, #SPECIAL04, 296.2, -325.3, 10.9)
01ED: clear_actor $2586 threat_search 
0243: set_actor $2586 ped_stats_to 16 
02A9: set_actor $2586 immune_to_nonplayer 1 
0372: set_actor $2586 anim 29 wait_state_time 99999999 ms 
Actor.Create($2587, 4, #SPECIAL05, 299.3, -329.3, 10.9)
01ED: clear_actor $2587 threat_search 
0243: set_actor $2587 ped_stats_to 16 
02A9: set_actor $2587 immune_to_nonplayer 1 
0372: set_actor $2587 anim 29 wait_state_time 99999999 ms 
Actor.Create($2588, 4, #SPECIAL04, 303.8, -329.7, 10.9)
01ED: clear_actor $2588 threat_search 
0243: set_actor $2588 ped_stats_to 16 
02A9: set_actor $2588 immune_to_nonplayer 1 
0372: set_actor $2588 anim 29 wait_state_time 99999999 ms 
Actor.Create($2589, 4, #SPECIAL05, 308.5, -328.4, 10.9)
01ED: clear_actor $2589 threat_search 
0243: set_actor $2589 ped_stats_to 16 
02A9: set_actor $2589 immune_to_nonplayer 1 
0372: set_actor $2589 anim 29 wait_state_time 99999999 ms 
Actor.Create($2590, 4, #SPECIAL04, 310.2, -324.2, 10.9)
01ED: clear_actor $2590 threat_search 
0243: set_actor $2590 ped_stats_to 16 
02A9: set_actor $2590 immune_to_nonplayer 1 
0372: set_actor $2590 anim 29 wait_state_time 99999999 ms 
Actor.Create($2591, 4, #SPECIAL05, 305.6, -322.2, 10.9)
01ED: clear_actor $2591 threat_search 
0243: set_actor $2591 ped_stats_to 16 
02A9: set_actor $2591 immune_to_nonplayer 1 
0372: set_actor $2591 anim 29 wait_state_time 99999999 ms 
Actor.Create($2592, 4, #SPECIAL04, 300.0, -317.5, 10.9)
01ED: clear_actor $2592 threat_search 
0243: set_actor $2592 ped_stats_to 16 
02A9: set_actor $2592 immune_to_nonplayer 1 
0372: set_actor $2592 anim 29 wait_state_time 99999999 ms 
Actor.Create($2593, 4, #SPECIAL05, 294.9, -317.6, 10.9)
01ED: clear_actor $2593 threat_search 
0243: set_actor $2593 ped_stats_to 16 
02A9: set_actor $2593 immune_to_nonplayer 1 
0372: set_actor $2593 anim 29 wait_state_time 99999999 ms 
Actor.Create($2594, 4, #SPECIAL04, 291.0, -320.0, 10.9)
01ED: clear_actor $2594 threat_search 
0243: set_actor $2594 ped_stats_to 16 
02A9: set_actor $2594 immune_to_nonplayer 1 
0372: set_actor $2594 anim 29 wait_state_time 99999999 ms 
Actor.Create($2595, 4, #SPECIAL05, 293.0, -324.8, 10.9)
01ED: clear_actor $2595 threat_search 
0243: set_actor $2595 ped_stats_to 16 
02A9: set_actor $2595 immune_to_nonplayer 1 
0372: set_actor $2595 anim 29 wait_state_time 99999999 ms 
Actor.Create($2596, 4, #SPECIAL04, 291.6, -317.2, 10.9)
01ED: clear_actor $2596 threat_search 
0243: set_actor $2596 ped_stats_to 16 
02A9: set_actor $2596 immune_to_nonplayer 1 
0372: set_actor $2596 anim 29 wait_state_time 99999999 ms 
Actor.Create($2597, 4, #SPECIAL05, 301.1, -324.0, 10.9)
01ED: clear_actor $2597 threat_search 
0243: set_actor $2597 ped_stats_to 16 
02A9: set_actor $2597 immune_to_nonplayer 1 
0372: set_actor $2597 anim 29 wait_state_time 99999999 ms 
Actor.Create($2598, 4, #SPECIAL04, 297.6, -327.649, 10.9)
01ED: clear_actor $2598 threat_search 
0243: set_actor $2598 ped_stats_to 16 
02A9: set_actor $2598 immune_to_nonplayer 1 
0372: set_actor $2598 anim 29 wait_state_time 99999999 ms 
Actor.Create($2609, 5, #GDA, 301.2, -311.5, 10.9)
01ED: clear_actor $2609 threat_search 
0243: set_actor $2609 ped_stats_to 16 
Actor.Angle($2609) = 180.0
02A9: set_actor $2609 immune_to_nonplayer 1 
01B2: give_actor $2609 weapon 4 ammo 0 // Load the weapon model before using this 
Actor.Create($2610, 5, #GDA, 303.2, -311.5, 10.9)
01ED: clear_actor $2610 threat_search 
0243: set_actor $2610 ped_stats_to 16 
Actor.Angle($2610) = 180.0
02A9: set_actor $2610 immune_to_nonplayer 1 
01B2: give_actor $2610 weapon 4 ammo 0 // Load the weapon model before using this 
Actor.Create($2611, 5, #GDA, 304.0, -298.7, 10.9)
01ED: clear_actor $2611 threat_search 
0243: set_actor $2611 ped_stats_to 16 
Actor.Angle($2611) = 180.0
02A9: set_actor $2611 immune_to_nonplayer 1 
Actor.Health($2611) = 70
01B2: give_actor $2611 weapon 17 ammo 300 // Load the weapon model before using this 
0350: set_actor $2611 maintain_position_when_attacked 1 
Object.Init($2652, #FAKETARGET, 286.7, -302.1, 10.9)
Object.Init($2653, #FAKETARGET, 312.2, -304.7, 10.9)
Object.Init($2654, #FAKETARGET, 312.2, -300.7, 10.9)
Car.Create($2602, #SPAND, 286.7, -302.1, 10.9)
Car.Angle($2602) = 270.0
Car.Create($2603, #SPAND, 312.2, -304.7, 10.9)
Car.Angle($2603) = 90.0
Car.Create($2604, #SPAND, 312.2, -300.7, 10.9)
Car.Angle($2604) = 90.0
Object.Create($2608, #BARREL4, 309.3, -298.6, 10.9)
Object.Create($2601, #BARREL4, 284.3, -305.4, 10.9)
TIMERB = 0 // @ = int 

:LAWYER4_4143
if or
   not Car.Wrecked($2602)
   not Car.Wrecked($2603)
   not Car.Wrecked($2604)
jf @LAWYER4_9065 
wait 0 
if 
   not Car.Wrecked($2602)
jf @LAWYER4_4212 
035C: place_object $2652 relative_to_car $2602 offset 0.0 0.0 0.0 

:LAWYER4_4212
if 
   not Car.Wrecked($2603)
jf @LAWYER4_4251 
035C: place_object $2653 relative_to_car $2603 offset 0.0 0.0 0.0 

:LAWYER4_4251
if 
   not Car.Wrecked($2604)
jf @LAWYER4_4290 
035C: place_object $2654 relative_to_car $2604 offset 0.0 0.0 0.0 

:LAWYER4_4290
if 
   not Actor.Dead($2578)
jf @LAWYER4_4372 
if and
8184:   not actor $2578 health > 99 
  0@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_4365 
$2613 += 1 // $ += int 
053D: clear_actor $2578 wait_state 
01CA: actor $2578 kill_player $PLAYER_CHAR 
0@ = 1 // @ = int 

:LAWYER4_4365
jump @LAWYER4_4411 

:LAWYER4_4372
if 
  $2626 == 0 // $ == int 
jf @LAWYER4_4411 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2626 = 1 // $ = int 

:LAWYER4_4411
if 
   not Actor.Dead($2579)
jf @LAWYER4_4493 
if and
8184:   not actor $2579 health > 99 
  1@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_4486 
$2613 += 1 // $ += int 
053D: clear_actor $2579 wait_state 
01CA: actor $2579 kill_player $PLAYER_CHAR 
1@ = 1 // @ = int 

:LAWYER4_4486
jump @LAWYER4_4532 

:LAWYER4_4493
if 
  $2627 == 0 // $ == int 
jf @LAWYER4_4532 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2627 = 1 // $ = int 

:LAWYER4_4532
if 
   not Actor.Dead($2580)
jf @LAWYER4_4614 
if and
8184:   not actor $2580 health > 99 
  2@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_4607 
$2613 += 1 // $ += int 
053D: clear_actor $2580 wait_state 
01CA: actor $2580 kill_player $PLAYER_CHAR 
2@ = 1 // @ = int 

:LAWYER4_4607
jump @LAWYER4_4653 

:LAWYER4_4614
if 
  $2628 == 0 // $ == int 
jf @LAWYER4_4653 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2628 = 1 // $ = int 

:LAWYER4_4653
if 
   not Actor.Dead($2581)
jf @LAWYER4_4735 
if and
8184:   not actor $2581 health > 99 
  3@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_4728 
$2613 += 1 // $ += int 
053D: clear_actor $2581 wait_state 
01CA: actor $2581 kill_player $PLAYER_CHAR 
3@ = 1 // @ = int 

:LAWYER4_4728
jump @LAWYER4_4774 

:LAWYER4_4735
if 
  $2629 == 0 // $ == int 
jf @LAWYER4_4774 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2629 = 1 // $ = int 

:LAWYER4_4774
if 
   not Actor.Dead($2582)
jf @LAWYER4_4856 
if and
8184:   not actor $2582 health > 99 
  4@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_4849 
$2613 += 1 // $ += int 
053D: clear_actor $2582 wait_state 
01CA: actor $2582 kill_player $PLAYER_CHAR 
4@ = 1 // @ = int 

:LAWYER4_4849
jump @LAWYER4_4895 

:LAWYER4_4856
if 
  $2630 == 0 // $ == int 
jf @LAWYER4_4895 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2630 = 1 // $ = int 

:LAWYER4_4895
if 
   not Actor.Dead($2583)
jf @LAWYER4_4977 
if and
8184:   not actor $2583 health > 99 
  5@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_4970 
$2613 += 1 // $ += int 
053D: clear_actor $2583 wait_state 
01CA: actor $2583 kill_player $PLAYER_CHAR 
5@ = 1 // @ = int 

:LAWYER4_4970
jump @LAWYER4_5016 

:LAWYER4_4977
if 
  $2631 == 0 // $ == int 
jf @LAWYER4_5016 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2631 = 1 // $ = int 

:LAWYER4_5016
if 
   not Actor.Dead($2584)
jf @LAWYER4_5098 
if and
8184:   not actor $2584 health > 99 
  6@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5091 
$2613 += 1 // $ += int 
053D: clear_actor $2584 wait_state 
01CA: actor $2584 kill_player $PLAYER_CHAR 
6@ = 1 // @ = int 

:LAWYER4_5091
jump @LAWYER4_5137 

:LAWYER4_5098
if 
  $2632 == 0 // $ == int 
jf @LAWYER4_5137 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2632 = 1 // $ = int 

:LAWYER4_5137
if 
   not Actor.Dead($2585)
jf @LAWYER4_5219 
if and
8184:   not actor $2585 health > 99 
  7@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5212 
$2613 += 1 // $ += int 
053D: clear_actor $2585 wait_state 
01CA: actor $2585 kill_player $PLAYER_CHAR 
7@ = 1 // @ = int 

:LAWYER4_5212
jump @LAWYER4_5258 

:LAWYER4_5219
if 
  $2633 == 0 // $ == int 
jf @LAWYER4_5258 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2633 = 1 // $ = int 

:LAWYER4_5258
if 
   not Actor.Dead($2586)
jf @LAWYER4_5340 
if and
8184:   not actor $2586 health > 99 
  8@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5333 
$2613 += 1 // $ += int 
053D: clear_actor $2586 wait_state 
01CA: actor $2586 kill_player $PLAYER_CHAR 
8@ = 1 // @ = int 

:LAWYER4_5333
jump @LAWYER4_5379 

:LAWYER4_5340
if 
  $2634 == 0 // $ == int 
jf @LAWYER4_5379 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2634 = 1 // $ = int 

:LAWYER4_5379
if 
   not Actor.Dead($2587)
jf @LAWYER4_5461 
if and
8184:   not actor $2587 health > 99 
  9@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5454 
$2613 += 1 // $ += int 
053D: clear_actor $2587 wait_state 
01CA: actor $2587 kill_player $PLAYER_CHAR 
9@ = 1 // @ = int 

:LAWYER4_5454
jump @LAWYER4_5500 

:LAWYER4_5461
if 
  $2635 == 0 // $ == int 
jf @LAWYER4_5500 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2635 = 1 // $ = int 

:LAWYER4_5500
if 
   not Actor.Dead($2588)
jf @LAWYER4_5582 
if and
8184:   not actor $2588 health > 99 
  10@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5575 
$2613 += 1 // $ += int 
053D: clear_actor $2588 wait_state 
01CA: actor $2588 kill_player $PLAYER_CHAR 
10@ = 1 // @ = int 

:LAWYER4_5575
jump @LAWYER4_5621 

:LAWYER4_5582
if 
  $2636 == 0 // $ == int 
jf @LAWYER4_5621 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2636 = 1 // $ = int 

:LAWYER4_5621
if 
   not Actor.Dead($2589)
jf @LAWYER4_5703 
if and
8184:   not actor $2589 health > 99 
  11@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5696 
$2613 += 1 // $ += int 
053D: clear_actor $2589 wait_state 
01CA: actor $2589 kill_player $PLAYER_CHAR 
11@ = 1 // @ = int 

:LAWYER4_5696
jump @LAWYER4_5742 

:LAWYER4_5703
if 
  $2637 == 0 // $ == int 
jf @LAWYER4_5742 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2637 = 1 // $ = int 

:LAWYER4_5742
if 
   not Actor.Dead($2590)
jf @LAWYER4_5824 
if and
8184:   not actor $2590 health > 99 
  12@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5817 
$2613 += 1 // $ += int 
053D: clear_actor $2590 wait_state 
01CA: actor $2590 kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:LAWYER4_5817
jump @LAWYER4_5863 

:LAWYER4_5824
if 
  $2638 == 0 // $ == int 
jf @LAWYER4_5863 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2638 = 1 // $ = int 

:LAWYER4_5863
if 
   not Actor.Dead($2591)
jf @LAWYER4_5945 
if and
8184:   not actor $2591 health > 99 
  13@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_5938 
$2613 += 1 // $ += int 
053D: clear_actor $2591 wait_state 
01CA: actor $2591 kill_player $PLAYER_CHAR 
13@ = 1 // @ = int 

:LAWYER4_5938
jump @LAWYER4_5984 

:LAWYER4_5945
if 
  $2639 == 0 // $ == int 
jf @LAWYER4_5984 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2639 = 1 // $ = int 

:LAWYER4_5984
if 
   not Actor.Dead($2592)
jf @LAWYER4_6066 
if and
8184:   not actor $2592 health > 99 
  14@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6059 
$2613 += 1 // $ += int 
053D: clear_actor $2592 wait_state 
01CA: actor $2592 kill_player $PLAYER_CHAR 
14@ = 1 // @ = int 

:LAWYER4_6059
jump @LAWYER4_6105 

:LAWYER4_6066
if 
  $2640 == 0 // $ == int 
jf @LAWYER4_6105 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2640 = 1 // $ = int 

:LAWYER4_6105
if 
   not Actor.Dead($2593)
jf @LAWYER4_6187 
if and
8184:   not actor $2593 health > 99 
  15@ == 0 // @ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6180 
$2613 += 1 // $ += int 
053D: clear_actor $2593 wait_state 
01CA: actor $2593 kill_player $PLAYER_CHAR 
15@ = 1 // @ = int 

:LAWYER4_6180
jump @LAWYER4_6226 

:LAWYER4_6187
if 
  $2641 == 0 // $ == int 
jf @LAWYER4_6226 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2641 = 1 // $ = int 

:LAWYER4_6226
if 
   not Actor.Dead($2594)
jf @LAWYER4_6308 
if and
8184:   not actor $2594 health > 99 
  $2618 == 0 // $ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6301 
$2613 += 1 // $ += int 
053D: clear_actor $2594 wait_state 
01CA: actor $2594 kill_player $PLAYER_CHAR 
$2618 = 1 // $ = int 

:LAWYER4_6301
jump @LAWYER4_6347 

:LAWYER4_6308
if 
  $2642 == 0 // $ == int 
jf @LAWYER4_6347 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2642 = 1 // $ = int 

:LAWYER4_6347
if 
   not Actor.Dead($2595)
jf @LAWYER4_6429 
if and
8184:   not actor $2595 health > 99 
  $2619 == 0 // $ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6422 
$2613 += 1 // $ += int 
053D: clear_actor $2595 wait_state 
01CA: actor $2595 kill_player $PLAYER_CHAR 
$2619 = 1 // $ = int 

:LAWYER4_6422
jump @LAWYER4_6468 

:LAWYER4_6429
if 
  $2643 == 0 // $ == int 
jf @LAWYER4_6468 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2643 = 1 // $ = int 

:LAWYER4_6468
if 
   not Actor.Dead($2596)
jf @LAWYER4_6550 
if and
8184:   not actor $2596 health > 99 
  $2620 == 0 // $ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6543 
$2613 += 1 // $ += int 
053D: clear_actor $2596 wait_state 
01CA: actor $2596 kill_player $PLAYER_CHAR 
$2620 = 1 // $ = int 

:LAWYER4_6543
jump @LAWYER4_6589 

:LAWYER4_6550
if 
  $2644 == 0 // $ == int 
jf @LAWYER4_6589 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2644 = 1 // $ = int 

:LAWYER4_6589
if 
   not Actor.Dead($2597)
jf @LAWYER4_6671 
if and
8184:   not actor $2597 health > 99 
  $2621 == 0 // $ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6664 
$2613 += 1 // $ += int 
053D: clear_actor $2597 wait_state 
01CA: actor $2597 kill_player $PLAYER_CHAR 
$2621 = 1 // $ = int 

:LAWYER4_6664
jump @LAWYER4_6710 

:LAWYER4_6671
if 
  $2645 == 0 // $ == int 
jf @LAWYER4_6710 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2645 = 1 // $ = int 

:LAWYER4_6710
if 
   not Actor.Dead($2598)
jf @LAWYER4_6792 
if and
8184:   not actor $2598 health > 99 
  $2622 == 0 // $ == int 
  $2606 == 0 // $ == int 
jf @LAWYER4_6785 
$2613 += 1 // $ += int 
053D: clear_actor $2598 wait_state 
01CA: actor $2598 kill_player $PLAYER_CHAR 
$2622 = 1 // $ = int 

:LAWYER4_6785
jump @LAWYER4_6831 

:LAWYER4_6792
if 
  $2646 == 0 // $ == int 
jf @LAWYER4_6831 
$2599 += 1 // $ += int 
gosub @LAWYER4_11982 
$2646 = 1 // $ = int 

:LAWYER4_6831
if 
  $2606 == 0 // $ == int 
jf @LAWYER4_6899 
if 
  $2613 > 3 // $ > int 
jf @LAWYER4_6874 
gosub @LAWYER4_10220 

:LAWYER4_6874
if 
  $2599 > 2 // $ > int 
jf @LAWYER4_6899 
gosub @LAWYER4_10220 

:LAWYER4_6899
if 
  $2599 > 14 // $ > int 
jf @LAWYER4_6946 
if 
  $2605 == 0 // $ == int 
jf @LAWYER4_6946 
0552: set_riot_noise 0 
$2605 = 1 // $ = int 

:LAWYER4_6946
if 
  $2606 == 0 // $ == int 
jf @LAWYER4_7031 
if 
  $2614 == 0 // $ == int 
jf @LAWYER4_7031 
if 
00F6:   player $PLAYER_CHAR 1 $401 $402 $403 radius 1.2 1.2 3.0 
jf @LAWYER4_7031 
gosub @LAWYER4_11380 

:LAWYER4_7031
if 
   Actor.Dead($2609)
jf @LAWYER4_7133 
if 
  $2647 == 0 // $ == int 
jf @LAWYER4_7133 
if 
056D:   actor $2609 defined 
jf @LAWYER4_7126 
Actor.StoreDeadActorPos($2609, $2649, $2650, $2651)
$2651 += 0.5 // $ += float 
032B: $2624 = create_weapon_pickup #COLT45 3 ammo 17 at $2649 $2650 $2651 

:LAWYER4_7126
$2647 = 1 // $ = int 

:LAWYER4_7133
if 
   Actor.Dead($2610)
jf @LAWYER4_7235 
if 
  $2648 == 0 // $ == int 
jf @LAWYER4_7235 
if 
056D:   actor $2610 defined 
jf @LAWYER4_7228 
Actor.StoreDeadActorPos($2610, $2649, $2650, $2651)
$2651 += 0.5 // $ += float 
032B: $2625 = create_weapon_pickup #COLT45 3 ammo 17 at $2649 $2650 $2651 

:LAWYER4_7228
$2648 = 1 // $ = int 

:LAWYER4_7235
if 
  $2606 == 1 // $ == int 
jf @LAWYER4_7897 
if 
  TIMERB > 2000 // @ > int 
jf @LAWYER4_7890 
if 
  $2607 == 0 // $ == int 
jf @LAWYER4_7890 
if or
   not Actor.Dead($2609)
   not Actor.Dead($2610)
jf @LAWYER4_7455 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03CF: load_wav 'LAW4_10' as 1 
Camera.SetPosition(303.649, -309.1, 13.43, 0.0, 0.0, 0.0)
Camera.PointAt(303.292, -309.982, 13.122, 2)
wait 500 

:LAWYER4_7390
if 
83D0:   not wav 1 loaded 
jf @LAWYER4_7416 
wait 0 
jump @LAWYER4_7390 

:LAWYER4_7416
if 
03D0:   wav 1 loaded 
jf @LAWYER4_7450 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_5' time 2000 1  // Sticks out, boys! Let's crack some commie skulls!

:LAWYER4_7450
wait 2000 

:LAWYER4_7455
Marker.Disable($320)
Marker.Disable($361)
if 
   not Car.Wrecked($2602)
jf @LAWYER4_7489 
Marker.CreateAboveCar($2615, $2602)

:LAWYER4_7489
if 
   not Car.Wrecked($2603)
jf @LAWYER4_7513 
Marker.CreateAboveCar($2616, $2603)

:LAWYER4_7513
if 
   not Car.Wrecked($2604)
jf @LAWYER4_7537 
Marker.CreateAboveCar($2617, $2604)

:LAWYER4_7537
018C: play_sound 3 at 298.0 -313.6 11.0 
018D: $313 = create_sound 2 at 298.0 -313.6 11.0 

:LAWYER4_7578
if 
834E:   not move_object $2179 to 304.0 -313.6 11.0 speed 0.1 0.1 0.0 collision_check 0 
jf @LAWYER4_7637 
wait 0 
jump @LAWYER4_7578 

:LAWYER4_7637
018E: stop_sound $313 
018C: play_sound 3 at 304.0 -313.6 11.0 
if 
   not Actor.Dead($2609)
jf @LAWYER4_7698 
0243: set_actor $2609 ped_stats_to 30 
011A: set_actor $2609 search_threat 16 
011A: set_actor $2609 search_threat 1 

:LAWYER4_7698
if 
   not Actor.Dead($2610)
jf @LAWYER4_7735 
0243: set_actor $2610 ped_stats_to 30 
011A: set_actor $2610 search_threat 16 
011A: set_actor $2610 search_threat 1 

:LAWYER4_7735
if 
   not Actor.Dead($2611)
jf @LAWYER4_7765 
011A: set_actor $2611 search_threat 1 
02E2: set_actor $2611 weapon_accuracy_to 10 

:LAWYER4_7765
if or
   not Actor.Dead($2609)
   not Actor.Dead($2610)
jf @LAWYER4_7801 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:LAWYER4_7801
00BC: text_highpriority 'LAW4_14' time 8000 1  // ~g~Destroy the vans in the compound!
035D: make_object $2601 targetable 
035D: make_object $2608 targetable 
Object.CollisionDetection($2652, False)
Object.CollisionDetection($2653, False)
Object.CollisionDetection($2654, False)
035D: make_object $2652 targetable 
035D: make_object $2653 targetable 
035D: make_object $2654 targetable 
0568: set_actor $2609 untargetable 2 
0568: set_actor $2610 untargetable 2 
0568: set_actor $2611 untargetable 2 
$2607 = 1 // $ = int 

:LAWYER4_7890
jump @LAWYER4_8396 

:LAWYER4_7897
if 
00F6:   player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 
jf @LAWYER4_8396 
if and
  $339 == 0 // $ == int 
  TIMERB > 6000 // @ > int 
jf @LAWYER4_8167 
if 
  $334 == 0 // $ == int 
jf @LAWYER4_8027 
03CF: load_wav 'LAW4_1A' as 1 
03CF: load_wav 'LAW4_1B' as 2 
$334 = 1 // $ = int 
jump @LAWYER4_8053 

:LAWYER4_8027
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER4_8053 
$335 = 1 // $ = int 

:LAWYER4_8053
if 
  $335 == 1 // $ == int 
jf @LAWYER4_8167 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_1' time 3000 1  // Please disperse. The management will discuss any grievances in the appropriate manner!
if and
03D2:   wav 1 ended 
  TIMERB > 19000 // @ > int 
jf @LAWYER4_8167 
03D1: play_wav 2 
00BC: text_highpriority 'LAW4_2' time 3000 1  // Please disperse. Go back to your homes!
$339 = 1 // $ = int 
$340 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER4_8167
if and
  $339 == 1 // $ == int 
  $340 == 0 // $ == int 
  TIMERB > 10000 // @ > int 
jf @LAWYER4_8396 
if 
  $334 == 0 // $ == int 
jf @LAWYER4_8256 
03CF: load_wav 'LAW4_1C' as 1 
03CF: load_wav 'LAW4_1D' as 2 
$334 = 1 // $ = int 
jump @LAWYER4_8282 

:LAWYER4_8256
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER4_8282 
$335 = 1 // $ = int 

:LAWYER4_8282
if 
  $335 == 1 // $ == int 
jf @LAWYER4_8396 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_3' time 2000 1  // Please disperse! This is inappropriate!
if and
03D2:   wav 1 ended 
  TIMERB > 23000 // @ > int 
jf @LAWYER4_8396 
03D1: play_wav 2 
00BC: text_highpriority 'LAW4_4' time 2000 1  // Please disperse. You will all end up on the streets.
$340 = 1 // $ = int 
$339 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER4_8396
if 
  $2623 == 0 // $ == int 
jf @LAWYER4_8956 
if 
0057:   player $PLAYER_CHAR 0 315.9 -313.0 9.0 282.4 -297.7 15.0 
jf @LAWYER4_8956 
if 
   not Actor.Dead($2611)
jf @LAWYER4_8536 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(301.571, -303.655, 15.242, 0.0, 0.0, 0.0)
Camera.PointAt(302.286, -303.089, 14.833, 2)

:LAWYER4_8536
03E5: text_box 'HELP38'  // If you take out someone who's holding a weapon, they will drop it.
wait 500 
TIMERA = 0 // @ = int 

:LAWYER4_8558
if 
   not TIMERA > 2500 // @ > int 
jf @LAWYER4_8666 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_8659 

:LAWYER4_8598
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_8652 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @LAWYER4_8645 
jump @LAWYER4_8791 

:LAWYER4_8645
jump @LAWYER4_8598 

:LAWYER4_8652
jump @LAWYER4_8791 

:LAWYER4_8659
jump @LAWYER4_8558 

:LAWYER4_8666
TIMERA = 0 // @ = int 
03E5: text_box 'HELP39'  // You can shoot explosive barrels but keep your distance.

:LAWYER4_8683
if 
   not TIMERA > 3500 // @ > int 
jf @LAWYER4_8791 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_8784 

:LAWYER4_8723
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_8777 
wait 0 
if 
  TIMERA > 3500 // @ > int 
jf @LAWYER4_8770 
jump @LAWYER4_8791 

:LAWYER4_8770
jump @LAWYER4_8723 

:LAWYER4_8777
jump @LAWYER4_8791 

:LAWYER4_8784
jump @LAWYER4_8683 

:LAWYER4_8791
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   not Actor.Dead($2611)
jf @LAWYER4_8825 
0350: set_actor $2611 maintain_position_when_attacked 0 

:LAWYER4_8825
if 
  $2607 == 0 // $ == int 
jf @LAWYER4_8949 
if 
   not Actor.Dead($2609)
jf @LAWYER4_8881 
0243: set_actor $2609 ped_stats_to 30 
011A: set_actor $2609 search_threat 1 
01CA: actor $2609 kill_player $PLAYER_CHAR 

:LAWYER4_8881
if 
   not Actor.Dead($2610)
jf @LAWYER4_8919 
0243: set_actor $2610 ped_stats_to 30 
011A: set_actor $2610 search_threat 1 
01CA: actor $2610 kill_player $PLAYER_CHAR 

:LAWYER4_8919
if 
   not Actor.Dead($2611)
jf @LAWYER4_8949 
011A: set_actor $2611 search_threat 1 
02E2: set_actor $2611 weapon_accuracy_to 10 

:LAWYER4_8949
$2623 = 1 // $ = int 

:LAWYER4_8956
if 
  $2612 == 0 // $ == int 
jf @LAWYER4_9051 
if 
00F5:   player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 
jf @LAWYER4_9051 
00BC: text_highpriority 'LAW4_13' time 8000 1  // ~g~Start fighting with at least 4 workers to get a riot started.
TIMERB = 0 // @ = int 
$2612 = 1 // $ = int 

:LAWYER4_9051
gosub @LAWYER4_11902 
jump @LAWYER4_4143 

:LAWYER4_9065
if 
  $2607 == 0 // $ == int 
jf @LAWYER4_9207 
018C: play_sound 3 at 298.0 -313.6 11.0 
018D: $313 = create_sound 2 at 298.0 -313.6 11.0 

:LAWYER4_9124
if 
834E:   not move_object $2179 to 304.0 -313.6 11.0 speed 0.15 0.15 0.0 collision_check 0 
jf @LAWYER4_9183 
wait 0 
jump @LAWYER4_9124 

:LAWYER4_9183
018E: stop_sound $313 
018C: play_sound 3 at 304.0 -313.6 11.0 

:LAWYER4_9207
jump @LAWYER4_9251 

:LAWYER4_9214
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
01BC: put_object $2179 at 298.0 -313.6 11.0 
return 

:LAWYER4_9251
$PASSED_LAW4_RIOT = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'LAW_4'  // Riot
030C: progress_made += 1 
Marker.Disable($526)
Marker.Disable($546)
$1208 = 1 // $ = int 
055B: $1590 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
$1570 = 1 // $ = int 
start_new_script @CLOTH2 
02A7: $546 = create_icon_marker_and_sphere $725 at $769 $770 $771 
start_new_script @SER1 
return 

:LAWYER4_9388
Object.Destroy($2652)
Object.Destroy($2653)
Object.Destroy($2654)
Object.Destroy($2601)
Object.Destroy($2608)
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($320)
Marker.Disable($361)
Marker.Disable($2615)
Marker.Disable($2616)
Marker.Disable($2617)
Model.Destroy(#SPAND)
Model.Destroy(#NITESTICK)
Model.Destroy(#GDA)
Model.Destroy(#BARREL4)
Model.Destroy(#COLT45)
if 
  $1569 == 1 // $ == int 
jf @LAWYER4_9519 
Pickup.Destroy($1589)
055B: $1589 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:LAWYER4_9519
Pickup.Destroy($2624)
Pickup.Destroy($2625)
0296: unload_special_actor 4 
0296: unload_special_actor 5 
040D: unload_wav 1 
040D: unload_wav 2 
0552: set_riot_noise 0 
if 
   not Actor.Dead($2578)
jf @LAWYER4_9577 
053D: clear_actor $2578 wait_state 
02A9: set_actor $2578 immune_to_nonplayer 0 

:LAWYER4_9577
if 
   not Actor.Dead($2579)
jf @LAWYER4_9605 
053D: clear_actor $2579 wait_state 
02A9: set_actor $2579 immune_to_nonplayer 0 

:LAWYER4_9605
if 
   not Actor.Dead($2580)
jf @LAWYER4_9633 
053D: clear_actor $2580 wait_state 
02A9: set_actor $2580 immune_to_nonplayer 0 

:LAWYER4_9633
if 
   not Actor.Dead($2581)
jf @LAWYER4_9661 
053D: clear_actor $2581 wait_state 
02A9: set_actor $2581 immune_to_nonplayer 0 

:LAWYER4_9661
if 
   not Actor.Dead($2582)
jf @LAWYER4_9689 
053D: clear_actor $2582 wait_state 
02A9: set_actor $2582 immune_to_nonplayer 0 

:LAWYER4_9689
if 
   not Actor.Dead($2583)
jf @LAWYER4_9717 
053D: clear_actor $2583 wait_state 
02A9: set_actor $2583 immune_to_nonplayer 0 

:LAWYER4_9717
if 
   not Actor.Dead($2584)
jf @LAWYER4_9745 
053D: clear_actor $2584 wait_state 
02A9: set_actor $2584 immune_to_nonplayer 0 

:LAWYER4_9745
if 
   not Actor.Dead($2585)
jf @LAWYER4_9773 
053D: clear_actor $2585 wait_state 
02A9: set_actor $2585 immune_to_nonplayer 0 

:LAWYER4_9773
if 
   not Actor.Dead($2586)
jf @LAWYER4_9801 
053D: clear_actor $2586 wait_state 
02A9: set_actor $2586 immune_to_nonplayer 0 

:LAWYER4_9801
if 
   not Actor.Dead($2587)
jf @LAWYER4_9829 
053D: clear_actor $2587 wait_state 
02A9: set_actor $2587 immune_to_nonplayer 0 

:LAWYER4_9829
if 
   not Actor.Dead($2588)
jf @LAWYER4_9857 
053D: clear_actor $2588 wait_state 
02A9: set_actor $2588 immune_to_nonplayer 0 

:LAWYER4_9857
if 
   not Actor.Dead($2589)
jf @LAWYER4_9885 
053D: clear_actor $2589 wait_state 
02A9: set_actor $2589 immune_to_nonplayer 0 

:LAWYER4_9885
if 
   not Actor.Dead($2590)
jf @LAWYER4_9913 
053D: clear_actor $2590 wait_state 
02A9: set_actor $2590 immune_to_nonplayer 0 

:LAWYER4_9913
if 
   not Actor.Dead($2591)
jf @LAWYER4_9941 
053D: clear_actor $2591 wait_state 
02A9: set_actor $2591 immune_to_nonplayer 0 

:LAWYER4_9941
if 
   not Actor.Dead($2592)
jf @LAWYER4_9969 
053D: clear_actor $2592 wait_state 
02A9: set_actor $2592 immune_to_nonplayer 0 

:LAWYER4_9969
if 
   not Actor.Dead($2593)
jf @LAWYER4_9997 
053D: clear_actor $2593 wait_state 
02A9: set_actor $2593 immune_to_nonplayer 0 

:LAWYER4_9997
if 
   not Actor.Dead($2594)
jf @LAWYER4_10025 
053D: clear_actor $2594 wait_state 
02A9: set_actor $2594 immune_to_nonplayer 0 

:LAWYER4_10025
if 
   not Actor.Dead($2595)
jf @LAWYER4_10053 
053D: clear_actor $2595 wait_state 
02A9: set_actor $2595 immune_to_nonplayer 0 

:LAWYER4_10053
if 
   not Actor.Dead($2596)
jf @LAWYER4_10081 
053D: clear_actor $2596 wait_state 
02A9: set_actor $2596 immune_to_nonplayer 0 

:LAWYER4_10081
if 
   not Actor.Dead($2597)
jf @LAWYER4_10109 
053D: clear_actor $2597 wait_state 
02A9: set_actor $2597 immune_to_nonplayer 0 

:LAWYER4_10109
if 
   not Actor.Dead($2598)
jf @LAWYER4_10137 
053D: clear_actor $2598 wait_state 
02A9: set_actor $2598 immune_to_nonplayer 0 

:LAWYER4_10137
if 
   not Actor.Dead($2609)
jf @LAWYER4_10160 
02A9: set_actor $2609 immune_to_nonplayer 0 

:LAWYER4_10160
if 
   not Actor.Dead($2610)
jf @LAWYER4_10183 
02A9: set_actor $2610 immune_to_nonplayer 0 

:LAWYER4_10183
if 
   not Actor.Dead($2611)
jf @LAWYER4_10206 
02A9: set_actor $2611 immune_to_nonplayer 0 

:LAWYER4_10206
04EF: release_animation 'RIOT' 
mission_cleanup 
return 

:LAWYER4_10220
wait 0 
if 
   not Actor.Dead($2578)
jf @LAWYER4_10266 
053D: clear_actor $2578 wait_state 
0243: set_actor $2578 ped_stats_to 30 
011A: set_actor $2578 search_threat 16 
011A: set_actor $2578 search_threat 1 

:LAWYER4_10266
if 
   not Actor.Dead($2579)
jf @LAWYER4_10308 
053D: clear_actor $2579 wait_state 
0243: set_actor $2579 ped_stats_to 30 
011A: set_actor $2579 search_threat 16 
011A: set_actor $2579 search_threat 1 

:LAWYER4_10308
if 
   not Actor.Dead($2580)
jf @LAWYER4_10350 
053D: clear_actor $2580 wait_state 
0243: set_actor $2580 ped_stats_to 30 
011A: set_actor $2580 search_threat 16 
011A: set_actor $2580 search_threat 1 

:LAWYER4_10350
if 
   not Actor.Dead($2581)
jf @LAWYER4_10392 
053D: clear_actor $2581 wait_state 
0243: set_actor $2581 ped_stats_to 30 
011A: set_actor $2581 search_threat 16 
011A: set_actor $2581 search_threat 1 

:LAWYER4_10392
if 
   not Actor.Dead($2582)
jf @LAWYER4_10434 
053D: clear_actor $2582 wait_state 
0243: set_actor $2582 ped_stats_to 30 
011A: set_actor $2582 search_threat 16 
011A: set_actor $2582 search_threat 1 

:LAWYER4_10434
if 
   not Actor.Dead($2583)
jf @LAWYER4_10476 
053D: clear_actor $2583 wait_state 
0243: set_actor $2583 ped_stats_to 30 
011A: set_actor $2583 search_threat 16 
011A: set_actor $2583 search_threat 1 

:LAWYER4_10476
if 
   not Actor.Dead($2584)
jf @LAWYER4_10518 
053D: clear_actor $2584 wait_state 
0243: set_actor $2584 ped_stats_to 30 
011A: set_actor $2584 search_threat 16 
011A: set_actor $2584 search_threat 1 

:LAWYER4_10518
if 
   not Actor.Dead($2585)
jf @LAWYER4_10560 
053D: clear_actor $2585 wait_state 
0243: set_actor $2585 ped_stats_to 30 
011A: set_actor $2585 search_threat 16 
011A: set_actor $2585 search_threat 1 

:LAWYER4_10560
if 
   not Actor.Dead($2586)
jf @LAWYER4_10602 
053D: clear_actor $2586 wait_state 
0243: set_actor $2586 ped_stats_to 30 
011A: set_actor $2586 search_threat 16 
011A: set_actor $2586 search_threat 1 

:LAWYER4_10602
if 
   not Actor.Dead($2587)
jf @LAWYER4_10644 
053D: clear_actor $2587 wait_state 
0243: set_actor $2587 ped_stats_to 30 
011A: set_actor $2587 search_threat 16 
011A: set_actor $2587 search_threat 1 

:LAWYER4_10644
if 
   not Actor.Dead($2588)
jf @LAWYER4_10686 
053D: clear_actor $2588 wait_state 
0243: set_actor $2588 ped_stats_to 30 
011A: set_actor $2588 search_threat 16 
011A: set_actor $2588 search_threat 1 

:LAWYER4_10686
if 
   not Actor.Dead($2589)
jf @LAWYER4_10728 
053D: clear_actor $2589 wait_state 
0243: set_actor $2589 ped_stats_to 30 
011A: set_actor $2589 search_threat 16 
011A: set_actor $2589 search_threat 1 

:LAWYER4_10728
if 
   not Actor.Dead($2590)
jf @LAWYER4_10770 
053D: clear_actor $2590 wait_state 
0243: set_actor $2590 ped_stats_to 30 
011A: set_actor $2590 search_threat 16 
011A: set_actor $2590 search_threat 1 

:LAWYER4_10770
if 
   not Actor.Dead($2591)
jf @LAWYER4_10812 
053D: clear_actor $2591 wait_state 
0243: set_actor $2591 ped_stats_to 30 
011A: set_actor $2591 search_threat 16 
011A: set_actor $2591 search_threat 1 

:LAWYER4_10812
if 
   not Actor.Dead($2592)
jf @LAWYER4_10854 
053D: clear_actor $2592 wait_state 
0243: set_actor $2592 ped_stats_to 30 
011A: set_actor $2592 search_threat 16 
011A: set_actor $2592 search_threat 1 

:LAWYER4_10854
if 
   not Actor.Dead($2593)
jf @LAWYER4_10896 
053D: clear_actor $2593 wait_state 
0243: set_actor $2593 ped_stats_to 30 
011A: set_actor $2593 search_threat 16 
011A: set_actor $2593 search_threat 1 

:LAWYER4_10896
if 
   not Actor.Dead($2594)
jf @LAWYER4_10938 
053D: clear_actor $2594 wait_state 
0243: set_actor $2594 ped_stats_to 30 
011A: set_actor $2594 search_threat 16 
011A: set_actor $2594 search_threat 1 

:LAWYER4_10938
if 
   not Actor.Dead($2595)
jf @LAWYER4_10980 
053D: clear_actor $2595 wait_state 
0243: set_actor $2595 ped_stats_to 30 
011A: set_actor $2595 search_threat 16 
011A: set_actor $2595 search_threat 1 

:LAWYER4_10980
if 
   not Actor.Dead($2596)
jf @LAWYER4_11022 
053D: clear_actor $2596 wait_state 
0243: set_actor $2596 ped_stats_to 30 
011A: set_actor $2596 search_threat 16 
011A: set_actor $2596 search_threat 1 

:LAWYER4_11022
if 
   not Actor.Dead($2597)
jf @LAWYER4_11064 
053D: clear_actor $2597 wait_state 
0243: set_actor $2597 ped_stats_to 30 
011A: set_actor $2597 search_threat 16 
011A: set_actor $2597 search_threat 1 

:LAWYER4_11064
if 
   not Actor.Dead($2598)
jf @LAWYER4_11106 
053D: clear_actor $2598 wait_state 
0243: set_actor $2598 ped_stats_to 30 
011A: set_actor $2598 search_threat 16 
011A: set_actor $2598 search_threat 1 

:LAWYER4_11106
if 
  $2614 == 0 // $ == int 
jf @LAWYER4_11364 
if 
   not Actor.Dead($2578)
jf @LAWYER4_11148 
01CA: actor $2578 kill_player $PLAYER_CHAR 

:LAWYER4_11148
if 
   not Actor.Dead($2580)
jf @LAWYER4_11172 
01CA: actor $2580 kill_player $PLAYER_CHAR 

:LAWYER4_11172
if 
   not Actor.Dead($2582)
jf @LAWYER4_11196 
01CA: actor $2582 kill_player $PLAYER_CHAR 

:LAWYER4_11196
if 
   not Actor.Dead($2584)
jf @LAWYER4_11220 
01CA: actor $2584 kill_player $PLAYER_CHAR 

:LAWYER4_11220
if 
   not Actor.Dead($2586)
jf @LAWYER4_11244 
01CA: actor $2586 kill_player $PLAYER_CHAR 

:LAWYER4_11244
if 
   not Actor.Dead($2588)
jf @LAWYER4_11268 
01CA: actor $2588 kill_player $PLAYER_CHAR 

:LAWYER4_11268
if 
   not Actor.Dead($2590)
jf @LAWYER4_11292 
01CA: actor $2590 kill_player $PLAYER_CHAR 

:LAWYER4_11292
if 
   not Actor.Dead($2592)
jf @LAWYER4_11316 
01CA: actor $2592 kill_player $PLAYER_CHAR 

:LAWYER4_11316
if 
   not Actor.Dead($2594)
jf @LAWYER4_11340 
01CA: actor $2594 kill_player $PLAYER_CHAR 

:LAWYER4_11340
if 
   not Actor.Dead($2596)
jf @LAWYER4_11364 
01CA: actor $2596 kill_player $PLAYER_CHAR 

:LAWYER4_11364
$2606 = 1 // $ = int 
TIMERB = 0 // @ = int 
return 

:LAWYER4_11380
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0)
Camera.PointAt(92.39, -1131.74, 16.724, 2)
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 
wait 1300 
fade 0 1000 

:LAWYER4_11469
if 
fading 
jf @LAWYER4_11493 
wait 0 
jump @LAWYER4_11469 

:LAWYER4_11493
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
jf @LAWYER4_11516 
Player.ClearWantedLevel($PLAYER_CHAR)

:LAWYER4_11516
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_11568 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_11568 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER4_11568
0395: clear_area 0 at 94.9 -1135.0 9.4 range 1.0 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 
0171: set_player $PLAYER_CHAR z_angle_to 57.9 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
fade 1 1500 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.724, -1134.82, 9.797, 2)
wait 1000 
0460: set_camera_pointing_time 5.0 3000 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.656, -1134.754, 10.469, 1)
TIMERB = 0 // @ = int 

:LAWYER4_11765
if 
   not TIMERB > 5000 // @ > int 
jf @LAWYER4_11826 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_11819 
$360 = 1 // $ = int 
jump @LAWYER4_11826 

:LAWYER4_11819
jump @LAWYER4_11765 

:LAWYER4_11826
if 
  $360 == 1 // $ == int 
jf @LAWYER4_11863 
fade 0 1000 
wait 1000 
fade 1 1000 

:LAWYER4_11863
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
011C: actor $PLAYER_ACTOR clear_objective 
Marker.Disable($361)
$2614 = 1 // $ = int 
return 

:LAWYER4_11902
if 
   Car.Wrecked($2602)
jf @LAWYER4_11928 
Marker.Disable($2615)
Object.Destroy($2652)

:LAWYER4_11928
if 
   Car.Wrecked($2603)
jf @LAWYER4_11954 
Marker.Disable($2616)
Object.Destroy($2653)

:LAWYER4_11954
if 
   Car.Wrecked($2604)
jf @LAWYER4_11980 
Marker.Disable($2617)
Object.Destroy($2654)

:LAWYER4_11980
return 

:LAWYER4_11982
if 
  $2605 == 0 // $ == int 
jf @LAWYER4_12012 
$2600 -= 6 // $ -= int 
0552: set_riot_noise $2600 

:LAWYER4_12012
return 

//-------------Mission 7---------------
// Originally: Treacherous Swine

:GENERL1
script_name 'GENERL1' 
gosub @GENERL1_46 
if 
wasted_or_busted 
jf @GENERL1_37 
gosub @GENERL1_8940 

:GENERL1_37
gosub @GENERL1_9069 
terminate_this_script 

:GENERL1_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'GENERA1' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2668 = 0 // $ = int 
$2669 = 0 // $ = int 
$2671 = 0 // $ = int 
$2672 = 0 // $ = int 
$2673 = 0 // $ = int 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONA' 
023C: load_special_actor 4 'CSERVRB' 
02F3: load_object #CUTOBJ01 'LOBTRAY' 
02F3: load_object #CUTOBJ02 'LOBSTER' 
02F3: load_object #CUTOBJ03 'COKNIFE' 
02F3: load_object #CUTOBJ04 'COLTRAY' 
Model.Load(#BIG_POLY_TINGS)
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
Camera.SetAtPos($752, $753, $754)
038B: load_requested_models 

:GENERL1_784
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @GENERL1_822 
wait 0 
jump @GENERL1_784 

:GENERL1_822
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
   not Model.Available(#CUTOBJ04)
   not Model.Available(#BIG_POLY_TINGS)
jf @GENERL1_869 
wait 0 
jump @GENERL1_822 

:GENERL1_869
Object.StorePos($1018, $752, $753, $754)
Object.Init($1020, #BIG_POLY_TINGS, $752, $753, $754)
02E4: load_cutscene_data 'COL_1' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $453 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $453 'CSCOLO' 
02E5: $496 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $496 'CGONA' 
02E5: $459 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $459 'CSERVRB' 
02E5: $501 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $501 'LOBTRAY' 
02E5: $502 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $502 'LOBSTER' 
02E5: $503 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $503 'COKNIFE' 
02E5: $504 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $504 'COLTRAY' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:GENERL1_1158
if 
  1250 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1193 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1158 

:GENERL1_1193
00BC: text_highpriority 'GEN1_A' time 10000 1  // Mr. Vercetti!

:GENERL1_1208
if 
  3050 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1243 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1208 

:GENERL1_1243
00BC: text_highpriority 'GEN1_B' time 10000 1  // Colonel.

:GENERL1_1258
if 
  4110 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1293 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1258 

:GENERL1_1293
00BC: text_highpriority 'GEN1_C' time 10000 1  // Thank you for coming. Please sit. Lobster?

:GENERL1_1308
if 
  8180 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1343 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1308 

:GENERL1_1343
00BC: text_highpriority 'GEN1_D' time 10000 1  // No - thanks.

:GENERL1_1358
if 
  10130 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1393 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1358 

:GENERL1_1393
00BC: text_highpriority 'GEN1_E' time 10000 1  // I'm ashamed to admit that one of the causes of our mutual problem appears to have been the loose tongue of a man I used to trust.

:GENERL1_1408
if 
  17220 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1443 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1408 

:GENERL1_1443
00BC: text_highpriority 'GEN1_F' time 10000 1  // I've been carrying Gonzalez for years, but now his incompetence reaches new heights!

:GENERL1_1458
if 
  23040 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1493 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1458 

:GENERL1_1493
00BC: text_highpriority 'GEN1_G' time 10000 1  // It is only right that you kill Gonzalez...

:GENERL1_1508
if 
  25170 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1543 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1508 

:GENERL1_1543
00BC: text_highpriority 'GEN1_H' time 10000 1  // Did he do it? It's the money that's important to me.

:GENERL1_1558
if 
  28100 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1593 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1558 

:GENERL1_1593
00BC: text_highpriority 'GEN1_I' time 10000 1  // For this kindness I'll reward you, and then we will find your money together.

:GENERL1_1608
if 
  34160 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1645 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1608 

:GENERL1_1645
00BC: text_highpriority 'GEN1_J' time 10000 1  // He will be at his Penthouse, half drunk probably.

:GENERL1_1660
if 
  40160 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1697 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1660 

:GENERL1_1697
00BC: text_highpriority 'GEN1_K' time 10000 1  // Use this...

:GENERL1_1712
if 
  42112 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1749 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1712 

:GENERL1_1749
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:GENERL1_1760
if 
fading 
jf @GENERL1_1784 
wait 0 
jump @GENERL1_1760 

:GENERL1_1784
03AD: set_rubbish 1 
02EA: end_cutscene 
Object.Destroy($1020)
Model.Destroy(#BIG_POLY_TINGS)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
04E4: request_collision_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
set_weather 4 
Model.Load(#CHNSAW)
Model.Load(#CLA)

:GENERL1_2444
if or
   not Model.Available(#CHNSAW)
   not Model.Available(#CLA)
jf @GENERL1_2475 
wait 0 
jump @GENERL1_2444 

:GENERL1_2475
023C: load_special_actor 1 'IGGONZ' 

:GENERL1_2487
if 
823D:   not special_actor 1 loaded 
jf @GENERL1_2513 
wait 0 
jump @GENERL1_2487 

:GENERL1_2513
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 
018A: $2665 = create_checkpoint_at 476.8 30.4 11.0 
0376: $2662 = create_random_actor -242.8 -1342.5 7.1 
Actor.Angle($2662) = 204.5
0376: $2663 = create_random_actor -240.8 -1344.1 7.1 
Actor.Angle($2663) = 89.6
0376: $2664 = create_random_actor -242.3 -1344.7 7.1 
Actor.Angle($2664) = 349.2
03F9: make_actors $2662 $2663 converse_in 86400000 ms 
03F9: make_actors $2664 $2663 converse_in 86400000 ms 
Object.Destroy($2217)
Object.Init($2658, #SPAD_DR_OPEN3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($2658)
Object.Destroy($2216)
Object.Init($2659, #SPAD_DR_OPEN2, 461.961, 31.436, 31.24)
Object.RemoveFromMissionCleanupList($2659)
Object.Destroy($2215)
Object.Init($2660, #SPAD_DR_OPEN1, 454.321, 31.436, 35.198)
Object.RemoveFromMissionCleanupList($2660)
Object.Init($2661, #SEXYPOOLCOVER, 470.68, 30.336, 30.19)
Object.RemoveFromMissionCleanupList($2661)
fade 1 1500 
TIMERB = 0 // @ = int 
00BC: text_highpriority 'GEN1_05' time 5000 1  // ~g~Go and kill Gonzalez!

:GENERL1_2848
if 
8057:   not player $PLAYER_CHAR 0 476.5 27.3 11.28 474.8 33.0 14.3 
jf @GENERL1_3104 
wait 0 
if 
  $2673 == 0 // $ == int 
jf @GENERL1_2964 
if 
8121:   not player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @GENERL1_2964 
Actor.RemoveReferences($2662)
Actor.RemoveReferences($2663)
Actor.RemoveReferences($2664)
$2673 = 1 // $ = int 

:GENERL1_2964
if 
   not Actor.Dead($2662)
jf @GENERL1_3001 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL1_3001 
Actor.RemoveReferences($2662)

:GENERL1_3001
if 
   not Actor.Dead($2663)
jf @GENERL1_3038 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL1_3038 
Actor.RemoveReferences($2663)

:GENERL1_3038
if 
   not Actor.Dead($2664)
jf @GENERL1_3075 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL1_3075 
Actor.RemoveReferences($2664)

:GENERL1_3075
03A1: draw_sphere 475.5 30.3 11.0 radius 3.0 
jump @GENERL1_2848 

:GENERL1_3104
00BE: text_clear_all 
Marker.Disable($2665)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
Actor.Create($2655, 4, #SPECIAL01, 466.0, 38.2, 32.0)
01ED: clear_actor $2655 threat_search 
Actor.Health($2655) = 150
02A9: set_actor $2655 immune_to_nonplayer 1 
0245: set_actor $2655 walk_style_to 50 
0568: set_actor $2655 untargetable 2 
Actor.Create($2656, 4, #CLA, 466.1, 40.1, 32.0)
01ED: clear_actor $2656 threat_search 
Actor.Angle($2656) = 180.0
03F9: make_actors $2655 $2656 converse_in 9999999 ms 
Actor.Create($2657, 4, #CLA, 464.3, 43.7, 32.0)
01ED: clear_actor $2657 threat_search 
0239: actor $PLAYER_ACTOR run_to 475.7 30.3 
TIMERA = 0 // @ = int 

:GENERL1_3299
wait 0 
if 
  TIMERA > 5000 // @ > int 
jf @GENERL1_3329 
jump @GENERL1_3380 

:GENERL1_3329
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @GENERL1_3373 
if 
0126:   actor $PLAYER_ACTOR objective_passed 
jf @GENERL1_3373 
0192: set_actor $PLAYER_ACTOR objective_to_stand_still 
jump @GENERL1_3380 

:GENERL1_3373
jump @GENERL1_3299 

:GENERL1_3380
011C: actor $PLAYER_ACTOR clear_objective 
0169: set_fade_color 0 0 1 
fade 0 500 

:GENERL1_3400
if 
fading 
jf @GENERL1_3424 
wait 0 
jump @GENERL1_3400 

:GENERL1_3424
0055: put_player $PLAYER_CHAR at 454.4 31.3 33.86 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
Camera.SetPosition(468.1, 41.0, 33.5, 0.0, 0.0, 0.0)
Camera.PointAt(461.0, 32.8, 33.0, 2)
fade 1 500 
TIMERA = 0 // @ = int 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @GENERL1_3550 
0211: actor $PLAYER_ACTOR walk_to 460.7 27.5 

:GENERL1_3550
if and
80E3:   not player $PLAYER_CHAR 0 460.7 27.5 radius 0.5 0.5 
  5000 > TIMERA // int > @ 
jf @GENERL1_3726 
wait 0 
if 
00E3:   player $PLAYER_CHAR 0 460.7 27.5 radius 4.0 4.0 
jf @GENERL1_3719 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_3694 
if 
  $363 == 1 // $ == int 
jf @GENERL1_3687 
$363 = 0 // $ = int 
jump @GENERL1_4529 

:GENERL1_3687
jump @GENERL1_3719 

:GENERL1_3694
if 
  $363 == 0 // $ == int 
jf @GENERL1_3719 
$363 = 1 // $ = int 

:GENERL1_3719
jump @GENERL1_3550 

:GENERL1_3726
if 
   not Actor.Dead($2655)
jf @GENERL1_3755 
011C: actor $PLAYER_ACTOR clear_objective 
0210: player $PLAYER_CHAR look_at_actor $2655 

:GENERL1_3755
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'COL1_5' as 1 

:GENERL1_3777
if 
83D0:   not wav 1 loaded 
jf @GENERL1_3803 
wait 0 
jump @GENERL1_3777 

:GENERL1_3803
00BC: text_highpriority 'GEN1_10' time 4000 1  // I'm going to shut that big mouth of yours!
03D1: play_wav 1 

:GENERL1_3822
if 
83D2:   not wav 1 ended 
jf @GENERL1_3929 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_3897 
if 
  $363 == 1 // $ == int 
jf @GENERL1_3890 
$363 = 0 // $ = int 
jump @GENERL1_4529 

:GENERL1_3890
jump @GENERL1_3922 

:GENERL1_3897
if 
  $363 == 0 // $ == int 
jf @GENERL1_3922 
$363 = 1 // $ = int 

:GENERL1_3922
jump @GENERL1_3822 

:GENERL1_3929
040D: unload_wav 1 
03D5: remove_text 'GEN1_10'  // I'm going to shut that big mouth of yours!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($2655)
jf @GENERL1_3994 
0372: set_actor $2655 anim 0 wait_state_time 100 ms 
020F: actor $2655 look_at_player $PLAYER_CHAR 
0372: set_actor $2655 anim 0 wait_state_time 100 ms 

:GENERL1_3994
if 
   not Actor.Dead($2656)
jf @GENERL1_4015 
011C: actor $2656 clear_objective 

:GENERL1_4015
Camera.SetPosition(462.4, 23.3, 36.2, 0.0, 0.0, 0.0)
Camera.PointAt(459.2, 33.1, 34.0, 2)
03CF: load_wav 'COL1_1' as 1 

:GENERL1_4078
if 
83D0:   not wav 1 loaded 
jf @GENERL1_4104 
wait 0 
jump @GENERL1_4078 

:GENERL1_4104
00BC: text_highpriority 'GEN1_06' time 4000 1  // Eh! He's got a blade!
03D1: play_wav 1 

:GENERL1_4123
if 
83D2:   not wav 1 ended 
jf @GENERL1_4230 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_4198 
if 
  $363 == 1 // $ == int 
jf @GENERL1_4191 
$363 = 0 // $ = int 
jump @GENERL1_4529 

:GENERL1_4191
jump @GENERL1_4223 

:GENERL1_4198
if 
  $363 == 0 // $ == int 
jf @GENERL1_4223 
$363 = 1 // $ = int 

:GENERL1_4223
jump @GENERL1_4123 

:GENERL1_4230
040D: unload_wav 1 
03D5: remove_text 'GEN1_06'  // Eh! He's got a blade!
if 
   not Actor.Dead($2655)
jf @GENERL1_4284 
0372: set_actor $2655 anim 0 wait_state_time 100 ms 
0239: actor $2655 run_to 466.1 42.7 

:GENERL1_4284
if 
   not Actor.Dead($2656)
jf @GENERL1_4308 
01CA: actor $2656 kill_player $PLAYER_CHAR 

:GENERL1_4308
if 
   not Actor.Dead($2657)
jf @GENERL1_4332 
01CA: actor $2657 kill_player $PLAYER_CHAR 

:GENERL1_4332
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'COL1_6' as 1 

:GENERL1_4354
if 
83D0:   not wav 1 loaded 
jf @GENERL1_4380 
wait 0 
jump @GENERL1_4354 

:GENERL1_4380
00BC: text_highpriority 'GEN1_11' time 4000 1  // Stop running you fat slimeball!
03D1: play_wav 1 

:GENERL1_4399
if 
83D2:   not wav 1 ended 
jf @GENERL1_4506 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_4474 
if 
  $363 == 1 // $ == int 
jf @GENERL1_4467 
$363 = 0 // $ = int 
jump @GENERL1_4529 

:GENERL1_4467
jump @GENERL1_4499 

:GENERL1_4474
if 
  $363 == 0 // $ == int 
jf @GENERL1_4499 
$363 = 1 // $ = int 

:GENERL1_4499
jump @GENERL1_4399 

:GENERL1_4506
040D: unload_wav 1 
03D5: remove_text 'GEN1_11'  // Stop running you fat slimeball!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 

:GENERL1_4529
Object.Destroy($2215)
Object.Destroy($2660)
Object.Init($2215, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2215)
0055: put_player $PLAYER_CHAR at 460.7 27.5 33.8 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
011C: actor $PLAYER_ACTOR clear_objective 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($2656)
jf @GENERL1_4635 
01CA: actor $2656 kill_player $PLAYER_CHAR 

:GENERL1_4635
if 
   not Actor.Dead($2657)
jf @GENERL1_4659 
01CA: actor $2657 kill_player $PLAYER_CHAR 

:GENERL1_4659
if 
   not Actor.Dead($2655)
jf @GENERL1_4692 
0372: set_actor $2655 anim 0 wait_state_time 100 ms 
Marker.CreateAboveActor($2666, $2655)

:GENERL1_4692
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
TIMERA = 0 // @ = int 
TIMERB = 250 // @ = int 

:GENERL1_4720
wait 0 
if 
   not Actor.Dead($2655)
jf @GENERL1_5468 
if 
  $2668 == 0 // $ == int 
jf @GENERL1_4856 
if 
   not Actor.Dead($2655)
jf @GENERL1_4856 
if 
00EC:   actor $2655 0 466.1 42.7 radius 1.0 1.0 
jf @GENERL1_4841 
0239: actor $2655 run_to 472.3 42.8 
$2668 = 1 // $ = int 
jump @GENERL1_4856 

:GENERL1_4841
0239: actor $2655 run_to 466.1 42.7 

:GENERL1_4856
if 
  $2668 == 1 // $ == int 
jf @GENERL1_4972 
if 
   not Actor.Dead($2655)
jf @GENERL1_4972 
if 
00EC:   actor $2655 0 472.3 42.8 radius 1.0 1.0 
jf @GENERL1_4957 
0239: actor $2655 run_to 472.5 35.9 
$2668 = 2 // $ = int 
jump @GENERL1_4972 

:GENERL1_4957
0239: actor $2655 run_to 472.3 42.8 

:GENERL1_4972
if 
  $2668 == 2 // $ == int 
jf @GENERL1_5254 
if 
   not Actor.Dead($2655)
jf @GENERL1_5254 
if 
00EC:   actor $2655 0 472.5 35.9 radius 1.0 1.0 
jf @GENERL1_5239 
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_5194 
03CF: load_wav 'COL1_2' as 1 

:GENERL1_5104
if 
83D0:   not wav 1 loaded 
jf @GENERL1_5130 
wait 0 
jump @GENERL1_5104 

:GENERL1_5130
00BC: text_highpriority 'GEN1_07' time 4000 1  // Go away from me, you cheap bastard!
03D1: play_wav 1 

:GENERL1_5149
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2655)
jf @GENERL1_5180 
wait 0 
jump @GENERL1_5149 

:GENERL1_5180
040D: unload_wav 1 
03D5: remove_text 'GEN1_07'  // Go away from me, you cheap bastard!

:GENERL1_5194
if 
   not Actor.Dead($2655)
jf @GENERL1_5225 
0239: actor $2655 run_to 464.0 35.6 

:GENERL1_5225
$2668 = 3 // $ = int 
jump @GENERL1_5254 

:GENERL1_5239
0239: actor $2655 run_to 472.5 35.9 

:GENERL1_5254
if 
  $2668 == 3 // $ == int 
jf @GENERL1_5370 
if 
   not Actor.Dead($2655)
jf @GENERL1_5370 
if 
00EC:   actor $2655 0 464.0 35.6 radius 1.0 1.0 
jf @GENERL1_5355 
0239: actor $2655 run_to 463.0 31.6 
$2668 = 4 // $ = int 
jump @GENERL1_5370 

:GENERL1_5355
0239: actor $2655 run_to 464.0 35.6 

:GENERL1_5370
if 
  $2668 == 4 // $ == int 
jf @GENERL1_5461 
if 
   not Actor.Dead($2655)
jf @GENERL1_5461 
if 
00EC:   actor $2655 0 463.0 31.6 radius 1.0 1.0 
jf @GENERL1_5461 
011C: actor $2655 clear_objective 
0350: set_actor $2655 maintain_position_when_attacked 1 
jump @GENERL1_5551 

:GENERL1_5461
jump @GENERL1_5537 

:GENERL1_5468
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'GEN1_19' time 5000 1  // ~g~The Vice City Police are on to you!
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
if or
0329:   garage $988 respray_done 
0329:   garage $989 respray_done 
jf @GENERL1_5530 

:GENERL1_5530
jump @GENERL1_8114 

:GENERL1_5537
gosub @GENERL1_9289 
jump @GENERL1_4720 

:GENERL1_5551
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(470.2, 37.1, 34.2, 0.0, 0.0, 0.0)
Camera.PointAt(460.1, 31.0, 32.0, 2)
TIMERA = 0 // @ = int 

:GENERL1_5627
wait 0 
if 
   not Actor.Dead($2655)
jf @GENERL1_5719 
if 
00EC:   actor $2655 0 457.8 31.4 radius 1.0 1.0 
jf @GENERL1_5704 
011C: actor $2655 clear_objective 
jump @GENERL1_5752 
jump @GENERL1_5719 

:GENERL1_5704
0239: actor $2655 run_to 457.8 31.4 

:GENERL1_5719
if 
  TIMERA > 3000 // @ > int 
jf @GENERL1_5745 
jump @GENERL1_5752 

:GENERL1_5745
jump @GENERL1_5627 

:GENERL1_5752
0169: set_fade_color 0 0 1 
fade 0 500 

:GENERL1_5767
if 
fading 
jf @GENERL1_5791 
wait 0 
jump @GENERL1_5767 

:GENERL1_5791
if 
   not Actor.Dead($2655)
jf @GENERL1_5837 
Actor.PutAt($2655, 474.7, 29.9, 11.07)
Actor.Angle($2655) = 92.5

:GENERL1_5837
fade 1 500 
Camera.SetPosition(484.2, 37.0, 12.8, 0.0, 0.0, 0.0)
Camera.PointAt(479.7, 27.5, 11.5, 2)
if 
   not Actor.Dead($2655)
jf @GENERL1_5933 
0350: set_actor $2655 maintain_position_when_attacked 0 
0239: actor $2655 run_to 482.8 30.9 

:GENERL1_5933
03CF: load_wav 'COL1_3' as 1 

:GENERL1_5945
if 
83D0:   not wav 1 loaded 
jf @GENERL1_5971 
wait 0 
jump @GENERL1_5945 

:GENERL1_5971
00BC: text_highpriority 'GEN1_08' time 4000 1  // Oh sweet Jesus, I've wasted my life and my looks!
03D1: play_wav 1 

:GENERL1_5990
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2655)
jf @GENERL1_6021 
wait 0 
jump @GENERL1_5990 

:GENERL1_6021
040D: unload_wav 1 
03D5: remove_text 'GEN1_08'  // Oh sweet Jesus, I've wasted my life and my looks!
if 
   not Actor.Dead($2655)
jf @GENERL1_6071 
01BE: set_actor $2655 to_look_at_spot 474.7 29.9 11.07 

:GENERL1_6071
wait 1000 
if 
   not Actor.Dead($2655)
jf @GENERL1_6107 
0239: actor $2655 run_to 402.1 -462.2 

:GENERL1_6107
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_6185 
Actor.PutAt($PLAYER_ACTOR, 474.7, 29.9, 11.07)
Actor.Angle($PLAYER_ACTOR) = 92.5

:GENERL1_6185
0350: set_actor $PLAYER_ACTOR maintain_position_when_attacked 0 
0239: actor $PLAYER_ACTOR run_to 482.8 30.9 
03CF: load_wav 'COL1_7' as 1 

:GENERL1_6219
if and
83D0:   not wav 1 loaded 
   not Actor.Dead($2655)
jf @GENERL1_6250 
wait 0 
jump @GENERL1_6219 

:GENERL1_6250
00BC: text_highpriority 'GEN1_12' time 4000 1  // Stand still and I'll make it quick!
03D1: play_wav 1 

:GENERL1_6269
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2655)
jf @GENERL1_6300 
wait 0 
jump @GENERL1_6269 

:GENERL1_6300
040D: unload_wav 1 
03D5: remove_text 'GEN1_12'  // Stand still and I'll make it quick!
wait 1500 
Object.Destroy($2658)
Object.Destroy($2217)
Object.Init($2217, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($2217)
011C: actor $PLAYER_ACTOR clear_objective 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
00BC: text_highpriority 'GEN1_05' time 5000 1  // ~g~Go and kill Gonzalez!
TIMERA = 0 // @ = int 
TIMERB = 250 // @ = int 

:GENERL1_6412
wait 0 
if 
   not Actor.Dead($2655)
jf @GENERL1_7563 
if 
  TIMERA > 500 // @ > int 
jf @GENERL1_6693 
if 
8510:   not actor $2655 path_is_clear 402.1 -462.2 10.1 radius 1.0 
jf @GENERL1_6521 
009E: set_actor $2655 path 402.1 -462.2 10.1 unknown 1.0 1 
jump @GENERL1_6536 

:GENERL1_6521
0239: actor $2655 run_to 402.1 -462.2 

:GENERL1_6536
if 
   not Actor.Dead($2656)
jf @GENERL1_6686 
if 
80FB:   not player $PLAYER_CHAR 0 $2656 radius 5.0 5.0 5.0 
jf @GENERL1_6678 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
8510:   not actor $2656 path_is_clear $397 $398 $399 radius 1.0 
jf @GENERL1_6660 
009E: set_actor $2656 path $397 $398 $399 unknown 1.0 1 
jump @GENERL1_6671 

:GENERL1_6660
0239: actor $2656 run_to $397 $398 

:GENERL1_6671
jump @GENERL1_6686 

:GENERL1_6678
01CA: actor $2656 kill_player $PLAYER_CHAR 

:GENERL1_6686
TIMERA = 0 // @ = int 

:GENERL1_6693
if 
  TIMERB > 500 // @ > int 
jf @GENERL1_6869 
if 
   not Actor.Dead($2657)
jf @GENERL1_6862 
if 
80FB:   not player $PLAYER_CHAR 0 $2657 radius 5.0 5.0 5.0 
jf @GENERL1_6854 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
8510:   not actor $2657 path_is_clear $397 $398 $399 radius 1.0 
jf @GENERL1_6836 
009E: set_actor $2657 path $397 $398 $399 unknown 1.0 1 
jump @GENERL1_6847 

:GENERL1_6836
0239: actor $2657 run_to $397 $398 

:GENERL1_6847
jump @GENERL1_6862 

:GENERL1_6854
01CA: actor $2657 kill_player $PLAYER_CHAR 

:GENERL1_6862
TIMERB = 0 // @ = int 

:GENERL1_6869
if 
  $2669 == 0 // $ == int 
jf @GENERL1_7034 
if 
8057:   not player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_7034 
if 
   not Actor.Dead($2656)
jf @GENERL1_6981 
Actor.PutAt($2656, 477.0, 28.7, 11.0)
Actor.Angle($2656) = 272.4

:GENERL1_6981
if 
   not Actor.Dead($2657)
jf @GENERL1_7027 
Actor.PutAt($2657, 477.0, 32.7, 11.0)
Actor.Angle($2657) = 272.4

:GENERL1_7027
$2669 = 1 // $ = int 

:GENERL1_7034
if 
00E9:   player $PLAYER_CHAR 0 $2655 radius 5.0 5.0 
jf @GENERL1_7115 
if 
  $2668 == 4 // $ == int 
jf @GENERL1_7090 
$2668 = 5 // $ = int 

:GENERL1_7090
if 
  $2668 == 6 // $ == int 
jf @GENERL1_7115 
$2668 = 7 // $ = int 

:GENERL1_7115
if 
  $2668 == 5 // $ == int 
jf @GENERL1_7242 
03CF: load_wav 'COL1_4' as 1 

:GENERL1_7145
if 
83D0:   not wav 1 loaded 
jf @GENERL1_7171 
wait 0 
jump @GENERL1_7145 

:GENERL1_7171
00BC: text_highpriority 'GEN1_09' time 4000 1  // I pay you double, Tommy, DOUBLE!
03D1: play_wav 1 

:GENERL1_7190
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2655)
jf @GENERL1_7221 
wait 0 
jump @GENERL1_7190 

:GENERL1_7221
040D: unload_wav 1 
03D5: remove_text 'GEN1_09'  // I pay you double, Tommy, DOUBLE!
$2668 = 6 // $ = int 

:GENERL1_7242
if 
   Actor.Dead($2655)
jf @GENERL1_7327 
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'GEN1_19' time 5000 1  // ~g~The Vice City Police are on to you!
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
if or
0329:   garage $988 respray_done 
0329:   garage $989 respray_done 
jf @GENERL1_7320 

:GENERL1_7320
jump @GENERL1_8114 

:GENERL1_7327
if 
  $2668 == 7 // $ == int 
jf @GENERL1_7485 
if 
00E9:   player $PLAYER_CHAR 0 $2655 radius 5.0 5.0 
jf @GENERL1_7478 
03CF: load_wav 'COL1_8' as 1 

:GENERL1_7388
if 
83D0:   not wav 1 loaded 
jf @GENERL1_7414 
wait 0 
jump @GENERL1_7388 

:GENERL1_7414
00BC: text_highpriority 'GEN1_13' time 4000 1  // Quit your squealing, no one cares, fatso!
03D1: play_wav 1 

:GENERL1_7433
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2655)
jf @GENERL1_7464 
wait 0 
jump @GENERL1_7433 

:GENERL1_7464
040D: unload_wav 1 
03D5: remove_text 'GEN1_13'  // Quit your squealing, no one cares, fatso!

:GENERL1_7478
$2668 = 8 // $ = int 

:GENERL1_7485
if 
   not Actor.Dead($2655)
jf @GENERL1_7556 
if 
00FE:   actor $2655 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 
jf @GENERL1_7556 
jump @GENERL1_7639 

:GENERL1_7556
jump @GENERL1_7632 

:GENERL1_7563
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'GEN1_19' time 5000 1  // ~g~The Vice City Police are on to you!
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
if or
0329:   garage $988 respray_done 
0329:   garage $989 respray_done 
jf @GENERL1_7625 

:GENERL1_7625
jump @GENERL1_8114 

:GENERL1_7632
jump @GENERL1_6412 

:GENERL1_7639
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
$1304 = 1 // $ = int 
Camera.SetAtPos(393.5, -476.4, 12.3)
0395: clear_area 1 at 405.5 -473.2 9.0 range 30.0 
Camera.SetPosition(403.96, -463.42, 15.2, 0.0, 0.0, 0.0)
Camera.PointAt(396.33, -472.82, 11.8, 2)
if 
00F5:   player $PLAYER_CHAR 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 
jf @GENERL1_7824 
0055: put_player $PLAYER_CHAR at 401.6179 -464.7001 9.6664 

:GENERL1_7824
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_7902 
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 274.5 

:GENERL1_7902
if 
   not Actor.Dead($2655)
jf @GENERL1_7953 
011C: actor $2655 clear_objective 
Actor.PutAt($2655, 405.5, -473.2, 9.0)
Actor.Angle($2655) = 49.0

:GENERL1_7953
wait 1000 
if 
   not Actor.Dead($2655)
jf @GENERL1_8053 
if 
8510:   not actor $2655 path_is_clear $397 $398 $399 radius 1.0 
jf @GENERL1_8038 
009E: set_actor $2655 path 393.5 -476.4 12.3 unknown 1.0 1 
jump @GENERL1_8053 

:GENERL1_8038
0239: actor $2655 run_to 393.5 -476.4 

:GENERL1_8053
wait 3000 
$1304 = 0 // $ = int 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Actor.DestroyInstantly($2655)
02A3: enable_widescreen 0 
00BC: text_highpriority 'GEN1_18' time 5000 1  // ~r~Gonzalez has made it safely to the Police Station!
jump @GENERL1_8940 

:GENERL1_8114
Marker.Disable($2666)
if 
   not $2668 == 1 // $ == int 
jf @GENERL1_8144 
$2668 = 0 // $ = int 

:GENERL1_8144
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_8225 
Object.Destroy($2215)
Object.Init($2660, #SPAD_DR_OPEN1, 454.321, 31.436, 35.198)
Object.RemoveFromMissionCleanupList($2660)

:GENERL1_8225
00BB: text_lowpriority 'GEN1_23' time 10000 1  // ~g~Go back through the doors to return to the ground floor.

:GENERL1_8240
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_8618 
wait 0 
03A1: draw_sphere 461.7 31.5 29.9 radius 3.0 
03A1: draw_sphere 454.1 31.3 33.8 radius 3.0 
if or
0057:   player $PLAYER_CHAR 0 463.22 32.4 30.2 462.04 30.47 32.5 
0057:   player $PLAYER_CHAR 0 455.9 30.33 33.83 454.15 32.56 36.57 
jf @GENERL1_8611 
0169: set_fade_color 0 0 1 
fade 0 500 

:GENERL1_8436
if 
fading 
jf @GENERL1_8460 
wait 0 
jump @GENERL1_8436 

:GENERL1_8460
Object.Destroy($2660)
Object.Destroy($2659)
Object.Destroy($2658)
Object.Destroy($2215)
Object.Destroy($2216)
Object.Destroy($2217)
Object.Init($2215, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2215)
Object.Init($2216, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2216)
Object.Init($2217, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($2217)
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 274.5 
fade 1 500 

:GENERL1_8611
jump @GENERL1_8240 

:GENERL1_8618
03D5: remove_text 'GEN1_23'  // ~g~Go back through the doors to return to the ground floor.
00BB: text_lowpriority 'GEN1_20' time 10000 1  // ~g~Get into a vehicle.

:GENERL1_8643
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @GENERL1_8677 
wait 0 
gosub @GENERL1_9289 
jump @GENERL1_8643 

:GENERL1_8677
03D5: remove_text 'GEN1_20'  // ~g~Get into a vehicle.
00BB: text_lowpriority 'GEN1_21' time 5000 1  // ~g~Get to the~h~ Pay 'N' Spray~g~ in~h~ Vice Point~g~.
0335: set_free_paynspray_to 1 
018A: $2667 = create_checkpoint_at 327.2 429.9 10.3 

:GENERL1_8726
wait 0 
if or
0329:   garage $988 respray_done 
0329:   garage $989 respray_done 
jf @GENERL1_8785 
Marker.Disable($2667)
wait 4000 
03D5: remove_text 'GEN1_22'  // Drive your vehicle into the ~h~spray shop~w~ to lose your ~h~wanted level~w~, repair and respray your vehicle. Cost - ~h~$100~w~. This time it's free.
jump @GENERL1_8957 
jump @GENERL1_8810 

:GENERL1_8785
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @GENERL1_8810 
jump @GENERL1_8957 

:GENERL1_8810
if 
  $2668 == 0 // $ == int 
jf @GENERL1_8898 
if and
00F5:   player $PLAYER_CHAR 1 327.2 429.9 10.3 radius 2.5 2.5 2.5 
00E0:   player $PLAYER_CHAR in_any_car 
jf @GENERL1_8898 
03E5: text_box 'GEN1_22'  // Drive your vehicle into the ~h~spray shop~w~ to lose your ~h~wanted level~w~, repair and respray your vehicle. Cost - ~h~$100~w~. This time it's free.
$2668 = 1 // $ = int 

:GENERL1_8898
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @GENERL1_8926 
Marker.Disable($2667)
jump @GENERL1_8114 

:GENERL1_8926
gosub @GENERL1_9289 
jump @GENERL1_8726 

:GENERL1_8940
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:GENERL1_8957
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 250 time 5000 style 1  // MISSION PASSED! $~1~
055B: $1594 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
$1574 = 1 // $ = int 
start_new_script @CLOTH6 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 250
0318: set_latest_mission_passed 'COL_1'  // Treacherous Swine
030C: progress_made += 1 
$1209 = 1 // $ = int 
start_new_script @GEN2 
$PASSED_COL1_TREACHEROUS_SWINE = 1 // $ = int 
return 

:GENERL1_9069
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Actor.DestroyWithFade($2655)
0296: unload_special_actor 1 
Model.Destroy(#CLA)
Model.Destroy(#CHNSAW)
0335: set_free_paynspray_to 0 
01B7: release_weather 
$1304 = 0 // $ = int 
Object.Destroy($2660)
Object.Destroy($2659)
Object.Destroy($2658)
Object.Destroy($2215)
Object.Destroy($2216)
Object.Destroy($2217)
Object.Init($2215, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2215)
Object.Init($2216, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2216)
Object.Init($2217, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($2217)
Object.Destroy($2661)
Marker.Disable($2665)
Marker.Disable($2666)
Marker.Disable($2667)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:GENERL1_9289
if 
  TIMERA > 500 // @ > int 
jf @GENERL1_9465 
if 
   not Actor.Dead($2656)
jf @GENERL1_9458 
if 
80FB:   not player $PLAYER_CHAR 0 $2656 radius 7.0 7.0 7.0 
jf @GENERL1_9450 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
8510:   not actor $2656 path_is_clear $397 $398 $399 radius 1.0 
jf @GENERL1_9432 
009E: set_actor $2656 path $397 $398 $399 unknown 1.0 1 
jump @GENERL1_9443 

:GENERL1_9432
0239: actor $2656 run_to $397 $398 

:GENERL1_9443
jump @GENERL1_9458 

:GENERL1_9450
01CA: actor $2656 kill_player $PLAYER_CHAR 

:GENERL1_9458
TIMERA = 0 // @ = int 

:GENERL1_9465
if 
  TIMERB > 500 // @ > int 
jf @GENERL1_9641 
if 
   not Actor.Dead($2657)
jf @GENERL1_9634 
if 
80FB:   not player $PLAYER_CHAR 0 $2657 radius 7.0 7.0 7.0 
jf @GENERL1_9626 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
8510:   not actor $2657 path_is_clear $397 $398 $399 radius 1.0 
jf @GENERL1_9608 
009E: set_actor $2657 path $397 $398 $399 unknown 1.0 1 
jump @GENERL1_9619 

:GENERL1_9608
0239: actor $2657 run_to $397 $398 

:GENERL1_9619
jump @GENERL1_9634 

:GENERL1_9626
01CA: actor $2657 kill_player $PLAYER_CHAR 

:GENERL1_9634
TIMERB = 0 // @ = int 

:GENERL1_9641
return 

//-------------Mission 8---------------
// Originally: Mall Shootout

:COL2
gosub @COL2_36 
if 
wasted_or_busted 
jf @COL2_27 
gosub @COL2_9926 

:COL2_27
gosub @COL2_10016 
terminate_this_script 

:COL2_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'COL2' 
wait 0 
054C: use_GXT_table 'GENERA2' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2682 = 0 // $ = int 
$2683 = 0 // $ = int 
$2684 = -1 // $ = int 
$2677 = 0 // $ = int 
$2685 = 0 // $ = int 
$2678 = 0 // $ = int 
$400 = 0.0 // $ = float 
$2679 = 0 // $ = int 
$2680 = 0 // $ = int 
$2681 = 0 // $ = int 
$3011 = 1 // $ = int 
$2964 = 0 // $ = int 
$2965 = 0 // $ = int 
$2966 = 0 // $ = int 
$2967 = 0 // $ = int 
$2968 = 0 // $ = int 
$2971 = 0 // $ = int 
$2972 = 0 // $ = int 
$2973 = 0 // $ = int 
$2686 = 2 // $ = int 
$2688 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONB' 
023C: load_special_actor 4 'CSERVRB' 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#YT_DOORS14)
Model.Load(#YT_TMP_BOAT)
Model.Load(#LODMAIN_BODY)
Model.Load(#BIG_POLY_TINGS)
Model.Load(#YT_GANGPLNK_TMP)
Object.StorePos($1018, $752, $753, $754)
Object.Init($1020, #BIG_POLY_TINGS, $752, $753, $754)
038B: load_requested_models 

:COL2_357
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @COL2_395 
wait 0 
jump @COL2_357 

:COL2_395
if or
   not Model.Available(#YT_MAIN_BODY)
   not Model.Available(#YT_MAIN_BODY2)
   not Model.Available(#YT_DOORS14)
   not Model.Available(#YT_TMP_BOAT)
   not Model.Available(#LODMAIN_BODY)
   not Model.Available(#BIG_POLY_TINGS)
jf @COL2_447 
wait 0 
jump @COL2_395 

:COL2_447
if 
   not Model.Available(#YT_GANGPLNK_TMP)
jf @COL2_474 
wait 0 
jump @COL2_447 

:COL2_474
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_2' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSCOLO' 
02E5: $2674 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $2674 'CGONB' 
02E5: $2675 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $2675 'CSERVRB' 
04E4: request_collision_at -244.2799 -1360.67 
Camera.SetAtPos(-244.2799, -1360.67, 7.0786)
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
041D: set_camera_near_clip 0.3 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COL2_748
if 
  5347 > $CUT_SCENE_TIME // int > $ 
jf @COL2_783 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_748 

:COL2_783
00BC: text_highpriority 'COL2_A' time 10000 1  // Tommy! Come, join me.

:COL2_798
if 
  9864 > $CUT_SCENE_TIME // int > $ 
jf @COL2_833 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_798 

:COL2_833
00BC: text_highpriority 'COL2_B' time 10000 1  // This looks delicious, huh? Tapir snout?

:COL2_848
if 
  13052 > $CUT_SCENE_TIME // int > $ 
jf @COL2_883 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_848 

:COL2_883
00BC: text_highpriority 'COL2_C' time 10000 1  // Uhhh... no, no. No, thanks.

:COL2_898
if 
  14891 > $CUT_SCENE_TIME // int > $ 
jf @COL2_933 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_898 

:COL2_933
00BC: text_highpriority 'COL2_D' time 10000 1  // Tommy, you are like a pampas breeze that has freed me from the stench of corruption,

:COL2_948
if 
  20085 > $CUT_SCENE_TIME // int > $ 
jf @COL2_983 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_948 

:COL2_983
00BC: text_highpriority 'COL2_E' time 10000 1  // although, I must appear to mourn his passing and carry on with business as usual.

:COL2_998
if 
  24630 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1033 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_998 

:COL2_1033
00BC: text_highpriority 'COL2_F' time 10000 1  // This isn't getting me any closer to my money...

:COL2_1048
if 
  26918 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1083 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1048 

:COL2_1083
00BC: text_highpriority 'COL2_G' time 10000 1  // Tommy, my friend, you are not in Liberty now. Here we do things differently.

:COL2_1098
if 
  33020 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1135 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1098 

:COL2_1135
00BC: text_highpriority 'COL2_H' time 10000 1  // I will continue with my enquiries but in the meantime I have a valuable deal to close.

:COL2_1150
if 
  38898 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1187 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1150 

:COL2_1187
00BC: text_highpriority 'COL2_I' time 10000 1  // A favor for a friend, Cortez?

:COL2_1202
if 
  40828 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1239 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1202 

:COL2_1239
00BC: text_highpriority 'COL2_J' time 10000 1  // You're a good friend, Tommy. I knew you would not let me down.

:COL2_1254
if 
  44168 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1291 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1254 

:COL2_1291
00BC: text_highpriority 'COL2_K' time 10000 1  // I need you to meet a courier who has obtained some valuable technology for me...

:COL2_1306
if 
  48182 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1343 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1306 

:COL2_1343
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL2_1360
if 
fading 
jf @COL2_1384 
wait 0 
jump @COL2_1360 

:COL2_1384
if 
82E9:   not cutscene_reached_end 
jf @COL2_1408 
wait 0 
jump @COL2_1384 

:COL2_1408
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Object.Destroy($1020)
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Model.Destroy(#YT_DOORS14)
Model.Destroy(#YT_TMP_BOAT)
Model.Destroy(#LODMAIN_BODY)
Model.Destroy(#BIG_POLY_TINGS)
Model.Destroy(#YT_GANGPLNK_TMP)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#PCJ600)
Model.Load(#COLT45)
Model.Load(#UZI)
023C: load_special_actor 1 'FSFA' 
023C: load_special_actor 2 'COURIER' 
03CF: load_wav 'COL2_1' as 1 
03CF: load_wav 'COL2_2' as 2 
038B: load_requested_models 

:COL2_1547
if or
   not Model.Available(#PCJ600)
   not Model.Available(#COLT45)
   not Model.Available(#UZI)
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COL2_1592 
wait 0 
jump @COL2_1547 

:COL2_1592
0169: set_fade_color 0 0 1 
fade 1 1500 
00BC: text_highpriority 'COL2_B1' time 15000 1  // ~g~Meet the courier at the mall.
01BD: $2687 = current_time_in_ms 
$2687 += 20000 // $ += int 
Actor.Create(0@, 4, #SPECIAL02, 6.1112, -937.0656, 15.076)
02A9: set_actor 0@ immune_to_nonplayer 1 
0411: set_actor 0@ use_pednode_seek 0 
Actor.Angle(0@) = 262.8159
01ED: clear_actor 0@ threat_search 
02A9: set_actor 0@ immune_to_nonplayer 1 
0350: set_actor 0@ maintain_position_when_attacked 1 
0243: set_actor 0@ ped_stats_to 16 
0489: set_actor 0@ muted 1 
0568: set_actor 0@ untargetable 2 
0481: set_enter_car_range_multiplier 6.0 
Marker.CreateAboveActor($2676, 0@)
if 
  $ONMISSION == 0 // $ == int 
jf @COL2_1972 
Actor.Create(1@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(2@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(3@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(4@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(6@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(7@, 4, #SPECIAL01, -15.6727, -929.0634, 15.066)
Actor.Create(8@, 4, #SPECIAL01, -10.2667, -937.9695, 9.4077)
Actor.Create(9@, 4, #SPECIAL01, -9.9934, -939.7717, 9.4492)
Actor.Create(11@, 4, #SPECIAL01, -15.225, -949.0593, 15.072)

:COL2_1972
$363 = 0 // $ = int 

:COL2_1979
wait 0 
01BD: $5239 = current_time_in_ms 
if 
  $2677 > 0 // $ > int 
jf @COL2_2038 
if 
  $2681 == 0 // $ == int 
jf @COL2_2038 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$2681 = 1 // $ = int 

:COL2_2038
if 
  12 > $2682 // int > $ 
jf @COL2_2160 
if 
   Actor.Dead(0@)
jf @COL2_2094 
00BC: text_highpriority 'COL2_F1' time 5000 1  // ~r~You killed the contact!
jump @COL2_9926 

:COL2_2094
if 
  1 > $2682 // int > $ 
jf @COL2_2155 
if 
8184:   not actor 0@ health > 95 
jf @COL2_2148 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_2148
jump @COL2_2160 

:COL2_2155
048F: actor 0@ remove_weapons 

:COL2_2160
if 
  $2688 == 0 // $ == int 
jf @COL2_2257 
if 
001C:   $5239 > $2687 // $ > $ int 
jf @COL2_2257 
03E6: remove_text_box 
03E5: text_box 'AMMUHLP'  // If you need any weapons visit ~h~Ammu-Nation~w~. Follow the ~h~::*hud_gun::~w~ on the radar.
Marker.Disable($737)
02A8: $737 = create_marker 16 at $835 $836 $837 
03E7: flash_hud 8 
0084: $2687 = $5239 // $ = $ int 
$2687 += 3000 // $ += int 
$2688 = 1 // $ = int 

:COL2_2257
if 
  $2688 == 1 // $ == int 
jf @COL2_2305 
if 
001C:   $5239 > $2687 // $ > $ int 
jf @COL2_2305 
03E7: flash_hud -1 
$2688 = 2 // $ = int 

:COL2_2305
if 
  $2685 == 0 // $ == int 
jf @COL2_2400 
if 
00E3:   player $PLAYER_CHAR 0 3.353 -938.9778 radius 100.0 100.0 
jf @COL2_2400 
03E6: remove_text_box 
03E5: text_box 'BLIPHLP'  // The blip on the radar is a triangle pointing up, this shows that the target is higher than the player.
03E7: flash_hud 8 
0084: $2678 = $5239 // $ = $ int 
$2678 += 3000 // $ += int 
$2685 = 1 // $ = int 

:COL2_2400
if 
  $2685 == 1 // $ == int 
jf @COL2_2448 
if 
001C:   $5239 > $2678 // $ > $ int 
jf @COL2_2448 
03E7: flash_hud -1 
$2685 = 2 // $ = int 

:COL2_2448
if and
  $2682 > 1 // $ > int 
  12 > $2682 // int > $ 
jf @COL2_2800 
if 
00E1:   player 0 pressed_button 16 
jf @COL2_2775 
if 
  $363 == 1 // $ == int 
jf @COL2_2768 
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
if 
  5 > $2682 // int > $ 
jf @COL2_2584 
Actor.Create(1@, 4, #SPECIAL01, 4.2931, -947.4683, 20.733)
Actor.Create(2@, 4, #SPECIAL01, 2.4581, -947.4636, 20.733)

:COL2_2584
if 
  9 > $2682 // int > $ 
jf @COL2_2650 
Actor.Create(3@, 4, #SPECIAL01, 2.7139, -936.8358, 9.3967)
Actor.Create(4@, 4, #SPECIAL01, 4.6123, -937.3372, 9.3965)

:COL2_2650
if 
  11 > $2682 // int > $ 
jf @COL2_2738 
0411: set_actor 0@ use_pednode_seek 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
Actor.PutAt(0@, -8.3703, -934.7144, 9.4119)
0411: set_actor 0@ use_pednode_seek 0 
0502: set_actor 0@ sprint_to 1.7873 -928.6034 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 4 // $ = int 

:COL2_2738
$2682 = 12 // $ = int 
0084: $2683 = $5239 // $ = $ int 
$2683 -= 500 // $ -= int 
$363 = 2 // $ = int 

:COL2_2768
jump @COL2_2800 

:COL2_2775
if 
  $363 == 0 // $ == int 
jf @COL2_2800 
$363 = 1 // $ = int 

:COL2_2800
if 
  $2682 == 13 // $ == int 
jf @COL2_3027 
if 
8057:   not player $PLAYER_CHAR 0 -39.0665 -968.8087 9.4111 47.3099 -909.2296 33.5801 
jf @COL2_2925 
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(11@)
$2682 = 14 // $ = int 
jump @COL2_3027 

:COL2_2925
if 
   not Actor.Dead(0@)
jf @COL2_3027 
if 
  $2684 == 7 // $ == int 
jf @COL2_3027 
if 
02CB:   actor 0@ bounding_sphere_visible 
jf @COL2_3027 
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(11@)
$2682 = 14 // $ = int 

:COL2_3027
if 
  $2682 == 12 // $ == int 
jf @COL2_3830 
if or
03D2:   wav 1 ended 
  $363 == 2 // $ == int 
jf @COL2_3830 
if or
03D0:   wav 2 loaded 
  $363 == 2 // $ == int 
jf @COL2_3830 
if 
001C:   $5239 > $2683 // $ > $ int 
jf @COL2_3830 
Player.CanMove($PLAYER_CHAR, True)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434 -939.0732 15.4658 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not $363 == 2 // $ == int 
jf @COL2_3176 
03D1: play_wav 2 

:COL2_3176
$3011 = 0 // $ = int 
Actor.Create(6@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
0291: set_actor 6@ heed_threats 1 
0243: set_actor 6@ ped_stats_to 16 
011A: set_actor 6@ search_threat 1 
01B2: give_actor 6@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 6@ kill_player $PLAYER_CHAR 
Actor.Create(7@, 4, #SPECIAL01, -15.6727, -929.0634, 15.066)
0291: set_actor 7@ heed_threats 1 
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
01B2: give_actor 7@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 7@ kill_player $PLAYER_CHAR 
Actor.Create(8@, 4, #SPECIAL01, -20.2667, -937.9695, 9.4077)
0291: set_actor 8@ heed_threats 1 
0243: set_actor 8@ ped_stats_to 16 
011A: set_actor 8@ search_threat 1 
01B2: give_actor 8@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 8@ kill_player $PLAYER_CHAR 
Actor.Create(9@, 4, #SPECIAL01, -19.9934, -939.7717, 9.4492)
0291: set_actor 9@ heed_threats 1 
0243: set_actor 9@ ped_stats_to 16 
011A: set_actor 9@ search_threat 1 
01B2: give_actor 9@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 9@ kill_player $PLAYER_CHAR 
Actor.Create(11@, 4, #SPECIAL01, -15.225, -949.0593, 15.072)
0291: set_actor 11@ heed_threats 1 
0243: set_actor 11@ ped_stats_to 16 
011A: set_actor 11@ search_threat 1 
01B2: give_actor 11@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 11@ kill_player $PLAYER_CHAR 
if 
   not Actor.Dead(1@)
jf @COL2_3553 
0291: set_actor 1@ heed_threats 1 
0243: set_actor 1@ ped_stats_to 16 
011A: set_actor 1@ search_threat 1 
01B2: give_actor 1@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 1@ kill_player $PLAYER_CHAR 

:COL2_3553
if 
   not Actor.Dead(2@)
jf @COL2_3608 
0291: set_actor 2@ heed_threats 1 
0243: set_actor 2@ ped_stats_to 16 
011A: set_actor 2@ search_threat 1 
01B2: give_actor 2@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 2@ kill_player $PLAYER_CHAR 

:COL2_3608
if 
   not Actor.Dead(3@)
jf @COL2_3663 
0291: set_actor 3@ heed_threats 1 
0243: set_actor 3@ ped_stats_to 16 
011A: set_actor 3@ search_threat 1 
01B2: give_actor 3@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 3@ kill_player $PLAYER_CHAR 

:COL2_3663
if 
   not Actor.Dead(4@)
jf @COL2_3718 
0291: set_actor 4@ heed_threats 1 
0243: set_actor 4@ ped_stats_to 16 
011A: set_actor 4@ search_threat 1 
01B2: give_actor 4@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 4@ kill_player $PLAYER_CHAR 

:COL2_3718
if 
   not Actor.Dead(0@)
jf @COL2_3823 
Marker.CreateAboveActor($2676, 0@)
00BC: text_highpriority 'COL2_B2' time 10000 1  // ~g~The courier is fleeing with the guidance chips! Don't let him get away!
Car.Create(5@, #PCJ600, 41.7295, -897.1017, 9.3919)
Car.Angle(5@) = 359.1412
Car.Create(12@, #PCJ600, 36.1736, -895.8868, 9.3919)
Car.Angle(12@) = 266.8658

:COL2_3823
$2682 = 13 // $ = int 

:COL2_3830
if 
  $2682 > 12 // $ > int 
jf @COL2_3891 
if 
80E3:   not player $PLAYER_CHAR 0 36.1736 -895.8868 radius 120.0 120.0 
jf @COL2_3891 
Car.RemoveReferences(12@)

:COL2_3891
if 
  $2682 == 11 // $ == int 
jf @COL2_4073 
if 
03D0:   wav 2 loaded 
jf @COL2_4073 
if 
001C:   $5239 > $2683 // $ > $ int 
jf @COL2_4073 
Camera.SetPosition(-16.767, -942.2947, 10.064, 0.0, 0.0, 0.0)
Camera.PointAt(-15.8789, -941.8711, 10.2422, 2)
0395: clear_area 0 at -5.4288 -939.4909 13.0343 range 10.0 
0084: $2683 = $5239 // $ = $ int 
$2683 += 2000 // $ += int 
$2682 = 12 // $ = int 

:COL2_4073
if 
  $2682 == 10 // $ == int 
jf @COL2_4201 
if 
03D2:   wav 2 ended 
jf @COL2_4201 
if 
03D0:   wav 1 loaded 
jf @COL2_4201 
if 
001C:   $5239 > $2683 // $ > $ int 
jf @COL2_4201 
03CF: load_wav 'COL2_8' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'COL2_9' time 5000 1  // You American idiot! They followed you here!
$2684 = 0 // $ = int 
0084: $2683 = $5239 // $ = $ int 
$2683 += 2000 // $ += int 
$2682 = 11 // $ = int 

:COL2_4201
if 
  $2682 == 9 // $ == int 
jf @COL2_4468 
if 
03D2:   wav 1 ended 
jf @COL2_4468 
if 
03D0:   wav 2 loaded 
jf @COL2_4468 
Camera.SetPosition(2.7282, -949.3295, 23.6051, 0.0, 0.0, 0.0)
Camera.PointAt(2.7581, -948.4955, 23.054, 2)
if 
   not Actor.Dead(1@)
jf @COL2_4357 
Actor.PutAt(1@, 4.2931, -947.4683, -100.0)
011C: actor 1@ clear_objective 
020F: actor 1@ look_at_player $PLAYER_CHAR 
04C6: actor 1@ aim_gun_at_actor $PLAYER_ACTOR 

:COL2_4357
if 
   not Actor.Dead(2@)
jf @COL2_4414 
Actor.PutAt(2@, 2.4581, -947.4636, -100.0)
011C: actor 2@ clear_objective 
020F: actor 2@ look_at_player $PLAYER_CHAR 
04C6: actor 2@ aim_gun_at_actor $PLAYER_ACTOR 

:COL2_4414
00BC: text_highpriority 'COL2_6A' time 5000 1  // Freeze, imperialist American pig! Zat iz propertay of ze government Francais. 'And eet over!
03D1: play_wav 2 
03CF: load_wav 'COL2_9' as 1 
0084: $2683 = $5239 // $ = $ int 
$2683 += 1000 // $ += int 
$2682 = 10 // $ = int 

:COL2_4468
if 
  $2682 == 8 // $ == int 
jf @COL2_4599 
Actor.Create(3@, 4, #SPECIAL01, 2.5231, -924.9479, 9.3967)
Actor.Create(4@, 4, #SPECIAL01, 5.3188, -924.7693, 9.3965)
0411: set_actor 3@ use_pednode_seek 0 
0211: actor 3@ walk_to 2.7139 -936.8358 
0411: set_actor 3@ use_pednode_seek 0 
0411: set_actor 4@ use_pednode_seek 0 
0211: actor 4@ walk_to 4.6123 -937.3372 
0411: set_actor 4@ use_pednode_seek 0 
$2682 = 9 // $ = int 

:COL2_4599
if 
  $2682 == 7 // $ == int 
jf @COL2_4709 
if 
03D2:   wav 2 ended 
jf @COL2_4709 
if 
03D0:   wav 1 loaded 
jf @COL2_4709 
00BC: text_highpriority 'COL2_5' time 2000 1  // Oh...d'accord.
03D1: play_wav 1 
03CF: load_wav 'COL2_6A' as 2 
01D2: actor 0@ follow_player $PLAYER_CHAR 
0084: $2683 = $5239 // $ = $ int 
$2683 += 700 // $ += int 
$2682 = 8 // $ = int 

:COL2_4709
if 
  $2682 == 6 // $ == int 
jf @COL2_4811 
if 
03D2:   wav 1 ended 
jf @COL2_4811 
if 
03D0:   wav 2 loaded 
jf @COL2_4811 
00BC: text_highpriority 'COL2_4' time 3000 1  // Look, Cortez sent me. Just give me the damn chips.
03D1: play_wav 2 
03CF: load_wav 'COL2_5' as 1 
0084: $2683 = $5239 // $ = $ int 
$2683 += 4000 // $ += int 
$2682 = 7 // $ = int 

:COL2_4811
if 
  $2682 == 5 // $ == int 
jf @COL2_4897 
if 
03D2:   wav 2 ended 
jf @COL2_4897 
if 
03D0:   wav 1 loaded 
jf @COL2_4897 
00BC: text_highpriority 'COL2_3' time 2000 1  // Ah, comment?
03D1: play_wav 1 
03CF: load_wav 'COL2_4' as 2 
$2682 = 6 // $ = int 

:COL2_4897
if 
  $2682 == 4 // $ == int 
jf @COL2_5164 
if 
03D0:   wav 2 loaded 
jf @COL2_5164 
if 
03D2:   wav 1 ended 
jf @COL2_5164 
Camera.SetPosition(3.8965, -930.553, 16.1132, 0.0, 0.0, 0.0)
Camera.PointAt(3.8828, -931.5497, 16.1934, 2)
020F: actor 0@ look_at_player $PLAYER_CHAR 
00BC: text_highpriority 'COL2_2' time 5000 1  // What?
03D1: play_wav 2 
03CF: load_wav 'COL2_3' as 1 
Actor.Create(1@, 4, #SPECIAL01, 4.6792, -951.7053, 20.733)
Actor.Create(2@, 4, #SPECIAL01, 2.1545, -954.6406, 20.733)
0411: set_actor 1@ use_pednode_seek 0 
0211: actor 1@ walk_to 4.2931 -947.4683 
0411: set_actor 1@ use_pednode_seek 0 
0411: set_actor 2@ use_pednode_seek 0 
0211: actor 2@ walk_to 2.4581 -947.4636 
0411: set_actor 2@ use_pednode_seek 0 
0084: $2683 = $5239 // $ = $ int 
$2683 += 1000 // $ += int 
$2682 = 5 // $ = int 

:COL2_5164
if 
  $2682 == 3 // $ == int 
jf @COL2_5328 
if 
001C:   $5239 > $2683 // $ > $ int 
jf @COL2_5328 
$2689 = Actor.Angle(0@)
$2689 -= 12.0 // $ -= float 
if 
  115.6022 > $2689 // float > $ 
jf @COL2_5307 
$2689 = 115.6022 // $ = float 
if 
03D0:   wav 1 loaded 
jf @COL2_5307 
0084: $2683 = $5239 // $ = $ int 
$2683 += 1500 // $ += int 
$2682 = 4 // $ = int 
00BC: text_highpriority 'COL2_1' time 5000 1  // Ze rain, she is tres wet zis time of the year...
03D1: play_wav 1 

:COL2_5307
Actor.Angle(0@) = $2689
022F: set_actor 0@ stop_looking 
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR 

:COL2_5328
if 
  $2682 == 2 // $ == int 
jf @COL2_5398 
if 
001C:   $5239 > $2683 // $ > $ int 
jf @COL2_5398 
0372: set_actor 0@ anim 3 wait_state_time 900 ms 
0084: $2683 = $5239 // $ = $ int 
$2683 += 1000 // $ += int 
$2682 = 3 // $ = int 

:COL2_5398
if 
  $2682 == 1 // $ == int 
jf @COL2_5439 
0084: $2683 = $5239 // $ = $ int 
$2683 += 500 // $ += int 
$2682 = 2 // $ = int 

:COL2_5439
if 
  $2682 == 0 // $ == int 
jf @COL2_5742 
if 
00FC:   player $PLAYER_CHAR 0 0@ on_foot radius 3.0 3.0 2.0 
jf @COL2_5742 
Marker.Disable($2676)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
011C: actor 0@ clear_objective 
0395: clear_area 1 at 4.1929 -938.9565 15.076 range 5.0 
0055: put_player $PLAYER_CHAR at 3.0914 -938.557 15.076 
0210: player $PLAYER_CHAR look_at_actor 0@ 
Camera.SetPosition(8.1222, -935.515, 17.0304, 0.0, 0.0, 0.0)
Camera.PointAt(7.3126, -936.0714, 16.8437, 2)
Actor.PutAt(0@, 6.1112, -937.0656, 15.076)
Actor.Angle(0@) = 262.8159
0395: clear_area 0 at 3.6782 -939.0247 16.0038 range 6.0 
Marker.Disable($737)
04CE: $737 = create_icon_marker_without_sphere 16 at $835 $836 $837 
$2682 = 1 // $ = int 

:COL2_5742
if 
  $2682 > 10 // $ > int 
jf @COL2_9919 
if 
   not Actor.Dead(0@)
jf @COL2_9294 
Actor.StorePos(0@, $2690, $2691, $2692)
if 
  $2684 == 0 // $ == int 
jf @COL2_5851 
0411: set_actor 0@ use_pednode_seek 0 
0502: set_actor 0@ sprint_to 1.8336 -938.0876 
0411: set_actor 0@ use_pednode_seek 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
$2684 = 1 // $ = int 

:COL2_5851
if 
  $2684 == 1 // $ == int 
jf @COL2_5936 
if 
00ED:   actor 0@ 0 1.8336 -938.0876 radius 1.0 1.0 
jf @COL2_5936 
0502: set_actor 0@ sprint_to -11.6307 -938.0319 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 2 // $ = int 

:COL2_5936
if 
  $2684 == 2 // $ == int 
jf @COL2_6021 
if 
00ED:   actor 0@ 0 -11.6307 -938.0319 radius 1.0 1.0 
jf @COL2_6021 
0502: set_actor 0@ sprint_to -11.4825 -935.4515 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 3 // $ = int 

:COL2_6021
if 
  $2684 == 3 // $ == int 
jf @COL2_6106 
if 
00ED:   actor 0@ 0 -11.4825 -935.4515 radius 1.0 1.0 
jf @COL2_6106 
0502: set_actor 0@ sprint_to 1.7873 -928.6034 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 4 // $ = int 

:COL2_6106
if 
  $2684 == 4 // $ == int 
jf @COL2_6191 
if 
00ED:   actor 0@ 0 1.7873 -928.6034 radius 1.0 1.0 
jf @COL2_6191 
0502: set_actor 0@ sprint_to 5.9929 -904.009 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 5 // $ = int 

:COL2_6191
if 
  $2684 == 5 // $ == int 
jf @COL2_6276 
if 
00ED:   actor 0@ 0 5.9929 -904.009 radius 1.0 1.0 
jf @COL2_6276 
0502: set_actor 0@ sprint_to 40.2117 -897.6254 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 6 // $ = int 

:COL2_6276
if 
  $2684 == 6 // $ == int 
jf @COL2_6377 
if 
00ED:   actor 0@ 0 40.2117 -897.6254 radius 1.0 1.0 
jf @COL2_6377 
if 
   not Car.Wrecked(5@)
jf @COL2_6377 
0319: set_actor 0@ running 1 
0411: set_actor 0@ use_pednode_seek 1 
01D5: actor 0@ go_to_and_drive_car 5@ 
$2684 = 7 // $ = int 

:COL2_6377
if 
  $2682 > 13 // $ > int 
jf @COL2_6622 
if 
  $2684 == 7 // $ == int 
jf @COL2_6622 
if 
   not Car.Wrecked(5@)
jf @COL2_6540 
if 
   Actor.InCar(0@, 5@)
jf @COL2_6533 
Car.DriveTo(5@, 267.4104, 1287.846, 16.1968)
Car.SetMaxSpeed(5@, 22.5)
00AE: set_vehicle 5@ traffic_behavior_to 2 
if 
  $2965 == 0 // $ == int 
jf @COL2_6526 
$2965 = 1 // $ = int 
0084: $2990 = $5239 // $ = $ int 
$2990 += 6000 // $ += int 

:COL2_6526
$2684 = 8 // $ = int 

:COL2_6533
jump @COL2_6622 

:COL2_6540
if 
82D8:   not actor 0@ current_weapon == 23 
jf @COL2_6573 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
011C: actor 0@ clear_objective 

:COL2_6573
if 
  $2967 == 0 // $ == int 
jf @COL2_6614 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 6000 // $ += int 

:COL2_6614
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_6622
if 
  $2684 > 7 // $ > int 
jf @COL2_6863 
if 
   not Car.Wrecked(5@)
jf @COL2_6863 
if 
   Actor.InCar(0@, 5@)
jf @COL2_6863 
0054: store_player $PLAYER_CHAR position_to $397 $398 $751 
Actor.StorePos(0@, $749, $750, $751)
0086: $5290 = $397 // $ = $ float 
0061: $5290 -= $749 // $ -= $ float 
0086: $5291 = $398 // $ = $ float 
0061: $5291 -= $750 // $ -= $ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
$7417 = 800.0 // $ = float 
0071: $7417 /= $5292 // $ /= $ float 
if 
  $7417 > 34.2 // $ > float 
jf @COL2_6824 
$7417 = 34.2 // $ = float 

:COL2_6824
if 
  10.0 > $7417 // float > $ 
jf @COL2_6855 
$7417 = 10.0 // $ = float 

:COL2_6855
Car.SetMaxSpeed(5@, $7417)

:COL2_6863
if 
  $2684 == 8 // $ == int 
jf @COL2_7271 
if 
   not Actor.Driving(0@)
jf @COL2_7032 
if 
   not Car.Wrecked(5@)
jf @COL2_6976 
if 
  $2966 == 0 // $ == int 
jf @COL2_6954 
$2966 = 1 // $ = int 
0084: $2991 = $5239 // $ = $ int 
$2991 += 6000 // $ += int 

:COL2_6954
01D5: actor 0@ go_to_and_drive_car 5@ 
$2684 = 9 // $ = int 
jump @COL2_7025 

:COL2_6976
01D0: actor 0@ avoid_player $PLAYER_CHAR 
if 
  $2968 == 0 // $ == int 
jf @COL2_7025 
$2968 = 1 // $ = int 
0084: $2993 = $5239 // $ = $ int 
$2993 += 6000 // $ += int 

:COL2_7025
jump @COL2_7271 

:COL2_7032
if 
   not Car.Wrecked(5@)
jf @COL2_7271 
if 
  $2679 == 0 // $ == int 
jf @COL2_7137 
if 
01AD:   car 5@ sphere 0 near_point 267.4104 1287.846 radius 15.0 15.0 
jf @COL2_7137 
0477: set_car 5@ action 6 time 200 
0084: $2680 = $5239 // $ = $ int 
$2680 += 199 // $ += int 
$2679 = 1 // $ = int 

:COL2_7137
if 
  $2679 == 1 // $ == int 
jf @COL2_7191 
if 
001C:   $5239 > $2680 // $ > $ int 
jf @COL2_7191 
0477: set_car 5@ action 3 time 5000 
$2679 = 2 // $ = int 

:COL2_7191
if 
  $2679 == 2 // $ == int 
jf @COL2_7271 
if 
01C1:   car 5@ stopped 
jf @COL2_7271 
0477: set_car 5@ action 1 time 5000 
0502: set_actor 0@ sprint_to 266.123 1297.013 
0411: set_actor 0@ use_pednode_seek 0 
$2684 = 10 // $ = int 
$2679 = 3 // $ = int 

:COL2_7271
if 
  $2684 == 9 // $ == int 
jf @COL2_7457 
if 
   not Car.Wrecked(5@)
jf @COL2_7375 
if 
   Actor.InCar(0@, 5@)
jf @COL2_7368 
Car.SetMaxSpeed(5@, 22.5)
00AE: set_vehicle 5@ traffic_behavior_to 2 
Car.DriveTo(5@, 267.4104, 1287.846, 16.1968)
$2684 = 8 // $ = int 

:COL2_7368
jump @COL2_7457 

:COL2_7375
if 
82D8:   not actor 0@ current_weapon == 23 
jf @COL2_7408 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
011C: actor 0@ clear_objective 

:COL2_7408
if 
  $2967 == 0 // $ == int 
jf @COL2_7449 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 6000 // $ += int 

:COL2_7449
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_7457
if 
  $2684 == 10 // $ == int 
jf @COL2_7643 
if 
  4 > $2679 // int > $ 
jf @COL2_7560 
if 
00ED:   actor 0@ 0 266.123 1297.013 radius 1.0 1.0 
jf @COL2_7560 
0502: set_actor 0@ sprint_to 264.7184 1307.362 
0411: set_actor 0@ use_pednode_seek 0 
$2679 = 4 // $ = int 

:COL2_7560
if 
  $2679 == 4 // $ == int 
jf @COL2_7643 
if 
00ED:   actor 0@ 0 264.7184 1307.362 radius 1.0 1.0 
jf @COL2_7643 
Actor.DestroyInstantly(0@)
00BC: text_highpriority 'COL2_F4' time 5000 1  // ~r~The courier has escaped! You failed to get the guidance chips.
jump @COL2_9926 

:COL2_7643
if 
  $2964 == 2 // $ == int 
jf @COL2_7697 
if 
03D2:   wav 1 ended 
jf @COL2_7697 
$2964 = 3 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_7697
if 
  $2964 == 1 // $ == int 
jf @COL2_7741 
if 
03D0:   wav 1 loaded 
jf @COL2_7741 
03D1: play_wav 1 
$2964 = 2 // $ = int 

:COL2_7741
if 
  $2964 == 0 // $ == int 
jf @COL2_7803 
if 
  $3011 == 0 // $ == int 
jf @COL2_7803 
03CF: load_wav 'COL2_7' as 1 
$2964 = 1 // $ = int 
$3011 = 1 // $ = int 

:COL2_7803
if 
  $2965 > 0 // $ > int 
jf @COL2_8008 
if 
  $2965 == 3 // $ == int 
jf @COL2_7875 
if 
03D2:   wav 1 ended 
jf @COL2_7875 
$2965 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_7875
if 
  $2965 == 2 // $ == int 
jf @COL2_7946 
if 
03D0:   wav 1 loaded 
jf @COL2_7946 
Actor.StorePos(0@, $749, $750, $751)
03D7: set_wav 1 location $749 $750 $751 
03D1: play_wav 1 
$2965 = 3 // $ = int 

:COL2_7946
if 
  $2965 == 1 // $ == int 
jf @COL2_8008 
if 
  $3011 == 0 // $ == int 
jf @COL2_8008 
03CF: load_wav 'COL2_10' as 1 
$2965 = 2 // $ = int 
$3011 = 1 // $ = int 

:COL2_8008
if 
  $2966 > 0 // $ > int 
jf @COL2_8213 
if 
  $2966 == 3 // $ == int 
jf @COL2_8080 
if 
03D2:   wav 1 ended 
jf @COL2_8080 
$2966 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_8080
if 
  $2966 == 2 // $ == int 
jf @COL2_8151 
if 
03D0:   wav 1 loaded 
jf @COL2_8151 
Actor.StorePos(0@, $749, $750, $751)
03D7: set_wav 1 location $749 $750 $751 
03D1: play_wav 1 
$2966 = 3 // $ = int 

:COL2_8151
if 
  $2966 == 1 // $ == int 
jf @COL2_8213 
if 
  $3011 == 0 // $ == int 
jf @COL2_8213 
03CF: load_wav 'COL2_11' as 1 
$2966 = 2 // $ = int 
$3011 = 1 // $ = int 

:COL2_8213
if 
  $2967 > 0 // $ > int 
jf @COL2_8418 
if 
  $2967 == 3 // $ == int 
jf @COL2_8285 
if 
03D2:   wav 1 ended 
jf @COL2_8285 
$2967 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_8285
if 
  $2967 == 2 // $ == int 
jf @COL2_8356 
if 
03D0:   wav 1 loaded 
jf @COL2_8356 
Actor.StorePos(0@, $749, $750, $751)
03D7: set_wav 1 location $749 $750 $751 
03D1: play_wav 1 
$2967 = 3 // $ = int 

:COL2_8356
if 
  $2967 == 1 // $ == int 
jf @COL2_8418 
if 
  $3011 == 0 // $ == int 
jf @COL2_8418 
03CF: load_wav 'COL2_12' as 1 
$2967 = 2 // $ = int 
$3011 = 1 // $ = int 

:COL2_8418
if 
  $2968 > 0 // $ > int 
jf @COL2_8623 
if 
  $2968 == 3 // $ == int 
jf @COL2_8490 
if 
03D2:   wav 1 ended 
jf @COL2_8490 
$2968 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_8490
if 
  $2968 == 2 // $ == int 
jf @COL2_8561 
if 
03D0:   wav 1 loaded 
jf @COL2_8561 
Actor.StorePos(0@, $749, $750, $751)
03D7: set_wav 1 location $749 $750 $751 
03D1: play_wav 1 
$2968 = 3 // $ = int 

:COL2_8561
if 
  $2968 == 1 // $ == int 
jf @COL2_8623 
if 
  $3011 == 0 // $ == int 
jf @COL2_8623 
03CF: load_wav 'COL2_13' as 1 
$2968 = 2 // $ = int 
$3011 = 1 // $ = int 

:COL2_8623
if 
00E9:   player $PLAYER_CHAR 0 0@ radius 15.0 15.0 
jf @COL2_8686 
if 
  $2686 == 0 // $ == int 
jf @COL2_8679 
$2686 = 1 // $ = int 

:COL2_8679
jump @COL2_8693 

:COL2_8686
$2686 = 0 // $ = int 

:COL2_8693
if 
  $2682 > 12 // $ > int 
jf @COL2_9287 
if 
  $2971 == 2 // $ == int 
jf @COL2_8765 
if 
03D2:   wav 1 ended 
jf @COL2_8765 
$2971 = 3 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_8765
if 
  $2971 == 1 // $ == int 
jf @COL2_8809 
if 
03D0:   wav 1 loaded 
jf @COL2_8809 
03D1: play_wav 1 
$2971 = 2 // $ = int 

:COL2_8809
if 
  $2686 == 1 // $ == int 
jf @COL2_8903 
if 
  $2971 == 0 // $ == int 
jf @COL2_8903 
if 
  $3011 == 0 // $ == int 
jf @COL2_8903 
03CF: load_wav 'COL2_14' as 1 
$2971 = 1 // $ = int 
$3011 = 1 // $ = int 
$2686 = 2 // $ = int 
jump @COL2_1979 

:COL2_8903
if 
  $2972 == 2 // $ == int 
jf @COL2_8957 
if 
03D2:   wav 1 ended 
jf @COL2_8957 
$2972 = 3 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_8957
if 
  $2972 == 1 // $ == int 
jf @COL2_9001 
if 
03D0:   wav 1 loaded 
jf @COL2_9001 
03D1: play_wav 1 
$2972 = 2 // $ = int 

:COL2_9001
if 
  $2686 == 1 // $ == int 
jf @COL2_9095 
if 
  $2972 == 0 // $ == int 
jf @COL2_9095 
if 
  $3011 == 0 // $ == int 
jf @COL2_9095 
03CF: load_wav 'COL2_15' as 1 
$2972 = 1 // $ = int 
$3011 = 1 // $ = int 
$2686 = 2 // $ = int 
jump @COL2_1979 

:COL2_9095
if 
  $2973 == 2 // $ == int 
jf @COL2_9149 
if 
03D2:   wav 1 ended 
jf @COL2_9149 
$2973 = 3 // $ = int 
$3011 = 0 // $ = int 
jump @COL2_1979 

:COL2_9149
if 
  $2973 == 1 // $ == int 
jf @COL2_9193 
if 
03D0:   wav 1 loaded 
jf @COL2_9193 
03D1: play_wav 1 
$2973 = 2 // $ = int 

:COL2_9193
if 
  $2686 == 1 // $ == int 
jf @COL2_9287 
if 
  $2973 == 0 // $ == int 
jf @COL2_9287 
if 
  $3011 == 0 // $ == int 
jf @COL2_9287 
03CF: load_wav 'COL2_16' as 1 
$2973 = 1 // $ = int 
$3011 = 1 // $ = int 
$2686 = 2 // $ = int 
jump @COL2_1979 

:COL2_9287
jump @COL2_9919 

:COL2_9294
if 
  $2677 == 0 // $ == int 
jf @COL2_9480 
040D: unload_wav 1 
040D: unload_wav 2 
if 
84AD:   not actor 0@ in_water 
jf @COL2_9458 
00BC: text_highpriority 'COL2_F2' time 5000 1  // ~g~The courier is dead. Grab the guidance chips.
Marker.Disable($2676)
if 
056D:   actor 0@ defined 
jf @COL2_9412 
Actor.StoreDeadActorPos(0@, $749, $750, $751)
Pickup.Create(10@, #BRIEFCASE, 3, $749, $750, $751)
jump @COL2_9431 

:COL2_9412
Pickup.Create(10@, #BRIEFCASE, 3, $2690, $2691, $2692)

:COL2_9431
Marker.Disable($2676)
03DC: $2676 = create_marker_above_pickup 10@ 
$2677 = 1 // $ = int 
jump @COL2_9480 

:COL2_9458
00BC: text_highpriority 'COL2_F3' time 5000 1  // ~r~The guidance chips are at the bottom of the sea.
jump @COL2_9926 

:COL2_9480
if 
  $2677 == 1 // $ == int 
jf @COL2_9580 
if 
   Pickup.Picked_up(10@)
jf @COL2_9580 
$2677 = 2 // $ = int 
Marker.Disable($2676)
018A: $2676 = create_checkpoint_at -245.002 -1360.817 7.0786 
00BC: text_highpriority 'COL2_B3' time 5000 1  // ~g~Take the guidance chips back to the Colonel.
018C: play_sound 1 at 0.0 0.0 0.0 

:COL2_9580
if 
  $2677 == 2 // $ == int 
jf @COL2_9919 
if 
00F6:   player $PLAYER_CHAR 1 -245.002 -1360.817 7.0786 radius 2.0 2.0 3.0 
jf @COL2_9919 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
wait 0 
wait 0 
Camera.SetPosition(-245.1924, -1364.166, 8.6417, 0.0, 0.0, 0.0)
Camera.PointAt(-246.0084, -1363.589, 8.6193, 2)
0055: put_player $PLAYER_CHAR at -245.002 -1360.817 7.0786 
02A3: enable_widescreen 1 
0239: actor $PLAYER_ACTOR run_to -258.4183 -1360.653 
wait 1000 
0169: set_fade_color 0 0 1 
fade 0 1000 

:COL2_9782
if 
fading 
jf @COL2_9806 
wait 0 
jump @COL2_9782 

:COL2_9806
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 1000 

:COL2_9888
if 
fading 
jf @COL2_9912 
wait 0 
jump @COL2_9888 

:COL2_9912
jump @COL2_9943 

:COL2_9919
jump @COL2_1979 

:COL2_9926
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:COL2_9943
$PASSED_COL2_MALL_SHOOTOUT = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 500
0318: set_latest_mission_passed 'COL_2'  // Mall Shootout
0394: play_music 1 
030C: progress_made += 1 
$1206 = 1 // $ = int 
start_new_script @GEN3 
return 

:COL2_10016
$ONMISSION = 0 // $ = int 
if 
  $2677 == 1 // $ == int 
jf @COL2_10046 
Pickup.Destroy(10@)

:COL2_10046
Actor.DestroyWithFade(0@)
Actor.DestroyWithFade(1@)
Actor.DestroyWithFade(2@)
Actor.DestroyWithFade(3@)
Actor.DestroyWithFade(4@)
Actor.DestroyWithFade(6@)
Actor.DestroyWithFade(7@)
Actor.DestroyWithFade(8@)
Actor.DestroyWithFade(9@)
Actor.DestroyWithFade(11@)
Marker.Disable($737)
04CE: $737 = create_icon_marker_without_sphere 16 at $835 $836 $837 
Marker.Disable($2676)
Model.Destroy(#PCJ600)
Model.Destroy(#COLT45)
Model.Destroy(#UZI)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 9---------------
// Originally: Guardian Angels

:GENERL3
script_name 'GENERL3' 
gosub @GENERL3_46 
if 
wasted_or_busted 
jf @GENERL3_37 
gosub @GENERL3_26217 

:GENERL3_37
gosub @GENERL3_26312 
terminate_this_script 

:GENERL3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'GENERA3' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2764 = 0 // $ = int 
$2765 = 156.0404 // $ = float 
$2766 = -1193.324 // $ = float 
$2767 = 17.8427 // $ = float 
$2772 = 462.29 // $ = float 
$2773 = -486.0 // $ = float 
$2774 = 10.48 // $ = float 
$2768 = 463.4609 // $ = float 
$2769 = -461.3178 // $ = float 
$2770 = 9.486246 // $ = float 
$2771 = 178.791 // $ = float 
$2713 = 457.6495 // $ = float 
$2714 = -512.88 // $ = float 
$2715 = 9.899857 // $ = float 
$2716 = 454.1362 // $ = float 
$2717 = -503.9373 // $ = float 
$2718 = 16.9188 // $ = float 
$2720 = 462.877 // $ = float 
$2721 = -514.963 // $ = float 
$2722 = 16.951 // $ = float 
$2723 = 12.838 // $ = float 
$2707 = 446.7785 // $ = float 
$2708 = -525.1792 // $ = float 
$2709 = 9.5282 // $ = float 
$2710 = 315.6846 // $ = float 
$2775 = 0 // $ = int 
$2777 = 0 // $ = int 
$2778 = 497.03 // $ = float 
$2779 = -518.829 // $ = float 
$2780 = 10.6891 // $ = float 
$2781 = 163.719 // $ = float 
$2782 = 455.754 // $ = float 
$2783 = -528.0207 // $ = float 
$2785 = 0 // $ = int 
$2786 = 423.574 // $ = float 
$2787 = -513.052 // $ = float 
$2788 = 9.774 // $ = float 
$2789 = 248.0281 // $ = float 
$2790 = 451.082 // $ = float 
$2791 = -523.164 // $ = float 
$2792 = 10.4 // $ = float 
$2794 = 0 // $ = int 
$2795 = 486.535 // $ = float 
$2796 = -537.118 // $ = float 
$2797 = 11.191 // $ = float 
$2798 = 250.382 // $ = float 
$2800 = 0 // $ = int 
$2801 = 465.478 // $ = float 
$2802 = -416.186 // $ = float 
$2803 = 11.2568 // $ = float 
$2804 = 172.784 // $ = float 
$2805 = 459.131 // $ = float 
$2806 = -485.317 // $ = float 
$2807 = 11.136 // $ = float 
$2809 = 0 // $ = int 
$2810 = 425.64 // $ = float 
$2811 = -513.68 // $ = float 
$2812 = 9.785 // $ = float 
$2813 = 245.37 // $ = float 
$2814 = 451.121 // $ = float 
$2815 = -519.82 // $ = float 
$2816 = 10.486 // $ = float 
$2738 = 0 // $ = int 
$2739 = 0 // $ = int 
$2740 = 0 // $ = int 
$2741 = 0 // $ = int 
$2742 = 0 // $ = int 
$2743 = 0 // $ = int 
$2744 = 0 // $ = int 
$2745 = 0 // $ = int 
$2746 = 0 // $ = int 
$2747 = 0 // $ = int 
$2820 = 0 // $ = int 
$2821 = 0 // $ = int 
$2822 = 0 // $ = int 
$2823 = 0 // $ = int 
$2824 = 0 // $ = int 
$2704 = 0 // $ = int 
$2830 = 0 // $ = int 
$2831 = 0 // $ = int 
$2832 = 0 // $ = int 
$2833 = 0 // $ = int 
$2694 = 0 // $ = int 
$2834 = 0 // $ = int 
$2705 = 0 // $ = int 
$2838 = 0 // $ = int 
$2835 = 0 // $ = int 
$2860 = 0 // $ = int 
$2861 = 0 // $ = int 
$2862 = 0 // $ = int 
$2820 = 0 // $ = int 
$2764 = 0 // $ = int 
$2865 = 0 // $ = int 
$2867 = 0 // $ = int 
$2868 = 0 // $ = int 
$2869 = 0 // $ = int 
$2870 = 0 // $ = int 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
03CF: load_wav 'MONO_9' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
Camera.SetAtPos($752, $753, $754)
038B: load_requested_models 

:GENERL3_1525
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @GENERL3_1555 
wait 0 
jump @GENERL3_1525 

:GENERL3_1555
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_3A' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $453 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $453 'CSCOLO' 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:GENERL3_1743
if 
  2880 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1778 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1743 

:GENERL3_1778
00BC: text_highpriority 'GEN3_A' time 10000 1  // Thomas, I appreciate your coming.

:GENERL3_1793
if 
  4968 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1828 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1793 

:GENERL3_1828
00BC: text_highpriority 'GEN3_B' time 10000 1  // Forgive me for getting straight to business.

:GENERL3_1843
if 
  8932 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1878 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1843 

:GENERL3_1878
00BC: text_highpriority 'GEN3_C' time 10000 1  // Diaz has asked me to oversee a minor business transaction.

:GENERL3_1893
if 
  11868 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1928 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1893 

:GENERL3_1928
00BC: text_highpriority 'GEN3_D' time 10000 1  // Let's hope it goes better than last time, huh?

:GENERL3_1943
if 
  13573 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1978 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1943 

:GENERL3_1978
00BC: text_highpriority 'GEN3_E' time 10000 1  // Which is why I thought of you, my friend.

:GENERL3_1993
if 
  16601 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2028 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1993 

:GENERL3_2028
00BC: text_highpriority 'GEN3_F' time 10000 1  // I've dropped some protection at the multistory carpark.

:GENERL3_2043
if 
  19737 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2078 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2043 

:GENERL3_2078
00BC: text_highpriority 'GEN3_G' time 10000 1  // Pick it up - then go and watch over Diaz's men at the drop off.

:GENERL3_2093
if 
  23717 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2128 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2093 

:GENERL3_2128
00BC: text_highpriority 'GEN3_H' time 10000 1  // Gracias, amigo.

:GENERL3_2143
if 
  24768 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2178 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2143 

:GENERL3_2178
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @GENERL3_2231 
if 
03D0:   wav 1 loaded 
jf @GENERL3_2231 
03D1: play_wav 1 
$2870 = 1 // $ = int 

:GENERL3_2231
if 
fading 
jf @GENERL3_2255 
wait 0 
jump @GENERL3_2231 

:GENERL3_2255
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
04E4: request_collision_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
select_interior 0 
Model.Load(#ADMIRAL)
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#INFERNUS)
Model.Load(#UZI)
Model.Load(#RUGER)
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGDIAZ' 

:GENERL3_2881
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @GENERL3_2911 
wait 0 
jump @GENERL3_2881 

:GENERL3_2911
if or
   not Model.Available(#ADMIRAL)
   not Model.Available(#CLA)
   not Model.Available(#CLB)
   not Model.Available(#INFERNUS)
   not Model.Available(#UZI)
jf @GENERL3_2956 
wait 0 
jump @GENERL3_2911 

:GENERL3_2956
if 
   not Model.Available(#RUGER)
jf @GENERL3_2983 
wait 0 
jump @GENERL3_2956 

:GENERL3_2983
if 
  $2870 == 1 // $ == int 
jf @GENERL3_3027 

:GENERL3_3001
if 
83D2:   not wav 1 ended 
jf @GENERL3_3027 
wait 0 
jump @GENERL3_3001 

:GENERL3_3027
03CF: load_wav 'COL3_1' as 1 
03CF: load_wav 'COL3_2' as 2 

:GENERL3_3051
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_3081 
wait 0 
jump @GENERL3_3051 

:GENERL3_3081
set_weather 4 
fade 1 1500 
032B: $2693 = create_weapon_pickup #RUGER 3 ammo 210 at $2765 $2766 $2767 
03DC: $2762 = create_marker_above_pickup $2693 
00BC: text_highpriority 'GEN3_20' time 10000 2  // ~g~The Colonel has arranged some firepower for you at the multistory carpark.
0481: set_enter_car_range_multiplier 3.0 

:GENERL3_3144
wait 0 
if 
00E3:   player $PLAYER_CHAR 0 457.6495 -512.88 radius 100.0 100.0 
jf @GENERL3_3193 
Player.WantedLevel($PLAYER_CHAR) = 0

:GENERL3_3193
if 
  $2704 == 0 // $ == int 
jf @GENERL3_3521 
if 
  $2764 == 0 // $ == int 
jf @GENERL3_3521 
if 
   Pickup.Picked_up($2693)
jf @GENERL3_3521 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Model.Destroy(#RUGER)
wait 100 
Car.Create($2850, #INFERNUS, 132.7045, -1211.924, 15.2615)
Car.Angle($2850) = 358.8415
0229: set_car $2850 color_to 1 1 
0129: $2695 = create_actor 21 #SPECIAL01 in_car $2850 driverseat 
01ED: clear_actor $2695 threat_search 
0568: set_actor $2695 untargetable 1 
Car.SetToNormalDriver($2850)
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
Actor.Health($2695) = 600
02C2: car $2850 drive_to_point 132.4825 -1199.147 16.7405 
Car.SetMaxSpeed($2850, 15.0)
0395: clear_area 1 at 132.7045 -1211.924 15.2615 range 30.0 
Camera.SetPosition(146.4568, -1198.275, 17.66698, 0.0, 0.0, 0.0)
Camera.OnPed($2695, 15, 2)
0395: clear_area 1 at 154.763 -1193.619 16.7333 range 8.0 
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 
0171: set_player $PLAYER_CHAR z_angle_to 122.5278 
$2704 = 1 // $ = int 
$2764 = 1 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_3521
if 
  $2704 == 1 // $ == int 
jf @GENERL3_3774 
if 
  $2764 == 1 // $ == int 
jf @GENERL3_3774 
if 
   not Actor.Dead($2695)
jf @GENERL3_3774 
if 
   not Car.Wrecked($2850)
jf @GENERL3_3774 
if 
01AF:   car $2850 0 132.4825 -1199.147 16.7405 radius 3.0 3.0 3.0 
jf @GENERL3_3718 
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 
0171: set_player $PLAYER_CHAR z_angle_to 122.5278 
02C2: car $2850 drive_to_point 151.2979 -1196.164 16.7405 
Car.SetMaxSpeed($2850, 15.0)
$2704 = 2 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_3774 

:GENERL3_3718
if 
  TIMERA > 25000 // @ > int 
jf @GENERL3_3774 
Car.PutAt($2850, 133.0962, -1199.203, 16.7405)
Car.Angle($2850) = 272.7057
TIMERA = 0 // @ = int 

:GENERL3_3774
if 
  $2704 == 2 // $ == int 
jf @GENERL3_4083 
if 
  $2764 == 1 // $ == int 
jf @GENERL3_4083 
if 
   not Actor.Dead($2695)
jf @GENERL3_4083 
if 
   not Car.Wrecked($2850)
jf @GENERL3_4083 
if 
01AF:   car $2850 0 151.2979 -1196.164 16.7405 radius 3.0 3.0 3.0 
jf @GENERL3_4027 
Car.SetToNormalDriver($2850)
wait 750 
Camera.SetPosition(155.74, -1190.988, 17.96301, 0.0, 0.0, 0.0)
Camera.PointAt(155.1032, -1191.757, 17.90615, 2)
if 
   not Actor.Dead($2695)
jf @GENERL3_4006 
if 
   not Car.Wrecked($2850)
jf @GENERL3_4006 
01D3: actor $2695 leave_car $2850 
0210: player $PLAYER_CHAR look_at_actor $2695 
TIMERA = 0 // @ = int 

:GENERL3_4006
$2704 = 3 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_4083 

:GENERL3_4027
if 
  TIMERA > 25000 // @ > int 
jf @GENERL3_4083 
Car.PutAt($2850, 151.3173, -1196.147, 16.7405)
Car.Angle($2850) = 268.9265
TIMERA = 0 // @ = int 

:GENERL3_4083
if 
  $2704 == 3 // $ == int 
jf @GENERL3_4237 
if 
  $2764 == 1 // $ == int 
jf @GENERL3_4237 
if 
   not Actor.Dead($2695)
jf @GENERL3_4237 
if 
   not Actor.Driving($2695)
jf @GENERL3_4237 
04C2: actor $2695 walk_to_actor $PLAYER_ACTOR 
TIMERA = 0 // @ = int 
00BC: text_highpriority 'GEN3_1' time 5000 1  // Hogging all the action, I see...
03D1: play_wav 1 

:GENERL3_4185
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2695)
jf @GENERL3_4216 
wait 0 
jump @GENERL3_4185 

:GENERL3_4216
040D: unload_wav 1 
03D5: remove_text 'GEN3_1'  // Hogging all the action, I see...
$2704 = 4 // $ = int 

:GENERL3_4237
if 
   not Actor.Dead($2695)
jf @GENERL3_4943 
if 
  $2704 == 4 // $ == int 
jf @GENERL3_4943 
if 
  $2764 == 1 // $ == int 
jf @GENERL3_4943 
if or
0126:   actor $2695 objective_passed 
  TIMERA > 20000 // @ > int 
jf @GENERL3_4943 
00BC: text_highpriority 'GEN3_2' time 5000 1  // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03D1: play_wav 2 

:GENERL3_4332
if and
83D2:   not wav 2 ended 
   not Actor.Dead($2695)
jf @GENERL3_4387 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL3_4380 
jump @GENERL3_4733 

:GENERL3_4380
jump @GENERL3_4332 

:GENERL3_4387
040D: unload_wav 2 
03D5: remove_text 'GEN3_2'  // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03CF: load_wav 'COL3_2A' as 1 
03CF: load_wav 'COL3_2B' as 2 

:GENERL3_4425
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_4455 
wait 0 
jump @GENERL3_4425 

:GENERL3_4455
Camera.SetPosition(156.1723, -1199.14, 18.43115, 0.0, 0.0, 0.0)
Camera.PointAt(155.5315, -1198.387, 18.27806, 2)
if 
   not Actor.Dead($2695)
jf @GENERL3_4532 
0372: set_actor $2695 anim 19 wait_state_time 10000 ms 

:GENERL3_4532
00BC: text_highpriority 'GEN3_3' time 5000 1  // I might just do that. The name's Lance, by the way.
03D1: play_wav 1 

:GENERL3_4551
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2695)
jf @GENERL3_4606 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL3_4599 
jump @GENERL3_4733 

:GENERL3_4599
jump @GENERL3_4551 

:GENERL3_4606
040D: unload_wav 1 
03D5: remove_text 'GEN3_3'  // I might just do that. The name's Lance, by the way.
if 
   not Actor.Dead($2695)
jf @GENERL3_4645 
0372: set_actor $2695 anim 0 wait_state_time 100 ms 

:GENERL3_4645
00BC: text_highpriority 'GEN3_4' time 5000 1  // Tommy Vercetti. Let's go...
03D1: play_wav 2 

:GENERL3_4664
if and
83D2:   not wav 2 ended 
   not Actor.Dead($2695)
jf @GENERL3_4719 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL3_4712 
jump @GENERL3_4733 

:GENERL3_4712
jump @GENERL3_4664 

:GENERL3_4719
040D: unload_wav 2 
03D5: remove_text 'GEN3_4'  // Tommy Vercetti. Let's go...

:GENERL3_4733
040D: unload_wav 1 
040D: unload_wav 2 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($2695)
jf @GENERL3_4775 
0372: set_actor $2695 anim 0 wait_state_time 100 ms 

:GENERL3_4775
03EB: clear_small_messages_only 
03CF: load_wav 'COL3_3' as 1 
03CF: load_wav 'COL3_4' as 2 

:GENERL3_4801
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_4831 
wait 0 
jump @GENERL3_4801 

:GENERL3_4831
if 
   not Actor.Dead($2695)
jf @GENERL3_4879 
01DF: tie_actor $2695 to_player $PLAYER_CHAR 
04F5: set_actor $2695 as_player_friend $PLAYER_CHAR flag 1 
$2834 = 1 // $ = int 
0319: set_actor $2695 running 1 

:GENERL3_4879
TIMERA = 0 // @ = int 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
018A: $2763 = create_checkpoint_at $2713 $2714 11.062 
00BC: text_highpriority 'GEN3_44' time 10000 2  // ~g~Go with Lance to the drop off and watch over Diaz.
041E: set_radio_station 3 -1 
$2764 = 2 // $ = int 

:GENERL3_4943
if 
  $2764 == 2 // $ == int 
jf @GENERL3_5022 
if 
  $2868 == 0 // $ == int 
jf @GENERL3_5022 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_5022 
03E5: text_box 'GEN3_57'  // The Kruger is an assault rifle, which allows you to manually aim in 1st person.
TIMERA = 0 // @ = int 
$2868 = 1 // $ = int 

:GENERL3_5022
if 
  $2764 == 2 // $ == int 
jf @GENERL3_5155 
if 
  $2868 == 1 // $ == int 
jf @GENERL3_5155 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_5155 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @GENERL3_5131 
03E5: text_box 'GEN3_59'  // Press ~h~::LOCKON::~w~ to ~h~aim~w~ with an assault rifle.
TIMERA = 0 // @ = int 
$2868 = 2 // $ = int 
jump @GENERL3_5155 

:GENERL3_5131
03E5: text_box 'GEN3_58'  // Press ~h~::LOCKON::~w~ to ~h~aim~w~ with an assault rifle.
TIMERA = 0 // @ = int 
$2868 = 2 // $ = int 

:GENERL3_5155
if 
  $2764 == 2 // $ == int 
jf @GENERL3_5337 
if 
  $2868 == 2 // $ == int 
jf @GENERL3_5337 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_5337 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @GENERL3_5264 
03E5: text_box 'GEN3_62'  // Press ~h~::FIRE::~w~ to ~h~fire~w~ an assault rifle.
TIMERA = 0 // @ = int 
$2868 = 3 // $ = int 
jump @GENERL3_5337 

:GENERL3_5264
if 
  $319 == 2 // $ == int 
jf @GENERL3_5313 
03E5: text_box 'GEN3_61'  // Press ~h~::FIRE::~w~ to ~h~fire~w~ an assault rifle.
TIMERA = 0 // @ = int 
$2868 = 3 // $ = int 
jump @GENERL3_5337 

:GENERL3_5313
03E5: text_box 'GEN3_60'  // Press ~h~::FIRE::~w~ to ~h~fire~w~ an assault rifle.
TIMERA = 0 // @ = int 
$2868 = 3 // $ = int 

:GENERL3_5337
if 
  $2764 == 2 // $ == int 
jf @GENERL3_6194 
if 
   not Actor.Dead($2695)
jf @GENERL3_6194 
if 
00F8:   player $PLAYER_CHAR stopped 1 $2713 $2714 $2715 radius 3.0 3.0 1.5 
jf @GENERL3_6194 
if 
0101:   actor $2695 stopped_near_point $2713 $2714 $2715 radius 3.0 3.0 1.5 sphere 0 
jf @GENERL3_6194 
Model.Destroy(#INFERNUS)
Car.RemoveReferences($2850)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Marker.Disable($2763)
$2834 = 2 // $ = int 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @GENERL3_5829 
03E2: actor $PLAYER_ACTOR leave_any_car 

:GENERL3_5829
if 
   Actor.Driving($2695)
jf @GENERL3_5850 
03E2: actor $2695 leave_any_car 

:GENERL3_5850
0395: clear_area 1 at $2768 $2769 50.0 range 50.0 
Car.Create($2700, #ADMIRAL, $2768, $2769, $2770)
0229: set_car $2700 color_to 8 8 
Car.Angle($2700) = $2771
Car.SetToNormalDriver($2700)
020A: set_car $2700 door_status_to 3 
Car.SetImmunities($2700, 1, 1, 1, 1, 1)
053F: set_car $2700 tires_vulnerable 0 
0129: $2699 = create_actor 10 #SPECIAL02 in_car $2700 driverseat 
Car.SetToNormalDriver($2700)
01ED: clear_actor $2699 threat_search 
Actor.Health($2699) = 500
0568: set_actor $2699 untargetable 1 
01C8: $2697 = create_actor_pedtype 10 model #CLB in_car $2700 passenger_seat 0 
01B2: give_actor $2697 weapon 23 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2697 threat_search 
Actor.Health($2697) = 10
011A: set_actor $2697 search_threat 256 
0243: set_actor $2697 ped_stats_to 16 
02E2: set_actor $2697 weapon_accuracy_to 10 
0568: set_actor $2697 untargetable 1 
01C8: $2698 = create_actor_pedtype 10 model #CLA in_car $2700 passenger_seat 1 
01B2: give_actor $2698 weapon 23 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2698 threat_search 
Actor.Health($2698) = 10
011A: set_actor $2698 search_threat 256 
0243: set_actor $2698 ped_stats_to 16 
02E2: set_actor $2698 weapon_accuracy_to 10 
0568: set_actor $2698 untargetable 1 
Car.SetMaxSpeed($2700, 14.0)
02C2: car $2700 drive_to_point $2772 $2773 $2774 
Camera.SetPosition(453.4417, -534.7897, 19.79188, 0.0, 0.0, 0.0)
Camera.PointAt(453.7277, -533.8484, 19.61285, 2)
$2764 = 3 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_6194
if 
  $2764 == 3 // $ == int 
jf @GENERL3_6797 
if 
   not Actor.Dead($2695)
jf @GENERL3_6797 
if 
   not Actor.Dead($2699)
jf @GENERL3_6797 
if 
   not Actor.Dead($2697)
jf @GENERL3_6797 
if 
   not Actor.Dead($2698)
jf @GENERL3_6797 
if 
   not Car.Wrecked($2700)
jf @GENERL3_6797 
if 
01AD:   car $2700 sphere 0 near_point $2772 $2773 radius 1.3 1.0 
jf @GENERL3_6747 
Camera.SetPosition(462.3437, -491.1512, 11.73179, 0.0, 0.0, 0.0)
Camera.PointAt(462.3286, -490.1543, 11.65438, 2)
Car.SetToNormalDriver($2700)
if 
   not Actor.Driving($2695)
jf @GENERL3_6740 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @GENERL3_6740 
0395: clear_area 1 at 461.4244 -493.8346 100.0 range 100.0 
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 
Actor.PutAt($2695, 462.4995, -495.6623, -100.0)
0395: clear_area 1 at 461.4244 -493.8346 100.0 range 100.0 
0210: player $PLAYER_CHAR look_at_actor $2699 
020E: actor $2695 look_at_actor $2699 
01E0: clear_leader $2695 
0319: set_actor $2695 running 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
if 
   Actor.Driving($2699)
jf @GENERL3_6558 
03E2: actor $2699 leave_any_car 

:GENERL3_6558
0211: actor $2699 walk_to 461.4244 -493.8346 
wait 350 
$2775 = 1 // $ = int 
if 
   not Actor.Dead($2697)
jf @GENERL3_6627 
if 
   Actor.Driving($2697)
jf @GENERL3_6627 
03E2: actor $2697 leave_any_car 
wait 250 

:GENERL3_6627
if 
   not Actor.Dead($2698)
jf @GENERL3_6664 
if 
   Actor.Driving($2698)
jf @GENERL3_6664 
03E2: actor $2698 leave_any_car 

:GENERL3_6664
if 
   not Actor.Dead($2697)
jf @GENERL3_6695 
0211: actor $2697 walk_to 460.9342 -492.7018 

:GENERL3_6695
if 
   not Actor.Dead($2698)
jf @GENERL3_6726 
0211: actor $2698 walk_to 462.7259 -492.7736 

:GENERL3_6726
$2764 = 4 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_6740
jump @GENERL3_6797 

:GENERL3_6747
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_6797 
Car.PutAt($2700, $2772, $2773, -100.0)
Car.Angle($2700) = $2771
TIMERA = 0 // @ = int 

:GENERL3_6797
if 
  $2775 == 1 // $ == int 
jf @GENERL3_6911 
if 
   not Actor.Dead($2699)
jf @GENERL3_6911 
if 
   not Actor.Dead($2695)
jf @GENERL3_6911 
if 
82CB:   not actor $2699 bounding_sphere_visible 
jf @GENERL3_6911 
Camera.SetPosition(458.0866, -494.786, 11.68491, 0.0, 0.0, 0.0)
Camera.OnPed($2699, 15, 2)
$2775 = 2 // $ = int 

:GENERL3_6911
if 
  $2764 == 4 // $ == int 
jf @GENERL3_7578 
if 
   not Actor.Dead($2699)
jf @GENERL3_7578 
if 
   not Actor.Dead($2695)
jf @GENERL3_7578 
if 
00E7:   player $PLAYER_CHAR stopped 0 461.4445 -495.2143 radius 2.0 2.0 
jf @GENERL3_7522 
if 
00F0:   actor $2695 stopped 0 461.4445 -495.2143 radius 2.0 2.0 
jf @GENERL3_7459 
if 
00F0:   actor $2699 stopped 0 461.4445 -495.2143 radius 2.0 2.0 
jf @GENERL3_7396 
if 
   not Actor.Dead($2697)
jf @GENERL3_7389 
if 
   not Actor.Dead($2698)
jf @GENERL3_7389 
if 
   not Car.Wrecked($2700)
jf @GENERL3_7389 
0319: set_actor $2695 running 0 
011C: actor $2699 clear_objective 
011C: actor $PLAYER_ACTOR clear_objective 
020F: actor $2699 look_at_player $PLAYER_CHAR 
Car.LockInCurrentPosition($2700, True)
0372: set_actor $2699 anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_5' time 5000 1  // You must be Cortez's new gun.
03D1: play_wav 1 

:GENERL3_7184
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2699)
jf @GENERL3_7215 
wait 0 
jump @GENERL3_7184 

:GENERL3_7215
040D: unload_wav 1 
03D5: remove_text 'GEN3_5'  // You must be Cortez's new gun.
0372: set_actor $2699 anim 0 wait_state_time 100 ms 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_6' time 5000 1  // Until more gainful opportunities arise.
03D1: play_wav 2 

:GENERL3_7267
if and
83D2:   not wav 2 ended 
   not Actor.Dead($2699)
jf @GENERL3_7298 
wait 0 
jump @GENERL3_7267 

:GENERL3_7298
040D: unload_wav 2 
03D5: remove_text 'GEN3_6'  // Until more gainful opportunities arise.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
03CF: load_wav 'COL3_5' as 1 
03CF: load_wav 'COL3_6' as 2 

:GENERL3_7345
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_7375 
wait 0 
jump @GENERL3_7345 

:GENERL3_7375
TIMERA = 0 // @ = int 
$2764 = 5 // $ = int 

:GENERL3_7389
jump @GENERL3_7452 

:GENERL3_7396
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_7452 
Actor.PutAt($2699, 461.4244, -493.8346, -100.0)
Actor.Angle($2699) = 169.954
TIMERA = 0 // @ = int 

:GENERL3_7452
jump @GENERL3_7515 

:GENERL3_7459
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_7515 
Actor.PutAt($2695, 462.4995, -495.6623, -100.0)
Actor.Angle($2695) = 350.0
TIMERA = 0 // @ = int 

:GENERL3_7515
jump @GENERL3_7578 

:GENERL3_7522
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_7578 
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 350.0 
TIMERA = 0 // @ = int 

:GENERL3_7578
if 
  $2764 == 5 // $ == int 
jf @GENERL3_7967 
if 
   not Actor.Dead($2699)
jf @GENERL3_7967 
if 
   not Actor.Dead($2695)
jf @GENERL3_7967 
if 
  TIMERA > 500 // @ > int 
jf @GENERL3_7967 
0350: set_actor $2699 maintain_position_when_attacked 1 
0210: player $PLAYER_CHAR look_at_actor $2695 
020F: actor $2695 look_at_player $PLAYER_CHAR 
Camera.SetPosition(463.0205, -492.5053, 11.51502, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
if 
   not Actor.Dead($2698)
jf @GENERL3_7734 
0337: set_actor $2698 visibility 0 

:GENERL3_7734
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_7' time 5000 1  // They'll be here any minute - we both better get a good vantage point...
03D1: play_wav 1 

:GENERL3_7763
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2699)
jf @GENERL3_7794 
wait 0 
jump @GENERL3_7763 

:GENERL3_7794
040D: unload_wav 1 
03D5: remove_text 'GEN3_7'  // They'll be here any minute - we both better get a good vantage point...
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @GENERL3_7833 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 

:GENERL3_7833
if 
   not Actor.Dead($2695)
jf @GENERL3_7859 
0372: set_actor $2695 anim 19 wait_state_time 10000 ms 

:GENERL3_7859
00BC: text_highpriority 'GEN3_8' time 5000 1  // OK! I'll take the balcony, you get the roof across the yard.
03D1: play_wav 2 

:GENERL3_7878
if and
83D2:   not wav 2 ended 
   not Actor.Dead($2699)
jf @GENERL3_7909 
wait 0 
jump @GENERL3_7878 

:GENERL3_7909
040D: unload_wav 2 
03D5: remove_text 'GEN3_8'  // OK! I'll take the balcony, you get the roof across the yard.
if 
   not Actor.Dead($2695)
jf @GENERL3_7948 
0372: set_actor $2695 anim 0 wait_state_time 100 ms 

:GENERL3_7948
01E0: clear_leader $2695 
TIMERA = 0 // @ = int 
$2764 = 6 // $ = int 

:GENERL3_7967
if 
  $2764 == 6 // $ == int 
jf @GENERL3_8176 
if 
   not Actor.Dead($2699)
jf @GENERL3_8176 
if 
   not Actor.Dead($2695)
jf @GENERL3_8176 
if 
   not Actor.Dead($2697)
jf @GENERL3_8176 
if 
   not Actor.Dead($2698)
jf @GENERL3_8176 
01B2: give_actor $2699 weapon 23 ammo 3000 // Load the weapon model before using this 
0337: set_actor $2698 visibility 1 
02A3: enable_widescreen 0 
Camera.Restore
Player.CanMove($PLAYER_CHAR, True)
018A: $2719 = create_checkpoint_at $2716 $2717 $2718 
009E: set_actor $2695 path $2720 $2721 $2722 unknown 1.0 1 
0350: set_actor $2699 maintain_position_when_attacked 1 
0350: set_actor $2697 maintain_position_when_attacked 1 
0350: set_actor $2698 maintain_position_when_attacked 1 
0514: set_actor $2699 can_be_damaged_by_members_of_gang 3 0 
0514: set_actor $2697 can_be_damaged_by_members_of_gang 3 0 
0514: set_actor $2698 can_be_damaged_by_members_of_gang 3 0 
TIMERA = 0 // @ = int 
$2764 = 7 // $ = int 

:GENERL3_8176
if 
  $2764 == 7 // $ == int 
jf @GENERL3_8273 
if 
   not Actor.Dead($2695)
jf @GENERL3_8273 
if 
80FF:   not actor $2695 0 $2720 $2721 $2722 radius 2.0 2.0 2.0 
jf @GENERL3_8273 
009E: set_actor $2695 path $2720 $2721 $2722 unknown 1.0 1 

:GENERL3_8273
if 
  $2764 > 6 // $ > int 
jf @GENERL3_8427 
if 
   not Actor.Dead($2699)
jf @GENERL3_8329 
$2703 = Actor.Health($2699)
$2703 /= 5 // $ /= int 
jump @GENERL3_8336 

:GENERL3_8329
$2703 = 0 // $ = int 

:GENERL3_8336
if 
  0 >= $2703 // int >= $ 
jf @GENERL3_8359 
0151: remove_status_text $2703 

:GENERL3_8359
if 
   not Actor.Dead($2695)
jf @GENERL3_8397 
$2864 = Actor.Health($2695)
$2864 /= 6 // $ /= int 
jump @GENERL3_8404 

:GENERL3_8397
$2864 = 0 // $ = int 

:GENERL3_8404
if 
  0 >= $2864 // int >= $ 
jf @GENERL3_8427 
0151: remove_status_text $2864 

:GENERL3_8427
if and
  $2764 > 7 // $ > int 
  13 > $2764 // int > $ 
jf @GENERL3_11167 
if 
   not Actor.Dead($2695)
jf @GENERL3_10743 
if 
   Actor.Dead($2697)
jf @GENERL3_8534 
if 
  $2832 == 0 // $ == int 
jf @GENERL3_8534 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8534 
$2830 = 1 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8534
if 
  $2860 == 0 // $ == int 
jf @GENERL3_8607 
if 
031D:   actor $2695 hit_by_weapon 22 
jf @GENERL3_8607 
0467: set_actor $2695 clear_last_weapon_damage 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8607 
$2830 = 3 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8607
if 
02E0:   actor $2695 firing_weapon 
jf @GENERL3_8673 
if 
  $2833 == 0 // $ == int 
jf @GENERL3_8673 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8673 
$2830 = 4 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8673
if 
02E0:   actor $2695 firing_weapon 
jf @GENERL3_8739 
if 
  $2833 == 1 // $ == int 
jf @GENERL3_8739 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8739 
$2830 = 5 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8739
if 
02E0:   actor $2695 firing_weapon 
jf @GENERL3_8805 
if 
  $2833 == 2 // $ == int 
jf @GENERL3_8805 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8805 
$2830 = 9 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8805
if 
  $2860 == 1 // $ == int 
jf @GENERL3_8878 
if 
031D:   actor $2695 hit_by_weapon 22 
jf @GENERL3_8878 
0467: set_actor $2695 clear_last_weapon_damage 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8878 
$2830 = 6 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8878
if 
  $2860 == 2 // $ == int 
jf @GENERL3_8951 
if 
031D:   actor $2695 hit_by_weapon 22 
jf @GENERL3_8951 
0467: set_actor $2695 clear_last_weapon_damage 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_8951 
$2830 = 7 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_8951
if 
  $2860 == 3 // $ == int 
jf @GENERL3_9024 
if 
031D:   actor $2695 hit_by_weapon 22 
jf @GENERL3_9024 
0467: set_actor $2695 clear_last_weapon_damage 
if 
  $2830 == 0 // $ == int 
jf @GENERL3_9024 
$2830 = 8 // $ = int 
$2831 = 0 // $ = int 

:GENERL3_9024
if 
  $2830 == 1 // $ == int 
jf @GENERL3_9238 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_9086 
03CF: load_wav 'COL3_10' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_9238 

:GENERL3_9086
if 
  $2831 == 1 // $ == int 
jf @GENERL3_9126 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9126 
$2831 = 2 // $ = int 

:GENERL3_9126
if 
  $2831 == 2 // $ == int 
jf @GENERL3_9170 
00BC: text_highpriority 'GEN3_16' time 5000 1  // Diaz's men are getting cut down!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_9170
if 
  $2831 == 3 // $ == int 
jf @GENERL3_9238 
if 
03D2:   wav 1 ended 
jf @GENERL3_9238 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_16'  // Diaz's men are getting cut down!
$2832 = 1 // $ = int 

:GENERL3_9238
if 
  $2830 == 3 // $ == int 
jf @GENERL3_9452 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_9300 
03CF: load_wav 'COL3_8' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_9452 

:GENERL3_9300
if 
  $2831 == 1 // $ == int 
jf @GENERL3_9340 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9340 
$2831 = 2 // $ = int 

:GENERL3_9340
if 
  $2831 == 2 // $ == int 
jf @GENERL3_9384 
00BC: text_highpriority 'GEN3_14' time 5000 1  // Tommy! I need some help here!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_9384
if 
  $2831 == 3 // $ == int 
jf @GENERL3_9452 
if 
03D2:   wav 1 ended 
jf @GENERL3_9452 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_14'  // Tommy! I need some help here!
$2860 = 1 // $ = int 

:GENERL3_9452
if 
  $2830 == 4 // $ == int 
jf @GENERL3_9666 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_9514 
03CF: load_wav 'COL3_18' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_9666 

:GENERL3_9514
if 
  $2831 == 1 // $ == int 
jf @GENERL3_9554 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9554 
$2831 = 2 // $ = int 

:GENERL3_9554
if 
  $2831 == 2 // $ == int 
jf @GENERL3_9598 
00BC: text_highpriority 'GEN3_46' time 5000 1  // Sheeit!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_9598
if 
  $2831 == 3 // $ == int 
jf @GENERL3_9666 
if 
03D2:   wav 1 ended 
jf @GENERL3_9666 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_46'  // Sheeit!
$2833 = 1 // $ = int 

:GENERL3_9666
if 
  $2830 == 5 // $ == int 
jf @GENERL3_9880 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_9728 
03CF: load_wav 'COL3_9' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_9880 

:GENERL3_9728
if 
  $2831 == 1 // $ == int 
jf @GENERL3_9768 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9768 
$2831 = 2 // $ = int 

:GENERL3_9768
if 
  $2831 == 2 // $ == int 
jf @GENERL3_9812 
00BC: text_highpriority 'GEN3_15' time 5000 1  // Don't worry, I got you covered!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_9812
if 
  $2831 == 3 // $ == int 
jf @GENERL3_9880 
if 
03D2:   wav 1 ended 
jf @GENERL3_9880 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_15'  // Don't worry, I got you covered!
$2833 = 2 // $ = int 

:GENERL3_9880
if 
  $2830 == 6 // $ == int 
jf @GENERL3_10094 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_9942 
03CF: load_wav 'COL3_20' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_10094 

:GENERL3_9942
if 
  $2831 == 1 // $ == int 
jf @GENERL3_9982 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9982 
$2831 = 2 // $ = int 

:GENERL3_9982
if 
  $2831 == 2 // $ == int 
jf @GENERL3_10026 
00BC: text_highpriority 'GEN3_48' time 5000 1  // Damn!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_10026
if 
  $2831 == 3 // $ == int 
jf @GENERL3_10094 
if 
03D2:   wav 1 ended 
jf @GENERL3_10094 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2860 = 2 // $ = int 

:GENERL3_10094
if 
  $2830 == 7 // $ == int 
jf @GENERL3_10308 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_10156 
03CF: load_wav 'COL3_17' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_10308 

:GENERL3_10156
if 
  $2831 == 1 // $ == int 
jf @GENERL3_10196 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10196 
$2831 = 2 // $ = int 

:GENERL3_10196
if 
  $2831 == 2 // $ == int 
jf @GENERL3_10240 
00BC: text_highpriority 'GEN3_47' time 5000 1  // Tommy!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_10240
if 
  $2831 == 3 // $ == int 
jf @GENERL3_10308 
if 
03D2:   wav 1 ended 
jf @GENERL3_10308 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_47'  // Tommy!
$2860 = 3 // $ = int 

:GENERL3_10308
if 
  $2830 == 8 // $ == int 
jf @GENERL3_10522 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_10370 
03CF: load_wav 'COL3_19' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_10522 

:GENERL3_10370
if 
  $2831 == 1 // $ == int 
jf @GENERL3_10410 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10410 
$2831 = 2 // $ = int 

:GENERL3_10410
if 
  $2831 == 2 // $ == int 
jf @GENERL3_10454 
00BC: text_highpriority 'GEN3_48' time 5000 1  // Damn!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_10454
if 
  $2831 == 3 // $ == int 
jf @GENERL3_10522 
if 
03D2:   wav 1 ended 
jf @GENERL3_10522 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2860 = 4 // $ = int 

:GENERL3_10522
if 
  $2830 == 9 // $ == int 
jf @GENERL3_10736 
if 
  $2831 == 0 // $ == int 
jf @GENERL3_10584 
03CF: load_wav 'COL3_23' as 1 
$2831 = 1 // $ = int 
jump @GENERL3_10736 

:GENERL3_10584
if 
  $2831 == 1 // $ == int 
jf @GENERL3_10624 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10624 
$2831 = 2 // $ = int 

:GENERL3_10624
if 
  $2831 == 2 // $ == int 
jf @GENERL3_10668 
00BC: text_highpriority 'GEN3_52' time 5000 1  // They think they can take on RICARDO DIAZ!?!
03D1: play_wav 1 
$2831 = 3 // $ = int 

:GENERL3_10668
if 
  $2831 == 3 // $ == int 
jf @GENERL3_10736 
if 
03D2:   wav 1 ended 
jf @GENERL3_10736 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_52'  // They think they can take on RICARDO DIAZ!?!
$2833 = 3 // $ = int 

:GENERL3_10736
jump @GENERL3_11167 

:GENERL3_10743
if 
  $2830 == 1 // $ == int 
jf @GENERL3_10796 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_16'  // Diaz's men are getting cut down!
$2832 = 1 // $ = int 

:GENERL3_10796
if 
  $2830 == 3 // $ == int 
jf @GENERL3_10849 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_14'  // Tommy! I need some help here!
$2860 = 1 // $ = int 

:GENERL3_10849
if 
  $2830 == 4 // $ == int 
jf @GENERL3_10902 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_46'  // Sheeit!
$2833 = 1 // $ = int 

:GENERL3_10902
if 
  $2830 == 5 // $ == int 
jf @GENERL3_10955 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_15'  // Don't worry, I got you covered!
$2833 = 2 // $ = int 

:GENERL3_10955
if 
  $2830 == 6 // $ == int 
jf @GENERL3_11008 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2860 = 2 // $ = int 

:GENERL3_11008
if 
  $2830 == 7 // $ == int 
jf @GENERL3_11061 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_47'  // Tommy!
$2860 = 3 // $ = int 

:GENERL3_11061
if 
  $2830 == 8 // $ == int 
jf @GENERL3_11114 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2860 = 4 // $ = int 

:GENERL3_11114
if 
  $2830 == 9 // $ == int 
jf @GENERL3_11167 
$2831 = 0 // $ = int 
$2830 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_52'  // They think they can take on RICARDO DIAZ!?!
$2833 = 3 // $ = int 

:GENERL3_11167
if 
  $2764 == 7 // $ == int 
jf @GENERL3_11889 
if 
   not Actor.Dead($2699)
jf @GENERL3_11889 
if 
   not Actor.Dead($2695)
jf @GENERL3_11889 
if 
00F9:   player $PLAYER_CHAR stopped 1 $2716 $2717 $2718 radius 1.0 1.0 2.0 
jf @GENERL3_11889 
if 
00FF:   actor $2695 0 $2720 $2721 $2722 radius 2.0 2.0 2.0 
jf @GENERL3_11847 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
Actor.Angle($2695) = $2723
Marker.Disable($2719)
02A9: set_actor $2699 immune_to_nonplayer 1 
Model.Load(#CUBAN)
Model.Load(#CBA)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#BURRITO)
Model.Load(#VOODOO)
Model.Load(#TEC9)

:GENERL3_11371
if or
   not Model.Available(#CUBAN)
   not Model.Available(#CBA)
   not Model.Available(#VOODOO)
jf @GENERL3_11407 
wait 0 
jump @GENERL3_11371 

:GENERL3_11407
if or
   not Model.Available(#TEC9)
   not Model.Available(#HNA)
   not Model.Available(#HNB)
   not Model.Available(#BURRITO)
jf @GENERL3_11447 
wait 0 
jump @GENERL3_11407 

:GENERL3_11447
0395: clear_area 1 at $2707 $2708 500.0 range 500.0 
Car.Create($2706, #CUBAN, $2707, $2708, $2709)
053F: set_car $2706 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2706, True)
04E0: car $2706 abandon_path_radius 3 
Car.Angle($2706) = $2710
Car.Health($2706) = 3500
0129: $2711 = create_actor 7 #CBA in_car $2706 driverseat 
01B2: give_actor $2711 weapon 22 ammo 3000 // Load the weapon model before using this 
Car.SetToNormalDriver($2706)
01ED: clear_actor $2711 threat_search 
011A: set_actor $2711 search_threat 256 
Actor.Health($2711) = 10
0568: set_actor $2711 untargetable 1 
01C8: $2712 = create_actor_pedtype 7 model #CBA in_car $2706 passenger_seat 0 
01B2: give_actor $2712 weapon 22 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2712 threat_search 
011A: set_actor $2712 search_threat 256 
Actor.Health($2712) = 10
01DE: tie_actor $2712 to_actor $2711 
0568: set_actor $2712 untargetable 1 
if 
   not Actor.Dead($2699)
jf @GENERL3_11658 
020E: actor $2699 look_at_actor $2711 

:GENERL3_11658
Camera.SetPosition(461.6999, -476.1379, 18.4551, 0.0, 0.0, 0.0)
Camera.PointAt(461.5766, -477.0688, 18.11078, 2)
Car.PutAt($2706, 448.662, -525.4344, 9.576)
Car.Angle($2706) = 329.7276
02C2: car $2706 drive_to_point 465.2766 -496.3094 10.82948 
Car.SetMaxSpeed($2706, 8.0)
020E: actor $PLAYER_ACTOR look_at_actor $2711 
00BC: text_highpriority 'GEN3_37' time 10000 2  // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
04F7: status_text $2703 1 line 1 'GEN3_22'  // Diaz's Health:
04F7: status_text $2864 1 line 3 'GEN3_49'  // lance's health:
TIMERA = 0 // @ = int 
$2764 = 8 // $ = int 
jump @GENERL3_11889 

:GENERL3_11847
if 
  TIMERA > 35000 // @ > int 
jf @GENERL3_11889 
Actor.PutAt($2695, $2720, $2721, $2722)
TIMERA = 0 // @ = int 

:GENERL3_11889
if 
  $2764 == 8 // $ == int 
jf @GENERL3_12176 
if 
   not Actor.Dead($2699)
jf @GENERL3_12176 
if 
   not Actor.Dead($2695)
jf @GENERL3_12176 
if 
   not Actor.Dead($2711)
jf @GENERL3_12176 
if 
   not Actor.Dead($2712)
jf @GENERL3_12176 
if 
   not Car.Wrecked($2706)
jf @GENERL3_12176 
if 
01AD:   car $2706 sphere 0 near_point 465.2766 -496.3094 radius 1.5 1.5 
jf @GENERL3_12120 
Car.SetMaxSpeed($2706, 0.0)
0210: player $PLAYER_CHAR look_at_actor $2711 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03D5: remove_text 'GEN3_37'  // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
011A: set_actor $2699 search_threat 256 
0243: set_actor $2699 ped_stats_to 16 
01D3: actor $2711 leave_car $2706 
01D3: actor $2712 leave_car $2706 
$2764 = 9 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_12176 

:GENERL3_12120
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_12176 
Car.PutAt($2706, 465.2766, -496.3094, -100.0)
Car.Angle($2706) = 349.697
TIMERA = 0 // @ = int 

:GENERL3_12176
if 
  $2764 == 9 // $ == int 
jf @GENERL3_12350 
if 
   not Actor.Dead($2699)
jf @GENERL3_12350 
if 
   not Actor.Dead($2695)
jf @GENERL3_12350 
if 
   not Actor.Dead($2711)
jf @GENERL3_12350 
if 
   not Actor.Dead($2712)
jf @GENERL3_12350 
if 
   not Actor.Driving($2711)
jf @GENERL3_12350 
if 
   not Actor.Driving($2712)
jf @GENERL3_12350 
if 
   not Car.Wrecked($2706)
jf @GENERL3_12350 
020A: set_car $2706 door_status_to 3 
0211: actor $2711 walk_to 461.4597 -494.8022 
0211: actor $2712 walk_to 462.4995 -495.6623 
$2764 = 10 // $ = int 

:GENERL3_12350
if 
  $2764 == 10 // $ == int 
jf @GENERL3_12734 
if 
   not Actor.Dead($2699)
jf @GENERL3_12734 
if 
   not Actor.Dead($2695)
jf @GENERL3_12734 
if 
   not Actor.Dead($2711)
jf @GENERL3_12734 
if 
   not Actor.Dead($2712)
jf @GENERL3_12734 
if or
00F0:   actor $2711 stopped 0 461.4445 -495.2143 radius 2.5 2.5 
  TIMERA > 35000 // @ > int 
jf @GENERL3_12734 
if or
00F0:   actor $2712 stopped 0 461.4445 -495.2143 radius 3.0 3.0 
  TIMERA > 35000 // @ > int 
jf @GENERL3_12734 
Actor.StorePos($2711, $2839, $2840, $2841)
Actor.StorePos($2699, $2842, $2843, $2844)
$2840 *= -1.0 // $ *= float 
$2843 *= -1.0 // $ *= float 
0086: $2845 = $2839 // $ = $ float 
0059: $2845 += $2842 // $ += $ float 
0086: $2846 = $2843 // $ = $ float 
0059: $2846 += $2840 // $ += $ float 
$2845 /= 2.0 // $ /= float 
$2846 /= 2.0 // $ /= float 
$2846 *= -1.0 // $ *= float 
Object.Create($2837, #BRIEFCASE, $2845, $2846, 10.0625)
02A9: set_actor $2699 immune_to_nonplayer 0 
0446: set_actor $2699 dismemberment_possible 0 
0446: set_actor $2695 dismemberment_possible 0 
03F9: make_actors $2711 $2699 converse_in 20000 ms 
01E0: clear_leader $2712 
0350: set_actor $2712 maintain_position_when_attacked 1 
0350: set_actor $2711 maintain_position_when_attacked 1 
TIMERA = 0 // @ = int 
04E3: set_player $PLAYER_CHAR mood 2 duration 120000 
$2764 = 11 // $ = int 

:GENERL3_12734
if 
  $2764 == 11 // $ == int 
jf @GENERL3_12911 
if 
  TIMERA > 4000 // @ > int 
jf @GENERL3_12911 
if 
   not Actor.Dead($2695)
jf @GENERL3_12911 
if 
   not Actor.Dead($2697)
jf @GENERL3_12911 
if 
   not Actor.Dead($2698)
jf @GENERL3_12911 
if 
   not Actor.Dead($2712)
jf @GENERL3_12911 
0350: set_actor $2695 maintain_position_when_attacked 1 
011A: set_actor $2695 search_threat 256 
01B2: give_actor $2695 weapon 23 ammo 300000 // Load the weapon model before using this 
0243: set_actor $2695 ped_stats_to 16 
0350: set_actor $2697 maintain_position_when_attacked 0 
0350: set_actor $2698 maintain_position_when_attacked 0 
0350: set_actor $2712 maintain_position_when_attacked 0 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$2764 = 12 // $ = int 

:GENERL3_12911
if 
  $2764 > 5 // $ > int 
jf @GENERL3_13164 
if 
  13 > $2764 // int > $ 
jf @GENERL3_13164 
if 
  $2820 == 0 // $ == int 
jf @GENERL3_13164 
if or
051A:   actor $2699 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2697 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2698 damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead($2697)
   Actor.Dead($2698)
jf @GENERL3_13164 
if 
   not Actor.Dead($2699)
jf @GENERL3_13033 
011A: set_actor $2699 search_threat 1 

:GENERL3_13033
if 
   not Actor.Dead($2697)
jf @GENERL3_13056 
011A: set_actor $2697 search_threat 1 

:GENERL3_13056
if 
   not Actor.Dead($2698)
jf @GENERL3_13079 
011A: set_actor $2698 search_threat 1 

:GENERL3_13079
if 
   not Actor.Dead($2699)
jf @GENERL3_13100 
054E: clear_actor $2699 damage 

:GENERL3_13100
if 
   not Actor.Dead($2697)
jf @GENERL3_13121 
054E: clear_actor $2697 damage 

:GENERL3_13121
if 
   not Actor.Dead($2698)
jf @GENERL3_13142 
054E: clear_actor $2698 damage 

:GENERL3_13142
00BC: text_highpriority 'GEN3_33' time 7000 1  // ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them!
jump @GENERL3_26217 

:GENERL3_13164
if 
  $2764 > 7 // $ > int 
jf @GENERL3_13355 
if 
  13 > $2764 // int > $ 
jf @GENERL3_13355 
if 
  $2820 == 0 // $ == int 
jf @GENERL3_13355 
if or
051A:   actor $2711 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2712 damaged_by_actor $PLAYER_ACTOR 
jf @GENERL3_13355 
if 
   not Actor.Dead($2711)
jf @GENERL3_13268 
011A: set_actor $2711 search_threat 1 

:GENERL3_13268
if 
   not Actor.Dead($2712)
jf @GENERL3_13291 
011A: set_actor $2712 search_threat 1 

:GENERL3_13291
00BC: text_highpriority 'GEN3_34' time 7000 1  // ~r~There ain't gonna be a deal if you shoot the Cubans!
if 
   not Actor.Dead($2711)
jf @GENERL3_13327 
054E: clear_actor $2699 damage 

:GENERL3_13327
if 
   not Actor.Dead($2712)
jf @GENERL3_13348 
054E: clear_actor $2697 damage 

:GENERL3_13348
jump @GENERL3_26217 

:GENERL3_13355
if 
  $2861 == 1 // $ == int 
jf @GENERL3_13461 
if 
  $2764 == 12 // $ == int 
jf @GENERL3_13461 
if 
   not Actor.Dead($2699)
jf @GENERL3_13461 
if 
  $2865 == 0 // $ == int 
jf @GENERL3_13461 
0350: set_actor $2699 maintain_position_when_attacked 0 
0239: actor $2699 run_to 463.2771 -495.5872 
$2865 = 1 // $ = int 
$2861 = 2 // $ = int 

:GENERL3_13461
if 
  $2861 == 2 // $ == int 
jf @GENERL3_13575 
if 
  $2764 == 12 // $ == int 
jf @GENERL3_13575 
if 
   not Actor.Dead($2699)
jf @GENERL3_13575 
if 
00ED:   actor $2699 0 463.2771 -495.5872 radius 1.0 1.0 
jf @GENERL3_13575 
0350: set_actor $2699 maintain_position_when_attacked 1 
Actor.Angle($2699) = 69.0
$2861 = 3 // $ = int 

:GENERL3_13575
if 
  $2764 == 12 // $ == int 
jf @GENERL3_13669 
if 
  $2861 == 3 // $ == int 
jf @GENERL3_13669 
if 
   not Actor.Dead($2699)
jf @GENERL3_13669 
if 
   not Actor.Dead($2695)
jf @GENERL3_13669 
if 
02E0:   actor $2695 firing_weapon 
jf @GENERL3_13669 
04EB: actor $2699 crouch 1 5000 ms 

:GENERL3_13669
if 
  $2764 == 12 // $ == int 
jf @GENERL3_13825 
if 
82AD:   not player $PLAYER_CHAR in_area 453.5544 -461.5191 441.1417 -531.2878 radius 33.5 sphere 0 
jf @GENERL3_13825 
if 
   not Actor.Dead($2699)
jf @GENERL3_13825 
if 
82CB:   not actor $2699 bounding_sphere_visible 
jf @GENERL3_13825 
if 
   not $2824 == 1 // $ == int 
jf @GENERL3_13825 
if 
   not $2823 == 1 // $ == int 
jf @GENERL3_13825 
0321: kill_actor $2699 
00BC: text_highpriority 'GEN3_56' time 5000 1  // ~r~Diaz was ambushed and died! Next time keep him in your sights!
jump @GENERL3_26217 

:GENERL3_13825
if 
  $2764 == 12 // $ == int 
jf @GENERL3_19683 
if 
  TIMERA > 5000 // @ > int 
jf @GENERL3_14738 
if 
  $2777 == 0 // $ == int 
jf @GENERL3_14145 
0395: clear_area 0 at $2778 $2779 $2780 range 5.0 
Car.Create($2776, #VOODOO, $2778, $2779, $2780)
053F: set_car $2776 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2776, True)
Car.Angle($2776) = $2781
0129: $2724 = create_actor 8 #HNA in_car $2776 driverseat 
054A: set_actor $2724 can_be_shot_in_a_car 0 
01B2: give_actor $2724 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2724 threat_search 
011A: set_actor $2724 search_threat 1024 
011A: set_actor $2724 search_threat 128 
0243: set_actor $2724 ped_stats_to 16 
0162: $2748 = create_marker_above_actor $2724 color 4 display 2 
0168: set_marker $2748 size 2 
Actor.Health($2724) = 150
01C8: $2725 = create_actor_pedtype 8 model #HNB in_car $2776 passenger_seat 0 
054A: set_actor $2725 can_be_shot_in_a_car 0 
01B2: give_actor $2725 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2725 threat_search 
011A: set_actor $2725 search_threat 1024 
011A: set_actor $2725 search_threat 128 
0243: set_actor $2725 ped_stats_to 16 
0162: $2749 = create_marker_above_actor $2725 color 4 display 2 
0168: set_marker $2749 size 2 
Actor.Health($2725) = 150
020A: set_car $2776 door_status_to 3 
Car.Health($2776) = 5000
Car.SetToNormalDriver($2776)
$2820 = 1 // $ = int 
$2777 = 1 // $ = int 

:GENERL3_14145
if 
  $2777 == 1 // $ == int 
jf @GENERL3_14223 
if 
   not Car.Wrecked($2776)
jf @GENERL3_14223 
02C2: car $2776 drive_to_point 462.3186 -503.6335 10.77767 
Car.SetMaxSpeed($2776, 24.0)
00AE: set_vehicle $2776 traffic_behavior_to 3 
$2777 = 2 // $ = int 

:GENERL3_14223
if 
  $2777 == 2 // $ == int 
jf @GENERL3_14298 
if 
   not Car.Wrecked($2776)
jf @GENERL3_14298 
if 
01AD:   car $2776 sphere 0 near_point $2782 $2783 radius 4.0 4.0 
jf @GENERL3_14298 
$2777 = 3 // $ = int 

:GENERL3_14298
if 
  $2777 == 3 // $ == int 
jf @GENERL3_14339 
if 
   not Car.Wrecked($2776)
jf @GENERL3_14339 
$2777 = 4 // $ = int 

:GENERL3_14339
if 
  $2777 == 4 // $ == int 
jf @GENERL3_14568 
if 
   not Car.Wrecked($2776)
jf @GENERL3_14568 
if 
   not Actor.Dead($2724)
jf @GENERL3_14568 
if 
   not Actor.Dead($2725)
jf @GENERL3_14568 
if 
01AD:   car $2776 sphere 0 near_point 462.3186 -503.6335 radius 3.0 3.0 
jf @GENERL3_14568 
if 
  $2861 == 0 // $ == int 
jf @GENERL3_14483 
00BC: text_highpriority 'GEN3_19' time 7000 2  // ~g~They're busting the deal! Protect Diaz!
$2861 = 1 // $ = int 

:GENERL3_14483
Car.SetToNormalDriver($2776)
Car.Health($2776) = 1000
Car.ImmuneToNonPlayer($2776, True)
03E2: actor $2724 leave_any_car 
03E2: actor $2725 leave_any_car 
if 
   not Actor.Dead($2712)
jf @GENERL3_14537 
020E: actor $2712 look_at_actor $2724 

:GENERL3_14537
if 
   not Actor.Dead($2711)
jf @GENERL3_14561 
020E: actor $2711 look_at_actor $2725 

:GENERL3_14561
$2777 = 5 // $ = int 

:GENERL3_14568
if 
   not Actor.Dead($2724)
jf @GENERL3_14738 
if 
   not Actor.Driving($2724)
jf @GENERL3_14738 
if 
  $2777 == 5 // $ == int 
jf @GENERL3_14738 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL3_14689 
if 
80E9:   not player $PLAYER_CHAR 0 $2724 radius 5.0 5.0 
jf @GENERL3_14682 
01BD: $2851 = current_time_in_ms 
04EB: actor $2724 crouch 1 300000 ms 

:GENERL3_14682
jump @GENERL3_14738 

:GENERL3_14689
01BD: $2852 = current_time_in_ms 
0084: $2853 = $2852 // $ = $ int 
0060: $2853 -= $2851 // $ -= $ int 
if 
  $2853 > 1000 // $ > int 
jf @GENERL3_14738 
04EB: actor $2724 crouch 0 100 ms 

:GENERL3_14738
if 
  TIMERB > 14000 // @ > int 
jf @GENERL3_15447 
if 
  $2785 == 0 // $ == int 
jf @GENERL3_15089 
if 
  $2820 == 1 // $ == int 
jf @GENERL3_15089 
if or
  $2777 > 3 // $ > int 
   Car.Wrecked($2776)
jf @GENERL3_15089 
0395: clear_area 0 at $2786 $2787 $2788 range 3.0 
Car.Create($2784, #VOODOO, $2786, $2787, $2788)
053F: set_car $2784 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2784, True)
Car.Angle($2784) = $2789
0129: $2726 = create_actor 8 #HNB in_car $2784 driverseat 
054A: set_actor $2726 can_be_shot_in_a_car 0 
01B2: give_actor $2726 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2726 threat_search 
011A: set_actor $2726 search_threat 1024 
011A: set_actor $2726 search_threat 128 
011A: set_actor $2726 search_threat 8192 
0243: set_actor $2726 ped_stats_to 16 
0162: $2750 = create_marker_above_actor $2726 color 4 display 2 
0168: set_marker $2750 size 2 
Actor.Health($2726) = 130
01C8: $2727 = create_actor_pedtype 8 model #HNA in_car $2784 passenger_seat 0 
054A: set_actor $2727 can_be_shot_in_a_car 0 
01B2: give_actor $2727 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2727 threat_search 
011A: set_actor $2727 search_threat 1024 
011A: set_actor $2727 search_threat 128 
0243: set_actor $2727 ped_stats_to 16 
0162: $2751 = create_marker_above_actor $2727 color 4 display 2 
0168: set_marker $2751 size 2 
Actor.Health($2727) = 130
Car.SetToNormalDriver($2784)
Car.Health($2784) = 5000
$2821 = 1 // $ = int 
020A: set_car $2784 door_status_to 3 
$2785 = 1 // $ = int 

:GENERL3_15089
if 
  $2785 == 1 // $ == int 
jf @GENERL3_15161 
if 
   not Car.Wrecked($2784)
jf @GENERL3_15161 
Car.DriveTo($2784, $2790, $2791, $2792)
Car.SetMaxSpeed($2784, 30.0)
00AE: set_vehicle $2784 traffic_behavior_to 3 
$2785 = 2 // $ = int 

:GENERL3_15161
if 
  $2785 == 2 // $ == int 
jf @GENERL3_15202 
if 
   not Car.Wrecked($2784)
jf @GENERL3_15202 
$2785 = 3 // $ = int 

:GENERL3_15202
if 
  $2785 == 3 // $ == int 
jf @GENERL3_15273 
if 
   not Car.Wrecked($2784)
jf @GENERL3_15273 
02C2: car $2784 drive_to_point 458.637 -512.0005 10.6906 
Car.SetMaxSpeed($2784, 30.0)
$2785 = 4 // $ = int 

:GENERL3_15273
if 
  $2785 == 4 // $ == int 
jf @GENERL3_15447 
if 
   not Car.Wrecked($2784)
jf @GENERL3_15447 
if 
01AD:   car $2784 sphere 0 near_point 459.637 -512.0005 radius 3.0 3.0 
jf @GENERL3_15447 
Car.SetToNormalDriver($2784)
Car.Health($2784) = 1000
if 
  $2861 == 0 // $ == int 
jf @GENERL3_15398 
00BC: text_highpriority 'GEN3_19' time 7000 2  // ~g~They're busting the deal! Protect Diaz!
$2861 = 1 // $ = int 

:GENERL3_15398
if 
   not Actor.Dead($2726)
jf @GENERL3_15419 
03E2: actor $2726 leave_any_car 

:GENERL3_15419
if 
   not Actor.Dead($2727)
jf @GENERL3_15447 
03E2: actor $2727 leave_any_car 
$2785 = 5 // $ = int 

:GENERL3_15447
if 
  TIMERB > 24000 // @ > int 
jf @GENERL3_16901 
if 
  $2794 == 0 // $ == int 
jf @GENERL3_15928 
if 
  $2821 == 1 // $ == int 
jf @GENERL3_15928 
if or
  $2785 > 3 // $ > int 
   Car.Wrecked($2784)
jf @GENERL3_15928 
0395: clear_area 0 at $2795 $2796 $2797 range 3.0 
Car.Create($2793, #BURRITO, $2795, $2796, $2797)
053F: set_car $2793 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2793, True)
Car.Angle($2793) = $2798
0129: $2728 = create_actor 8 #HNA in_car $2793 driverseat 
054A: set_actor $2728 can_be_shot_in_a_car 0 
01B2: give_actor $2728 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2728 threat_search 
011A: set_actor $2728 search_threat 1024 
011A: set_actor $2728 search_threat 128 
0243: set_actor $2728 ped_stats_to 16 
Actor.Health($2728) = 150
0162: $2752 = create_marker_above_actor $2728 color 4 display 2 
0168: set_marker $2752 size 2 
01C8: $2729 = create_actor_pedtype 8 model #HNB in_car $2793 passenger_seat 0 
054A: set_actor $2729 can_be_shot_in_a_car 0 
01B2: give_actor $2729 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2729 threat_search 
011A: set_actor $2729 search_threat 1024 
011A: set_actor $2729 search_threat 128 
0243: set_actor $2729 ped_stats_to 16 
0162: $2753 = create_marker_above_actor $2729 color 4 display 2 
0168: set_marker $2753 size 2 
01C8: $2730 = create_actor_pedtype 8 model #HNB in_car $2793 passenger_seat 1 
01B2: give_actor $2730 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2730 threat_search 
011A: set_actor $2730 search_threat 1024 
011A: set_actor $2730 search_threat 128 
0243: set_actor $2730 ped_stats_to 16 
0162: $2754 = create_marker_above_actor $2730 color 4 display 2 
0168: set_marker $2754 size 2 
01C8: $2731 = create_actor_pedtype 8 model #HNA in_car $2793 passenger_seat 2 
01B2: give_actor $2731 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2731 threat_search 
011A: set_actor $2731 search_threat 1024 
011A: set_actor $2731 search_threat 128 
0243: set_actor $2731 ped_stats_to 16 
0162: $2755 = create_marker_above_actor $2731 color 4 display 2 
0168: set_marker $2755 size 2 
Car.SetToNormalDriver($2793)
Car.Health($2793) = 1000
020A: set_car $2793 door_status_to 3 
$2822 = 1 // $ = int 
$2794 = 1 // $ = int 

:GENERL3_15928
if 
  $2794 == 1 // $ == int 
jf @GENERL3_15984 
if 
   not Car.Wrecked($2793)
jf @GENERL3_15984 
0477: set_car $2793 action 2 time 4000 
01BD: $2819 = current_time_in_ms 
$2794 = 2 // $ = int 

:GENERL3_15984
if 
  $2794 == 2 // $ == int 
jf @GENERL3_16154 
if 
   not Car.Wrecked($2793)
jf @GENERL3_16154 
01BD: $2817 = current_time_in_ms 
0084: $2818 = $2817 // $ = $ int 
0060: $2818 -= $2819 // $ -= $ int 
if or
  $2818 > 3999 // $ > int 
0495:   vehicle $2793 burning 
jf @GENERL3_16154 
if 
   not Actor.Dead($2728)
jf @GENERL3_16084 
03E2: actor $2728 leave_any_car 

:GENERL3_16084
if 
   not Actor.Dead($2729)
jf @GENERL3_16105 
03E2: actor $2729 leave_any_car 

:GENERL3_16105
if 
   not Actor.Dead($2730)
jf @GENERL3_16126 
03E2: actor $2730 leave_any_car 

:GENERL3_16126
if 
   not Actor.Dead($2731)
jf @GENERL3_16147 
03E2: actor $2731 leave_any_car 

:GENERL3_16147
$2794 = 3 // $ = int 

:GENERL3_16154
if 
  $2794 == 3 // $ == int 
jf @GENERL3_16901 
if 
  $2738 == 0 // $ == int 
jf @GENERL3_16274 
if 
   not Actor.Dead($2728)
jf @GENERL3_16274 
if 
   not Actor.Driving($2728)
jf @GENERL3_16274 
if 
   not Actor.Dead($2695)
jf @GENERL3_16274 
0319: set_actor $2728 running 1 
0239: actor $2728 run_to 472.159 -528.149 
0411: set_actor $2728 use_pednode_seek 0 
$2738 = 1 // $ = int 

:GENERL3_16274
if 
  $2738 == 1 // $ == int 
jf @GENERL3_16391 
if 
   not Actor.Dead($2728)
jf @GENERL3_16391 
if 
00ED:   actor $2728 0 472.159 -528.149 radius 1.0 1.0 
jf @GENERL3_16391 
if 
   not Actor.Dead($2695)
jf @GENERL3_16391 
0239: actor $2728 run_to 473.9421 -522.4988 
0411: set_actor $2728 use_pednode_seek 0 
$2738 = 2 // $ = int 

:GENERL3_16391
if 
  $2738 == 2 // $ == int 
jf @GENERL3_16508 
if 
   not Actor.Dead($2728)
jf @GENERL3_16508 
if 
00ED:   actor $2728 0 473.9421 -522.4988 radius 1.0 1.0 
jf @GENERL3_16508 
if 
   not Actor.Dead($2695)
jf @GENERL3_16508 
0239: actor $2728 run_to 461.8707 -519.9243 
0411: set_actor $2728 use_pednode_seek 0 
$2738 = 3 // $ = int 

:GENERL3_16508
if 
  $2738 == 3 // $ == int 
jf @GENERL3_16611 
if 
   not Actor.Dead($2728)
jf @GENERL3_16611 
if 
00ED:   actor $2728 0 461.8707 -519.9243 radius 1.0 1.0 
jf @GENERL3_16611 
if 
   not Actor.Dead($2695)
jf @GENERL3_16611 
01C9: actor $2728 kill_actor $2695 
$2738 = 4 // $ = int 

:GENERL3_16611
if 
  $2739 == 0 // $ == int 
jf @GENERL3_16739 
if 
   not Car.Wrecked($2793)
jf @GENERL3_16739 
if 
   not Actor.Dead($2729)
jf @GENERL3_16739 
if 
   not Actor.Driving($2729)
jf @GENERL3_16739 
if 
   not Actor.Dead($2699)
jf @GENERL3_16739 
if 
00F2:   actor $2729 near_actor $2699 radius 100.0 100.0 0 
jf @GENERL3_16739 
01C9: actor $2729 kill_actor $2699 
$2739 = 1 // $ = int 

:GENERL3_16739
if 
  $2740 == 0 // $ == int 
jf @GENERL3_16820 
if 
   not Actor.Dead($2730)
jf @GENERL3_16820 
if 
   not Actor.Driving($2730)
jf @GENERL3_16820 
if 
   not Actor.Dead($2699)
jf @GENERL3_16820 
01C9: actor $2730 kill_actor $2699 
$2740 = 1 // $ = int 

:GENERL3_16820
if 
  $2741 == 0 // $ == int 
jf @GENERL3_16901 
if 
   not Actor.Dead($2731)
jf @GENERL3_16901 
if 
   not Actor.Driving($2731)
jf @GENERL3_16901 
if 
   not Actor.Dead($2699)
jf @GENERL3_16901 
01C9: actor $2731 kill_actor $2699 
$2741 = 1 // $ = int 

:GENERL3_16901
if 
  TIMERB > 41000 // @ > int 
jf @GENERL3_18319 
if 
  $2800 == 0 // $ == int 
jf @GENERL3_17375 
if 
  $2821 == 1 // $ == int 
jf @GENERL3_17375 
0395: clear_area 0 at $2801 $2802 $2803 range 3.0 
Car.Create($2799, #BURRITO, $2801, $2802, $2803)
053F: set_car $2799 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2799, True)
Car.Angle($2799) = $2804
0129: $2732 = create_actor 8 #HNB in_car $2799 driverseat 
054A: set_actor $2732 can_be_shot_in_a_car 0 
01B2: give_actor $2732 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2732 threat_search 
011A: set_actor $2732 search_threat 1024 
011A: set_actor $2732 search_threat 128 
0243: set_actor $2732 ped_stats_to 16 
0162: $2756 = create_marker_above_actor $2732 color 4 display 2 
0168: set_marker $2756 size 2 
01C8: $2733 = create_actor_pedtype 8 model #HNA in_car $2799 passenger_seat 0 
054A: set_actor $2733 can_be_shot_in_a_car 0 
01B2: give_actor $2733 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2733 threat_search 
011A: set_actor $2733 search_threat 1024 
011A: set_actor $2733 search_threat 128 
011A: set_actor $2733 search_threat 1 
0243: set_actor $2733 ped_stats_to 16 
0162: $2757 = create_marker_above_actor $2733 color 4 display 2 
Actor.Health($2733) = 130
0168: set_marker $2757 size 2 
01C8: $2734 = create_actor_pedtype 8 model #HNB in_car $2799 passenger_seat 1 
01B2: give_actor $2734 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2734 threat_search 
011A: set_actor $2734 search_threat 1 
011A: set_actor $2734 search_threat 1024 
011A: set_actor $2734 search_threat 128 
0243: set_actor $2734 ped_stats_to 16 
0162: $2758 = create_marker_above_actor $2734 color 4 display 2 
Actor.Health($2734) = 130
0168: set_marker $2758 size 2 
01C8: $2735 = create_actor_pedtype 8 model #HNA in_car $2799 passenger_seat 2 
01B2: give_actor $2735 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2735 threat_search 
011A: set_actor $2735 search_threat 1024 
011A: set_actor $2735 search_threat 128 
011A: set_actor $2735 search_threat 1 
0243: set_actor $2735 ped_stats_to 16 
0162: $2759 = create_marker_above_actor $2735 color 4 display 2 
0168: set_marker $2759 size 2 
Car.SetToNormalDriver($2799)
020A: set_car $2799 door_status_to 3 
$2800 = 1 // $ = int 

:GENERL3_17375
if 
  $2800 == 1 // $ == int 
jf @GENERL3_17454 
if 
   not Car.Wrecked($2799)
jf @GENERL3_17454 
Car.DriveTo($2799, $2805, $2806, $2807)
Car.SetMaxSpeed($2799, 22.0)
00AE: set_vehicle $2799 traffic_behavior_to 3 
$2823 = 1 // $ = int 
$2800 = 2 // $ = int 

:GENERL3_17454
if 
   not Car.Wrecked($2799)
jf @GENERL3_17623 
if or
01AD:   car $2799 sphere 0 near_point $2805 $2806 radius 10.0 10.0 
0495:   vehicle $2799 burning 
jf @GENERL3_17623 
if 
  $2800 == 2 // $ == int 
jf @GENERL3_17623 
Car.SetToNormalDriver($2799)
if 
   not Actor.Dead($2732)
jf @GENERL3_17553 
03E2: actor $2732 leave_any_car 

:GENERL3_17553
if 
   not Actor.Dead($2733)
jf @GENERL3_17574 
03E2: actor $2733 leave_any_car 

:GENERL3_17574
if 
   not Actor.Dead($2734)
jf @GENERL3_17595 
03E2: actor $2734 leave_any_car 

:GENERL3_17595
if 
   not Actor.Dead($2735)
jf @GENERL3_17616 
03E2: actor $2735 leave_any_car 

:GENERL3_17616
$2800 = 3 // $ = int 

:GENERL3_17623
if 
  $2800 == 3 // $ == int 
jf @GENERL3_18319 
if 
  $2742 == 0 // $ == int 
jf @GENERL3_17753 
if 
   not Actor.Dead($2732)
jf @GENERL3_17753 
if 
   not Actor.Driving($2732)
jf @GENERL3_17753 
if 
   not Actor.Dead($2699)
jf @GENERL3_17753 
if 
00F2:   actor $2732 near_actor $2699 radius 50.0 100.0 0 
jf @GENERL3_17753 
01C9: actor $2732 kill_actor $2699 
$2742 = 1 // $ = int 

:GENERL3_17753
if 
  $2743 == 0 // $ == int 
jf @GENERL3_17865 
if 
   not Actor.Dead($2733)
jf @GENERL3_17865 
if 
   not Actor.Driving($2733)
jf @GENERL3_17865 
if 
   not Actor.Dead($2699)
jf @GENERL3_17865 
if 
00F2:   actor $2733 near_actor $2699 radius 100.0 100.0 0 
jf @GENERL3_17865 
01C9: actor $2733 kill_actor $2699 
$2743 = 1 // $ = int 

:GENERL3_17865
if 
  $2744 == 0 // $ == int 
jf @GENERL3_17930 
if 
   not Actor.Dead($2734)
jf @GENERL3_17930 
if 
   not Actor.Driving($2734)
jf @GENERL3_17930 
01CA: actor $2734 kill_player $PLAYER_CHAR 
$2744 = 1 // $ = int 

:GENERL3_17930
if 
  $2745 == 0 // $ == int 
jf @GENERL3_18011 
if 
   not Actor.Dead($2735)
jf @GENERL3_18011 
if 
   not Actor.Driving($2735)
jf @GENERL3_18011 
if 
   not Actor.Dead($2699)
jf @GENERL3_18011 
01C9: actor $2735 kill_actor $2699 
$2745 = 1 // $ = int 

:GENERL3_18011
if 
   not Actor.Dead($2732)
jf @GENERL3_18165 
if 
  $2742 == 1 // $ == int 
jf @GENERL3_18165 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL3_18116 
if 
80E9:   not player $PLAYER_CHAR 0 $2732 radius 5.0 5.0 
jf @GENERL3_18109 
01BD: $2854 = current_time_in_ms 
04EB: actor $2732 crouch 1 300000 ms 

:GENERL3_18109
jump @GENERL3_18165 

:GENERL3_18116
01BD: $2855 = current_time_in_ms 
0084: $2856 = $2855 // $ = $ int 
0060: $2856 -= $2854 // $ -= $ int 
if 
  $2856 > 500 // $ > int 
jf @GENERL3_18165 
04EB: actor $2732 crouch 0 100 ms 

:GENERL3_18165
if 
   not Actor.Dead($2733)
jf @GENERL3_18319 
if 
  $2743 == 1 // $ == int 
jf @GENERL3_18319 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL3_18270 
if 
80E9:   not player $PLAYER_CHAR 0 $2733 radius 5.0 5.0 
jf @GENERL3_18263 
01BD: $2857 = current_time_in_ms 
04EB: actor $2733 crouch 1 300000 ms 

:GENERL3_18263
jump @GENERL3_18319 

:GENERL3_18270
01BD: $2858 = current_time_in_ms 
0084: $2859 = $2858 // $ = $ int 
0060: $2859 -= $2857 // $ -= $ int 
if 
  $2859 > 1000 // $ > int 
jf @GENERL3_18319 
04EB: actor $2733 crouch 0 100 ms 

:GENERL3_18319
if 
  TIMERB > 56000 // @ > int 
jf @GENERL3_19620 
if 
  $2809 == 0 // $ == int 
jf @GENERL3_18680 
if 
  $2822 == 1 // $ == int 
jf @GENERL3_18680 
if 
  $2821 == 1 // $ == int 
jf @GENERL3_18680 
if or
  $2785 > 3 // $ > int 
   Car.Wrecked($2784)
jf @GENERL3_18680 
0395: clear_area 0 at $2810 $2811 $2812 range 3.0 
Car.Create($2808, #VOODOO, $2810, $2811, $2812)
053F: set_car $2808 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2808, True)
Car.Angle($2808) = $2813
0129: $2736 = create_actor 8 #HNB in_car $2808 driverseat 
054A: set_actor $2736 can_be_shot_in_a_car 0 
01B2: give_actor $2736 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2736 threat_search 
011A: set_actor $2736 search_threat 1024 
011A: set_actor $2736 search_threat 128 
011A: set_actor $2736 search_threat 1 
0243: set_actor $2736 ped_stats_to 16 
0162: $2760 = create_marker_above_actor $2736 color 4 display 2 
0168: set_marker $2760 size 2 
01C8: $2737 = create_actor_pedtype 8 model #HNA in_car $2808 passenger_seat 0 
Actor.Health($2737) = 130
054A: set_actor $2737 can_be_shot_in_a_car 0 
01B2: give_actor $2737 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2737 threat_search 
011A: set_actor $2737 search_threat 1024 
011A: set_actor $2737 search_threat 128 
011A: set_actor $2737 search_threat 1 
0243: set_actor $2737 ped_stats_to 16 
0162: $2761 = create_marker_above_actor $2737 color 4 display 2 
0168: set_marker $2761 size 2 
Car.SetToNormalDriver($2808)
020A: set_car $2808 door_status_to 3 
$2824 = 1 // $ = int 
$2809 = 1 // $ = int 

:GENERL3_18680
if 
  $2809 == 1 // $ == int 
jf @GENERL3_18752 
if 
   not Car.Wrecked($2808)
jf @GENERL3_18752 
Car.DriveTo($2808, $2814, $2815, $2816)
Car.SetMaxSpeed($2808, 30.0)
00AE: set_vehicle $2808 traffic_behavior_to 3 
$2809 = 2 // $ = int 

:GENERL3_18752
if 
  $2809 == 2 // $ == int 
jf @GENERL3_18911 
if 
   not Car.Wrecked($2808)
jf @GENERL3_18911 
if or
01AD:   car $2808 sphere 0 near_point $2814 $2815 radius 3.5 3.5 
0495:   vehicle $2808 burning 
jf @GENERL3_18911 
Car.SetToNormalDriver($2808)
if 
   not Actor.Dead($2736)
jf @GENERL3_18867 
if 
   Actor.Driving($2736)
jf @GENERL3_18867 
03E2: actor $2736 leave_any_car 

:GENERL3_18867
if 
   not Actor.Dead($2737)
jf @GENERL3_18904 
if 
   Actor.Driving($2737)
jf @GENERL3_18904 
03E2: actor $2737 leave_any_car 

:GENERL3_18904
$2809 = 3 // $ = int 

:GENERL3_18911
if 
  $2809 == 3 // $ == int 
jf @GENERL3_19620 
if 
  $2746 == 0 // $ == int 
jf @GENERL3_19057 
if 
   not Car.Wrecked($2808)
jf @GENERL3_19057 
if 
   not Actor.Dead($2736)
jf @GENERL3_19057 
if 
   not Actor.Driving($2736)
jf @GENERL3_19057 
if 
   not Actor.Dead($2699)
jf @GENERL3_19057 
if 
00F2:   actor $2736 near_actor $2699 radius 50.0 50.0 0 
jf @GENERL3_19057 
01C9: actor $2736 kill_actor $2699 
$2746 = 1 // $ = int 

:GENERL3_19057
if 
  $2747 == 0 // $ == int 
jf @GENERL3_19159 
if 
   not Actor.Dead($2737)
jf @GENERL3_19159 
if 
   not Actor.Driving($2737)
jf @GENERL3_19159 
if 
   not Actor.Dead($2695)
jf @GENERL3_19159 
0319: set_actor $2737 running 1 
0239: actor $2737 run_to 456.27 -524.856 
0411: set_actor $2737 use_pednode_seek 0 
$2747 = 1 // $ = int 

:GENERL3_19159
if 
  $2747 == 1 // $ == int 
jf @GENERL3_19283 
if 
   not Actor.Dead($2737)
jf @GENERL3_19283 
if 
00ED:   actor $2737 0 456.27 -524.856 radius 1.0 1.0 
jf @GENERL3_19283 
if 
   not Actor.Dead($2695)
jf @GENERL3_19283 
0319: set_actor $2737 running 1 
0239: actor $2737 run_to 472.159 -528.149 
0411: set_actor $2737 use_pednode_seek 0 
$2747 = 2 // $ = int 

:GENERL3_19283
if 
  $2747 == 2 // $ == int 
jf @GENERL3_19400 
if 
   not Actor.Dead($2737)
jf @GENERL3_19400 
if 
00ED:   actor $2737 0 472.159 -528.149 radius 1.0 1.0 
jf @GENERL3_19400 
if 
   not Actor.Dead($2695)
jf @GENERL3_19400 
0239: actor $2737 run_to 473.9421 -522.4988 
0411: set_actor $2737 use_pednode_seek 0 
$2747 = 3 // $ = int 

:GENERL3_19400
if 
  $2747 == 3 // $ == int 
jf @GENERL3_19517 
if 
   not Actor.Dead($2737)
jf @GENERL3_19517 
if 
00ED:   actor $2737 0 473.9421 -522.4988 radius 1.0 1.0 
jf @GENERL3_19517 
if 
   not Actor.Dead($2695)
jf @GENERL3_19517 
0239: actor $2737 run_to 461.8707 -519.9243 
0411: set_actor $2737 use_pednode_seek 0 
$2747 = 4 // $ = int 

:GENERL3_19517
if 
  $2747 == 4 // $ == int 
jf @GENERL3_19620 
if 
   not Actor.Dead($2737)
jf @GENERL3_19620 
if 
00ED:   actor $2737 0 461.8707 -519.9243 radius 1.0 1.0 
jf @GENERL3_19620 
if 
   not Actor.Dead($2695)
jf @GENERL3_19620 
01C9: actor $2737 kill_actor $2695 
$2747 = 5 // $ = int 

:GENERL3_19620
if 
   Car.Wrecked($2776)
jf @GENERL3_19641 
Car.RemoveReferences($2776)

:GENERL3_19641
if 
   Car.Wrecked($2784)
jf @GENERL3_19662 
Car.RemoveReferences($2784)

:GENERL3_19662
if 
   Car.Wrecked($2793)
jf @GENERL3_19683 
Car.RemoveReferences($2793)

:GENERL3_19683
if 
  $2764 == 12 // $ == int 
jf @GENERL3_19959 
if 
  $2824 == 1 // $ == int 
jf @GENERL3_19959 
if 
   Actor.Dead($2724)
jf @GENERL3_19959 
if 
   Actor.Dead($2725)
jf @GENERL3_19959 
if 
   Actor.Dead($2726)
jf @GENERL3_19959 
if 
   Actor.Dead($2727)
jf @GENERL3_19959 
if 
   Actor.Dead($2728)
jf @GENERL3_19959 
if 
   Actor.Dead($2729)
jf @GENERL3_19959 
if 
   Actor.Dead($2730)
jf @GENERL3_19959 
if 
   Actor.Dead($2731)
jf @GENERL3_19959 
if 
   Actor.Dead($2732)
jf @GENERL3_19959 
if 
   Actor.Dead($2733)
jf @GENERL3_19959 
if 
   Actor.Dead($2734)
jf @GENERL3_19959 
if 
   Actor.Dead($2735)
jf @GENERL3_19959 
if 
   Actor.Dead($2736)
jf @GENERL3_19959 
if 
   Actor.Dead($2737)
jf @GENERL3_19959 
00BE: text_clear_all 
$2764 = 13 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_19959
if 
  $2764 == 13 // $ == int 
jf @GENERL3_21033 
if 
  TIMERA > 100 // @ > int 
jf @GENERL3_21033 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Model.Load(#SANCHEZ)

:GENERL3_20011
if 
   not Model.Available(#SANCHEZ)
jf @GENERL3_20038 
wait 0 
jump @GENERL3_20011 

:GENERL3_20038
03CF: load_wav 'SNIPER' as 1 
03CF: load_wav 'COL3_24' as 2 

:GENERL3_20062
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_20092 
wait 0 
jump @GENERL3_20062 

:GENERL3_20092
Car.Create($2825, #SANCHEZ, 467.9877, -432.7724, 9.5777)
0229: set_car $2825 color_to 6 6 
Car.Angle($2825) = 176.3589
0129: $2827 = create_actor 8 #HNB in_car $2825 driverseat 
0568: set_actor $2827 untargetable 2 
01ED: clear_actor $2827 threat_search 
02A9: set_actor $2827 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($2825, True)
Car.SetToNormalDriver($2825)
Car.SetMaxSpeed($2825, 20.0)
02C2: car $2825 drive_to_point 461.5507 -495.9435 10.06 
04E0: car $2825 abandon_path_radius 5 
00AE: set_vehicle $2825 traffic_behavior_to 2 
Car.Create($2828, #SANCHEZ, 465.387, -430.1095, 9.53)
0229: set_car $2828 color_to 6 6 
Car.Angle($2828) = 176.3589
0129: $2829 = create_actor 8 #HNB in_car $2828 driverseat 
0568: set_actor $2829 untargetable 2 
01ED: clear_actor $2829 threat_search 
02A9: set_actor $2829 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($2828, True)
Car.SetToNormalDriver($2828)
Car.SetMaxSpeed($2828, 30.0)
02C2: car $2828 drive_to_point 449.048 -548.812 9.71657 
04E0: car $2828 abandon_path_radius 5 
0395: clear_area 0 at 459.17 -384.687 300.0 range 300.0 
if 
   not Car.Wrecked($2700)
jf @GENERL3_20390 
Car.LockInCurrentPosition($2700, False)

:GENERL3_20390
Car.Destroy($2706)
Car.Destroy($2776)
Car.Destroy($2784)
Car.Destroy($2793)
Car.Destroy($2799)
Car.Destroy($2808)
Car.Destroy($2700)
Object.Destroy($2837)
Actor.DestroyInstantly($2711)
Actor.DestroyInstantly($2712)
Model.Destroy(#CBA)
Model.Destroy(#BURRITO)
Model.Destroy(#HNA)
Car.Create($2700, #ADMIRAL, 462.8591, -482.4778, 10.09055)
Car.Angle($2700) = 177.3171
0229: set_car $2700 color_to 8 8 
020A: set_car $2700 door_status_to 3 
Car.ImmuneToNonPlayer($2700, True)
053F: set_car $2700 tires_vulnerable 0 
Car.Create($2706, #CUBAN, 466.8876, -495.2599, 10.79347)
Car.Angle($2706) = 339.8893
053F: set_car $2706 tires_vulnerable 0 
Car.Create($2776, #VOODOO, 464.6875, -501.6888, 10.79347)
Car.Angle($2776) = 327.731
053F: set_car $2776 tires_vulnerable 0 
Object.Create($2837, #BRIEFCASE, 461.5507, -495.9435, 10.06)
Model.Destroy(#CUBAN)
Model.Destroy(#VOODOO)
Model.Destroy(#TEC9)
if 
0057:   player $PLAYER_CHAR 0 452.2447 -472.5703 -5.0 462.9531 -541.2667 12.743 
jf @GENERL3_20689 
$2838 = 1 // $ = int 

:GENERL3_20689
if 
  $2838 == 1 // $ == int 
jf @GENERL3_20744 
0055: put_player $PLAYER_CHAR at 453.3544 -508.6663 9.9747 
0171: set_player $PLAYER_CHAR z_angle_to 174.428 
jump @GENERL3_20774 

:GENERL3_20744
0055: put_player $PLAYER_CHAR at 454.112 -503.8624 16.9188 
0171: set_player $PLAYER_CHAR z_angle_to 162.0138 

:GENERL3_20774
if 
   not Actor.Dead($2699)
jf @GENERL3_20843 
04EB: actor $2699 crouch 0 100 ms 
02A9: set_actor $2699 immune_to_nonplayer 1 
Actor.PutAt($2699, 463.8191, -496.5726, 10.0225)
Actor.Angle($2699) = 154.3421
02E2: set_actor $2699 weapon_accuracy_to 70 

:GENERL3_20843
if 
   not Actor.Dead($2697)
jf @GENERL3_20917 
Actor.PutAt($2697, 464.8956, -493.4782, 10.0225)
Actor.Angle($2697) = 167.202
0350: set_actor $2697 maintain_position_when_attacked 1 
02E2: set_actor $2697 weapon_accuracy_to 70 
02A9: set_actor $2697 immune_to_nonplayer 1 
jump @GENERL3_20926 

:GENERL3_20917
Actor.DestroyInstantly($2697)
Model.Destroy(#CLA)

:GENERL3_20926
if 
   not Actor.Dead($2698)
jf @GENERL3_21000 
Actor.PutAt($2698, 463.9327, -505.5049, 9.9656)
Actor.Angle($2698) = 90.4333
0350: set_actor $2698 maintain_position_when_attacked 1 
02E2: set_actor $2698 weapon_accuracy_to 60 
02A9: set_actor $2698 immune_to_nonplayer 1 
jump @GENERL3_21009 

:GENERL3_21000
Actor.DestroyInstantly($2698)
Model.Destroy(#CLB)

:GENERL3_21009
0151: remove_status_text $2703 
0151: remove_status_text $2864 
$2764 = 14 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_21033
if 
  $2764 == 14 // $ == int 
jf @GENERL3_21176 
if 
   not Actor.Dead($2827)
jf @GENERL3_21176 
if 
   not Car.Wrecked($2825)
jf @GENERL3_21176 
if 
   Actor.InCar($2827, $2825)
jf @GENERL3_21176 
if 
   not Actor.Dead($2829)
jf @GENERL3_21176 
if 
   not Car.Wrecked($2828)
jf @GENERL3_21176 
if 
   Actor.InCar($2829, $2828)
jf @GENERL3_21176 
Camera.OnVehicle($2828, 14, 2)
TIMERA = 0 // @ = int 
$2764 = 15 // $ = int 

:GENERL3_21176
if 
  $2764 == 15 // $ == int 
jf @GENERL3_21499 
if 
   not Actor.Dead($2827)
jf @GENERL3_21499 
if 
   not Car.Wrecked($2825)
jf @GENERL3_21499 
if 
   Actor.InCar($2827, $2825)
jf @GENERL3_21499 
if 
   not Actor.Dead($2829)
jf @GENERL3_21499 
if 
   not Car.Wrecked($2828)
jf @GENERL3_21499 
if 
   Actor.InCar($2829, $2828)
jf @GENERL3_21499 
if 
01AD:   car $2825 sphere 0 near_point 460.9107 -477.6669 radius 5.0 5.0 
jf @GENERL3_21396 
Camera.SetPosition(454.5264, -507.1066, 13.64925, 0.0, 0.0, 0.0)
Camera.OnVehicle($2825, 15, 2)
$2764 = 16 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_21499 

:GENERL3_21396
if 
  TIMERA > 15000 // @ > int 
jf @GENERL3_21499 
Car.PutAt($2825, 460.9107, -477.6669, -100.0)
Car.Angle($2825) = 169.954
if 
8448:   not actor $2827 sitting_in_car $2825 
jf @GENERL3_21472 
036A: put_actor $2827 in_car $2825 

:GENERL3_21472
02C2: car $2825 drive_to_point 461.5507 -495.9435 10.06 
TIMERA = 0 // @ = int 

:GENERL3_21499
if 
  $2764 == 16 // $ == int 
jf @GENERL3_21919 
if 
   not Actor.Dead($2827)
jf @GENERL3_21919 
if 
   not Car.Wrecked($2825)
jf @GENERL3_21919 
if 
   Actor.InCar($2827, $2825)
jf @GENERL3_21919 
if 
01AD:   car $2825 sphere 0 near_point 461.5507 -495.9435 radius 1.5 1.5 
jf @GENERL3_21836 
Object.Destroy($2837)
00BC: text_highpriority 'GEN3_35' time 7000 2  // ~g~He's stolen Diaz's money!
Marker.CreateAboveActor($2826, $2827)
00AE: set_vehicle $2825 traffic_behavior_to 2 
Car.SetMaxSpeed($2825, 16.0)
02C2: car $2825 drive_to_point 449.048 -548.812 9.71657 
if 
   not Actor.Dead($2699)
jf @GENERL3_21711 
if 
   not Actor.Dead($2827)
jf @GENERL3_21711 
01C9: actor $2699 kill_actor $2827 

:GENERL3_21711
if 
   not Actor.Dead($2695)
jf @GENERL3_21751 
if 
   not Actor.Dead($2829)
jf @GENERL3_21751 
01C9: actor $2695 kill_actor $2829 

:GENERL3_21751
00BC: text_highpriority 'GEN3_53' time 5000 1  // MY MONEY!
03D1: play_wav 2 

:GENERL3_21770
if and
83D2:   not wav 2 ended 
   not Actor.Dead($2699)
jf @GENERL3_21801 
wait 0 
jump @GENERL3_21770 

:GENERL3_21801
040D: unload_wav 2 
03D5: remove_text 'GEN3_53'  // MY MONEY!
$2764 = 17 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_21919 

:GENERL3_21836
if 
  TIMERA > 15000 // @ > int 
jf @GENERL3_21919 
Car.PutAt($2825, 461.5507, -495.9435, -100.0)
Car.Angle($2825) = 169.954
if 
8448:   not actor $2827 sitting_in_car $2825 
jf @GENERL3_21912 
036A: put_actor $2827 in_car $2825 

:GENERL3_21912
TIMERA = 0 // @ = int 

:GENERL3_21919
if 
  $2764 == 17 // $ == int 
jf @GENERL3_22496 
if 
   not Actor.Dead($2827)
jf @GENERL3_22496 
if 
   not Car.Wrecked($2825)
jf @GENERL3_22496 
if 
   Actor.InCar($2827, $2825)
jf @GENERL3_22496 
if 
   not Actor.Dead($2699)
jf @GENERL3_22496 
if 
01AD:   car $2825 sphere 0 near_point 449.048 -548.812 radius 7.5 7.5 
jf @GENERL3_22413 
if 
   not Car.Wrecked($2828)
jf @GENERL3_22065 
00AF: set_car $2828 driver_behaviour_to 10 

:GENERL3_22065
03D1: play_wav 1 
if 
   not Actor.Dead($2829)
jf @GENERL3_22090 
0321: kill_actor $2829 

:GENERL3_22090
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2699)
jf @GENERL3_22121 
wait 0 
jump @GENERL3_22090 

:GENERL3_22121
040D: unload_wav 1 
if 
   not Car.Wrecked($2700)
jf @GENERL3_22156 
036A: put_actor $2699 in_car $2700 
054A: set_actor $2699 can_be_shot_in_a_car 0 

:GENERL3_22156
wait 0 
if 
   not Car.Wrecked($2700)
jf @GENERL3_22221 
Car.PutAt($2700, 460.7918, -488.6781, 10.0225)
Car.Angle($2700) = 177.0297
Car.SetImmunities($2700, 1, 1, 1, 1, 1)

:GENERL3_22221
Actor.DestroyInstantly($2697)
Model.Destroy(#CLA)
Actor.DestroyInstantly($2698)
Model.Destroy(#CLB)
if 
   not Car.Wrecked($2828)
jf @GENERL3_22285 
Car.PutAt($2828, 453.323, -541.0601, 9.7917)
Car.Angle($2828) = 161.5261

:GENERL3_22285
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
01EB: set_traffic_density_multiplier_to 1.0 
032B: $2866 = create_weapon_pickup #UZI 3 ammo 90 at 455.9854 -531.2479 10.7576 
if 
   not Car.Wrecked($2828)
jf @GENERL3_22362 
Marker.TieToCar($2863, $2828, 0, 1)

:GENERL3_22362
if 
   not Car.Wrecked($2700)
jf @GENERL3_22385 
Car.LockInCurrentPosition($2700, True)

:GENERL3_22385
TIMERA = 0 // @ = int 
$2705 = 1 // $ = int 
$2764 = 18 // $ = int 
jump @GENERL3_22496 

:GENERL3_22413
if 
  TIMERA > 25000 // @ > int 
jf @GENERL3_22496 
Car.PutAt($2825, 449.048, -548.812, -100.0)
Car.Angle($2825) = 169.954
if 
8448:   not actor $2827 sitting_in_car $2825 
jf @GENERL3_22489 
036A: put_actor $2827 in_car $2825 

:GENERL3_22489
TIMERA = 0 // @ = int 

:GENERL3_22496
if 
  $2764 == 18 // $ == int 
jf @GENERL3_22731 
if 
   not Actor.Dead($2699)
jf @GENERL3_22727 
if 
  $2867 == 0 // $ == int 
jf @GENERL3_22567 
03CF: load_wav 'COL3_25' as 1 
$2867 = 1 // $ = int 

:GENERL3_22567
if 
  $2867 == 1 // $ == int 
jf @GENERL3_22607 
if 
03D0:   wav 1 loaded 
jf @GENERL3_22607 
$2867 = 2 // $ = int 

:GENERL3_22607
if 
  $2867 == 2 // $ == int 
jf @GENERL3_22651 
00BC: text_highpriority 'GEN3_54' time 5000 1  // Don't just stand there, you pricks, chase that dickhead down!
03D1: play_wav 1 
$2867 = 3 // $ = int 

:GENERL3_22651
if 
  $2867 == 3 // $ == int 
jf @GENERL3_22720 
if 
03D2:   wav 1 ended 
jf @GENERL3_22720 
040D: unload_wav 1 
03D5: remove_text 'GEN3_54'  // Don't just stand there, you pricks, chase that dickhead down!
00BC: text_highpriority 'GEN3_36' time 7000 2  // ~g~Grab the bike, chase him down and get Diaz's money back!
$2867 = 4 // $ = int 

:GENERL3_22720
jump @GENERL3_22731 

:GENERL3_22727
040D: unload_wav 1 

:GENERL3_22731
if 
   not Car.Wrecked($2828)
jf @GENERL3_22984 
if 
0442:   player $PLAYER_CHAR sitting_in_car $2828 
jf @GENERL3_22984 
if 
  $2869 == 0 // $ == int 
jf @GENERL3_22827 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_22827 
03E5: text_box 'GEN3_63'  // As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~.
TIMERA = 0 // @ = int 
$2869 = 1 // $ = int 

:GENERL3_22827
if 
  $2869 == 1 // $ == int 
jf @GENERL3_22923 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @GENERL3_22899 
03E5: text_box 'GEN3_66'  // To shoot forwards while on a bike press ~h~::FIRE::~w~
TIMERA = 0 // @ = int 
$2869 = 2 // $ = int 
jump @GENERL3_22923 

:GENERL3_22899
03E5: text_box 'GEN3_64'  // To shoot forwards while on a bike press ~h~::FIRE::~w~
TIMERA = 0 // @ = int 
$2869 = 2 // $ = int 

:GENERL3_22923
if 
  $2869 == 2 // $ == int 
jf @GENERL3_22984 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_22984 
03E5: text_box 'GEN3_67'  // You must have a sub machine gun to shoot forwards on a motorbike.
TIMERA = 0 // @ = int 
$2869 = 3 // $ = int 

:GENERL3_22984
if 
  $2862 == 0 // $ == int 
jf @GENERL3_23109 
if 
  $2764 > 17 // $ > int 
jf @GENERL3_23109 
if 
   not $2764 == 50 // $ == int 
jf @GENERL3_23109 
if 
   not Car.Wrecked($2828)
jf @GENERL3_23109 
if or
0443:   player $PLAYER_CHAR sitting_in_any_car 
81FC:   not player $PLAYER_CHAR near_car $2828 radius 65.0 65.0 0 
  $2835 > 0 // $ > int 
jf @GENERL3_23109 
Marker.Disable($2863)
$2862 = 1 // $ = int 

:GENERL3_23109
if 
  $2764 > 17 // $ > int 
jf @GENERL3_23270 
if 
  20 > $2764 // int > $ 
jf @GENERL3_23270 
if 
   not Actor.Dead($2827)
jf @GENERL3_23270 
if 
   not Car.Wrecked($2825)
jf @GENERL3_23270 
if 
02CB:   actor $2827 bounding_sphere_visible 
jf @GENERL3_23270 
if 
0448:   actor $2827 sitting_in_car $2825 
jf @GENERL3_23270 
if 
00EB:   player $PLAYER_CHAR 0 $2827 radius 50.0 50.0 
jf @GENERL3_23260 
Car.SetMaxSpeed($2825, 30.0)
jump @GENERL3_23270 

:GENERL3_23260
Car.SetMaxSpeed($2825, 22.0)

:GENERL3_23270
if 
  $2764 == 18 // $ == int 
jf @GENERL3_23398 
if 
   not Actor.Dead($2827)
jf @GENERL3_23398 
gosub @GENERL3_27626 
if 
   not Car.Wrecked($2825)
jf @GENERL3_23398 
if 
   Actor.InCar($2827, $2825)
jf @GENERL3_23398 
if 
01AD:   car $2825 sphere 0 near_point 258.262 -957.993 radius 10.0 10.0 
jf @GENERL3_23398 
$2705 = 1 // $ = int 
$2764 = 19 // $ = int 

:GENERL3_23398
if 
  $2764 == 19 // $ == int 
jf @GENERL3_23526 
if 
   not Actor.Dead($2827)
jf @GENERL3_23526 
gosub @GENERL3_27626 
if 
   not Car.Wrecked($2825)
jf @GENERL3_23526 
if 
   Actor.InCar($2827, $2825)
jf @GENERL3_23526 
if 
01AD:   car $2825 sphere 0 near_point 191.64 -1305.0 radius 10.0 10.0 
jf @GENERL3_23526 
$2705 = 1 // $ = int 
$2764 = 20 // $ = int 

:GENERL3_23526
if 
  $2764 == 20 // $ == int 
jf @GENERL3_23567 
if 
   not Actor.Dead($2827)
jf @GENERL3_23567 
gosub @GENERL3_27626 

:GENERL3_23567
if 
  $2764 > 17 // $ > int 
jf @GENERL3_23757 
if 
   not $2764 == 50 // $ == int 
jf @GENERL3_23757 
if 
  $2835 == 0 // $ == int 
jf @GENERL3_23757 
if 
   Actor.Dead($2827)
jf @GENERL3_23757 
if 
056D:   actor $2827 defined 
jf @GENERL3_23728 
Marker.Disable($2826)
Actor.StoreDeadActorPos($2827, $2847, $2848, $2849)
Pickup.Create($2701, #BRIEFCASE, 3, $2847, $2848, $2849)
03DC: $2702 = create_marker_above_pickup $2701 
00BC: text_highpriority 'GEN3_29' time 7000 2  // ~g~Collect the briefcase and take it back to Diaz.
$2835 = 1 // $ = int 
jump @GENERL3_23757 

:GENERL3_23728
00BC: text_highpriority 'GEN3_50' time 5000 1  // ~r~You lost Diaz's money! Next time try not to reduce the money to ashes!
$2835 = 1 // $ = int 
jump @GENERL3_26217 

:GENERL3_23757
if 
  $2835 == 1 // $ == int 
jf @GENERL3_23838 
if 
   Pickup.Picked_up($2701)
jf @GENERL3_23838 
Marker.Disable($2702)
00BC: text_highpriority 'GEN3_28' time 7000 2  // ~g~Take the briefcase back to Diaz.
018A: $2836 = create_checkpoint_at 461.1141 -483.7427 10.0225 
$2835 = 2 // $ = int 

:GENERL3_23838
if 
  $2835 == 2 // $ == int 
jf @GENERL3_24736 
if 
00E7:   player $PLAYER_CHAR stopped 1 462.8465 -488.8573 radius 1.0 1.0 
jf @GENERL3_24736 
if 
   not Actor.Dead($2699)
jf @GENERL3_24736 
if 
   not Car.Wrecked($2700)
jf @GENERL3_24736 
0395: clear_area 1 at 461.1141 -483.7427 50.0 range 50.0 
Marker.Disable($2836)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Car.LockInCurrentPosition($2700, False)
Camera.SetPosition(458.3597, -492.0299, 11.40805, 0.0, 0.0, 0.0)
Camera.PointAt(459.0232, -491.3191, 11.1746, 2)
022D: set_actor $2699 to_look_at_player $PLAYER_CHAR 
022E: set_player $PLAYER_CHAR to_look_at_actor $2699 
0395: clear_area 0 at 459.03 -492.26 50.0 range 50.0 
0055: put_player $PLAYER_CHAR at 462.3976 -488.8137 10.0225 
0171: set_player $PLAYER_CHAR z_angle_to 94.7362 
022E: set_player $PLAYER_CHAR to_look_at_actor $2699 
020F: actor $2699 look_at_player $PLAYER_CHAR 
0210: player $PLAYER_CHAR look_at_actor $2699 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
01B9: set_actor $2699 armed_weapon_to 0 
Car.RemoveReferences($2706)
Car.RemoveReferences($2776)
Car.Destroy($2825)
Car.Destroy($2828)
0395: clear_area 0 at 462.5829 -507.5089 10.62216 range 1.0 
Car.Create($2825, #SANCHEZ, 462.5829, -507.5089, 10.62216)
Car.Angle($2825) = 345.749
0229: set_car $2825 color_to 6 6 
Car.RemoveReferences($2706)
Car.RemoveReferences($2776)
0395: clear_area 1 at 460.8782 -495.8145 10.018 range 2.0 
0395: clear_area 1 at 460.3542 -498.9017 9.9931 range 2.0 
0395: clear_area 1 at 459.4139 -503.3691 9.9561 range 2.0 
0395: clear_area 1 at 458.4541 -507.1656 9.9158 range 2.0 
0395: clear_area 1 at 457.2427 -513.5924 9.8549 range 2.0 
03CF: load_wav 'COL3_12' as 1 
03CF: load_wav 'COL3_13' as 2 

:GENERL3_24372
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_24402 
wait 0 
jump @GENERL3_24372 

:GENERL3_24402
00BC: text_highpriority 'GEN3_9' time 5000 1  // I live! Dickheads! And it's all down to you! What is your name?
03D1: play_wav 1 

:GENERL3_24421
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2699)
jf @GENERL3_24452 
wait 0 
jump @GENERL3_24421 

:GENERL3_24452
040D: unload_wav 1 
03D5: remove_text 'GEN3_9'  // I live! Dickheads! And it's all down to you! What is your name?
if 
   not Car.Wrecked($2700)
jf @GENERL3_24491 
Camera.OnVehicle($2700, 14, 2)

:GENERL3_24491
Camera.SetPosition(464.5828, -484.9439, 11.91287, 0.0, 0.0, 0.0)
Camera.PointAt(463.8417, -485.5769, 11.68894, 2)
00BC: text_highpriority 'GEN3_10' time 5000 1  // Tommy.
03D1: play_wav 2 

:GENERL3_24561
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @GENERL3_24592 
wait 0 
jump @GENERL3_24561 

:GENERL3_24592
040D: unload_wav 2 
03D5: remove_text 'GEN3_10'  // Tommy.
03CF: load_wav 'COL3_14' as 1 
03CF: load_wav 'COL3_15' as 2 

:GENERL3_24630
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_24660 
wait 0 
jump @GENERL3_24630 

:GENERL3_24660
00BC: text_highpriority 'GEN3_11' time 5000 1  // I see you soon, amigo, I think!
03D1: play_wav 1 

:GENERL3_24679
if and
83D2:   not wav 1 ended 
   not Actor.Dead($2699)
jf @GENERL3_24710 
wait 0 
jump @GENERL3_24679 

:GENERL3_24710
040D: unload_wav 1 
03D5: remove_text 'GEN3_11'  // I see you soon, amigo, I think!
$2835 = 3 // $ = int 
Actor.DestroyInstantly($2695)

:GENERL3_24736
if 
  $2835 == 3 // $ == int 
jf @GENERL3_24856 
if 
   not Actor.Dead($2699)
jf @GENERL3_24856 
if 
   not Car.Wrecked($2700)
jf @GENERL3_24856 
if 
0448:   actor $2699 sitting_in_car $2700 
jf @GENERL3_24856 
Car.SetMaxSpeed($2700, 20.0)
Car.DriveTo($2700, 454.0, -629.2, 9.65577)
00AE: set_vehicle $2700 traffic_behavior_to 2 
TIMERA = 0 // @ = int 
$2835 = 4 // $ = int 

:GENERL3_24856
if 
  $2835 == 4 // $ == int 
jf @GENERL3_25065 
if 
   not Car.Wrecked($2700)
jf @GENERL3_25065 
if or
81FC:   not player $PLAYER_CHAR near_car $2700 radius 30.0 30.0 0 
  TIMERA > 15000 // @ > int 
jf @GENERL3_25065 
0230: set_player $PLAYER_CHAR stop_looking 
0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms 
00BC: text_highpriority 'GEN3_12' time 5000 1  // Shit. Where's that guy Lance?
03D1: play_wav 2 

:GENERL3_24963
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @GENERL3_24994 
wait 0 
jump @GENERL3_24963 

:GENERL3_24994
040D: unload_wav 2 
03D5: remove_text 'GEN3_12'  // Shit. Where's that guy Lance?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($2699)
jf @GENERL3_25038 
022F: set_actor $2699 stop_looking 

:GENERL3_25038
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
jump @GENERL3_26238 
$2835 = 5 // $ = int 

:GENERL3_25065
if 
  $2834 == 1 // $ == int 
jf @GENERL3_25178 
if 
   not Actor.Dead($2695)
jf @GENERL3_25178 
if 
8320:   not actor $2695 in_range_of_player $PLAYER_CHAR 
jf @GENERL3_25178 
if 
  $2694 == 0 // $ == int 
jf @GENERL3_25178 
00BC: text_highpriority 'GEN3_23' time 10000 1  // ~g~You've left Lance behind! Go and get him!
Marker.Disable($2763)
Marker.CreateAboveActor($2696, $2695)
$2764 = 50 // $ = int 
$2694 = 1 // $ = int 

:GENERL3_25178
if 
  $2764 == 50 // $ == int 
jf @GENERL3_25309 
if 
   not Actor.Dead($2695)
jf @GENERL3_25309 
if 
0320:   actor $2695 in_range_of_player $PLAYER_CHAR 
jf @GENERL3_25309 
if 
  $2694 == 1 // $ == int 
jf @GENERL3_25309 
018A: $2763 = create_checkpoint_at $2713 $2714 11.062 
Marker.Disable($2696)
03D5: remove_text 'GEN3_23'  // ~g~You've left Lance behind! Go and get him!
00BC: text_highpriority 'GEN3_44' time 5000 2  // ~g~Go with Lance to the drop off and watch over Diaz.
$2694 = 0 // $ = int 
$2764 = 2 // $ = int 

:GENERL3_25309
if 
  $2764 > 11 // $ > int 
jf @GENERL3_25411 
if 
   Actor.Dead($2711)
jf @GENERL3_25348 
Actor.RemoveReferences($2711)

:GENERL3_25348
if 
   Actor.Dead($2712)
jf @GENERL3_25369 
Actor.RemoveReferences($2712)

:GENERL3_25369
if 
   Actor.Dead($2697)
jf @GENERL3_25390 
Actor.RemoveReferences($2697)

:GENERL3_25390
if 
   Actor.Dead($2698)
jf @GENERL3_25411 
Actor.RemoveReferences($2698)

:GENERL3_25411
if 
  $2777 > 1 // $ > int 
jf @GENERL3_25481 
if 
   Actor.Dead($2724)
jf @GENERL3_25455 
Marker.Disable($2748)
Actor.RemoveReferences($2724)

:GENERL3_25455
if 
   Actor.Dead($2725)
jf @GENERL3_25481 
Marker.Disable($2749)
Actor.RemoveReferences($2725)

:GENERL3_25481
if 
  $2785 > 1 // $ > int 
jf @GENERL3_25551 
if 
   Actor.Dead($2726)
jf @GENERL3_25525 
Marker.Disable($2750)
Actor.RemoveReferences($2726)

:GENERL3_25525
if 
   Actor.Dead($2727)
jf @GENERL3_25551 
Marker.Disable($2751)
Actor.RemoveReferences($2727)

:GENERL3_25551
if 
  $2794 > 1 // $ > int 
jf @GENERL3_25673 
if 
   Actor.Dead($2728)
jf @GENERL3_25595 
Marker.Disable($2752)
Actor.RemoveReferences($2728)

:GENERL3_25595
if 
   Actor.Dead($2729)
jf @GENERL3_25621 
Marker.Disable($2753)
Actor.RemoveReferences($2729)

:GENERL3_25621
if 
   Actor.Dead($2730)
jf @GENERL3_25647 
Marker.Disable($2754)
Actor.RemoveReferences($2730)

:GENERL3_25647
if 
   Actor.Dead($2731)
jf @GENERL3_25673 
Marker.Disable($2755)
Actor.RemoveReferences($2731)

:GENERL3_25673
if 
  $2800 > 1 // $ > int 
jf @GENERL3_25795 
if 
   Actor.Dead($2732)
jf @GENERL3_25717 
Marker.Disable($2756)
Actor.RemoveReferences($2732)

:GENERL3_25717
if 
   Actor.Dead($2733)
jf @GENERL3_25743 
Marker.Disable($2757)
Actor.RemoveReferences($2733)

:GENERL3_25743
if 
   Actor.Dead($2734)
jf @GENERL3_25769 
Marker.Disable($2758)
Actor.RemoveReferences($2734)

:GENERL3_25769
if 
   Actor.Dead($2735)
jf @GENERL3_25795 
Marker.Disable($2759)
Actor.RemoveReferences($2735)

:GENERL3_25795
if 
  $2809 > 1 // $ > int 
jf @GENERL3_25865 
if 
   Actor.Dead($2736)
jf @GENERL3_25839 
Marker.Disable($2760)
Actor.RemoveReferences($2736)

:GENERL3_25839
if 
   Actor.Dead($2737)
jf @GENERL3_25865 
Marker.Disable($2761)
Actor.RemoveReferences($2737)

:GENERL3_25865
if 
  $2764 > 1 // $ > int 
jf @GENERL3_25957 
if 
  21 > $2764 // int > $ 
jf @GENERL3_25957 
if 
  3 > $2835 // int > $ 
jf @GENERL3_25957 
if 
   Actor.Dead($2695)
jf @GENERL3_25957 
00BC: text_highpriority 'GEN3_25' time 5000 1  // ~r~Lance died!
jump @GENERL3_26217 

:GENERL3_25957
if 
  $2764 == 50 // $ == int 
jf @GENERL3_26013 
if 
   Actor.Dead($2695)
jf @GENERL3_26013 
00BC: text_highpriority 'GEN3_25' time 5000 1  // ~r~Lance died!
jump @GENERL3_26217 

:GENERL3_26013
if 
  $2764 > 3 // $ > int 
jf @GENERL3_26087 
if 
  50 > $2764 // int > $ 
jf @GENERL3_26087 
if 
   Actor.Dead($2699)
jf @GENERL3_26087 
00BC: text_highpriority 'GEN3_38' time 5000 1  // ~r~Diaz died! You failed to protect him!
jump @GENERL3_26217 

:GENERL3_26087
if 
  $2835 == 0 // $ == int 
jf @GENERL3_26210 
if 
  $2764 > 17 // $ > int 
jf @GENERL3_26210 
if 
   not $2764 == 50 // $ == int 
jf @GENERL3_26210 
if 
   not Actor.Dead($2827)
jf @GENERL3_26210 
if 
80E9:   not player $PLAYER_CHAR 0 $2827 radius 300.0 300.0 
jf @GENERL3_26210 
00BC: text_highpriority 'GEN3_30' time 5000 1  // ~r~He got away with the money! Diaz will have your balls for this!
jump @GENERL3_26217 

:GENERL3_26210
jump @GENERL3_3144 

:GENERL3_26217
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
01F0: set_max_wanted_level_to 4 
return 

:GENERL3_26238
$PASSED_COL3_GUARDIAN_ANGELS = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
01F0: set_max_wanted_level_to 5 
0394: play_music 1 
0318: set_latest_mission_passed 'COL_3'  // Guardian Angels
$1207 = 1 // $ = int 
Marker.Disable($531)
return 

:GENERL3_26312
$ONMISSION = 0 // $ = int 
Marker.Disable($2762)
Marker.Disable($2763)
Marker.Disable($2719)
Marker.Disable($2836)
Pickup.Destroy($2693)
Pickup.Destroy($2866)
Actor.DestroyWithFade($2699)
Actor.DestroyWithFade($2695)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Object.Destroy($2837)
if 
   not Car.Wrecked($2706)
jf @GENERL3_26395 
020A: set_car $2706 door_status_to 1 

:GENERL3_26395
if 
   not Car.Wrecked($2776)
jf @GENERL3_26418 
020A: set_car $2776 door_status_to 1 

:GENERL3_26418
if 
   not Car.Wrecked($2700)
jf @GENERL3_26448 
020A: set_car $2700 door_status_to 1 
Car.LockInCurrentPosition($2700, False)

:GENERL3_26448
Model.Destroy(#ADMIRAL)
Model.Destroy(#CLA)
Model.Destroy(#CLB)
Model.Destroy(#CUBAN)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#CBA)
Model.Destroy(#BURRITO)
Model.Destroy(#VOODOO)
Model.Destroy(#TEC9)
Model.Destroy(#SANCHEZ)
Model.Destroy(#UZI)
Model.Destroy(#RUGER)
Model.Destroy(#INFERNUS)
Marker.Disable($2748)
Marker.Disable($2749)
Marker.Disable($2750)
Marker.Disable($2751)
Marker.Disable($2752)
Marker.Disable($2753)
Marker.Disable($2754)
Marker.Disable($2755)
Marker.Disable($2756)
Marker.Disable($2757)
Marker.Disable($2758)
Marker.Disable($2759)
Marker.Disable($2760)
Marker.Disable($2761)
Marker.Disable($2826)
Marker.Disable($2702)
Pickup.Destroy($2701)
Marker.Disable($2863)
01B7: release_weather 
0151: remove_status_text $2703 
0151: remove_status_text $2864 
Marker.Disable($2696)
Marker.Disable($2863)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:GENERL3_27626
if 
  2 > $2705 // int > $ 
jf @GENERL3_27730 
if 
   not Car.Wrecked($2825)
jf @GENERL3_27723 
if 
80DC:   not player $PLAYER_CHAR in_car $2825 
jf @GENERL3_27709 
if 
02BF:   car $2825 sunk 
jf @GENERL3_27702 
$2705 = 2 // $ = int 

:GENERL3_27702
jump @GENERL3_27716 

:GENERL3_27709
$2705 = 2 // $ = int 

:GENERL3_27716
jump @GENERL3_27730 

:GENERL3_27723
$2705 = 2 // $ = int 

:GENERL3_27730
if 
  $2705 == 0 // $ == int 
jf @GENERL3_27786 
if 
   not Actor.Driving($2827)
jf @GENERL3_27786 
01D5: actor $2827 go_to_and_drive_car $2825 
0319: set_actor $2827 running 1 
$2705 = 1 // $ = int 

:GENERL3_27786
if 
  $2705 == 1 // $ == int 
jf @GENERL3_27942 
if 
0448:   actor $2827 sitting_in_car $2825 
jf @GENERL3_27942 
Car.SetMaxSpeed($2825, 30.0)
00AE: set_vehicle $2825 traffic_behavior_to 2 
if 
  $2764 == 18 // $ == int 
jf @GENERL3_27885 
02C2: car $2825 drive_to_point 256.0 -969.15 9.622 
jump @GENERL3_27935 

:GENERL3_27885
if 
  $2764 == 19 // $ == int 
jf @GENERL3_27930 
02C2: car $2825 drive_to_point 191.64 -1305.0 9.101 
jump @GENERL3_27935 

:GENERL3_27930
Car.SetToPsychoDriver($2825)

:GENERL3_27935
$2705 = 0 // $ = int 

:GENERL3_27942
if 
  $2705 == 2 // $ == int 
jf @GENERL3_28029 
if or
044B:   actor $2827 on_foot 
   Car.Wrecked($2825)
jf @GENERL3_28008 
011C: actor $2827 clear_objective 
01D0: actor $2827 avoid_player $PLAYER_CHAR 
$2705 = 3 // $ = int 
jump @GENERL3_28029 

:GENERL3_28008
if 
0449:   actor $2827 sitting_in_any_car 
jf @GENERL3_28029 
03E2: actor $2827 leave_any_car 

:GENERL3_28029
return 

//-------------Mission 10---------------
// Originally: Sir, Yes Sir!

:COL_4
gosub @COL_4_36 
if 
wasted_or_busted 
jf @COL_4_27 
gosub @COL_4_28430 

:COL_4_27
gosub @COL_4_28515 
terminate_this_script 

:COL_4_36
$ONMISSION = 1 // $ = int 
$2004 = 1 // $ = int 
script_name 'COL_4' 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'GENERA4' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
9@ = 7.5 // @ = float 
14@ = 7.5 // @ = float 
$3060 = 7.5 // $ = float 
$2875 = -1 // $ = int 
$2910 = -1 // $ = int 
$2911 = -1 // $ = int 
$2899 = -1 // $ = int 
$2900 = -1 // $ = int 
$2901 = -1 // $ = int 
$2902 = -1 // $ = int 
$2898 = -1 // $ = int 
$2903 = -1 // $ = int 
$2904 = -1 // $ = int 
$2905 = -1 // $ = int 
$2906 = -1 // $ = int 
$2909 = -1 // $ = int 
$2925 = 0 // $ = int 
$2926 = 0 // $ = int 
$2929 = 0 // $ = int 
$2930 = 0 // $ = int 
$2931 = 0 // $ = int 
$2934 = 0 // $ = int 
$2921 = 0 // $ = int 
$2922 = 0 // $ = int 
$2935 = 0 // $ = int 
$2947 = 0 // $ = int 
$2948 = 0 // $ = int 
$2923 = 0 // $ = int 
$2924 = 0 // $ = int 
$3051 = 0.0 // $ = float 
$2937 = 0 // $ = int 
$2938 = 0 // $ = int 
$2940 = 0 // $ = int 
$2941 = 0 // $ = int 
$2952 = 0 // $ = int 
$2953 = 0 // $ = int 
$2954 = 0 // $ = int 
$2955 = 0 // $ = int 
$2956 = 0 // $ = int 
$2957 = 0 // $ = int 
$2958 = 0 // $ = int 
$2959 = 0 // $ = int 
$2943 = 0 // $ = int 
$2944 = 0 // $ = int 
$2945 = 0 // $ = int 
$2946 = 0 // $ = int 
$2962 = 0 // $ = int 
$2963 = 0 // $ = int 
$3016 = 0 // $ = int 
$2927 = 0 // $ = int 
$2928 = 0 // $ = int 
$3017 = 0 // $ = int 
$2960 = 0 // $ = int 
$2961 = 0 // $ = int 
$3056 = 0.0 // $ = float 
$3057 = 0.0 // $ = float 
$3052 = 0.0 // $ = float 
$3053 = 0.0 // $ = float 
$3054 = 0.0 // $ = float 
$3055 = 0.0 // $ = float 
$3049 = 0.0 // $ = float 
$3050 = 0.0 // $ = float 
10@ = -100.0 // @ = float 
$3063 = 0.0 // $ = float 
$3064 = 0.0 // $ = float 
$3067 = 0.0 // $ = float 
$3069 = 0.0 // $ = float 
$3068 = 0.0 // $ = float 
$3070 = 0.0 // $ = float 
$3020 = 0 // $ = int 
$3021 = 0 // $ = int 
$3022 = 0 // $ = int 
$3023 = 0 // $ = int 
$3024 = 0 // $ = int 
$3011 = 0 // $ = int 
$2964 = 0 // $ = int 
$2965 = 0 // $ = int 
$2966 = 0 // $ = int 
$2967 = 0 // $ = int 
$2968 = 0 // $ = int 
$2971 = 0 // $ = int 
$2972 = 0 // $ = int 
$2973 = 0 // $ = int 
$2974 = 0 // $ = int 
$2975 = 0 // $ = int 
$2977 = 0 // $ = int 
$2978 = 0 // $ = int 
$2979 = 0 // $ = int 
$2980 = 0 // $ = int 
$2981 = 0 // $ = int 
$2983 = 0 // $ = int 
$2984 = 0 // $ = int 
$2985 = 0 // $ = int 
$2986 = 0 // $ = int 
$2987 = 0 // $ = int 
$2988 = 0 // $ = int 
$2993 = 0 // $ = int 
$3007 = 0 // $ = int 
$3009 = 0 // $ = int 
$3012 = 0 // $ = int 
$3013 = 0 // $ = int 
$3018 = 0 // $ = int 
$3014 = 0 // $ = int 
$3019 = 0 // $ = int 
$2949 = 0 // $ = int 
$2950 = 0 // $ = int 
$2936 = 0 // $ = int 
$2932 = 0 // $ = int 
$2969 = 0 // $ = int 
$2939 = 0 // $ = int 
$3025 = 0 // $ = int 
$3026 = 0 // $ = int 
$3027 = 0 // $ = int 
$3028 = 0 // $ = int 
$3029 = 0 // $ = int 
$3030 = 0 // $ = int 
$3031 = 0 // $ = int 
$3032 = 0 // $ = int 
$2942 = 0 // $ = int 
$3033 = 0 // $ = int 
$3034 = 0 // $ = int 
$3015 = 0 // $ = int 
$2951 = 0 // $ = int 
$2933 = 0 // $ = int 
$3035 = 0 // $ = int 
$3036 = 0 // $ = int 
$3037 = 0 // $ = int 
$3038 = 0 // $ = int 
$3039 = 0 // $ = int 
$2976 = 0 // $ = int 
$2982 = 0 // $ = int 
$3040 = 0 // $ = int 
$3041 = 0 // $ = int 
$3042 = 0 // $ = int 
$3046 = 0 // $ = int 
$3047 = 0 // $ = int 
$3048 = 0 // $ = int 
$2999 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#YT_DOORS14)
Model.Load(#YT_TMP_BOAT)
Model.Load(#LODMAIN_BODY)
Model.Load(#BIG_POLY_TINGS)
Model.Load(#YT_GANGPLNK_TMP)
038B: load_requested_models 

:COL_4_1182
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COL_4_1212 
wait 0 
jump @COL_4_1182 

:COL_4_1212
if or
   not Model.Available(#YT_MAIN_BODY)
   not Model.Available(#YT_MAIN_BODY2)
   not Model.Available(#YT_DOORS14)
   not Model.Available(#YT_TMP_BOAT)
   not Model.Available(#LODMAIN_BODY)
   not Model.Available(#BIG_POLY_TINGS)
jf @COL_4_1264 
wait 0 
jump @COL_4_1212 

:COL_4_1264
if 
   not Model.Available(#YT_GANGPLNK_TMP)
jf @COL_4_1291 
wait 0 
jump @COL_4_1264 

:COL_4_1291
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_4A' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSCOLO' 
04E4: request_collision_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
$3185 = 210 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_01' time 10000 1  // Diaz was pleased, and would like to meet you again.
$3185 = 2773 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_02' time 10000 1  // Is that a good thing?
$3185 = 3669 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_03' time 10000 1  // Of course! Although I'm starting to think that Diaz was responsible for our unfortunate loss...
$3185 = 8935 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_04' time 10000 1  // What makes you say that?
$3185 = 10386 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_05' time 10000 1  // One does not wave accusations at a man like Diaz - I'm merely thinking out loud...
$3185 = 14243 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_06' time 10000 1  // No matter. I have a proposal that you could profit from...
$3185 = 16762 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_07' time 10000 1  // I don't have time to run more errands, Cortez.
$3185 = 19154 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_08' time 10000 1  // I would have thought a man with such dangerous debts would be hungry for opportunities. Please, Tommy, at least hear me out.
$3185 = 25653 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL4_09' time 10000 1  // Go on...
$3185 = 26526 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL410' time 10000 1  // I have a buyer for a piece of military hardware that is being taken through town. Pick it up for me...
$3185 = 32640 // $ = int 
gosub @COL_4_31346 
00BC: text_highpriority 'COL411' time 10000 1  // and once you get it, I want you to call me immediately, then...
$3185 = 34964 // $ = int 
gosub @COL_4_31346 
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL_4_1865
if 
fading 
jf @COL_4_1889 
wait 0 
jump @COL_4_1865 

:COL_4_1889
if 
82E9:   not cutscene_reached_end 
jf @COL_4_1913 
wait 0 
jump @COL_4_1889 

:COL_4_1913
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Model.Destroy(#YT_DOORS14)
Model.Destroy(#YT_TMP_BOAT)
Model.Destroy(#LODMAIN_BODY)
Model.Destroy(#BIG_POLY_TINGS)
Model.Destroy(#YT_GANGPLNK_TMP)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
Model.Load(#RHINO)
Model.Load(#BARRACKS)
Model.Load(#ARMY)
Model.Load(#PATRIOT)
Model.Load(#RUGER)
038B: load_requested_models 

:COL_4_2002
if or
   not Model.Available(#RHINO)
   not Model.Available(#BARRACKS)
   not Model.Available(#ARMY)
   not Model.Available(#PATRIOT)
   not Model.Available(#RUGER)
jf @COL_4_2048 
wait 0 
jump @COL_4_2002 

:COL_4_2048
0169: set_fade_color 0 0 1 
fade 1 1500 
035E: set_player $PLAYER_CHAR armour_to 200 
0225: $7883 = player $PLAYER_CHAR health 
if 
  100 > $7883 // int > $ 
jf @COL_4_2104 
0222: set_player $PLAYER_CHAR health_to 100 

:COL_4_2104
if 
fading 
jf @COL_4_2128 
wait 0 
jump @COL_4_2104 

:COL_4_2128
00BC: text_highpriority 'COL4_B1' time 20000 1  // ~g~Go and acquire the piece of military hardware that is being taken through town.
0481: set_enter_car_range_multiplier 6.0 
Car.Create($2871, #PATRIOT, -751.1733, 113.8836, 9.8756)
Car.Angle($2871) = 167.7853
Car.SetMaxSpeed($2871, 9@)
00AE: set_vehicle $2871 traffic_behavior_to 4 
0466: set_car $2871 change_lane 0 
0229: set_car $2871 color_to 43 72 
Car.ImmuneToNonPlayer($2871, True)
0129: $2877 = create_actor 4 #ARMY in_car $2871 driverseat 
0084: $2876 = $2877 // $ = $ int 
gosub @COL_4_31023 
01C8: $2878 = create_actor_pedtype 4 model #ARMY in_car $2871 passenger_seat 0 
0084: $2876 = $2878 // $ = $ int 
gosub @COL_4_31023 
02C2: car $2871 drive_to_point -843.4301 -1503.7 11.9556 
0506: vehicle_model #BARRACKS set_next_variation -1 1 
Car.Create($2872, #BARRACKS, -749.1604, 123.1814, 9.8749)
Car.Angle($2872) = 167.7853
Car.SetMaxSpeed($2872, 1.0)
00AE: set_vehicle $2872 traffic_behavior_to 4 
0466: set_car $2872 change_lane 0 
Car.ImmuneToNonPlayer($2872, True)
0129: $2881 = create_actor 4 #ARMY in_car $2872 driverseat 
0084: $2876 = $2881 // $ = $ int 
gosub @COL_4_31023 
01C8: $2882 = create_actor_pedtype 4 model #ARMY in_car $2872 passenger_seat 0 
0084: $2876 = $2882 // $ = $ int 
gosub @COL_4_31023 
Actor.Create($2889, 4, #ARMY, -686.0, 665.0, 10.1)
0084: $2876 = $2889 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2889 into_turret_on_car $2872 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
Actor.Create($2890, 4, #ARMY, -686.0, 664.0, 10.1)
0084: $2876 = $2890 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2890 into_turret_on_car $2872 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 27 
Actor.Create($2891, 4, #ARMY, -686.0, 663.0, 10.1)
0084: $2876 = $2891 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2891 into_turret_on_car $2872 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 27 
Actor.Create($2892, 4, #ARMY, -686.0, 662.0, 10.1)
0084: $2876 = $2892 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2892 into_turret_on_car $2872 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 27 
02C2: car $2872 drive_to_point -848.7084 -1482.733 10.992 
Car.Create($2874, #RHINO, -747.1234, 132.5895, 9.8742)
Car.Angle($2874) = 167.7853
Car.SetMaxSpeed($2874, 1.0)
00AE: set_vehicle $2874 traffic_behavior_to 4 
0466: set_car $2874 change_lane 0 
Marker.CreateAboveCar($2920, $2874)
0493: set_tank $2874 contact_explosion 0 
0129: $2907 = create_actor 4 #ARMY in_car $2874 driverseat 
0084: $2876 = $2907 // $ = $ int 
gosub @COL_4_31023 
01C8: $2908 = create_actor_pedtype 4 model #ARMY in_car $2874 passenger_seat 0 
0084: $2876 = $2908 // $ = $ int 
gosub @COL_4_31023 
Actor.Create($2897, 4, #ARMY, -686.0, 662.0, 10.1)
0084: $2876 = $2897 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2897 into_turret_on_car $2874 at_car_offset 0.0455 -1.0043 1.9962 position 0 angle 360.0 with_weapon 27 
02C2: car $2874 drive_to_point -838.3314 -1492.5 11.0623 
0506: vehicle_model #BARRACKS set_next_variation -1 1 
Car.Create($2873, #BARRACKS, -744.8403, 143.1341, 9.8734)
Car.Angle($2873) = 167.7853
00AE: set_vehicle $2873 traffic_behavior_to 4 
Car.SetMaxSpeed($2873, 1.0)
0466: set_car $2873 change_lane 0 
Car.ImmuneToNonPlayer($2873, True)
0129: $2885 = create_actor 4 #ARMY in_car $2873 driverseat 
0084: $2876 = $2885 // $ = $ int 
gosub @COL_4_31023 
01C8: $2886 = create_actor_pedtype 4 model #ARMY in_car $2873 passenger_seat 0 
0084: $2876 = $2886 // $ = $ int 
gosub @COL_4_31023 
Actor.Create($2893, 4, #ARMY, -686.0, 665.0, 10.1)
0084: $2876 = $2893 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2893 into_turret_on_car $2873 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
Actor.Create($2894, 4, #ARMY, -686.0, 664.0, 10.1)
0084: $2876 = $2894 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2894 into_turret_on_car $2873 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 27 
Actor.Create($2895, 4, #ARMY, -686.0, 663.0, 10.1)
0084: $2876 = $2895 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2895 into_turret_on_car $2873 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 27 
Actor.Create($2896, 4, #ARMY, -686.0, 662.0, 10.1)
0084: $2876 = $2896 // $ = $ int 
gosub @COL_4_31023 
0464: put_actor $2896 into_turret_on_car $2873 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 27 
02C2: car $2873 drive_to_point -856.1463 -1480.377 10.9387 
0407: create_coordinate $749 $750 $751 from_car $2874 offset 5.0 2.0 0.0 
Actor.Create($2887, 4, #ARMY, $749, $750, 10.0)
0084: $2876 = $2887 // $ = $ int 
gosub @COL_4_31023 
02A9: set_actor $2887 immune_to_nonplayer 1 
0407: create_coordinate $749 $750 $751 from_car $2874 offset 5.0 -1.0 0.0 
Actor.Create($2888, 4, #ARMY, $749, $750, 10.0)
0084: $2876 = $2888 // $ = $ int 
gosub @COL_4_31023 
02A9: set_actor $2888 immune_to_nonplayer 1 
0407: create_coordinate $749 $750 $751 from_car $2874 offset 5.0 -4.0 0.0 
Actor.Create($2879, 4, #ARMY, $749, $750, 10.0)
0084: $2876 = $2879 // $ = $ int 
gosub @COL_4_31023 
02A9: set_actor $2879 immune_to_nonplayer 1 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 2.0 0.0 
Actor.Create($2880, 4, #ARMY, $749, $750, 10.0)
0084: $2876 = $2880 // $ = $ int 
gosub @COL_4_31023 
02A9: set_actor $2880 immune_to_nonplayer 1 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 -1.0 0.0 
Actor.Create($2883, 4, #ARMY, $749, $750, 10.0)
0084: $2876 = $2883 // $ = $ int 
gosub @COL_4_31023 
02A9: set_actor $2883 immune_to_nonplayer 1 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 -4.0 0.0 
Actor.Create($2884, 4, #ARMY, $749, $750, 10.0)
0084: $2876 = $2884 // $ = $ int 
gosub @COL_4_31023 
02A9: set_actor $2884 immune_to_nonplayer 1 

:COL_4_4032
wait 0 
$2969 += 1 // $ += int 
if 
  $2969 > 3 // $ > int 
jf @COL_4_4068 
$2969 = 0 // $ = int 

:COL_4_4068
01BD: $5239 = current_time_in_ms 
if 
  $2969 == 0 // $ == int 
jf @COL_4_5483 
if 
   not Car.Wrecked($2871)
jf @COL_4_5451 
if 
80DC:   not player $PLAYER_CHAR in_car $2871 
jf @COL_4_5357 
if 
   not Actor.Dead($2877)
jf @COL_4_5300 
if 
   Actor.InCar($2877, $2871)
jf @COL_4_5243 
Car.StorePos($2871, 0@, 1@, 2@)
0088: $5290 = 0@ // $ = @ float 
$5290 -= -837.0244 // $ -= float 
0088: $5291 = 1@ // $ = @ float 
$5291 -= -1509.279 // $ -= float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $3067 = square_root $5292 
if 
  $2929 == 0 // $ == int 
jf @COL_4_4861 
if 
   not Actor.Dead($2878)
jf @COL_4_4440 
if 
  $3034 == 0 // $ == int 
jf @COL_4_4433 
if 
  $2937 == 5 // $ == int 
jf @COL_4_4433 
if 
   Actor.InCar($2878, $2871)
jf @COL_4_4386 
$2937 = 0 // $ = int 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_4379 
$2931 = 0 // $ = int 

:COL_4_4379
jump @COL_4_4433 

:COL_4_4386
if 
   Actor.Driving($2878)
jf @COL_4_4425 
$2903 = Actor.CurrentCar($2878)
01D3: actor $2878 leave_car $2903 
jump @COL_4_4433 

:COL_4_4425
01D4: actor $2878 go_to_car $2871 and_enter_it_as_a_passenger 

:COL_4_4433
jump @COL_4_4483 

:COL_4_4440
if 
   not $3034 == 3 // $ == int 
jf @COL_4_4483 
if 
  $2929 == 0 // $ == int 
jf @COL_4_4483 
$2929 = 1 // $ = int 

:COL_4_4483
if 
   Actor.Dead($2877)
jf @COL_4_4542 
if 
   not $3033 == 3 // $ == int 
jf @COL_4_4542 
if 
  $2929 == 0 // $ == int 
jf @COL_4_4542 
$2929 = 1 // $ = int 

:COL_4_4542
if 
031E:   vehicle $2871 hit_by_weapon 39 
jf @COL_4_4598 
if 
01FC:   player $PLAYER_CHAR near_car $2871 radius 20.0 20.0 0 
jf @COL_4_4598 
$3040 = 1 // $ = int 

:COL_4_4598
if 
031E:   vehicle $2871 hit_by_weapon 47 
jf @COL_4_4650 
$3043 = Car.Health($2871)
if 
  800 > $3043 // int > $ 
jf @COL_4_4650 
$2929 = 1 // $ = int 

:COL_4_4650
0468: set_vehicle $2871 clear_last_weapon_damage 
if 
81AD:   not car $2871 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_4767 
0086: $3071 = $3069 // $ = $ float 
0061: $3071 -= $3067 // $ -= $ float 
if 
  $3071 > 20.0 // $ > float 
jf @COL_4_4757 
Car.SetMaxSpeed($2871, 0.0)
0477: set_car $2871 action 1 time 200 
jump @COL_4_4767 

:COL_4_4757
Car.SetMaxSpeed($2871, 7.5)

:COL_4_4767
if 
   not $3034 == 3 // $ == int 
jf @COL_4_4816 
0084: $2910 = $2871 // $ = $ int 
0084: $2911 = $2878 // $ = $ int 
0087: 10@ = 2@ // @ = @ float 
gosub @COL_4_28806 

:COL_4_4816
if 
  $2931 == 1 // $ == int 
jf @COL_4_4854 
Car.SetMaxSpeed($2871, 0.0)
0477: set_car $2871 action 1 time 500 

:COL_4_4854
jump @COL_4_5236 

:COL_4_4861
if 
  $2999 == 1 // $ == int 
jf @COL_4_5079 
if or
  $3016 == 2 // $ == int 
  $3016 == 3 // $ == int 
jf @COL_4_4911 
$3016 = 0 // $ = int 

:COL_4_4911
if 
  $3016 == 0 // $ == int 
jf @COL_4_4960 
Car.SetMaxSpeed($2871, 100.0)
00AE: set_vehicle $2871 traffic_behavior_to 2 
00AF: set_car $2871 driver_behaviour_to 2 
$3016 = 1 // $ = int 

:COL_4_4960
if 
  $3016 == 1 // $ == int 
jf @COL_4_5072 
if 
  $3017 == 10 // $ == int 
jf @COL_4_5065 
if 
01FC:   player $PLAYER_CHAR near_car $2871 radius 20.0 20.0 0 
jf @COL_4_5051 
if 
   not Actor.Dead($2878)
jf @COL_4_5051 
01CA: actor $2878 kill_player $PLAYER_CHAR 

:COL_4_5051
$3017 = 0 // $ = int 
jump @COL_4_5072 

:COL_4_5065
$3017 += 1 // $ += int 

:COL_4_5072
jump @COL_4_5236 

:COL_4_5079
if or
  $3016 == 0 // $ == int 
  $3016 == 1 // $ == int 
jf @COL_4_5111 
$3016 = 2 // $ = int 

:COL_4_5111
if 
  $3016 == 2 // $ == int 
jf @COL_4_5167 
Car.SetMaxSpeed($2871, 100.0)
00AE: set_vehicle $2871 traffic_behavior_to 2 
Car.DriveTo($2871, 3@, 4@, 5@)
$3016 = 3 // $ = int 

:COL_4_5167
if 
  $3016 == 3 // $ == int 
jf @COL_4_5236 
if 
01AD:   car $2871 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
jf @COL_4_5236 
00AF: set_car $2871 driver_behaviour_to 11 
0477: set_car $2871 action 1 time 500 

:COL_4_5236
jump @COL_4_5293 

:COL_4_5243
if 
   not $3033 == 3 // $ == int 
jf @COL_4_5293 
$2925 = 1 // $ = int 
if 
  $2929 == 0 // $ == int 
jf @COL_4_5293 
$2929 = 1 // $ = int 

:COL_4_5293
jump @COL_4_5350 

:COL_4_5300
if 
   not $3033 == 3 // $ == int 
jf @COL_4_5350 
$2925 = 1 // $ = int 
if 
  $2929 == 0 // $ == int 
jf @COL_4_5350 
$2929 = 1 // $ = int 

:COL_4_5350
jump @COL_4_5444 

:COL_4_5357
Car.ImmuneToNonPlayer($2871, False)
if 
   not Actor.Dead($2877)
jf @COL_4_5388 
01CA: actor $2877 kill_player $PLAYER_CHAR 

:COL_4_5388
if 
   not Actor.Dead($2878)
jf @COL_4_5412 
01CA: actor $2878 kill_player $PLAYER_CHAR 

:COL_4_5412
if 
  $2929 == 0 // $ == int 
jf @COL_4_5437 
$2929 = 1 // $ = int 

:COL_4_5437
$2925 = 1 // $ = int 

:COL_4_5444
jump @COL_4_5483 

:COL_4_5451
if 
  $2929 == 0 // $ == int 
jf @COL_4_5476 
$2929 = 1 // $ = int 

:COL_4_5476
$2925 = 1 // $ = int 

:COL_4_5483
if 
  $2969 == 1 // $ == int 
jf @COL_4_7229 
if 
   not Car.Wrecked($2872)
jf @COL_4_7009 
if 
80DC:   not player $PLAYER_CHAR in_car $2872 
jf @COL_4_6915 
if 
   not Actor.Dead($2881)
jf @COL_4_6876 
if 
   Actor.InCar($2881, $2872)
jf @COL_4_6837 
Car.StorePos($2872, 6@, 7@, 8@)
0088: $5290 = 6@ // $ = @ float 
$5290 -= -837.0244 // $ -= float 
0088: $5291 = 7@ // $ = @ float 
$5291 -= -1509.279 // $ -= float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $3069 = square_root $5292 
if 
  $2929 == 0 // $ == int 
jf @COL_4_6455 
if 
   not Actor.Dead($2882)
jf @COL_4_5832 
if 
  $2938 == 5 // $ == int 
jf @COL_4_5825 
if 
   Actor.InCar($2882, $2872)
jf @COL_4_5778 
$2938 = 0 // $ = int 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_5771 
$2931 = 0 // $ = int 

:COL_4_5771
jump @COL_4_5825 

:COL_4_5778
if 
   Actor.Driving($2882)
jf @COL_4_5817 
$2904 = Actor.CurrentCar($2882)
01D3: actor $2882 leave_car $2904 
jump @COL_4_5825 

:COL_4_5817
01D4: actor $2882 go_to_car $2872 and_enter_it_as_a_passenger 

:COL_4_5825
jump @COL_4_5857 

:COL_4_5832
if 
  $2929 == 0 // $ == int 
jf @COL_4_5857 
$2929 = 1 // $ = int 

:COL_4_5857
if 
   Actor.Dead($2881)
jf @COL_4_5898 
if 
  $2929 == 0 // $ == int 
jf @COL_4_5898 
$2929 = 1 // $ = int 

:COL_4_5898
if 
031E:   vehicle $2872 hit_by_weapon 39 
jf @COL_4_5954 
if 
01FC:   player $PLAYER_CHAR near_car $2872 radius 20.0 20.0 0 
jf @COL_4_5954 
$3041 = 1 // $ = int 

:COL_4_5954
if 
031E:   vehicle $2872 hit_by_weapon 47 
jf @COL_4_6006 
$3044 = Car.Health($2872)
if 
  800 > $3044 // int > $ 
jf @COL_4_6006 
$2929 = 1 // $ = int 

:COL_4_6006
0468: set_vehicle $2872 clear_last_weapon_damage 
if 
   not $2925 == 1 // $ == int 
jf @COL_4_6316 
0088: $5290 = 6@ // $ = @ float 
0067: $5290 -= 0@ // $ -= @ float 
0088: $5291 = 7@ // $ = @ float 
0067: $5291 -= 1@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
0089: 9@ = $5292 // @ = $ float 
9@ -= 3.0 // @ -= float 
if 
  9@ > 100.0 // @ > float 
jf @COL_4_6150 
9@ = 100.0 // @ = float 

:COL_4_6150
if 
  0.0 > 9@ // float > @ 
jf @COL_4_6181 
9@ = 0.0 // @ = float 

:COL_4_6181
if 
81AD:   not car $2872 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_6302 
if 
0024:   $3067 > $3069 // $ > $ float 
jf @COL_4_6248 
9@ = 0.0 // @ = float 

:COL_4_6248
0086: $3072 = $3068 // $ = $ float 
0061: $3072 -= $3069 // $ -= $ float 
if 
  $3072 > 20.0 // $ > float 
jf @COL_4_6295 
9@ = 0.0 // @ = float 

:COL_4_6295
jump @COL_4_6309 

:COL_4_6302
04E0: car $2872 abandon_path_radius 40 

:COL_4_6309
jump @COL_4_6326 

:COL_4_6316
9@ = 12.0 // @ = float 

:COL_4_6326
0084: $2910 = $2872 // $ = $ int 
0084: $2911 = $2882 // $ = $ int 
0087: 10@ = 8@ // @ = @ float 
gosub @COL_4_28806 
if 
  $2931 == 0 // $ == int 
jf @COL_4_6428 
if 
  9@ == 0.0 // @ == float 
jf @COL_4_6413 
0477: set_car $2872 action 1 time 200 
jump @COL_4_6421 

:COL_4_6413
Car.SetMaxSpeed($2872, 9@)

:COL_4_6421
jump @COL_4_6448 

:COL_4_6428
9@ = 0.0 // @ = float 
0477: set_car $2872 action 1 time 500 

:COL_4_6448
jump @COL_4_6830 

:COL_4_6455
if 
  $2999 == 1 // $ == int 
jf @COL_4_6673 
if or
  $2927 == 2 // $ == int 
  $2927 == 3 // $ == int 
jf @COL_4_6505 
$2927 = 0 // $ = int 

:COL_4_6505
if 
  $2927 == 0 // $ == int 
jf @COL_4_6554 
Car.SetMaxSpeed($2872, 100.0)
00AE: set_vehicle $2872 traffic_behavior_to 2 
00AF: set_car $2872 driver_behaviour_to 2 
$2927 = 1 // $ = int 

:COL_4_6554
if 
  $2927 == 1 // $ == int 
jf @COL_4_6666 
if 
  $2960 == 10 // $ == int 
jf @COL_4_6659 
if 
01FC:   player $PLAYER_CHAR near_car $2872 radius 20.0 20.0 0 
jf @COL_4_6645 
if 
   not Actor.Dead($2882)
jf @COL_4_6645 
01CA: actor $2882 kill_player $PLAYER_CHAR 

:COL_4_6645
$2960 = 0 // $ = int 
jump @COL_4_6666 

:COL_4_6659
$2960 += 1 // $ += int 

:COL_4_6666
jump @COL_4_6830 

:COL_4_6673
if or
  $2927 == 0 // $ == int 
  $2927 == 1 // $ == int 
jf @COL_4_6705 
$2927 = 2 // $ = int 

:COL_4_6705
if 
  $2927 == 2 // $ == int 
jf @COL_4_6761 
Car.SetMaxSpeed($2872, 100.0)
00AE: set_vehicle $2872 traffic_behavior_to 2 
Car.DriveTo($2872, 3@, 4@, 5@)
$2927 = 3 // $ = int 

:COL_4_6761
if 
  $2927 == 3 // $ == int 
jf @COL_4_6830 
if 
01AD:   car $2872 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
jf @COL_4_6830 
00AF: set_car $2872 driver_behaviour_to 11 
0477: set_car $2872 action 1 time 500 

:COL_4_6830
jump @COL_4_6869 

:COL_4_6837
if 
  $2929 == 0 // $ == int 
jf @COL_4_6862 
$2929 = 1 // $ = int 

:COL_4_6862
$2926 = 1 // $ = int 

:COL_4_6869
jump @COL_4_6908 

:COL_4_6876
if 
  $2929 == 0 // $ == int 
jf @COL_4_6901 
$2929 = 1 // $ = int 

:COL_4_6901
$2926 = 1 // $ = int 

:COL_4_6908
jump @COL_4_7002 

:COL_4_6915
Car.ImmuneToNonPlayer($2872, False)
if 
   not Actor.Dead($2881)
jf @COL_4_6946 
01CA: actor $2881 kill_player $PLAYER_CHAR 

:COL_4_6946
if 
   not Actor.Dead($2882)
jf @COL_4_6970 
01CA: actor $2882 kill_player $PLAYER_CHAR 

:COL_4_6970
if 
  $2929 == 0 // $ == int 
jf @COL_4_6995 
$2929 = 1 // $ = int 

:COL_4_6995
$2926 = 1 // $ = int 

:COL_4_7002
jump @COL_4_7041 

:COL_4_7009
if 
  $2929 == 0 // $ == int 
jf @COL_4_7034 
$2929 = 1 // $ = int 

:COL_4_7034
$2926 = 1 // $ = int 

:COL_4_7041
0084: $2917 = $2889 // $ = $ int 
0084: $2918 = $2872 // $ = $ int 
0084: $2919 = $2881 // $ = $ int 
0084: $2970 = $2952 // $ = $ int 
gosub @COL_4_31383 
0084: $2952 = $2970 // $ = $ int 
0084: $2917 = $2890 // $ = $ int 
0084: $2918 = $2872 // $ = $ int 
0084: $2919 = $2881 // $ = $ int 
0084: $2970 = $2953 // $ = $ int 
gosub @COL_4_31383 
0084: $2953 = $2970 // $ = $ int 
0084: $2917 = $2891 // $ = $ int 
0084: $2918 = $2872 // $ = $ int 
0084: $2919 = $2881 // $ = $ int 
0084: $2970 = $2954 // $ = $ int 
gosub @COL_4_31383 
0084: $2954 = $2970 // $ = $ int 
0084: $2917 = $2892 // $ = $ int 
0084: $2918 = $2872 // $ = $ int 
0084: $2919 = $2881 // $ = $ int 
0084: $2970 = $2955 // $ = $ int 
gosub @COL_4_31383 
0084: $2955 = $2970 // $ = $ int 

:COL_4_7229
if 
  $2969 == 2 // $ == int 
jf @COL_4_16079 
if 
   not Car.Wrecked($2874)
jf @COL_4_16039 
if 
80DC:   not player $PLAYER_CHAR in_car $2874 
jf @COL_4_15120 
if and
03B1:   garage $993 door_closed 
  $3012 > 0 // $ > int 
jf @COL_4_7327 
00BC: text_highpriority 'COL4_B2' time 5000 1  // ~r~The tank arrived at its destination safely!
jump @COL_4_28430 

:COL_4_7327
if 
  $3012 == 1 // $ == int 
jf @COL_4_7601 
if 
01AD:   car $2874 sphere 0 near_point -836.007 -1500.523 radius 13.5 13.5 
jf @COL_4_7601 
if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
jf @COL_4_7601 
if 
00F5:   player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 
jf @COL_4_7516 
if 
  $3015 == 0 // $ == int 
jf @COL_4_7509 
$3015 = 1 // $ = int 

:COL_4_7509
jump @COL_4_7601 

:COL_4_7516
if or
  3 > $3025 // int > $ 
  3 > $3033 // int > $ 
  3 > $3027 // int > $ 
  3 > $3028 // int > $ 
  3 > $3034 // int > $ 
  3 > $3030 // int > $ 
jf @COL_4_7594 
if 
  $2929 == 0 // $ == int 
jf @COL_4_7594 
$2929 = 1 // $ = int 

:COL_4_7594
$3012 = 2 // $ = int 

:COL_4_7601
if 
01FC:   player $PLAYER_CHAR near_car $2874 radius 60.0 60.0 0 
jf @COL_4_7709 
$3014 = 1 // $ = int 
if 
  $3019 == 0 // $ == int 
jf @COL_4_7695 
00BC: text_highpriority 'COL4_B6' time 5000 1  // ~g~Find a way to steal the tank!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$3019 = 1 // $ = int 

:COL_4_7695
Player.WantedLevel($PLAYER_CHAR) = 0
jump @COL_4_7716 

:COL_4_7709
$3014 = 0 // $ = int 

:COL_4_7716
if 
01FC:   player $PLAYER_CHAR near_car $2874 radius 250.0 250.0 0 
jf @COL_4_7761 
$2999 = 1 // $ = int 
jump @COL_4_7768 

:COL_4_7761
$2999 = 0 // $ = int 

:COL_4_7768
Car.StorePos($2874, 3@, 4@, 5@)
0088: $5290 = 3@ // $ = @ float 
$5290 -= -837.0244 // $ -= float 
0088: $5291 = 4@ // $ = @ float 
$5291 -= -1509.279 // $ -= float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $3068 = square_root $5292 
if 
   Actor.Dead($2907)
jf @COL_4_7966 
if 
   not $3031 == 3 // $ == int 
jf @COL_4_7966 
if 
  $2929 == 0 // $ == int 
jf @COL_4_7966 
if 
056D:   actor $2907 defined 
jf @COL_4_7959 
Actor.StoreDeadActorPos($2907, $749, $750, $751)
Pickup.Create($2914, #BODYARMOUR, 3, $749, $750, $751)

:COL_4_7959
$2929 = 1 // $ = int 

:COL_4_7966
if 
   Actor.Dead($2908)
jf @COL_4_8074 
if 
   not $3032 == 3 // $ == int 
jf @COL_4_8074 
if 
  $2929 == 0 // $ == int 
jf @COL_4_8074 
if 
056D:   actor $2908 defined 
jf @COL_4_8067 
Actor.StoreDeadActorPos($2908, $749, $750, $751)
Pickup.Create($2915, #BODYARMOUR, 3, $749, $750, $751)

:COL_4_8067
$2929 = 1 // $ = int 

:COL_4_8074
if 
  $2933 == 0 // $ == int 
jf @COL_4_8227 
if 
   not $2948 == 2 // $ == int 
jf @COL_4_8227 
if 
844A:   not player $PLAYER_CHAR on_foot 
jf @COL_4_8227 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -2.5017 0.3918 -0.1973 
if 
00E4:   player $PLAYER_CHAR 0 $749 $750 radius 1.0 1.0 
jf @COL_4_8227 
00BC: text_highpriority 'COL4_B4' time 5000 1  // ~g~The tank is locked. Find a way to lure out the occupants.
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$2933 = 1 // $ = int 

:COL_4_8227
if 
  $2976 == 0 // $ == int 
jf @COL_4_8434 
if 
0495:   vehicle $2874 burning 
jf @COL_4_8434 
if 
   not Actor.Dead($2907)
jf @COL_4_8304 
if 
   Actor.InCar($2907, $2874)
jf @COL_4_8304 
01CE: actor $2907 avoid_player $PLAYER_CHAR 

:COL_4_8304
if 
   not Actor.Dead($2908)
jf @COL_4_8347 
if 
   Actor.InCar($2908, $2874)
jf @COL_4_8347 
01CE: actor $2908 avoid_player $PLAYER_CHAR 

:COL_4_8347
if 
  $2972 == 0 // $ == int 
jf @COL_4_8388 
$2972 = 1 // $ = int 
0084: $2995 = $5239 // $ = $ int 
$2995 += 6000 // $ += int 

:COL_4_8388
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 
if 
  $2929 == 0 // $ == int 
jf @COL_4_8427 
$2929 = 1 // $ = int 

:COL_4_8427
$2976 = 1 // $ = int 

:COL_4_8434
if 
   not $2942 == 3 // $ == int 
jf @COL_4_9027 
if 
   not Actor.Dead($2897)
jf @COL_4_8542 
if 
  $2929 == 0 // $ == int 
jf @COL_4_8527 
if 
  $2942 == 0 // $ == int 
jf @COL_4_8520 
$5314 = Car.Angle($2874)
Actor.Angle($2897) = $5314

:COL_4_8520
jump @COL_4_8535 

:COL_4_8527
01CA: actor $2897 kill_player $PLAYER_CHAR 

:COL_4_8535
jump @COL_4_9027 

:COL_4_8542
if 
  $2929 == 0 // $ == int 
jf @COL_4_9022 
if 
  $2962 == 0 // $ == int 
jf @COL_4_8608 
$2931 = 1 // $ = int 
$2962 = 1 // $ = int 
0084: $2963 = $5239 // $ = $ int 
$2963 += 2000 // $ += int 

:COL_4_8608
if 
  $2962 == 1 // $ == int 
jf @COL_4_8734 
if 
001C:   $5239 > $2963 // $ > $ int 
jf @COL_4_8734 
if 
  $2978 == 0 // $ == int 
jf @COL_4_8686 
$2978 = 1 // $ = int 
0084: $3001 = $5239 // $ = $ int 
$3001 += 6000 // $ += int 

:COL_4_8686
if 
  $2988 == 0 // $ == int 
jf @COL_4_8727 
$2988 = 1 // $ = int 
0084: $3010 = $5239 // $ = $ int 
$3010 += 8000 // $ += int 

:COL_4_8727
$2962 = 2 // $ = int 

:COL_4_8734
if 
  $2962 == 2 // $ == int 
jf @COL_4_8953 
if 
   not Actor.Dead($2907)
jf @COL_4_8953 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 0.0 0.0 
0239: actor $2907 run_to $749 $750 
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 
if 
00ED:   actor $2907 0 $749 $750 radius 1.0 1.0 
jf @COL_4_8953 
011C: actor $2907 clear_objective 
Car.StorePos($2874, $749, $750, $751)
if 
  $2973 == 0 // $ == int 
jf @COL_4_8916 
$2973 = 1 // $ = int 
0084: $2996 = $5239 // $ = $ int 
$2996 += 6000 // $ += int 

:COL_4_8916
01BE: set_actor $2907 to_look_at_spot $749 $750 $751 
$2962 = 3 // $ = int 
0084: $2963 = $5239 // $ = $ int 
$2963 += 2000 // $ += int 

:COL_4_8953
if 
  $2962 == 3 // $ == int 
jf @COL_4_9015 
if 
001C:   $5239 > $2963 // $ > $ int 
jf @COL_4_9015 
if 
  $2929 == 0 // $ == int 
jf @COL_4_9015 
$2929 = 1 // $ = int 

:COL_4_9015
jump @COL_4_9027 

:COL_4_9022
0465: remove_actor $2897 from_turret_mode 

:COL_4_9027
if 
  $2929 == 0 // $ == int 
jf @COL_4_10864 
if 
  $3025 == 0 // $ == int 
jf @COL_4_9201 
if 
   not Actor.Dead($2887)
jf @COL_4_9158 
0407: create_coordinate $749 $750 $751 from_car $2874 offset 5.0 2.0 0.0 
if 
  $2931 == 0 // $ == int 
jf @COL_4_9151 
0411: set_actor $2887 use_pednode_seek 0 
0239: actor $2887 run_to $749 $750 
0411: set_actor $2887 use_pednode_seek 0 

:COL_4_9151
jump @COL_4_9201 

:COL_4_9158
if 
   not $3025 == 3 // $ == int 
jf @COL_4_9201 
if 
  $2929 == 0 // $ == int 
jf @COL_4_9201 
$2929 = 1 // $ = int 

:COL_4_9201
if 
  $3026 == 0 // $ == int 
jf @COL_4_9339 
if 
   not Actor.Dead($2888)
jf @COL_4_9296 
0407: create_coordinate $749 $750 $751 from_car $2874 offset 5.0 -1.0 0.0 
0411: set_actor $2888 use_pednode_seek 0 
0239: actor $2888 run_to $749 $750 
0411: set_actor $2888 use_pednode_seek 0 
jump @COL_4_9339 

:COL_4_9296
if 
   not $3026 == 3 // $ == int 
jf @COL_4_9339 
if 
  $2929 == 0 // $ == int 
jf @COL_4_9339 
$2929 = 1 // $ = int 

:COL_4_9339
if 
  $3027 == 0 // $ == int 
jf @COL_4_9706 
if 
   not Actor.Dead($2879)
jf @COL_4_9663 
if or
  $3040 == 1 // $ == int 
  $3041 == 1 // $ == int 
  $3042 == 1 // $ == int 
jf @COL_4_9579 
if 
  $2982 == 0 // $ == int 
jf @COL_4_9471 
if 
  $2986 == 0 // $ == int 
jf @COL_4_9464 
$2986 = 1 // $ = int 
0084: $3008 = $5239 // $ = $ int 
$3008 += 6000 // $ += int 

:COL_4_9464
$2982 = 1 // $ = int 

:COL_4_9471
0350: set_actor $2879 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_9517 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
01D9: actor $2879 destroy_car $5218 
jump @COL_4_9525 

:COL_4_9517
01CA: actor $2879 kill_player $PLAYER_CHAR 

:COL_4_9525
if 
001C:   $5239 > $3046 // $ > $ int 
jf @COL_4_9572 
$3040 = 0 // $ = int 
$3041 = 0 // $ = int 
$3042 = 0 // $ = int 
$2982 = 0 // $ = int 

:COL_4_9572
jump @COL_4_9656 

:COL_4_9579
0350: set_actor $2879 maintain_position_when_attacked 0 
0084: $3046 = $5239 // $ = $ int 
$3046 += 6000 // $ += int 
0407: create_coordinate $749 $750 $751 from_car $2874 offset 5.0 -4.0 0.0 
0411: set_actor $2879 use_pednode_seek 0 
0239: actor $2879 run_to $749 $750 
0411: set_actor $2879 use_pednode_seek 0 

:COL_4_9656
jump @COL_4_9706 

:COL_4_9663
if 
   not $3027 == 3 // $ == int 
jf @COL_4_9706 
if 
  $2929 == 0 // $ == int 
jf @COL_4_9706 
$2929 = 1 // $ = int 

:COL_4_9706
if 
01AD:   car $2874 sphere 0 near_point -860.463 -204.449 radius 8.0 75.0 
jf @COL_4_9758 
$2932 = 1 // $ = int 
jump @COL_4_9765 

:COL_4_9758
$2932 = 0 // $ = int 

:COL_4_9765
if 
  $3028 == 0 // $ == int 
jf @COL_4_9975 
if 
   not Actor.Dead($2880)
jf @COL_4_9932 
if 
  $2932 == 1 // $ == int 
jf @COL_4_9853 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -3.5 -4.0 0.0 
jump @COL_4_9882 

:COL_4_9853
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 2.0 0.0 

:COL_4_9882
if 
  $2931 == 0 // $ == int 
jf @COL_4_9925 
0411: set_actor $2880 use_pednode_seek 0 
0239: actor $2880 run_to $749 $750 
0411: set_actor $2880 use_pednode_seek 0 

:COL_4_9925
jump @COL_4_9975 

:COL_4_9932
if 
   not $3028 == 3 // $ == int 
jf @COL_4_9975 
if 
  $2929 == 0 // $ == int 
jf @COL_4_9975 
$2929 = 1 // $ = int 

:COL_4_9975
if 
  $3029 == 0 // $ == int 
jf @COL_4_10451 
if 
   not Actor.Dead($2883)
jf @COL_4_10408 
if or
  $3040 == 1 // $ == int 
  $3041 == 1 // $ == int 
  $3042 == 1 // $ == int 
jf @COL_4_10247 
if 
   Actor.Dead($2879)
jf @COL_4_10123 
if 
  $2982 == 0 // $ == int 
jf @COL_4_10123 
if 
  $2986 == 0 // $ == int 
jf @COL_4_10116 
$2986 = 1 // $ = int 
0084: $3008 = $5239 // $ = $ int 
$3008 += 6000 // $ += int 

:COL_4_10116
$2982 = 1 // $ = int 

:COL_4_10123
0350: set_actor $2883 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_10169 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
01D9: actor $2883 destroy_car $5218 
jump @COL_4_10177 

:COL_4_10169
01CA: actor $2883 kill_player $PLAYER_CHAR 

:COL_4_10177
if 
   Actor.Dead($2879)
jf @COL_4_10240 
if 
001C:   $5239 > $3046 // $ > $ int 
jf @COL_4_10240 
$3040 = 0 // $ = int 
$3041 = 0 // $ = int 
$3042 = 0 // $ = int 
$2982 = 0 // $ = int 

:COL_4_10240
jump @COL_4_10401 

:COL_4_10247
if 
   Actor.Dead($2879)
jf @COL_4_10286 
0084: $3046 = $5239 // $ = $ int 
$3046 += 6000 // $ += int 
jump @COL_4_10293 

:COL_4_10286
0350: set_actor $2879 maintain_position_when_attacked 0 

:COL_4_10293
if 
  $2932 == 1 // $ == int 
jf @COL_4_10347 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -3.5 -1.0 0.0 
jump @COL_4_10376 

:COL_4_10347
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 -1.0 0.0 

:COL_4_10376
0411: set_actor $2883 use_pednode_seek 0 
0239: actor $2883 run_to $749 $750 
0411: set_actor $2883 use_pednode_seek 0 

:COL_4_10401
jump @COL_4_10451 

:COL_4_10408
if 
   not $3029 == 3 // $ == int 
jf @COL_4_10451 
if 
  $2929 == 0 // $ == int 
jf @COL_4_10451 
$2929 = 1 // $ = int 

:COL_4_10451
if 
  $3030 == 0 // $ == int 
jf @COL_4_10643 
if 
   not Actor.Dead($2884)
jf @COL_4_10600 
if 
  $2932 == 1 // $ == int 
jf @COL_4_10539 
0407: create_coordinate $749 $750 $751 from_car $2874 offset -3.5 2.0 0.0 
jump @COL_4_10568 

:COL_4_10539
0407: create_coordinate $749 $750 $751 from_car $2874 offset -5.0 -4.0 0.0 

:COL_4_10568
0411: set_actor $2884 use_pednode_seek 0 
0239: actor $2884 run_to $749 $750 
0411: set_actor $2884 use_pednode_seek 0 
jump @COL_4_10643 

:COL_4_10600
if 
   not $3030 == 3 // $ == int 
jf @COL_4_10643 
if 
  $2929 == 0 // $ == int 
jf @COL_4_10643 
$2929 = 1 // $ = int 

:COL_4_10643
if 
   not Actor.Dead($2908)
jf @COL_4_10814 
if 
  $3032 == 0 // $ == int 
jf @COL_4_10807 
if 
  $2940 == 5 // $ == int 
jf @COL_4_10807 
if 
   Actor.InCar($2908, $2874)
jf @COL_4_10760 
$2940 = 0 // $ = int 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_10753 
$2931 = 0 // $ = int 

:COL_4_10753
jump @COL_4_10807 

:COL_4_10760
if 
   Actor.Driving($2908)
jf @COL_4_10799 
$2905 = Actor.CurrentCar($2908)
01D3: actor $2908 leave_car $2905 
jump @COL_4_10807 

:COL_4_10799
01D4: actor $2908 go_to_car $2874 and_enter_it_as_a_passenger 

:COL_4_10807
jump @COL_4_10857 

:COL_4_10814
if 
   not $3032 == 3 // $ == int 
jf @COL_4_10857 
if 
  $2929 == 0 // $ == int 
jf @COL_4_10857 
$2929 = 1 // $ = int 

:COL_4_10857
jump @COL_4_11351 

:COL_4_10864
if 
  $2948 == 0 // $ == int 
jf @COL_4_10907 
0084: $2947 = $5239 // $ = $ int 
$2947 += 100000 // $ += int 
$2948 = 1 // $ = int 

:COL_4_10907
if 
  $2948 == 1 // $ == int 
jf @COL_4_11207 
if 
   Car.Wrecked($2871)
jf @COL_4_11085 
if 
   Car.Wrecked($2872)
jf @COL_4_11085 
if 
   Car.Wrecked($2873)
jf @COL_4_11085 
if 
   Actor.Dead($2887)
jf @COL_4_11085 
if 
   Actor.Dead($2888)
jf @COL_4_11085 
if 
   Actor.Dead($2879)
jf @COL_4_11085 
if 
   Actor.Dead($2880)
jf @COL_4_11085 
if 
   Actor.Dead($2883)
jf @COL_4_11085 
if 
   Actor.Dead($2884)
jf @COL_4_11085 
0084: $2947 = $5239 // $ = $ int 
$2947 -= 500 // $ -= int 

:COL_4_11085
if 
001C:   $5239 > $2947 // $ > $ int 
jf @COL_4_11207 
if 
   not Actor.Dead($2907)
jf @COL_4_11128 
01CE: actor $2907 avoid_player $PLAYER_CHAR 

:COL_4_11128
if 
   not Actor.Dead($2908)
jf @COL_4_11152 
01CE: actor $2908 avoid_player $PLAYER_CHAR 

:COL_4_11152
if 
  $2972 == 0 // $ == int 
jf @COL_4_11193 
$2972 = 1 // $ = int 
0084: $2995 = $5239 // $ = $ int 
$2995 += 6000 // $ += int 

:COL_4_11193
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 

:COL_4_11207
if 
   not Actor.Dead($2887)
jf @COL_4_11231 
01CA: actor $2887 kill_player $PLAYER_CHAR 

:COL_4_11231
if 
   not Actor.Dead($2888)
jf @COL_4_11255 
01CA: actor $2888 kill_player $PLAYER_CHAR 

:COL_4_11255
if 
   not Actor.Dead($2879)
jf @COL_4_11279 
01CA: actor $2879 kill_player $PLAYER_CHAR 

:COL_4_11279
if 
   not Actor.Dead($2880)
jf @COL_4_11303 
01CA: actor $2880 kill_player $PLAYER_CHAR 

:COL_4_11303
if 
   not Actor.Dead($2883)
jf @COL_4_11327 
01CA: actor $2883 kill_player $PLAYER_CHAR 

:COL_4_11327
if 
   not Actor.Dead($2884)
jf @COL_4_11351 
01CA: actor $2884 kill_player $PLAYER_CHAR 

:COL_4_11351
if 
  $2929 == 0 // $ == int 
jf @COL_4_14380 
if 
   not Actor.Dead($2907)
jf @COL_4_11505 
if 
050D:   actor $2907 leaving_car_to_die 
jf @COL_4_11505 
if 
   not Actor.Dead($2908)
jf @COL_4_11505 
01CE: actor $2908 avoid_player $PLAYER_CHAR 
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 
if 
  $2971 == 0 // $ == int 
jf @COL_4_11480 
$2971 = 1 // $ = int 
0084: $2994 = $5239 // $ = $ int 
$2994 += 6000 // $ += int 

:COL_4_11480
if 
  $2929 == 0 // $ == int 
jf @COL_4_11505 
$2929 = 1 // $ = int 

:COL_4_11505
if 
   not Actor.Dead($2908)
jf @COL_4_12493 
if 
050D:   actor $2908 leaving_car_to_die 
jf @COL_4_11641 
if 
   not Actor.Dead($2907)
jf @COL_4_11641 
01CE: actor $2907 avoid_player $PLAYER_CHAR 
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 
if 
  $2971 == 0 // $ == int 
jf @COL_4_11616 
$2971 = 1 // $ = int 
0084: $2994 = $5239 // $ = $ int 
$2994 += 6000 // $ += int 

:COL_4_11616
if 
  $2929 == 0 // $ == int 
jf @COL_4_11641 
$2929 = 1 // $ = int 

:COL_4_11641
if 
  $3020 == 0 // $ == int 
jf @COL_4_11799 
if 
01AD:   car $2874 sphere 0 near_point -834.422 -634.884 radius 5.0 5.0 
jf @COL_4_11799 
$2931 = 1 // $ = int 
if 
  $2940 == 0 // $ == int 
jf @COL_4_11799 
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 
if 
  $2974 == 0 // $ == int 
jf @COL_4_11777 
$2974 = 1 // $ = int 
0084: $2997 = $5239 // $ = $ int 
$2997 += 6000 // $ += int 

:COL_4_11777
0239: actor $2908 run_to -844.5248 -639.313 
$3020 = 1 // $ = int 

:COL_4_11799
if 
  $3020 == 1 // $ == int 
jf @COL_4_11877 
if 
00ED:   actor $2908 0 -844.5248 -639.313 radius 1.0 1.0 
jf @COL_4_11877 
0239: actor $2908 run_to -850.9821 -633.8697 
$3020 = 2 // $ = int 

:COL_4_11877
if 
  $3020 == 2 // $ == int 
jf @COL_4_11956 
if 
00ED:   actor $2908 0 -850.9821 -633.8697 radius 1.0 1.0 
jf @COL_4_11956 
0084: $3021 = $5239 // $ = $ int 
$3021 += 2000 // $ += int 
$3020 = 3 // $ = int 

:COL_4_11956
if 
  $3020 == 3 // $ == int 
jf @COL_4_12015 
if 
001C:   $5239 > $3021 // $ > $ int 
jf @COL_4_12015 
0239: actor $2908 run_to -850.9821 -633.8697 
$3020 = 4 // $ = int 

:COL_4_12015
if 
  $3020 == 4 // $ == int 
jf @COL_4_12093 
if 
00ED:   actor $2908 0 -850.9821 -633.8697 radius 1.0 1.0 
jf @COL_4_12093 
0239: actor $2908 run_to -844.5248 -639.313 
$3020 = 5 // $ = int 

:COL_4_12093
if 
  $3020 == 5 // $ == int 
jf @COL_4_12164 
if 
00ED:   actor $2908 0 -844.5248 -639.313 radius 1.0 1.0 
jf @COL_4_12164 
01D4: actor $2908 go_to_car $2874 and_enter_it_as_a_passenger 
$3020 = 6 // $ = int 

:COL_4_12164
if 
  $3020 == 6 // $ == int 
jf @COL_4_12486 
if 
   Actor.InCar($2908, $2874)
jf @COL_4_12486 
if 
  $3012 == 0 // $ == int 
jf @COL_4_12434 
if 
  $2975 == 0 // $ == int 
jf @COL_4_12260 
$2975 = 1 // $ = int 
0084: $2998 = $5239 // $ = $ int 
$2998 += 6000 // $ += int 

:COL_4_12260
021B: set_garage $993 to_accept_car $2874 
0360: open_garage $993 
Actor.Create($2912, 4, #ARMY, -830.7947, -1500.054, 11.067)
Actor.Angle($2912) = 2.1778
01B2: give_actor $2912 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2912 threat_search 
0243: set_actor $2912 ped_stats_to 16 
02A9: set_actor $2912 immune_to_nonplayer 1 
0350: set_actor $2912 maintain_position_when_attacked 1 
0411: set_actor $2912 use_pednode_seek 0 
Actor.Create($2913, 4, #ARMY, -824.3466, -1488.274, 10.9186)
Actor.Angle($2913) = 117.421
01B2: give_actor $2913 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2913 threat_search 
0243: set_actor $2913 ped_stats_to 16 
02A9: set_actor $2913 immune_to_nonplayer 1 
0350: set_actor $2913 maintain_position_when_attacked 1 
0411: set_actor $2913 use_pednode_seek 0 
$3012 = 1 // $ = int 

:COL_4_12434
if 
  $2930 == 0 // $ == int 
jf @COL_4_12466 
$2931 = 0 // $ = int 
$3020 = 7 // $ = int 

:COL_4_12466
02C2: car $2874 drive_to_point -838.3314 -1492.5 11.0623 

:COL_4_12486
jump @COL_4_12536 

:COL_4_12493
if 
   not $3032 == 3 // $ == int 
jf @COL_4_12536 
if 
  $2929 == 0 // $ == int 
jf @COL_4_12536 
$2929 = 1 // $ = int 

:COL_4_12536
if 
01AD:   car $2874 sphere 0 near_point -838.3314 -1492.5 radius 3.0 3.0 
jf @COL_4_12687 
if 
  $3013 == 0 // $ == int 
jf @COL_4_12673 
if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
jf @COL_4_12659 
$2936 = 1 // $ = int 
jump @COL_4_12666 

:COL_4_12659
$2936 = 0 // $ = int 

:COL_4_12666
jump @COL_4_12680 

:COL_4_12673
$2936 = 0 // $ = int 

:COL_4_12680
jump @COL_4_12694 

:COL_4_12687
$2936 = 0 // $ = int 

:COL_4_12694
if 
  $3025 == 0 // $ == int 
jf @COL_4_14373 
if 
  $3028 == 0 // $ == int 
jf @COL_4_14373 
if 
  $2930 == 0 // $ == int 
jf @COL_4_13142 
if or
01FF:   player $PLAYER_CHAR near_car $2874 radius 8.0 10.0 3.0 unknown 0 
  $2936 == 1 // $ == int 
jf @COL_4_13126 
if 
001C:   $5239 > $3047 // $ > $ int 
jf @COL_4_13119 
Actor.StorePos($2887, $749, $750, $751)
0054: store_player $PLAYER_CHAR position_to $397 $398 $751 
0086: $5290 = $749 // $ = $ float 
0061: $5290 -= $397 // $ -= $ float 
0086: $5291 = $750 // $ = $ float 
0061: $5291 -= $398 // $ -= $ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $3058 = square_root $5292 
Actor.StorePos($2880, $749, $750, $751)
0086: $5290 = $749 // $ = $ float 
0061: $5290 -= $397 // $ -= $ float 
0086: $5291 = $750 // $ = $ float 
0061: $5291 -= $398 // $ -= $ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $3059 = square_root $5292 
if 
0024:   $3059 > $3058 // $ > $ float 
jf @COL_4_13040 
022D: set_actor $2887 to_look_at_player $PLAYER_CHAR 
$3058 = -100.0 // $ = float 
jump @COL_4_13058 

:COL_4_13040
022D: set_actor $2880 to_look_at_player $PLAYER_CHAR 
$3059 = -100.0 // $ = float 

:COL_4_13058
if 
  $2979 == 0 // $ == int 
jf @COL_4_13099 
$2979 = 1 // $ = int 
0084: $3002 = $5239 // $ = $ int 
$3002 += 6000 // $ += int 

:COL_4_13099
01BD: $7328 = current_time_in_ms 
$7328 += 5000 // $ += int 
$2930 = 1 // $ = int 

:COL_4_13119
jump @COL_4_13142 

:COL_4_13126
0084: $3047 = $5239 // $ = $ int 
$3047 += 2000 // $ += int 

:COL_4_13142
if 
  $2930 == 1 // $ == int 
jf @COL_4_13383 
if or
01FF:   player $PLAYER_CHAR near_car $2874 radius 8.0 10.0 3.0 unknown 0 
  $2936 == 1 // $ == int 
jf @COL_4_13305 
if 
001C:   $5239 > $7328 // $ > $ int 
jf @COL_4_13298 
if 
  $2931 == 0 // $ == int 
jf @COL_4_13247 
$2931 = 1 // $ = int 

:COL_4_13247
$2930 = 2 // $ = int 
if 
  $3058 == -100.0 // $ == float 
jf @COL_4_13290 
01D2: actor $2887 follow_player $PLAYER_CHAR 
jump @COL_4_13298 

:COL_4_13290
01D2: actor $2880 follow_player $PLAYER_CHAR 

:COL_4_13298
jump @COL_4_13383 

:COL_4_13305
if and
  $2937 == 0 // $ == int 
  $2938 == 0 // $ == int 
  $2940 == 0 // $ == int 
  $2941 == 0 // $ == int 
jf @COL_4_13376 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_13376 
$2931 = 0 // $ = int 

:COL_4_13376
$2930 = 0 // $ = int 

:COL_4_13383
if 
  $2930 == 2 // $ == int 
jf @COL_4_13741 
if or
01FF:   player $PLAYER_CHAR near_car $2874 radius 8.0 10.0 3.0 unknown 0 
  $2936 == 1 // $ == int 
jf @COL_4_13663 
if 
  $3058 == -100.0 // $ == float 
jf @COL_4_13564 
if 
00E9:   player $PLAYER_CHAR 0 $2887 radius 4.0 4.0 
jf @COL_4_13557 
if 
  $2984 == 0 // $ == int 
jf @COL_4_13537 
$2984 = 1 // $ = int 
0084: $3006 = $5239 // $ = $ int 
$3006 += 6000 // $ += int 

:COL_4_13537
01BD: $7328 = current_time_in_ms 
$7328 += 6000 // $ += int 
$2930 = 3 // $ = int 

:COL_4_13557
jump @COL_4_13656 

:COL_4_13564
if 
00E9:   player $PLAYER_CHAR 0 $2880 radius 4.0 4.0 
jf @COL_4_13656 
if 
  $2984 == 0 // $ == int 
jf @COL_4_13636 
$2984 = 1 // $ = int 
0084: $3006 = $5239 // $ = $ int 
$3006 += 6000 // $ += int 

:COL_4_13636
01BD: $7328 = current_time_in_ms 
$7328 += 6000 // $ += int 
$2930 = 3 // $ = int 

:COL_4_13656
jump @COL_4_13741 

:COL_4_13663
if and
  $2937 == 0 // $ == int 
  $2938 == 0 // $ == int 
  $2940 == 0 // $ == int 
  $2941 == 0 // $ == int 
jf @COL_4_13734 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_13734 
$2931 = 0 // $ = int 

:COL_4_13734
$2930 = 0 // $ = int 

:COL_4_13741
if 
  $2930 == 3 // $ == int 
jf @COL_4_14191 
if or
01FF:   player $PLAYER_CHAR near_car $2874 radius 8.0 10.0 3.0 unknown 0 
  $2936 == 1 // $ == int 
jf @COL_4_14113 
if 
001C:   $5239 > $7328 // $ > $ int 
jf @COL_4_14106 
if 
  $2983 == 0 // $ == int 
jf @COL_4_13862 
$2983 = 1 // $ = int 
0084: $3005 = $5239 // $ = $ int 
$3005 += 6000 // $ += int 

:COL_4_13862
if 
  $3058 == -100.0 // $ == float 
jf @COL_4_13937 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_13922 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
01D9: actor $2887 destroy_car $5218 
jump @COL_4_13930 

:COL_4_13922
01CA: actor $2887 kill_player $PLAYER_CHAR 

:COL_4_13930
jump @COL_4_13984 

:COL_4_13937
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_13976 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
01D9: actor $2880 destroy_car $5218 
jump @COL_4_13984 

:COL_4_13976
01CA: actor $2880 kill_player $PLAYER_CHAR 

:COL_4_13984
if 
01FF:   player $PLAYER_CHAR near_car $2874 radius 2.0 2.0 1.0 unknown 0 
jf @COL_4_14099 
if 
  $2977 == 0 // $ == int 
jf @COL_4_14061 
$2977 = 1 // $ = int 
0084: $3000 = $5239 // $ = $ int 
$3000 += 6000 // $ += int 

:COL_4_14061
if 
   not Actor.Dead($2908)
jf @COL_4_14085 
01CA: actor $2908 kill_player $PLAYER_CHAR 

:COL_4_14085
020A: set_car $2874 door_status_to 1 
$2948 = 2 // $ = int 

:COL_4_14099
$2930 = 4 // $ = int 

:COL_4_14106
jump @COL_4_14191 

:COL_4_14113
if and
  $2937 == 0 // $ == int 
  $2938 == 0 // $ == int 
  $2940 == 0 // $ == int 
  $2941 == 0 // $ == int 
jf @COL_4_14184 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_14184 
$2931 = 0 // $ = int 

:COL_4_14184
$2930 = 0 // $ = int 

:COL_4_14191
if 
  $2930 == 4 // $ == int 
jf @COL_4_14373 
if and
81FF:   not player $PLAYER_CHAR near_car $2874 radius 8.0 10.0 3.0 unknown 0 
  $2936 == 0 // $ == int 
jf @COL_4_14373 
if 
   not Actor.Dead($2908)
jf @COL_4_14295 
if 
   not Actor.InCar($2908, $2874)
jf @COL_4_14295 
01D4: actor $2908 go_to_car $2874 and_enter_it_as_a_passenger 

:COL_4_14295
if and
  $2937 == 0 // $ == int 
  $2938 == 0 // $ == int 
  $2940 == 0 // $ == int 
  $2941 == 0 // $ == int 
jf @COL_4_14366 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_14366 
$2931 = 0 // $ = int 

:COL_4_14366
$2930 = 0 // $ = int 

:COL_4_14373
jump @COL_4_14412 

:COL_4_14380
if 
   not $2930 == -1 // $ == int 
jf @COL_4_14412 
00AE: set_vehicle $2874 traffic_behavior_to 3 
$2930 = -1 // $ = int 

:COL_4_14412
if 
81AD:   not car $2874 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_14464 
$2939 = 1 // $ = int 
jump @COL_4_14471 

:COL_4_14464
$2939 = 0 // $ = int 

:COL_4_14471
if 
   not $2926 == 1 // $ == int 
jf @COL_4_14632 
0088: $5290 = 3@ // $ = @ float 
0067: $5290 -= 6@ // $ -= @ float 
0088: $5291 = 4@ // $ = @ float 
0067: $5291 -= 7@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
if 
0024:   $3069 > $3068 // $ > $ float 
jf @COL_4_14625 
if 
  $2939 == 1 // $ == int 
jf @COL_4_14615 
$5292 = 5.0 // $ = float 
jump @COL_4_14625 

:COL_4_14615
$5292 = 10.0 // $ = float 

:COL_4_14625
jump @COL_4_14803 

:COL_4_14632
if 
   not $2925 == 1 // $ == int 
jf @COL_4_14793 
0088: $5290 = 3@ // $ = @ float 
0067: $5290 -= 0@ // $ -= @ float 
0088: $5291 = 4@ // $ = @ float 
0067: $5291 -= 1@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
if 
0024:   $3067 > $3068 // $ > $ float 
jf @COL_4_14786 
if 
  $2939 == 1 // $ == int 
jf @COL_4_14776 
$5292 = 5.0 // $ = float 
jump @COL_4_14786 

:COL_4_14776
$5292 = 10.0 // $ = float 

:COL_4_14786
jump @COL_4_14803 

:COL_4_14793
$5292 = 12.0 // $ = float 

:COL_4_14803
0086: $3060 = $5292 // $ = $ float 
$3060 -= 5.0 // $ -= float 
if 
  $3060 > 100.0 // $ > float 
jf @COL_4_14852 
$3060 = 100.0 // $ = float 

:COL_4_14852
if 
  0.0 > $3060 // float > $ 
jf @COL_4_14883 
$3060 = 0.0 // $ = float 

:COL_4_14883
if 
  $2939 == 1 // $ == int 
jf @COL_4_14948 
0086: $3073 = $3070 // $ = $ float 
0061: $3073 -= $3068 // $ -= $ float 
if 
  $3073 > 20.0 // $ > float 
jf @COL_4_14948 
$3060 = 0.0 // $ = float 

:COL_4_14948
if 
  $2931 == 0 // $ == int 
jf @COL_4_15019 
if 
  $3060 == 0.0 // $ == float 
jf @COL_4_15004 
0477: set_car $2874 action 1 time 500 
jump @COL_4_15012 

:COL_4_15004
Car.SetMaxSpeed($2874, $3060)

:COL_4_15012
jump @COL_4_15039 

:COL_4_15019
$3060 = 0.0 // $ = float 
0477: set_car $2874 action 1 time 500 

:COL_4_15039
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_15113 
if 
   not $3032 == 3 // $ == int 
jf @COL_4_15113 
0084: $2910 = $2874 // $ = $ int 
0084: $2911 = $2908 // $ = $ int 
0087: 10@ = 5@ // @ = @ float 
gosub @COL_4_28806 

:COL_4_15113
jump @COL_4_16032 

:COL_4_15120
if 
   not Actor.Dead($2897)
jf @COL_4_15179 
Actor.StorePos($2897, $749, $750, $751)
0465: remove_actor $2897 from_turret_mode 
$751 += 0.5 // $ += float 
Actor.PutAt($2897, $749, $750, $751)

:COL_4_15179
if 
  $2923 == 0 // $ == int 
jf @COL_4_16032 
if 
  $2967 == 0 // $ == int 
jf @COL_4_15238 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 6000 // $ += int 

:COL_4_15238
0084: $3023 = $5239 // $ = $ int 
$3023 += 6000 // $ += int 
00BC: text_highpriority 'COL4_B3' time 5000 1  // ~g~Drop the tank off in the Colonels lockup before it self destructs.
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
Marker.Disable($2920)
018A: $2920 = create_checkpoint_at -1053.572 -478.045 11.2887 
0084: $2909 = $2874 // $ = $ int 
021B: set_garage $992 to_accept_car $2909 
0493: set_tank $2874 contact_explosion 1 
$2874 = -1 // $ = int 
$2921 = 1 // $ = int 
$2929 = 1 // $ = int 
$2923 = 1 // $ = int 
if 
   not Actor.Dead($2887)
jf @COL_4_15621 
011A: set_actor $2887 search_threat 1 
01CA: actor $2887 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2887)

:COL_4_15621
if 
   not Actor.Dead($2888)
jf @COL_4_15657 
011A: set_actor $2888 search_threat 1 
01CA: actor $2888 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2888)

:COL_4_15657
if 
   not Actor.Dead($2879)
jf @COL_4_15693 
011A: set_actor $2879 search_threat 1 
01CA: actor $2879 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2879)

:COL_4_15693
if 
   not Actor.Dead($2880)
jf @COL_4_15729 
011A: set_actor $2880 search_threat 1 
01CA: actor $2880 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2880)

:COL_4_15729
if 
   not Actor.Dead($2883)
jf @COL_4_15765 
011A: set_actor $2883 search_threat 1 
01CA: actor $2883 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2883)

:COL_4_15765
if 
   not Actor.Dead($2884)
jf @COL_4_15801 
011A: set_actor $2884 search_threat 1 
01CA: actor $2884 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2884)

:COL_4_15801
if 
   not Actor.Dead($2907)
jf @COL_4_15837 
011A: set_actor $2907 search_threat 1 
01CA: actor $2907 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2907)

:COL_4_15837
if 
   not Actor.Dead($2908)
jf @COL_4_15873 
011A: set_actor $2908 search_threat 1 
01CA: actor $2908 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2908)

:COL_4_15873
if 
   not Actor.Dead($2877)
jf @COL_4_15909 
011A: set_actor $2877 search_threat 1 
01CA: actor $2877 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2877)

:COL_4_15909
if 
   not Actor.Dead($2878)
jf @COL_4_15945 
011A: set_actor $2878 search_threat 1 
01CA: actor $2878 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2878)

:COL_4_15945
if 
   not Actor.Dead($2882)
jf @COL_4_15981 
011A: set_actor $2882 search_threat 1 
01CA: actor $2882 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2882)

:COL_4_15981
if 
   not Actor.Dead($2886)
jf @COL_4_16017 
011A: set_actor $2886 search_threat 1 
01CA: actor $2886 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2886)

:COL_4_16017
Car.RemoveReferences($2871)
Car.RemoveReferences($2872)
Car.RemoveReferences($2873)

:COL_4_16032
jump @COL_4_16079 

:COL_4_16039
if 
  $2923 == 0 // $ == int 
jf @COL_4_16079 
00BC: text_highpriority 'COL4_B5' time 5000 1  // ~r~The tank has been destroyed!
jump @COL_4_28430 

:COL_4_16079
if 
  $2923 == 1 // $ == int 
jf @COL_4_16817 
if 
021C:   car_inside_garage $992 
jf @COL_4_16120 
jump @COL_4_28452 

:COL_4_16120
if 
   Car.Wrecked($2909)
jf @COL_4_16158 
00BC: text_highpriority 'COL4_B5' time 5000 1  // ~r~The tank has been destroyed!
jump @COL_4_28430 

:COL_4_16158
if 
81AD:   not car $2909 sphere 0 near_point -1058.095 -478.054 radius 30.0 30.0 
jf @COL_4_16210 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
jump @COL_4_16217 

:COL_4_16210
Player.WantedLevel($PLAYER_CHAR) = 0

:COL_4_16217
if 
00DC:   player $PLAYER_CHAR in_car $2909 
jf @COL_4_16501 
if 
  $3018 == 0 // $ == int 
jf @COL_4_16340 
if 
00F7:   player $PLAYER_CHAR sphere 1 near_point_in_car -1058.095 -478.054 10.0896 radius 4.0 4.0 3.0 
jf @COL_4_16340 
00BC: text_highpriority 'COL4_B7' time 5000 1  // ~g~Drive the tank into the garage.
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$3018 = 1 // $ = int 

:COL_4_16340
if 
  $3018 == 1 // $ == int 
jf @COL_4_16444 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1043.661 -476.886 12.038 radius 7.0 8.0 2.0 
jf @COL_4_16444 
00BC: text_highpriority 'COL4_B8' time 5000 1  // ~g~Get out of the tank and walk out of the garage.
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$3018 = 2 // $ = int 

:COL_4_16444
if 
  $2921 == 0 // $ == int 
jf @COL_4_16494 
Marker.Disable($2920)
018A: $2920 = create_checkpoint_at -1053.572 -478.045 11.2887 
$2921 = 1 // $ = int 

:COL_4_16494
jump @COL_4_16557 

:COL_4_16501
if 
  $2921 == 1 // $ == int 
jf @COL_4_16557 
if 
   not $3018 == 2 // $ == int 
jf @COL_4_16557 
Marker.Disable($2920)
Marker.CreateAboveCar($2920, $2909)
$2921 = 0 // $ = int 

:COL_4_16557
if 
001C:   $5239 > $3023 // $ > $ int 
jf @COL_4_16657 
if 
  $3024 == 0 // $ == int 
jf @COL_4_16657 
if 
  $2964 == 0 // $ == int 
jf @COL_4_16635 
$2964 = 1 // $ = int 
0084: $2989 = $5239 // $ = $ int 
$2989 += 6000 // $ += int 

:COL_4_16635
03C4: set_status_text_to $2924 1 'DETON'  // DETONATION:
$3024 = 1 // $ = int 

:COL_4_16657
if 
  $3024 > 0 // $ > int 
jf @COL_4_16817 
if 
  $3051 > 100.0 // $ > float 
jf @COL_4_16715 
$2924 = 100 // $ = int 
020B: explode_car $2909 
jump @COL_4_16733 

:COL_4_16715
0078: $3051 += frame_delta_time * 0.017 // float 
008C: $2924 = float_to_integer $3051 

:COL_4_16733
if 
  $2924 > 95 // $ > int 
jf @COL_4_16817 
if 
  $3024 == 1 // $ == int 
jf @COL_4_16817 
if 
  $2965 == 0 // $ == int 
jf @COL_4_16810 
$2965 = 1 // $ = int 
0084: $2990 = $5239 // $ = $ int 
$2990 += 6000 // $ += int 

:COL_4_16810
$3024 = 2 // $ = int 

:COL_4_16817
if 
  $3012 > 0 // $ > int 
jf @COL_4_18168 
if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
jf @COL_4_17512 
if 
00F5:   player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 
jf @COL_4_17426 
if 
   not Actor.Dead($2912)
jf @COL_4_17169 
if 
  $2949 == 0 // $ == int 
jf @COL_4_17006 
0411: set_actor $2912 use_pednode_seek 0 
0239: actor $2912 run_to -838.6741 -1498.07 
0411: set_actor $2912 use_pednode_seek 0 
$2949 = 1 // $ = int 

:COL_4_17006
if 
  $2949 == 1 // $ == int 
jf @COL_4_17091 
if 
00ED:   actor $2912 0 -838.6741 -1498.07 radius 1.0 1.0 
jf @COL_4_17091 
0239: actor $2912 run_to -845.7342 -1501.918 
0411: set_actor $2912 use_pednode_seek 0 
$2949 = 2 // $ = int 

:COL_4_17091
if 
  $2949 == 2 // $ == int 
jf @COL_4_17162 
if 
00ED:   actor $2912 0 -845.7342 -1501.918 radius 1.0 1.0 
jf @COL_4_17162 
01CA: actor $2912 kill_player $PLAYER_CHAR 
$2949 = 3 // $ = int 

:COL_4_17162
jump @COL_4_17419 

:COL_4_17169
Actor.RemoveReferences($2912)
if 
   not Actor.Dead($2913)
jf @COL_4_17407 
if 
  $2950 == 0 // $ == int 
jf @COL_4_17244 
0411: set_actor $2913 use_pednode_seek 0 
0239: actor $2913 run_to -838.6741 -1498.07 
0411: set_actor $2913 use_pednode_seek 0 
$2950 = 1 // $ = int 

:COL_4_17244
if 
  $2950 == 1 // $ == int 
jf @COL_4_17329 
if 
00ED:   actor $2913 0 -838.6741 -1498.07 radius 1.0 1.0 
jf @COL_4_17329 
0239: actor $2913 run_to -845.7342 -1501.918 
0411: set_actor $2913 use_pednode_seek 0 
$2950 = 2 // $ = int 

:COL_4_17329
if 
  $2950 == 2 // $ == int 
jf @COL_4_17400 
if 
00ED:   actor $2913 0 -845.7342 -1501.918 radius 1.0 1.0 
jf @COL_4_17400 
01CA: actor $2913 kill_player $PLAYER_CHAR 
$2950 = 3 // $ = int 

:COL_4_17400
jump @COL_4_17419 

:COL_4_17407
Actor.RemoveReferences($2913)
$3013 = 1 // $ = int 

:COL_4_17419
jump @COL_4_17505 

:COL_4_17426
if 
   not Actor.Dead($2912)
jf @COL_4_17457 
01CA: actor $2912 kill_player $PLAYER_CHAR 
jump @COL_4_17462 

:COL_4_17457
Actor.RemoveReferences($2912)

:COL_4_17462
if 
   not Actor.Dead($2913)
jf @COL_4_17493 
01CA: actor $2913 kill_player $PLAYER_CHAR 
jump @COL_4_17498 

:COL_4_17493
Actor.RemoveReferences($2913)

:COL_4_17498
$3013 = 0 // $ = int 

:COL_4_17505
jump @COL_4_18168 

:COL_4_17512
if 
   not Actor.Dead($2912)
jf @COL_4_17835 
if 
  $2949 == 0 // $ == int 
jf @COL_4_17599 
if 
00ED:   actor $2912 0 -830.7947 -1500.054 radius 1.0 1.0 
jf @COL_4_17599 
011C: actor $2912 clear_objective 
Actor.Angle($2912) = 2.1778

:COL_4_17599
if 
  $2949 == 1 // $ == int 
jf @COL_4_17653 
0411: set_actor $2912 use_pednode_seek 0 
0239: actor $2912 run_to -830.7947 -1500.054 
0411: set_actor $2912 use_pednode_seek 0 
$2949 = 0 // $ = int 

:COL_4_17653
if 
  $2949 == 3 // $ == int 
jf @COL_4_17707 
0411: set_actor $2912 use_pednode_seek 0 
0239: actor $2912 run_to -839.5587 -1496.724 
0411: set_actor $2912 use_pednode_seek 0 
$2949 = 2 // $ = int 

:COL_4_17707
if 
  $2949 == 2 // $ == int 
jf @COL_4_17828 
0411: set_actor $2912 use_pednode_seek 0 
0239: actor $2912 run_to -839.5587 -1496.724 
0411: set_actor $2912 use_pednode_seek 0 
if 
00ED:   actor $2912 0 -839.5587 -1496.724 radius 1.0 1.0 
jf @COL_4_17828 
0411: set_actor $2912 use_pednode_seek 0 
0239: actor $2912 run_to -830.7947 -1500.054 
0411: set_actor $2912 use_pednode_seek 0 
$2949 = 0 // $ = int 

:COL_4_17828
jump @COL_4_17840 

:COL_4_17835
Actor.RemoveReferences($2912)

:COL_4_17840
if 
   not Actor.Dead($2913)
jf @COL_4_18163 
if 
  $2950 == 0 // $ == int 
jf @COL_4_17927 
if 
00ED:   actor $2913 0 -824.3466 -1488.274 radius 1.0 1.0 
jf @COL_4_17927 
011C: actor $2913 clear_objective 
Actor.Angle($2913) = 117.421

:COL_4_17927
if 
  $2950 == 1 // $ == int 
jf @COL_4_17981 
0411: set_actor $2913 use_pednode_seek 0 
0239: actor $2913 run_to -824.3466 -1488.274 
0411: set_actor $2913 use_pednode_seek 0 
$2950 = 0 // $ = int 

:COL_4_17981
if 
  $2950 == 3 // $ == int 
jf @COL_4_18035 
0411: set_actor $2913 use_pednode_seek 0 
0239: actor $2913 run_to -839.5587 -1496.724 
0411: set_actor $2913 use_pednode_seek 0 
$2950 = 2 // $ = int 

:COL_4_18035
if 
  $2950 == 2 // $ == int 
jf @COL_4_18156 
0411: set_actor $2913 use_pednode_seek 0 
0239: actor $2913 run_to -839.5587 -1496.724 
0411: set_actor $2913 use_pednode_seek 0 
if 
00ED:   actor $2913 0 -839.5587 -1496.724 radius 1.0 1.0 
jf @COL_4_18156 
0411: set_actor $2913 use_pednode_seek 0 
0239: actor $2913 run_to -824.3466 -1488.274 
0411: set_actor $2913 use_pednode_seek 0 
$2950 = 0 // $ = int 

:COL_4_18156
jump @COL_4_18168 

:COL_4_18163
Actor.RemoveReferences($2913)

:COL_4_18168
if 
  $3015 == 1 // $ == int 
jf @COL_4_19398 
if 
  $2966 == 0 // $ == int 
jf @COL_4_18227 
$2966 = 1 // $ = int 
0084: $2991 = $5239 // $ = $ int 
$2991 += 6000 // $ += int 

:COL_4_18227
if 
   not Actor.Dead($2887)
jf @COL_4_18281 
0084: $2916 = $2887 // $ = $ int 
0084: $3048 = $3025 // $ = $ int 
gosub @COL_4_31054 
0084: $3025 = $3048 // $ = $ int 
jump @COL_4_18306 

:COL_4_18281
if 
   not $3025 == 3 // $ == int 
jf @COL_4_18306 
$2929 = 1 // $ = int 

:COL_4_18306
if 
   not Actor.Dead($2888)
jf @COL_4_18360 
0084: $2916 = $2888 // $ = $ int 
0084: $3048 = $3026 // $ = $ int 
gosub @COL_4_31054 
0084: $3026 = $3048 // $ = $ int 
jump @COL_4_18385 

:COL_4_18360
if 
   not $3026 == 3 // $ == int 
jf @COL_4_18385 
$2929 = 1 // $ = int 

:COL_4_18385
if 
   not Actor.Dead($2879)
jf @COL_4_18439 
0084: $2916 = $2879 // $ = $ int 
0084: $3048 = $3027 // $ = $ int 
gosub @COL_4_31054 
0084: $3027 = $3048 // $ = $ int 
jump @COL_4_18464 

:COL_4_18439
if 
   not $3027 == 3 // $ == int 
jf @COL_4_18464 
$2929 = 1 // $ = int 

:COL_4_18464
if 
   not Actor.Dead($2880)
jf @COL_4_18518 
0084: $2916 = $2880 // $ = $ int 
0084: $3048 = $3028 // $ = $ int 
gosub @COL_4_31054 
0084: $3028 = $3048 // $ = $ int 
jump @COL_4_18543 

:COL_4_18518
if 
   not $3028 == 3 // $ == int 
jf @COL_4_18543 
$2929 = 1 // $ = int 

:COL_4_18543
if 
   not Actor.Dead($2883)
jf @COL_4_18597 
0084: $2916 = $2883 // $ = $ int 
0084: $3048 = $3029 // $ = $ int 
gosub @COL_4_31054 
0084: $3029 = $3048 // $ = $ int 
jump @COL_4_18622 

:COL_4_18597
if 
   not $3029 == 3 // $ == int 
jf @COL_4_18622 
$2929 = 1 // $ = int 

:COL_4_18622
if 
   not Actor.Dead($2884)
jf @COL_4_18676 
0084: $2916 = $2884 // $ = $ int 
0084: $3048 = $3030 // $ = $ int 
gosub @COL_4_31054 
0084: $3030 = $3048 // $ = $ int 
jump @COL_4_18701 

:COL_4_18676
if 
   not $3030 == 3 // $ == int 
jf @COL_4_18701 
$2929 = 1 // $ = int 

:COL_4_18701
if 
   not Actor.Dead($2877)
jf @COL_4_18755 
0084: $2916 = $2877 // $ = $ int 
0084: $3048 = $3033 // $ = $ int 
gosub @COL_4_31054 
0084: $3033 = $3048 // $ = $ int 
jump @COL_4_18780 

:COL_4_18755
if 
   not $3033 == 3 // $ == int 
jf @COL_4_18780 
$2929 = 1 // $ = int 

:COL_4_18780
if 
   not Actor.Dead($2878)
jf @COL_4_18834 
0084: $2916 = $2878 // $ = $ int 
0084: $3048 = $3034 // $ = $ int 
gosub @COL_4_31054 
0084: $3034 = $3048 // $ = $ int 
jump @COL_4_18859 

:COL_4_18834
if 
   not $3034 == 3 // $ == int 
jf @COL_4_18859 
$2929 = 1 // $ = int 

:COL_4_18859
if 
   not Actor.Dead($2907)
jf @COL_4_18913 
0084: $2916 = $2907 // $ = $ int 
0084: $3048 = $3031 // $ = $ int 
gosub @COL_4_31054 
0084: $3031 = $3048 // $ = $ int 
jump @COL_4_18938 

:COL_4_18913
if 
   not $3031 == 3 // $ == int 
jf @COL_4_18938 
$2929 = 1 // $ = int 

:COL_4_18938
if 
   not Actor.Dead($2908)
jf @COL_4_18992 
0084: $2916 = $2908 // $ = $ int 
0084: $3048 = $3032 // $ = $ int 
gosub @COL_4_31054 
0084: $3032 = $3048 // $ = $ int 
jump @COL_4_19017 

:COL_4_18992
if 
   not $3032 == 3 // $ == int 
jf @COL_4_19017 
$2929 = 1 // $ = int 

:COL_4_19017
if 
   not Actor.Dead($2897)
jf @COL_4_19373 
if 
  $2942 == 0 // $ == int 
jf @COL_4_19137 
0465: remove_actor $2897 from_turret_mode 
Actor.StorePos($2897, $749, $750, $751)
$751 += 1.0 // $ += float 
Actor.PutAt($2897, $749, $750, $751)
0291: set_actor $2897 heed_threats 1 
011A: set_actor $2897 search_threat 1 
0239: actor $2897 run_to -829.7494 -1491.996 
0411: set_actor $2897 use_pednode_seek 0 
$2942 = 1 // $ = int 

:COL_4_19137
if 
  $2942 == 1 // $ == int 
jf @COL_4_19260 
if 
04FF:   actor $2897 no_objective 
jf @COL_4_19193 
0239: actor $2897 run_to -829.7494 -1491.996 
0411: set_actor $2897 use_pednode_seek 0 

:COL_4_19193
if 
00ED:   actor $2897 0 -829.7494 -1491.996 radius 1.0 1.0 
jf @COL_4_19260 
0239: actor $2897 run_to -826.0425 -1493.517 
0411: set_actor $2897 use_pednode_seek 0 
$2942 = 2 // $ = int 

:COL_4_19260
if 
  $2942 == 2 // $ == int 
jf @COL_4_19366 
if 
04FF:   actor $2897 no_objective 
jf @COL_4_19316 
0239: actor $2897 run_to -826.0425 -1493.517 
0411: set_actor $2897 use_pednode_seek 0 

:COL_4_19316
if 
00ED:   actor $2897 0 -826.0425 -1493.517 radius 1.0 1.0 
jf @COL_4_19366 
Actor.DestroyInstantly($2897)
$2942 = 3 // $ = int 

:COL_4_19366
jump @COL_4_19398 

:COL_4_19373
if 
   not $2942 == 3 // $ == int 
jf @COL_4_19398 
$2929 = 1 // $ = int 

:COL_4_19398
if 
  $2969 == 3 // $ == int 
jf @COL_4_21034 
if 
   not Car.Wrecked($2873)
jf @COL_4_20821 
if 
80DC:   not player $PLAYER_CHAR in_car $2873 
jf @COL_4_20734 
if 
   not Actor.Dead($2885)
jf @COL_4_20702 
if 
   Actor.InCar($2885, $2873)
jf @COL_4_20670 
Car.StorePos($2873, 11@, 12@, 13@)
0088: $5290 = 11@ // $ = @ float 
$5290 -= -837.0244 // $ -= float 
0088: $5291 = 12@ // $ = @ float 
$5291 -= -1509.279 // $ -= float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $3070 = square_root $5292 
if 
  $2929 == 0 // $ == int 
jf @COL_4_20288 
if 
   not Actor.Dead($2886)
jf @COL_4_19747 
if 
  $2941 == 5 // $ == int 
jf @COL_4_19740 
if 
   Actor.InCar($2886, $2873)
jf @COL_4_19693 
$2941 = 0 // $ = int 
if or
  $3020 == 0 // $ == int 
  $3020 == 7 // $ == int 
jf @COL_4_19686 
$2931 = 0 // $ = int 

:COL_4_19686
jump @COL_4_19740 

:COL_4_19693
if 
   Actor.Driving($2886)
jf @COL_4_19732 
$2906 = Actor.CurrentCar($2886)
01D3: actor $2886 leave_car $2906 
jump @COL_4_19740 

:COL_4_19732
01D4: actor $2886 go_to_car $2873 and_enter_it_as_a_passenger 

:COL_4_19740
jump @COL_4_19772 

:COL_4_19747
if 
  $2929 == 0 // $ == int 
jf @COL_4_19772 
$2929 = 1 // $ = int 

:COL_4_19772
if 
   Actor.Dead($2885)
jf @COL_4_19813 
if 
  $2929 == 0 // $ == int 
jf @COL_4_19813 
$2929 = 1 // $ = int 

:COL_4_19813
if 
031E:   vehicle $2873 hit_by_weapon 39 
jf @COL_4_19869 
if 
01FC:   player $PLAYER_CHAR near_car $2873 radius 20.0 20.0 0 
jf @COL_4_19869 
$3042 = 1 // $ = int 

:COL_4_19869
if 
031E:   vehicle $2873 hit_by_weapon 47 
jf @COL_4_19921 
$3045 = Car.Health($2873)
if 
  800 > $3045 // int > $ 
jf @COL_4_19921 
$2929 = 1 // $ = int 

:COL_4_19921
0468: set_vehicle $2873 clear_last_weapon_damage 
0088: $5290 = 11@ // $ = @ float 
0067: $5290 -= 3@ // $ -= @ float 
0088: $5291 = 12@ // $ = @ float 
0067: $5291 -= 4@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
0089: 14@ = $5292 // @ = $ float 
14@ -= 4.0 // @ -= float 
if 
  14@ > 100.0 // @ > float 
jf @COL_4_20047 
14@ = 100.0 // @ = float 

:COL_4_20047
if 
  0.0 > 14@ // float > @ 
jf @COL_4_20078 
14@ = 0.0 // @ = float 

:COL_4_20078
if 
81AD:   not car $2873 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_20152 
if 
0024:   $3068 > $3070 // $ > $ float 
jf @COL_4_20145 
14@ = 0.0 // @ = float 

:COL_4_20145
jump @COL_4_20159 

:COL_4_20152
04E0: car $2873 abandon_path_radius 40 

:COL_4_20159
0084: $2910 = $2873 // $ = $ int 
0084: $2911 = $2886 // $ = $ int 
0087: 10@ = 13@ // @ = @ float 
gosub @COL_4_28806 
if 
  $2931 == 0 // $ == int 
jf @COL_4_20261 
if 
  14@ == 0.0 // @ == float 
jf @COL_4_20246 
0477: set_car $2873 action 1 time 500 
jump @COL_4_20254 

:COL_4_20246
Car.SetMaxSpeed($2873, 14@)

:COL_4_20254
jump @COL_4_20281 

:COL_4_20261
14@ = 0.0 // @ = float 
0477: set_car $2873 action 1 time 500 

:COL_4_20281
jump @COL_4_20663 

:COL_4_20288
if 
  $2999 == 1 // $ == int 
jf @COL_4_20506 
if or
  $2928 == 2 // $ == int 
  $2928 == 3 // $ == int 
jf @COL_4_20338 
$2928 = 0 // $ = int 

:COL_4_20338
if 
  $2928 == 0 // $ == int 
jf @COL_4_20387 
Car.SetMaxSpeed($2873, 100.0)
00AE: set_vehicle $2873 traffic_behavior_to 2 
00AF: set_car $2873 driver_behaviour_to 2 
$2928 = 1 // $ = int 

:COL_4_20387
if 
  $2928 == 1 // $ == int 
jf @COL_4_20499 
if 
  $2961 == 10 // $ == int 
jf @COL_4_20492 
if 
01FC:   player $PLAYER_CHAR near_car $2873 radius 20.0 20.0 0 
jf @COL_4_20478 
if 
   not Actor.Dead($2886)
jf @COL_4_20478 
01CA: actor $2886 kill_player $PLAYER_CHAR 

:COL_4_20478
$2961 = 0 // $ = int 
jump @COL_4_20499 

:COL_4_20492
$2961 += 1 // $ += int 

:COL_4_20499
jump @COL_4_20663 

:COL_4_20506
if or
  $2928 == 0 // $ == int 
  $2928 == 1 // $ == int 
jf @COL_4_20538 
$2928 = 2 // $ = int 

:COL_4_20538
if 
  $2928 == 2 // $ == int 
jf @COL_4_20594 
Car.SetMaxSpeed($2873, 100.0)
00AE: set_vehicle $2873 traffic_behavior_to 2 
Car.DriveTo($2873, 3@, 4@, 5@)
$2928 = 3 // $ = int 

:COL_4_20594
if 
  $2928 == 3 // $ == int 
jf @COL_4_20663 
if 
01AD:   car $2873 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
jf @COL_4_20663 
00AF: set_car $2873 driver_behaviour_to 11 
0477: set_car $2873 action 1 time 500 

:COL_4_20663
jump @COL_4_20695 

:COL_4_20670
if 
  $2929 == 0 // $ == int 
jf @COL_4_20695 
$2929 = 1 // $ = int 

:COL_4_20695
jump @COL_4_20727 

:COL_4_20702
if 
  $2929 == 0 // $ == int 
jf @COL_4_20727 
$2929 = 1 // $ = int 

:COL_4_20727
jump @COL_4_20814 

:COL_4_20734
Car.ImmuneToNonPlayer($2873, False)
if 
   not Actor.Dead($2885)
jf @COL_4_20765 
01CA: actor $2885 kill_player $PLAYER_CHAR 

:COL_4_20765
if 
   not Actor.Dead($2886)
jf @COL_4_20789 
01CA: actor $2886 kill_player $PLAYER_CHAR 

:COL_4_20789
if 
  $2929 == 0 // $ == int 
jf @COL_4_20814 
$2929 = 1 // $ = int 

:COL_4_20814
jump @COL_4_20846 

:COL_4_20821
if 
  $2929 == 0 // $ == int 
jf @COL_4_20846 
$2929 = 1 // $ = int 

:COL_4_20846
0084: $2917 = $2893 // $ = $ int 
0084: $2918 = $2873 // $ = $ int 
0084: $2919 = $2885 // $ = $ int 
0084: $2970 = $2956 // $ = $ int 
gosub @COL_4_31383 
0084: $2956 = $2970 // $ = $ int 
0084: $2917 = $2894 // $ = $ int 
0084: $2918 = $2873 // $ = $ int 
0084: $2919 = $2885 // $ = $ int 
0084: $2970 = $2957 // $ = $ int 
gosub @COL_4_31383 
0084: $2957 = $2970 // $ = $ int 
0084: $2917 = $2895 // $ = $ int 
0084: $2918 = $2873 // $ = $ int 
0084: $2919 = $2885 // $ = $ int 
0084: $2970 = $2958 // $ = $ int 
gosub @COL_4_31383 
0084: $2958 = $2970 // $ = $ int 
0084: $2917 = $2896 // $ = $ int 
0084: $2918 = $2873 // $ = $ int 
0084: $2919 = $2885 // $ = $ int 
0084: $2970 = $2959 // $ = $ int 
gosub @COL_4_31383 
0084: $2959 = $2970 // $ = $ int 

:COL_4_21034
if 
803A:   not  $2931 == $3022 // $ == $ int 
jf @COL_4_21168 
0084: $3022 = $2931 // $ = $ int 
if 
  $2931 == 1 // $ == int 
jf @COL_4_21127 
if 
  $2980 == 0 // $ == int 
jf @COL_4_21120 
$2980 = 1 // $ = int 
0084: $3003 = $5239 // $ = $ int 
$3003 += 6000 // $ += int 

:COL_4_21120
jump @COL_4_21168 

:COL_4_21127
if 
  $2981 == 0 // $ == int 
jf @COL_4_21168 
$2981 = 1 // $ = int 
0084: $3004 = $5239 // $ = $ int 
$3004 += 6000 // $ += int 

:COL_4_21168
if 
  $2964 > 0 // $ > int 
jf @COL_4_21430 
if 
  $2964 == 3 // $ == int 
jf @COL_4_21250 
if 
03D2:   wav 1 ended 
jf @COL_4_21250 
03D5: remove_text 'COL4_24'  // Security protocol Delta India Echo triggered! Vehicle self destruct initiated!
$2964 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_21250
if 
  $2964 == 2 // $ == int 
jf @COL_4_21328 
if 
03D0:   wav 1 loaded 
jf @COL_4_21328 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_21321 
00BC: text_highpriority 'COL4_24' time 10000 1  // Security protocol Delta India Echo triggered! Vehicle self destruct initiated!

:COL_4_21321
$2964 = 3 // $ = int 

:COL_4_21328
if 
  $2964 == 1 // $ == int 
jf @COL_4_21423 
if 
  $3011 == 0 // $ == int 
jf @COL_4_21397 
03CF: load_wav 'COL4_24' as 1 
$2964 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_21423 

:COL_4_21397
if 
001C:   $5239 > $2989 // $ > $ int 
jf @COL_4_21423 
$2964 = 0 // $ = int 

:COL_4_21423
jump @COL_4_21501 

:COL_4_21430
if 
  $2964 > 0 // $ > int 
jf @COL_4_21501 
if 
  $2964 > 1 // $ > int 
jf @COL_4_21494 
$2964 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_21501 

:COL_4_21494
$2964 = 0 // $ = int 

:COL_4_21501
if 
  $2965 > 0 // $ > int 
jf @COL_4_21763 
if 
  $2965 == 3 // $ == int 
jf @COL_4_21583 
if 
03D2:   wav 1 ended 
jf @COL_4_21583 
03D5: remove_text 'COL4_26'  // Prepare to die Communist scum!
$2965 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_21583
if 
  $2965 == 2 // $ == int 
jf @COL_4_21661 
if 
03D0:   wav 1 loaded 
jf @COL_4_21661 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_21654 
00BC: text_highpriority 'COL4_26' time 10000 1  // Prepare to die Communist scum!

:COL_4_21654
$2965 = 3 // $ = int 

:COL_4_21661
if 
  $2965 == 1 // $ == int 
jf @COL_4_21756 
if 
  $3011 == 0 // $ == int 
jf @COL_4_21730 
03CF: load_wav 'COL4_26' as 1 
$2965 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_21756 

:COL_4_21730
if 
001C:   $5239 > $2990 // $ > $ int 
jf @COL_4_21756 
$2965 = 0 // $ = int 

:COL_4_21756
jump @COL_4_21834 

:COL_4_21763
if 
  $2965 > 0 // $ > int 
jf @COL_4_21834 
if 
  $2965 > 1 // $ > int 
jf @COL_4_21827 
$2965 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_21834 

:COL_4_21827
$2965 = 0 // $ = int 

:COL_4_21834
if and
  $2966 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_22103 
if 
  $2966 == 3 // $ == int 
jf @COL_4_21923 
if 
03D2:   wav 1 ended 
jf @COL_4_21923 
03D5: remove_text 'COL4_23'  // Objective completed! Platoon dismissed! - Lets go eat some doughnuts.
$2966 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_21923
if 
  $2966 == 2 // $ == int 
jf @COL_4_22001 
if 
03D0:   wav 1 loaded 
jf @COL_4_22001 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_21994 
00BC: text_highpriority 'COL4_23' time 10000 1  // Objective completed! Platoon dismissed! - Lets go eat some doughnuts.

:COL_4_21994
$2966 = 3 // $ = int 

:COL_4_22001
if 
  $2966 == 1 // $ == int 
jf @COL_4_22096 
if 
  $3011 == 0 // $ == int 
jf @COL_4_22070 
03CF: load_wav 'COL4_23' as 1 
$2966 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_22096 

:COL_4_22070
if 
001C:   $5239 > $2991 // $ > $ int 
jf @COL_4_22096 
$2966 = 0 // $ = int 

:COL_4_22096
jump @COL_4_22174 

:COL_4_22103
if 
  $2966 > 0 // $ > int 
jf @COL_4_22174 
if 
  $2966 > 1 // $ > int 
jf @COL_4_22167 
$2966 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_22174 

:COL_4_22167
$2966 = 0 // $ = int 

:COL_4_22174
if and
  $2967 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_22443 
if 
  $2967 == 3 // $ == int 
jf @COL_4_22263 
if 
03D2:   wav 1 ended 
jf @COL_4_22263 
03D5: remove_text 'COL4_12'  // Civilian in the TANK! STOP HIM!
$2967 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_22263
if 
  $2967 == 2 // $ == int 
jf @COL_4_22341 
if 
03D0:   wav 1 loaded 
jf @COL_4_22341 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_22334 
00BC: text_highpriority 'COL4_12' time 10000 1  // Civilian in the TANK! STOP HIM!

:COL_4_22334
$2967 = 3 // $ = int 

:COL_4_22341
if 
  $2967 == 1 // $ == int 
jf @COL_4_22436 
if 
  $3011 == 0 // $ == int 
jf @COL_4_22410 
03CF: load_wav 'COL4_12' as 1 
$2967 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_22436 

:COL_4_22410
if 
001C:   $5239 > $2992 // $ > $ int 
jf @COL_4_22436 
$2967 = 0 // $ = int 

:COL_4_22436
jump @COL_4_22514 

:COL_4_22443
if 
  $2967 > 0 // $ > int 
jf @COL_4_22514 
if 
  $2967 > 1 // $ > int 
jf @COL_4_22507 
$2967 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_22514 

:COL_4_22507
$2967 = 0 // $ = int 

:COL_4_22514
if and
  $2971 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_22783 
if 
  $2971 == 3 // $ == int 
jf @COL_4_22603 
if 
03D2:   wav 1 ended 
jf @COL_4_22603 
03D5: remove_text 'COL4_21'  // SNIPER!
$2971 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_22603
if 
  $2971 == 2 // $ == int 
jf @COL_4_22681 
if 
03D0:   wav 1 loaded 
jf @COL_4_22681 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_22674 
00BC: text_highpriority 'COL4_21' time 10000 1  // SNIPER!

:COL_4_22674
$2971 = 3 // $ = int 

:COL_4_22681
if 
  $2971 == 1 // $ == int 
jf @COL_4_22776 
if 
  $3011 == 0 // $ == int 
jf @COL_4_22750 
03CF: load_wav 'COL4_21' as 1 
$2971 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_22776 

:COL_4_22750
if 
001C:   $5239 > $2994 // $ > $ int 
jf @COL_4_22776 
$2971 = 0 // $ = int 

:COL_4_22776
jump @COL_4_22854 

:COL_4_22783
if 
  $2971 > 0 // $ > int 
jf @COL_4_22854 
if 
  $2971 > 1 // $ > int 
jf @COL_4_22847 
$2971 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_22854 

:COL_4_22847
$2971 = 0 // $ = int 

:COL_4_22854
if and
  $2972 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_23123 
if 
  $2972 == 3 // $ == int 
jf @COL_4_22943 
if 
03D2:   wav 1 ended 
jf @COL_4_22943 
03D5: remove_text 'COL4_22'  // I'm getting out of here.
$2972 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_22943
if 
  $2972 == 2 // $ == int 
jf @COL_4_23021 
if 
03D0:   wav 1 loaded 
jf @COL_4_23021 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_23014 
00BC: text_highpriority 'COL4_22' time 10000 1  // I'm getting out of here.

:COL_4_23014
$2972 = 3 // $ = int 

:COL_4_23021
if 
  $2972 == 1 // $ == int 
jf @COL_4_23116 
if 
  $3011 == 0 // $ == int 
jf @COL_4_23090 
03CF: load_wav 'COL4_22' as 1 
$2972 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_23116 

:COL_4_23090
if 
001C:   $5239 > $2995 // $ > $ int 
jf @COL_4_23116 
$2972 = 0 // $ = int 

:COL_4_23116
jump @COL_4_23194 

:COL_4_23123
if 
  $2972 > 0 // $ > int 
jf @COL_4_23194 
if 
  $2972 > 1 // $ > int 
jf @COL_4_23187 
$2972 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_23194 

:COL_4_23187
$2972 = 0 // $ = int 

:COL_4_23194
if and
  $2929 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_23504 
if 
  $2968 == 3 // $ == int 
jf @COL_4_23283 
if 
03D2:   wav 1 ended 
jf @COL_4_23283 
03D5: remove_text 'COL4_9'  // DEFENSIVE POSITIONS!
$2968 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_23283
if 
  $2968 == 2 // $ == int 
jf @COL_4_23361 
if 
03D0:   wav 1 loaded 
jf @COL_4_23361 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_23354 
00BC: text_highpriority 'COL4_9' time 10000 1  // DEFENSIVE POSITIONS!

:COL_4_23354
$2968 = 3 // $ = int 

:COL_4_23361
if 
  $2968 == 1 // $ == int 
jf @COL_4_23456 
if 
  $3011 == 0 // $ == int 
jf @COL_4_23430 
03CF: load_wav 'COL4_9' as 1 
$2968 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_23456 

:COL_4_23430
if 
001C:   $5239 > $2993 // $ > $ int 
jf @COL_4_23456 
$2968 = 0 // $ = int 

:COL_4_23456
if 
  $2968 == 0 // $ == int 
jf @COL_4_23497 
0084: $2993 = $5239 // $ = $ int 
$2993 += 6000 // $ += int 
$2968 = 1 // $ = int 

:COL_4_23497
jump @COL_4_23593 

:COL_4_23504
if 
  $2968 > 0 // $ > int 
jf @COL_4_23593 
if 
  $2968 > 1 // $ > int 
jf @COL_4_23586 
if 
   not $2968 == 4 // $ == int 
jf @COL_4_23565 
$2968 = 0 // $ = int 

:COL_4_23565
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_23593 

:COL_4_23586
$2968 = 0 // $ = int 

:COL_4_23593
if and
  $2973 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_23862 
if 
  $2973 == 3 // $ == int 
jf @COL_4_23682 
if 
03D2:   wav 1 ended 
jf @COL_4_23682 
03D5: remove_text 'COL4_6'  // WE'RE TAKING ENEMY FIRE!
$2973 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_23682
if 
  $2973 == 2 // $ == int 
jf @COL_4_23760 
if 
03D0:   wav 1 loaded 
jf @COL_4_23760 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_23753 
00BC: text_highpriority 'COL4_6' time 10000 1  // WE'RE TAKING ENEMY FIRE!

:COL_4_23753
$2973 = 3 // $ = int 

:COL_4_23760
if 
  $2973 == 1 // $ == int 
jf @COL_4_23855 
if 
  $3011 == 0 // $ == int 
jf @COL_4_23829 
03CF: load_wav 'COL4_6' as 1 
$2973 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_23855 

:COL_4_23829
if 
001C:   $5239 > $2996 // $ > $ int 
jf @COL_4_23855 
$2973 = 0 // $ = int 

:COL_4_23855
jump @COL_4_23933 

:COL_4_23862
if 
  $2973 > 0 // $ > int 
jf @COL_4_23933 
if 
  $2973 > 1 // $ > int 
jf @COL_4_23926 
$2973 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_23933 

:COL_4_23926
$2973 = 0 // $ = int 

:COL_4_23933
if and
  $2974 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_24202 
if 
  $2974 == 3 // $ == int 
jf @COL_4_24022 
if 
03D2:   wav 1 ended 
jf @COL_4_24022 
03D5: remove_text 'COL4_19'  // Go get some doughnuts, soldier! - Sir, Yes Sir!
$2974 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_24022
if 
  $2974 == 2 // $ == int 
jf @COL_4_24100 
if 
03D0:   wav 1 loaded 
jf @COL_4_24100 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_24093 
00BC: text_highpriority 'COL4_19' time 10000 1  // Go get some doughnuts, soldier! - Sir, Yes Sir!

:COL_4_24093
$2974 = 3 // $ = int 

:COL_4_24100
if 
  $2974 == 1 // $ == int 
jf @COL_4_24195 
if 
  $3011 == 0 // $ == int 
jf @COL_4_24169 
03CF: load_wav 'COL4_19' as 1 
$2974 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_24195 

:COL_4_24169
if 
001C:   $5239 > $2997 // $ > $ int 
jf @COL_4_24195 
$2974 = 0 // $ = int 

:COL_4_24195
jump @COL_4_24273 

:COL_4_24202
if 
  $2974 > 0 // $ > int 
jf @COL_4_24273 
if 
  $2974 > 1 // $ > int 
jf @COL_4_24266 
$2974 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_24273 

:COL_4_24266
$2974 = 0 // $ = int 

:COL_4_24273
if and
  $2975 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_24542 
if 
  $2975 == 3 // $ == int 
jf @COL_4_24362 
if 
03D2:   wav 1 ended 
jf @COL_4_24362 
03D5: remove_text 'COL4_20'  // Target acquired, Sir
$2975 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_24362
if 
  $2975 == 2 // $ == int 
jf @COL_4_24440 
if 
03D0:   wav 1 loaded 
jf @COL_4_24440 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_24433 
00BC: text_highpriority 'COL4_20' time 10000 1  // Target acquired, Sir

:COL_4_24433
$2975 = 3 // $ = int 

:COL_4_24440
if 
  $2975 == 1 // $ == int 
jf @COL_4_24535 
if 
  $3011 == 0 // $ == int 
jf @COL_4_24509 
03CF: load_wav 'COL4_20' as 1 
$2975 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_24535 

:COL_4_24509
if 
001C:   $5239 > $2998 // $ > $ int 
jf @COL_4_24535 
$2975 = 0 // $ = int 

:COL_4_24535
jump @COL_4_24613 

:COL_4_24542
if 
  $2975 > 0 // $ > int 
jf @COL_4_24613 
if 
  $2975 > 1 // $ > int 
jf @COL_4_24606 
$2975 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_24613 

:COL_4_24606
$2975 = 0 // $ = int 

:COL_4_24613
if and
  $2977 > 0 // $ > int 
  $3014 == 1 // $ == int 
jf @COL_4_24882 
if 
  $2977 == 3 // $ == int 
jf @COL_4_24702 
if 
03D2:   wav 1 ended 
jf @COL_4_24702 
03D5: remove_text 'COL4_18'  // Someone's on the tank Sir!
$2977 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_24702
if 
  $2977 == 2 // $ == int 
jf @COL_4_24780 
if 
03D0:   wav 1 loaded 
jf @COL_4_24780 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_24773 
00BC: text_highpriority 'COL4_18' time 10000 1  // Someone's on the tank Sir!

:COL_4_24773
$2977 = 3 // $ = int 

:COL_4_24780
if 
  $2977 == 1 // $ == int 
jf @COL_4_24875 
if 
  $3011 == 0 // $ == int 
jf @COL_4_24849 
03CF: load_wav 'COL4_18' as 1 
$2977 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_24875 

:COL_4_24849
if 
001C:   $5239 > $3000 // $ > $ int 
jf @COL_4_24875 
$2977 = 0 // $ = int 

:COL_4_24875
jump @COL_4_24953 

:COL_4_24882
if 
  $2977 > 0 // $ > int 
jf @COL_4_24953 
if 
  $2977 > 1 // $ > int 
jf @COL_4_24946 
$2977 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_24953 

:COL_4_24946
$2977 = 0 // $ = int 

:COL_4_24953
if and
  $2978 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_25229 
if 
  $2978 == 3 // $ == int 
jf @COL_4_25049 
if 
03D2:   wav 1 ended 
jf @COL_4_25049 
03D5: remove_text 'COL4_1'  // What's up with the Gunner? - Don't know Sir!
$2978 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_25049
if 
  $2978 == 2 // $ == int 
jf @COL_4_25127 
if 
03D0:   wav 1 loaded 
jf @COL_4_25127 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_25120 
00BC: text_highpriority 'COL4_1' time 10000 1  // What's up with the Gunner? - Don't know Sir!

:COL_4_25120
$2978 = 3 // $ = int 

:COL_4_25127
if 
  $2978 == 1 // $ == int 
jf @COL_4_25222 
if 
  $3011 == 0 // $ == int 
jf @COL_4_25196 
03CF: load_wav 'COL4_1' as 1 
$2978 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_25222 

:COL_4_25196
if 
001C:   $5239 > $3001 // $ > $ int 
jf @COL_4_25222 
$2978 = 0 // $ = int 

:COL_4_25222
jump @COL_4_25300 

:COL_4_25229
if 
  $2978 > 0 // $ > int 
jf @COL_4_25300 
if 
  $2978 > 1 // $ > int 
jf @COL_4_25293 
$2978 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_25300 

:COL_4_25293
$2978 = 0 // $ = int 

:COL_4_25300
if and
  $2988 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_25576 
if 
  $2988 == 3 // $ == int 
jf @COL_4_25396 
if 
03D2:   wav 1 ended 
jf @COL_4_25396 
03D5: remove_text 'COL4_4'  // Get topside soldier. - Sir, Yes Sir!
$2988 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_25396
if 
  $2988 == 2 // $ == int 
jf @COL_4_25474 
if 
03D0:   wav 1 loaded 
jf @COL_4_25474 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_25467 
00BC: text_highpriority 'COL4_4' time 10000 1  // Get topside soldier. - Sir, Yes Sir!

:COL_4_25467
$2988 = 3 // $ = int 

:COL_4_25474
if 
  $2988 == 1 // $ == int 
jf @COL_4_25569 
if 
  $3011 == 0 // $ == int 
jf @COL_4_25543 
03CF: load_wav 'COL4_4' as 1 
$2988 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_25569 

:COL_4_25543
if 
001C:   $5239 > $3010 // $ > $ int 
jf @COL_4_25569 
$2988 = 0 // $ = int 

:COL_4_25569
jump @COL_4_25647 

:COL_4_25576
if 
  $2988 > 0 // $ > int 
jf @COL_4_25647 
if 
  $2988 > 1 // $ > int 
jf @COL_4_25640 
$2988 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_25647 

:COL_4_25640
$2988 = 0 // $ = int 

:COL_4_25647
if and
  $2980 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_25923 
if 
  $2980 == 3 // $ == int 
jf @COL_4_25743 
if 
03D2:   wav 1 ended 
jf @COL_4_25743 
03D5: remove_text 'COL4_3'  // CONVOY HALT!
$2980 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_25743
if 
  $2980 == 2 // $ == int 
jf @COL_4_25821 
if 
03D0:   wav 1 loaded 
jf @COL_4_25821 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_25814 
00BC: text_highpriority 'COL4_3' time 10000 1  // CONVOY HALT!

:COL_4_25814
$2980 = 3 // $ = int 

:COL_4_25821
if 
  $2980 == 1 // $ == int 
jf @COL_4_25916 
if 
  $3011 == 0 // $ == int 
jf @COL_4_25890 
03CF: load_wav 'COL4_3' as 1 
$2980 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_25916 

:COL_4_25890
if 
001C:   $5239 > $3003 // $ > $ int 
jf @COL_4_25916 
$2980 = 0 // $ = int 

:COL_4_25916
jump @COL_4_25994 

:COL_4_25923
if 
  $2980 > 0 // $ > int 
jf @COL_4_25994 
if 
  $2980 > 1 // $ > int 
jf @COL_4_25987 
$2980 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_25994 

:COL_4_25987
$2980 = 0 // $ = int 

:COL_4_25994
if and
  $2981 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_26270 
if 
  $2981 == 3 // $ == int 
jf @COL_4_26090 
if 
03D2:   wav 1 ended 
jf @COL_4_26090 
03D5: remove_text 'COL4_17'  // Ok, PLATOON MOVE IT OUT!
$2981 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_26090
if 
  $2981 == 2 // $ == int 
jf @COL_4_26168 
if 
03D0:   wav 1 loaded 
jf @COL_4_26168 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_26161 
00BC: text_highpriority 'COL4_17' time 10000 1  // Ok, PLATOON MOVE IT OUT!

:COL_4_26161
$2981 = 3 // $ = int 

:COL_4_26168
if 
  $2981 == 1 // $ == int 
jf @COL_4_26263 
if 
  $3011 == 0 // $ == int 
jf @COL_4_26237 
03CF: load_wav 'COL4_17' as 1 
$2981 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_26263 

:COL_4_26237
if 
001C:   $5239 > $3004 // $ > $ int 
jf @COL_4_26263 
$2981 = 0 // $ = int 

:COL_4_26263
jump @COL_4_26341 

:COL_4_26270
if 
  $2981 > 0 // $ > int 
jf @COL_4_26341 
if 
  $2981 > 1 // $ > int 
jf @COL_4_26334 
$2981 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_26341 

:COL_4_26334
$2981 = 0 // $ = int 

:COL_4_26341
if and
  $2979 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_26617 
if 
  $2979 == 3 // $ == int 
jf @COL_4_26437 
if 
03D2:   wav 1 ended 
jf @COL_4_26437 
03D5: remove_text 'COL4_7'  // Civilian, move away from the tank!
$2979 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_26437
if 
  $2979 == 2 // $ == int 
jf @COL_4_26515 
if 
03D0:   wav 1 loaded 
jf @COL_4_26515 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_26508 
00BC: text_highpriority 'COL4_7' time 10000 1  // Civilian, move away from the tank!

:COL_4_26508
$2979 = 3 // $ = int 

:COL_4_26515
if 
  $2979 == 1 // $ == int 
jf @COL_4_26610 
if 
  $3011 == 0 // $ == int 
jf @COL_4_26584 
03CF: load_wav 'COL4_7' as 1 
$2979 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_26610 

:COL_4_26584
if 
001C:   $5239 > $3002 // $ > $ int 
jf @COL_4_26610 
$2979 = 0 // $ = int 

:COL_4_26610
jump @COL_4_26688 

:COL_4_26617
if 
  $2979 > 0 // $ > int 
jf @COL_4_26688 
if 
  $2979 > 1 // $ > int 
jf @COL_4_26681 
$2979 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_26688 

:COL_4_26681
$2979 = 0 // $ = int 

:COL_4_26688
if and
  $2983 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_26964 
if 
  $2983 == 3 // $ == int 
jf @COL_4_26784 
if 
03D2:   wav 1 ended 
jf @COL_4_26784 
03D5: remove_text 'COL4_14'  // Drop him soldier.
$2983 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_26784
if 
  $2983 == 2 // $ == int 
jf @COL_4_26862 
if 
03D0:   wav 1 loaded 
jf @COL_4_26862 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_26855 
00BC: text_highpriority 'COL4_14' time 10000 1  // Drop him soldier.

:COL_4_26855
$2983 = 3 // $ = int 

:COL_4_26862
if 
  $2983 == 1 // $ == int 
jf @COL_4_26957 
if 
  $3011 == 0 // $ == int 
jf @COL_4_26931 
03CF: load_wav 'COL4_14' as 1 
$2983 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_26957 

:COL_4_26931
if 
001C:   $5239 > $3005 // $ > $ int 
jf @COL_4_26957 
$2983 = 0 // $ = int 

:COL_4_26957
jump @COL_4_27035 

:COL_4_26964
if 
  $2983 > 0 // $ > int 
jf @COL_4_27035 
if 
  $2983 > 1 // $ > int 
jf @COL_4_27028 
$2983 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_27035 

:COL_4_27028
$2983 = 0 // $ = int 

:COL_4_27035
if and
  $2984 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_27311 
if 
  $2984 == 3 // $ == int 
jf @COL_4_27131 
if 
03D2:   wav 1 ended 
jf @COL_4_27131 
03D5: remove_text 'COL4_8'  // I SAID, move away, IMMEDIATELY!
$2984 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_27131
if 
  $2984 == 2 // $ == int 
jf @COL_4_27209 
if 
03D0:   wav 1 loaded 
jf @COL_4_27209 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_27202 
00BC: text_highpriority 'COL4_8' time 10000 1  // I SAID, move away, IMMEDIATELY!

:COL_4_27202
$2984 = 3 // $ = int 

:COL_4_27209
if 
  $2984 == 1 // $ == int 
jf @COL_4_27304 
if 
  $3011 == 0 // $ == int 
jf @COL_4_27278 
03CF: load_wav 'COL4_8' as 1 
$2984 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_27304 

:COL_4_27278
if 
001C:   $5239 > $3006 // $ > $ int 
jf @COL_4_27304 
$2984 = 0 // $ = int 

:COL_4_27304
jump @COL_4_27382 

:COL_4_27311
if 
  $2984 > 0 // $ > int 
jf @COL_4_27382 
if 
  $2984 > 1 // $ > int 
jf @COL_4_27375 
$2984 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_27382 

:COL_4_27375
$2984 = 0 // $ = int 

:COL_4_27382
if and
  $2985 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_27658 
if 
  $2985 == 3 // $ == int 
jf @COL_4_27478 
if 
03D2:   wav 1 ended 
jf @COL_4_27478 
03D5: remove_text 'COL4_11'  // Get that civilian out of our way soldier! - Sir, Yes Sir!
$2985 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_27478
if 
  $2985 == 2 // $ == int 
jf @COL_4_27556 
if 
03D0:   wav 1 loaded 
jf @COL_4_27556 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_27549 
00BC: text_highpriority 'COL4_11' time 10000 1  // Get that civilian out of our way soldier! - Sir, Yes Sir!

:COL_4_27549
$2985 = 3 // $ = int 

:COL_4_27556
if 
  $2985 == 1 // $ == int 
jf @COL_4_27651 
if 
  $3011 == 0 // $ == int 
jf @COL_4_27625 
03CF: load_wav 'COL4_11' as 1 
$2985 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_27651 

:COL_4_27625
if 
001C:   $5239 > $3007 // $ > $ int 
jf @COL_4_27651 
$2985 = 0 // $ = int 

:COL_4_27651
jump @COL_4_27729 

:COL_4_27658
if 
  $2985 > 0 // $ > int 
jf @COL_4_27729 
if 
  $2985 > 1 // $ > int 
jf @COL_4_27722 
$2985 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_27729 

:COL_4_27722
$2985 = 0 // $ = int 

:COL_4_27729
if and
  $2986 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_28005 
if 
  $2986 == 3 // $ == int 
jf @COL_4_27825 
if 
03D2:   wav 1 ended 
jf @COL_4_27825 
03D5: remove_text 'COL4_13'  // This is a military convoy, do not obstruct our route.
$2986 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_27825
if 
  $2986 == 2 // $ == int 
jf @COL_4_27903 
if 
03D0:   wav 1 loaded 
jf @COL_4_27903 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_27896 
00BC: text_highpriority 'COL4_13' time 10000 1  // This is a military convoy, do not obstruct our route.

:COL_4_27896
$2986 = 3 // $ = int 

:COL_4_27903
if 
  $2986 == 1 // $ == int 
jf @COL_4_27998 
if 
  $3011 == 0 // $ == int 
jf @COL_4_27972 
03CF: load_wav 'COL4_13' as 1 
$2986 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_27998 

:COL_4_27972
if 
001C:   $5239 > $3008 // $ > $ int 
jf @COL_4_27998 
$2986 = 0 // $ = int 

:COL_4_27998
jump @COL_4_28076 

:COL_4_28005
if 
  $2986 > 0 // $ > int 
jf @COL_4_28076 
if 
  $2986 > 1 // $ > int 
jf @COL_4_28069 
$2986 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_28076 

:COL_4_28069
$2986 = 0 // $ = int 

:COL_4_28076
if and
  $2987 > 0 // $ > int 
  $3014 == 1 // $ == int 
  $2929 == 0 // $ == int 
jf @COL_4_28352 
if 
  $2987 == 3 // $ == int 
jf @COL_4_28172 
if 
03D2:   wav 1 ended 
jf @COL_4_28172 
03D5: remove_text 'COL4_15'  // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!
$2987 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 

:COL_4_28172
if 
  $2987 == 2 // $ == int 
jf @COL_4_28250 
if 
03D0:   wav 1 loaded 
jf @COL_4_28250 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @COL_4_28243 
00BC: text_highpriority 'COL4_15' time 10000 1  // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!

:COL_4_28243
$2987 = 3 // $ = int 

:COL_4_28250
if 
  $2987 == 1 // $ == int 
jf @COL_4_28345 
if 
  $3011 == 0 // $ == int 
jf @COL_4_28319 
03CF: load_wav 'COL4_15' as 1 
$2987 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_4_28345 

:COL_4_28319
if 
001C:   $5239 > $3009 // $ > $ int 
jf @COL_4_28345 
$2987 = 0 // $ = int 

:COL_4_28345
jump @COL_4_28423 

:COL_4_28352
if 
  $2987 > 0 // $ > int 
jf @COL_4_28423 
if 
  $2987 > 1 // $ > int 
jf @COL_4_28416 
$2987 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_4_4032 
jump @COL_4_28423 

:COL_4_28416
$2987 = 0 // $ = int 

:COL_4_28423
jump @COL_4_4032 

:COL_4_28430
Car.Destroy($2874)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:COL_4_28452
$PASSED_COL4_SIR_YES_SIR = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'COL_4'  // Sir, Yes Sir!
030C: progress_made += 1 
0394: play_music 1 
Marker.Disable($531)
return 

:COL_4_28515
$ONMISSION = 0 // $ = int 
Marker.Disable($2920)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#RHINO)
Model.Destroy(#BARRACKS)
Model.Destroy(#ARMY)
Model.Destroy(#PATRIOT)
Model.Destroy(#RUGER)
0151: remove_status_text $2924 
Pickup.Destroy($2914)
Pickup.Destroy($2915)
$2004 = 0 // $ = int 
mission_cleanup 
return 

:COL_4_28806
if 
003A:   $2911 == $2878 // $ == $ int 
jf @COL_4_28873 
0084: $2934 = $2937 // $ = $ int 
0084: $2935 = $2943 // $ = $ int 
0086: $3065 = $3056 // $ = $ float 
0086: $3066 = $3057 // $ = $ float 
0084: $2875 = $2899 // $ = $ int 
0084: $3035 = $3036 // $ = $ int 

:COL_4_28873
if 
003A:   $2911 == $2882 // $ == $ int 
jf @COL_4_28940 
0084: $2934 = $2938 // $ = $ int 
0084: $2935 = $2944 // $ = $ int 
0086: $3065 = $3052 // $ = $ float 
0086: $3066 = $3053 // $ = $ float 
0084: $2875 = $2900 // $ = $ int 
0084: $3035 = $3037 // $ = $ int 

:COL_4_28940
if 
003A:   $2911 == $2908 // $ == $ int 
jf @COL_4_29007 
0084: $2934 = $2940 // $ = $ int 
0084: $2935 = $2945 // $ = $ int 
0086: $3065 = $3054 // $ = $ float 
0086: $3066 = $3055 // $ = $ float 
0084: $2875 = $2901 // $ = $ int 
0084: $3035 = $3038 // $ = $ int 

:COL_4_29007
if 
003A:   $2911 == $2886 // $ == $ int 
jf @COL_4_29074 
0084: $2934 = $2941 // $ = $ int 
0084: $2935 = $2946 // $ = $ int 
0086: $3065 = $3049 // $ = $ float 
0086: $3066 = $3050 // $ = $ float 
0084: $2875 = $2902 // $ = $ int 
0084: $3035 = $3039 // $ = $ int 

:COL_4_29074
if 
01C1:   car $2910 stopped 
jf @COL_4_30721 
0407: create_coordinate $3063 $3064 $751 from_car $2910 offset 0.0 7.0 0.0 
if 
   not Actor.Dead($2911)
jf @COL_4_30714 
if 
00F6:   player $PLAYER_CHAR 0 $3063 $3064 10@ radius 4.0 4.0 2.0 
jf @COL_4_29635 
if 
  $2934 == 5 // $ == int 
jf @COL_4_29202 
$2934 = 0 // $ = int 

:COL_4_29202
if 
  $2934 == 0 // $ == int 
jf @COL_4_29413 
if 
044B:   actor $2911 on_foot 
jf @COL_4_29304 
011C: actor $2911 clear_objective 
01D2: actor $2911 follow_player $PLAYER_CHAR 
if 
  $2985 == 0 // $ == int 
jf @COL_4_29290 
$2985 = 1 // $ = int 
0084: $3007 = $5239 // $ = $ int 
$3007 += 6000 // $ += int 

:COL_4_29290
$2934 = 1 // $ = int 
jump @COL_4_29388 

:COL_4_29304
if 
803A:   not  $2911 == $2908 // $ == $ int 
jf @COL_4_29388 
if 
   Actor.Driving($2911)
jf @COL_4_29388 
$2898 = Actor.CurrentCar($2911)
020A: set_car $2898 door_status_to 1 
if 
003A:   $2898 == $2874 // $ == $ int 
jf @COL_4_29380 
$2948 = 2 // $ = int 

:COL_4_29380
01D3: actor $2911 leave_car $2898 

:COL_4_29388
if 
  $2931 == 0 // $ == int 
jf @COL_4_29413 
$2931 = 1 // $ = int 

:COL_4_29413
if 
  $2934 == 1 // $ == int 
jf @COL_4_29542 
if 
   not Actor.Driving($2911)
jf @COL_4_29542 
if 
00E9:   player $PLAYER_CHAR 0 $2911 radius 2.5 2.5 
jf @COL_4_29542 
if 
  $2986 == 0 // $ == int 
jf @COL_4_29519 
$2986 = 1 // $ = int 
0084: $3008 = $5239 // $ = $ int 
$3008 += 6000 // $ += int 

:COL_4_29519
0084: $2935 = $5239 // $ = $ int 
$2935 += 7000 // $ += int 
$2934 = 2 // $ = int 

:COL_4_29542
if 
  $2934 == 2 // $ == int 
jf @COL_4_29635 
if 
001C:   $5239 > $2935 // $ > $ int 
jf @COL_4_29635 
if 
  $2983 == 0 // $ == int 
jf @COL_4_29620 
$2983 = 1 // $ = int 
0084: $3005 = $5239 // $ = $ int 
$3005 += 6000 // $ += int 

:COL_4_29620
01CA: actor $2911 kill_player $PLAYER_CHAR 
$2934 = 3 // $ = int 

:COL_4_29635
if 
  $2934 == 0 // $ == int 
jf @COL_4_29676 
if 
   not Actor.Driving($2911)
jf @COL_4_29676 
$2934 = 5 // $ = int 

:COL_4_29676
if 
80F6:   not player $PLAYER_CHAR 0 $3063 $3064 10@ radius 4.0 4.0 2.0 
jf @COL_4_30349 
if or
  $2934 == 1 // $ == int 
  $2934 == 2 // $ == int 
  $2934 == 3 // $ == int 
jf @COL_4_29894 
0086: $3061 = $3063 // $ = $ float 
$3061 += 4.0 // $ += float 
0086: $3062 = $3064 // $ = $ float 
$3062 += 4.0 // $ += float 
0086: $749 = $3061 // $ = $ float 
$749 -= 8.0 // $ -= float 
0086: $750 = $3062 // $ = $ float 
$750 -= 8.0 // $ -= float 
053E: $2875 = get_random_car_with_actors -1 in_area $3061 $3062 $749 $750 
if 
  $2875 == -1 // $ == int 
jf @COL_4_29880 
$2934 = 5 // $ = int 
$2922 = 0 // $ = int 
jump @COL_4_29894 

:COL_4_29880
$2934 = 0 // $ = int 
$2922 = 1 // $ = int 

:COL_4_29894
if 
  $2934 == 8 // $ == int 
jf @COL_4_30024 
if 
   not Actor.Driving($2911)
jf @COL_4_30024 
if 
   not Car.Wrecked($2875)
jf @COL_4_29959 
01D5: actor $2911 go_to_and_drive_car $2875 
jump @COL_4_29971 

:COL_4_29959
011C: actor $2911 clear_objective 
$2934 = 5 // $ = int 

:COL_4_29971
Car.RemoveReferences($2875)
if 
  $2987 == 0 // $ == int 
jf @COL_4_30017 
$2987 = 1 // $ = int 
0084: $3009 = $5239 // $ = $ int 
$3009 += 4000 // $ += int 

:COL_4_30017
$2934 = 4 // $ = int 

:COL_4_30024
if 
  $2934 == 0 // $ == int 
jf @COL_4_30342 
if 
   not $2922 == 1 // $ == int 
jf @COL_4_30151 
0086: $3061 = $3063 // $ = $ float 
$3061 += 4.0 // $ += float 
0086: $3062 = $3064 // $ = $ float 
$3062 += 4.0 // $ += float 
0086: $749 = $3061 // $ = $ float 
$749 -= 8.0 // $ -= float 
0086: $750 = $3062 // $ = $ float 
$750 -= 8.0 // $ -= float 
053E: $2875 = get_random_car_with_actors -1 in_area $3061 $3062 $749 $750 

:COL_4_30151
if 
   not $2875 == -1 // $ == int 
jf @COL_4_30342 
if 
   Car.Wrecked($2875)
jf @COL_4_30218 
00AE: set_vehicle $2910 traffic_behavior_to 3 
Car.RemoveReferences($2875)
$2934 = 5 // $ = int 
$2875 = -1 // $ = int 
jump @COL_4_30342 

:COL_4_30218
if 
   not Actor.Driving($2911)
jf @COL_4_30261 
01D5: actor $2911 go_to_and_drive_car $2875 
Car.RemoveReferences($2875)
$2934 = 4 // $ = int 
jump @COL_4_30317 

:COL_4_30261
$2898 = Actor.CurrentCar($2911)
020A: set_car $2898 door_status_to 1 
if 
003A:   $2898 == $2874 // $ == $ int 
jf @COL_4_30302 
$2948 = 2 // $ = int 

:COL_4_30302
01D3: actor $2911 leave_car $2898 
$2934 = 8 // $ = int 

:COL_4_30317
if 
  $2931 == 0 // $ == int 
jf @COL_4_30342 
$2931 = 1 // $ = int 

:COL_4_30342
$2922 = 0 // $ = int 

:COL_4_30349
if 
  $2934 == 4 // $ == int 
jf @COL_4_30599 
if 
   Actor.Driving($2911)
jf @COL_4_30518 
Car.RemoveReferences($2875)
$2875 = -1 // $ = int 
$2875 = Actor.CurrentCar($2911)
Car.StorePos($2875, $749, $750, $751)
$749 -= 10.0 // $ -= float 
$750 -= 25.0 // $ -= float 
02C0: set $3065 $3066 $751 to_ped_path_coords_closest_to $749 $750 $751 
Car.SetMaxSpeed($2875, 20.0)
00AE: set_vehicle $2875 traffic_behavior_to 2 
02C2: car $2875 drive_to_point $3065 $3066 $751 
0084: $2935 = $5239 // $ = $ int 
$2935 += 10000 // $ += int 
$2934 = 6 // $ = int 
jump @COL_4_30599 

:COL_4_30518
if 
   Car.Wrecked($2875)
jf @COL_4_30553 
011C: actor $2911 clear_objective 
$2934 = 5 // $ = int 
jump @COL_4_30599 

:COL_4_30553
if 
81AD:   not car $2875 sphere 0 near_point $3063 $3064 radius 4.0 4.0 
jf @COL_4_30599 
011C: actor $2911 clear_objective 
$2934 = 5 // $ = int 

:COL_4_30599
if 
  $2934 == 6 // $ == int 
jf @COL_4_30714 
if 
00EE:   actor $2911 0 $3065 $3066 radius 3.0 3.0 
jf @COL_4_30665 
$2934 = 5 // $ = int 
jump @COL_4_30714 

:COL_4_30665
if 
001C:   $5239 > $2935 // $ > $ int 
jf @COL_4_30691 
$2934 = 5 // $ = int 

:COL_4_30691
if 
   not Actor.Driving($2911)
jf @COL_4_30714 
$2934 = 5 // $ = int 

:COL_4_30714
jump @COL_4_30753 

:COL_4_30721
if and
   not $2934 == 0 // $ == int 
   not $2934 == 5 // $ == int 
jf @COL_4_30753 
$2934 = 5 // $ = int 

:COL_4_30753
if 
003A:   $2911 == $2878 // $ == $ int 
jf @COL_4_30820 
0084: $2937 = $2934 // $ = $ int 
0084: $2943 = $2935 // $ = $ int 
0086: $3056 = $3065 // $ = $ float 
0086: $3057 = $3066 // $ = $ float 
0084: $2899 = $2875 // $ = $ int 
0084: $3036 = $3035 // $ = $ int 

:COL_4_30820
if 
003A:   $2911 == $2882 // $ == $ int 
jf @COL_4_30887 
0084: $2938 = $2934 // $ = $ int 
0084: $2944 = $2935 // $ = $ int 
0086: $3052 = $3065 // $ = $ float 
0086: $3053 = $3066 // $ = $ float 
0084: $2900 = $2875 // $ = $ int 
0084: $3037 = $3035 // $ = $ int 

:COL_4_30887
if 
003A:   $2911 == $2908 // $ == $ int 
jf @COL_4_30954 
0084: $2940 = $2934 // $ = $ int 
0084: $2945 = $2935 // $ = $ int 
0086: $3054 = $3065 // $ = $ float 
0086: $3055 = $3066 // $ = $ float 
0084: $2901 = $2875 // $ = $ int 
0084: $3038 = $3035 // $ = $ int 

:COL_4_30954
if 
003A:   $2911 == $2886 // $ == $ int 
jf @COL_4_31021 
0084: $2941 = $2934 // $ = $ int 
0084: $2946 = $2935 // $ = $ int 
0086: $3049 = $3065 // $ = $ float 
0086: $3050 = $3066 // $ = $ float 
0084: $2902 = $2875 // $ = $ int 
0084: $3039 = $3035 // $ = $ int 

:COL_4_31021
return 

:COL_4_31023
01B2: give_actor $2876 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2876 threat_search 
0243: set_actor $2876 ped_stats_to 16 
0319: set_actor $2876 running 1 
return 

:COL_4_31054
if 
  $3048 == 0 // $ == int 
jf @COL_4_31115 
0291: set_actor $2916 heed_threats 1 
011A: set_actor $2916 search_threat 1 
0239: actor $2916 run_to -829.7494 -1491.996 
0411: set_actor $2916 use_pednode_seek 0 
$3048 = 1 // $ = int 

:COL_4_31115
if 
  $3048 == 1 // $ == int 
jf @COL_4_31238 
if 
04FF:   actor $2916 no_objective 
jf @COL_4_31171 
0239: actor $2916 run_to -829.7494 -1491.996 
0411: set_actor $2916 use_pednode_seek 0 

:COL_4_31171
if 
00ED:   actor $2916 0 -829.7494 -1491.996 radius 1.0 1.0 
jf @COL_4_31238 
0239: actor $2916 run_to -826.0425 -1493.517 
0411: set_actor $2916 use_pednode_seek 0 
$3048 = 2 // $ = int 

:COL_4_31238
if 
  $3048 == 2 // $ == int 
jf @COL_4_31344 
if 
04FF:   actor $2916 no_objective 
jf @COL_4_31294 
0239: actor $2916 run_to -826.0425 -1493.517 
0411: set_actor $2916 use_pednode_seek 0 

:COL_4_31294
if 
00ED:   actor $2916 0 -826.0425 -1493.517 radius 1.0 1.0 
jf @COL_4_31344 
Actor.DestroyInstantly($2916)
$3048 = 3 // $ = int 

:COL_4_31344
return 

:COL_4_31346
if 
001C:   $3185 > $CUT_SCENE_TIME // $ > $ int 
jf @COL_4_31381 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL_4_31346 

:COL_4_31381
return 

:COL_4_31383
if 
   not Car.Wrecked($2918)
jf @COL_4_31923 
if 
80DC:   not player $PLAYER_CHAR in_car $2918 
jf @COL_4_31880 
if 
   not Actor.Dead($2919)
jf @COL_4_31720 
if 
   Actor.InCar($2919, $2918)
jf @COL_4_31585 
if 
   not $2929 == 0 // $ == int 
jf @COL_4_31514 
if 
   not Actor.Dead($2917)
jf @COL_4_31502 
01CA: actor $2917 kill_player $PLAYER_CHAR 
jump @COL_4_31507 

:COL_4_31502
0465: remove_actor $2917 from_turret_mode 

:COL_4_31507
jump @COL_4_31578 

:COL_4_31514
if 
   Actor.Dead($2917)
jf @COL_4_31562 
if 
  $2929 == 0 // $ == int 
jf @COL_4_31555 
$2929 = 1 // $ = int 

:COL_4_31555
jump @COL_4_31578 

:COL_4_31562
020F: actor $2917 look_at_player $PLAYER_CHAR 
04C6: actor $2917 aim_gun_at_actor $PLAYER_ACTOR 

:COL_4_31578
jump @COL_4_31713 

:COL_4_31585
if 
  $2970 == 0 // $ == int 
jf @COL_4_31713 
if 
   not Actor.Dead($2917)
jf @COL_4_31713 
0465: remove_actor $2917 from_turret_mode 
0407: create_coordinate $749 $750 $751 from_car $2918 offset 0.0 -11.0 0.0 
0239: actor $2917 run_to $749 $750 
if 
00ED:   actor $2917 0 $749 $750 radius 2.0 2.0 
jf @COL_4_31713 
01CA: actor $2917 kill_player $PLAYER_CHAR 
$2970 = 1 // $ = int 

:COL_4_31713
jump @COL_4_31873 

:COL_4_31720
if 
  $2929 == 0 // $ == int 
jf @COL_4_31745 
$2929 = 1 // $ = int 

:COL_4_31745
if 
  $2970 == 0 // $ == int 
jf @COL_4_31873 
if 
   not Actor.Dead($2917)
jf @COL_4_31873 
0465: remove_actor $2917 from_turret_mode 
0407: create_coordinate $749 $750 $751 from_car $2918 offset 0.0 -11.0 0.0 
0239: actor $2917 run_to $749 $750 
if 
00ED:   actor $2917 0 $749 $750 radius 2.0 2.0 
jf @COL_4_31873 
01CA: actor $2917 kill_player $PLAYER_CHAR 
$2970 = 1 // $ = int 

:COL_4_31873
jump @COL_4_31916 

:COL_4_31880
Car.ImmuneToNonPlayer($2918, False)
0465: remove_actor $2917 from_turret_mode 
if 
   not Actor.Dead($2917)
jf @COL_4_31916 
01CA: actor $2917 kill_player $PLAYER_CHAR 

:COL_4_31916
jump @COL_4_31952 

:COL_4_31923
0465: remove_actor $2917 from_turret_mode 
if 
   not Actor.Dead($2917)
jf @COL_4_31952 
01CA: actor $2917 kill_player $PLAYER_CHAR 

:COL_4_31952
return 

//-------------Mission 11---------------
// Originally: All Hands On Deck!

:COL_5
gosub @COL_5_36 
if 
wasted_or_busted 
jf @COL_5_27 
gosub @COL_5_30378 

:COL_5_27
gosub @COL_5_30876 
terminate_this_script 

:COL_5_36
$ONMISSION = 1 // $ = int 
script_name 'COL_5' 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'GENERA5' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$3214 = 0.0 // $ = float 
$3153 = 0 // $ = int 
$3154 = 0 // $ = int 
$3145 = 0 // $ = int 
$3146 = 0 // $ = int 
$3150 = 0 // $ = int 
$3151 = 0 // $ = int 
$3152 = 0 // $ = int 
$3155 = 0 // $ = int 
$3157 = 0 // $ = int 
$3158 = 0 // $ = int 
$3159 = 0 // $ = int 
$3160 = 0 // $ = int 
$3161 = 0 // $ = int 
$3163 = 0 // $ = int 
$3164 = 0 // $ = int 
$3165 = 0 // $ = int 
$3166 = 0 // $ = int 
$3167 = -2 // $ = int 
$3011 = 0 // $ = int 
$2964 = 0 // $ = int 
$2965 = 0 // $ = int 
$2966 = 0 // $ = int 
$2967 = 0 // $ = int 
$2972 = 0 // $ = int 
$2974 = 0 // $ = int 
$2975 = 0 // $ = int 
$2977 = 0 // $ = int 
$2978 = 0 // $ = int 
$2979 = 0 // $ = int 
$2980 = 0 // $ = int 
$2981 = 0 // $ = int 
$2983 = 0 // $ = int 
$2989 = 0 // $ = int 
$2990 = 0 // $ = int 
$2991 = 0 // $ = int 
$2992 = 0 // $ = int 
$2995 = 0 // $ = int 
$2997 = 0 // $ = int 
$2998 = 0 // $ = int 
$3000 = 0 // $ = int 
$3001 = 0 // $ = int 
$3002 = 0 // $ = int 
$3003 = 0 // $ = int 
$3004 = 0 // $ = int 
$3005 = 0 // $ = int 
$3172 = 0 // $ = int 
$3173 = 0 // $ = int 
$3174 = 0 // $ = int 
$3175 = 0 // $ = int 
$3176 = 0 // $ = int 
$3170 = 0 // $ = int 
$3188 = -1 // $ = int 
$3189 = -1 // $ = int 
$3203 = -1 // $ = int 
$3190 = -1 // $ = int 
$3171 = -1 // $ = int 
$3179 = 0 // $ = int 
$3180 = 0 // $ = int 
$3183 = 0 // $ = int 
$3184 = 0 // $ = int 
$3192 = 0 // $ = int 
$3193 = 0 // $ = int 
$3194 = 0 // $ = int 
$3195 = 0 // $ = int 
$3196 = 0 // $ = int 
$3197 = 0 // $ = int 
$3198 = 0 // $ = int 
$3199 = 0 // $ = int 
$3200 = 0 // $ = int 
$3201 = 0 // $ = int 
$3202 = 0 // $ = int 
$3191 = 0 // $ = int 
$3204 = 0 // $ = int 
$3205 = 0 // $ = int 
$3177 = 0 // $ = int 
$3178 = 0 // $ = int 
$3209 = 10.0 // $ = float 
$3143 = 0 // $ = int 
$3182 = 0 // $ = int 
$3187 = 0 // $ = int 
$3144 = 0 // $ = int 
$3168 = -1 // $ = int 
Object.StorePos($1018, $752, $753, $754)
0086: $3216 = $752 // $ = $ float 
0086: $3217 = $753 // $ = $ float 
0086: $3218 = $754 // $ = $ float 
0482: set_threat_reaction_range_multiplier 6.0 
00C0: set_current_time 6 0 
set_weather 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONA' 
023C: load_special_actor 4 'CGONB' 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#YT_DOORS14)
Model.Load(#YT_TMP_BOAT)
Model.Load(#LODMAIN_BODY)
Model.Load(#BIG_POLY_TINGS)
Model.Load(#YT_GANGPLNK_TMP)
038B: load_requested_models 

:COL_5_818
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @COL_5_856 
wait 0 
jump @COL_5_818 

:COL_5_856
if or
   not Model.Available(#YT_MAIN_BODY)
   not Model.Available(#YT_MAIN_BODY2)
   not Model.Available(#YT_DOORS14)
   not Model.Available(#YT_TMP_BOAT)
   not Model.Available(#LODMAIN_BODY)
   not Model.Available(#BIG_POLY_TINGS)
jf @COL_5_908 
wait 0 
jump @COL_5_856 

:COL_5_908
if 
   not Model.Available(#YT_GANGPLNK_TMP)
jf @COL_5_935 
wait 0 
jump @COL_5_908 

:COL_5_935
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_5A' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
0244: set_cutscene_pos $752 $753 $754 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSCOLO' 
02E5: $2674 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $2674 'CGONA' 
02E5: $2675 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $2675 'CGONB' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
$3185 = 791 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_1' time 10000 1  // Circumstances force a hasty departure, amigo.
$3185 = 3435 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_2' time 10000 1  // What's the problem?
$3185 = 4140 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_3' time 10000 1  // Ehh, the French want their missile technology back and after that last incident,
$3185 = 7919 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_4' time 10000 1  // I feel it is time to find safer harbors.
$3185 = 9945 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_5' time 10000 1  // Wouldn't it be safer to fly?
$3185 = 11371 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_6' time 10000 1  // I'd be dead before I reached check-in. Besides, I need to get my merchandise out of the country.
$3185 = 16000 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_7' time 10000 1  // Need another gun?
$3185 = 17365 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5A_8' time 10000 1  // You, my friend, are worth ten guns...
$3185 = 21837 // $ = int 
gosub @COL_5_30015 
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL_5_1389
if 
fading 
jf @COL_5_1413 
wait 0 
jump @COL_5_1389 

:COL_5_1413
if 
82E9:   not cutscene_reached_end 
jf @COL_5_1437 
wait 0 
jump @COL_5_1413 

:COL_5_1437
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Model.Destroy(#YT_DOORS14)
Model.Destroy(#YT_TMP_BOAT)
Model.Destroy(#LODMAIN_BODY)
Model.Destroy(#BIG_POLY_TINGS)
Model.Destroy(#YT_GANGPLNK_TMP)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#HUNTER)
Model.Load(#DINGHY)
Model.Load(#SPEEDER)
Model.Load(#RIO)
Model.Load(#WASHING)
Model.Load(#MAVERICK)
Model.Load(#MARQUIS)
Model.Load(#TROPIC)
Model.Load(#RUGER)
Model.Load(#KATANA)
Model.Load(#HMOST)
Model.Load(#UZI)
Model.Load(#COLT45)
023C: load_special_actor 1 'IGCOLON' 
023C: load_special_actor 2 'CGONA' 
038B: load_requested_models 

:COL_5_1598
if or
   not Model.Available(#HUNTER)
   not Model.Available(#DINGHY)
   not Model.Available(#SPEEDER)
   not Model.Available(#RIO)
   not Model.Available(#WASHING)
jf @COL_5_1645 
wait 0 
jump @COL_5_1598 

:COL_5_1645
if or
   not Model.Available(#MAVERICK)
   not Model.Available(#MARQUIS)
   not Model.Available(#TROPIC)
   not Model.Available(#KATANA)
   not Model.Available(#RUGER)
jf @COL_5_1692 
wait 0 
jump @COL_5_1645 

:COL_5_1692
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#HMOST)
   not Model.Available(#UZI)
   not Model.Available(#COLT45)
jf @COL_5_1736 
wait 0 
jump @COL_5_1692 

:COL_5_1736
01B1: give_player $PLAYER_CHAR weapon 10 ammo 1 // Load the weapon model before using this 
035E: set_player $PLAYER_CHAR armour_to 200 
0225: $7883 = player $PLAYER_CHAR health 
if 
  100 > $7883 // int > $ 
jf @COL_5_1786 
0222: set_player $PLAYER_CHAR health_to 100 

:COL_5_1786
Object.Destroy($2185)
0169: set_fade_color 0 0 1 
fade 1 1500 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Object.Destroy($1020)
Object.Destroy($1024)
Object.Destroy($1025)
0400: create_coordinate $752 $753 $754 from_object $1018 offset -0.277 -16.662 3.152 
0055: put_player $PLAYER_CHAR at $752 $753 $754 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Actor.Create($3088, 4, #SPECIAL01, $752, $753, $754)
0084: $3139 = $3088 // $ = $ int 
gosub @COL_5_30304 
0446: set_actor $3088 dismemberment_possible 0 
02AB: set_actor $3088 immunities BP 0 FP 0 EP 1 CP 1 MP 0 
02E2: set_actor $3088 weapon_accuracy_to 40 
Actor.Health($3088) = 500
04F4: put_actor $3088 into_turret_on_object $1018 at_object_offset -2.5 -1.996 4.179 position 0 shooting_angle 360.0 with_weapon 27 
Actor.Create($3089, 4, #SPECIAL02, $752, $753, $754)
0084: $3139 = $3089 // $ = $ int 
gosub @COL_5_30304 
04F4: put_actor $3089 into_turret_on_object $1018 at_object_offset 4.288 -11.674 4.179 position 0 shooting_angle 360.0 with_weapon 27 
Actor.Create($3090, 4, #SPECIAL02, $752, $753, $754)
0084: $3139 = $3090 // $ = $ int 
gosub @COL_5_30304 
04F4: put_actor $3090 into_turret_on_object $1018 at_object_offset -4.215 -8.161 4.179 position 0 shooting_angle 360.0 with_weapon 27 
Actor.Create($3091, 4, #SPECIAL02, $752, $753, $754)
0084: $3139 = $3091 // $ = $ int 
gosub @COL_5_30304 
04F4: put_actor $3091 into_turret_on_object $1018 at_object_offset 4.267 -4.745 4.179 position 0 shooting_angle 360.0 with_weapon 27 
Actor.Create($3134, 4, #SPECIAL02, $752, $753, $754)
0084: $3139 = $3134 // $ = $ int 
gosub @COL_5_30304 
04F4: put_actor $3134 into_turret_on_object $1018 at_object_offset -4.225 -12.46 4.179 position 0 shooting_angle 360.0 with_weapon 27 
049E: set_scripted_file $1026 speed_to 0.0 
if 
  $ONMISSION == 0 // $ == int 
jf @COL_5_2828 
Car.Create($3095, #HUNTER, 36.0195, -447.5407, 15.017)
Car.Create($3093, #HUNTER, 36.0195, -447.5407, 15.017)
Actor.Create($3094, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3074, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3075, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3076, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3077, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3082, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3083, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3084, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3085, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3107, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3108, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3109, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3110, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3112, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3113, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3114, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3129, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3130, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Create($3131, 9, #HMOST, 36.0195, -447.5407, 15.017)
Car.Create($3086, #WASHING, -238.2693, -1361.33, 7.0786)
Car.Create($3081, #WASHING, -238.2693, -1361.33, 7.0786)

:COL_5_2828
Car.Create($3078, #MARQUIS, -327.2818, -1207.3, 6.0)
Car.Angle($3078) = 90.0
Car.ImmuneToNonPlayer($3078, True)
Car.Create($3079, #SPEEDER, -332.1327, -1221.623, 6.0)
Car.Angle($3079) = 90.0
Car.ImmuneToNonPlayer($3079, True)
Car.Create($3080, #RIO, -332.6164, -1233.008, 6.0)
Car.Angle($3080) = 90.0
Car.ImmuneToNonPlayer($3080, True)
01BD: $5239 = current_time_in_ms 
0084: $3156 = $5239 // $ = $ int 
$3156 += 12000 // $ += int 
wait 0 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(-410.4125, -1320.864, 12.1604, 0.0, 0.0, 0.0)
Camera.PointAt(-409.6047, -1320.275, 12.1915, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 6100 // $ += int 

:COL_5_3062
wait 0 
01BD: $5239 = current_time_in_ms 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_5_3209 
if 
84A8:   not player $PLAYER_CHAR in_any_boat 
jf @COL_5_3209 
if 
   not Actor.Dead($3088)
jf @COL_5_3145 
0321: kill_actor $3088 

:COL_5_3145
00BC: text_highpriority 'COL5_B3' time 5000 1  // ~r~The Colonel is dead!
0169: set_fade_color 225 225 225 
fade 0 1000 

:COL_5_3178
if 
fading 
jf @COL_5_3202 
wait 0 
jump @COL_5_3178 

:COL_5_3202
jump @COL_5_30378 

:COL_5_3209
if 
  $3191 == 0 // $ == int 
jf @COL_5_3271 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $3147 ammo $3148 model $3149 
if 
  1 > $3148 // int > $ 
jf @COL_5_3271 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 180 // Load the weapon model before using this 

:COL_5_3271
if 
  $3144 == 0 // $ == int 
jf @COL_5_3339 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $3147 ammo $3148 model $3149 
if 
  1 > $3148 // int > $ 
jf @COL_5_3339 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 80 // Load the weapon model before using this 
$3144 = 1 // $ = int 

:COL_5_3339
if 
  $3170 == 2 // $ == int 
jf @COL_5_3521 
if 
  $3177 == 0 // $ == int 
jf @COL_5_3447 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $3147 ammo $3148 model $3149 
if 
  1 > $3148 // int > $ 
jf @COL_5_3447 
00BC: text_highpriority 'COL5_B6' time 5000 1  // ~g~You have run out of ammo, get more from the stairs on the top deck.
0084: $3205 = $5239 // $ = $ int 
$3205 += 4000 // $ += int 
$3177 = 1 // $ = int 

:COL_5_3447
if 
  $3178 == 0 // $ == int 
jf @COL_5_3521 
if 
8183:   not player $PLAYER_CHAR health > 40 
jf @COL_5_3521 
00BC: text_highpriority 'COL5_B7' time 5000 1  // ~g~You are running low on health, get more from the stairs on the top deck.
0084: $3205 = $5239 // $ = $ int 
$3205 += 4000 // $ += int 
$3178 = 1 // $ = int 

:COL_5_3521
if 
  $3202 == 0 // $ == int 
jf @COL_5_3616 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_3616 
Camera.SetPosition(-381.3522, -1363.918, 18.9859, 0.0, 0.0, 0.0)
Camera.PointAt(-381.1456, -1362.953, 18.8254, 2)
$3202 = 1 // $ = int 

:COL_5_3616
if 
  $3202 == 1 // $ == int 
jf @COL_5_3749 
if 
  $3155 > 0 // $ > int 
jf @COL_5_3749 
Camera.SetAtPos(-264.5628, -1231.901, 10.8113)
Camera.SetPosition(-264.5628, -1231.901, 10.8113, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($3081)
jf @COL_5_3726 
Camera.OnVehicle($3081, 15, 2)

:COL_5_3726
0084: $3201 = $5239 // $ = $ int 
$3201 += 5500 // $ += int 
$3202 = 2 // $ = int 

:COL_5_3749
if 
  $3202 == 2 // $ == int 
jf @COL_5_3860 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_3860 
Camera.SetPosition(-233.0363, -1221.283, 9.3205, 0.0, 0.0, 0.0)
Camera.PointAt(-233.9623, -1220.907, 9.3547, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 3 // $ = int 

:COL_5_3860
if 
  $3202 == 3 // $ == int 
jf @COL_5_3971 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_3971 
Camera.SetPosition(-267.5756, -1219.911, 10.2994, 0.0, 0.0, 0.0)
Camera.PointAt(-268.5739, -1219.966, 10.2809, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 4 // $ = int 

:COL_5_3971
if 
  $3202 == 4 // $ == int 
jf @COL_5_4082 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_4082 
Camera.SetPosition(-351.4564, -1232.334, 10.4296, 0.0, 0.0, 0.0)
Camera.PointAt(-350.6927, -1231.689, 10.4065, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 5 // $ = int 

:COL_5_4082
if 
  $3202 == 5 // $ == int 
jf @COL_5_4280 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_4280 
$3215 = Object.Angle($1018)
0171: set_player $PLAYER_CHAR z_angle_to $3215 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
  $3204 == 1 // $ == int 
jf @COL_5_4217 
00BC: text_highpriority 'COL5_B2' time 5000 1  // ~g~Get up front and clear the route for the Colonel's yacht.
0084: $3205 = $5239 // $ = $ int 
$3205 += 4000 // $ += int 
$3204 += 1 // $ += int 

:COL_5_4217
if 
  $3204 == 0 // $ == int 
jf @COL_5_4273 
00BC: text_highpriority 'COL5_B1' time 5000 1  // ~g~Defend the Colonel and his yacht at all costs.
0084: $3205 = $5239 // $ = $ int 
$3205 += 4000 // $ += int 
$3204 += 1 // $ += int 

:COL_5_4273
$3202 = 6 // $ = int 

:COL_5_4280
if 
  $3202 == 10 // $ == int 
jf @COL_5_4408 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_4408 
Camera.SetPosition(223.1382, 976.4195, 11.1547, 0.0, 0.0, 0.0)
Camera.PointAt(222.8153, 975.4747, 11.2115, 2)
Camera.SetAtPos(222.8153, 975.4747, 11.2115)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 5 // $ = int 

:COL_5_4408
if 
  $3202 == 15 // $ == int 
jf @COL_5_4519 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_4519 
Camera.SetPosition(203.4923, 871.4227, 23.2555, 0.0, 0.0, 0.0)
Camera.PointAt(203.3397, 872.3857, 23.0336, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 16 // $ = int 

:COL_5_4519
if 
  $3146 == 2 // $ == int 
jf @COL_5_4676 
if 
   not fading 
jf @COL_5_4676 
Camera.SetPosition(75.9, 748.5027, 10.4895, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($3093)
jf @COL_5_4607 
Camera.OnVehicle($3093, 15, 2)

:COL_5_4607
0169: set_fade_color 0 0 1 
fade 1 500 
0395: clear_area 1 at 189.6395 888.1066 12.6813 range 60.0 
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 5 // $ = int 
$3146 = 3 // $ = int 

:COL_5_4676
if 
  $3202 == 16 // $ == int 
jf @COL_5_4796 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_4796 
0169: set_fade_color 0 0 1 
fade 0 1500 

:COL_5_4728
if 
fading 
jf @COL_5_4752 
wait 0 
jump @COL_5_4728 

:COL_5_4752
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
049F: set_scripted_file $1026 distance_along_path_to 3250.0 
049E: set_scripted_file $1026 speed_to 0.0 
Camera.Restore_WithJumpCut
wait 0 
wait 0 
jump @COL_5_26471 

:COL_5_4796
Object.StorePos($1018, $752, $753, $754)
$3215 = Object.Angle($1018)
if 
  $3145 == 0 // $ == int 
jf @COL_5_4899 
if 
  5.0 > $3214 // float > $ 
jf @COL_5_4874 
0078: $3214 += frame_delta_time * 0.01 // float 
jump @COL_5_4891 

:COL_5_4874
$3214 = 5.0 // $ = float 
$3145 = 1 // $ = int 

:COL_5_4891
049E: set_scripted_file $1026 speed_to $3214 

:COL_5_4899
if 
  $3172 == 0 // $ == int 
jf @COL_5_5049 
if 
04E5:   object $1018 near_point -277.999 614.19 radius 25.0 25.0 sphere 0 
jf @COL_5_4994 
if 
  $3191 == 0 // $ == int 
jf @COL_5_4980 
$3191 = 1 // $ = int 

:COL_5_4980
$3172 = 3 // $ = int 
jump @COL_5_5049 

:COL_5_4994
if and
  $3173 == 1 // $ == int 
  $3174 == 1 // $ == int 
  $3175 == 1 // $ == int 
jf @COL_5_5049 
0084: $3176 = $5239 // $ = $ int 
$3176 += 8000 // $ += int 
$3172 = 1 // $ = int 

:COL_5_5049
if 
  $3191 == 1 // $ == int 
jf @COL_5_5993 
Car.RemoveReferences($3081)
Car.RemoveReferences($3086)
Car.RemoveReferences($3078)
Car.RemoveReferences($3079)
Car.RemoveReferences($3080)
Actor.RemoveReferences($3074)
Actor.RemoveReferences($3075)
Actor.RemoveReferences($3076)
Actor.RemoveReferences($3077)
Actor.RemoveReferences($3082)
Actor.RemoveReferences($3083)
Actor.RemoveReferences($3084)
Actor.RemoveReferences($3085)
Car.Create($3098, #DINGHY, 246.161, 934.99, 6.0)
Car.Angle($3098) = 165.0
0129: $3115 = create_actor 9 #HMOST in_car $3098 driverseat 
Actor.Create($3116, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3116 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3116 into_turret_on_car $3098 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
Car.Create($3099, #DINGHY, 252.074, 929.9, 6.0)
Car.Angle($3099) = 165.0
0129: $3117 = create_actor 9 #HMOST in_car $3099 driverseat 
Actor.Create($3118, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3118 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3118 into_turret_on_car $3099 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
Car.Create($3100, #RIO, 229.653, 929.049, 6.0)
Car.Angle($3100) = 124.5
0129: $3125 = create_actor 9 #HMOST in_car $3100 driverseat 
Actor.Create($3119, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3119 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3119 into_turret_on_car $3100 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 
Car.Create($3101, #TROPIC, 217.382, 940.656, 6.0)
Car.Angle($3101) = -136.5
Car.Create($3102, #DINGHY, 210.127, 932.185, 6.0)
Car.Angle($3102) = 166.5
0129: $3120 = create_actor 9 #HMOST in_car $3102 driverseat 
Actor.Create($3121, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3121 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3121 into_turret_on_car $3102 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
Car.Create($3103, #MARQUIS, 201.639, 942.166, 6.0)
Car.Angle($3103) = 72.0
Actor.Create($3122, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3122 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3122 into_turret_on_car $3103 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 
Actor.Create($3123, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3123 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3123 into_turret_on_car $3103 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 
Actor.Create($3124, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $3138 = $3124 // $ = $ int 
gosub @COL_5_30189 
0464: put_actor $3124 into_turret_on_car $3103 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 
Car.Create($3104, #TROPIC, 187.631, 953.41, 6.0)
Car.Angle($3104) = -126.0
Car.Create($3105, #MARQUIS, 168.216, 955.625, 6.0)
Car.Angle($3105) = -106.5
Car.Create($3106, #TROPIC, 195.398, 767.808, 6.0)
Car.Angle($3106) = -7.5
0129: $3126 = create_actor 9 #HMOST in_car $3106 driverseat 
$3191 = 2 // $ = int 

:COL_5_5993
if 
  $3172 == 1 // $ == int 
jf @COL_5_6052 
if 
001C:   $5239 > $3176 // $ > $ int 
jf @COL_5_6052 
0169: set_fade_color 0 0 1 
fade 0 1500 
$3172 = 2 // $ = int 

:COL_5_6052
if 
  $3172 == 3 // $ == int 
jf @COL_5_6326 
if 
  $3191 == 0 // $ == int 
jf @COL_5_6095 
$3191 = 1 // $ = int 

:COL_5_6095
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
0400: create_coordinate $752 $753 $754 from_object $1018 offset -0.277 -16.662 3.152 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COL_5_6168 
0055: put_player $PLAYER_CHAR at $752 $753 $754 
jump @COL_5_6182 

:COL_5_6168
012A: put_player $PLAYER_CHAR at $752 $753 $754 and_remove_from_car 

:COL_5_6182
0171: set_player $PLAYER_CHAR z_angle_to $3215 
Camera.SetBehindPlayer
Camera.SetAtPos($752, $753, $754)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(160.3909, 797.2673, 7.6438, 0.0, 0.0, 0.0)
Camera.PointAt(159.4485, 797.5592, 7.8072, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 8500 // $ += int 
$3202 = 10 // $ = int 
wait 500 
0169: set_fade_color 0 0 1 
fade 1 1500 
$3172 = 4 // $ = int 

:COL_5_6326
if 
  $3172 == 2 // $ == int 
jf @COL_5_6381 
if 
   not fading 
jf @COL_5_6381 
049F: set_scripted_file $1026 distance_along_path_to 2700.0 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
$3172 = 3 // $ = int 

:COL_5_6381
if 
  $3170 == 0 // $ == int 
jf @COL_5_6444 
if 
04E5:   object $1018 near_point 194.999 891.496 radius 25.0 25.0 sphere 0 
jf @COL_5_6444 
$3170 = 1 // $ = int 

:COL_5_6444
if 
  $3170 == 1 // $ == int 
jf @COL_5_6671 
if 
  $3192 == 0 // $ == int 
jf @COL_5_6528 
if 
  $2966 == 0 // $ == int 
jf @COL_5_6521 
$2966 = 1 // $ = int 
0084: $2991 = $5239 // $ = $ int 
$2991 += 5000 // $ += int 

:COL_5_6521
$3192 = 1 // $ = int 

:COL_5_6528
if 
   not $3214 == 0.0 // $ == float 
jf @COL_5_6612 
if 
  0.0 > $3214 // float > $ 
jf @COL_5_6587 
$3214 = 0.0 // $ = float 
jump @COL_5_6597 

:COL_5_6587
007E: $3214 -= frame_delta_time * 0.01 // float 

:COL_5_6597
049E: set_scripted_file $1026 speed_to $3214 
jump @COL_5_6671 

:COL_5_6612
$3170 = 2 // $ = int 
Pickup.Create($3132, #HEALTH, 2, 189.4928, 885.3084, 13.7132)
032B: $3133 = create_weapon_pickup #RUGER 2 ammo 120 at 190.5261 885.2347 13.7132 

:COL_5_6671
if 
  $3170 == 2 // $ == int 
jf @COL_5_6857 
if 
  $3171 == -1 // $ == int 
jf @COL_5_6714 
$3171 = 1 // $ = int 

:COL_5_6714
if 
  $3167 == -2 // $ == int 
jf @COL_5_6757 
0084: $3186 = $5239 // $ = $ int 
$3186 += 45000 // $ += int 
$3167 = -1 // $ = int 

:COL_5_6757
if 
  $3188 == -1 // $ == int 
jf @COL_5_6782 
$3188 = 0 // $ = int 

:COL_5_6782
if 
  $3189 == -1 // $ == int 
jf @COL_5_6807 
$3189 = 0 // $ = int 

:COL_5_6807
if 
  $3203 == -1 // $ == int 
jf @COL_5_6832 
$3203 = 0 // $ = int 

:COL_5_6832
if 
  $3190 == -1 // $ == int 
jf @COL_5_6857 
$3190 = 0 // $ = int 

:COL_5_6857
if 
  $3196 == 0 // $ == int 
jf @COL_5_6970 
if 
  $3146 > 0 // $ > int 
jf @COL_5_6970 
if 
   Car.Wrecked($3093)
jf @COL_5_6970 
if 
   not Car.Wrecked($3103)
jf @COL_5_6947 
00BC: text_highpriority 'COL5_B2' time 200 1  // ~g~Get up front and clear the route for the Colonel's yacht.
jump @COL_5_6970 

:COL_5_6947
0084: $3201 = $5239 // $ = $ int 
$3201 += 6000 // $ += int 
$3196 = 1 // $ = int 

:COL_5_6970
if 
  $3196 == 1 // $ == int 
jf @COL_5_7203 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_7203 
Actor.RemoveReferences($3107)
Actor.RemoveReferences($3108)
Actor.RemoveReferences($3109)
Actor.RemoveReferences($3110)
Actor.RemoveReferences($3112)
Actor.RemoveReferences($3113)
Actor.RemoveReferences($3114)
Actor.RemoveReferences($3129)
Actor.RemoveReferences($3130)
Actor.RemoveReferences($3131)
Car.Destroy($3103)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(218.3319, 1001.141, 10.0492, 0.0, 0.0, 0.0)
Camera.PointAt(218.0191, 1000.191, 10.0691, 2)
049E: set_scripted_file $1026 speed_to 5.0 
0395: clear_area 1 at $752 $753 $754 range 100.0 
Pickup.Destroy($3132)
Pickup.Destroy($3133)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
$3202 = 15 // $ = int 
$3196 = 2 // $ = int 

:COL_5_7203
if 
  $3196 == 2 // $ == int 
jf @COL_5_7303 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @COL_5_7303 
if 
  5.0 > $3214 // float > $ 
jf @COL_5_7278 
0078: $3214 += frame_delta_time * 0.01 // float 
jump @COL_5_7295 

:COL_5_7278
$3214 = 5.0 // $ = float 
$3196 = 2 // $ = int 

:COL_5_7295
049E: set_scripted_file $1026 speed_to $3214 

:COL_5_7303
if 
   not Actor.Dead($3088)
jf @COL_5_7579 
if 
  $3199 == 0 // $ == int 
jf @COL_5_7403 
if 
8183:   not player $PLAYER_CHAR health > 50 
jf @COL_5_7403 
if 
  $2981 == 0 // $ == int 
jf @COL_5_7396 
$2981 = 1 // $ = int 
0084: $3004 = $5239 // $ = $ int 
$3004 += 5000 // $ += int 

:COL_5_7396
$3199 = 1 // $ = int 

:COL_5_7403
if 
  $3197 == 0 // $ == int 
jf @COL_5_7488 
if 
8184:   not actor $3088 health > 180 
jf @COL_5_7488 
if 
  $2972 == 0 // $ == int 
jf @COL_5_7481 
$2972 = 1 // $ = int 
0084: $2995 = $5239 // $ = $ int 
$2995 += 5000 // $ += int 

:COL_5_7481
$3197 = 1 // $ = int 

:COL_5_7488
if 
  $3198 == 0 // $ == int 
jf @COL_5_7572 
if 
8184:   not actor $3088 health > 100 
jf @COL_5_7572 
if 
  $2974 == 0 // $ == int 
jf @COL_5_7565 
$2974 = 1 // $ = int 
0084: $2997 = $5239 // $ = $ int 
$2997 += 5000 // $ += int 

:COL_5_7565
$3198 = 1 // $ = int 

:COL_5_7572
jump @COL_5_7643 

:COL_5_7579
00BC: text_highpriority 'COL5_B3' time 5000 1  // ~r~The Colonel is dead!
0169: set_fade_color 225 225 225 
fade 0 1000 

:COL_5_7612
if 
fading 
jf @COL_5_7636 
wait 0 
jump @COL_5_7612 

:COL_5_7636
jump @COL_5_30378 

:COL_5_7643
if 
   Actor.Dead($3089)
jf @COL_5_7664 
Actor.DestroyWithFade($3089)

:COL_5_7664
if 
   Actor.Dead($3090)
jf @COL_5_7685 
Actor.DestroyWithFade($3090)

:COL_5_7685
if 
   Actor.Dead($3091)
jf @COL_5_7706 
Actor.DestroyWithFade($3091)

:COL_5_7706
if 
   Actor.Dead($3134)
jf @COL_5_7727 
Actor.DestroyWithFade($3134)

:COL_5_7727
0084: $3135 = $3098 // $ = $ int 
0084: $3136 = $3115 // $ = $ int 
0084: $3137 = $3116 // $ = $ int 
0084: $3181 = $3188 // $ = $ int 
gosub @COL_5_27592 
0084: $3098 = $3135 // $ = $ int 
0084: $3188 = $3181 // $ = $ int 
0084: $3135 = $3099 // $ = $ int 
0084: $3136 = $3117 // $ = $ int 
0084: $3137 = $3118 // $ = $ int 
0084: $3181 = $3189 // $ = $ int 
gosub @COL_5_27592 
0084: $3099 = $3135 // $ = $ int 
0084: $3189 = $3181 // $ = $ int 
0084: $3135 = $3102 // $ = $ int 
0084: $3136 = $3120 // $ = $ int 
0084: $3137 = $3121 // $ = $ int 
0084: $3181 = $3190 // $ = $ int 
gosub @COL_5_27592 
0084: $3102 = $3135 // $ = $ int 
0084: $3190 = $3181 // $ = $ int 
if 
   not Car.Wrecked($3100)
jf @COL_5_8683 
if 
   not Actor.Dead($3125)
jf @COL_5_8659 
if 
  $3203 == 0 // $ == int 
jf @COL_5_7979 
02DB: set_boat $3100 speed_to 10.0 
02D3: boat $3100 drive_to 171.0578 942.3843 6.0 
$3203 = 1 // $ = int 

:COL_5_7979
if 
  $3203 == 1 // $ == int 
jf @COL_5_8062 
if 
01AD:   car $3100 sphere 0 near_point 171.0578 942.3843 radius 8.0 8.0 
jf @COL_5_8062 
02D3: boat $3100 drive_to 148.7975 947.8748 6.0 
$3203 = 2 // $ = int 

:COL_5_8062
if 
  $3203 == 2 // $ == int 
jf @COL_5_8145 
if 
01AD:   car $3100 sphere 0 near_point 148.7975 947.8748 radius 8.0 8.0 
jf @COL_5_8145 
02D3: boat $3100 drive_to 129.6003 936.7351 6.0 
$3203 = 3 // $ = int 

:COL_5_8145
if 
  $3203 == 3 // $ == int 
jf @COL_5_8228 
if 
01AD:   car $3100 sphere 0 near_point 129.6003 936.7351 radius 8.0 8.0 
jf @COL_5_8228 
02D3: boat $3100 drive_to 122.3512 920.2498 6.0 
$3203 = 4 // $ = int 

:COL_5_8228
if 
  $3203 == 4 // $ == int 
jf @COL_5_8311 
if 
01AD:   car $3100 sphere 0 near_point 122.3512 920.2498 radius 8.0 8.0 
jf @COL_5_8311 
02D3: boat $3100 drive_to 124.624 909.1359 6.0 
$3203 = 5 // $ = int 

:COL_5_8311
if 
  $3203 == 5 // $ == int 
jf @COL_5_8394 
if 
01AD:   car $3100 sphere 0 near_point 124.624 909.1359 radius 8.0 8.0 
jf @COL_5_8394 
02D3: boat $3100 drive_to 138.0438 900.7563 6.0 
$3203 = 6 // $ = int 

:COL_5_8394
if 
  $3203 == 6 // $ == int 
jf @COL_5_8477 
if 
01AD:   car $3100 sphere 0 near_point 138.0438 900.7563 radius 8.0 8.0 
jf @COL_5_8477 
02D3: boat $3100 drive_to 161.4032 891.2236 6.0 
$3203 = 7 // $ = int 

:COL_5_8477
if 
  $3203 == 7 // $ == int 
jf @COL_5_8560 
if 
01AD:   car $3100 sphere 0 near_point 161.4032 891.2236 radius 8.0 8.0 
jf @COL_5_8560 
02D3: boat $3100 drive_to 176.3047 887.8659 6.0 
$3203 = 8 // $ = int 

:COL_5_8560
if 
  $3203 == 8 // $ == int 
jf @COL_5_8652 
if 
01AD:   car $3100 sphere 0 near_point 176.3047 887.8659 radius 8.0 8.0 
jf @COL_5_8652 
02DB: set_boat $3100 speed_to 0.0 
02D4: car $3100 turn_off_engine 
0323: enable_boat $3100 anchor 1 
00AF: set_car $3100 driver_behaviour_to 11 
$3203 = 9 // $ = int 

:COL_5_8652
jump @COL_5_8676 

:COL_5_8659
Actor.RemoveReferences($3125)
Car.RemoveReferences($3100)
$3102 = -1 // $ = int 

:COL_5_8676
jump @COL_5_8707 

:COL_5_8683
Actor.RemoveReferences($3125)
Car.RemoveReferences($3100)
$3102 = -1 // $ = int 
$3203 = -1 // $ = int 

:COL_5_8707
if 
   not Car.Wrecked($3106)
jf @COL_5_8953 
if 
   not Actor.Dead($3126)
jf @COL_5_8893 
if 
  $3171 == 1 // $ == int 
jf @COL_5_8794 
02D3: boat $3106 drive_to 200.4224 885.9669 6.0 
02DB: set_boat $3106 speed_to 8.0 
$3171 = 2 // $ = int 

:COL_5_8794
if 
  $3171 == 2 // $ == int 
jf @COL_5_8886 
if 
01AD:   car $3106 sphere 0 near_point 200.4224 885.9669 radius 8.0 8.0 
jf @COL_5_8886 
02DB: set_boat $3106 speed_to 0.0 
00AF: set_car $3106 driver_behaviour_to 11 
02D4: car $3106 turn_off_engine 
0323: enable_boat $3106 anchor 1 
$3171 = 3 // $ = int 

:COL_5_8886
jump @COL_5_8946 

:COL_5_8893
00AF: set_car $3106 driver_behaviour_to 11 
02DB: set_boat $3106 speed_to 0.0 
02D4: car $3106 turn_off_engine 
0323: enable_boat $3106 anchor 1 
03A2: set_vehicle $3106 action 4 
Car.RemoveReferences($3106)
Actor.RemoveReferences($3126)
$3106 = -1 // $ = int 

:COL_5_8946
jump @COL_5_8977 

:COL_5_8953
Car.RemoveReferences($3106)
Actor.RemoveReferences($3126)
$3106 = -1 // $ = int 
$3171 = -1 // $ = int 

:COL_5_8977
if 
  $3171 == 3 // $ == int 
jf @COL_5_9094 
if 
  $3179 == 0 // $ == int 
jf @COL_5_9094 
0054: store_player $PLAYER_CHAR position_to $749 $750 $751 
if 
  $751 > 11.2 // $ > float 
jf @COL_5_9094 
Actor.Create($3107, 9, #HMOST, 195.7159, 886.0515, 8.0)
0084: $3097 = $3107 // $ = $ int 
gosub @COL_5_30097 
$3179 = 1 // $ = int 

:COL_5_9094
if 
   not Actor.Dead($3107)
jf @COL_5_9901 
if 
  $3179 == 1 // $ == int 
jf @COL_5_9233 
if 
04FF:   actor $3107 no_objective 
jf @COL_5_9166 
0239: actor $3107 run_to 196.3903 888.9396 
0411: set_actor $3107 use_pednode_seek 0 

:COL_5_9166
if 
00ED:   actor $3107 0 196.3903 888.9396 radius 1.0 1.0 
jf @COL_5_9233 
0239: actor $3107 run_to 194.5447 914.6995 
0411: set_actor $3107 use_pednode_seek 0 
$3179 = 2 // $ = int 

:COL_5_9233
if 
  $3179 == 2 // $ == int 
jf @COL_5_9356 
if 
04FF:   actor $3107 no_objective 
jf @COL_5_9289 
0239: actor $3107 run_to 194.5447 914.6995 
0411: set_actor $3107 use_pednode_seek 0 

:COL_5_9289
if 
00ED:   actor $3107 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_9356 
0239: actor $3107 run_to 192.41 901.3952 
0411: set_actor $3107 use_pednode_seek 0 
$3179 = 3 // $ = int 

:COL_5_9356
if 
  $3179 == 3 // $ == int 
jf @COL_5_9479 
if 
04FF:   actor $3107 no_objective 
jf @COL_5_9412 
0239: actor $3107 run_to 192.41 901.3952 
0411: set_actor $3107 use_pednode_seek 0 

:COL_5_9412
if 
00ED:   actor $3107 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_9479 
0239: actor $3107 run_to 196.3216 899.4728 
0411: set_actor $3107 use_pednode_seek 0 
$3179 = 4 // $ = int 

:COL_5_9479
if 
  $3179 == 4 // $ == int 
jf @COL_5_9602 
if 
04FF:   actor $3107 no_objective 
jf @COL_5_9535 
0239: actor $3107 run_to 196.3216 899.4728 
0411: set_actor $3107 use_pednode_seek 0 

:COL_5_9535
if 
00ED:   actor $3107 0 196.3216 899.4728 radius 1.0 1.0 
jf @COL_5_9602 
0239: actor $3107 run_to 192.9792 875.6545 
0411: set_actor $3107 use_pednode_seek 0 
$3179 = 5 // $ = int 

:COL_5_9602
if 
  $3179 == 5 // $ == int 
jf @COL_5_9718 
if 
04FF:   actor $3107 no_objective 
jf @COL_5_9651 
0239: actor $3107 run_to 192.9792 875.6545 

:COL_5_9651
if 
00ED:   actor $3107 0 192.9792 875.6545 radius 1.0 1.0 
jf @COL_5_9718 
0239: actor $3107 run_to 191.2296 869.7584 
0411: set_actor $3107 use_pednode_seek 0 
$3179 = 6 // $ = int 

:COL_5_9718
if 
  $3179 == 6 // $ == int 
jf @COL_5_9868 
if 
04FF:   actor $3107 no_objective 
jf @COL_5_9774 
0239: actor $3107 run_to 191.2296 869.7584 
0411: set_actor $3107 use_pednode_seek 0 

:COL_5_9774
if 
00ED:   actor $3107 0 191.2296 869.7584 radius 2.0 2.0 
jf @COL_5_9868 
01CA: actor $3107 kill_player $PLAYER_CHAR 
if 
  $2979 == 0 // $ == int 
jf @COL_5_9861 
$2979 = 1 // $ = int 
0084: $3002 = $5239 // $ = $ int 
$3002 += 5000 // $ += int 

:COL_5_9861
$3179 = 7 // $ = int 

:COL_5_9868
if 
  $3179 == 7 // $ == int 
jf @COL_5_9894 
01CA: actor $3107 kill_player $PLAYER_CHAR 

:COL_5_9894
jump @COL_5_9913 

:COL_5_9901
Actor.DestroyWithFade($3107)
$3179 = 0 // $ = int 

:COL_5_9913
if 
  $3179 > 1 // $ > int 
jf @COL_5_10030 
if 
  $3180 == 0 // $ == int 
jf @COL_5_10030 
0054: store_player $PLAYER_CHAR position_to $749 $750 $751 
if 
  $751 > 11.2 // $ > float 
jf @COL_5_10030 
Actor.Create($3108, 9, #HMOST, 195.7159, 886.0515, 8.0)
0084: $3097 = $3108 // $ = $ int 
gosub @COL_5_30097 
$3180 = 1 // $ = int 

:COL_5_10030
if 
   not Actor.Dead($3108)
jf @COL_5_10803 
if 
  $3180 == 1 // $ == int 
jf @COL_5_10169 
if 
04FF:   actor $3108 no_objective 
jf @COL_5_10102 
0239: actor $3108 run_to 196.3903 888.9396 
0411: set_actor $3108 use_pednode_seek 0 

:COL_5_10102
if 
00ED:   actor $3108 0 196.3903 888.9396 radius 1.0 1.0 
jf @COL_5_10169 
0239: actor $3108 run_to 194.5447 914.6995 
0411: set_actor $3108 use_pednode_seek 0 
$3180 = 2 // $ = int 

:COL_5_10169
if 
  $3180 == 2 // $ == int 
jf @COL_5_10292 
if 
04FF:   actor $3108 no_objective 
jf @COL_5_10225 
0239: actor $3108 run_to 194.5447 914.6995 
0411: set_actor $3108 use_pednode_seek 0 

:COL_5_10225
if 
00ED:   actor $3108 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_10292 
0239: actor $3108 run_to 192.41 901.3952 
0411: set_actor $3108 use_pednode_seek 0 
$3180 = 3 // $ = int 

:COL_5_10292
if 
  $3180 == 3 // $ == int 
jf @COL_5_10415 
if 
04FF:   actor $3108 no_objective 
jf @COL_5_10348 
0239: actor $3108 run_to 192.41 901.3952 
0411: set_actor $3108 use_pednode_seek 0 

:COL_5_10348
if 
00ED:   actor $3108 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_10415 
0239: actor $3108 run_to 187.9892 900.3357 
0411: set_actor $3108 use_pednode_seek 0 
$3180 = 4 // $ = int 

:COL_5_10415
if 
  $3180 == 4 // $ == int 
jf @COL_5_10538 
if 
04FF:   actor $3108 no_objective 
jf @COL_5_10471 
0239: actor $3108 run_to 187.9892 900.3357 
0411: set_actor $3108 use_pednode_seek 0 

:COL_5_10471
if 
00ED:   actor $3108 0 187.9892 900.3357 radius 1.0 1.0 
jf @COL_5_10538 
0239: actor $3108 run_to 184.6517 876.7971 
0411: set_actor $3108 use_pednode_seek 0 
$3180 = 5 // $ = int 

:COL_5_10538
if 
  $3180 == 5 // $ == int 
jf @COL_5_10661 
if 
04FF:   actor $3108 no_objective 
jf @COL_5_10594 
0239: actor $3108 run_to 184.6517 876.7971 
0411: set_actor $3108 use_pednode_seek 0 

:COL_5_10594
if 
00ED:   actor $3108 0 184.6517 876.7971 radius 1.0 1.0 
jf @COL_5_10661 
0239: actor $3108 run_to 184.4611 870.8157 
0411: set_actor $3108 use_pednode_seek 0 
$3180 = 6 // $ = int 

:COL_5_10661
if 
  $3180 == 6 // $ == int 
jf @COL_5_10770 
if 
04FF:   actor $3108 no_objective 
jf @COL_5_10717 
0239: actor $3108 run_to 184.4611 870.8157 
0411: set_actor $3108 use_pednode_seek 0 

:COL_5_10717
if 
00ED:   actor $3108 0 184.4611 870.8157 radius 2.0 2.0 
jf @COL_5_10770 
01CA: actor $3108 kill_player $PLAYER_CHAR 
$3180 = 7 // $ = int 

:COL_5_10770
if 
  $3180 == 7 // $ == int 
jf @COL_5_10796 
01CA: actor $3108 kill_player $PLAYER_CHAR 

:COL_5_10796
jump @COL_5_10815 

:COL_5_10803
Actor.DestroyWithFade($3108)
$3180 = 0 // $ = int 

:COL_5_10815
if 
  $3203 == 9 // $ == int 
jf @COL_5_10932 
if 
  $3183 == 0 // $ == int 
jf @COL_5_10932 
0054: store_player $PLAYER_CHAR position_to $749 $750 $751 
if 
  $751 > 11.2 // $ > float 
jf @COL_5_10932 
Actor.Create($3109, 9, #HMOST, 184.5751, 887.7821, 8.0)
0084: $3097 = $3109 // $ = $ int 
gosub @COL_5_30097 
$3183 = 1 // $ = int 

:COL_5_10932
if 
   not Actor.Dead($3109)
jf @COL_5_11746 
if 
  $3183 == 1 // $ == int 
jf @COL_5_11071 
if 
04FF:   actor $3109 no_objective 
jf @COL_5_11004 
0239: actor $3109 run_to 184.8738 891.4559 
0411: set_actor $3109 use_pednode_seek 0 

:COL_5_11004
if 
00ED:   actor $3109 0 184.8738 891.4559 radius 1.0 1.0 
jf @COL_5_11071 
0239: actor $3109 run_to 194.5447 914.6995 
0411: set_actor $3109 use_pednode_seek 0 
$3183 = 2 // $ = int 

:COL_5_11071
if 
  $3183 == 2 // $ == int 
jf @COL_5_11194 
if 
04FF:   actor $3109 no_objective 
jf @COL_5_11127 
0239: actor $3109 run_to 194.5447 914.6995 
0411: set_actor $3109 use_pednode_seek 0 

:COL_5_11127
if 
00ED:   actor $3109 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_11194 
0239: actor $3109 run_to 192.41 901.3952 
0411: set_actor $3109 use_pednode_seek 0 
$3183 = 3 // $ = int 

:COL_5_11194
if 
  $3183 == 3 // $ == int 
jf @COL_5_11317 
if 
04FF:   actor $3109 no_objective 
jf @COL_5_11250 
0239: actor $3109 run_to 192.41 901.3952 
0411: set_actor $3109 use_pednode_seek 0 

:COL_5_11250
if 
00ED:   actor $3109 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_11317 
0239: actor $3109 run_to 196.3216 899.4728 
0411: set_actor $3109 use_pednode_seek 0 
$3183 = 4 // $ = int 

:COL_5_11317
if 
  $3183 == 4 // $ == int 
jf @COL_5_11440 
if 
04FF:   actor $3109 no_objective 
jf @COL_5_11373 
0239: actor $3109 run_to 196.3216 899.4728 
0411: set_actor $3109 use_pednode_seek 0 

:COL_5_11373
if 
00ED:   actor $3109 0 196.3216 899.4728 radius 1.0 1.0 
jf @COL_5_11440 
0239: actor $3109 run_to 192.9792 875.6545 
0411: set_actor $3109 use_pednode_seek 0 
$3183 = 5 // $ = int 

:COL_5_11440
if 
  $3183 == 5 // $ == int 
jf @COL_5_11563 
if 
04FF:   actor $3109 no_objective 
jf @COL_5_11496 
0239: actor $3109 run_to 192.9792 875.6545 
0411: set_actor $3109 use_pednode_seek 0 

:COL_5_11496
if 
00ED:   actor $3109 0 192.9792 875.6545 radius 1.0 1.0 
jf @COL_5_11563 
0239: actor $3109 run_to 191.2296 869.7584 
0411: set_actor $3109 use_pednode_seek 0 
$3183 = 6 // $ = int 

:COL_5_11563
if 
  $3183 == 6 // $ == int 
jf @COL_5_11713 
if 
04FF:   actor $3109 no_objective 
jf @COL_5_11619 
0239: actor $3109 run_to 191.2296 869.7584 
0411: set_actor $3109 use_pednode_seek 0 

:COL_5_11619
if 
00ED:   actor $3109 0 191.2296 869.7584 radius 2.0 2.0 
jf @COL_5_11713 
01CA: actor $3109 kill_player $PLAYER_CHAR 
if 
  $2979 == 0 // $ == int 
jf @COL_5_11706 
$2979 = 1 // $ = int 
0084: $3002 = $5239 // $ = $ int 
$3002 += 5000 // $ += int 

:COL_5_11706
$3183 = 7 // $ = int 

:COL_5_11713
if 
  $3183 == 7 // $ == int 
jf @COL_5_11739 
01CA: actor $3109 kill_player $PLAYER_CHAR 

:COL_5_11739
jump @COL_5_11758 

:COL_5_11746
Actor.DestroyWithFade($3109)
$3183 = 0 // $ = int 

:COL_5_11758
if 
  $3183 > 0 // $ > int 
jf @COL_5_11875 
if 
  $3184 == 0 // $ == int 
jf @COL_5_11875 
0054: store_player $PLAYER_CHAR position_to $749 $750 $751 
if 
  $751 > 11.2 // $ > float 
jf @COL_5_11875 
Actor.Create($3110, 9, #HMOST, 184.5751, 887.7821, 8.0)
0084: $3097 = $3110 // $ = $ int 
gosub @COL_5_30097 
$3184 = 1 // $ = int 

:COL_5_11875
if 
   not Actor.Dead($3110)
jf @COL_5_12648 
if 
  $3184 == 1 // $ == int 
jf @COL_5_12014 
if 
04FF:   actor $3110 no_objective 
jf @COL_5_11947 
0239: actor $3110 run_to 184.8738 891.4559 
0411: set_actor $3110 use_pednode_seek 0 

:COL_5_11947
if 
00ED:   actor $3110 0 184.8738 891.4559 radius 1.0 1.0 
jf @COL_5_12014 
0239: actor $3110 run_to 194.5447 914.6995 
0411: set_actor $3110 use_pednode_seek 0 
$3184 = 2 // $ = int 

:COL_5_12014
if 
  $3184 == 2 // $ == int 
jf @COL_5_12137 
if 
04FF:   actor $3110 no_objective 
jf @COL_5_12070 
0239: actor $3110 run_to 194.5447 914.6995 
0411: set_actor $3110 use_pednode_seek 0 

:COL_5_12070
if 
00ED:   actor $3110 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_12137 
0239: actor $3110 run_to 192.41 901.3952 
0411: set_actor $3110 use_pednode_seek 0 
$3184 = 3 // $ = int 

:COL_5_12137
if 
  $3184 == 3 // $ == int 
jf @COL_5_12260 
if 
04FF:   actor $3110 no_objective 
jf @COL_5_12193 
0239: actor $3110 run_to 192.41 901.3952 
0411: set_actor $3110 use_pednode_seek 0 

:COL_5_12193
if 
00ED:   actor $3110 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_12260 
0239: actor $3110 run_to 187.9892 900.3357 
0411: set_actor $3110 use_pednode_seek 0 
$3184 = 4 // $ = int 

:COL_5_12260
if 
  $3184 == 4 // $ == int 
jf @COL_5_12383 
if 
04FF:   actor $3110 no_objective 
jf @COL_5_12316 
0239: actor $3110 run_to 187.9892 900.3357 
0411: set_actor $3110 use_pednode_seek 0 

:COL_5_12316
if 
00ED:   actor $3110 0 187.9892 900.3357 radius 1.0 1.0 
jf @COL_5_12383 
0239: actor $3110 run_to 184.6517 876.7971 
0411: set_actor $3110 use_pednode_seek 0 
$3184 = 5 // $ = int 

:COL_5_12383
if 
  $3184 == 5 // $ == int 
jf @COL_5_12506 
if 
04FF:   actor $3110 no_objective 
jf @COL_5_12439 
0239: actor $3110 run_to 184.6517 876.7971 
0411: set_actor $3110 use_pednode_seek 0 

:COL_5_12439
if 
00ED:   actor $3110 0 184.6517 876.7971 radius 1.0 1.0 
jf @COL_5_12506 
0239: actor $3110 run_to 184.4611 870.8157 
0411: set_actor $3110 use_pednode_seek 0 
$3184 = 6 // $ = int 

:COL_5_12506
if 
  $3184 == 6 // $ == int 
jf @COL_5_12615 
if 
04FF:   actor $3110 no_objective 
jf @COL_5_12562 
0239: actor $3110 run_to 184.4611 870.8157 
0411: set_actor $3110 use_pednode_seek 0 

:COL_5_12562
if 
00ED:   actor $3110 0 184.4611 870.8157 radius 2.0 2.0 
jf @COL_5_12615 
01CA: actor $3110 kill_player $PLAYER_CHAR 
$3184 = 7 // $ = int 

:COL_5_12615
if 
  $3184 == 7 // $ == int 
jf @COL_5_12641 
01CA: actor $3110 kill_player $PLAYER_CHAR 

:COL_5_12641
jump @COL_5_12660 

:COL_5_12648
Actor.DestroyWithFade($3110)
$3184 = 0 // $ = int 

:COL_5_12660
if 
  $3167 == -1 // $ == int 
jf @COL_5_12704 
if 
001C:   $5239 > $3186 // $ > $ int 
jf @COL_5_12704 
$3167 = 0 // $ = int 

:COL_5_12704
if 
  $3167 == 0 // $ == int 
jf @COL_5_12890 
Car.Create($3095, #MAVERICK, 314.2827, 993.9822, 13.2063)
0129: $3111 = create_actor 9 #HMOST in_car $3095 driverseat 
020A: set_car $3095 door_status_to 2 
01C8: $3112 = create_actor_pedtype 9 model #HMOST in_car $3095 passenger_seat 0 
0084: $3140 = $3112 // $ = $ int 
gosub @COL_5_30249 
01C8: $3113 = create_actor_pedtype 9 model #HMOST in_car $3095 passenger_seat 1 
0084: $3140 = $3113 // $ = $ int 
gosub @COL_5_30249 
01C8: $3114 = create_actor_pedtype 9 model #HMOST in_car $3095 passenger_seat 2 
0084: $3140 = $3114 // $ = $ int 
gosub @COL_5_30249 
04BA: set_car $3095 speed_instantly 0.1 
04A2: heli $3095 fly_to 314.2827 993.9822 40.0 speed 30 
$3167 = 1 // $ = int 

:COL_5_12890
if 
  $3167 > 0 // $ > int 
jf @COL_5_14299 
if 
   not Car.Wrecked($3095)
jf @COL_5_14231 
if 
   not Actor.Dead($3111)
jf @COL_5_14086 
if 
  $3167 == 1 // $ == int 
jf @COL_5_13013 
if 
01AF:   car $3095 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 
jf @COL_5_13013 
$3167 = 2 // $ = int 

:COL_5_13013
if 
  $3167 == 2 // $ == int 
jf @COL_5_13205 
04A2: heli $3095 fly_to 188.1993 877.1445 30.0 speed 20 
if 
  $3204 == 2 // $ == int 
jf @COL_5_13150 
00BC: text_highpriority 'COL5_B5' time 5000 1  // ~g~Shoot down the helicopters, do not endanger the yacht.
0084: $3205 = $5239 // $ = $ int 
$3205 += 4000 // $ += int 
if 
  $2967 == 0 // $ == int 
jf @COL_5_13143 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 5000 // $ += int 

:COL_5_13143
$3204 += 1 // $ += int 

:COL_5_13150
if 
01AF:   car $3095 0 188.1993 877.1445 30.0 radius 10.0 10.0 5.0 
jf @COL_5_13205 
$3167 = 3 // $ = int 

:COL_5_13205
if 
  $3167 == 3 // $ == int 
jf @COL_5_13305 
04A2: heli $3095 fly_to 188.1993 877.1445 16.0 speed 10 
if 
01AD:   car $3095 sphere 0 near_point 188.1993 877.1445 radius 5.0 5.0 
jf @COL_5_13305 
0084: $3142 = $5239 // $ = $ int 
$3142 += 100 // $ += int 
$3167 = 4 // $ = int 

:COL_5_13305
if 
  $3167 == 4 // $ == int 
jf @COL_5_13388 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_13388 
if 
   not Actor.Dead($3112)
jf @COL_5_13366 
01CA: actor $3112 kill_player $PLAYER_CHAR 

:COL_5_13366
0084: $3142 = $5239 // $ = $ int 
$3142 += 100 // $ += int 
$3167 = 5 // $ = int 

:COL_5_13388
if 
  $3167 == 5 // $ == int 
jf @COL_5_13471 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_13471 
if 
   not Actor.Dead($3113)
jf @COL_5_13449 
01CA: actor $3113 kill_player $PLAYER_CHAR 

:COL_5_13449
0084: $3142 = $5239 // $ = $ int 
$3142 += 80 // $ += int 
$3167 = 6 // $ = int 

:COL_5_13471
if 
  $3167 == 6 // $ == int 
jf @COL_5_13651 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_13651 
if 
   not Actor.Dead($3114)
jf @COL_5_13532 
01CA: actor $3114 kill_player $PLAYER_CHAR 

:COL_5_13532
0084: $3142 = $5239 // $ = $ int 
$3142 += 1500 // $ += int 
if 
  $2978 == 0 // $ == int 
jf @COL_5_13596 
$2978 = 1 // $ = int 
0084: $3001 = $5239 // $ = $ int 
$3001 += 5000 // $ += int 
jump @COL_5_13644 

:COL_5_13596
$2978 = 0 // $ = int 
if 
  $2979 == 0 // $ == int 
jf @COL_5_13644 
$2979 = 1 // $ = int 
0084: $3002 = $5239 // $ = $ int 
$3002 += 5000 // $ += int 

:COL_5_13644
$3167 = 7 // $ = int 

:COL_5_13651
if 
  $3167 == 7 // $ == int 
jf @COL_5_13765 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_13765 
04A2: heli $3095 fly_to 189.1993 879.1445 30.0 speed 20 
if 
01AF:   car $3095 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 
jf @COL_5_13765 
$3167 = 8 // $ = int 

:COL_5_13765
if 
  $3167 == 8 // $ == int 
jf @COL_5_13860 
04A2: heli $3095 fly_to 314.2827 993.9822 40.0 speed 20 
if 
01AF:   car $3095 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 
jf @COL_5_13860 
$3167 = 9 // $ = int 

:COL_5_13860
if 
  $3167 == 9 // $ == int 
jf @COL_5_14079 
04A2: heli $3095 fly_to 314.2827 993.9822 15.0 speed 20 
if 
01AF:   car $3095 0 314.2827 993.9822 15.0 radius 5.0 5.0 4.0 
jf @COL_5_14079 
Actor.RemoveReferences($3112)
Actor.RemoveReferences($3113)
Actor.RemoveReferences($3114)
01C8: $3112 = create_actor_pedtype 9 model #HMOST in_car $3095 passenger_seat 0 
0084: $3140 = $3112 // $ = $ int 
gosub @COL_5_30249 
01C8: $3113 = create_actor_pedtype 9 model #HMOST in_car $3095 passenger_seat 1 
0084: $3140 = $3113 // $ = $ int 
gosub @COL_5_30249 
01C8: $3114 = create_actor_pedtype 9 model #HMOST in_car $3095 passenger_seat 2 
0084: $3140 = $3114 // $ = $ int 
gosub @COL_5_30249 
04A2: heli $3095 fly_to 314.2827 993.9822 40.0 speed 20 
$3167 = 1 // $ = int 

:COL_5_14079
jump @COL_5_14224 

:COL_5_14086
if 
   not Actor.Dead($3112)
jf @COL_5_14123 
if 
   Actor.Driving($3112)
jf @COL_5_14123 
03E2: actor $3112 leave_any_car 

:COL_5_14123
if 
   not Actor.Dead($3113)
jf @COL_5_14160 
if 
   Actor.Driving($3113)
jf @COL_5_14160 
03E2: actor $3113 leave_any_car 

:COL_5_14160
if 
   not Actor.Dead($3114)
jf @COL_5_14197 
if 
   Actor.Driving($3114)
jf @COL_5_14197 
03E2: actor $3114 leave_any_car 

:COL_5_14197
0564: set_vehicle $3095 helicopter_simulate_crash_landing 
0508: vehicle $3095 close_all_doors 
Car.RemoveReferences($3095)
Actor.DestroyWithFade($3111)
$3095 = -1 // $ = int 

:COL_5_14224
jump @COL_5_14236 

:COL_5_14231
Car.RemoveReferences($3095)

:COL_5_14236
if 
   Actor.Dead($3112)
jf @COL_5_14257 
Actor.DestroyWithFade($3112)

:COL_5_14257
if 
   Actor.Dead($3113)
jf @COL_5_14278 
Actor.DestroyWithFade($3113)

:COL_5_14278
if 
   Actor.Dead($3114)
jf @COL_5_14299 
Actor.DestroyWithFade($3114)

:COL_5_14299
if and
   Car.Wrecked($3095)
  $3167 > 0 // $ > int 
jf @COL_5_14347 
if 
  $3168 == -1 // $ == int 
jf @COL_5_14347 
$3168 = 0 // $ = int 

:COL_5_14347
if 
  $3167 > 4 // $ > int 
jf @COL_5_14390 
if 
  $3168 == -1 // $ == int 
jf @COL_5_14390 
$3168 = 0 // $ = int 

:COL_5_14390
if 
  $3168 == 0 // $ == int 
jf @COL_5_14576 
Car.Create($3127, #MAVERICK, 302.9623, 909.7476, 11.6869)
0129: $3128 = create_actor 9 #HMOST in_car $3127 driverseat 
020A: set_car $3127 door_status_to 2 
01C8: $3129 = create_actor_pedtype 9 model #HMOST in_car $3127 passenger_seat 0 
0084: $3140 = $3129 // $ = $ int 
gosub @COL_5_30249 
01C8: $3130 = create_actor_pedtype 9 model #HMOST in_car $3127 passenger_seat 1 
0084: $3140 = $3130 // $ = $ int 
gosub @COL_5_30249 
01C8: $3131 = create_actor_pedtype 9 model #HMOST in_car $3127 passenger_seat 2 
0084: $3140 = $3131 // $ = $ int 
gosub @COL_5_30249 
04BA: set_car $3127 speed_instantly 0.1 
04A2: heli $3127 fly_to 302.9623 909.7476 32.0 speed 30 
$3168 = 1 // $ = int 

:COL_5_14576
if 
  $3168 > 0 // $ > int 
jf @COL_5_15929 
if 
   not Car.Wrecked($3127)
jf @COL_5_15861 
if 
   not Actor.Dead($3128)
jf @COL_5_15716 
if 
  $3168 == 1 // $ == int 
jf @COL_5_14699 
if 
01AF:   car $3127 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 
jf @COL_5_14699 
$3168 = 2 // $ = int 

:COL_5_14699
if 
  $3168 == 2 // $ == int 
jf @COL_5_14835 
04A2: heli $3127 fly_to 188.1993 879.1445 25.0 speed 20 
if 
01AF:   car $3127 0 188.1993 879.1445 25.0 radius 10.0 10.0 5.0 
jf @COL_5_14835 
if 
  $2967 == 0 // $ == int 
jf @COL_5_14828 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 5000 // $ += int 

:COL_5_14828
$3168 = 3 // $ = int 

:COL_5_14835
if 
  $3168 == 3 // $ == int 
jf @COL_5_14935 
04A2: heli $3127 fly_to 188.1993 879.1445 16.0 speed 10 
if 
01AD:   car $3127 sphere 0 near_point 188.1993 879.1445 radius 5.0 5.0 
jf @COL_5_14935 
0084: $3142 = $5239 // $ = $ int 
$3142 += 100 // $ += int 
$3168 = 4 // $ = int 

:COL_5_14935
if 
  $3168 == 4 // $ == int 
jf @COL_5_15018 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_15018 
if 
   not Actor.Dead($3129)
jf @COL_5_14996 
01CA: actor $3129 kill_player $PLAYER_CHAR 

:COL_5_14996
0084: $3142 = $5239 // $ = $ int 
$3142 += 100 // $ += int 
$3168 = 5 // $ = int 

:COL_5_15018
if 
  $3168 == 5 // $ == int 
jf @COL_5_15101 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_15101 
if 
   not Actor.Dead($3130)
jf @COL_5_15079 
01CA: actor $3130 kill_player $PLAYER_CHAR 

:COL_5_15079
0084: $3142 = $5239 // $ = $ int 
$3142 += 80 // $ += int 
$3168 = 6 // $ = int 

:COL_5_15101
if 
  $3168 == 6 // $ == int 
jf @COL_5_15281 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_15281 
if 
   not Actor.Dead($3131)
jf @COL_5_15162 
01CA: actor $3131 kill_player $PLAYER_CHAR 

:COL_5_15162
0084: $3142 = $5239 // $ = $ int 
$3142 += 1500 // $ += int 
if 
  $2980 == 0 // $ == int 
jf @COL_5_15226 
$2980 = 1 // $ = int 
0084: $3003 = $5239 // $ = $ int 
$3003 += 5000 // $ += int 
jump @COL_5_15274 

:COL_5_15226
$2980 = 0 // $ = int 
if 
  $2983 == 0 // $ == int 
jf @COL_5_15274 
$2983 = 1 // $ = int 
0084: $3005 = $5239 // $ = $ int 
$3005 += 5000 // $ += int 

:COL_5_15274
$3168 = 7 // $ = int 

:COL_5_15281
if 
  $3168 == 7 // $ == int 
jf @COL_5_15395 
if 
001C:   $5239 > $3142 // $ > $ int 
jf @COL_5_15395 
04A2: heli $3127 fly_to 189.1993 879.1445 30.0 speed 20 
if 
01AF:   car $3127 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 
jf @COL_5_15395 
$3168 = 8 // $ = int 

:COL_5_15395
if 
  $3168 == 8 // $ == int 
jf @COL_5_15490 
04A2: heli $3127 fly_to 302.9623 909.7476 32.0 speed 20 
if 
01AF:   car $3127 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 
jf @COL_5_15490 
$3168 = 9 // $ = int 

:COL_5_15490
if 
  $3168 == 9 // $ == int 
jf @COL_5_15709 
04A2: heli $3127 fly_to 302.9623 909.7476 13.0 speed 20 
if 
01AF:   car $3127 0 302.9623 909.7476 13.0 radius 5.0 5.0 4.0 
jf @COL_5_15709 
Actor.RemoveReferences($3129)
Actor.RemoveReferences($3130)
Actor.RemoveReferences($3131)
01C8: $3129 = create_actor_pedtype 9 model #HMOST in_car $3127 passenger_seat 0 
0084: $3140 = $3129 // $ = $ int 
gosub @COL_5_30249 
01C8: $3130 = create_actor_pedtype 9 model #HMOST in_car $3127 passenger_seat 1 
0084: $3140 = $3130 // $ = $ int 
gosub @COL_5_30249 
01C8: $3131 = create_actor_pedtype 9 model #HMOST in_car $3127 passenger_seat 2 
0084: $3140 = $3131 // $ = $ int 
gosub @COL_5_30249 
04A2: heli $3127 fly_to 302.9623 909.7476 40.0 speed 20 
$3168 = 1 // $ = int 

:COL_5_15709
jump @COL_5_15854 

:COL_5_15716
if 
   not Actor.Dead($3129)
jf @COL_5_15753 
if 
   Actor.Driving($3129)
jf @COL_5_15753 
03E2: actor $3129 leave_any_car 

:COL_5_15753
if 
   not Actor.Dead($3130)
jf @COL_5_15790 
if 
   Actor.Driving($3130)
jf @COL_5_15790 
03E2: actor $3130 leave_any_car 

:COL_5_15790
if 
   not Actor.Dead($3131)
jf @COL_5_15827 
if 
   Actor.Driving($3131)
jf @COL_5_15827 
03E2: actor $3131 leave_any_car 

:COL_5_15827
0564: set_vehicle $3127 helicopter_simulate_crash_landing 
0508: vehicle $3127 close_all_doors 
Car.RemoveReferences($3127)
Actor.DestroyWithFade($3128)
$3127 = -1 // $ = int 

:COL_5_15854
jump @COL_5_15866 

:COL_5_15861
Car.RemoveReferences($3127)

:COL_5_15866
if 
   Actor.Dead($3129)
jf @COL_5_15887 
Actor.DestroyWithFade($3129)

:COL_5_15887
if 
   Actor.Dead($3130)
jf @COL_5_15908 
Actor.DestroyWithFade($3130)

:COL_5_15908
if 
   Actor.Dead($3131)
jf @COL_5_15929 
Actor.DestroyWithFade($3131)

:COL_5_15929
if 
   not Car.Wrecked($3093)
jf @COL_5_16112 
if 
   not Actor.Dead($3094)
jf @COL_5_16078 
0084: $3092 = $3093 // $ = $ int 
gosub @COL_5_28378 
if 
01AD:   car $3093 sphere 0 near_point $752 $753 radius 40.0 40.0 
jf @COL_5_16071 
if 
  $3200 == 0 // $ == int 
jf @COL_5_16066 
00BC: text_highpriority 'COL5_B4' time 5000 1  // ~g~Shoot the attacking helicopter out of the sky.
0084: $3205 = $5239 // $ = $ int 
$3205 += 4000 // $ += int 
$3200 = 1 // $ = int 

:COL_5_16066
0541: fire_guns_on_vehicle $3093 

:COL_5_16071
jump @COL_5_16105 

:COL_5_16078
0564: set_vehicle $3093 helicopter_simulate_crash_landing 
0508: vehicle $3093 close_all_doors 
Car.RemoveReferences($3093)
Actor.RemoveReferences($3094)
$3093 = -1 // $ = int 

:COL_5_16105
jump @COL_5_16390 

:COL_5_16112
Car.RemoveReferences($3093)
Actor.RemoveReferences($3094)
if 
  $3146 == 0 // $ == int 
jf @COL_5_16390 
if and
   Car.Wrecked($3095)
  $3167 > 0 // $ > int 
jf @COL_5_16279 
if and
   Car.Wrecked($3127)
  $3168 > 0 // $ > int 
jf @COL_5_16256 
if 
001C:   $5239 > $3143 // $ > $ int 
jf @COL_5_16249 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0169: set_fade_color 0 0 1 
fade 0 500 
$3146 = 1 // $ = int 

:COL_5_16249
jump @COL_5_16272 

:COL_5_16256
0084: $3143 = $5239 // $ = $ int 
$3143 += 8000 // $ += int 

:COL_5_16272
jump @COL_5_16295 

:COL_5_16279
0084: $3143 = $5239 // $ = $ int 
$3143 += 8000 // $ += int 

:COL_5_16295
if 
  $3146 == 1 // $ == int 
jf @COL_5_16390 
Car.Create($3093, #HUNTER, 21.2864, 720.1946, 13.0)
Car.Angle($3093) = 312.7112
0129: $3094 = create_actor 9 #HMOST in_car $3093 driverseat 
Car.Health($3093) = 2500
020A: set_car $3093 door_status_to 2 
04BA: set_car $3093 speed_instantly 30.0 
$3146 = 2 // $ = int 

:COL_5_16390
if 
   not $3155 == 4 // $ == int 
jf @COL_5_16911 
if 
   not Car.Wrecked($3081)
jf @COL_5_16625 
if 
  $3155 == 1 // $ == int 
jf @COL_5_16513 
if 
01AD:   car $3081 sphere 0 near_point -247.1728 -1215.75 radius 26.0 26.0 
jf @COL_5_16513 
0477: set_car $3081 action 6 time 200 
0084: $3156 = $5239 // $ = $ int 
$3156 += 199 // $ += int 
$3155 = 2 // $ = int 

:COL_5_16513
if 
  $3155 == 2 // $ == int 
jf @COL_5_16567 
if 
001C:   $5239 > $3156 // $ > $ int 
jf @COL_5_16567 
0477: set_car $3081 action 3 time 5000 
$3155 = 3 // $ = int 

:COL_5_16567
if 
  $3155 == 3 // $ == int 
jf @COL_5_16618 
if 
01C1:   car $3081 stopped 
jf @COL_5_16618 
0477: set_car $3081 action 1 time 5000 
$3155 = 4 // $ = int 

:COL_5_16618
jump @COL_5_16904 

:COL_5_16625
if 
  $3155 == 0 // $ == int 
jf @COL_5_16904 
if 
001C:   $5239 > $3156 // $ > $ int 
jf @COL_5_16904 
0395: clear_area 1 at -238.2693 -1361.33 7.0786 range 500.0 
Car.Create($3081, #WASHING, -238.2693, -1361.33, 7.0786)
0229: set_car $3081 color_to 0 0 
Car.Angle($3081) = 10.7405
0129: $3074 = create_actor 9 #HMOST in_car $3081 driverseat 
0084: $3097 = $3074 // $ = $ int 
gosub @COL_5_30052 
01C8: $3075 = create_actor_pedtype 9 model #HMOST in_car $3081 passenger_seat 0 
0084: $3097 = $3075 // $ = $ int 
gosub @COL_5_30052 
01C8: $3076 = create_actor_pedtype 9 model #HMOST in_car $3081 passenger_seat 1 
0084: $3097 = $3076 // $ = $ int 
gosub @COL_5_30052 
01C8: $3077 = create_actor_pedtype 9 model #HMOST in_car $3081 passenger_seat 2 
0084: $3097 = $3077 // $ = $ int 
gosub @COL_5_30052 
Car.SetMaxSpeed($3081, 100.0)
04BA: set_car $3081 speed_instantly 30.0 
00AE: set_vehicle $3081 traffic_behavior_to 2 
02C2: car $3081 drive_to_point -247.1728 -1215.75 7.0856 
04E0: car $3081 abandon_path_radius 255 
$3155 = 1 // $ = int 

:COL_5_16904
jump @COL_5_20423 

:COL_5_16911
if 
   not Actor.Dead($3074)
jf @COL_5_17381 
if 
  $3157 == 0 // $ == int 
jf @COL_5_16974 
0239: actor $3074 run_to -257.2504 -1214.484 
0411: set_actor $3074 use_pednode_seek 0 
$3157 = 1 // $ = int 

:COL_5_16974
if 
  $3157 == 1 // $ == int 
jf @COL_5_17059 
if 
00ED:   actor $3074 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_17059 
0239: actor $3074 run_to -266.0016 -1214.565 
0411: set_actor $3074 use_pednode_seek 0 
$3157 = 2 // $ = int 

:COL_5_17059
if 
  $3157 == 2 // $ == int 
jf @COL_5_17144 
if 
00ED:   actor $3074 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_17144 
0239: actor $3074 run_to -321.7568 -1214.596 
0411: set_actor $3074 use_pednode_seek 0 
$3157 = 3 // $ = int 

:COL_5_17144
if 
  $3157 == 3 // $ == int 
jf @COL_5_17229 
if 
00ED:   actor $3074 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_17229 
0239: actor $3074 run_to -323.5134 -1232.98 
0411: set_actor $3074 use_pednode_seek 0 
$3157 = 4 // $ = int 

:COL_5_17229
if 
  $3157 == 4 // $ == int 
jf @COL_5_17355 
if 
00ED:   actor $3074 0 -323.5134 -1232.98 radius 1.5 1.5 
jf @COL_5_17355 
if 
   not Car.Wrecked($3080)
jf @COL_5_17347 
0464: put_actor $3074 into_turret_on_car $3080 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 
$3157 = 5 // $ = int 
jump @COL_5_17355 

:COL_5_17347
01CA: actor $3074 kill_player $PLAYER_CHAR 

:COL_5_17355
if 
  $3157 == 5 // $ == int 
jf @COL_5_17381 
01CA: actor $3074 kill_player $PLAYER_CHAR 

:COL_5_17381
if 
   not Actor.Dead($3075)
jf @COL_5_17810 
if 
  $3158 == 0 // $ == int 
jf @COL_5_17444 
0239: actor $3075 run_to -257.2504 -1214.484 
0411: set_actor $3075 use_pednode_seek 0 
$3158 = 1 // $ = int 

:COL_5_17444
if 
  $3158 == 1 // $ == int 
jf @COL_5_17529 
if 
00ED:   actor $3075 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_17529 
0239: actor $3075 run_to -266.0016 -1214.565 
0411: set_actor $3075 use_pednode_seek 0 
$3158 = 2 // $ = int 

:COL_5_17529
if 
  $3158 == 2 // $ == int 
jf @COL_5_17614 
if 
00ED:   actor $3075 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_17614 
0239: actor $3075 run_to -321.7568 -1214.596 
0411: set_actor $3075 use_pednode_seek 0 
$3158 = 3 // $ = int 

:COL_5_17614
if 
  $3158 == 3 // $ == int 
jf @COL_5_17699 
if 
00ED:   actor $3075 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_17699 
0239: actor $3075 run_to -323.5134 -1232.98 
0411: set_actor $3075 use_pednode_seek 0 
$3158 = 4 // $ = int 

:COL_5_17699
if 
  $3158 == 4 // $ == int 
jf @COL_5_17810 
if 
00ED:   actor $3075 0 -323.5134 -1232.98 radius 1.5 1.5 
jf @COL_5_17810 
if 
   not Car.Wrecked($3080)
jf @COL_5_17802 
Actor.DestroyInstantly($3075)
0129: $3075 = create_actor 9 #HMOST in_car $3080 driverseat 
$3158 = 5 // $ = int 
jump @COL_5_17810 

:COL_5_17802
01CA: actor $3075 kill_player $PLAYER_CHAR 

:COL_5_17810
if 
   not Car.Wrecked($3080)
jf @COL_5_18535 
if 
   not Actor.Dead($3075)
jf @COL_5_18494 
if and
  $3157 == 5 // $ == int 
  $3158 == 5 // $ == int 
jf @COL_5_18487 
0400: create_coordinate $749 $750 $751 from_object $1018 offset -20.0 -20.0 0.0 
if 
01AF:   car $3080 0 $749 $750 6.0 radius 5.0 5.0 5.0 
jf @COL_5_18138 
02DB: set_boat $3080 speed_to 2.0 
$5314 = Object.Angle($1018)
$3212 = Car.Angle($3080)
0086: $6351 = $5314 // $ = $ float 
0061: $6351 -= $3212 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @COL_5_18013 
$6351 += 360.0 // $ += float 

:COL_5_18013
if 
  $6351 > 180.0 // $ > float 
jf @COL_5_18044 
$6351 -= 360.0 // $ -= float 

:COL_5_18044
if 
  0.0 > $6351 // float > $ 
jf @COL_5_18082 
0078: $3212 += frame_delta_time * 1.0 // float 
jump @COL_5_18092 

:COL_5_18082
007E: $3212 -= frame_delta_time * 1.0 // float 

:COL_5_18092
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @COL_5_18131 
Car.Angle($3080) = $3212

:COL_5_18131
jump @COL_5_18380 

:COL_5_18138
if 
01AD:   car $3080 sphere 0 near_point $749 $750 radius 10.0 10.0 
jf @COL_5_18370 
02DB: set_boat $3080 speed_to 6.0 
$5314 = Object.Angle($1018)
$3212 = Car.Angle($3080)
0086: $6351 = $5314 // $ = $ float 
0061: $6351 -= $3212 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @COL_5_18245 
$6351 += 360.0 // $ += float 

:COL_5_18245
if 
  $6351 > 180.0 // $ > float 
jf @COL_5_18276 
$6351 -= 360.0 // $ -= float 

:COL_5_18276
if 
  0.0 > $6351 // float > $ 
jf @COL_5_18314 
0078: $3212 += frame_delta_time * 1.0 // float 
jump @COL_5_18324 

:COL_5_18314
007E: $3212 -= frame_delta_time * 1.0 // float 

:COL_5_18324
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @COL_5_18363 
Car.Angle($3080) = $3212

:COL_5_18363
jump @COL_5_18380 

:COL_5_18370
02DB: set_boat $3080 speed_to 12.0 

:COL_5_18380
02D3: boat $3080 drive_to $749 $750 6.0 
if 
81AD:   not car $3080 sphere 0 near_point $752 $753 radius 300.0 300.0 
jf @COL_5_18437 
$3074 = -1 // $ = int 

:COL_5_18437
if 
   Actor.Dead($3074)
jf @COL_5_18487 
Car.RemoveReferences($3086)
Car.RemoveReferences($3080)
$3080 = -1 // $ = int 
Actor.RemoveReferences($3075)
Actor.RemoveReferences($3074)
$3175 = 1 // $ = int 

:COL_5_18487
jump @COL_5_18528 

:COL_5_18494
Car.RemoveReferences($3086)
Car.RemoveReferences($3080)
$3080 = -1 // $ = int 
Actor.RemoveReferences($3075)
Actor.RemoveReferences($3074)
$3175 = 1 // $ = int 

:COL_5_18528
jump @COL_5_18667 

:COL_5_18535
if 
  $3193 == 0 // $ == int 
jf @COL_5_18633 
if 
   not Car.Wrecked($3078)
jf @COL_5_18633 
if 
   Car.Wrecked($3079)
jf @COL_5_18633 
if 
  $2965 == 0 // $ == int 
jf @COL_5_18626 
$2965 = 1 // $ = int 
0084: $2990 = $5239 // $ = $ int 
$2990 += 5000 // $ += int 

:COL_5_18626
$3193 = 1 // $ = int 

:COL_5_18633
Car.RemoveReferences($3086)
Car.RemoveReferences($3080)
$3080 = -1 // $ = int 
Actor.RemoveReferences($3075)
Actor.RemoveReferences($3074)
$3175 = 1 // $ = int 

:COL_5_18667
if 
   not Actor.Dead($3076)
jf @COL_5_19137 
if 
  $3159 == 0 // $ == int 
jf @COL_5_18730 
0239: actor $3076 run_to -257.2504 -1214.484 
0411: set_actor $3076 use_pednode_seek 0 
$3159 = 1 // $ = int 

:COL_5_18730
if 
  $3159 == 1 // $ == int 
jf @COL_5_18815 
if 
00ED:   actor $3076 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_18815 
0239: actor $3076 run_to -266.0016 -1214.565 
0411: set_actor $3076 use_pednode_seek 0 
$3159 = 2 // $ = int 

:COL_5_18815
if 
  $3159 == 2 // $ == int 
jf @COL_5_18900 
if 
00ED:   actor $3076 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_18900 
0239: actor $3076 run_to -321.7568 -1214.596 
0411: set_actor $3076 use_pednode_seek 0 
$3159 = 3 // $ = int 

:COL_5_18900
if 
  $3159 == 3 // $ == int 
jf @COL_5_18985 
if 
00ED:   actor $3076 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_18985 
0239: actor $3076 run_to -332.7804 -1217.117 
0411: set_actor $3076 use_pednode_seek 0 
$3159 = 4 // $ = int 

:COL_5_18985
if 
  $3159 == 4 // $ == int 
jf @COL_5_19111 
if 
00ED:   actor $3076 0 -332.7804 -1217.117 radius 2.0 2.0 
jf @COL_5_19111 
if 
   not Car.Wrecked($3079)
jf @COL_5_19103 
0464: put_actor $3076 into_turret_on_car $3079 at_car_offset 0.6462 1.4897 1.3333 position 0 angle 360.0 with_weapon 23 
$3159 = 5 // $ = int 
jump @COL_5_19111 

:COL_5_19103
01CA: actor $3076 kill_player $PLAYER_CHAR 

:COL_5_19111
if 
  $3157 == 5 // $ == int 
jf @COL_5_19137 
01CA: actor $3076 kill_player $PLAYER_CHAR 

:COL_5_19137
if 
   not Actor.Dead($3077)
jf @COL_5_19566 
if 
  $3160 == 0 // $ == int 
jf @COL_5_19200 
0239: actor $3077 run_to -257.2504 -1214.484 
0411: set_actor $3077 use_pednode_seek 0 
$3160 = 1 // $ = int 

:COL_5_19200
if 
  $3160 == 1 // $ == int 
jf @COL_5_19285 
if 
00ED:   actor $3077 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_19285 
0239: actor $3077 run_to -266.0016 -1214.565 
0411: set_actor $3077 use_pednode_seek 0 
$3160 = 2 // $ = int 

:COL_5_19285
if 
  $3160 == 2 // $ == int 
jf @COL_5_19370 
if 
00ED:   actor $3077 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_19370 
0239: actor $3077 run_to -321.7568 -1214.596 
0411: set_actor $3077 use_pednode_seek 0 
$3160 = 3 // $ = int 

:COL_5_19370
if 
  $3160 == 3 // $ == int 
jf @COL_5_19455 
if 
00ED:   actor $3077 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_19455 
0239: actor $3077 run_to -332.7804 -1217.117 
0411: set_actor $3077 use_pednode_seek 0 
$3160 = 4 // $ = int 

:COL_5_19455
if 
  $3160 == 4 // $ == int 
jf @COL_5_19566 
if 
00ED:   actor $3077 0 -332.7804 -1217.117 radius 2.0 2.0 
jf @COL_5_19566 
if 
   not Car.Wrecked($3079)
jf @COL_5_19558 
Actor.DestroyInstantly($3077)
0129: $3077 = create_actor 9 #HMOST in_car $3079 driverseat 
$3160 = 5 // $ = int 
jump @COL_5_19566 

:COL_5_19558
01CA: actor $3077 kill_player $PLAYER_CHAR 

:COL_5_19566
if 
   not Car.Wrecked($3079)
jf @COL_5_20291 
if 
   not Actor.Dead($3077)
jf @COL_5_20250 
if and
  $3159 == 5 // $ == int 
  $3160 == 5 // $ == int 
jf @COL_5_20152 
0400: create_coordinate $749 $750 $751 from_object $1018 offset -20.0 0.0 0.0 
if 
01AF:   car $3079 0 $749 $750 6.0 radius 5.0 5.0 5.0 
jf @COL_5_19894 
02DB: set_boat $3079 speed_to 2.0 
$5314 = Object.Angle($1018)
$3211 = Car.Angle($3079)
0086: $6351 = $5314 // $ = $ float 
0061: $6351 -= $3211 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @COL_5_19769 
$6351 += 360.0 // $ += float 

:COL_5_19769
if 
  $6351 > 180.0 // $ > float 
jf @COL_5_19800 
$6351 -= 360.0 // $ -= float 

:COL_5_19800
if 
  0.0 > $6351 // float > $ 
jf @COL_5_19838 
0078: $3211 += frame_delta_time * 1.0 // float 
jump @COL_5_19848 

:COL_5_19838
007E: $3211 -= frame_delta_time * 1.0 // float 

:COL_5_19848
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @COL_5_19887 
Car.Angle($3079) = $3211

:COL_5_19887
jump @COL_5_20136 

:COL_5_19894
if 
01AD:   car $3079 sphere 0 near_point $749 $750 radius 10.0 10.0 
jf @COL_5_20126 
02DB: set_boat $3079 speed_to 6.0 
$5314 = Object.Angle($1018)
$3211 = Car.Angle($3079)
0086: $6351 = $5314 // $ = $ float 
0061: $6351 -= $3211 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @COL_5_20001 
$6351 += 360.0 // $ += float 

:COL_5_20001
if 
  $6351 > 180.0 // $ > float 
jf @COL_5_20032 
$6351 -= 360.0 // $ -= float 

:COL_5_20032
if 
  0.0 > $6351 // float > $ 
jf @COL_5_20070 
0078: $3211 += frame_delta_time * 1.0 // float 
jump @COL_5_20080 

:COL_5_20070
007E: $3211 -= frame_delta_time * 1.0 // float 

:COL_5_20080
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @COL_5_20119 
Car.Angle($3079) = $3211

:COL_5_20119
jump @COL_5_20136 

:COL_5_20126
02DB: set_boat $3079 speed_to 12.0 

:COL_5_20136
02D3: boat $3079 drive_to $749 $750 6.0 

:COL_5_20152
if 
81AD:   not car $3079 sphere 0 near_point $752 $753 radius 300.0 300.0 
jf @COL_5_20193 
$3076 = -1 // $ = int 

:COL_5_20193
if 
   Actor.Dead($3076)
jf @COL_5_20243 
Car.RemoveReferences($3086)
Car.RemoveReferences($3079)
$3079 = -1 // $ = int 
Actor.RemoveReferences($3077)
Actor.RemoveReferences($3076)
$3174 = 1 // $ = int 

:COL_5_20243
jump @COL_5_20284 

:COL_5_20250
Car.RemoveReferences($3086)
Car.RemoveReferences($3079)
$3079 = -1 // $ = int 
Actor.RemoveReferences($3077)
Actor.RemoveReferences($3076)
$3174 = 1 // $ = int 

:COL_5_20284
jump @COL_5_20423 

:COL_5_20291
if 
  $3193 == 0 // $ == int 
jf @COL_5_20389 
if 
   not Car.Wrecked($3078)
jf @COL_5_20389 
if 
   Car.Wrecked($3080)
jf @COL_5_20389 
if 
  $2965 == 0 // $ == int 
jf @COL_5_20382 
$2965 = 1 // $ = int 
0084: $2990 = $5239 // $ = $ int 
$2990 += 5000 // $ += int 

:COL_5_20382
$3193 = 1 // $ = int 

:COL_5_20389
Car.RemoveReferences($3086)
Car.RemoveReferences($3079)
$3079 = -1 // $ = int 
Actor.RemoveReferences($3077)
Actor.RemoveReferences($3076)
$3174 = 1 // $ = int 

:COL_5_20423
if 
   not $3161 == 4 // $ == int 
jf @COL_5_20956 
if 
   not Car.Wrecked($3086)
jf @COL_5_20658 
if 
  $3161 == 1 // $ == int 
jf @COL_5_20546 
if 
01AD:   car $3086 sphere 0 near_point -247.1728 -1215.75 radius 33.0 33.0 
jf @COL_5_20546 
0477: set_car $3086 action 7 time 200 
0084: $3162 = $5239 // $ = $ int 
$3162 += 199 // $ += int 
$3161 = 2 // $ = int 

:COL_5_20546
if 
  $3161 == 2 // $ == int 
jf @COL_5_20600 
if 
001C:   $5239 > $3162 // $ > $ int 
jf @COL_5_20600 
0477: set_car $3086 action 4 time 5000 
$3161 = 3 // $ = int 

:COL_5_20600
if 
  $3161 == 3 // $ == int 
jf @COL_5_20651 
if 
01C1:   car $3086 stopped 
jf @COL_5_20651 
0477: set_car $3086 action 1 time 5000 
$3161 = 4 // $ = int 

:COL_5_20651
jump @COL_5_20949 

:COL_5_20658
if and
  $3161 == 0 // $ == int 
  $3155 > 0 // $ > int 
jf @COL_5_20949 
if 
838A:   not car_in_cube -238.2693 -1361.33 7.0786 4.0 4.0 4.0 
jf @COL_5_20949 
Car.Create($3086, #WASHING, -238.2693, -1361.33, 7.0786)
0229: set_car $3086 color_to 0 0 
Car.Angle($3086) = 10.7405
Model.Destroy(#WASHING)
0129: $3082 = create_actor 9 #HMOST in_car $3086 driverseat 
0084: $3097 = $3082 // $ = $ int 
gosub @COL_5_30052 
01C8: $3083 = create_actor_pedtype 9 model #HMOST in_car $3086 passenger_seat 0 
0084: $3097 = $3083 // $ = $ int 
gosub @COL_5_30052 
01C8: $3084 = create_actor_pedtype 9 model #HMOST in_car $3086 passenger_seat 1 
0084: $3097 = $3084 // $ = $ int 
gosub @COL_5_30052 
01C8: $3085 = create_actor_pedtype 9 model #HMOST in_car $3086 passenger_seat 2 
0084: $3097 = $3085 // $ = $ int 
gosub @COL_5_30052 
Car.SetMaxSpeed($3086, 100.0)
04BA: set_car $3086 speed_instantly 30.0 
00AE: set_vehicle $3086 traffic_behavior_to 2 
02C2: car $3086 drive_to_point -247.1728 -1215.75 7.0856 
04E0: car $3086 abandon_path_radius 255 
$3161 = 1 // $ = int 

:COL_5_20949
jump @COL_5_22716 

:COL_5_20956
if 
   not Actor.Dead($3082)
jf @COL_5_21155 
0084: $3141 = $3082 // $ = $ int 
0084: $3182 = $3163 // $ = $ int 
gosub @COL_5_31174 
0084: $3163 = $3182 // $ = $ int 
if 
  $3163 == 4 // $ == int 
jf @COL_5_21129 
if 
00ED:   actor $3082 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_21129 
if 
   not Car.Wrecked($3078)
jf @COL_5_21121 
0464: put_actor $3082 into_turret_on_car $3078 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 
$3163 = 5 // $ = int 
jump @COL_5_21129 

:COL_5_21121
01CA: actor $3082 kill_player $PLAYER_CHAR 

:COL_5_21129
if 
  $3163 == 5 // $ == int 
jf @COL_5_21155 
01CA: actor $3082 kill_player $PLAYER_CHAR 

:COL_5_21155
if 
   not Actor.Dead($3083)
jf @COL_5_21354 
0084: $3141 = $3083 // $ = $ int 
0084: $3182 = $3164 // $ = $ int 
gosub @COL_5_31174 
0084: $3164 = $3182 // $ = $ int 
if 
  $3164 == 4 // $ == int 
jf @COL_5_21328 
if 
00ED:   actor $3083 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_21328 
if 
   not Car.Wrecked($3078)
jf @COL_5_21320 
0464: put_actor $3083 into_turret_on_car $3078 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 
$3164 = 5 // $ = int 
jump @COL_5_21328 

:COL_5_21320
01CA: actor $3083 kill_player $PLAYER_CHAR 

:COL_5_21328
if 
  $3164 == 5 // $ == int 
jf @COL_5_21354 
01CA: actor $3083 kill_player $PLAYER_CHAR 

:COL_5_21354
if 
   not Actor.Dead($3084)
jf @COL_5_21553 
0084: $3141 = $3084 // $ = $ int 
0084: $3182 = $3165 // $ = $ int 
gosub @COL_5_31174 
0084: $3165 = $3182 // $ = $ int 
if 
  $3165 == 4 // $ == int 
jf @COL_5_21527 
if 
00ED:   actor $3084 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_21527 
if 
   not Car.Wrecked($3078)
jf @COL_5_21519 
0464: put_actor $3084 into_turret_on_car $3078 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 
$3165 = 5 // $ = int 
jump @COL_5_21527 

:COL_5_21519
01CA: actor $3084 kill_player $PLAYER_CHAR 

:COL_5_21527
if 
  $3165 == 5 // $ == int 
jf @COL_5_21553 
01CA: actor $3084 kill_player $PLAYER_CHAR 

:COL_5_21553
if 
   not Actor.Dead($3085)
jf @COL_5_21727 
0084: $3141 = $3085 // $ = $ int 
0084: $3182 = $3166 // $ = $ int 
gosub @COL_5_31174 
0084: $3166 = $3182 // $ = $ int 
if 
  $3166 == 4 // $ == int 
jf @COL_5_21727 
if 
00ED:   actor $3085 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_21727 
if 
   not Car.Wrecked($3078)
jf @COL_5_21719 
Actor.DestroyInstantly($3085)
0129: $3085 = create_actor 9 #HMOST in_car $3078 driverseat 
0084: $3169 = $5239 // $ = $ int 
$3169 += 5000 // $ += int 
$3166 = 5 // $ = int 
jump @COL_5_21727 

:COL_5_21719
01CA: actor $3085 kill_player $PLAYER_CHAR 

:COL_5_21727
if 
   not Car.Wrecked($3078)
jf @COL_5_22585 
if 
   not Actor.Dead($3085)
jf @COL_5_22534 
if and
  $3163 == 5 // $ == int 
  $3164 == 5 // $ == int 
  $3165 == 5 // $ == int 
  $3166 == 5 // $ == int 
001C:   $5239 > $3169 // $ > $ int 
jf @COL_5_22380 
if 
  $3194 == 0 // $ == int 
jf @COL_5_22032 
if 
  $2964 == 0 // $ == int 
jf @COL_5_21865 
$2964 = 1 // $ = int 
0084: $2989 = $5239 // $ = $ int 
$2989 += 5000 // $ += int 

:COL_5_21865
if 
   not Car.Wrecked($3078)
jf @COL_5_21905 
if 
   not Actor.Dead($3089)
jf @COL_5_21905 
01D9: actor $3089 destroy_car $3078 

:COL_5_21905
if 
   not Car.Wrecked($3079)
jf @COL_5_21945 
if 
   not Actor.Dead($3090)
jf @COL_5_21945 
01D9: actor $3090 destroy_car $3079 

:COL_5_21945
if 
   not Car.Wrecked($3080)
jf @COL_5_21985 
if 
   not Actor.Dead($3091)
jf @COL_5_21985 
01D9: actor $3091 destroy_car $3078 

:COL_5_21985
if 
   not Car.Wrecked($3080)
jf @COL_5_22025 
if 
   not Actor.Dead($3134)
jf @COL_5_22025 
01D9: actor $3134 destroy_car $3080 

:COL_5_22025
$3194 = 1 // $ = int 

:COL_5_22032
0400: create_coordinate $749 $750 $751 from_object $1018 offset 20.0 20.0 0.0 
$5314 = Object.Angle($1018)
$3210 = Car.Angle($3078)
0086: $6351 = $5314 // $ = $ float 
0061: $6351 -= $3210 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @COL_5_22124 
$6351 += 360.0 // $ += float 

:COL_5_22124
if 
  $6351 > 180.0 // $ > float 
jf @COL_5_22155 
$6351 -= 360.0 // $ -= float 

:COL_5_22155
if 
  0.0 > $6351 // float > $ 
jf @COL_5_22193 
007E: $3210 -= frame_delta_time * 2.0 // float 
jump @COL_5_22203 

:COL_5_22193
0078: $3210 += frame_delta_time * 2.0 // float 

:COL_5_22203
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @COL_5_22242 
Car.Angle($3078) = $3210

:COL_5_22242
if 
01AF:   car $3078 0 $749 $750 6.0 radius 10.0 10.0 5.0 
jf @COL_5_22303 
02DB: set_boat $3078 speed_to 2.0 
jump @COL_5_22364 

:COL_5_22303
if 
01AD:   car $3078 sphere 0 near_point $749 $750 radius 30.0 30.0 
jf @COL_5_22354 
02DB: set_boat $3078 speed_to 6.0 
jump @COL_5_22364 

:COL_5_22354
02DB: set_boat $3078 speed_to 12.0 

:COL_5_22364
02D3: boat $3078 drive_to $749 $750 6.0 

:COL_5_22380
if 
81AD:   not car $3078 sphere 0 near_point $752 $753 radius 300.0 300.0 
jf @COL_5_22435 
$3082 = -1 // $ = int 
$3083 = -1 // $ = int 
$3084 = -1 // $ = int 

:COL_5_22435
if 
   Actor.Dead($3082)
jf @COL_5_22527 
if 
   Actor.Dead($3083)
jf @COL_5_22527 
if 
   Actor.Dead($3084)
jf @COL_5_22527 
Car.RemoveReferences($3078)
$3078 = -1 // $ = int 
Car.RemoveReferences($3081)
Actor.RemoveReferences($3082)
Actor.RemoveReferences($3083)
Actor.RemoveReferences($3084)
Actor.RemoveReferences($3085)
$3173 = 1 // $ = int 

:COL_5_22527
jump @COL_5_22578 

:COL_5_22534
Car.RemoveReferences($3078)
$3078 = -1 // $ = int 
Car.RemoveReferences($3081)
Actor.RemoveReferences($3082)
Actor.RemoveReferences($3083)
Actor.RemoveReferences($3084)
Actor.RemoveReferences($3085)
$3173 = 1 // $ = int 

:COL_5_22578
jump @COL_5_22716 

:COL_5_22585
if 
  $3195 == 0 // $ == int 
jf @COL_5_22672 
if or
   not Car.Wrecked($3079)
   not Car.Wrecked($3080)
jf @COL_5_22672 
if 
  $2964 == 0 // $ == int 
jf @COL_5_22665 
$2964 = 1 // $ = int 
0084: $2989 = $5239 // $ = $ int 
$2989 += 5000 // $ += int 

:COL_5_22665
$3195 = 1 // $ = int 

:COL_5_22672
Car.RemoveReferences($3078)
$3078 = -1 // $ = int 
Car.RemoveReferences($3081)
Actor.RemoveReferences($3082)
Actor.RemoveReferences($3083)
Actor.RemoveReferences($3084)
Actor.RemoveReferences($3085)
$3173 = 1 // $ = int 

:COL_5_22716
if 
  $2964 > 0 // $ > int 
jf @COL_5_22971 
if 
  $2964 == 3 // $ == int 
jf @COL_5_22798 
if 
03D2:   wav 1 ended 
jf @COL_5_22798 
03D5: remove_text 'COL5_1'  // Port side! Port side!
$2964 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_22798
if 
  $2964 == 2 // $ == int 
jf @COL_5_22876 
if 
03D0:   wav 1 loaded 
jf @COL_5_22876 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_22869 
00BC: text_highpriority 'COL5_1' time 10000 1  // Port side! Port side!

:COL_5_22869
$2964 = 3 // $ = int 

:COL_5_22876
if 
  $2964 == 1 // $ == int 
jf @COL_5_22971 
if 
  $3011 == 0 // $ == int 
jf @COL_5_22945 
03CF: load_wav 'COL5_1' as 1 
$2964 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_22971 

:COL_5_22945
if 
001C:   $5239 > $2989 // $ > $ int 
jf @COL_5_22971 
$2964 = 0 // $ = int 

:COL_5_22971
if 
  $2965 > 0 // $ > int 
jf @COL_5_23226 
if 
  $2965 == 3 // $ == int 
jf @COL_5_23053 
if 
03D2:   wav 1 ended 
jf @COL_5_23053 
03D5: remove_text 'COL5_2'  // They're attacking from starboard!
$2965 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_23053
if 
  $2965 == 2 // $ == int 
jf @COL_5_23131 
if 
03D0:   wav 1 loaded 
jf @COL_5_23131 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_23124 
00BC: text_highpriority 'COL5_2' time 10000 1  // They're attacking from starboard!

:COL_5_23124
$2965 = 3 // $ = int 

:COL_5_23131
if 
  $2965 == 1 // $ == int 
jf @COL_5_23226 
if 
  $3011 == 0 // $ == int 
jf @COL_5_23200 
03CF: load_wav 'COL5_2' as 1 
$2965 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_23226 

:COL_5_23200
if 
001C:   $5239 > $2990 // $ > $ int 
jf @COL_5_23226 
$2965 = 0 // $ = int 

:COL_5_23226
if 
  $2966 > 0 // $ > int 
jf @COL_5_23481 
if 
  $2966 == 3 // $ == int 
jf @COL_5_23308 
if 
03D2:   wav 1 ended 
jf @COL_5_23308 
03D5: remove_text 'COL5_3'  // The bridge up ahead!
$2966 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_23308
if 
  $2966 == 2 // $ == int 
jf @COL_5_23386 
if 
03D0:   wav 1 loaded 
jf @COL_5_23386 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_23379 
00BC: text_highpriority 'COL5_3' time 10000 1  // The bridge up ahead!

:COL_5_23379
$2966 = 3 // $ = int 

:COL_5_23386
if 
  $2966 == 1 // $ == int 
jf @COL_5_23481 
if 
  $3011 == 0 // $ == int 
jf @COL_5_23455 
03CF: load_wav 'COL5_3' as 1 
$2966 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_23481 

:COL_5_23455
if 
001C:   $5239 > $2991 // $ > $ int 
jf @COL_5_23481 
$2966 = 0 // $ = int 

:COL_5_23481
if 
  $2967 > 0 // $ > int 
jf @COL_5_24169 
if 
  $2967 == 3 // $ == int 
jf @COL_5_23613 
if 
03D2:   wav 1 ended 
jf @COL_5_23613 
03D5: remove_text 'COL5_17'  // Oh my god they've got a helicopter!
03D5: remove_text 'COL5_18'  // Shoot the helicopter!
03D5: remove_text 'COL5_19'  // Tommy, take that chopper out!
03D5: remove_text 'COL5_20'  // He's coming again! Blow that chopper!
03D5: remove_text 'COL5_21'  // Look at the size of that chopper!
03D5: remove_text 'COL5_22'  // Here he comes again!
$2967 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_23613
if 
  $2967 == 2 // $ == int 
jf @COL_5_23906 
if 
03D0:   wav 1 loaded 
jf @COL_5_23906 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_23867 
if 
  $3187 == 0 // $ == int 
jf @COL_5_23702 
00BC: text_highpriority 'COL5_17' time 10000 1  // Oh my god they've got a helicopter!

:COL_5_23702
if 
  $3187 == 1 // $ == int 
jf @COL_5_23735 
00BC: text_highpriority 'COL5_18' time 10000 1  // Shoot the helicopter!

:COL_5_23735
if 
  $3187 == 2 // $ == int 
jf @COL_5_23768 
00BC: text_highpriority 'COL5_19' time 10000 1  // Tommy, take that chopper out!

:COL_5_23768
if 
  $3187 == 3 // $ == int 
jf @COL_5_23801 
00BC: text_highpriority 'COL5_20' time 10000 1  // He's coming again! Blow that chopper!

:COL_5_23801
if 
  $3187 == 4 // $ == int 
jf @COL_5_23834 
00BC: text_highpriority 'COL5_21' time 10000 1  // Look at the size of that chopper!

:COL_5_23834
if 
  $3187 == 5 // $ == int 
jf @COL_5_23867 
00BC: text_highpriority 'COL5_22' time 10000 1  // Here he comes again!

:COL_5_23867
$3187 += 1 // $ += int 
if 
  $3187 == 6 // $ == int 
jf @COL_5_23899 
$3187 = 0 // $ = int 

:COL_5_23899
$2967 = 3 // $ = int 

:COL_5_23906
if 
  $2967 == 1 // $ == int 
jf @COL_5_24169 
if 
  $3011 == 0 // $ == int 
jf @COL_5_24143 
if 
  $3187 == 0 // $ == int 
jf @COL_5_23972 
03CF: load_wav 'COL5_17' as 1 

:COL_5_23972
if 
  $3187 == 1 // $ == int 
jf @COL_5_24002 
03CF: load_wav 'COL5_18' as 1 

:COL_5_24002
if 
  $3187 == 2 // $ == int 
jf @COL_5_24032 
03CF: load_wav 'COL5_19' as 1 

:COL_5_24032
if 
  $3187 == 3 // $ == int 
jf @COL_5_24062 
03CF: load_wav 'COL5_20' as 1 

:COL_5_24062
if 
  $3187 == 4 // $ == int 
jf @COL_5_24092 
03CF: load_wav 'COL5_21' as 1 

:COL_5_24092
if 
  $3187 == 5 // $ == int 
jf @COL_5_24122 
03CF: load_wav 'COL5_22' as 1 

:COL_5_24122
$2967 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_24169 

:COL_5_24143
if 
001C:   $5239 > $2992 // $ > $ int 
jf @COL_5_24169 
$2967 = 0 // $ = int 

:COL_5_24169
if 
  $2972 > 0 // $ > int 
jf @COL_5_24424 
if 
  $2972 == 3 // $ == int 
jf @COL_5_24251 
if 
03D2:   wav 1 ended 
jf @COL_5_24251 
03D5: remove_text 'COL5_7'  // Stop shooting at me!
$2972 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_24251
if 
  $2972 == 2 // $ == int 
jf @COL_5_24329 
if 
03D0:   wav 1 loaded 
jf @COL_5_24329 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_24322 
00BC: text_highpriority 'COL5_7' time 10000 1  // Stop shooting at me!

:COL_5_24322
$2972 = 3 // $ = int 

:COL_5_24329
if 
  $2972 == 1 // $ == int 
jf @COL_5_24424 
if 
  $3011 == 0 // $ == int 
jf @COL_5_24398 
03CF: load_wav 'COL5_7' as 1 
$2972 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_24424 

:COL_5_24398
if 
001C:   $5239 > $2995 // $ > $ int 
jf @COL_5_24424 
$2972 = 0 // $ = int 

:COL_5_24424
if 
  $2974 > 0 // $ > int 
jf @COL_5_24679 
if 
  $2974 == 3 // $ == int 
jf @COL_5_24506 
if 
03D2:   wav 1 ended 
jf @COL_5_24506 
03D5: remove_text 'COL5_9'  // Tommy, stop them shooting at me!
$2974 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_24506
if 
  $2974 == 2 // $ == int 
jf @COL_5_24584 
if 
03D0:   wav 1 loaded 
jf @COL_5_24584 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_24577 
00BC: text_highpriority 'COL5_9' time 10000 1  // Tommy, stop them shooting at me!

:COL_5_24577
$2974 = 3 // $ = int 

:COL_5_24584
if 
  $2974 == 1 // $ == int 
jf @COL_5_24679 
if 
  $3011 == 0 // $ == int 
jf @COL_5_24653 
03CF: load_wav 'COL5_9' as 1 
$2974 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_24679 

:COL_5_24653
if 
001C:   $5239 > $2997 // $ > $ int 
jf @COL_5_24679 
$2974 = 0 // $ = int 

:COL_5_24679
if 
  $2975 > 0 // $ > int 
jf @COL_5_24934 
if 
  $2975 == 3 // $ == int 
jf @COL_5_24761 
if 
03D2:   wav 1 ended 
jf @COL_5_24761 
03D5: remove_text 'COL5_10'  // I have diplomatic immunity!
$2975 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_24761
if 
  $2975 == 2 // $ == int 
jf @COL_5_24839 
if 
03D0:   wav 1 loaded 
jf @COL_5_24839 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_24832 
00BC: text_highpriority 'COL5_10' time 10000 1  // I have diplomatic immunity!

:COL_5_24832
$2975 = 3 // $ = int 

:COL_5_24839
if 
  $2975 == 1 // $ == int 
jf @COL_5_24934 
if 
  $3011 == 0 // $ == int 
jf @COL_5_24908 
03CF: load_wav 'COL5_10' as 1 
$2975 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_24934 

:COL_5_24908
if 
001C:   $5239 > $2998 // $ > $ int 
jf @COL_5_24934 
$2975 = 0 // $ = int 

:COL_5_24934
if 
  $2977 > 0 // $ > int 
jf @COL_5_25189 
if 
  $2977 == 3 // $ == int 
jf @COL_5_25016 
if 
03D2:   wav 1 ended 
jf @COL_5_25016 
03D5: remove_text 'COL5_11'  // Don't shoot, I am a Colonel!
$2977 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_25016
if 
  $2977 == 2 // $ == int 
jf @COL_5_25094 
if 
03D0:   wav 1 loaded 
jf @COL_5_25094 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_25087 
00BC: text_highpriority 'COL5_11' time 10000 1  // Don't shoot, I am a Colonel!

:COL_5_25087
$2977 = 3 // $ = int 

:COL_5_25094
if 
  $2977 == 1 // $ == int 
jf @COL_5_25189 
if 
  $3011 == 0 // $ == int 
jf @COL_5_25163 
03CF: load_wav 'COL5_11' as 1 
$2977 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_25189 

:COL_5_25163
if 
001C:   $5239 > $3000 // $ > $ int 
jf @COL_5_25189 
$2977 = 0 // $ = int 

:COL_5_25189
if 
  $2978 > 0 // $ > int 
jf @COL_5_25444 
if 
  $2978 == 3 // $ == int 
jf @COL_5_25271 
if 
03D2:   wav 1 ended 
jf @COL_5_25271 
03D5: remove_text 'COL5_12'  // Thomas, kill them, my country will love you.
$2978 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_25271
if 
  $2978 == 2 // $ == int 
jf @COL_5_25349 
if 
03D0:   wav 1 loaded 
jf @COL_5_25349 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_25342 
00BC: text_highpriority 'COL5_12' time 10000 1  // Thomas, kill them, my country will love you.

:COL_5_25342
$2978 = 3 // $ = int 

:COL_5_25349
if 
  $2978 == 1 // $ == int 
jf @COL_5_25444 
if 
  $3011 == 0 // $ == int 
jf @COL_5_25418 
03CF: load_wav 'COL5_12' as 1 
$2978 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_25444 

:COL_5_25418
if 
001C:   $5239 > $3001 // $ > $ int 
jf @COL_5_25444 
$2978 = 0 // $ = int 

:COL_5_25444
if 
  $2979 > 0 // $ > int 
jf @COL_5_25699 
if 
  $2979 == 3 // $ == int 
jf @COL_5_25526 
if 
03D2:   wav 1 ended 
jf @COL_5_25526 
03D5: remove_text 'COL5_13'  // Tommy, we are being overrun by the French!
$2979 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_25526
if 
  $2979 == 2 // $ == int 
jf @COL_5_25604 
if 
03D0:   wav 1 loaded 
jf @COL_5_25604 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_25597 
00BC: text_highpriority 'COL5_13' time 10000 1  // Tommy, we are being overrun by the French!

:COL_5_25597
$2979 = 3 // $ = int 

:COL_5_25604
if 
  $2979 == 1 // $ == int 
jf @COL_5_25699 
if 
  $3011 == 0 // $ == int 
jf @COL_5_25673 
03CF: load_wav 'COL5_13' as 1 
$2979 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_25699 

:COL_5_25673
if 
001C:   $5239 > $3002 // $ > $ int 
jf @COL_5_25699 
$2979 = 0 // $ = int 

:COL_5_25699
if 
  $2980 > 0 // $ > int 
jf @COL_5_25954 
if 
  $2980 == 3 // $ == int 
jf @COL_5_25781 
if 
03D2:   wav 1 ended 
jf @COL_5_25781 
03D5: remove_text 'COL5_14'  // Tommy, everywhere I look, there are French men, I hate it!
$2980 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_25781
if 
  $2980 == 2 // $ == int 
jf @COL_5_25859 
if 
03D0:   wav 1 loaded 
jf @COL_5_25859 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_25852 
00BC: text_highpriority 'COL5_14' time 10000 1  // Tommy, everywhere I look, there are French men, I hate it!

:COL_5_25852
$2980 = 3 // $ = int 

:COL_5_25859
if 
  $2980 == 1 // $ == int 
jf @COL_5_25954 
if 
  $3011 == 0 // $ == int 
jf @COL_5_25928 
03CF: load_wav 'COL5_14' as 1 
$2980 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_25954 

:COL_5_25928
if 
001C:   $5239 > $3003 // $ > $ int 
jf @COL_5_25954 
$2980 = 0 // $ = int 

:COL_5_25954
if 
  $2981 > 0 // $ > int 
jf @COL_5_26209 
if 
  $2981 == 3 // $ == int 
jf @COL_5_26036 
if 
03D2:   wav 1 ended 
jf @COL_5_26036 
03D5: remove_text 'COL5_15'  // Tommy, how are you?
$2981 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_26036
if 
  $2981 == 2 // $ == int 
jf @COL_5_26114 
if 
03D0:   wav 1 loaded 
jf @COL_5_26114 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_26107 
00BC: text_highpriority 'COL5_15' time 10000 1  // Tommy, how are you?

:COL_5_26107
$2981 = 3 // $ = int 

:COL_5_26114
if 
  $2981 == 1 // $ == int 
jf @COL_5_26209 
if 
  $3011 == 0 // $ == int 
jf @COL_5_26183 
03CF: load_wav 'COL5_15' as 1 
$2981 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_26209 

:COL_5_26183
if 
001C:   $5239 > $3004 // $ > $ int 
jf @COL_5_26209 
$2981 = 0 // $ = int 

:COL_5_26209
if 
  $2983 > 0 // $ > int 
jf @COL_5_26464 
if 
  $2983 == 3 // $ == int 
jf @COL_5_26291 
if 
03D2:   wav 1 ended 
jf @COL_5_26291 
03D5: remove_text 'COL5_16'  // This is for Piaf and Gainesbourg and your stupid french bread!
$2983 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COL_5_3062 

:COL_5_26291
if 
  $2983 == 2 // $ == int 
jf @COL_5_26369 
if 
03D0:   wav 1 loaded 
jf @COL_5_26369 
03D1: play_wav 1 
if 
001C:   $5239 > $3205 // $ > $ int 
jf @COL_5_26362 
00BC: text_highpriority 'COL5_16' time 10000 1  // This is for Piaf and Gainesbourg and your stupid french bread!

:COL_5_26362
$2983 = 3 // $ = int 

:COL_5_26369
if 
  $2983 == 1 // $ == int 
jf @COL_5_26464 
if 
  $3011 == 0 // $ == int 
jf @COL_5_26438 
03CF: load_wav 'COL5_16' as 1 
$2983 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COL_5_26464 

:COL_5_26438
if 
001C:   $5239 > $3005 // $ > $ int 
jf @COL_5_26464 
$2983 = 0 // $ = int 

:COL_5_26464
jump @COL_5_3062 

:COL_5_26471
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_5_26501 
012A: put_player $PLAYER_CHAR at $752 $753 $754 and_remove_from_car 

:COL_5_26501
01BD: $5239 = current_time_in_ms 
0084: $329 = $5239 // $ = $ int 
$329 += 5000 // $ += int 

:COL_5_26522
if and
   not Player.Controllable($PLAYER_CHAR)
001C:   $329 > $5239 // $ > $ int 
jf @COL_5_26562 
wait 0 
01BD: $5239 = current_time_in_ms 
jump @COL_5_26522 

:COL_5_26562
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
Car.Destroy($3078)
Car.Destroy($3079)
Car.Destroy($3080)
Car.Destroy($3081)
Car.Destroy($3086)
Car.Destroy($3092)
Car.Destroy($3093)
Car.Destroy($3095)
Car.Destroy($3098)
Car.Destroy($3099)
Car.Destroy($3100)
Car.Destroy($3101)
Car.Destroy($3102)
Car.Destroy($3103)
Car.Destroy($3104)
Car.Destroy($3105)
Car.Destroy($3106)
Car.Destroy($3127)
Car.Destroy($3135)
Actor.DestroyInstantly($3074)
Actor.DestroyInstantly($3075)
Actor.DestroyInstantly($3076)
Actor.DestroyInstantly($3077)
Actor.DestroyInstantly($3082)
Actor.DestroyInstantly($3083)
Actor.DestroyInstantly($3084)
Actor.DestroyInstantly($3085)
Actor.DestroyInstantly($3088)
Actor.DestroyInstantly($3089)
Actor.DestroyInstantly($3090)
Actor.DestroyInstantly($3091)
Actor.DestroyInstantly($3134)
Actor.DestroyInstantly($3094)
Actor.DestroyInstantly($3111)
Actor.DestroyInstantly($3112)
Actor.DestroyInstantly($3113)
Actor.DestroyInstantly($3114)
Actor.DestroyInstantly($3128)
Actor.DestroyInstantly($3129)
Actor.DestroyInstantly($3130)
Actor.DestroyInstantly($3131)
Actor.DestroyInstantly($3107)
Actor.DestroyInstantly($3108)
Actor.DestroyInstantly($3109)
Actor.DestroyInstantly($3110)
Actor.DestroyInstantly($3115)
Actor.DestroyInstantly($3116)
Actor.DestroyInstantly($3117)
Actor.DestroyInstantly($3118)
Actor.DestroyInstantly($3119)
Actor.DestroyInstantly($3120)
Actor.DestroyInstantly($3121)
Actor.DestroyInstantly($3122)
Actor.DestroyInstantly($3123)
Actor.DestroyInstantly($3124)
Actor.DestroyInstantly($3125)
Actor.DestroyInstantly($3126)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
Object.StorePos($1018, $752, $753, $754)
$752 += 0.003 // $ += float 
$753 -= 1.381 // $ -= float 
$754 += 3.149 // $ += float 
Camera.SetAtPos($752, $753, $754)
038B: load_requested_models 

:COL_5_26957
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COL_5_26987 
wait 0 
jump @COL_5_26957 

:COL_5_26987
02E4: load_cutscene_data 'COL_5B' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos $752 $753 $754 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSCOLO' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
$3185 = 5880 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_1' time 10000 1  // Thomas, you have protected and served me well.
$3185 = 8941 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_2' time 10000 1  // But now you must leave us before we reach the open seas.
$3185 = 12276 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_3' time 10000 1  // I will lower my personal launch. Keep it, my friend, a token of my gratitude.
$3185 = 17735 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_4' time 10000 1  // Thank you, Colonel.
$3185 = 18884 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_5' time 10000 1  // One more request. While I'm away, could you keep an eye on Mercedes for me?
$3185 = 24046 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_6' time 10000 1  // I think she could look after herself, but sure, I'll keep an eye out.
$3185 = 27722 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_7' time 10000 1  // Gracias, amigo. Hasta luego.
$3185 = 30400 // $ = int 
gosub @COL_5_30015 
00BC: text_highpriority 'COL5B_8' time 10000 1  // Adios, amigo.
$3185 = 32127 // $ = int 
gosub @COL_5_30015 
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL_5_27357
if 
fading 
jf @COL_5_27381 
wait 0 
jump @COL_5_27357 

:COL_5_27381
if 
82E9:   not cutscene_reached_end 
jf @COL_5_27405 
wait 0 
jump @COL_5_27381 

:COL_5_27405
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0169: set_fade_color 0 0 1 
fade 1 1500 
Object.Destroy($1022)
0400: create_coordinate $752 $753 $754 from_object $1018 offset 0.0 -50.0 0.0 
Car.Create($3087, #SPEEDER, $752, $753, 6.0)
Car.Angle($3087) = 270.0
0369: put_player $PLAYER_CHAR in_car $3087 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Object.Destroy($1018)
Object.Destroy($1019)
Object.Destroy($1020)
Object.Destroy($1021)
Object.Destroy($1022)
Object.Destroy($1023)
Object.Destroy($1024)
Object.Destroy($1025)
04A1: release_scripted_file $1026 

:COL_5_27561
if 
fading 
jf @COL_5_27585 
wait 0 
jump @COL_5_27561 

:COL_5_27585
jump @COL_5_30813 

:COL_5_27592
if 
   not Car.Wrecked($3135)
jf @COL_5_28359 
if 
   not Actor.Dead($3136)
jf @COL_5_28282 
if 
  $3181 == 0 // $ == int 
jf @COL_5_27717 
02D3: boat $3135 drive_to 210.4842 914.7 6.0 
if 
01AF:   car $3135 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 
jf @COL_5_27717 
$3181 = 1 // $ = int 

:COL_5_27717
if 
  $3181 == 1 // $ == int 
jf @COL_5_27810 
02D3: boat $3135 drive_to 209.1303 871.395 6.0 
if 
01AF:   car $3135 0 209.1303 871.395 6.0 radius 8.0 8.0 8.0 
jf @COL_5_27810 
$3181 = 2 // $ = int 

:COL_5_27810
if 
  $3181 == 2 // $ == int 
jf @COL_5_27903 
02D3: boat $3135 drive_to 190.7315 844.9837 6.0 
if 
01AF:   car $3135 0 190.7315 844.9837 6.0 radius 8.0 8.0 8.0 
jf @COL_5_27903 
$3181 = 3 // $ = int 

:COL_5_27903
if 
  $3181 == 3 // $ == int 
jf @COL_5_27996 
02D3: boat $3135 drive_to 166.0 862.7161 6.0 
if 
01AF:   car $3135 0 166.0 862.7161 6.0 radius 8.0 8.0 8.0 
jf @COL_5_27996 
$3181 = 4 // $ = int 

:COL_5_27996
if 
  $3181 == 4 // $ == int 
jf @COL_5_28089 
02D3: boat $3135 drive_to 173.0 907.8094 6.0 
if 
01AF:   car $3135 0 173.0 907.8094 6.0 radius 8.0 8.0 8.0 
jf @COL_5_28089 
$3181 = 5 // $ = int 

:COL_5_28089
if 
  $3181 == 5 // $ == int 
jf @COL_5_28182 
02D3: boat $3135 drive_to 196.3743 924.7827 6.0 
if 
01AF:   car $3135 0 196.3743 924.7827 6.0 radius 8.0 8.0 8.0 
jf @COL_5_28182 
$3181 = 0 // $ = int 

:COL_5_28182
if 
  $3181 == 6 // $ == int 
jf @COL_5_28275 
02D3: boat $3135 drive_to 210.4842 914.7 6.0 
if 
01AF:   car $3135 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 
jf @COL_5_28275 
$3181 = 0 // $ = int 

:COL_5_28275
jump @COL_5_28299 

:COL_5_28282
Actor.RemoveReferences($3136)
Car.RemoveReferences($3135)
$3135 = -1 // $ = int 

:COL_5_28299
if 
   not Actor.Dead($3137)
jf @COL_5_28330 
01CA: actor $3137 kill_player $PLAYER_CHAR 
jump @COL_5_28352 

:COL_5_28330
Actor.RemoveReferences($3136)
Actor.RemoveReferences($3137)
Car.RemoveReferences($3135)
$3135 = -1 // $ = int 

:COL_5_28352
jump @COL_5_28376 

:COL_5_28359
Actor.RemoveReferences($3136)
Car.RemoveReferences($3135)
$3135 = -1 // $ = int 

:COL_5_28376
return 

:COL_5_28378
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
0086: $3208 = $3209 // $ = $ float 
if 
003A:   $3092 == $3093 // $ == $ int 
jf @COL_5_28435 
0084: $3150 = $3153 // $ = $ int 
0084: $3151 = $3154 // $ = $ int 

:COL_5_28435
if 
  $3150 == 0 // $ == int 
jf @COL_5_28494 
0086: $3206 = $397 // $ = $ float 
0086: $3207 = $398 // $ = $ float 
0086: $3208 = $399 // $ = $ float 
$3208 += 7.0 // $ += float 
jump @COL_5_29086 

:COL_5_28494
if 
  $3150 == 1 // $ == int 
jf @COL_5_28573 
0086: $3206 = $397 // $ = $ float 
$3206 += 70.0 // $ += float 
0086: $3207 = $398 // $ = $ float 
$3207 += 70.0 // $ += float 
0086: $3208 = $399 // $ = $ float 
$3208 += 22.0 // $ += float 
$3151 = 1 // $ = int 

:COL_5_28573
if 
  $3150 == 2 // $ == int 
jf @COL_5_28642 
0086: $3206 = $397 // $ = $ float 
$3206 += 70.0 // $ += float 
0086: $3207 = $398 // $ = $ float 
0086: $3208 = $399 // $ = $ float 
$3208 += 14.0 // $ += float 
$3151 = 2 // $ = int 

:COL_5_28642
if 
  $3150 == 3 // $ == int 
jf @COL_5_28721 
0086: $3206 = $397 // $ = $ float 
$3206 += 70.0 // $ += float 
0086: $3207 = $398 // $ = $ float 
$3207 -= 70.0 // $ -= float 
0086: $3208 = $399 // $ = $ float 
$3208 += 14.0 // $ += float 
$3151 = 3 // $ = int 

:COL_5_28721
if 
  $3150 == 4 // $ == int 
jf @COL_5_28790 
0086: $3206 = $397 // $ = $ float 
0086: $3207 = $398 // $ = $ float 
$3207 -= 70.0 // $ -= float 
0086: $3208 = $399 // $ = $ float 
$3208 += 14.0 // $ += float 
$3151 = 4 // $ = int 

:COL_5_28790
if 
  $3150 == 5 // $ == int 
jf @COL_5_28869 
0086: $3206 = $397 // $ = $ float 
$3206 -= 70.0 // $ -= float 
0086: $3207 = $398 // $ = $ float 
$3207 -= 70.0 // $ -= float 
0086: $3208 = $399 // $ = $ float 
$3208 += 14.0 // $ += float 
$3151 = 5 // $ = int 

:COL_5_28869
if 
  $3150 == 6 // $ == int 
jf @COL_5_28938 
0086: $3206 = $397 // $ = $ float 
$3206 -= 70.0 // $ -= float 
0086: $3207 = $398 // $ = $ float 
0086: $3208 = $399 // $ = $ float 
$3208 += 14.0 // $ += float 
$3151 = 6 // $ = int 

:COL_5_28938
if 
  $3150 == 7 // $ == int 
jf @COL_5_29017 
0086: $3206 = $397 // $ = $ float 
$3206 -= 70.0 // $ -= float 
0086: $3207 = $398 // $ = $ float 
$3207 += 70.0 // $ += float 
0086: $3208 = $399 // $ = $ float 
$3208 += 22.0 // $ += float 
$3151 = 7 // $ = int 

:COL_5_29017
if 
  $3150 == 8 // $ == int 
jf @COL_5_29086 
0086: $3206 = $397 // $ = $ float 
0086: $3207 = $398 // $ = $ float 
$3207 += 70.0 // $ += float 
0086: $3208 = $399 // $ = $ float 
$3208 += 22.0 // $ += float 
$3151 = 8 // $ = int 

:COL_5_29086
Car.StorePos($3092, $749, $750, $751)
02CE: $400 = ground_z $749 $750 $751 
$400 += 10.0 // $ += float 
if 
0024:   $400 > $3208 // $ > $ float 
jf @COL_5_29159 
0086: $3209 = $3208 // $ = $ float 
0086: $3208 = $400 // $ = $ float 

:COL_5_29159
04A2: heli $3092 fly_to $3206 $3207 $3208 speed 40 
if 
  $3150 == 0 // $ == int 
jf @COL_5_29210 
$3213 = 10.0 // $ = float 
jump @COL_5_29220 

:COL_5_29210
$3213 = 15.0 // $ = float 

:COL_5_29220
if 
01AF:   car $3092 0 $3206 $3207 $3208 radius $3213 $3213 10.0 
jf @COL_5_29978 
0209: $3152 = random_int_in_ranges 0 3 
if 
  $3150 == 0 // $ == int 
jf @COL_5_29971 
if 
  $3151 == 0 // $ == int 
jf @COL_5_29310 
$3151 = 1 // $ = int 

:COL_5_29310
if 
  $3151 == 1 // $ == int 
jf @COL_5_29385 
if 
  $3152 == 0 // $ == int 
jf @COL_5_29353 
$3150 = 5 // $ = int 

:COL_5_29353
if or
  $3152 == 1 // $ == int 
  $3152 == 2 // $ == int 
jf @COL_5_29385 
$3150 = 6 // $ = int 

:COL_5_29385
if 
  $3151 == 2 // $ == int 
jf @COL_5_29460 
if 
  $3152 == 0 // $ == int 
jf @COL_5_29428 
$3150 = 6 // $ = int 

:COL_5_29428
if or
  $3152 == 1 // $ == int 
  $3152 == 2 // $ == int 
jf @COL_5_29460 
$3150 = 7 // $ = int 

:COL_5_29460
if 
  $3151 == 3 // $ == int 
jf @COL_5_29535 
if 
  $3152 == 0 // $ == int 
jf @COL_5_29503 
$3150 = 7 // $ = int 

:COL_5_29503
if or
  $3152 == 1 // $ == int 
  $3152 == 2 // $ == int 
jf @COL_5_29535 
$3150 = 8 // $ = int 

:COL_5_29535
if 
  $3151 == 4 // $ == int 
jf @COL_5_29628 
if 
  $3152 == 0 // $ == int 
jf @COL_5_29578 
$3150 = 7 // $ = int 

:COL_5_29578
if 
  $3152 == 1 // $ == int 
jf @COL_5_29603 
$3150 = 8 // $ = int 

:COL_5_29603
if 
  $3152 == 2 // $ == int 
jf @COL_5_29628 
$3150 = 1 // $ = int 

:COL_5_29628
if 
  $3151 == 5 // $ == int 
jf @COL_5_29703 
if or
  $3152 == 0 // $ == int 
  $3152 == 1 // $ == int 
jf @COL_5_29678 
$3150 = 8 // $ = int 

:COL_5_29678
if 
  $3152 == 2 // $ == int 
jf @COL_5_29703 
$3150 = 1 // $ = int 

:COL_5_29703
if 
  $3151 == 6 // $ == int 
jf @COL_5_29778 
if or
  $3152 == 0 // $ == int 
  $3152 == 1 // $ == int 
jf @COL_5_29753 
$3150 = 1 // $ = int 

:COL_5_29753
if 
  $3152 == 2 // $ == int 
jf @COL_5_29778 
$3150 = 2 // $ = int 

:COL_5_29778
if 
  $3151 == 7 // $ == int 
jf @COL_5_29871 
if 
  $3152 == 0 // $ == int 
jf @COL_5_29821 
$3150 = 2 // $ = int 

:COL_5_29821
if 
  $3152 == 1 // $ == int 
jf @COL_5_29846 
$3150 = 3 // $ = int 

:COL_5_29846
if 
  $3152 == 2 // $ == int 
jf @COL_5_29871 
$3150 = 4 // $ = int 

:COL_5_29871
if 
  $3151 == 8 // $ == int 
jf @COL_5_29964 
if 
  $3152 == 0 // $ == int 
jf @COL_5_29914 
$3150 = 3 // $ = int 

:COL_5_29914
if 
  $3152 == 1 // $ == int 
jf @COL_5_29939 
$3150 = 4 // $ = int 

:COL_5_29939
if 
  $3152 == 2 // $ == int 
jf @COL_5_29964 
$3150 = 5 // $ = int 

:COL_5_29964
jump @COL_5_29978 

:COL_5_29971
$3150 = 0 // $ = int 

:COL_5_29978
if 
003A:   $3092 == $3093 // $ == $ int 
jf @COL_5_30013 
0084: $3153 = $3150 // $ = $ int 
0084: $3154 = $3151 // $ = $ int 

:COL_5_30013
return 

:COL_5_30015
if 
001C:   $3185 > $CUT_SCENE_TIME // $ > $ int 
jf @COL_5_30050 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL_5_30015 

:COL_5_30050
return 

:COL_5_30052
01ED: clear_actor $3097 threat_search 
01B2: give_actor $3097 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $3097 ped_stats_to 16 
0319: set_actor $3097 running 1 
0411: set_actor $3097 use_pednode_seek 0 
0350: set_actor $3097 maintain_position_when_attacked 1 
return 

:COL_5_30097
0350: set_actor $3097 maintain_position_when_attacked 1 
01B2: give_actor $3097 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $3097 threat_search 
011A: set_actor $3097 search_threat 1 
011A: set_actor $3097 search_threat 1048576 
0291: set_actor $3097 heed_threats 1 
0239: actor $3097 run_to 196.3903 888.9396 
0411: set_actor $3097 use_pednode_seek 0 
0243: set_actor $3097 ped_stats_to 16 
0562: set_actor $3097 ignore_threats_behind_objects 1 
0483: set_actor $3097 cease_attack_timer 1500 
return 

:COL_5_30189
0350: set_actor $3138 maintain_position_when_attacked 1 
01B2: give_actor $3138 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $3138 threat_search 
011A: set_actor $3138 search_threat 1 
0291: set_actor $3138 heed_threats 1 
0411: set_actor $3138 use_pednode_seek 0 
01CA: actor $3138 kill_player $PLAYER_CHAR 
0243: set_actor $3138 ped_stats_to 16 
return 

:COL_5_30249
0350: set_actor $3140 maintain_position_when_attacked 1 
01B2: give_actor $3140 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $3140 threat_search 
011A: set_actor $3140 search_threat 1 
011A: set_actor $3140 search_threat 1048576 
0291: set_actor $3140 heed_threats 1 
0243: set_actor $3140 ped_stats_to 16 
return 

:COL_5_30304
04F5: set_actor $3139 as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $3139 threat_search 
011A: set_actor $3139 search_threat 512 
0291: set_actor $3139 heed_threats 1 
0243: set_actor $3139 ped_stats_to 16 
0350: set_actor $3139 maintain_position_when_attacked 1 
0411: set_actor $3139 use_pednode_seek 0 
02E2: set_actor $3139 weapon_accuracy_to 15 
0568: set_actor $3139 untargetable 1 
0562: set_actor $3139 ignore_threats_behind_objects 1 
return 

:COL_5_30378
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
Object.StorePos($1018, $752, $753, $754)
$5314 = Object.Angle($1018)
Object.Init($3096, #YT_MAIN_BODY, $752, $753, $754)
Object.Angle($3096) = $5314
Object.RemoveReferences($3096)
Object.Init($3096, #YT_MAIN_BODY2, $752, $753, $754)
Object.Angle($3096) = $5314
Object.RemoveReferences($3096)
Object.Init($3096, #YT_DOORS14, $752, $753, $754)
Object.Angle($3096) = $5314
Object.RemoveReferences($3096)
Object.Init($3096, #YT_TMP_BOAT, $752, $753, $754)
Object.Angle($3096) = $5314
Object.RemoveReferences($3096)
Object.Init($3096, #LODMAIN_BODY, $752, $753, $754)
Object.Angle($3096) = $5314
Object.RemoveReferences($3096)
$3096 = -1 // $ = int 
049F: set_scripted_file $1026 distance_along_path_to 0.0 
049E: set_scripted_file $1026 speed_to 0.0 
Object.StorePos($1018, $752, $753, $754)
Object.Init($1024, #YT_GANGPLNK_TMP, $3216, $3217, $3218)
Object.RemoveFromMissionCleanupList($1024)
Object.Init($1025, #YACHT_CHUNK_KB, $3216, $3217, $3218)
Object.RemoveFromMissionCleanupList($1025)
if 
   not wasted_or_busted 
jf @COL_5_30811 
04E4: request_collision_at -244.2799 -1360.67 
Camera.SetAtPos(-244.2799, -1360.67, 7.0786)
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COL_5_30759 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
jump @COL_5_30779 

:COL_5_30759
012A: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 and_remove_from_car 

:COL_5_30779
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color 225 225 225 
fade 1 1000 

:COL_5_30811
return 

:COL_5_30813
$PASSED_COL5_ALL_HANDS_ON_DECK = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 5000
Marker.Disable($531)
0318: set_latest_mission_passed 'COL_5'  // All Hands On Deck!
0394: play_music 1 
030C: progress_made += 1 
return 

:COL_5_30876
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Actor.DestroyWithFade($3074)
Actor.DestroyWithFade($3075)
Actor.DestroyWithFade($3076)
Actor.DestroyWithFade($3077)
Actor.DestroyWithFade($3082)
Actor.DestroyWithFade($3083)
Actor.DestroyWithFade($3084)
Actor.DestroyWithFade($3085)
Actor.DestroyWithFade($3088)
Actor.DestroyWithFade($3089)
Actor.DestroyWithFade($3090)
Actor.DestroyWithFade($3091)
Actor.DestroyWithFade($3134)
Actor.DestroyWithFade($3094)
Actor.DestroyWithFade($3111)
Actor.DestroyWithFade($3112)
Actor.DestroyWithFade($3113)
Actor.DestroyWithFade($3114)
Actor.DestroyWithFade($3128)
Actor.DestroyWithFade($3129)
Actor.DestroyWithFade($3130)
Actor.DestroyWithFade($3131)
Actor.DestroyWithFade($3107)
Actor.DestroyWithFade($3108)
Actor.DestroyWithFade($3109)
Actor.DestroyWithFade($3110)
Actor.DestroyWithFade($3115)
Actor.DestroyWithFade($3116)
Actor.DestroyWithFade($3117)
Actor.DestroyWithFade($3118)
Actor.DestroyWithFade($3119)
Actor.DestroyWithFade($3120)
Actor.DestroyWithFade($3121)
Actor.DestroyWithFade($3122)
Actor.DestroyWithFade($3123)
Actor.DestroyWithFade($3124)
Actor.DestroyWithFade($3125)
Actor.DestroyWithFade($3126)
Pickup.Destroy($3132)
Pickup.Destroy($3133)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01B7: release_weather 
Model.Destroy(#UZI)
Model.Destroy(#COLT45)
Model.Destroy(#HUNTER)
Model.Destroy(#DINGHY)
Model.Destroy(#SPEEDER)
Model.Destroy(#RIO)
Model.Destroy(#WASHING)
Model.Destroy(#RUGER)
Model.Destroy(#MAVERICK)
Model.Destroy(#MARQUIS)
Model.Destroy(#TROPIC)
Model.Destroy(#KATANA)
Model.Destroy(#HMOST)
mission_cleanup 
return 

:COL_5_31174
if 
  $3182 == 0 // $ == int 
jf @COL_5_31221 
0239: actor $3141 run_to -257.2504 -1214.484 
0411: set_actor $3141 use_pednode_seek 0 
$3182 = 1 // $ = int 

:COL_5_31221
if 
  $3182 == 1 // $ == int 
jf @COL_5_31306 
if 
00ED:   actor $3141 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_31306 
0239: actor $3141 run_to -266.0016 -1214.565 
0411: set_actor $3141 use_pednode_seek 0 
$3182 = 2 // $ = int 

:COL_5_31306
if 
  $3182 == 2 // $ == int 
jf @COL_5_31391 
if 
00ED:   actor $3141 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_31391 
0239: actor $3141 run_to -321.7568 -1214.596 
0411: set_actor $3141 use_pednode_seek 0 
$3182 = 3 // $ = int 

:COL_5_31391
if 
  $3182 == 3 // $ == int 
jf @COL_5_31476 
if 
00ED:   actor $3141 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_31476 
0239: actor $3141 run_to -328.9344 -1212.065 
0411: set_actor $3141 use_pednode_seek 0 
$3182 = 4 // $ = int 

:COL_5_31476
return 

//-------------Mission 12---------------
// Originally: The Chase

:BARON1
gosub @BARON1_36 
if 
wasted_or_busted 
jf @BARON1_27 
gosub @BARON1_8646 

:BARON1_27
gosub @BARON1_8743 
terminate_this_script 

:BARON1_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'BARON1' 
wait 0 
054C: use_GXT_table 'BARON1' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
wait 500 
fade 1 1500 
1@ = 0 // @ = int 
$3222 = 391.6 // $ = float 
$3223 = 251.2 // $ = float 
$3224 = 14.0 // $ = float 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
5@ = 0 // @ = int 
7@ = 0 // @ = int 
$3221 = 0 // $ = int 
04F9: set_extra_colors 8 fade 0 
03CF: load_wav 'MONO10' as 1 
select_interior 2 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'DGOONA' 
023C: load_special_actor 4 'DGOONC' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'TELLY' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON1_290
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BARON1_338 
wait 0 
jump @BARON1_290 

:BARON1_338
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDIAZ' 
0569: load_uncompressed_animation 'DGOONC' 
0569: load_uncompressed_animation 'DCFAN' 
0569: load_uncompressed_animation 'TELLY' 
0569: load_uncompressed_animation 'DGOONA' 
02E4: load_cutscene_data 'COK_1' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $464 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $464 'CSDIAZ' 
02E5: $496 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $496 'DGOONA' 
02E5: $497 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $497 'DGOONC' 
02E5: $506 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'DCFAN' to_loop 
02E6: set_cutscene_anim $506 'DCFAN' 
02E5: 10@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 10@ 'TELLY' 
0395: clear_area 1 at -379.2 -536.4 16.2 range 0.5 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON1_695
if 
  13 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_729 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_695 

:BARON1_729
00BC: text_highpriority 'COK1_A' time 10000 1  // Come on, baby, go! Yeah! Yeah! Arrrrr!

:BARON1_744
if 
  5570 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_779 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_744 

:BARON1_779
00BC: text_highpriority 'COK1_B' time 10000 1  // Stupid horse! I'll chop your head off! Grrrrr...

:BARON1_794
if 
  10037 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_829 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_794 

:BARON1_829
00BC: text_highpriority 'COK1_C' time 10000 1  // Who is this dickhead?

:BARON1_844
if 
  11525 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_879 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_844 

:BARON1_879
00BC: text_highpriority 'COK1_D' time 10000 1  // Tommy Vercetti. You remember me.

:BARON1_894
if 
  13845 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_929 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_894 

:BARON1_929
00BC: text_highpriority 'COK1_E' time 10000 1  // Excuse me. I'm a little anxious. Never trust a goddamn horse!

:BARON1_944
if 
  19000 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_979 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_944 

:BARON1_979
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON1_1040 
039D: scatter_particles 17 0.2 0 0 0 30000 at -375.4 -595.8 25.75 0.05 0.05 0.05 

:BARON1_1040
if 
  24070 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1075 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1040 

:BARON1_1075
00BC: text_highpriority 'COK1_F' time 10000 1  // You do a good job - you work for me now.

:BARON1_1090
if 
  27858 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1125 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1090 

:BARON1_1125
00BC: text_highpriority 'COK1_G' time 10000 1  // I work for money.

:BARON1_1140
if 
  29027 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1175 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1140 

:BARON1_1175
00BC: text_highpriority 'COK1_H' time 10000 1  // As I said, amigo, you work for me now. Shut up. Some Judas has betrayed me.

:BARON1_1190
if 
  34900 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1227 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1190 

:BARON1_1227
00BC: text_highpriority 'COK1_I' time 10000 1  // He thinks I don't know how much money I should be making, but stealing 3% is as good as stealing 100%.

:BARON1_1242
if 
  42260 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1279 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1242 

:BARON1_1279
00BC: text_highpriority 'COK1_J' time 10000 1  // No one does this to me. NO ONE!!

:BARON1_1294
if 
  45900 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1331 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1294 

:BARON1_1331
00BC: text_highpriority 'COK1_K' time 10000 1  // You follow him from his apartment and you see where he goes! Later, we will kill him.

:BARON1_1346
if 
  53576 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1383 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1346 

:BARON1_1383
00BE: text_clear_all 

:BARON1_1385
if 
  54076 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1422 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1385 

:BARON1_1422
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON1_1494 
if 
03D0:   wav 1 loaded 
jf @BARON1_1494 
03D1: play_wav 1 

:BARON1_1468
if 
83D2:   not wav 1 ended 
jf @BARON1_1494 
wait 0 
jump @BARON1_1468 

:BARON1_1494
if 
fading 
jf @BARON1_1518 
wait 0 
jump @BARON1_1494 

:BARON1_1518
03AD: set_rubbish 1 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
04FA: clear_extra_colors_with_fade 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
Camera.SetAtPos(-379.2, -536.4, 16.2)
wait 500 
fade 1 1500 
00BC: text_highpriority 'COK1_10' time 10000 1  // ~g~Go to the thief's house and find out where he's stashing the money.
018A: $365 = create_checkpoint_at 380.3 247.4 10.0 
023C: load_special_actor 5 'SGC' 
Model.Load(#BFINJECT)
Model.Load(#RUGER)
Model.Load(#BARREL4)
Model.Load(#FAGGIO)
Model.Load(#FAKETARGET)
Model.Load(#SGA)

:BARON1_1670
if or
823D:   not special_actor 5 loaded 
   not Model.Available(#BFINJECT)
   not Model.Available(#RUGER)
   not Model.Available(#BARREL4)
   not Model.Available(#FAGGIO)
   not Model.Available(#FAKETARGET)
jf @BARON1_1721 
wait 0 
jump @BARON1_1670 

:BARON1_1721
if 
   not Model.Available(#SGA)
jf @BARON1_1747 
wait 0 
jump @BARON1_1721 

:BARON1_1747
if and
80FA:   not player $PLAYER_CHAR stopped 1 380.3 247.4 10.0 radius 3.0 3.0 3.0 
80F6:   not player $PLAYER_CHAR 0 380.3 247.4 10.0 radius 3.0 3.0 3.0 
jf @BARON1_1843 
wait 0 
jump @BARON1_1747 

:BARON1_1843
Marker.Disable($365)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(387.967, 246.69, 15.277, 0.0, 0.0, 0.0)
Camera.PointAt(388.694, 247.372, 15.356, 2)
00BC: text_highpriority 'COK1_11' time 5000 1  // ~g~Have a look through his window.
wait 1600 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
018A: $365 = create_checkpoint_at $3222 $3223 $3224 

:BARON1_1957
if 
80F6:   not player $PLAYER_CHAR 1 $3222 $3223 $3224 radius 1.0 1.0 2.0 
jf @BARON1_2010 
wait 0 
jump @BARON1_1957 

:BARON1_2010
Marker.Disable($365)
0395: clear_area 1 at 370.99 256.28 18.4 range 3.0 
Actor.Create(0@, 4, #SPECIAL05, 370.99, 256.28, 18.4)
0489: set_actor 0@ muted 1 
Actor.Health(0@) = 600
01ED: clear_actor 0@ threat_search 
Actor.Angle(0@) = 224.7
Marker.CreateAboveActor($365, 0@)
0192: set_actor 0@ objective_to_stand_still 
0243: set_actor 0@ ped_stats_to 16 
0319: set_actor 0@ running 1 
014C: set_parked_car_generator $2285 cars_to_generate_to 0 
Car.Create(9@, #FAGGIO, 376.9, 477.0, 11.2)
Car.Angle(9@) = 282.0
03CF: load_wav 'COK1_1' as 1 
03CF: load_wav 'COK1_4' as 2 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
0210: player $PLAYER_CHAR look_at_actor 0@ 
Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0)
Camera.PointAt(392.37, 251.5, 16.3, 2)
TIMERB = 0 // @ = int 

:BARON1_2268
if 
   not TIMERB > 500 // @ > int 
jf @BARON1_2298 
wait 0 
jump @BARON1_2268 

:BARON1_2298
0460: set_camera_pointing_time 5.0 1000 
Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0)
Camera.PointAt(392.496, 250.785, 16.3, 1)

:BARON1_2359
if 
   not TIMERB > 2000 // @ > int 
jf @BARON1_2413 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2406 
jump @BARON1_2770 

:BARON1_2406
jump @BARON1_2359 

:BARON1_2413
0460: set_camera_pointing_time 5.0 1000 
Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0)
Camera.PointAt(392.37, 251.5, 16.3, 1)

:BARON1_2474
if 
   not TIMERB > 3500 // @ > int 
jf @BARON1_2528 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2521 
jump @BARON1_2770 

:BARON1_2521
jump @BARON1_2474 

:BARON1_2528
if 
   not Actor.Dead(0@)
jf @BARON1_2605 
0460: set_camera_pointing_time 5.0 1000 
Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0)
Camera.PointAt(390.645, 251.287, 16.578, 1)

:BARON1_2605
if 
   not TIMERB > 5500 // @ > int 
jf @BARON1_2659 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2652 
jump @BARON1_2770 

:BARON1_2652
jump @BARON1_2605 

:BARON1_2659
if 
   not Actor.Dead(0@)
jf @BARON1_2716 
0239: actor 0@ run_to 373.0 257.4 
0411: set_actor 0@ use_pednode_seek 0 
03D1: play_wav 1 
00BC: text_highpriority 'COK1_1' time 2000 1  // Ooh shit!

:BARON1_2716
if 
   not TIMERB > 6500 // @ > int 
jf @BARON1_2770 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2763 
jump @BARON1_2770 

:BARON1_2763
jump @BARON1_2716 

:BARON1_2770
0055: put_player $PLAYER_CHAR at 391.3 251.8 14.4 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0336: set_player $PLAYER_CHAR visible 1 
Object.Create(12@, #BARREL4, 347.5, 417.4, 20.6)
Object.Create(13@, #BARREL4, 352.9, 416.5, 20.6)
if 
   not Actor.Dead(0@)
jf @BARON1_2953 
0395: clear_area 1 at 358.7 277.0 22.5 range 3.0 
Actor.PutAt(0@, 358.7, 277.0, 22.5)
Actor.Angle(0@) = 247.0
01B2: give_actor 0@ weapon 27 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 27 

:BARON1_2953
00BC: text_highpriority 'COK1_7' time 5000 2  // ~g~He's escaped to the roof, keep on his tail but don't kill him!
TIMERB = 0 // @ = int 

:BARON1_2975
if 
80FE:   not actor $PLAYER_ACTOR 0 374.3 265.5 23.5 radius 2.0 2.0 3.0 
jf @BARON1_3120 
wait 0 
if 
   Actor.Dead(0@)
jf @BARON1_3065 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8646 

:BARON1_3065
if 
  TIMERB > 60000 // @ > int 
jf @BARON1_3113 
00BC: text_highpriority 'TEX1_5' time 5000 2  // ~r~He got away!
Actor.DestroyInstantly(0@)
jump @BARON1_8646 

:BARON1_3113
jump @BARON1_2975 

:BARON1_3120
01B5: force_weather 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
04E3: set_player $PLAYER_CHAR mood 1 duration 300000 
if 
   not Actor.Dead(0@)
jf @BARON1_3483 
Camera.SetPosition(357.505, 277.646, 24.28, 0.0, 0.0, 0.0)
Camera.PointAt(358.296, 277.044, 24.171, 2)
0350: set_actor 0@ maintain_position_when_attacked 1 
01ED: clear_actor 0@ threat_search 
011C: actor $PLAYER_ACTOR clear_objective 
0482: set_threat_reaction_range_multiplier 3.0 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_4' time 1000 1  // Loser.
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3400 
0395: clear_area 1 at 373.8 265.3 22.5 range 2.0 
Actor.Create(11@, 5, #NULL, 373.8, 265.3, 22.5)
Actor.Health(11@) = 1000
0446: set_actor 11@ dismemberment_possible 0 
01ED: clear_actor 11@ threat_search 
0243: set_actor 11@ ped_stats_to 16 
Actor.Angle(11@) = 48.0
0482: set_threat_reaction_range_multiplier 2.0 
01C9: actor 0@ kill_actor 11@ 
0055: put_player $PLAYER_CHAR at 349.4 278.0 18.6 
jump @BARON1_3483 

:BARON1_3400
0055: put_player $PLAYER_CHAR at 373.7 265.5 22.5 
0171: set_player $PLAYER_CHAR z_angle_to 50.0 
00DA: 6@ = player $PLAYER_CHAR car 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Object.Create(4@, #FAKETARGET, 371.6, 267.7, 22.0)
02E2: set_actor 0@ weapon_accuracy_to 100 
01D8: actor 0@ destroy_object 4@ 

:BARON1_3483
wait 500 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3540 
if 
   not Actor.Dead(11@)
jf @BARON1_3540 
0372: set_actor 11@ anim 14 wait_state_time 2000 ms 
0372: set_actor $PLAYER_ACTOR anim 14 wait_state_time 2000 ms 

:BARON1_3540
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @BARON1_3594 
if 
   not Car.Wrecked(6@)
jf @BARON1_3594 
04FE: set_vehicle 6@ deflate_tire 0 
04FE: set_vehicle 6@ deflate_tire 1 
Car.Health(6@) = 350

:BARON1_3594
wait 1500 
if 
   not Actor.Dead(0@)
jf @BARON1_3693 
0350: set_actor 0@ maintain_position_when_attacked 0 
01ED: clear_actor 0@ threat_search 
0482: set_threat_reaction_range_multiplier 1.0 
0395: clear_area 1 at 350.5 317.5 18.5 range 2.0 
Actor.PutAt(0@, 350.5, 317.5, 18.5)
0239: actor 0@ run_to 351.6 341.3 

:BARON1_3693
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3744 
Actor.DestroyInstantly(11@)
0055: put_player $PLAYER_CHAR at 373.8 265.3 22.4 
0171: set_player $PLAYER_CHAR z_angle_to 48.0 

:BARON1_3744
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03CF: load_wav 'COK1_2' as 1 
03CF: load_wav 'COK1_5' as 2 
TIMERB = 0 // @ = int 
wait 400 
Player.CanMove($PLAYER_CHAR, True)
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3823 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
053D: clear_actor $PLAYER_ACTOR wait_state 

:BARON1_3823
0395: clear_area 1 at 417.1 464.3 27.4 range 2.0 
if 
   not Actor.Dead(0@)
jf @BARON1_3893 
Car.Create($3220, #BFINJECT, 417.1, 464.3, 27.4)
01EC: make_car $3220 very_heavy 1 

:BARON1_3893
03BA: clear_cars_from_cube 361.9 269.1 26.0 336.5 380.8 15.0 
03BA: clear_cars_from_cube 334.4 381.4 26.0 383.9 478.7 15.0 

:BARON1_3957
if 
   not Actor.InCar(0@, $3220)
jf @BARON1_6229 
wait 0 
if 
   Car.Wrecked($3220)
jf @BARON1_4018 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8646 

:BARON1_4018
if 
   Actor.Dead(0@)
jf @BARON1_4056 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8646 

:BARON1_4056
if 
   not Actor.Dead(0@)
jf @BARON1_5739 
if 
  1@ == 0 // @ == int 
jf @BARON1_5739 
if 
00FE:   actor 0@ 0 351.6 341.3 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4160 
0239: actor 0@ run_to 351.6 347.0 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4160
if 
00FE:   actor 0@ 0 351.6 347.0 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4230 
0239: actor 0@ run_to 350.8 358.0 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4230
if 
00FE:   actor 0@ 0 350.8 358.0 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4300 
0502: set_actor 0@ sprint_to 350.4 375.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4300
if 
00FE:   actor 0@ 0 350.4 375.6 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4370 
0239: actor 0@ run_to 350.4 380.5 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4370
if 
00FE:   actor 0@ 0 350.4 380.5 19.5 radius 1.0 1.0 5.0 
jf @BARON1_4440 
0239: actor 0@ run_to 349.8 389.3 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4440
if 
00FE:   actor 0@ 0 349.8 389.3 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4510 
0502: set_actor 0@ sprint_to 346.0 405.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4510
if 
00FE:   actor 0@ 0 346.0 405.6 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4580 
0502: set_actor 0@ sprint_to 349.9 415.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4580
if 
00FE:   actor 0@ 0 349.9 415.8 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4650 
0239: actor 0@ run_to 355.1 423.7 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4650
if 
  3@ == 0 // @ == int 
jf @BARON1_4716 
if 
  TIMERB > 60000 // @ > int 
jf @BARON1_4716 
00BC: text_highpriority 'TEX1_5' time 5000 2  // ~r~He got away!
Actor.DestroyInstantly(0@)
jump @BARON1_8646 

:BARON1_4716
if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
jf @BARON1_5329 
if 
00F5:   player $PLAYER_CHAR 0 355.1 423.7 20.6 radius 10.0 11.0 7.0 
jf @BARON1_4860 
if 
03D0:   wav 2 loaded 
jf @BARON1_4846 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_5' time 2000 1  // You better keep on running, asshole!

:BARON1_4846
7@ = 1 // @ = int 
3@ = 1 // @ = int 

:BARON1_4860
if 
  3@ == 0 // @ == int 
jf @BARON1_5291 
0192: set_actor 0@ objective_to_stand_still 
if 
00F5:   player $PLAYER_CHAR 0 352.4 415.3 25.0 radius 10.0 20.0 7.0 
jf @BARON1_5284 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(357.699, 429.507, 19.518, 0.0, 0.0, 0.0)
Camera.PointAt(357.237, 428.62, 19.533, 2)
Actor.PutAt(0@, 356.6, 428.2, 18.1)
Actor.Angle(0@) = 158.0
if 
03D0:   wav 1 loaded 
jf @BARON1_5057 
03D1: play_wav 1 
00BC: text_highpriority 'COK1_2' time 2000 1  // Too slow grandad!

:BARON1_5057
wait 600 
if 
   not Actor.Dead(0@)
jf @BARON1_5093 
02E2: set_actor 0@ weapon_accuracy_to 100 
01D8: actor 0@ destroy_object 13@ 

:BARON1_5093
wait 500 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $3219 = create_fire_at 349.5 416.6 20.6 
wait 900 
if 
   not Actor.Dead(0@)
jf @BARON1_5218 
011C: actor 0@ clear_objective 
0350: set_actor 0@ maintain_position_when_attacked 0 
01ED: clear_actor 0@ threat_search 
0502: set_actor 0@ sprint_to 366.0 444.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5218
Actor.Angle($PLAYER_ACTOR) = 344.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
03D0:   wav 2 loaded 
jf @BARON1_5277 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_5' time 2000 1  // You better keep on running, asshole!

:BARON1_5277
3@ = 1 // @ = int 

:BARON1_5284
jump @BARON1_5329 

:BARON1_5291
if 
   not Actor.Dead(0@)
jf @BARON1_5329 
0502: set_actor 0@ sprint_to 360.4 432.9 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5329
if 
   not Actor.Dead(0@)
jf @BARON1_5739 
if 
00FE:   actor 0@ 0 366.0 444.6 19.7 radius 1.0 1.0 5.0 
jf @BARON1_5415 
0502: set_actor 0@ sprint_to 374.0 456.3 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5415
if 
00FE:   actor 0@ 0 374.0 456.3 19.7 radius 1.0 1.0 5.0 
jf @BARON1_5485 
0239: actor 0@ run_to 374.2 465.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5485
if 
00FE:   actor 0@ 0 374.2 465.8 19.4 radius 1.0 1.0 5.0 
jf @BARON1_5739 
if 
  5@ == 0 // @ == int 
jf @BARON1_5739 
if 
   not Car.Wrecked($3220)
jf @BARON1_5739 
03AB: set_car $3220 strong 1 
Car.PutAt($3220, 368.4, 478.6, 10.4)
0129: 8@ = create_actor 9 #SGA in_car $3220 driverseat 
01B2: give_actor 8@ weapon 27 ammo 30000 // Load the weapon model before using this 
0243: set_actor 8@ ped_stats_to 16 
01ED: clear_actor 8@ threat_search 
Car.Angle($3220) = 311.0
Car.SetMaxSpeed($3220, 0.0)
0239: actor 0@ run_to 375.5 471.4 
0411: set_actor 0@ use_pednode_seek 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(382.421, 481.019, 12.024, 0.0, 0.0, 0.0)
Camera.PointAt(381.675, 480.371, 12.177, 2)
5@ = 1 // @ = int 

:BARON1_5739
if and
  2@ == 1 // @ == int 
  3@ == 1 // @ == int 
jf @BARON1_5843 
if 
   not Actor.Dead(0@)
jf @BARON1_5843 
if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
jf @BARON1_5843 
0239: actor 0@ run_to 366.0 444.6 

:BARON1_5843
if 
  7@ == 1 // @ == int 
jf @BARON1_5940 
if 
   not Actor.Dead(0@)
jf @BARON1_5940 
if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
jf @BARON1_5940 
0239: actor 0@ run_to 366.0 444.6 

:BARON1_5940
if or
0366:   object 12@ damaged 
0366:   object 13@ damaged 
jf @BARON1_6071 
if 
  2@ == 0 // @ == int 
jf @BARON1_6071 
if 
  3@ == 0 // @ == int 
jf @BARON1_6071 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $3219 = create_fire_at 349.5 416.6 20.6 
2@ = 1 // @ = int 
3@ = 1 // @ = int 

:BARON1_6071
if 
   not Actor.Dead(0@)
jf @BARON1_6184 
if 
  1@ == 0 // @ == int 
jf @BARON1_6184 
if 
00FE:   actor 0@ 0 375.5 471.4 14.1 radius 3.0 3.0 5.0 
jf @BARON1_6184 
if 
   not Car.Wrecked($3220)
jf @BARON1_6184 
01D4: actor 0@ go_to_car $3220 and_enter_it_as_a_passenger 
1@ = 1 // @ = int 

:BARON1_6184
if 
   Car.Wrecked($3220)
jf @BARON1_6222 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8646 

:BARON1_6222
jump @BARON1_3957 

:BARON1_6229
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'COK1_8' time 15000 2  // ~g~Quick! Grab some wheels and follow him!
wait 2000 
if 
   not Actor.Dead(0@)
jf @BARON1_6452 
if 
   not Car.Wrecked($3220)
jf @BARON1_6452 
0489: set_actor 0@ muted 0 
011C: actor 0@ clear_objective 
0362: put_actor 0@ at 349.4 278.0 18.6 and_remove_from_car 
0464: put_actor 0@ into_turret_on_car $3220 at_car_offset 0.4 0.0 1.0 position 2 angle 180.0 with_weapon 27 
011A: set_actor 0@ search_threat 1 
02E2: set_actor 0@ weapon_accuracy_to 50 
01CA: actor 0@ kill_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
if 
   not Car.Wrecked($3220)
jf @BARON1_6452 
Car.DriveTo($3220, 541.1, 482.6, 10.8)
Car.SetMaxSpeed($3220, 18.0)
00AE: set_vehicle $3220 traffic_behavior_to 2 

:BARON1_6452
TIMERA = 0 // @ = int 
if 
   not Actor.Dead(0@)
jf @BARON1_6475 

:BARON1_6475
if or
80F5:   not player $PLAYER_CHAR 0 34.9 1086.8 14.5 radius 20.0 20.0 10.0 
80FE:   not actor 0@ 0 34.9 1086.8 14.5 radius 15.0 15.0 10.0 
jf @BARON1_8431 
wait 0 
if 
   Actor.Dead(0@)
jf @BARON1_6602 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8646 

:BARON1_6602
if 
80E9:   not player $PLAYER_CHAR 0 0@ radius 198.0 198.0 
jf @BARON1_6655 
00BC: text_highpriority 'TEX1_5' time 5000 2  // ~r~He got away!
jump @BARON1_8646 

:BARON1_6655
if 
   not Actor.Dead(0@)
jf @BARON1_7594 
if 
   not Actor.Dead(8@)
jf @BARON1_6756 
if 
   not Car.Wrecked($3220)
jf @BARON1_6756 
if 
   not Actor.InCar(8@, $3220)
jf @BARON1_6735 
0465: remove_actor 0@ from_turret_mode 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON1_6735
if 
02BF:   car $3220 sunk 
jf @BARON1_6756 
0465: remove_actor 0@ from_turret_mode 

:BARON1_6756
if 
   not Actor.Dead(0@)
jf @BARON1_6869 
if 
   not Car.Wrecked($3220)
jf @BARON1_6869 
if 
   not Actor.InCar(0@, $3220)
jf @BARON1_6869 
if 
   not Actor.Dead(8@)
jf @BARON1_6859 
if 
   not Actor.InCar(8@, $3220)
jf @BARON1_6852 
Car.SetMaxSpeed($3220, 0.0)

:BARON1_6852
jump @BARON1_6869 

:BARON1_6859
Car.SetMaxSpeed($3220, 0.0)

:BARON1_6869
if 
   not Car.Wrecked($3220)
jf @BARON1_6982 
if 
00DC:   player $PLAYER_CHAR in_car $3220 
jf @BARON1_6982 
if 
   not Actor.Dead(0@)
jf @BARON1_6982 
0465: remove_actor 0@ from_turret_mode 
if 
   not Car.Wrecked($3220)
jf @BARON1_6982 
if 
  TIMERA > 1000 // @ > int 
jf @BARON1_6982 
0319: set_actor 0@ running 1 
01D5: actor 0@ go_to_and_drive_car $3220 
TIMERA = 0 // @ = int 

:BARON1_6982
if 
   Actor.Dead(8@)
jf @BARON1_7101 
if 
   not Car.Wrecked($3220)
jf @BARON1_7101 
0465: remove_actor 0@ from_turret_mode 
if 
0185:   car $3220 health > 269 
jf @BARON1_7063 
01D5: actor 0@ go_to_and_drive_car $3220 
Car.SetMaxSpeed($3220, 0.0)
jump @BARON1_7101 

:BARON1_7063
if 
  TIMERA > 1500 // @ > int 
jf @BARON1_7101 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
TIMERA = 0 // @ = int 

:BARON1_7101
if 
  $3221 == 0 // $ == int 
jf @BARON1_7202 
if 
   not Car.Wrecked($3220)
jf @BARON1_7202 
if 
01F4:   car $3220 flipped 
jf @BARON1_7202 
if 
   not Actor.InCar(0@, $3220)
jf @BARON1_7187 
0465: remove_actor 0@ from_turret_mode 
0377: set_actor 0@ steal_any_car 
jump @BARON1_7195 

:BARON1_7187
01D3: actor 0@ leave_car $3220 

:BARON1_7195
$3221 = 1 // $ = int 

:BARON1_7202
if 
   not Car.Wrecked($3220)
jf @BARON1_7482 
if 
8185:   not car $3220 health > 270 
jf @BARON1_7475 
Car.SetMaxSpeed($3220, 10.0)
0465: remove_actor 0@ from_turret_mode 
if 
   Actor.InCar(0@, $3220)
jf @BARON1_7363 
01D3: actor 0@ leave_car $3220 

:BARON1_7279
if 
   Actor.InCar(0@, $3220)
jf @BARON1_7363 
wait 0 
if 
   Actor.Dead(0@)
jf @BARON1_7340 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8646 

:BARON1_7340
if 
   Car.Wrecked($3220)
jf @BARON1_7356 

:BARON1_7356
jump @BARON1_7279 

:BARON1_7363
if 
   Actor.Driving(0@)
jf @BARON1_7437 
00D9: $3220 = actor 0@ car // add to mission cleanup 
if 
   not Car.Wrecked($3220)
jf @BARON1_7430 
Car.DriveTo($3220, 34.9, 1086.8, 14.5)
00AE: set_vehicle $3220 traffic_behavior_to 2 

:BARON1_7430
jump @BARON1_7475 

:BARON1_7437
if 
  TIMERA > 1500 // @ > int 
jf @BARON1_7475 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
TIMERA = 0 // @ = int 

:BARON1_7475
jump @BARON1_7594 

:BARON1_7482
if 
   Actor.Driving(0@)
jf @BARON1_7556 
00D9: $3220 = actor 0@ car // add to mission cleanup 
if 
   not Car.Wrecked($3220)
jf @BARON1_7549 
Car.DriveTo($3220, 34.9, 1086.8, 14.5)
00AE: set_vehicle $3220 traffic_behavior_to 2 

:BARON1_7549
jump @BARON1_7594 

:BARON1_7556
if 
  TIMERA > 1500 // @ > int 
jf @BARON1_7594 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
TIMERA = 0 // @ = int 

:BARON1_7594
if 
   not Actor.Dead(8@)
jf @BARON1_7921 
if 
   not Car.Wrecked($3220)
jf @BARON1_7921 
if 
   Actor.InCar(8@, $3220)
jf @BARON1_7921 
if 
00E9:   player $PLAYER_CHAR 0 0@ radius 50.0 50.0 
jf @BARON1_7700 
Car.SetMaxSpeed($3220, 34.0)
02E2: set_actor 0@ weapon_accuracy_to 60 
jump @BARON1_7717 

:BARON1_7700
Car.SetMaxSpeed($3220, 18.0)
02E2: set_actor 0@ weapon_accuracy_to 50 

:BARON1_7717
if 
00FE:   actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 
jf @BARON1_7785 
Car.DriveTo($3220, 527.9, 974.9, 17.6)

:BARON1_7785
if 
00FE:   actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 
jf @BARON1_7853 
Car.DriveTo($3220, 455.1, 1285.5, 17.3)

:BARON1_7853
if 
00FE:   actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 
jf @BARON1_7921 
Car.DriveTo($3220, 266.2, 1139.9, 21.1)

:BARON1_7921
if 
   not Actor.Dead(0@)
jf @BARON1_8234 
if 
   not Car.Wrecked($3220)
jf @BARON1_8234 
if 
   Actor.InCar(0@, $3220)
jf @BARON1_8234 
if 
00E9:   player $PLAYER_CHAR 0 0@ radius 50.0 50.0 
jf @BARON1_8020 
Car.SetMaxSpeed($3220, 34.0)
jump @BARON1_8030 

:BARON1_8020
Car.SetMaxSpeed($3220, 20.0)

:BARON1_8030
if 
00FE:   actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 
jf @BARON1_8098 
Car.DriveTo($3220, 527.9, 974.9, 17.6)

:BARON1_8098
if 
00FE:   actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 
jf @BARON1_8166 
Car.DriveTo($3220, 455.1, 1285.5, 17.3)

:BARON1_8166
if 
00FE:   actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 
jf @BARON1_8234 
Car.DriveTo($3220, 266.2, 1139.9, 21.1)

:BARON1_8234
if 
00FE:   actor 0@ 0 266.2 1139.9 21.1 radius 8.0 8.0 6.0 
jf @BARON1_8318 
if 
   not Car.Wrecked($3220)
jf @BARON1_8318 
Car.DriveTo($3220, 34.9, 1086.8, 14.5)

:BARON1_8318
if or
0366:   object 12@ damaged 
0366:   object 13@ damaged 
jf @BARON1_8424 
if 
  2@ == 0 // @ == int 
jf @BARON1_8424 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $3219 = create_fire_at 349.5 416.6 20.6 
2@ = 1 // @ = int 

:BARON1_8424
jump @BARON1_6475 

:BARON1_8431
Player.CanMove($PLAYER_CHAR, False)
wait 0 
02A3: enable_widescreen 1 
if 
   not Actor.Dead(0@)
jf @BARON1_8565 
if 
   Actor.Driving(0@)
jf @BARON1_8498 
0362: put_actor 0@ at 56.4 1081.1 15.0 and_remove_from_car 

:BARON1_8498
0465: remove_actor 0@ from_turret_mode 
01ED: clear_actor 0@ threat_search 
011C: actor 0@ clear_objective 
Actor.PutAt(0@, 56.4, 1081.1, 15.0)
Actor.Angle(0@) = 275.0
0239: actor 0@ run_to 72.4 1082.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_8565
Camera.SetPosition(79.834, 1069.695, 14.212, 0.0, 0.0, 0.0)
Camera.PointAt(79.273, 1070.427, 14.597, 2)
wait 3000 
Actor.DestroyInstantly(0@)
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
jump @BARON1_8663 

:BARON1_8646
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BARON1_8663
$PASSED_COK1_THE_CHASE = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'COK_1'  // The Chase
030C: progress_made += 1 
$1172 = 1 // $ = int 
$1178 = 1 // $ = int 
start_new_script @BAR2 
return 

:BARON1_8743
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($365)
Model.Destroy(#BFINJECT)
Model.Destroy(#RUGER)
Model.Destroy(#BARREL4)
Model.Destroy(#FAGGIO)
Model.Destroy(#FAKETARGET)
Model.Destroy(#SGA)
Car.RemoveReferences($3220)
Actor.RemoveReferences(0@)
Actor.RemoveReferences(8@)
0296: unload_special_actor 5 
0482: set_threat_reaction_range_multiplier 0.0 
014C: set_parked_car_generator $2285 cars_to_generate_to 101 
if 
   not Car.Wrecked($3220)
jf @BARON1_8838 
03AB: set_car $3220 strong 0 

:BARON1_8838
$ONMISSION = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
01B7: release_weather 
Actor.DestroyInstantly(11@)
Object.RemoveReferences(12@)
Object.RemoveReferences(13@)
031A: remove_all_fires 
mission_cleanup 
return 

//-------------Mission 13---------------
// Originally: Phnom Penh '86

:BARON2
gosub @BARON2_36 
if 
wasted_or_busted 
jf @BARON2_27 
gosub @BARON2_13925 

:BARON2_27
gosub @BARON2_14608 
terminate_this_script 

:BARON2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'BARON2' 
wait 0 
054C: use_GXT_table 'BARON2' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
$342 = 0 // $ = int 
$343 = 0 // $ = int 
$344 = 0 // $ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
15@ = 0 // @ = int 
$3267 = 0 // $ = int 
$3250 = 0 // $ = int 
5@ = 0 // @ = int 
$3230 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
select_interior 2 
04F9: set_extra_colors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'IGBUDDY' 
Model.Load(#MAVERICK)
02F3: load_object #CUTOBJ01 'DZPLANT' 
02F3: load_object #CUTOBJ02 'COLPHON' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON2_332
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
   not Model.Available(#MAVERICK)
jf @BARON2_375 
wait 0 
jump @BARON2_332 

:BARON2_375
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BARON2_407 
wait 0 
jump @BARON2_375 

:BARON2_407
02E4: load_cutscene_data 'COK_2A' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $464 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $464 'CSDIAZ' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $3248 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3248 'DZPLANT' 
02E5: $443 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $443 'COLPHON' 
0395: clear_area 1 at -379.2 -536.4 16.2 range 1.0 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON2_667
if 
  4424 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_702 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_667 

:BARON2_702
00BC: text_highpriority 'COK2_A' time 10000 1  // What kind of incompetent fool are you?

:BARON2_717
if 
  6836 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_752 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_717 

:BARON2_752
00BC: text_highpriority 'COK2_B' time 10000 1  // FOOL! FOOL! FOOL! FOOL!

:BARON2_767
if 
  12564 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_802 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_767 

:BARON2_802
00BC: text_highpriority 'COK2_C' time 10000 1  // Tommy!

:BARON2_817
if 
  13816 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_852 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_817 

:BARON2_852
00BC: text_highpriority 'COK2_D' time 10000 1  // What, Ricardo?

:BARON2_867
if 
  15862 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_902 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_867 

:BARON2_902
00BC: text_highpriority 'COK2_E' time 10000 1  // These idiots - they always trying to screw you.

:BARON2_917
if 
  17918 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_917 

:BARON2_952
00BC: text_highpriority 'COK2_F' time 10000 1  // That's the problem with this business.

:BARON2_967
if 
  20021 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1002 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_967 

:BARON2_1002
00BC: text_highpriority 'COK2_G' time 10000 1  // What do you think you're doing?

:BARON2_1017
if 
  24585 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1052 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1017 

:BARON2_1052
00BC: text_highpriority 'COK2_H' time 10000 1  // These pricks have failed me miserably,

:BARON2_1067
if 
  27367 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1102 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1067 

:BARON2_1102
00BC: text_highpriority 'COK2_I' time 10000 1  // Soon any mom and pop will think they can sell gallo in Vice City.

:BARON2_1117
if 
  32111 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1152 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1117 

:BARON2_1152
00BC: text_highpriority 'COK2_J' time 10000 1  // What next, huh? The stinking Mafia?!

:BARON2_1167
if 
  35328 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1204 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1167 

:BARON2_1204
00BC: text_highpriority 'COK2_K' time 10000 1  // That gang place is a fortress at ground level,

:BARON2_1219
if 
  39729 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1256 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1219 

:BARON2_1256
00BC: text_highpriority 'COK2_L' time 10000 1  // so Quentin here - Quentin! QUENTIN!

:BARON2_1271
if 
  41796 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1308 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1271 

:BARON2_1308
00BC: text_highpriority 'COK2_M' time 10000 1  // He'll fly you over the area!

:BARON2_1323
if 
  44036 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1360 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1323 

:BARON2_1360
00BC: text_highpriority 'COK2_N' time 10000 1  // Eradicate them!

:BARON2_1375
if 
  45599 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1412 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1375 

:BARON2_1412
00BC: text_highpriority 'COK2_O' time 10000 1  // What do you think you're doing?

:BARON2_1427
if 
  48599 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1464 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1427 

:BARON2_1464
00BE: text_clear_all 

:BARON2_1466
if 
  49960 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1503 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1466 

:BARON2_1503
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04FA: clear_extra_colors_with_fade 0 
fade 0 1500 
00BA: text_styled 'COK_2' 15000 ms 2  // Phnom Penh '86

:BARON2_1551
if 
fading 
jf @BARON2_1575 
wait 0 
jump @BARON2_1551 

:BARON2_1575
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'CSCHOPB' 
038B: load_requested_models 

:BARON2_1623
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
jf @BARON2_1658 
wait 0 
jump @BARON2_1623 

:BARON2_1658
select_interior 0 
Camera.SetAtPos(-380.9, -565.7, 40.0)
02E4: load_cutscene_data 'COK_2B' 
0244: set_cutscene_pos -390.8 -573.877 40.1 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $439 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $451 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $451 'CSCHOPB' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON2_1796
if 
  130 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1831 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1796 

:BARON2_1831
00BC: text_highpriority 'COK2_P' time 10000 1  // What are you doing here?

:BARON2_1846
if 
  1110 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1881 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1846 

:BARON2_1881
00BC: text_highpriority 'COK2_Q' time 10000 1  // Hey, I've been asking around and it's obvious

:BARON2_1896
if 
  3040 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1931 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1896 

:BARON2_1931
00BC: text_highpriority 'COK2_R' time 10000 1  // that Diaz jumped the deal and iced my brother.

:BARON2_1946
if 
  5010 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1981 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1946 

:BARON2_1981
00BC: text_highpriority 'COK2_S' time 10000 1  // And he'll kill you, too!

:BARON2_1996
if 
  6070 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2031 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1996 

:BARON2_2031
00BC: text_highpriority 'COK2_T' time 10000 1  // I can take Diaz!

:BARON2_2046
if 
  7050 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2081 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2046 

:BARON2_2081
00BC: text_highpriority 'COK2_U' time 10000 1  // No - listen to me! I'll handle Diaz -

:BARON2_2096
if 
  10040 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2131 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2096 

:BARON2_2131
00BC: text_highpriority 'COK2_V' time 10000 1  // - he's beginning to trust me.

:BARON2_2146
if 
  11500 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2181 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2146 

:BARON2_2181
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:BARON2_2192
if 
fading 
jf @BARON2_2216 
wait 0 
jump @BARON2_2192 

:BARON2_2216
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#M60)
Model.Load(#TEC9)
Model.Load(#BOBCAT)
Model.Load(#BARREL4)
Model.Load(#RUGER)
Model.Load(#GANGBUR)
Model.Load(#SPARROW)
023C: load_special_actor 5 'SGC' 
038B: load_requested_models 

:BARON2_2292
if or
   not Model.Available(#SGA)
   not Model.Available(#SGB)
   not Model.Available(#M60)
   not Model.Available(#TEC9)
   not Model.Available(#BOBCAT)
823D:   not special_actor 5 loaded 
jf @BARON2_2341 
wait 0 
jump @BARON2_2292 

:BARON2_2341
if or
   not Model.Available(#BARREL4)
   not Model.Available(#RUGER)
   not Model.Available(#SPARROW)
   not Model.Available(#GANGBUR)
jf @BARON2_2383 
wait 0 
jump @BARON2_2341 

:BARON2_2383
Car.Create($3225, #MAVERICK, -391.0, -573.0, -100.0)
0229: set_car $3225 color_to 3 1 
Car.Health($3225) = 4200
023C: load_special_actor 6 'SPANDXA' 
Model.Load(#MARQUIS)
Model.Load(#RIO)
Model.Load(#SEASPAR)
Model.Load(#WMYGO)
Model.Load(#CADDY)
0482: set_threat_reaction_range_multiplier 2.0 
if 
   not Car.Wrecked($3225)
jf @BARON2_2634 
$3227 = Car.Health($3225)
03C4: set_status_text_to $3227 1 'COK2_24'  // Heli Health:
gosub @BARON2_14897 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $3225 driverseat 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
04A2: heli $3225 fly_to -375.155 -548.155 48.266 speed 20 
Camera.SetPosition(-386.772, -581.461, 40.134, 0.0, 0.0, 0.0)
Camera.PointAt(-387.379, -580.692, 40.335, 2)
04DF: set_heli $3225 lean_and_thrust_limiter 1 
041E: set_radio_station 3 -1 

:BARON2_2634
wait 500 
fade 1 1000 
wait 6000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color 1 1 1 
043C: set_game_sounds_disable_on_fade 0 
fade 0 500 
wait 500 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BARON2_2725 
012A: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 and_remove_from_car 

:BARON2_2725
if 
   not Car.Wrecked($3225)
jf @BARON2_2773 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $3225 at_car_offset -1.4 1.0 -0.1 position 1 angle 90.0 with_weapon 32 

:BARON2_2773
Camera.Restore_WithJumpCut
fade 1 500 
if 
   Model.Available(#MARQUIS)
jf @BARON2_2821 
Car.Create($3244, #MARQUIS, -363.6, -226.7, 5.5)

:BARON2_2821
if 
80F5:   not player $PLAYER_CHAR 0 89.1 1084.0 39.0 radius 6.0 6.0 6.0 
jf @BARON2_5580 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_2906 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_2906
gosub @BARON2_14897 
if 
00F5:   player $PLAYER_CHAR 0 -375.0 -548.0 48.266 radius 6.0 6.0 6.0 
jf @BARON2_2983 
04A2: heli $3225 fly_to -366.0 -346.0 50.0 speed 50 

:BARON2_2983
if 
00F5:   player $PLAYER_CHAR 0 -366.0 -346.0 50.0 radius 6.0 6.0 6.0 
jf @BARON2_3233 
04A2: heli $3225 fly_to -264.0 46.2 15.0 speed 70 
0169: set_fade_color 0 0 0 
if 
  10@ == 0 // @ == int 
jf @BARON2_3151 
Car.Create(6@, #SEASPAR, -110.0, 692.4, 70.0)
Car.Health(6@) = 500
0129: 8@ = create_actor 4 #SGA in_car 6@ driverseat 
04A2: heli 6@ fly_to -110.0 -48.2 38.0 speed 2 
10@ = 1 // @ = int 

:BARON2_3151
if 
  11@ == 0 // @ == int 
jf @BARON2_3233 
Car.Create(7@, #SPARROW, -108.0, 720.4, 68.0)
0129: 9@ = create_actor 4 #SGA in_car 7@ driverseat 
04A2: heli 7@ fly_to -108.0 -48.2 40.0 speed 7 
11@ = 1 // @ = int 

:BARON2_3233
if 
00F5:   player $PLAYER_CHAR 0 -264.0 46.2 15.0 radius 6.0 6.0 6.0 
jf @BARON2_3642 
04A2: heli $3225 fly_to 17.9 1035.5 34.2 speed 40 
if 
  $3230 == 0 // $ == int 
jf @BARON2_3642 
Car.Destroy($3244)
if 
023D:   special_actor 6 loaded 
jf @BARON2_3365 
Actor.Create($3232, 4, #SPECIAL06, -261.6, 62.4, 26.2)

:BARON2_3365
Car.Create($3244, #MARQUIS, -211.6, 394.1, 5.5)
Car.Health($3244) = 500
Car.Angle($3244) = 238.0
Car.Create($3245, #RIO, -193.1, 384.0, 5.5)
Car.Health($3245) = 500
Car.Angle($3245) = 119.0
Car.Create($3246, #MARQUIS, -222.9, 363.8, 5.5)
Car.Health($3246) = 500
Actor.Create($3233, 4, #WMYGO, -151.4, 493.2, 15.3)
0243: set_actor $3233 ped_stats_to 39 
Actor.Create($3234, 4, #WMYGO, -150.5, 496.3, 15.4)
0243: set_actor $3234 ped_stats_to 39 
03F9: make_actors $3233 $3234 converse_in 999999 ms 
Car.Create($3256, #CADDY, -145.6, 496.0, 14.8)
Car.Health($3256) = 500
Car.Angle($3256) = 58.0
Car.Create($3231, #CADDY, -148.8, 490.1, 14.8)
Car.Health($3231) = 500
Car.Angle($3231) = 90.0
$3230 = 1 // $ = int 

:BARON2_3642
if 
00F5:   player $PLAYER_CHAR 0 17.9 1035.5 34.2 radius 6.0 6.0 6.0 
jf @BARON2_4265 
04A2: heli $3225 fly_to 87.0 1087.6 38.0 speed 50 
if 
  $3242 == 0 // $ == int 
jf @BARON2_4265 
Car.Destroy(6@)
Car.Destroy(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Car.Destroy($3244)
Car.Destroy($3245)
Car.Destroy($3246)
Car.Destroy($3256)
Car.Destroy($3231)
Model.Destroy(#SPARROW)
Model.Destroy(#MARQUIS)
Model.Destroy(#RIO)
Model.Destroy(#SEASPAR)
Model.Destroy(#CADDY)
Model.Destroy(#WMYGO)
0296: unload_special_actor 6 
if 
   not Car.Wrecked($3225)
jf @BARON2_4189 
Actor.Create($3232, 4, #SGA, 70.9, 1106.4, -100.0)
0350: set_actor $3232 maintain_position_when_attacked 1 
01D9: actor $3232 destroy_car $3225 
011A: set_actor $3232 search_threat 1 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Actor.Create($3233, 4, #SGB, 75.0, 1106.9, -100.0)
0350: set_actor $3233 maintain_position_when_attacked 1 
01D9: actor $3233 destroy_car $3225 
011A: set_actor $3233 search_threat 1 
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3233 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50
Actor.Create($3234, 4, #SGA, 71.5, 1099.0, -100.0)
0350: set_actor $3234 maintain_position_when_attacked 1 
01D9: actor $3234 destroy_car $3225 
011A: set_actor $3234 search_threat 1 
022D: set_actor $3234 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3234 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3234) = 50
Actor.Create($3235, 4, #SGB, 78.4, 1101.6, -100.0)
0350: set_actor $3235 maintain_position_when_attacked 1 
01D9: actor $3235 destroy_car $3225 
011A: set_actor $3235 search_threat 1 
022D: set_actor $3235 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3235 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3235) = 50
Actor.Create($3236, 4, #SGA, 76.0, 1095.6, -100.0)
0350: set_actor $3236 maintain_position_when_attacked 1 
01D9: actor $3236 destroy_car $3225 
011A: set_actor $3236 search_threat 1 
022D: set_actor $3236 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3236 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50

:BARON2_4189
Object.Create($3262, #BARREL4, 65.6, 1104.6, 31.5)
Object.Create($3263, #BARREL4, 65.7, 1107.5, 31.5)
Object.Create($3264, #BARREL4, 86.7, 1114.3, 31.5)
$3242 = 1 // $ = int 

:BARON2_4265
if 
  $339 == 0 // $ == int 
jf @BARON2_4436 
if 
  $334 == 0 // $ == int 
jf @BARON2_4339 
03CF: load_wav 'COK2_1' as 1 
03CF: load_wav 'COK2_2' as 2 
$334 = 1 // $ = int 
jump @BARON2_4346 

:BARON2_4339
gosub @BARON2_15076 

:BARON2_4346
if 
  $335 == 1 // $ == int 
jf @BARON2_4436 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_1' time 5000 2  // One thing puzzling me, What's with 'Quentin!?
if 
03D2:   wav 1 ended 
jf @BARON2_4436 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_2' time 5000 2  // I dunno, I always kinda liked it...Quentin Vance...
$339 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_4436
if and
  $339 == 1 // $ == int 
  $340 == 0 // $ == int 
  TIMERB > 3000 // @ > int 
jf @BARON2_4622 
if 
  $334 == 0 // $ == int 
jf @BARON2_4525 
03CF: load_wav 'COK2_3' as 1 
03CF: load_wav 'COK2_4' as 2 
$334 = 1 // $ = int 
jump @BARON2_4532 

:BARON2_4525
gosub @BARON2_15076 

:BARON2_4532
if 
  $335 == 1 // $ == int 
jf @BARON2_4622 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_3' time 5000 2  // Vance? Your name's Lance Vance?
if 
03D2:   wav 1 ended 
jf @BARON2_4622 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_4' time 5000 2  // Hey! I got enough of that at school!
$340 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_4622
if and
  $340 == 1 // $ == int 
  $341 == 0 // $ == int 
  TIMERB > 3000 // @ > int 
jf @BARON2_4822 
if 
  $334 == 0 // $ == int 
jf @BARON2_4711 
03CF: load_wav 'COK2_8D' as 1 
03CF: load_wav 'COK2_7B' as 2 
$334 = 1 // $ = int 
jump @BARON2_4718 

:BARON2_4711
gosub @BARON2_15076 

:BARON2_4718
if 
  $335 == 1 // $ == int 
jf @BARON2_4822 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_13' time 4000 2  // Lance Vance. Poor bastard.
if 
03D2:   wav 1 ended 
jf @BARON2_4822 
if 
  TIMERB > 6000 // @ > int 
jf @BARON2_4822 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_8' time 4000 2  // Where the hell are we headed anyway?
$341 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_4822
if and
  $341 == 1 // $ == int 
  $342 == 0 // $ == int 
  TIMERB > 2000 // @ > int 
jf @BARON2_5022 
if 
  $334 == 0 // $ == int 
jf @BARON2_4911 
03CF: load_wav 'COK2_7C' as 1 
03CF: load_wav 'COK2_5' as 2 
$334 = 1 // $ = int 
jump @BARON2_4918 

:BARON2_4911
gosub @BARON2_15076 

:BARON2_4918
if 
  $335 == 1 // $ == int 
jf @BARON2_5022 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_9' time 5000 2  // Prawn Island.
if 
03D2:   wav 1 ended 
jf @BARON2_5022 
if 
  TIMERB > 4000 // @ > int 
jf @BARON2_5022 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_5' time 5000 2  // You ever fired one of those from a whirly?
$342 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_5022
if and
  $342 == 1 // $ == int 
  $343 == 0 // $ == int 
  TIMERB > 3000 // @ > int 
jf @BARON2_5222 
if 
  $334 == 0 // $ == int 
jf @BARON2_5111 
03CF: load_wav 'COK2_6' as 1 
03CF: load_wav 'COK2_9' as 2 
$334 = 1 // $ = int 
jump @BARON2_5118 

:BARON2_5111
gosub @BARON2_15076 

:BARON2_5118
if 
  $335 == 1 // $ == int 
jf @BARON2_5222 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_6' time 3000 2  // No. I'll get a bit of practice on the way though.
if 
03D2:   wav 1 ended 
jf @BARON2_5222 
if 
  TIMERB > 12000 // @ > int 
jf @BARON2_5222 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_14' time 5000 2  // Ok, we're almost there.
$343 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_5222
if and
  $343 == 1 // $ == int 
  $344 == 0 // $ == int 
  TIMERB > 2000 // @ > int 
jf @BARON2_5408 
if 
  $334 == 0 // $ == int 
jf @BARON2_5311 
03CF: load_wav 'COK210A' as 1 
03CF: load_wav 'COK210B' as 2 
$334 = 1 // $ = int 
jump @BARON2_5318 

:BARON2_5311
gosub @BARON2_15076 

:BARON2_5318
if 
  $335 == 1 // $ == int 
jf @BARON2_5408 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_15' time 5000 2  // We'll make a couple of passes.
if 
03D2:   wav 1 ended 
jf @BARON2_5408 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK2_16' time 5000 2  // So take out as many guns as you can.
$344 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_5408
if and
  $344 == 1 // $ == int 
  14@ == 0 // @ == int 
  TIMERB > 2500 // @ > int 
jf @BARON2_5573 
if 
  $334 == 0 // $ == int 
jf @BARON2_5485 
03CF: load_wav 'COK210C' as 1 
$334 = 1 // $ = int 
jump @BARON2_5507 

:BARON2_5485
if 
03D0:   wav 1 loaded 
jf @BARON2_5507 
$335 = 1 // $ = int 

:BARON2_5507
if 
  $335 == 1 // $ == int 
jf @BARON2_5573 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_17' time 4000 2  // Then I'll set you down and you're on your way.
if 
03D2:   wav 1 ended 
jf @BARON2_5573 
14@ = 1 // @ = int 
gosub @BARON2_15104 

:BARON2_5573
jump @BARON2_2821 

:BARON2_5580
if 
   not Car.Wrecked($3225)
jf @BARON2_5606 
04D0: force_heli $3225 looking_angle_to 270.0 

:BARON2_5606
gosub @BARON2_14934 

:BARON2_5613
if 
   not $3226 == 5 // $ == int 
jf @BARON2_5838 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_5668 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_5668
gosub @BARON2_14897 
gosub @BARON2_15127 
if 
  TIMERB > 50000 // @ > int 
jf @BARON2_5710 
jump @BARON2_5838 

:BARON2_5710
if 
  $339 == 0 // $ == int 
jf @BARON2_5831 
if 
  $334 == 0 // $ == int 
jf @BARON2_5772 
03CF: load_wav 'COK2_13' as 1 
$334 = 1 // $ = int 
jump @BARON2_5794 

:BARON2_5772
if 
03D0:   wav 1 loaded 
jf @BARON2_5794 
$335 = 1 // $ = int 

:BARON2_5794
if 
  $335 == 1 // $ == int 
jf @BARON2_5831 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_20' time 4000 2  // Damn! This is a war zone! Take out some of those gunmen!

:BARON2_5831
jump @BARON2_5613 

:BARON2_5838
if 
   not Car.Wrecked($3225)
jf @BARON2_5881 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to 113.0 1106.9 30.0 speed 40 

:BARON2_5881
if 
80F5:   not player $PLAYER_CHAR 0 117.0 1106.9 30.0 radius 6.0 6.0 6.0 
jf @BARON2_5980 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_5966 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_5966
gosub @BARON2_14897 
jump @BARON2_5881 

:BARON2_5980
if 
   not Car.Wrecked($3225)
jf @BARON2_6006 
04D0: force_heli $3225 looking_angle_to 1.0 

:BARON2_6006
Actor.DestroyInstantly($3232)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Actor.DestroyInstantly($3235)
Actor.DestroyInstantly($3236)
if 
   not Car.Wrecked($3225)
jf @BARON2_6327 
Actor.Create($3232, 4, #SGA, 59.0, 1117.7, 17.7)
011A: set_actor $3232 search_threat 1 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Actor.Create($3233, 4, #SGB, 64.7, 1089.8, 17.7)
011A: set_actor $3233 search_threat 1 
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3233 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50
Actor.Create($3234, 4, #SGA, 61.0, 1091.1, 24.4)
011A: set_actor $3234 search_threat 1 
022D: set_actor $3234 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3234 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3234) = 50
Actor.Create($3235, 4, #SGB, 58.2, 1118.7, 24.4)
011A: set_actor $3235 search_threat 1 
022D: set_actor $3235 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3235 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3235) = 50
Actor.Create($3236, 4, #SGA, 64.9, 1119.0, 24.4)
011A: set_actor $3236 search_threat 1 
022D: set_actor $3236 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3236 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50

:BARON2_6327
gosub @BARON2_14934 

:BARON2_6334
if 
   not $3226 == 5 // $ == int 
jf @BARON2_7463 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_6389 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_6389
gosub @BARON2_14897 
gosub @BARON2_15127 
if 
   not Actor.Dead($3232)
jf @BARON2_6608 
if 
00FE:   actor $3232 0 59.0 1117.7 17.7 radius 1.0 1.0 5.0 
jf @BARON2_6482 
0239: actor $3232 run_to 89.7 1118.1 

:BARON2_6482
if 
00FE:   actor $3232 0 89.7 1118.1 17.7 radius 1.0 1.0 5.0 
jf @BARON2_6545 
0239: actor $3232 run_to 94.7 1107.1 

:BARON2_6545
if 
00FE:   actor $3232 0 94.7 1107.1 17.7 radius 1.0 1.0 5.0 
jf @BARON2_6608 
01D9: actor $3232 destroy_car $3225 
0350: set_actor $3232 maintain_position_when_attacked 1 

:BARON2_6608
if 
   not Actor.Dead($3233)
jf @BARON2_6813 
if 
00FE:   actor $3233 0 64.7 1089.8 17.7 radius 1.0 1.0 5.0 
jf @BARON2_6687 
0239: actor $3233 run_to 90.1 1090.1 

:BARON2_6687
if 
00FE:   actor $3233 0 90.1 1090.1 17.7 radius 1.0 1.0 5.0 
jf @BARON2_6750 
0239: actor $3233 run_to 91.1 1097.8 

:BARON2_6750
if 
00FE:   actor $3233 0 91.1 1097.8 17.7 radius 1.0 1.0 5.0 
jf @BARON2_6813 
01D9: actor $3233 destroy_car $3225 
0350: set_actor $3233 maintain_position_when_attacked 1 

:BARON2_6813
if 
   not Actor.Dead($3234)
jf @BARON2_7018 
if 
00FE:   actor $3234 0 61.0 1091.1 24.4 radius 1.0 1.0 5.0 
jf @BARON2_6892 
0239: actor $3234 run_to 89.4 1091.0 

:BARON2_6892
if 
00FE:   actor $3234 0 89.4 1091.0 24.4 radius 1.0 1.0 5.0 
jf @BARON2_6955 
0239: actor $3234 run_to 94.5 1100.5 

:BARON2_6955
if 
00FE:   actor $3234 0 94.5 1100.5 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7018 
01D9: actor $3234 destroy_car $3225 
0350: set_actor $3234 maintain_position_when_attacked 1 

:BARON2_7018
if 
   not Actor.Dead($3235)
jf @BARON2_7223 
if 
00FE:   actor $3235 0 58.2 1118.7 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7097 
0239: actor $3235 run_to 90.0 1118.8 

:BARON2_7097
if 
00FE:   actor $3235 0 90.0 1118.8 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7160 
0239: actor $3235 run_to 94.5 1099.9 

:BARON2_7160
if 
00FE:   actor $3235 0 94.5 1099.9 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7223 
01D9: actor $3235 destroy_car $3225 
0350: set_actor $3235 maintain_position_when_attacked 1 

:BARON2_7223
if 
   not Actor.Dead($3236)
jf @BARON2_7428 
if 
00FE:   actor $3236 0 64.9 1119.0 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7302 
0239: actor $3236 run_to 89.1 1117.9 

:BARON2_7302
if 
00FE:   actor $3236 0 89.1 1117.9 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7365 
0239: actor $3236 run_to 93.0 1110.0 

:BARON2_7365
if 
00FE:   actor $3236 0 93.0 1110.0 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7428 
01D9: actor $3236 destroy_car $3225 
0350: set_actor $3236 maintain_position_when_attacked 1 

:BARON2_7428
if 
  TIMERB > 40000 // @ > int 
jf @BARON2_7456 
jump @BARON2_7463 

:BARON2_7456
jump @BARON2_6334 

:BARON2_7463
if 
   not Car.Wrecked($3225)
jf @BARON2_7506 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to 90.9 1196.0 40.0 speed 40 

:BARON2_7506
if 
80F5:   not player $PLAYER_CHAR 0 90.9 1196.0 40.0 radius 6.0 6.0 6.0 
jf @BARON2_7605 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_7591 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_7591
gosub @BARON2_14897 
jump @BARON2_7506 

:BARON2_7605
Car.Create($3244, #BOBCAT, 19.8, 1213.4, -100.0)
Car.Angle($3244) = 233.7
Car.Create($3245, #BOBCAT, -12.1, 1207.3, -100.0)
Car.Angle($3245) = 159.6
Car.Create($3246, #GANGBUR, -20.1, 1198.4, -100.0)
Car.Angle($3246) = 34.6
Object.Create(1@, #BARREL4, 14.6, 1177.9, 22.5)
Object.Create(2@, #BARREL4, 7.2, 1193.1, 17.8)
Object.Create(3@, #BARREL4, -13.2, 1217.7, 20.4)
Object.Create(4@, #BARREL4, -18.3, 1217.5, 20.4)
Actor.DestroyInstantly($3232)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Actor.DestroyInstantly($3235)
Actor.DestroyInstantly($3236)
if 
   not Car.Wrecked($3225)
jf @BARON2_8600 
Actor.Create($3232, 4, #SGA, 17.8, 1212.0, 20.9)
0350: set_actor $3232 maintain_position_when_attacked 1 
01D9: actor $3232 destroy_car $3225 
011A: set_actor $3232 search_threat 1 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Car.Create($3228, #GANGBUR, 43.8, 1129.6, 17.9)
Car.Angle($3228) = 0.0
0129: $3233 = create_actor 4 #SGB in_car $3228 driverseat 
01B2: give_actor $3233 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
011A: set_actor $3233 search_threat 1 
Car.DriveTo($3228, 38.8, 1198.0, 20.8)
04E0: car $3228 abandon_path_radius 100 
04BA: set_car $3228 speed_instantly 10.0 
Car.SetMaxSpeed($3228, 25.0)
Actor.Create($3234, 4, #SGA, 19.3, 1196.2, 19.0)
0350: set_actor $3234 maintain_position_when_attacked 1 
01D9: actor $3234 destroy_car $3225 
011A: set_actor $3234 search_threat 1 
022D: set_actor $3234 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3234 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3234) = 50
Actor.Create($3235, 4, #SGB, -11.8, 1208.5, 22.5)
0350: set_actor $3235 maintain_position_when_attacked 1 
01D9: actor $3235 destroy_car $3225 
011A: set_actor $3235 search_threat 1 
022D: set_actor $3235 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3235 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3235) = 50
Actor.Create($3236, 4, #SGA, -22.9, 1198.6, 22.1)
0350: set_actor $3236 maintain_position_when_attacked 1 
01D9: actor $3236 destroy_car $3225 
011A: set_actor $3236 search_threat 1 
022D: set_actor $3236 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3236 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50
Actor.Create($3237, 4, #SGB, -34.7, 1202.3, 20.4)
0350: set_actor $3237 maintain_position_when_attacked 1 
01D9: actor $3237 destroy_car $3225 
011A: set_actor $3237 search_threat 1 
022D: set_actor $3237 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3237 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3237) = 50
Actor.Create($3238, 4, #SGB, -40.5, 1195.1, 20.4)
0350: set_actor $3238 maintain_position_when_attacked 1 
01D9: actor $3238 destroy_car $3225 
011A: set_actor $3238 search_threat 1 
022D: set_actor $3238 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3238 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3238) = 50
Actor.Create($3239, 4, #SGA, -22.3, 1218.0, 20.4)
0350: set_actor $3239 maintain_position_when_attacked 1 
01D9: actor $3239 destroy_car $3225 
011A: set_actor $3239 search_threat 1 
022D: set_actor $3239 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3239 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3239) = 50
Actor.Create($3240, 4, #SGA, 27.3, 1196.4, 19.6)
0350: set_actor $3240 maintain_position_when_attacked 1 
01D9: actor $3240 destroy_car $3225 
011A: set_actor $3240 search_threat 1 
022D: set_actor $3240 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3240 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3240) = 50
Actor.Create($3241, 4, #SGA, 0.8, 1212.9, 20.4)
0350: set_actor $3241 maintain_position_when_attacked 1 
01D9: actor $3241 destroy_car $3225 
011A: set_actor $3241 search_threat 1 
022D: set_actor $3241 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3241 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50

:BARON2_8600
if 
   not Car.Wrecked($3225)
jf @BARON2_8643 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to 28.1 1224.5 26.4 speed 40 

:BARON2_8643
if 
80F5:   not player $PLAYER_CHAR 0 28.1 1224.5 27.4 radius 6.0 6.0 6.0 
jf @BARON2_8963 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_8728 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_8728
if 
  $3267 == 0 // $ == int 
jf @BARON2_8858 
if 
   not Actor.Dead($3233)
jf @BARON2_8851 
if 
   not Car.Wrecked($3228)
jf @BARON2_8851 
if 
00FE:   actor $3233 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 
jf @BARON2_8851 
Car.SetMaxSpeed($3228, 0.0)
01D3: actor $3233 leave_car $3228 
$3267 = 1 // $ = int 

:BARON2_8851
jump @BARON2_8949 

:BARON2_8858
if 
  $3250 == 0 // $ == int 
jf @BARON2_8949 
if 
   not Actor.Dead($3233)
jf @BARON2_8949 
if 
   not Car.Wrecked($3228)
jf @BARON2_8949 
if 
   not Actor.InCar($3233, $3228)
jf @BARON2_8949 
01D9: actor $3233 destroy_car $3225 
0350: set_actor $3233 maintain_position_when_attacked 1 
$3250 = 1 // $ = int 

:BARON2_8949
gosub @BARON2_14897 
jump @BARON2_8643 

:BARON2_8963
if 
   not Car.Wrecked($3225)
jf @BARON2_8989 
04D0: force_heli $3225 looking_angle_to 90.0 

:BARON2_8989
gosub @BARON2_14934 
5@ = 1 // @ = int 

:BARON2_9003
if 
   not $3226 > 9 // $ > int 
jf @BARON2_9424 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_9058 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_9058
gosub @BARON2_14897 
gosub @BARON2_15127 
if 
  $3267 == 0 // $ == int 
jf @BARON2_9202 
if 
   not Actor.Dead($3233)
jf @BARON2_9195 
if 
   not Car.Wrecked($3228)
jf @BARON2_9195 
if 
00FE:   actor $3233 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 
jf @BARON2_9195 
Car.SetMaxSpeed($3228, 0.0)
01D3: actor $3233 leave_car $3228 
$3267 = 1 // $ = int 

:BARON2_9195
jump @BARON2_9293 

:BARON2_9202
if 
  $3250 == 0 // $ == int 
jf @BARON2_9293 
if 
   not Actor.Dead($3233)
jf @BARON2_9293 
if 
   not Car.Wrecked($3228)
jf @BARON2_9293 
if 
   not Actor.InCar($3233, $3228)
jf @BARON2_9293 
01D9: actor $3233 destroy_car $3225 
0350: set_actor $3233 maintain_position_when_attacked 1 
$3250 = 1 // $ = int 

:BARON2_9293
if 
  TIMERB > 20000 // @ > int 
jf @BARON2_9319 
jump @BARON2_9424 

:BARON2_9319
if 
   not Car.Wrecked($3225)
jf @BARON2_9417 
if 
  12@ == 0 // @ == int 
jf @BARON2_9417 
03CF: load_wav 'COK2_14' as 1 

:BARON2_9365
if 
83D0:   not wav 1 loaded 
jf @BARON2_9391 
wait 0 
jump @BARON2_9365 

:BARON2_9391
03D1: play_wav 1 
00BC: text_highpriority 'COK2_21' time 5000 2  // We're taking hits here, man!
12@ = 1 // @ = int 

:BARON2_9417
jump @BARON2_9003 

:BARON2_9424
if 
   not Car.Wrecked($3225)
jf @BARON2_9467 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to -32.4 1222.5 30.6 speed 40 

:BARON2_9467
if 
80F5:   not player $PLAYER_CHAR 0 -32.4 1222.5 30.6 radius 6.0 6.0 6.0 
jf @BARON2_9566 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_9552 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_9552
gosub @BARON2_14897 
jump @BARON2_9467 

:BARON2_9566
if 
   not Car.Wrecked($3225)
jf @BARON2_9592 
04D0: force_heli $3225 looking_angle_to 140.0 

:BARON2_9592
TIMERB = 0 // @ = int 

:BARON2_9599
if 
   not $3226 > 9 // $ > int 
jf @BARON2_9799 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_9654 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_9654
gosub @BARON2_14897 
gosub @BARON2_15127 
if 
  TIMERB > 20000 // @ > int 
jf @BARON2_9694 
jump @BARON2_9799 

:BARON2_9694
if 
   not Car.Wrecked($3225)
jf @BARON2_9792 
if 
  12@ == 0 // @ == int 
jf @BARON2_9792 
03CF: load_wav 'COK2_14' as 1 

:BARON2_9740
if 
83D0:   not wav 1 loaded 
jf @BARON2_9766 
wait 0 
jump @BARON2_9740 

:BARON2_9766
03D1: play_wav 1 
00BC: text_highpriority 'COK2_21' time 5000 2  // We're taking hits here, man!
12@ = 1 // @ = int 

:BARON2_9792
jump @BARON2_9599 

:BARON2_9799
5@ = 0 // @ = int 
wait 500 
Actor.DestroyInstantly($3232)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Actor.DestroyInstantly($3235)
Actor.DestroyInstantly($3236)
if 
   not Car.Wrecked($3225)
jf @BARON2_10207 
Actor.Create($3232, 4, #SGB, -41.4, 1114.4, -100.0)
0350: set_actor $3232 maintain_position_when_attacked 1 
01D9: actor $3232 destroy_car $3225 
011A: set_actor $3232 search_threat 1 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Actor.Create($3233, 4, #SGA, -59.3, 1113.0, -100.0)
0350: set_actor $3233 maintain_position_when_attacked 1 
01D9: actor $3233 destroy_car $3225 
011A: set_actor $3233 search_threat 1 
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3233 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50
Actor.Create($3234, 4, #SGB, -57.8, 1121.4, -100.0)
0350: set_actor $3234 maintain_position_when_attacked 1 
01D9: actor $3234 destroy_car $3225 
011A: set_actor $3234 search_threat 1 
022D: set_actor $3234 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3234 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3234) = 50
Actor.Create($3235, 4, #SGA, -44.4, 1119.6, -100.0)
0350: set_actor $3235 maintain_position_when_attacked 1 
01D9: actor $3235 destroy_car $3225 
011A: set_actor $3235 search_threat 1 
022D: set_actor $3235 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3235 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3235) = 50
Actor.Create($3236, 4, #SGB, -45.0, 1123.6, -100.0)
0350: set_actor $3236 maintain_position_when_attacked 1 
01D9: actor $3236 destroy_car $3225 
011A: set_actor $3236 search_threat 1 
022D: set_actor $3236 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3236 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50

:BARON2_10207
Object.Create($3265, #BARREL4, -41.1, 1106.3, 29.9)
Object.Create($3266, #BARREL4, -60.8, 1102.7, 29.9)
Object.Create(0@, #BARREL4, -46.6, 1118.5, 29.9)
if 
   not Car.Wrecked($3225)
jf @BARON2_10319 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to -49.8 1144.7 38.3 speed 40 

:BARON2_10319
if 
80F5:   not player $PLAYER_CHAR 0 -49.8 1144.7 38.3 radius 6.0 6.0 6.0 
jf @BARON2_10418 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_10404 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_10404
gosub @BARON2_14897 
jump @BARON2_10319 

:BARON2_10418
if 
   not Car.Wrecked($3225)
jf @BARON2_10444 
04D0: force_heli $3225 looking_angle_to 90.0 

:BARON2_10444
Actor.DestroyInstantly($3237)
Actor.DestroyInstantly($3238)
Actor.DestroyInstantly($3239)
Actor.DestroyInstantly($3240)
Actor.DestroyInstantly($3241)
gosub @BARON2_14934 

:BARON2_10476
if 
   not $3226 == 5 // $ == int 
jf @BARON2_10678 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_10531 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_10531
gosub @BARON2_14897 
gosub @BARON2_15127 
if 
  TIMERB > 40000 // @ > int 
jf @BARON2_10573 
jump @BARON2_10678 

:BARON2_10573
if 
   not Car.Wrecked($3225)
jf @BARON2_10671 
if 
  13@ == 0 // @ == int 
jf @BARON2_10671 
03CF: load_wav 'COK2_15' as 1 

:BARON2_10619
if 
83D0:   not wav 1 loaded 
jf @BARON2_10645 
wait 0 
jump @BARON2_10619 

:BARON2_10645
03D1: play_wav 1 
00BC: text_highpriority 'COK2_22' time 5000 2  // This thing ain't cheap to fix! Take them out!
13@ = 1 // @ = int 

:BARON2_10671
jump @BARON2_10476 

:BARON2_10678
wait 1500 
Actor.DestroyInstantly($3232)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Actor.DestroyInstantly($3235)
Actor.DestroyInstantly($3236)
if 
   not Car.Wrecked($3225)
jf @BARON2_11079 
Actor.Create($3232, 4, #SGB, 14.6, 1145.4, -100.0)
0350: set_actor $3232 maintain_position_when_attacked 1 
01D9: actor $3232 destroy_car $3225 
011A: set_actor $3232 search_threat 1 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Actor.Create($3233, 4, #SGA, 21.9, 1146.7, -100.0)
0350: set_actor $3233 maintain_position_when_attacked 1 
01D9: actor $3233 destroy_car $3225 
011A: set_actor $3233 search_threat 1 
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3233 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50
Actor.Create($3234, 4, #SGA, 11.3, 1147.0, 22.5)
0350: set_actor $3234 maintain_position_when_attacked 1 
01D9: actor $3234 destroy_car $3225 
011A: set_actor $3234 search_threat 1 
022D: set_actor $3234 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3234 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3234) = 50
Actor.Create($3235, 4, #SGA, 28.9, 1146.3, 20.5)
0350: set_actor $3235 maintain_position_when_attacked 1 
01D9: actor $3235 destroy_car $3225 
011A: set_actor $3235 search_threat 1 
022D: set_actor $3235 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3235 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3235) = 50
Actor.Create($3236, 4, #SGB, 15.9, 1145.5, 22.5)
0350: set_actor $3236 maintain_position_when_attacked 1 
01D9: actor $3236 destroy_car $3225 
011A: set_actor $3236 search_threat 1 
022D: set_actor $3236 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3236 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50

:BARON2_11079
if 
   not Car.Wrecked($3225)
jf @BARON2_11122 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to 20.0 1125.0 36.0 speed 20 

:BARON2_11122
if 
80F5:   not player $PLAYER_CHAR 0 20.0 1125.0 36.0 radius 6.0 6.0 6.0 
jf @BARON2_11221 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_11207 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_11207
gosub @BARON2_14897 
jump @BARON2_11122 

:BARON2_11221
if 
   not Car.Wrecked($3225)
jf @BARON2_11247 
04D0: force_heli $3225 looking_angle_to 270.0 

:BARON2_11247
gosub @BARON2_14934 

:BARON2_11254
if 
   not $3226 == 5 // $ == int 
jf @BARON2_11358 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_11309 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_11309
gosub @BARON2_14897 
gosub @BARON2_15127 
if 
  TIMERB > 40000 // @ > int 
jf @BARON2_11351 
jump @BARON2_11358 

:BARON2_11351
jump @BARON2_11254 

:BARON2_11358
if 
   not Car.Wrecked($3225)
jf @BARON2_11568 
Actor.Create($3249, 4, #SPECIAL05, 68.7, 1098.2, 31.7)
0350: set_actor $3249 maintain_position_when_attacked 1 
022D: set_actor $3249 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3249 weapon 27 ammo 30000 // Load the weapon model before using this 
Actor.Health($3249) = 100
Actor.Angle($3249) = 90.0
Actor.Create($3232, 4, #SGB, 62.8, 1098.2, 31.7)
0350: set_actor $3232 maintain_position_when_attacked 1 
01CA: actor $3232 kill_player $PLAYER_CHAR 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 27 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Actor.Create($3233, 4, #SGB, 66.6, 1093.7, 31.7)
0350: set_actor $3233 maintain_position_when_attacked 1 
01CA: actor $3233 kill_player $PLAYER_CHAR 
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3233 weapon 27 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50

:BARON2_11568
if 
   not Car.Wrecked($3225)
jf @BARON2_11626 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to 37.0 1075.0 43.0 speed 20 
Car.SetImmunities($3225, 1, 1, 1, 1, 1)

:BARON2_11626
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
03CF: load_wav 'COK2_20' as 1 
03CF: load_wav 'COK2_21' as 2 
$334 = 1 // $ = int 
if 
   not Actor.Dead($3249)
jf @BARON2_12149 
wait 3500 
if 
   not Car.Wrecked($3225)
jf @BARON2_11770 
041D: set_camera_near_clip 0.5 
Camera.SetPosition(69.915, 1098.858, 33.058, 0.0, 0.0, 0.0)
Camera.OnVehicle($3225, 15, 2)

:BARON2_11770
wait 500 
if 
   not Actor.Dead($3249)
jf @BARON2_12111 

:BARON2_11791
if 
  $339 == 0 // $ == int 
jf @BARON2_12111 
wait 0 
if 
  $334 == 1 // $ == int 
jf @BARON2_11857 
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BARON2_11857 
$335 = 1 // $ = int 

:BARON2_11857
if 
  $335 == 1 // $ == int 
jf @BARON2_12104 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_27' time 2000 2  // You're on MY turf asshole!
if 
03D2:   wav 1 ended 
jf @BARON2_12104 
if 
   not Actor.Dead($3249)
jf @BARON2_11963 
if 
   not Car.Wrecked($3225)
jf @BARON2_11963 
01D9: actor $3249 destroy_car $3225 
011A: set_actor $3249 search_threat 1 
02E2: set_actor $3249 weapon_accuracy_to 30 

:BARON2_11963
if 
   not Actor.Dead($3232)
jf @BARON2_12017 
if 
   not Car.Wrecked($3225)
jf @BARON2_12017 
01D9: actor $3232 destroy_car $3225 
011A: set_actor $3232 search_threat 1 
02E2: set_actor $3232 weapon_accuracy_to 20 

:BARON2_12017
if 
   not Actor.Dead($3233)
jf @BARON2_12071 
if 
   not Car.Wrecked($3225)
jf @BARON2_12071 
01D9: actor $3233 destroy_car $3225 
011A: set_actor $3233 search_threat 1 
02E2: set_actor $3233 weapon_accuracy_to 20 

:BARON2_12071
03D1: play_wav 2 
00BC: text_highpriority 'COK2_28' time 2000 2  // You're going down!
$339 = 1 // $ = int 
gosub @BARON2_15104 

:BARON2_12104
jump @BARON2_11791 

:BARON2_12111
wait 1000 
Camera.Restore_WithJumpCut
if 
   not Car.Wrecked($3225)
jf @BARON2_12149 
Car.SetImmunities($3225, 0, 0, 0, 0, 0)

:BARON2_12149
if 
80F5:   not player $PLAYER_CHAR 0 37.0 1075.0 43.0 radius 6.0 6.0 6.0 
jf @BARON2_12248 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_12234 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_12234
gosub @BARON2_14897 
jump @BARON2_12149 

:BARON2_12248
if 
   not Car.Wrecked($3225)
jf @BARON2_12274 
04D0: force_heli $3225 looking_angle_to 237.0 

:BARON2_12274
if 
   Actor.Dead($3232)
jf @BARON2_12290 

:BARON2_12290
gosub @BARON2_14934 

:BARON2_12297
if or
   not Actor.Dead($3249)
   not Actor.Dead($3232)
   not Actor.Dead($3233)
jf @BARON2_12374 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_12360 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_12360
gosub @BARON2_14897 
jump @BARON2_12297 

:BARON2_12374
Pickup.Create($3243, #BRIEFCASE, 3, 68.7, 1098.2, 32.5)
if 
   not Car.Wrecked($3225)
jf @BARON2_12465 
04D1: reset_heli $3225 looking_angle 
04A2: heli $3225 fly_to 33.7 1083.0 15.0 speed 2 
04D0: force_heli $3225 looking_angle_to 180.0 
0151: remove_status_text $3227 
Car.Health($3225) = 1000

:BARON2_12465
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:BARON2_12479
if 
80F5:   not player $PLAYER_CHAR 0 33.7 1083.0 15.0 radius 6.0 6.0 4.0 
jf @BARON2_12699 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_12564 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_13925 

:BARON2_12564
if 
  15@ == 0 // @ == int 
jf @BARON2_12692 
if 
  $334 == 0 // $ == int 
jf @BARON2_12626 
03CF: load_wav 'COK2_16' as 1 
$334 = 1 // $ = int 
jump @BARON2_12648 

:BARON2_12626
if 
03D0:   wav 1 loaded 
jf @BARON2_12648 
$335 = 1 // $ = int 

:BARON2_12648
if 
  $335 == 1 // $ == int 
jf @BARON2_12692 
03D1: play_wav 1 
00BC: text_highpriority 'COK2_23' time 5000 2  // Ok, you're on your own from here! Good luck, brother!
15@ = 0 // @ = int 

:BARON2_12692
jump @BARON2_12479 

:BARON2_12699
if 
   not Car.Wrecked($3225)
jf @BARON2_12725 
04D0: force_heli $3225 looking_angle_to 180.0 

:BARON2_12725
wait 1000 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B1: give_player $PLAYER_CHAR weapon 32 ammo 100 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 32 
01F0: set_max_wanted_level_to 5 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
if 
   not Car.Wrecked($3225)
jf @BARON2_12822 
Car.SetImmunities($3225, 0, 0, 0, 0, 0)
04A2: heli $3225 fly_to -19.9 878.0 45.0 speed 20 
04DF: set_heli $3225 lean_and_thrust_limiter 0 

:BARON2_12822
00BC: text_highpriority 'COK2_25' time 8000 1  // ~g~Go and collect the money on the roof.
Actor.DestroyInstantly($3232)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Actor.DestroyInstantly($3235)
Actor.DestroyInstantly($3236)
Actor.Create($3232, 4, #SGB, 79.6, 1106.4, 17.7)
0350: set_actor $3232 maintain_position_when_attacked 1 
01CA: actor $3232 kill_player $PLAYER_CHAR 
011A: set_actor $3232 search_threat 1 
022D: set_actor $3232 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3232 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3232) = 50
Actor.Create($3233, 4, #SGA, 70.4, 1103.9, 17.7)
0350: set_actor $3233 maintain_position_when_attacked 1 
01CA: actor $3233 kill_player $PLAYER_CHAR 
011A: set_actor $3233 search_threat 1 
022D: set_actor $3233 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3233 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3233) = 50
Actor.Create($3234, 4, #SGB, 67.6, 1107.2, 24.4)
0350: set_actor $3234 maintain_position_when_attacked 1 
01CA: actor $3234 kill_player $PLAYER_CHAR 
011A: set_actor $3234 search_threat 1 
022D: set_actor $3234 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3234 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3234) = 50
Actor.Create($3235, 4, #SGA, 74.9, 1112.9, 22.2)
0350: set_actor $3235 maintain_position_when_attacked 1 
01CA: actor $3235 kill_player $PLAYER_CHAR 
011A: set_actor $3235 search_threat 1 
022D: set_actor $3235 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3235 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3235) = 50
Actor.Create($3236, 4, #SGB, 79.0, 1111.1, 20.0)
0350: set_actor $3236 maintain_position_when_attacked 1 
01CA: actor $3236 kill_player $PLAYER_CHAR 
011A: set_actor $3236 search_threat 1 
022D: set_actor $3236 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3236 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3236) = 50
Actor.Create($3237, 4, #SGA, 81.6, 1105.6, 24.6)
0350: set_actor $3237 maintain_position_when_attacked 1 
01CA: actor $3237 kill_player $PLAYER_CHAR 
011A: set_actor $3237 search_threat 1 
022D: set_actor $3237 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3237 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3237) = 50
Actor.Create($3238, 4, #SGB, 62.9, 1102.1, 31.5)
0350: set_actor $3238 maintain_position_when_attacked 1 
01CA: actor $3238 kill_player $PLAYER_CHAR 
011A: set_actor $3238 search_threat 1 
022D: set_actor $3238 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3238 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3238) = 50
03DC: $365 = create_marker_above_pickup $3243 

:BARON2_13367
if 
   not Pickup.Picked_up($3243)
jf @BARON2_13432 
wait 0 
if 
   Car.Wrecked($3225)
jf @BARON2_13425 
00BC: text_highpriority 'COK2_26' time 5000 1  // ~r~You killed Lance!
jump @BARON2_13925 

:BARON2_13425
jump @BARON2_13367 

:BARON2_13432
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Car.Destroy($3225)
Actor.DestroyInstantly($LANCE_VANCE)
Car.Create($3225, #MAVERICK, 31.5, 884.7, 60.0)
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $3225 driverseat 
0229: set_car $3225 color_to 3 1 
04BA: set_car $3225 speed_instantly 30.0 
04A2: heli $3225 fly_to 68.9 1101.6 35.0 speed 50 
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE 
Camera.SetPosition(62.132, 1093.546, 33.835, 0.0, 0.0, 0.0)
Camera.OnVehicle($3225, 15, 2)
0395: clear_area 1 at 62.132 1093.546 33.835 range 1.0 
wait 9000 
fade 0 600 

:BARON2_13619
if 
fading 
jf @BARON2_13643 
wait 0 
jump @BARON2_13619 

:BARON2_13643
if 
   not Car.Wrecked($3225)
jf @BARON2_13710 
Camera.SetPosition(39.867, 1057.5, 42.034, 0.0, 0.0, 0.0)
Camera.OnVehicle($3225, 15, 2)
Car.Angle($3225) = 180.0

:BARON2_13710
0055: put_player $PLAYER_CHAR at 76.7 1119.8 25.4 
0230: set_player $PLAYER_CHAR stop_looking 
fade 1 600 
if 
   not Car.Wrecked($3225)
jf @BARON2_13794 
04A2: heli $3225 fly_to -19.9 878.0 45.0 speed 50 
01C8: $3229 = create_actor_pedtype 5 model #NULL in_car $3225 passenger_seat 0 

:BARON2_13794
wait 6000 
fade 0 1000 

:BARON2_13806
if 
fading 
jf @BARON2_13830 
wait 0 
jump @BARON2_13806 

:BARON2_13830
if 
   not Car.Wrecked($3225)
jf @BARON2_13893 
Camera.SetAtPos(-375.7, -543.5, 16.6)
0055: put_player $PLAYER_CHAR at -375.7 -543.5 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:BARON2_13893
wait 300 
fade 1 1000 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @BARON2_13942 

:BARON2_13925
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BARON2_13942
$PASSED_COK2_PHNOM_PENH_86 = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'COK_2'  // Phnom Penh '86
030C: progress_made += 1 
$1151 = 1 // $ = int 
057C: set_allow_hurricanes 0 
016C: restart_if_wasted_at -822.7 1157.9 10.1 angle 4.0 
016D: restart_if_busted_at -659.5 760.4 10.5 angle 133.0 
016C: restart_if_wasted_at -885.2 -470.4 12.1 angle 276.0 
016D: restart_if_busted_at -871.9 -682.3 10.2 angle 328.1 
Object.Destroy($2183)
Object.Destroy($2184)
Object.Destroy($2180)
Object.Destroy($2185)
Object.Destroy($2182)
014C: set_parked_car_generator $2245 cars_to_generate_to 101 
014C: set_parked_car_generator $2268 cars_to_generate_to 101 
014C: set_parked_car_generator $2243 cars_to_generate_to 101 
014C: set_parked_car_generator $2244 cars_to_generate_to 101 
start_new_script @BAR3 
return 

:BARON2_14608
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#SPARROW)
Model.Destroy(#M60)
Model.Destroy(#TEC9)
Model.Destroy(#RUGER)
Model.Destroy(#BOBCAT)
Model.Destroy(#BARREL4)
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#MAVERICK)
Model.Destroy(#GANGBUR)
Model.Destroy(#MARQUIS)
Model.Destroy(#RIO)
Model.Destroy(#SEASPAR)
Model.Destroy(#CADDY)
Model.Destroy(#WMYGO)
Object.RemoveReferences($3262)
Object.RemoveReferences($3263)
Object.RemoveReferences($3264)
Object.RemoveReferences($3265)
Object.RemoveReferences($3266)
Object.RemoveReferences(0@)
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
0482: set_threat_reaction_range_multiplier 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
043C: set_game_sounds_disable_on_fade 1 
040D: unload_wav 1 
040D: unload_wav 2 
Actor.DestroyInstantly($3232)
Actor.DestroyInstantly($3233)
Actor.DestroyInstantly($3234)
Actor.DestroyInstantly($3235)
Actor.DestroyInstantly($3236)
Actor.DestroyInstantly($3237)
Actor.DestroyInstantly($3238)
Actor.DestroyInstantly($3239)
Actor.DestroyInstantly($3240)
Actor.DestroyInstantly($3241)
Actor.DestroyInstantly($3229)
Car.Destroy($3256)
Car.Destroy($3231)
Car.Destroy(6@)
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Marker.Disable($365)
Pickup.Destroy($3243)
0151: remove_status_text $3227 
Actor.DestroyInstantly($LANCE_VANCE)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
mission_cleanup 
01F0: set_max_wanted_level_to 5 
return 

:BARON2_14897
if 
   not Car.Wrecked($3225)
jf @BARON2_14932 
$3227 = Car.Health($3225)
01F0: set_max_wanted_level_to 0 
$3227 /= 42 // $ /= int 

:BARON2_14932
return 

:BARON2_14934
TIMERB = 0 // @ = int 
$3226 = 0 // $ = int 
$3251 = 0 // $ = int 
$3252 = 0 // $ = int 
$3253 = 0 // $ = int 
$3254 = 0 // $ = int 
$3255 = 0 // $ = int 
$3257 = 0 // $ = int 
$3258 = 0 // $ = int 
$3259 = 0 // $ = int 
$3260 = 0 // $ = int 
$3261 = 0 // $ = int 
$3242 = 0 // $ = int 
$3247 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
$342 = 0 // $ = int 
return 

:BARON2_15076
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BARON2_15102 
$335 = 1 // $ = int 

:BARON2_15102
return 

:BARON2_15104
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 
return 

:BARON2_15127
if 
  $3251 == 0 // $ == int 
jf @BARON2_15175 
if 
   Actor.Dead($3232)
jf @BARON2_15175 
$3226 += 1 // $ += int 
$3251 = 1 // $ = int 

:BARON2_15175
if 
  $3252 == 0 // $ == int 
jf @BARON2_15223 
if 
   Actor.Dead($3233)
jf @BARON2_15223 
$3226 += 1 // $ += int 
$3252 = 1 // $ = int 

:BARON2_15223
if 
  $3253 == 0 // $ == int 
jf @BARON2_15271 
if 
   Actor.Dead($3234)
jf @BARON2_15271 
$3226 += 1 // $ += int 
$3253 = 1 // $ = int 

:BARON2_15271
if 
  $3254 == 0 // $ == int 
jf @BARON2_15319 
if 
   Actor.Dead($3235)
jf @BARON2_15319 
$3226 += 1 // $ += int 
$3254 = 1 // $ = int 

:BARON2_15319
if 
  $3255 == 0 // $ == int 
jf @BARON2_15367 
if 
   Actor.Dead($3236)
jf @BARON2_15367 
$3226 += 1 // $ += int 
$3255 = 1 // $ = int 

:BARON2_15367
if 
  5@ == 1 // @ == int 
jf @BARON2_15625 
if 
  $3257 == 0 // $ == int 
jf @BARON2_15433 
if 
   Actor.Dead($3237)
jf @BARON2_15433 
$3226 += 1 // $ += int 
$3257 = 1 // $ = int 

:BARON2_15433
if 
  $3258 == 0 // $ == int 
jf @BARON2_15481 
if 
   Actor.Dead($3238)
jf @BARON2_15481 
$3226 += 1 // $ += int 
$3258 = 1 // $ = int 

:BARON2_15481
if 
  $3259 == 0 // $ == int 
jf @BARON2_15529 
if 
   Actor.Dead($3239)
jf @BARON2_15529 
$3226 += 1 // $ += int 
$3259 = 1 // $ = int 

:BARON2_15529
if 
  $3260 == 0 // $ == int 
jf @BARON2_15577 
if 
   Actor.Dead($3240)
jf @BARON2_15577 
$3226 += 1 // $ += int 
$3260 = 1 // $ = int 

:BARON2_15577
if 
  $3261 == 0 // $ == int 
jf @BARON2_15625 
if 
   Actor.Dead($3241)
jf @BARON2_15625 
$3226 += 1 // $ += int 
$3261 = 1 // $ = int 

:BARON2_15625
return 

//-------------Mission 14---------------
// Originally: The Fastest Boat

:BARON3
gosub @BARON3_36 
if 
wasted_or_busted 
jf @BARON3_27 
gosub @BARON3_7654 

:BARON3_27
gosub @BARON3_7737 
terminate_this_script 

:BARON3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'BARON3' 
wait 0 
054C: use_GXT_table 'BARON3' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$3291 = 0 // $ = int 
$3292 = 0 // $ = int 
$3295 = 0 // $ = int 
$3296 = 0 // $ = int 
$3299 = 0 // $ = int 
$3300 = 0 // $ = int 
$3287 = 0 // $ = int 
$3288 = 0 // $ = int 
11@ = 0 // @ = int 
$3285 = 0 // $ = int 
$3283 = 270.0 // $ = float 
$3284 = 270.0 // $ = float 
$3294 = 0 // $ = int 
3@ = 0 // @ = int 
12@ = 0 // @ = int 
select_interior 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
02F3: load_object #CUTOBJ01 'DSHOTGN' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON3_262
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
jf @BARON3_297 
wait 0 
jump @BARON3_262 

:BARON3_297
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDIAZ' 
02E4: load_cutscene_data 'COK_3' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $464 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $464 'CSDIAZ' 
02E5: $3298 = create_cutscene_object #CUTOBJ01 
0524: attach_cutscene_object $3298 to_bone $464 24 
0395: clear_area 1 at -379.2 -536.4 16.2 range 0.5 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON3_540
if 
  2000 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_575 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_540 

:BARON3_575
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON3_620 
058A: create_gun_flash_from -386.581 -614.139 17.96 to -386.794 -614.627 18.155 

:BARON3_620
if 
  3599 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_655 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_620 

:BARON3_655
00BC: text_highpriority 'COK3_A' time 10000 1  // Not so pleased with your selves NOW, huh!

:BARON3_670
if 
  5985 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_705 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_670 

:BARON3_705
00BC: text_highpriority 'COK3_B' time 10000 1  // Ahahahahaa, Ahahahahaa.

:BARON3_720
if 
  8050 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_755 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_720 

:BARON3_755
00BC: text_highpriority 'COK3_C' time 10000 1  // Whoa! Watch where you're waving that thing!

:BARON3_770
if 
  9520 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_805 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_770 

:BARON3_805
00BC: text_highpriority 'COK3_D' time 10000 1  // No more pigeon shit on MY car, eh Tommy!

:BARON3_820
if 
  12144 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_855 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_820 

:BARON3_855
00BC: text_highpriority 'COK3_E' time 10000 1  // Guess not.

:BARON3_870
if 
  13827 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_905 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_870 

:BARON3_905
00BC: text_highpriority 'COK3_F' time 10000 1  // You're damn right. Now listen,

:BARON3_920
if 
  16253 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_955 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_920 

:BARON3_955
00BC: text_highpriority 'COK3_G' time 10000 1  // you know who owns the fastest boat on the east coast?

:BARON3_970
if 
  18599 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1005 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_970 

:BARON3_1005
00BC: text_highpriority 'COK3_H' time 10000 1  // Not off hand, no.

:BARON3_1020
if 
  19835 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1055 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1020 

:BARON3_1055
00BC: text_highpriority 'COK3_I' time 10000 1  // ME. And I want it to stay that way.

:BARON3_1070
if 
  23576 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1105 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1070 

:BARON3_1105
00BC: text_highpriority 'COK3_J' time 10000 1  // Every smuggler from here to Caracas has one dream, a faster boat.

:BARON3_1120
if 
  28644 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1155 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1120 

:BARON3_1155
00BC: text_highpriority 'COK3_K' time 10000 1  // Rumor has it the boatyard has just completed such a vessel.

:BARON3_1170
if 
  32972 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1207 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1170 

:BARON3_1207
00BC: text_highpriority 'COK3_L' time 10000 1  // for some Costa Rican dickhead.

:BARON3_1222
if 
  35549 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1259 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1222 

:BARON3_1259
00BC: text_highpriority 'COK3_M' time 10000 1  // And Tommy...I WANT THAT BOAT!!!

:BARON3_1274
if 
  40624 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1311 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1274 

:BARON3_1311
00BC: text_highpriority 'COK3_O' time 10000 1  // Ah! I thought I got you. Where'd you come from?

:BARON3_1326
if 
  43796 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1326 

:BARON3_1363
00BC: text_highpriority 'COK3_P' time 10000 1  // Pigeons! Boom! Aaaaah!

:BARON3_1378
if 
  43866 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1415 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1378 

:BARON3_1415
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON3_1460 
058A: create_gun_flash_from -386.404 -614.265 17.955 to -386.639 -614.744 18.148 

:BARON3_1460
if 
  44500 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1497 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1460 

:BARON3_1497
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON3_1542 
058A: create_gun_flash_from -386.466 -614.374 17.876 to -386.739 -614.85 18.024 

:BARON3_1542
if 
  46018 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1579 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1542 

:BARON3_1579
00BC: text_highpriority 'COK3_N' time 10000 1  // I think your pigeons are back.

:BARON3_1594
if 
  47040 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1631 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1594 

:BARON3_1631
fade 0 1500 
00BE: text_clear_all 

:BARON3_1640
if 
fading 
jf @BARON3_1664 
wait 0 
jump @BARON3_1640 

:BARON3_1664
03AD: set_rubbish 1 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
select_interior 0 
Camera.SetAtPos(-379.2, -536.4, 16.2)
wait 500 
fade 1 1500 
Model.Load(#HMYAP)
Model.Load(#SQUALO)
Model.Load(#HMYST)
Model.Load(#TEC9)
Model.Load(#HAMMER)
Model.Load(#SCREWDRIVER)
Model.Load(#SPEEDER)
Model.Load(#DINGHY)
Model.Load(#RUGER)

:BARON3_1766
if or
   not Model.Available(#HMYAP)
   not Model.Available(#SQUALO)
   not Model.Available(#HMYST)
   not Model.Available(#TEC9)
   not Model.Available(#HAMMER)
jf @BARON3_1811 
wait 0 
jump @BARON3_1766 

:BARON3_1811
if or
   not Model.Available(#SCREWDRIVER)
   not Model.Available(#SPEEDER)
   not Model.Available(#DINGHY)
   not Model.Available(#RUGER)
jf @BARON3_1853 
wait 0 
jump @BARON3_1811 

:BARON3_1853
Object.Destroy($2187)
03BC: $3302 = create_sphere -665.4 -1484.7 12.8 1.0 
Car.Create($366, #SQUALO, -597.6, -1507.7, 5.4)
Car.Angle($366) = 250.0
Marker.CreateAboveCar($367, $366)
00BC: text_highpriority 'COK3_8' time 10000 1  // ~g~Go to the boatyard at the docks and steal the fastest boat.

:BARON3_1939
if 
81FC:   not player $PLAYER_CHAR near_car $366 radius 120.0 120.0 0 
jf @BARON3_2019 
wait 0 
if 
   Car.Wrecked($366)
jf @BARON3_2012 
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 

:BARON3_2012
jump @BARON3_1939 

:BARON3_2019
015C: set_zone_gang_info 'DOCKS' 1 2 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 2 0 0 0 0 0 0 0 0 0 10 
Car.Create($3289, #SPEEDER, -582.4, -1493.6, 5.4)
Car.Angle($3289) = 250.0
Car.Create($3290, #DINGHY, -576.1, -1525.5, 5.4)
Car.Angle($3290) = 250.0
Actor.Create(4@, 7, #HMYST, -640.9, -1491.3, -100.0)
Actor.Angle(4@) = 270.0
01ED: clear_actor 4@ threat_search 
011A: set_actor 4@ search_threat 1 
0243: set_actor 4@ ped_stats_to 16 
01B2: give_actor 4@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 4@ maintain_position_when_attacked 1 
Actor.Create(5@, 7, #HMYST, -636.8, -1480.0, -100.0)
Actor.Angle(5@) = 270.0
01ED: clear_actor 5@ threat_search 
011A: set_actor 5@ search_threat 1 
0243: set_actor 5@ ped_stats_to 16 
01B2: give_actor 5@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 5@ maintain_position_when_attacked 1 
Actor.Create(6@, 7, #HMYST, -623.9, -1477.7, -100.0)
Actor.Angle(6@) = 73.5
01ED: clear_actor 6@ threat_search 
011A: set_actor 6@ search_threat 1 
0243: set_actor 6@ ped_stats_to 16 
01B2: give_actor 6@ weapon 27 ammo 500 // Load the weapon model before using this 
Actor.Create(7@, 7, #HMYST, -682.8, -1484.8, -100.0)
Actor.Angle(7@) = 260.0
01ED: clear_actor 7@ threat_search 
011A: set_actor 7@ search_threat 1 
0243: set_actor 7@ ped_stats_to 16 
01B2: give_actor 7@ weapon 27 ammo 500 // Load the weapon model before using this 
Actor.Create(8@, 7, #HMYST, -671.7, -1459.1, -100.0)
Actor.Angle(8@) = 160.5
01ED: clear_actor 8@ threat_search 
011A: set_actor 8@ search_threat 1 
0243: set_actor 8@ ped_stats_to 16 
01B2: give_actor 8@ weapon 27 ammo 500 // Load the weapon model before using this 
Actor.Create(9@, 7, #HMYST, -573.7, -1522.5, 6.9)
Actor.Angle(9@) = 70.0
01ED: clear_actor 9@ threat_search 
011A: set_actor 9@ search_threat 1 
0243: set_actor 9@ ped_stats_to 16 
01B2: give_actor 9@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 9@ maintain_position_when_attacked 1 
Actor.Create(10@, 7, #HMYST, -586.9, -1496.2, 7.0)
Actor.Angle(10@) = 76.0
01ED: clear_actor 10@ threat_search 
011A: set_actor 10@ search_threat 1 
0243: set_actor 10@ ped_stats_to 16 
01B2: give_actor 10@ weapon 27 ammo 500 // Load the weapon model before using this 
0350: set_actor 10@ maintain_position_when_attacked 1 
Actor.Create(0@, 7, #HMYAP, -662.0, -1481.7, 13.0)
Actor.Angle(0@) = 6.0
01ED: clear_actor 0@ threat_search 
011A: set_actor 0@ search_threat 1 
0243: set_actor 0@ ped_stats_to 16 
01B2: give_actor 0@ weapon 7 ammo 0 // Load the weapon model before using this 
Actor.Create(1@, 7, #HMYAP, -661.9, -1479.7, 12.5)
Actor.Angle(1@) = 200.0
01ED: clear_actor 1@ threat_search 
011A: set_actor 1@ search_threat 1 
0243: set_actor 1@ ped_stats_to 16 
01B2: give_actor 1@ weapon 2 ammo 0 // Load the weapon model before using this 
Actor.Create(2@, 7, #HMYAP, -662.4, -1481.6, 13.0)
Actor.Angle(2@) = 280.0
01ED: clear_actor 2@ threat_search 
011A: set_actor 2@ search_threat 1 
0243: set_actor 2@ ped_stats_to 16 
01B2: give_actor 2@ weapon 7 ammo 0 // Load the weapon model before using this 
03F9: make_actors 2@ 1@ converse_in 999999 ms 
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:BARON3_2835
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_2881 
if 
00DC:   player $PLAYER_CHAR in_car $366 
jf @BARON3_2881 
jump @BARON3_6799 

:BARON3_2881
if 
82B3:   not player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_2934 

:BARON3_2934
if 
   Car.Wrecked($366)
jf @BARON3_3128 
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_3106 
03BD: destroy_sphere $3302 
Marker.Disable($367)

:BARON3_3013
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_3077 
wait 0 
jump @BARON3_3013 

:BARON3_3077
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 
jump @BARON3_3128 

:BARON3_3106
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 

:BARON3_3128
if 
  11@ == 0 // @ == int 
jf @BARON3_3153 
gosub @BARON3_8203 

:BARON3_3153
if 
   not Actor.Dead(0@)
jf @BARON3_3261 
if and
00FB:   player $PLAYER_CHAR 0 0@ radius 20.0 20.0 6.0 
0123:   actor 0@ spotted_player $PLAYER_CHAR 
jf @BARON3_3228 
01CA: actor 0@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_3228
if 
8184:   not actor 0@ health > 90 
jf @BARON3_3261 
01CA: actor 0@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_3261
if 
   not Actor.Dead(1@)
jf @BARON3_3369 
if and
00FB:   player $PLAYER_CHAR 0 1@ radius 20.0 20.0 6.0 
0123:   actor 1@ spotted_player $PLAYER_CHAR 
jf @BARON3_3336 
01CA: actor 1@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_3336
if 
8184:   not actor 1@ health > 90 
jf @BARON3_3369 
01CA: actor 1@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_3369
if 
   not Actor.Dead(2@)
jf @BARON3_3477 
if and
00FB:   player $PLAYER_CHAR 0 2@ radius 20.0 20.0 6.0 
0123:   actor 2@ spotted_player $PLAYER_CHAR 
jf @BARON3_3444 
01CA: actor 2@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_3444
if 
8184:   not actor 2@ health > 90 
jf @BARON3_3477 
01CA: actor 2@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_3477
if 
  12@ == 1 // @ == int 
jf @BARON3_3574 
if 
   not Actor.Dead(0@)
jf @BARON3_3519 
01CA: actor 0@ kill_player $PLAYER_CHAR 

:BARON3_3519
if 
   not Actor.Dead(1@)
jf @BARON3_3543 
01CA: actor 1@ kill_player $PLAYER_CHAR 

:BARON3_3543
if 
   not Actor.Dead(2@)
jf @BARON3_3567 
01CA: actor 2@ kill_player $PLAYER_CHAR 

:BARON3_3567
12@ = 2 // @ = int 

:BARON3_3574
if 
   not Actor.Dead(4@)
jf @BARON3_4003 
if 
  $3285 == 0 // $ == int 
jf @BARON3_3974 
if and
00FB:   player $PLAYER_CHAR 0 4@ radius 20.0 20.0 6.0 
0123:   actor 4@ spotted_player $PLAYER_CHAR 
jf @BARON3_3659 
$3285 = 1 // $ = int 

:BARON3_3659
if 
8184:   not actor 4@ health > 90 
jf @BARON3_3684 
$3285 = 1 // $ = int 

:BARON3_3684
if and
  TIMERB > 3000 // @ > int 
  6000 > TIMERB // int > @ 
jf @BARON3_3750 
if 
   not $3283 == 160.0 // $ == float 
jf @BARON3_3750 
$3283 -= 5.0 // $ -= float 
Actor.Angle(4@) = $3283

:BARON3_3750
if and
  TIMERB > 6000 // @ > int 
  9000 > TIMERB // int > @ 
jf @BARON3_3816 
if 
   not $3283 == 270.0 // $ == float 
jf @BARON3_3816 
$3283 += 5.0 // $ += float 
Actor.Angle(4@) = $3283

:BARON3_3816
if and
  TIMERB > 9000 // @ > int 
  12000 > TIMERB // int > @ 
jf @BARON3_3882 
if 
   not $3283 == 340.0 // $ == float 
jf @BARON3_3882 
$3283 += 5.0 // $ += float 
Actor.Angle(4@) = $3283

:BARON3_3882
if and
  TIMERB > 12000 // @ > int 
  15000 > TIMERB // int > @ 
jf @BARON3_3948 
if 
   not $3283 == 270.0 // $ == float 
jf @BARON3_3948 
$3283 -= 5.0 // $ -= float 
Actor.Angle(4@) = $3283

:BARON3_3948
if 
  TIMERB > 15000 // @ > int 
jf @BARON3_3974 
TIMERB = 0 // @ = int 

:BARON3_3974
Actor.StorePos(4@, $3268, $3269, $3270)
008A: $3286 = 4@ // $ = @ int 
gosub @BARON3_7931 

:BARON3_4003
if 
   not Actor.Dead(5@)
jf @BARON3_4432 
if 
  $3285 == 0 // $ == int 
jf @BARON3_4403 
if and
00FB:   player $PLAYER_CHAR 0 5@ radius 20.0 20.0 6.0 
0123:   actor 5@ spotted_player $PLAYER_CHAR 
jf @BARON3_4088 
$3285 = 1 // $ = int 

:BARON3_4088
if 
8184:   not actor 5@ health > 90 
jf @BARON3_4113 
$3285 = 1 // $ = int 

:BARON3_4113
if and
  TIMERA > 4000 // @ > int 
  7000 > TIMERA // int > @ 
jf @BARON3_4179 
if 
   not $3284 == 160.0 // $ == float 
jf @BARON3_4179 
$3284 -= 5.0 // $ -= float 
Actor.Angle(5@) = $3284

:BARON3_4179
if and
  TIMERA > 7000 // @ > int 
  10000 > TIMERA // int > @ 
jf @BARON3_4245 
if 
   not $3284 == 270.0 // $ == float 
jf @BARON3_4245 
$3284 += 5.0 // $ += float 
Actor.Angle(5@) = $3284

:BARON3_4245
if and
  TIMERA > 10000 // @ > int 
  13000 > TIMERA // int > @ 
jf @BARON3_4311 
if 
   not $3284 == 340.0 // $ == float 
jf @BARON3_4311 
$3284 += 5.0 // $ += float 
Actor.Angle(5@) = $3284

:BARON3_4311
if and
  TIMERA > 13000 // @ > int 
  16000 > TIMERA // int > @ 
jf @BARON3_4377 
if 
   not $3284 == 270.0 // $ == float 
jf @BARON3_4377 
$3284 -= 5.0 // $ -= float 
Actor.Angle(5@) = $3284

:BARON3_4377
if 
  TIMERA > 16000 // @ > int 
jf @BARON3_4403 
TIMERA = 0 // @ = int 

:BARON3_4403
Actor.StorePos(5@, $3271, $3272, $3273)
008A: $3286 = 5@ // $ = @ int 
gosub @BARON3_7931 

:BARON3_4432
if 
   not Actor.Dead(6@)
jf @BARON3_4895 
if 
  $3285 == 0 // $ == int 
jf @BARON3_4866 
if and
00FB:   player $PLAYER_CHAR 0 6@ radius 20.0 20.0 6.0 
0123:   actor 6@ spotted_player $PLAYER_CHAR 
jf @BARON3_4517 
$3285 = 1 // $ = int 

:BARON3_4517
if 
8184:   not actor 6@ health > 90 
jf @BARON3_4542 
$3285 = 1 // $ = int 

:BARON3_4542
if 
00FF:   actor 6@ 0 -623.9 -1477.7 12.0 radius 1.0 1.0 4.0 
jf @BARON3_4704 
if 
  $3291 == 0 // $ == int 
jf @BARON3_4632 
0372: set_actor 6@ anim 3 wait_state_time 5000 ms 
$3293 = 0 // $ = int 
$3291 = 1 // $ = int 

:BARON3_4632
if 
  $3291 == 1 // $ == int 
jf @BARON3_4704 
$3293 += 1 // $ += int 
if 
  $3293 > 90 // $ > int 
jf @BARON3_4704 
0211: actor 6@ walk_to -671.7 -1459.1 
0411: set_actor 6@ use_pednode_seek 0 
$3292 = 0 // $ = int 

:BARON3_4704
if 
00FF:   actor 6@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
jf @BARON3_4866 
if 
  $3292 == 0 // $ == int 
jf @BARON3_4794 
0372: set_actor 6@ anim 3 wait_state_time 5000 ms 
$3293 = 0 // $ = int 
$3292 = 1 // $ = int 

:BARON3_4794
if 
  $3292 == 1 // $ == int 
jf @BARON3_4866 
$3293 += 1 // $ += int 
if 
  $3293 > 90 // $ > int 
jf @BARON3_4866 
0211: actor 6@ walk_to -623.9 -1477.7 
0411: set_actor 6@ use_pednode_seek 0 
$3291 = 0 // $ = int 

:BARON3_4866
Actor.StorePos(6@, $3274, $3275, $3276)
008A: $3286 = 6@ // $ = @ int 
gosub @BARON3_7931 

:BARON3_4895
if 
   not Actor.Dead(7@)
jf @BARON3_5358 
if 
  $3285 == 0 // $ == int 
jf @BARON3_5329 
if and
00FB:   player $PLAYER_CHAR 0 7@ radius 20.0 20.0 6.0 
0123:   actor 7@ spotted_player $PLAYER_CHAR 
jf @BARON3_4980 
$3285 = 1 // $ = int 

:BARON3_4980
if 
8184:   not actor 7@ health > 90 
jf @BARON3_5005 
$3285 = 1 // $ = int 

:BARON3_5005
if 
00FF:   actor 7@ 0 -682.8 -1484.8 14.5 radius 1.0 1.0 4.0 
jf @BARON3_5167 
if 
  $3295 == 0 // $ == int 
jf @BARON3_5095 
0372: set_actor 7@ anim 3 wait_state_time 5000 ms 
$3297 = 0 // $ = int 
$3295 = 1 // $ = int 

:BARON3_5095
if 
  $3295 == 1 // $ == int 
jf @BARON3_5167 
$3297 += 1 // $ += int 
if 
  $3297 > 90 // $ > int 
jf @BARON3_5167 
0211: actor 7@ walk_to -638.9 -1500.9 
0411: set_actor 7@ use_pednode_seek 0 
$3296 = 0 // $ = int 

:BARON3_5167
if 
00FF:   actor 7@ 0 -638.9 -1500.9 12.0 radius 1.0 1.0 4.0 
jf @BARON3_5329 
if 
  $3296 == 0 // $ == int 
jf @BARON3_5257 
0372: set_actor 7@ anim 3 wait_state_time 5000 ms 
$3297 = 0 // $ = int 
$3296 = 1 // $ = int 

:BARON3_5257
if 
  $3296 == 1 // $ == int 
jf @BARON3_5329 
$3297 += 1 // $ += int 
if 
  $3297 > 90 // $ > int 
jf @BARON3_5329 
0211: actor 7@ walk_to -682.8 -1484.8 
0411: set_actor 7@ use_pednode_seek 0 
$3295 = 0 // $ = int 

:BARON3_5329
Actor.StorePos(7@, $3277, $3278, $3279)
008A: $3286 = 7@ // $ = @ int 
gosub @BARON3_7931 

:BARON3_5358
if 
   not Actor.Dead(8@)
jf @BARON3_6091 
if 
  $3285 == 0 // $ == int 
jf @BARON3_6062 
if and
00FB:   player $PLAYER_CHAR 0 8@ radius 20.0 20.0 6.0 
0123:   actor 8@ spotted_player $PLAYER_CHAR 
jf @BARON3_5443 
$3285 = 1 // $ = int 

:BARON3_5443
if 
8184:   not actor 8@ health > 90 
jf @BARON3_5468 
$3285 = 1 // $ = int 

:BARON3_5468
if 
00FF:   actor 8@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
jf @BARON3_5765 
if 
  $3299 == 0 // $ == int 
jf @BARON3_5565 
0372: set_actor 8@ anim 3 wait_state_time 5000 ms 
$3301 = 0 // $ = int 
$3287 = 0 // $ = int 
$3299 = 1 // $ = int 

:BARON3_5565
if 
  $3299 == 1 // $ == int 
jf @BARON3_5637 
$3301 += 1 // $ += int 
if 
  $3301 > 90 // $ > int 
jf @BARON3_5637 
0211: actor 8@ walk_to -682.8 -1484.8 
0411: set_actor 8@ use_pednode_seek 0 
$3300 = 0 // $ = int 

:BARON3_5637
if 
   not Actor.Dead(7@)
jf @BARON3_5765 
if 
00FF:   actor 7@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
jf @BARON3_5765 
if 
  $3287 == 0 // $ == int 
jf @BARON3_5765 
0372: set_actor 7@ anim 3 wait_state_time 0 ms 
011C: actor 7@ clear_objective 
0372: set_actor 8@ anim 3 wait_state_time 0 ms 
011C: actor 8@ clear_objective 
03F9: make_actors 8@ 7@ converse_in 10000 ms 
$3287 = 1 // $ = int 

:BARON3_5765
if 
00FF:   actor 8@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 
jf @BARON3_6062 
if 
  $3300 == 0 // $ == int 
jf @BARON3_5862 
0372: set_actor 8@ anim 3 wait_state_time 5000 ms 
$3301 = 0 // $ = int 
$3288 = 0 // $ = int 
$3300 = 1 // $ = int 

:BARON3_5862
if 
  $3300 == 1 // $ == int 
jf @BARON3_5934 
$3301 += 1 // $ += int 
if 
  $3301 > 90 // $ > int 
jf @BARON3_5934 
0211: actor 8@ walk_to -671.7 -1459.1 
0411: set_actor 8@ use_pednode_seek 0 
$3299 = 0 // $ = int 

:BARON3_5934
if 
   not Actor.Dead(6@)
jf @BARON3_6062 
if 
00FF:   actor 6@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 
jf @BARON3_6062 
if 
  $3288 == 0 // $ == int 
jf @BARON3_6062 
0372: set_actor 6@ anim 3 wait_state_time 0 ms 
0372: set_actor 8@ anim 3 wait_state_time 0 ms 
011C: actor 8@ clear_objective 
011C: actor 6@ clear_objective 
03F9: make_actors 8@ 6@ converse_in 10000 ms 
$3288 = 1 // $ = int 

:BARON3_6062
Actor.StorePos(8@, $3280, $3281, $3282)
008A: $3286 = 8@ // $ = @ int 
gosub @BARON3_7931 

:BARON3_6091
if 
   not Actor.Dead(9@)
jf @BARON3_6341 
if 
  $3285 == 0 // $ == int 
jf @BARON3_6341 
if and
00FB:   player $PLAYER_CHAR 0 9@ radius 20.0 20.0 6.0 
0123:   actor 9@ spotted_player $PLAYER_CHAR 
jf @BARON3_6176 
$3285 = 1 // $ = int 

:BARON3_6176
if 
8184:   not actor 9@ health > 90 
jf @BARON3_6201 
$3285 = 1 // $ = int 

:BARON3_6201
if 
00FF:   actor 9@ 0 -573.7 -1522.5 7.0 radius 1.0 1.0 4.0 
jf @BARON3_6271 
0211: actor 9@ walk_to -598.6 -1513.0 
0411: set_actor 9@ use_pednode_seek 0 

:BARON3_6271
if 
00FF:   actor 9@ 0 -598.6 -1513.0 7.0 radius 1.0 1.0 4.0 
jf @BARON3_6341 
0211: actor 9@ walk_to -573.7 -1522.5 
0411: set_actor 9@ use_pednode_seek 0 

:BARON3_6341
if 
   not Actor.Dead(10@)
jf @BARON3_6591 
if 
  $3285 == 0 // $ == int 
jf @BARON3_6591 
if and
00FB:   player $PLAYER_CHAR 0 10@ radius 20.0 20.0 6.0 
0123:   actor 10@ spotted_player $PLAYER_CHAR 
jf @BARON3_6426 
$3285 = 1 // $ = int 

:BARON3_6426
if 
8184:   not actor 10@ health > 90 
jf @BARON3_6451 
$3285 = 1 // $ = int 

:BARON3_6451
if 
00FF:   actor 10@ 0 -586.9 -1496.2 7.0 radius 1.0 1.0 4.0 
jf @BARON3_6521 
0211: actor 10@ walk_to -569.0 -1503.1 
0411: set_actor 10@ use_pednode_seek 0 

:BARON3_6521
if 
00FF:   actor 10@ 0 -569.0 -1503.1 7.0 radius 1.0 1.0 4.0 
jf @BARON3_6591 
0211: actor 10@ walk_to -586.9 -1496.2 
0411: set_actor 10@ use_pednode_seek 0 

:BARON3_6591
gosub @BARON3_9494 
if 
   Car.Wrecked($366)
jf @BARON3_6792 
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_6770 
03BD: destroy_sphere $3302 
Marker.Disable($367)

:BARON3_6677
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_6741 
wait 0 
jump @BARON3_6677 

:BARON3_6741
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 
jump @BARON3_6792 

:BARON3_6770
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 

:BARON3_6792
jump @BARON3_2835 

:BARON3_6799
Marker.Disable($367)
018A: $367 = create_checkpoint_at -378.5 -660.0 5.6 
00BC: text_highpriority 'COK3_6' time 5000 1  // ~g~Get the boat to the mansion.
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:BARON3_6846
if or
80F5:   not player $PLAYER_CHAR 1 -378.5 -660.0 5.0 radius 20.0 30.0 6.0 
80DC:   not player $PLAYER_CHAR in_car $366 
jf @BARON3_7114 
wait 0 
if 
   Car.Wrecked($366)
jf @BARON3_7100 
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_7078 
03BD: destroy_sphere $3302 
Marker.Disable($367)

:BARON3_6985
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_7049 
wait 0 
jump @BARON3_6985 

:BARON3_7049
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 
jump @BARON3_7100 

:BARON3_7078
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_7654 

:BARON3_7100
gosub @BARON3_9494 
jump @BARON3_6846 

:BARON3_7114
if 
   not Car.Wrecked($366)
jf @BARON3_7145 
02D4: car $366 turn_off_engine 
02DB: set_boat $366 speed_to 0.0 

:BARON3_7145
fade 0 1000 
wait 1000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0395: clear_area 1 at -366.1 -655.2 6.9 range 1.0 
if 
   not Car.Wrecked($366)
jf @BARON3_7268 
Car.PutAt($366, -393.8, -660.4, 5.6)
Car.Angle($366) = 270.0
02D3: boat $366 drive_to -378.5 -660.0 5.6 
02DB: set_boat $366 speed_to 8.0 

:BARON3_7268
wait 0 
Camera.SetPosition(-365.183, -654.17, 8.057, 0.0, 0.0, 0.0)
Camera.PointAt(-366.024, -654.71, 8.009, 2)
fade 1 1500 
TIMERB = 0 // @ = int 

:BARON3_7337
if 
   not TIMERB > 3500 // @ > int 
jf @BARON3_7446 
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_7439 
if 
01AF:   car $366 0 -378.5 -660.0 5.6 radius 2.0 2.0 4.0 
jf @BARON3_7439 
02D4: car $366 turn_off_engine 
02DB: set_boat $366 speed_to 0.0 

:BARON3_7439
jump @BARON3_7337 

:BARON3_7446
fade 0 1000 
wait 1000 
0395: clear_area 1 at -372.7 -656.7 6.9 range 1.0 
if 
   not Car.Wrecked($366)
jf @BARON3_7564 
if 
00DC:   player $PLAYER_CHAR in_car $366 
jf @BARON3_7544 
012A: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 and_remove_from_car 
jump @BARON3_7564 

:BARON3_7544
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 

:BARON3_7564
if 
   not Car.Wrecked($366)
jf @BARON3_7610 
Car.PutAt($366, -378.5, -660.0, 5.6)
Car.Angle($366) = 270.0

:BARON3_7610
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 500 
fade 1 1000 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @BARON3_7671 

:BARON3_7654
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BARON3_7671
$PASSED_COK3_THE_FASTEST_BOAT = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
0318: set_latest_mission_passed 'COK_3'  // The Fastest Boat
030C: progress_made += 1 
start_new_script @BAR4 
return 

:BARON3_7737
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#HMYAP)
Model.Destroy(#SQUALO)
Model.Destroy(#HMYST)
Model.Destroy(#TEC9)
Model.Destroy(#HAMMER)
Model.Destroy(#SCREWDRIVER)
Model.Destroy(#SPEEDER)
Model.Destroy(#DINGHY)
Model.Destroy(#RUGER)
if 
   not Car.Wrecked($366)
jf @BARON3_7813 
Car.RemoveReferences($366)

:BARON3_7813
Object.Init($2187, #B_HSE_DOORS, -640.012, -1485.941, 15.457)
Object.RemoveFromMissionCleanupList($2187)
03BD: destroy_sphere $3302 
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
Marker.Disable($367)
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

:BARON3_7931
if and
   Actor.Dead(4@)
00FF:   actor $3286 0 $3268 $3269 $3270 radius 4.0 4.0 4.0 
jf @BARON3_7985 
$3285 = 1 // $ = int 

:BARON3_7985
if and
   Actor.Dead(5@)
00FF:   actor $3286 0 $3271 $3272 $3273 radius 4.0 4.0 4.0 
jf @BARON3_8039 
$3285 = 1 // $ = int 

:BARON3_8039
if and
   Actor.Dead(6@)
00FF:   actor $3286 0 $3274 $3275 $3276 radius 4.0 4.0 4.0 
jf @BARON3_8093 
$3285 = 1 // $ = int 

:BARON3_8093
if and
   Actor.Dead(7@)
00FF:   actor $3286 0 $3277 $3278 $3279 radius 4.0 4.0 4.0 
jf @BARON3_8147 
$3285 = 1 // $ = int 

:BARON3_8147
if and
   Actor.Dead(8@)
00FF:   actor $3286 0 $3280 $3281 $3282 radius 4.0 4.0 4.0 
jf @BARON3_8201 
$3285 = 1 // $ = int 

:BARON3_8201
return 

:BARON3_8203
if 
   not Car.Wrecked($366)
jf @BARON3_8249 
Car.PutAt($366, -597.6, -1507.7, 11.5)
Car.Angle($366) = 256.0

:BARON3_8249
if 
  $3294 == 0 // $ == int 
jf @BARON3_8701 
if 
   not Car.Wrecked($366)
jf @BARON3_8701 
if 
01FF:   player $PLAYER_CHAR near_car $366 radius 40.0 40.0 20.0 unknown 0 
jf @BARON3_8701 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
00BC: text_highpriority 'COK3_5' time 6000 1  // ~g~Find the switch to lower the boat.
Camera.SetPosition(-598.588, -1496.503, 16.717, 0.0, 0.0, 0.0)
Camera.PointAt(-598.493, -1497.474, 16.496, 2)
TIMERB = 0 // @ = int 

:BARON3_8403
if 
   not TIMERB > 500 // @ > int 
jf @BARON3_8479 
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_8472 
Car.PutAt($366, -597.6, -1507.7, 11.5)
Car.Angle($366) = 256.0

:BARON3_8472
jump @BARON3_8403 

:BARON3_8479
if 
   not TIMERB > 4000 // @ > int 
jf @BARON3_8679 
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_8548 
Car.PutAt($366, -597.6, -1507.7, 11.5)
Car.Angle($366) = 256.0

:BARON3_8548
if 
00E1:   player 0 pressed_button 16 
jf @BARON3_8672 

:BARON3_8565
if 
00E1:   player 0 pressed_button 16 
jf @BARON3_8665 
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_8632 
Car.PutAt($366, -597.6, -1507.7, 11.5)
Car.Angle($366) = 256.0

:BARON3_8632
if 
  TIMERB > 3500 // @ > int 
jf @BARON3_8658 
jump @BARON3_8679 

:BARON3_8658
jump @BARON3_8565 

:BARON3_8665
jump @BARON3_8679 

:BARON3_8672
jump @BARON3_8479 

:BARON3_8679
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$3294 = 1 // $ = int 

:BARON3_8701
if 
00F6:   player $PLAYER_CHAR 0 -665.4 -1484.7 12.8 radius 0.5 0.5 1.5 
jf @BARON3_9492 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0171: set_player $PLAYER_CHAR z_angle_to 150.0 
046F: store_player $PLAYER_CHAR currently_armed_weapon_to 13@ 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 
TIMERB = 0 // @ = int 

:BARON3_8802
if 
   not TIMERB > 1000 // @ > int 
jf @BARON3_8878 
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_8871 
Car.PutAt($366, -597.6, -1507.7, 11.5)
Car.Angle($366) = 256.0

:BARON3_8871
jump @BARON3_8802 

:BARON3_8878
053D: clear_actor $PLAYER_ACTOR wait_state 
01B8: set_player $PLAYER_CHAR armed_weapon_to 13@ 
Camera.SetPosition(-600.685, -1498.843, 25.889, 0.0, 0.0, 0.0)
Camera.PointAt(-600.498, -1499.38, 25.066, 2)
03BD: destroy_sphere $3302 

:BARON3_8947
if 
   not TIMERB > 2500 // @ > int 
jf @BARON3_9023 
wait 0 
if 
   not Car.Wrecked($366)
jf @BARON3_9016 
Car.PutAt($366, -597.6, -1507.7, 11.5)
Car.Angle($366) = 256.0

:BARON3_9016
jump @BARON3_8947 

:BARON3_9023
wait 4000 
0055: put_player $PLAYER_CHAR at -665.4 -1484.7 12.8 
0171: set_player $PLAYER_CHAR z_angle_to 150.0 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
00BC: text_highpriority 'COK3_9' time 8000 1  // ~g~Now get into the boat.
Actor.Create($3303, 7, #HMYST, -640.6, -1500.3, -100.0)
Actor.Angle($3303) = 335.0
01ED: clear_actor $3303 threat_search 
011A: set_actor $3303 search_threat 1 
0243: set_actor $3303 ped_stats_to 16 
01B2: give_actor $3303 weapon 22 ammo 500 // Load the weapon model before using this 
0350: set_actor $3303 maintain_position_when_attacked 1 
Actor.Create($3304, 7, #HMYST, -652.5, -1497.5, -100.0)
Actor.Angle($3304) = 245.0
01ED: clear_actor $3304 threat_search 
011A: set_actor $3304 search_threat 1 
0243: set_actor $3304 ped_stats_to 16 
01B2: give_actor $3304 weapon 22 ammo 500 // Load the weapon model before using this 
0350: set_actor $3304 maintain_position_when_attacked 1 
Actor.Create($3305, 7, #HMYST, -632.5, -1476.1, -100.0)
Actor.Angle($3305) = 165.9
01ED: clear_actor $3305 threat_search 
011A: set_actor $3305 search_threat 1 
0243: set_actor $3305 ped_stats_to 16 
01B2: give_actor $3305 weapon 22 ammo 500 // Load the weapon model before using this 
Actor.Create($3306, 7, #HMYST, -643.2, -1467.1, -100.0)
Actor.Angle($3306) = 252.0
01ED: clear_actor $3306 threat_search 
011A: set_actor $3306 search_threat 1 
0243: set_actor $3306 ped_stats_to 16 
01B2: give_actor $3306 weapon 22 ammo 500 // Load the weapon model before using this 
Actor.Create($3307, 7, #HMYST, -666.5, -1458.0, -100.0)
Actor.Angle($3307) = 245.0
01ED: clear_actor $3307 threat_search 
011A: set_actor $3307 search_threat 1 
0243: set_actor $3307 ped_stats_to 16 
01B2: give_actor $3307 weapon 22 ammo 500 // Load the weapon model before using this 
Actor.Create($3308, 7, #HMYST, -678.8, -1486.3, -100.0)
Actor.Angle($3308) = 252.0
01ED: clear_actor $3308 threat_search 
011A: set_actor $3308 search_threat 1 
0243: set_actor $3308 ped_stats_to 16 
01B2: give_actor $3308 weapon 22 ammo 500 // Load the weapon model before using this 
$3285 = 1 // $ = int 
11@ = 1 // @ = int 

:BARON3_9492
return 

:BARON3_9494
if 
  $3285 == 1 // $ == int 
jf @BARON3_10634 
if 
  3@ == 0 // @ == int 
jf @BARON3_9705 
if 
   not Actor.Dead(10@)
jf @BARON3_9554 
01CA: actor 10@ kill_player $PLAYER_CHAR 

:BARON3_9554
if 
   not Actor.Dead(9@)
jf @BARON3_9578 
01CA: actor 9@ kill_player $PLAYER_CHAR 

:BARON3_9578
if 
   not Actor.Dead(8@)
jf @BARON3_9602 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON3_9602
if 
   not Actor.Dead(7@)
jf @BARON3_9626 
01CA: actor 7@ kill_player $PLAYER_CHAR 

:BARON3_9626
if 
   not Actor.Dead(6@)
jf @BARON3_9650 
01CA: actor 6@ kill_player $PLAYER_CHAR 

:BARON3_9650
if 
   not Actor.Dead(5@)
jf @BARON3_9674 
01CA: actor 5@ kill_player $PLAYER_CHAR 

:BARON3_9674
if 
   not Actor.Dead(4@)
jf @BARON3_9698 
01CA: actor 4@ kill_player $PLAYER_CHAR 

:BARON3_9698
3@ = 1 // @ = int 

:BARON3_9705
if 
  TIMERA > 1000 // @ > int 
jf @BARON3_10634 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
   not Actor.Dead(10@)
jf @BARON3_9805 
if 
8510:   not actor 10@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_9805 
009E: set_actor 10@ path $397 $398 $399 unknown 4.0 1 

:BARON3_9805
if 
   not Actor.Dead(9@)
jf @BARON3_9872 
if 
8510:   not actor 9@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_9872 
009E: set_actor 9@ path $397 $398 $399 unknown 4.0 1 

:BARON3_9872
if 
   not Actor.Dead(8@)
jf @BARON3_9939 
if 
8510:   not actor 8@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_9939 
009E: set_actor 8@ path $397 $398 $399 unknown 4.0 1 

:BARON3_9939
if 
   not Actor.Dead(7@)
jf @BARON3_10006 
if 
8510:   not actor 7@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10006 
009E: set_actor 7@ path $397 $398 $399 unknown 4.0 1 

:BARON3_10006
if 
   not Actor.Dead(6@)
jf @BARON3_10073 
if 
8510:   not actor 6@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10073 
009E: set_actor 6@ path $397 $398 $399 unknown 4.0 1 

:BARON3_10073
if 
   not Actor.Dead(5@)
jf @BARON3_10140 
if 
8510:   not actor 5@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10140 
009E: set_actor 5@ path $397 $398 $399 unknown 4.0 1 

:BARON3_10140
if 
   not Actor.Dead(4@)
jf @BARON3_10207 
if 
8510:   not actor 4@ path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10207 
009E: set_actor 4@ path $397 $398 $399 unknown 4.0 1 

:BARON3_10207
if 
  11@ == 1 // @ == int 
jf @BARON3_10627 
if 
   not Actor.Dead($3303)
jf @BARON3_10292 
if 
8510:   not actor $3303 path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10292 
009E: set_actor $3303 path $397 $398 $399 unknown 4.0 1 

:BARON3_10292
if 
   not Actor.Dead($3304)
jf @BARON3_10359 
if 
8510:   not actor $3304 path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10359 
009E: set_actor $3304 path $397 $398 $399 unknown 4.0 1 

:BARON3_10359
if 
   not Actor.Dead($3305)
jf @BARON3_10426 
if 
8510:   not actor $3305 path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10426 
009E: set_actor $3305 path $397 $398 $399 unknown 4.0 1 

:BARON3_10426
if 
   not Actor.Dead($3306)
jf @BARON3_10493 
if 
8510:   not actor $3306 path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10493 
009E: set_actor $3306 path $397 $398 $399 unknown 4.0 1 

:BARON3_10493
if 
   not Actor.Dead($3307)
jf @BARON3_10560 
if 
8510:   not actor $3307 path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10560 
009E: set_actor $3307 path $397 $398 $399 unknown 4.0 1 

:BARON3_10560
if 
   not Actor.Dead($3308)
jf @BARON3_10627 
if 
8510:   not actor $3308 path_is_clear $397 $398 $399 radius 4.0 
jf @BARON3_10627 
009E: set_actor $3308 path $397 $398 $399 unknown 4.0 1 

:BARON3_10627
TIMERA = 0 // @ = int 

:BARON3_10634
return 

//-------------Mission 15---------------
// Originally: Supply & Demand

:BARON4
gosub @BARON4_36 
if 
wasted_or_busted 
jf @BARON4_27 
gosub @BARON4_10296 

:BARON4_27
gosub @BARON4_10413 
terminate_this_script 

:BARON4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'BARON4' 
wait 0 
054C: use_GXT_table 'BARON4' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
01B5: force_weather 0 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
$342 = 0 // $ = int 
$343 = 0 // $ = int 
$344 = 0 // $ = int 
6@ = 0 // @ = int 
$3316 = 0 // $ = int 
$3318 = 0 // $ = int 
$3319 = 0 // $ = int 
$3320 = 0 // $ = int 
$3321 = 0 // $ = int 
$3325 = 0 // $ = int 
$3326 = 0 // $ = int 
select_interior 2 
04F9: set_extra_colors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'DEAGL' 
02F3: load_object #CUTOBJ03 'SHOTVCR' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON4_299
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
jf @BARON4_344 
wait 0 
jump @BARON4_299 

:BARON4_344
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDIAZ' 
0569: load_uncompressed_animation 'DCFAN' 
0569: load_uncompressed_animation 'DEAGL' 
0569: load_uncompressed_animation 'SHOTVCR' 
02E4: load_cutscene_data 'COK_4A' 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $464 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $464 'CSDIAZ' 
02E5: $506 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'DCFAN' to_loop 
02E6: set_cutscene_anim $506 'DCFAN' 
02E5: $509 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $509 'DEAGL' 
02E5: $3323 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $3323 'SHOTVCR' 
0395: clear_area 1 at -412.3 -607.0 16.2 range 1.0 
0055: put_player $PLAYER_CHAR at -412.3 -607.0 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON4_617
if 
  3123 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_652 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_617 

:BARON4_652
00BC: text_highpriority 'COK4_A' time 10000 1  // Eject! PLASTIC CRAP!

:BARON4_667
if 
  5921 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_702 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_667 

:BARON4_702
00BC: text_highpriority 'COK4_B' time 10000 1  // You doing this to me?

:BARON4_717
if 
  7616 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_752 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_717 

:BARON4_752
00BC: text_highpriority 'COK4_C' time 10000 1  // Who do you think you are, you piece of plastic SHIT? Aaarrgh!

:BARON4_767
if 
  14933 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_802 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_767 

:BARON4_802
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON4_847 
058A: create_gun_flash_from -407.737 -559.252 18.852 to -404.218 -559.623 18.5 

:BARON4_847
if 
  14966 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_882 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_847 

:BARON4_882
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON4_943 
039D: scatter_particles 17 0.05 0 0 0 500 at -408.2 -559.9 18.7 0.05 0.05 0.05 

:BARON4_943
if 
  15433 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_978 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_943 

:BARON4_978
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON4_1023 
058A: create_gun_flash_from -407.729 -559.322 18.842 to -408.281 -559.653 18.5 

:BARON4_1023
if 
  15466 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1058 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1023 

:BARON4_1058
if 
  15656 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1093 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1058 

:BARON4_1093
00BC: text_highpriority 'COK4_D' time 10000 1  // SCREW YOU!

:BARON4_1108
if 
  18764 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1143 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1108 

:BARON4_1143
00BC: text_highpriority 'COK4_E' time 10000 1  // It eats my favorite El burro movie, it die!

:BARON4_1158
if 
  21799 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1193 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1158 

:BARON4_1193
00BC: text_highpriority 'COK4_F' time 10000 1  // What else could I do?

:BARON4_1208
if 
  22980 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1243 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1208 

:BARON4_1243
00BC: text_highpriority 'COK4_G' time 10000 1  // It's probably not plugged in.

:BARON4_1258
if 
  24759 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1293 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1258 

:BARON4_1293
00BC: text_highpriority 'COK4_H' time 10000 1  // What?

:BARON4_1308
if 
  26995 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1343 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1308 

:BARON4_1343
00BC: text_highpriority 'COK4_I' time 10000 1  // Damn - no matter, I can buy a hundred more.

:BARON4_1358
if 
  31939 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1393 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1358 

:BARON4_1393
00BC: text_highpriority 'COK4_J' time 10000 1  // Now Tommy,

:BARON4_1408
if 
  35149 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1445 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1408 

:BARON4_1445
00BC: text_highpriority 'COK4_K' time 10000 1  // each month a freelancer sails into Vice City and moors his yacht.

:BARON4_1460
if 
  40362 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1497 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1460 

:BARON4_1497
00BC: text_highpriority 'COK4_L' time 10000 1  // He sells his cargo to the first boat.

:BARON4_1512
if 
  44300 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1549 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1512 

:BARON4_1549
00BC: text_highpriority 'COK4_M' time 10000 1  // I want you to take the speedboat

:BARON4_1564
if 
  47740 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1601 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1564 

:BARON4_1601
00BC: text_highpriority 'COK4_N' time 10000 1  // and beat all the other shitheads to it,

:BARON4_1616
if 
  50131 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1653 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1616 

:BARON4_1653
00BC: text_highpriority 'COK4_O' time 10000 1  // then you bring the cargo here, ok!?

:BARON4_1668
if 
  52131 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1705 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1668 

:BARON4_1705
00BE: text_clear_all 

:BARON4_1707
if 
  56064 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1744 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1707 

:BARON4_1744
fade 0 1500 
00BE: text_clear_all 

:BARON4_1753
if 
fading 
jf @BARON4_1777 
wait 0 
jump @BARON4_1753 

:BARON4_1777
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
04FA: clear_extra_colors_with_fade 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
03AE: remove_objects_from_cube -406.8 -552.0 25.0 -437.9 -569.4 10.0 
select_interior 0 
Camera.SetAtPos(-412.3, -607.0, 16.2)
wait 500 
fade 1 1500 
00BC: text_highpriority 'COK4_31' time 5000 2  // ~g~Go to the fastest boat at the jetty!
018A: 4@ = create_checkpoint_at -378.6 -649.8 10.6 
03BC: $3309 = create_sphere -378.6 -649.8 10.6 4.0 
Model.Load(#SQUALO)
Model.Load(#SPEEDER)
Model.Load(#MARQUIS)
Model.Load(#RUGER)
Model.Load(#CBA)

:BARON4_1961
if or
   not Model.Available(#SQUALO)
   not Model.Available(#SPEEDER)
   not Model.Available(#MARQUIS)
   not Model.Available(#RUGER)
   not Model.Available(#CBA)
jf @BARON4_2007 
wait 0 
jump @BARON4_1961 

:BARON4_2007
Car.Create($366, #SQUALO, -378.5, -660.0, 5.6)
Car.Health($366) = 1100
Car.Angle($366) = 270.0

:BARON4_2048
if 
80F5:   not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.5 11.5 8.0 
jf @BARON4_2145 
wait 0 
if 
   Car.Wrecked($366)
jf @BARON4_2138 
00BC: text_highpriority 'COK4_33' time 5000 2  // ~r~You destroyed the boat!
jump @BARON4_10296 

:BARON4_2138
jump @BARON4_2048 

:BARON4_2145
03BD: destroy_sphere $3309 
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:BARON4_2162
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @BARON4_2218 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @BARON4_2162 

:BARON4_2218
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 

:BARON4_2238
if 
fading 
jf @BARON4_2262 
wait 0 
jump @BARON4_2238 

:BARON4_2262
if 
   not Car.Wrecked($366)
jf @BARON4_2315 
Car.PutAt($366, -378.5, -659.5, 4.3)
Car.Angle($366) = 270.0
Car.LockInCurrentPosition($366, True)

:BARON4_2315
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'IGBUDDY' 
038B: load_requested_models 

:BARON4_2361
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BARON4_2395 
wait 0 
jump @BARON4_2361 

:BARON4_2395
02E4: load_cutscene_data 'COK_4A2' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $439 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $439 'CSBUDDY' 
054B: attach_cutscene_object_to_car $428 $366 
054B: attach_cutscene_object_to_car $439 $366 
0395: clear_area 1 at -378.8 -656.8 6.9 range 2.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BARON4_2600 
012A: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 and_remove_from_car 
jump @BARON4_2620 

:BARON4_2600
0055: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 

:BARON4_2620
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON4_2652
if 
  4823 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2687 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2652 

:BARON4_2687
00BC: text_highpriority 'COK4_P' time 10000 1  // Let me guess, you thought I could use a guardian angel.

:BARON4_2702
if 
  8992 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2737 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2702 

:BARON4_2737
00BC: text_highpriority 'COK4_Q' time 10000 1  // I'm just saying you need to let me in there, my man.

:BARON4_2752
if 
  12753 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2787 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2752 

:BARON4_2787
00BC: text_highpriority 'COK4_R' time 10000 1  // Now you can feed me all this 'lonely tough guy' crap,

:BARON4_2802
if 
  16046 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2837 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2802 

:BARON4_2837
00BC: text_highpriority 'COK4_S' time 10000 1  // but I know one day I'm gonna save your ass,

:BARON4_2852
if 
  18611 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2887 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2852 

:BARON4_2887
00BC: text_highpriority 'COK4_T' time 10000 1  // and you're probably gonna wanna kiss me!

:BARON4_2902
if 
  20832 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2937 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2902 

:BARON4_2937
00BC: text_highpriority 'COK4_U' time 10000 1  // Wacko.

:BARON4_2952
if 
  21443 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2987 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2952 

:BARON4_2987
00BC: text_highpriority 'COK4_V' time 10000 1  // Hahahahahaha!

:BARON4_3002
if 
  22443 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3037 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3002 

:BARON4_3037
00BE: text_clear_all 

:BARON4_3039
if 
  22984 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3074 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3039 

:BARON4_3074
fade 0 1500 
00BE: text_clear_all 

:BARON4_3083
if 
fading 
jf @BARON4_3107 
wait 0 
jump @BARON4_3083 

:BARON4_3107
Camera.SetAtPos(-378.8, -656.8, 6.9)
if 
   not Car.Wrecked($366)
jf @BARON4_3147 
Car.LockInCurrentPosition($366, False)

:BARON4_3147
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
   not Car.Wrecked($366)
jf @BARON4_3301 
Car.PutAt($366, -378.5, -661.0, 4.3)
Actor.Create($LANCE_VANCE, 4, #SPECIAL03, -380.0, -655.0, 6.9)
01ED: clear_actor $LANCE_VANCE threat_search 
0482: set_threat_reaction_range_multiplier 3.0 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0464: put_actor $LANCE_VANCE into_turret_on_car $366 at_car_offset -0.7 0.5 1.4 position 0 angle 180.0 with_weapon 27 
Actor.Angle($LANCE_VANCE) = 270.0

:BARON4_3301
wait 500 
fade 1 1500 
if 
   Car.Wrecked($366)
jf @BARON4_3343 
jump @BARON4_10296 
jump @BARON4_3364 

:BARON4_3343
Marker.CreateAboveCar($367, $366)
Marker.Disable(4@)
0369: put_player $PLAYER_CHAR in_car $366 

:BARON4_3364
if 
80DC:   not player $PLAYER_CHAR in_car $366 
jf @BARON4_3470 
wait 0 
if 
   Car.Wrecked($366)
jf @BARON4_3425 
00BC: text_highpriority 'COK4_33' time 5000 2  // ~r~You destroyed the boat!
jump @BARON4_10296 

:BARON4_3425
if 
   Actor.Dead($LANCE_VANCE)
jf @BARON4_3463 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @BARON4_10296 

:BARON4_3463
jump @BARON4_3364 

:BARON4_3470
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Marker.Disable(4@)
018A: 4@ = create_checkpoint_at 324.0 604.0 6.0 
Marker.Disable($367)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03CF: load_wav 'COK4_8' as 1 
Camera.SetAtPos(-274.6, -696.6, 9.1)
Camera.SetPosition(-275.577, -697.145, 9.22, 0.0, 0.0, 0.0)
Camera.PointAt(-274.699, -696.673, 9.139, 2)
Car.Create(0@, #SPEEDER, -295.5, -685.8, 5.6)
0129: 7@ = create_actor 4 #CBA in_car 0@ driverseat 
Car.Angle(0@) = 270.0
02D3: boat 0@ drive_to 90.0 -664.2 5.6 
02DB: set_boat 0@ speed_to 40.0 
Car.Create(1@, #SPEEDER, -281.1, -737.5, 5.6)
0129: 8@ = create_actor 4 #CBA in_car 1@ driverseat 
Car.Angle(1@) = 330.0
02D3: boat 1@ drive_to -116.7 -458.3 5.6 
02DB: set_boat 1@ speed_to 40.0 
wait 1000 
Car.Create(2@, #SPEEDER, -291.8, -750.9, 5.6)
0129: 9@ = create_actor 4 #CBA in_car 2@ driverseat 
Car.Angle(2@) = 330.0
02D3: boat 2@ drive_to -116.7 -458.3 5.6 
02DB: set_boat 2@ speed_to 40.0 
Car.Create(3@, #SPEEDER, -309.5, -686.4, 5.6)
0129: 10@ = create_actor 4 #CBA in_car 3@ driverseat 
Car.Angle(3@) = 270.0
02D3: boat 3@ drive_to 90.0 -664.2 5.6 
02DB: set_boat 3@ speed_to 40.0 
if 
03D0:   wav 1 loaded 
jf @BARON4_3944 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_8' time 5000 2  // We got some competition!

:BARON4_3944
wait 2000 
00BC: text_highpriority 'COK4_28' time 5000 2  // ~g~Get to the yacht before the other boats do!
wait 3000 
if 
   not Car.Wrecked($366)
jf @BARON4_4010 
Car.Angle($366) = 270.0
Car.SetImmunities($366, 1, 1, 1, 0, 0)

:BARON4_4010
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
   Car.Wrecked($366)
jf @BARON4_4046 
jump @BARON4_10296 

:BARON4_4046
if or
80F5:   not player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 40.0 40.0 20.0 
80DC:   not player $PLAYER_CHAR in_car $366 
jf @BARON4_5603 
wait 0 
if 
   Car.Wrecked($366)
jf @BARON4_4136 
jump @BARON4_10296 
jump @BARON4_4173 

:BARON4_4136
if 
01F4:   car $366 flipped 
jf @BARON4_4173 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON4_4173 
0465: remove_actor $LANCE_VANCE from_turret_mode 

:BARON4_4173
if 
   Actor.Dead($LANCE_VANCE)
jf @BARON4_4211 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @BARON4_10296 

:BARON4_4211
if 
   not Actor.Dead(7@)
jf @BARON4_4297 
if 
00FE:   actor 7@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_4297 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_10296 

:BARON4_4297
if 
   not Actor.Dead(8@)
jf @BARON4_4383 
if 
00FE:   actor 8@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_4383 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_10296 

:BARON4_4383
if 
   not Actor.Dead(9@)
jf @BARON4_4469 
if 
00FE:   actor 9@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_4469 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_10296 

:BARON4_4469
if 
   not Actor.Dead(10@)
jf @BARON4_4555 
if 
00FE:   actor 10@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_4555 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_10296 

:BARON4_4555
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON4_4633 
if 
   not Car.Wrecked(0@)
jf @BARON4_4633 
if 
0202:   actor $LANCE_VANCE near_car 0@ radius 20.0 20.0 sphere 0 
jf @BARON4_4633 
01D9: actor $LANCE_VANCE destroy_car 0@ 
gosub @BARON4_10558 

:BARON4_4633
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON4_4711 
if 
   not Car.Wrecked(1@)
jf @BARON4_4711 
if 
0202:   actor $LANCE_VANCE near_car 1@ radius 20.0 20.0 sphere 0 
jf @BARON4_4711 
01D9: actor $LANCE_VANCE destroy_car 1@ 
gosub @BARON4_10558 

:BARON4_4711
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON4_4789 
if 
   not Car.Wrecked(2@)
jf @BARON4_4789 
if 
0202:   actor $LANCE_VANCE near_car 2@ radius 20.0 20.0 sphere 0 
jf @BARON4_4789 
01D9: actor $LANCE_VANCE destroy_car 2@ 
gosub @BARON4_10558 

:BARON4_4789
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON4_4867 
if 
   not Car.Wrecked(3@)
jf @BARON4_4867 
if 
0202:   actor $LANCE_VANCE near_car 3@ radius 20.0 20.0 sphere 0 
jf @BARON4_4867 
01D9: actor $LANCE_VANCE destroy_car 3@ 
gosub @BARON4_10558 

:BARON4_4867
if 
  TIMERA > 100 // @ > int 
jf @BARON4_5016 
if 
   not Car.Wrecked(0@)
jf @BARON4_4916 
008A: $3311 = 0@ // $ = @ int 
gosub @BARON4_10706 

:BARON4_4916
if 
   not Car.Wrecked(1@)
jf @BARON4_4947 
008A: $3311 = 1@ // $ = @ int 
gosub @BARON4_11398 

:BARON4_4947
if 
   not Car.Wrecked(2@)
jf @BARON4_4978 
008A: $3311 = 2@ // $ = @ int 
gosub @BARON4_11398 

:BARON4_4978
if 
   not Car.Wrecked(3@)
jf @BARON4_5009 
008A: $3311 = 3@ // $ = @ int 
gosub @BARON4_10706 

:BARON4_5009
TIMERA = 0 // @ = int 

:BARON4_5016
if 
  $339 == 0 // $ == int 
jf @BARON4_5196 
if 
  $334 == 0 // $ == int 
jf @BARON4_5090 
03CF: load_wav 'COK4_1' as 1 
03CF: load_wav 'COK4_3' as 2 
$334 = 1 // $ = int 
jump @BARON4_5097 

:BARON4_5090
gosub @BARON4_12860 

:BARON4_5097
if 
  $335 == 1 // $ == int 
jf @BARON4_5196 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_1' time 5000 2  // So Tommy, we know it was Diaz busted our deal..
if 
03D2:   wav 1 ended 
jf @BARON4_5196 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_3' time 5000 2  // So why the hell are we running errands for him?
$339 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON4_5196
if and
  $339 == 1 // $ == int 
  $340 == 0 // $ == int 
  TIMERB > 2000 // @ > int 
jf @BARON4_5396 
if 
  $334 == 0 // $ == int 
jf @BARON4_5285 
03CF: load_wav 'COK4_4' as 1 
03CF: load_wav 'COK4_5' as 2 
$334 = 1 // $ = int 
jump @BARON4_5292 

:BARON4_5285
gosub @BARON4_12860 

:BARON4_5292
if 
  $335 == 1 // $ == int 
jf @BARON4_5396 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_4' time 5000 2  // The more we learn now, the less we have to learn when we take this town over!
if 
03D2:   wav 1 ended 
jf @BARON4_5396 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_5' time 5000 2  // I like your style, man. Real fresh.
$340 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON4_5396
if 
00F5:   player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 200.0 200.0 20.0 
jf @BARON4_5573 
if 
  $3325 == 0 // $ == int 
jf @BARON4_5517 
Car.Create(5@, #MARQUIS, 324.0, 604.0, 6.0)
Car.Angle(5@) = 60.0
Marker.CreateAboveCar($3310, 5@)
018B: set_marker $3310 display 1 
$3325 = 1 // $ = int 

:BARON4_5517
if 
  $3325 == 1 // $ == int 
jf @BARON4_5573 
if 
   Car.Wrecked(5@)
jf @BARON4_5573 
00BC: text_highpriority 'COK4_33' time 5000 2  // ~r~You destroyed the boat!
jump @BARON4_10296 

:BARON4_5573
if 
   Car.Wrecked($366)
jf @BARON4_5596 
jump @BARON4_10296 

:BARON4_5596
jump @BARON4_4046 

:BARON4_5603
Marker.Disable(4@)
018A: $315 = create_checkpoint_at -366.6 -660.1 5.6 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked($366)
jf @BARON4_5670 
02D4: car $366 turn_off_engine 
02DB: set_boat $366 speed_to 0.0 

:BARON4_5670
Model.Load(#SPARROW)
Model.Load(#RUGER)
Model.Load(#BARREL4)
Model.Load(#TEC9)
Model.Load(#UZI)
Camera.SetPosition(278.74, 579.153, 26.07, 0.0, 0.0, 0.0)
Camera.PointAt(279.551, 579.66, 25.78, 2)
wait 500 
fade 0 1500 

:BARON4_5758
if 
fading 
jf @BARON4_5782 
wait 0 
jump @BARON4_5758 

:BARON4_5782
if or
   not Model.Available(#SPARROW)
   not Model.Available(#RUGER)
   not Model.Available(#BARREL4)
   not Model.Available(#TEC9)
   not Model.Available(#UZI)
jf @BARON4_5829 
wait 0 
jump @BARON4_5782 

:BARON4_5829
Camera.Restore_WithJumpCut
if 
   not Car.Wrecked($366)
jf @BARON4_5894 
if 
00DC:   player $PLAYER_CHAR in_car $366 
jf @BARON4_5894 
012A: put_player $PLAYER_CHAR at 260.4 -1292.5 -100.0 and_remove_from_car 
Car.Health($366) = 1500

:BARON4_5894
Actor.DestroyInstantly($LANCE_VANCE)
0129: $LANCE_VANCE = create_actor 4 #SPECIAL03 in_car $366 driverseat 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01ED: clear_actor $LANCE_VANCE threat_search 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $366 at_car_offset -0.8 0.3 1.7 position 2 angle 181.0 with_weapon 27 
03C4: set_status_text_to $3317 1 'COK4_35'  // Boat health:
gosub @BARON4_12888 
if 
   not Car.Wrecked(0@)
jf @BARON4_6135 
Car.PutAt(0@, 326.3, 570.9, 5.6)
Car.Angle(0@) = 140.0
02D3: boat 0@ drive_to 286.2 482.0 5.6 
02DB: set_boat 0@ speed_to 24.0 
Actor.Create(11@, 4, #CBA, 354.4, 595.0, 9.2)
0464: put_actor 11@ into_turret_on_car 0@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 11@ destroy_car $366 
Car.Health(0@) = 1000

:BARON4_6135
Car.Destroy(1@)
Actor.DestroyInstantly(8@)
if 
   not Car.Wrecked(2@)
jf @BARON4_6293 
Car.PutAt(2@, 333.0, 560.4, 5.6)
Car.Angle(2@) = 140.0
02D3: boat 2@ drive_to 286.2 482.0 5.6 
02DB: set_boat 2@ speed_to 24.0 
Actor.Create(12@, 4, #CBA, 354.4, 597.0, 9.2)
0464: put_actor 12@ into_turret_on_car 2@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 12@ destroy_car $366 
Car.Health(2@) = 1000

:BARON4_6293
if 
   not Car.Wrecked(3@)
jf @BARON4_6421 
Car.PutAt(3@, 292.0, 130.2, 5.6)
Car.Angle(3@) = 180.0
02DB: set_boat 3@ speed_to 0.0 
Actor.Create(13@, 4, #CBA, 354.4, 598.0, 9.2)
0464: put_actor 13@ into_turret_on_car 3@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 13@ destroy_car $366 
Car.Health(3@) = 1000

:BARON4_6421
Car.Create($3322, #SPARROW, 473.9, 90.0, 65.0)
Car.Angle($3322) = 180.0
Car.LockInCurrentPosition($3322, True)
04DF: set_heli $3322 lean_and_thrust_limiter 1 
0129: 8@ = create_actor 4 #CBA in_car $3322 driverseat 
Actor.Create($3324, 4, #CBA, -370.4, -655.0, 9.2)
0464: put_actor $3324 into_turret_on_car $3322 at_car_offset 0.8 0.0 0.5 position 3 angle 180.0 with_weapon 27 
04A2: heli $3322 fly_to -231.6 -672.1 50.0 speed 100 
if 
   Car.Wrecked($366)
jf @BARON4_6581 
jump @BARON4_10296 

:BARON4_6581
Marker.Disable($3310)
Car.Destroy(5@)
Model.Destroy(#MARQUIS)
02DB: set_boat $366 speed_to 26.0 
Car.PutAt($366, 336.2, 540.9, 5.6)
Car.Angle($366) = 140.0
Car.SetImmunities($366, 0, 1, 1, 1, 0)
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 1 EP 1 CP 1 MP 0 
02D3: boat $366 drive_to 286.2 482.0 5.6 
wait 1500 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'COK4_34' time 5000 2  // ~g~Take those boats out!
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON4_6766
if 
80F5:   not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.0 16.0 6.0 
jf @BARON4_9462 
wait 0 
if 
   Car.Wrecked($366)
jf @BARON4_6858 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON4_10296 
jump @BARON4_6879 

:BARON4_6858
if 
01F4:   car $366 flipped 
jf @BARON4_6879 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 

:BARON4_6879
if 
   not Car.Wrecked($366)
jf @BARON4_7058 
if 
82BF:   not car $366 sunk 
jf @BARON4_6975 
if 
01C1:   car $366 stopped 
jf @BARON4_6975 
$3317 = Car.Health($366)
$3317 -= 1 // $ -= int 
if 
  1 > $3317 // int > $ 
jf @BARON4_6967 
$3317 = 1 // $ = int 

:BARON4_6967
Car.Health($366) = $3317

:BARON4_6975
if 
   not Car.Wrecked($366)
jf @BARON4_7058 
if 
8185:   not car $366 health > 250 
jf @BARON4_7058 
$3317 = Car.Health($366)
$3317 -= 1 // $ -= int 
if 
  1 > $3317 // int > $ 
jf @BARON4_7050 
$3317 = 1 // $ = int 

:BARON4_7050
Car.Health($366) = $3317

:BARON4_7058
if 
   Actor.Dead($LANCE_VANCE)
jf @BARON4_7096 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @BARON4_10296 

:BARON4_7096
gosub @BARON4_12888 
if 
  TIMERA > 300 // @ > int 
jf @BARON4_7925 
if 
   not Actor.Dead(7@)
jf @BARON4_7250 
if 
   not Car.Wrecked(0@)
jf @BARON4_7243 
if 
   Actor.Dead(9@)
jf @BARON4_7228 
if 
01FC:   player $PLAYER_CHAR near_car 0@ radius 20.0 20.0 0 
jf @BARON4_7218 
02DB: set_boat 0@ speed_to 26.0 
jump @BARON4_7228 

:BARON4_7218
02DB: set_boat 0@ speed_to 32.0 

:BARON4_7228
008A: $3311 = 0@ // $ = @ int 
gosub @BARON4_12168 

:BARON4_7243
jump @BARON4_7276 

:BARON4_7250
if 
   not Car.Wrecked(0@)
jf @BARON4_7276 
02DB: set_boat 0@ speed_to 0.0 

:BARON4_7276
if 
   Actor.Dead(11@)
jf @BARON4_7297 
0465: remove_actor 11@ from_turret_mode 

:BARON4_7297
if 
   not Actor.Dead(9@)
jf @BARON4_7409 
if 
   not Car.Wrecked(2@)
jf @BARON4_7402 
if 
01FC:   player $PLAYER_CHAR near_car 2@ radius 20.0 20.0 0 
jf @BARON4_7377 
02DB: set_boat 2@ speed_to 26.0 
jump @BARON4_7387 

:BARON4_7377
02DB: set_boat 2@ speed_to 32.0 

:BARON4_7387
008A: $3311 = 2@ // $ = @ int 
gosub @BARON4_12168 

:BARON4_7402
jump @BARON4_7435 

:BARON4_7409
if 
   not Car.Wrecked(2@)
jf @BARON4_7435 
02DB: set_boat 2@ speed_to 0.0 

:BARON4_7435
if 
   Actor.Dead(12@)
jf @BARON4_7456 
0465: remove_actor 12@ from_turret_mode 

:BARON4_7456
if 
   not Actor.Dead(10@)
jf @BARON4_7632 
if 
   not Car.Wrecked(3@)
jf @BARON4_7625 
if 
  TIMERB > 8000 // @ > int 
jf @BARON4_7625 
if 
  $3318 == 0 // $ == int 
jf @BARON4_7552 
02D3: boat 3@ drive_to 419.5 -21.8 5.6 
$3318 = 1 // $ = int 

:BARON4_7552
008A: $3311 = 3@ // $ = @ int 
if 
01FC:   player $PLAYER_CHAR near_car 3@ radius 20.0 20.0 0 
jf @BARON4_7608 
02DB: set_boat 3@ speed_to 30.0 
jump @BARON4_7618 

:BARON4_7608
02DB: set_boat 3@ speed_to 19.0 

:BARON4_7618
gosub @BARON4_12168 

:BARON4_7625
jump @BARON4_7658 

:BARON4_7632
if 
   not Car.Wrecked(3@)
jf @BARON4_7658 
02DB: set_boat 3@ speed_to 0.0 

:BARON4_7658
if 
   Actor.Dead(13@)
jf @BARON4_7679 
0465: remove_actor 13@ from_turret_mode 

:BARON4_7679
if 
   not Car.Wrecked($366)
jf @BARON4_7710 
0084: $3311 = $366 // $ = $ int 
gosub @BARON4_12168 

:BARON4_7710
if 
  $340 == 1 // $ == int 
jf @BARON4_7918 
if 
   not Car.Wrecked($3322)
jf @BARON4_7918 
if 
  $3326 == 0 // $ == int 
jf @BARON4_7829 
Car.LockInCurrentPosition($3322, False)
04BA: set_car $3322 speed_instantly 20.0 
if 
   not Actor.Dead($3324)
jf @BARON4_7817 
01D9: actor $3324 destroy_car $366 
02E2: set_actor $3324 weapon_accuracy_to 40 
jump @BARON4_7822 

:BARON4_7817
0465: remove_actor $3324 from_turret_mode 

:BARON4_7822
$3326 = 1 // $ = int 

:BARON4_7829
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
$399 += 10.0 // $ += float 
$398 -= 4.0 // $ -= float 
if 
   not Actor.Dead(8@)
jf @BARON4_7902 
04A2: heli $3322 fly_to $397 $398 $399 speed 75 
jump @BARON4_7918 

:BARON4_7902
04A2: heli $3322 fly_to $397 $398 $399 speed 0 

:BARON4_7918
TIMERA = 0 // @ = int 

:BARON4_7925
if 
  $339 == 0 // $ == int 
jf @BARON4_8103 
if 
  $334 == 0 // $ == int 
jf @BARON4_7999 
03CF: load_wav 'COK4_12' as 1 
03CF: load_wav 'COK4_13' as 2 
$334 = 1 // $ = int 
jump @BARON4_8006 

:BARON4_7999
gosub @BARON4_12860 

:BARON4_8006
if 
  $335 == 1 // $ == int 
jf @BARON4_8103 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_12' time 5000 2  // Watch yourself, they're coming from all over!
if 
03D2:   wav 1 ended 
jf @BARON4_8103 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_13' time 5000 2  // Got 'em. Head for Diaz's as fast as you can!
$339 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 

:BARON4_8103
if 
00E3:   player $PLAYER_CHAR 0 416.0 -76.1 radius 40.0 40.0 
jf @BARON4_8661 
if 
  $3316 == 0 // $ == int 
jf @BARON4_8512 
if 
   not Car.Wrecked($366)
jf @BARON4_8512 
Object.Create($3327, #BARREL4, 396.3, -178.9, 6.4)
Object.Create($3328, #BARREL4, 395.3, -184.6, 6.4)
Actor.Create($3312, 4, #CBA, 401.4, -171.0, 6.6)
0350: set_actor $3312 maintain_position_when_attacked 1 
01D9: actor $3312 destroy_car $366 
011A: set_actor $3312 search_threat 1 
022D: set_actor $3312 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3312 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3312) = 50
Actor.Create($3313, 4, #CBA, 400.7, -177.8, 6.6)
0350: set_actor $3313 maintain_position_when_attacked 1 
01D9: actor $3313 destroy_car $366 
011A: set_actor $3313 search_threat 1 
022D: set_actor $3313 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3313 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3313) = 50
Actor.Create($3314, 4, #CBA, 398.8, -190.8, 6.6)
0350: set_actor $3314 maintain_position_when_attacked 1 
01D9: actor $3314 destroy_car $366 
011A: set_actor $3314 search_threat 1 
022D: set_actor $3314 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3314 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3314) = 50
Actor.Create($3315, 4, #CBA, 399.6, -183.9, 6.6)
0350: set_actor $3315 maintain_position_when_attacked 1 
01D9: actor $3315 destroy_car $366 
011A: set_actor $3315 search_threat 1 
022D: set_actor $3315 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $3315 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($3315) = 50
$3316 = 1 // $ = int 

:BARON4_8512
if and
  $339 == 1 // $ == int 
  $340 == 0 // $ == int 
jf @BARON4_8661 
if 
  $334 == 0 // $ == int 
jf @BARON4_8581 
03CF: load_wav 'COK4_20' as 1 
$334 = 1 // $ = int 
jump @BARON4_8588 

:BARON4_8581
gosub @BARON4_12860 

:BARON4_8588
if 
  $335 == 1 // $ == int 
jf @BARON4_8661 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_20' time 3000 2  // There are gunmen on that jetty!
if 
03D2:   wav 1 ended 
jf @BARON4_8661 
$340 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 

:BARON4_8661
if 
   not Car.Wrecked(3@)
jf @BARON4_8857 
if 
01FC:   player $PLAYER_CHAR near_car 3@ radius 65.0 65.0 0 
jf @BARON4_8857 
if and
  $340 == 1 // $ == int 
  $341 == 0 // $ == int 
jf @BARON4_8857 
if 
  $334 == 0 // $ == int 
jf @BARON4_8777 
03CF: load_wav 'COK4_19' as 1 
$334 = 1 // $ = int 
jump @BARON4_8784 

:BARON4_8777
gosub @BARON4_12860 

:BARON4_8784
if 
  $335 == 1 // $ == int 
jf @BARON4_8857 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_19' time 2000 2  // More trouble up ahead!
if 
03D2:   wav 1 ended 
jf @BARON4_8857 
$341 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 

:BARON4_8857
if 
  TIMERB > 6000 // @ > int 
jf @BARON4_9455 
if 
  $339 == 1 // $ == int 
jf @BARON4_9455 
if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 2@ hit_by_weapon 27 
jf @BARON4_9059 
if 
  $3320 == 0 // $ == int 
jf @BARON4_9059 
if 
  $334 == 0 // $ == int 
jf @BARON4_8979 
03CF: load_wav 'COK4_16' as 2 
$334 = 1 // $ = int 
jump @BARON4_8986 

:BARON4_8979
gosub @BARON4_12860 

:BARON4_8986
if 
  $335 == 1 // $ == int 
jf @BARON4_9059 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_16' time 3000 2  // Eat it! EAT IT!
if 
03D2:   wav 2 ended 
jf @BARON4_9059 
$3320 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 

:BARON4_9059
if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 0@ hit_by_weapon 27 
jf @BARON4_9242 
if 
  $3320 == 1 // $ == int 
jf @BARON4_9242 
if 
  $3321 == 0 // $ == int 
jf @BARON4_9242 
if 
  $334 == 0 // $ == int 
jf @BARON4_9162 
03CF: load_wav 'COK4_15' as 2 
$334 = 1 // $ = int 
jump @BARON4_9169 

:BARON4_9162
gosub @BARON4_12860 

:BARON4_9169
if 
  $335 == 1 // $ == int 
jf @BARON4_9242 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_15' time 3000 2  // Sleep with the fish!
if 
03D2:   wav 2 ended 
jf @BARON4_9242 
$3321 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 

:BARON4_9242
if 
  $341 == 1 // $ == int 
jf @BARON4_9455 
if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 3@ hit_by_weapon 27 
jf @BARON4_9455 
if 
  $3319 == 0 // $ == int 
jf @BARON4_9455 
if 
  $334 == 0 // $ == int 
jf @BARON4_9345 
03CF: load_wav 'COK4_14' as 2 
$334 = 1 // $ = int 
jump @BARON4_9352 

:BARON4_9345
gosub @BARON4_12860 

:BARON4_9352
if 
  $335 == 1 // $ == int 
jf @BARON4_9455 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_14' time 3000 2  // You want some of this?!
Actor.DestroyInstantly($3312)
Actor.DestroyInstantly($3313)
Actor.DestroyInstantly($3314)
Actor.DestroyInstantly($3315)
Object.Destroy($3327)
Object.Destroy($3328)
if 
03D2:   wav 2 ended 
jf @BARON4_9455 
$3319 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 

:BARON4_9455
jump @BARON4_6766 

:BARON4_9462
if 
   not Car.Wrecked($366)
jf @BARON4_9493 
02D4: car $366 turn_off_engine 
02DB: set_boat $366 speed_to 0.0 

:BARON4_9493
fade 0 1000 
03CF: load_wav 'COK4_24' as 1 
03CF: load_wav 'COK4_25' as 2 

:BARON4_9524
if 
fading 
jf @BARON4_9548 
wait 0 
jump @BARON4_9524 

:BARON4_9548
Camera.SetAtPos(-372.7, -656.7, 6.9)
Car.Destroy(0@)
Car.Destroy(1@)
Car.Destroy(2@)
Car.Destroy(3@)
Car.Destroy($3322)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly($3324)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($3312)
Actor.DestroyInstantly($3313)
Actor.DestroyInstantly($3314)
Actor.DestroyInstantly($3315)
0395: clear_area 1 at -366.1 -655.2 6.9 range 1.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked($366)
jf @BARON4_9815 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Car.Health($366) = 1000
wait 0 
0395: clear_area 1 at -372.7 -656.7 6.9 range 1.0 
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 
0171: set_player $PLAYER_CHAR z_angle_to 128.0 
Camera.SetBehindPlayer
if 
   not Car.Wrecked($366)
jf @BARON4_9815 
Car.PutAt($366, -378.5, -661.0, 5.6)
Car.Angle($366) = 90.0

:BARON4_9815
Camera.SetPosition(-367.062, -660.511, 10.406, 0.0, 0.0, 0.0)
Camera.PointAt(-368.0, -660.319, 10.116, 2)
wait 500 
fade 1 1000 

:BARON4_9878
if 
fading 
jf @BARON4_9902 
wait 0 
jump @BARON4_9878 

:BARON4_9902
if 
83D0:   not wav 1 loaded 
jf @BARON4_9928 
wait 0 
jump @BARON4_9902 

:BARON4_9928
03D1: play_wav 1 
00BC: text_highpriority 'COK4_24' time 5000 1  // Good shooting, my friend. You're a real, proper, grade A lunatic.

:BARON4_9947
if 
83D2:   not wav 1 ended 
jf @BARON4_9973 
wait 0 
jump @BARON4_9947 

:BARON4_9973
03CF: load_wav 'COK4_26' as 1 

:BARON4_9985
if 
83D0:   not wav 2 loaded 
jf @BARON4_10011 
wait 0 
jump @BARON4_9985 

:BARON4_10011
03D1: play_wav 2 
00BC: text_highpriority 'COK4_25' time 5000 1  // Well, thank you.

:BARON4_10030
if 
83D2:   not wav 2 ended 
jf @BARON4_10056 
wait 0 
jump @BARON4_10030 

:BARON4_10056
03CF: load_wav 'COK4_27' as 2 

:BARON4_10068
if 
83D0:   not wav 1 loaded 
jf @BARON4_10094 
wait 0 
jump @BARON4_10068 

:BARON4_10094
03D1: play_wav 1 
00BC: text_highpriority 'COK4_26' time 5000 1  // See you around, Tommy.

:BARON4_10113
if 
83D2:   not wav 1 ended 
jf @BARON4_10139 
wait 0 
jump @BARON4_10113 

:BARON4_10139
if 
83D0:   not wav 2 loaded 
jf @BARON4_10165 
wait 0 
jump @BARON4_10139 

:BARON4_10165
03D1: play_wav 2 
00BC: text_highpriority 'COK4_27' time 5000 1  // Okay, Mr. Lance Vance Dance.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 

:BARON4_10194
if 
83D2:   not wav 2 ended 
jf @BARON4_10220 
wait 0 
jump @BARON4_10194 

:BARON4_10220
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00BE: text_clear_all 
if 
   not Car.Wrecked($366)
jf @BARON4_10277 
02DB: set_boat $366 speed_to 50.0 
02D3: boat $366 drive_to -354.3 -836.5 5.6 

:BARON4_10277
wait 3000 
Camera.Restore_WithJumpCut
Car.Destroy($366)
jump @BARON4_10313 

:BARON4_10296
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BARON4_10313
$PASSED_COK4_SUPPLY_AND_DEMAND = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 10000
0318: set_latest_mission_passed 'COK_4'  // Supply & Demand
030C: progress_made += 1 
055B: $1596 = create_clothes_pickup 10 at -917.4 885.1 11.0 
$1576 = 1 // $ = int 
start_new_script @CLOTH8 
Marker.Disable($537)
return 

:BARON4_10413
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#SQUALO)
Model.Destroy(#SPEEDER)
Model.Destroy(#RUGER)
Model.Destroy(#MARQUIS)
Model.Destroy(#CBA)
Model.Destroy(#UZI)
Model.Destroy(#TEC9)
Model.Destroy(#SPARROW)
Model.Destroy(#RUGER)
Model.Destroy(#BARREL4)
Car.RemoveReferences($3322)
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.DestroyWithFade($LANCE_VANCE)
040D: unload_wav 1 
040D: unload_wav 2 
0296: unload_special_actor 3 
Marker.Disable($367)
Marker.Disable(4@)
Marker.Disable($315)
Marker.Disable($3310)
0151: remove_status_text $3317 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0482: set_threat_reaction_range_multiplier 0.0 
03BD: destroy_sphere $3309 
mission_cleanup 
return 

:BARON4_10558
if 
  6@ == 0 // @ == int 
jf @BARON4_10704 
if 
  $340 == 1 // $ == int 
jf @BARON4_10704 
if 
  $334 == 0 // $ == int 
jf @BARON4_10638 
03CF: load_wav 'COK4_9A' as 1 
$334 = 1 // $ = int 
jump @BARON4_10660 

:BARON4_10638
if 
03D0:   wav 1 loaded 
jf @BARON4_10660 
$335 = 1 // $ = int 

:BARON4_10660
if 
  $335 == 1 // $ == int 
jf @BARON4_10704 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_9A' time 5000 2  // It's time for the Lance Vance Dance!
6@ = 1 // @ = int 

:BARON4_10704
return 

:BARON4_10706
if 
01AF:   car $3311 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 
jf @BARON4_10774 
02D3: boat $3311 drive_to 160.1 -639.0 5.6 

:BARON4_10774
if 
01AF:   car $3311 0 160.1 -639.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_10842 
02D3: boat $3311 drive_to 221.3 -567.0 5.6 

:BARON4_10842
if 
01AF:   car $3311 0 221.3 -567.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_10910 
02D3: boat $3311 drive_to 405.1 -286.6 5.6 

:BARON4_10910
if 
01AF:   car $3311 0 405.1 -286.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_10978 
02D3: boat $3311 drive_to 410.1 -1.9 5.6 

:BARON4_10978
if 
01AF:   car $3311 0 410.1 -1.9 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11046 
02D3: boat $3311 drive_to 191.9 236.0 5.6 

:BARON4_11046
if 
01AF:   car $3311 0 191.9 236.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11114 
02D3: boat $3311 drive_to 238.1 324.6 5.6 

:BARON4_11114
if 
01AF:   car $3311 0 238.1 324.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11182 
02D3: boat $3311 drive_to 244.9 434.8 5.6 

:BARON4_11182
if 
01AF:   car $3311 0 244.9 434.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11250 
02D3: boat $3311 drive_to 319.1 520.7 5.6 

:BARON4_11250
if 
01AF:   car $3311 0 319.1 520.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11318 
02D3: boat $3311 drive_to 323.5 596.6 5.6 

:BARON4_11318
if 
01AF:   car $3311 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11396 
02D3: boat $3311 drive_to 323.5 596.6 5.6 
02DB: set_boat $3311 speed_to 1.0 

:BARON4_11396
return 

:BARON4_11398
if 
01AF:   car $3311 0 -116.7 -458.3 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11466 
02D3: boat $3311 drive_to 25.6 -275.0 5.6 

:BARON4_11466
if 
01AF:   car $3311 0 25.6 -275.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11544 
02DB: set_boat $3311 speed_to 35.0 
02D3: boat $3311 drive_to 130.2 -228.8 5.6 

:BARON4_11544
if 
01AF:   car $3311 0 130.2 -228.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11612 
02D3: boat $3311 drive_to 221.3 -130.2 5.6 

:BARON4_11612
if 
01AF:   car $3311 0 221.3 -130.2 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11680 
02D3: boat $3311 drive_to 221.0 56.5 5.6 

:BARON4_11680
if 
01AF:   car $3311 0 221.0 56.5 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11748 
02D3: boat $3311 drive_to 248.0 183.5 5.6 

:BARON4_11748
if 
01AF:   car $3311 0 248.0 183.5 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11816 
02D3: boat $3311 drive_to 192.6 242.7 5.6 

:BARON4_11816
if 
01AF:   car $3311 0 192.6 242.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11884 
02D3: boat $3311 drive_to 234.8 329.3 5.6 

:BARON4_11884
if 
01AF:   car $3311 0 234.8 329.3 5.6 radius 10.0 10.0 6.0 
jf @BARON4_11952 
02D3: boat $3311 drive_to 245.7 436.0 5.6 

:BARON4_11952
if 
01AF:   car $3311 0 245.7 436.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12020 
02D3: boat $3311 drive_to 314.0 516.4 5.6 

:BARON4_12020
if 
01AF:   car $3311 0 314.0 516.4 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12088 
02D3: boat $3311 drive_to 323.5 596.6 5.6 

:BARON4_12088
if 
01AF:   car $3311 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12166 
02D3: boat $3311 drive_to 323.5 596.6 5.6 
02DB: set_boat $3311 speed_to 1.0 

:BARON4_12166
return 

:BARON4_12168
if 
01AF:   car $3311 0 286.2 482.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12236 
02D3: boat $3311 drive_to 237.4 427.9 5.6 

:BARON4_12236
if 
01AF:   car $3311 0 237.4 427.9 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12304 
02D3: boat $3311 drive_to 230.3 315.9 5.6 

:BARON4_12304
if 
01AF:   car $3311 0 230.3 315.9 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12372 
02D3: boat $3311 drive_to 192.3 233.3 5.6 

:BARON4_12372
if 
01AF:   car $3311 0 192.3 233.3 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12440 
02D3: boat $3311 drive_to 419.5 -21.8 5.6 

:BARON4_12440
if 
01AF:   car $3311 0 419.5 -21.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12508 
02D3: boat $3311 drive_to 396.8 -304.7 5.6 

:BARON4_12508
if 
01AF:   car $3311 0 396.8 -304.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12576 
02D3: boat $3311 drive_to 212.3 -588.7 5.6 

:BARON4_12576
if 
01AF:   car $3311 0 212.3 -588.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12644 
02D3: boat $3311 drive_to 197.1 -617.8 5.6 

:BARON4_12644
if 
01AF:   car $3311 0 197.1 -617.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12712 
02D3: boat $3311 drive_to 154.5 -638.7 5.6 

:BARON4_12712
if 
01AF:   car $3311 0 154.5 -638.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12780 
02D3: boat $3311 drive_to 90.0 -664.2 5.6 

:BARON4_12780
if 
01AF:   car $3311 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 
jf @BARON4_12858 
02DB: set_boat $3311 speed_to 35.0 
02D3: boat $3311 drive_to -378.5 -660.0 5.6 

:BARON4_12858
return 

:BARON4_12860
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BARON4_12886 
$335 = 1 // $ = int 

:BARON4_12886
return 

:BARON4_12888
if 
   not Car.Wrecked($366)
jf @BARON4_12919 
$3317 = Car.Health($366)
$3317 /= 15 // $ /= int 

:BARON4_12919
return 

//-------------Mission 16---------------
// Originally: Rub Out

:BARON5
gosub @BARON5_36 
if 
wasted_or_busted 
jf @BARON5_27 
gosub @BARON5_12291 

:BARON5_27
gosub @BARON5_12930 
terminate_this_script 

:BARON5_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$358 = 0 // $ = int 
2@ = 0 // @ = int 
$3332 = 0 // $ = int 
$339 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
3@ = 0 // @ = int 
$3335 = 0 // $ = int 
$3336 = 0 // $ = int 
$3333 = 0 // $ = int 
$3334 = 0 // $ = int 
$3339 = 0 // $ = int 
$3344 = 0 // $ = int 
6@ = 0 // @ = int 
$3370 = 0 // $ = int 
$3371 = 0 // $ = int 
$3372 = 0 // $ = int 
script_name 'BARON5' 
wait 0 
054C: use_GXT_table 'BARON5' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
Model.Load(#STALLION)
023C: load_special_actor 5 'IGBUDDY' 
038B: load_requested_models 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Car.Create($327, #STALLION, -290.0, -489.0, 10.5)
0129: $LANCE_VANCE = create_actor 4 #SPECIAL05 in_car $327 driverseat 
00AE: set_vehicle $327 traffic_behavior_to 3 
0395: clear_area 1 at -250.6 -488.1 10.5 range 40.0 
Car.Angle($327) = 270.0
Car.SetMaxSpeed($327, 25.0)
Car.DriveTo($327, -250.6, -488.1, 10.5)
Camera.SetPosition(-239.7, -485.397, 11.393, 0.0, 0.0, 0.0)
Camera.PointAt(-240.525, -485.962, 11.378, 2)
0055: put_player $PLAYER_CHAR at -244.6 -491.3 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
wait 500 
fade 1 500 
TIMERB = 0 // @ = int 
wait 500 

:BARON5_451
if 
   not TIMERB > 4000 // @ > int 
jf @BARON5_505 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_498 
jump @BARON5_505 

:BARON5_498
jump @BARON5_451 

:BARON5_505
fade 0 1000 

:BARON5_512
if 
fading 
jf @BARON5_536 
wait 0 
jump @BARON5_512 

:BARON5_536
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'MFOUR' 
02F3: load_object #CUTOBJ02 'CARBACK' 
038B: load_requested_models 

:BARON5_592
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BARON5_632 
wait 0 
jump @BARON5_592 

:BARON5_632
0395: clear_area 1 at $814 $815 $816 range 40.0 
02E4: load_cutscene_data 'ASS_1' 
0244: set_cutscene_pos $814 $815 $816 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $439 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $3337 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3337 'MFOUR01' 
02E5: $3337 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3337 'MFOUR02' 
02E5: 4@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 4@ 'CARBACK' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON5_803
if 
  1828 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_803 

:BARON5_838
00BC: text_highpriority 'ASS1_A' time 10000 1  // I got us some cannons in the trunk.

:BARON5_853
if 
  3471 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_853 

:BARON5_888
00BC: text_highpriority 'ASS1_B' time 10000 1  // Holy shit! Where'd you get all this stuff?

:BARON5_903
if 
  6244 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_903 

:BARON5_938
00BC: text_highpriority 'ASS1_C' time 10000 1  // Been saving it for a rainy day.

:BARON5_953
if 
  10181 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_953 

:BARON5_988
00BC: text_highpriority 'ASS1_D' time 10000 1  // You like?

:BARON5_1003
if 
  11087 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1003 

:BARON5_1038
00BC: text_highpriority 'ASS1_E' time 10000 1  // Yeah, I like.

:BARON5_1053
if 
  12087 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1088 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1053 

:BARON5_1088
00BE: text_clear_all 

:BARON5_1090
if 
  17068 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1125 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1090 

:BARON5_1125
fade 0 1500 
00BE: text_clear_all 

:BARON5_1134
if 
fading 
jf @BARON5_1158 
wait 0 
jump @BARON5_1134 

:BARON5_1158
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#M4)
Model.Load(#UZI)
Model.Load(#MP5LNG)
023C: load_special_actor 4 'IGDIAZ' 

:BARON5_1217
if or
   not Model.Available(#CLA)
   not Model.Available(#UZI)
   not Model.Available(#M4)
   not Model.Available(#MP5LNG)
jf @BARON5_1258 
wait 0 
jump @BARON5_1217 

:BARON5_1258
if or
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
   not Model.Available(#CLB)
jf @BARON5_1292 
wait 0 
jump @BARON5_1258 

:BARON5_1292
wait 500 
fade 1 1500 
$1305 = 1 // $ = int 
Object.Destroy($2188)
015C: set_zone_gang_info 'GANG1' 1 0 0 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 0 0 0 0 0 0 0 0 0 0 0 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 26 
03F1: pedtype 10 add_threat 1 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_1584 
0362: put_actor $LANCE_VANCE at -254.9 -491.3 10.2 and_remove_from_car 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 // Load the weapon model before using this 
011A: set_actor $LANCE_VANCE search_threat 1024 
Actor.Health($LANCE_VANCE) = 200
0319: set_actor $LANCE_VANCE running 1 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0483: set_actor $LANCE_VANCE cease_attack_timer 1500 

:BARON5_1584
Actor.Create(12@, 10, #CLB, -375.2, -552.1, 18.7)
0243: set_actor 12@ ped_stats_to 16 
011A: set_actor 12@ search_threat 1 
011A: set_actor 12@ search_threat 16 
01B2: give_actor 12@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 12@ maintain_position_when_attacked 1 
0483: set_actor 12@ cease_attack_timer 1500 
Actor.Health(12@) = 150
Actor.Create(13@, 10, #CLA, -381.7, -552.4, 18.7)
0243: set_actor 13@ ped_stats_to 16 
011A: set_actor 13@ search_threat 1 
011A: set_actor 13@ search_threat 16 
01B2: give_actor 13@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 13@ maintain_position_when_attacked 1 
0483: set_actor 13@ cease_attack_timer 1500 
Actor.Health(13@) = 150
Actor.Create($3340, 10, #CLB, -327.9, -606.5, 12.1)
Actor.Angle($3340) = 180.0
0243: set_actor $3340 ped_stats_to 16 
011A: set_actor $3340 search_threat 1 
011A: set_actor $3340 search_threat 16 
01B2: give_actor $3340 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3340 maintain_position_when_attacked 1 
0483: set_actor $3340 cease_attack_timer 1500 
Actor.Health($3340) = 150
Actor.Create($3341, 10, #CLA, -363.9, -610.2, 9.6)
Actor.Angle($3341) = 266.0
0243: set_actor $3341 ped_stats_to 16 
011A: set_actor $3341 search_threat 1 
011A: set_actor $3341 search_threat 16 
01B2: give_actor $3341 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3341 maintain_position_when_attacked 1 
0483: set_actor $3341 cease_attack_timer 1500 
Actor.Health($3341) = 150
Actor.Create($3343, 10, #CLB, -392.6, -616.5, 10.9)
Actor.Angle($3343) = 270.0
0243: set_actor $3343 ped_stats_to 16 
011A: set_actor $3343 search_threat 1 
011A: set_actor $3343 search_threat 16 
01B2: give_actor $3343 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3343 maintain_position_when_attacked 1 
0483: set_actor $3343 cease_attack_timer 1500 
Actor.Health($3343) = 150
Actor.Create($3346, 10, #CLB, -303.5, -554.8, 12.1)
0243: set_actor $3346 ped_stats_to 16 
011A: set_actor $3346 search_threat 1 
011A: set_actor $3346 search_threat 16 
01B2: give_actor $3346 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3346 maintain_position_when_attacked 1 
Actor.Angle($3346) = 270.0
0483: set_actor $3346 cease_attack_timer 1500 
0291: set_actor $3346 heed_threats 1 
056B: set_actor $3346 crouch_when_threatened 1 
Actor.Health($3346) = 150
Actor.Create($3347, 10, #CLA, -301.8, -555.0, 12.1)
0243: set_actor $3347 ped_stats_to 16 
011A: set_actor $3347 search_threat 1 
011A: set_actor $3347 search_threat 16 
01B2: give_actor $3347 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3347 maintain_position_when_attacked 1 
Actor.Angle($3347) = 90.0
0483: set_actor $3347 cease_attack_timer 1500 
03F9: make_actors $3346 $3347 converse_in 999999 ms 
056B: set_actor $3347 crouch_when_threatened 1 
0291: set_actor $3347 heed_threats 1 
Actor.Health($3347) = 150
Actor.Create($3360, 10, #CLB, -287.0, -581.8, 12.1)
Actor.Angle($3360) = 90.0
0243: set_actor $3360 ped_stats_to 16 
011A: set_actor $3360 search_threat 1 
011A: set_actor $3360 search_threat 16 
01B2: give_actor $3360 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3360 maintain_position_when_attacked 1 
0483: set_actor $3360 cease_attack_timer 1500 
Actor.Health($3360) = 150
Actor.Create($3350, 10, #CLB, -468.3, -576.2, 11.9)
Actor.Angle($3350) = 265.0
0243: set_actor $3350 ped_stats_to 16 
011A: set_actor $3350 search_threat 1 
011A: set_actor $3350 search_threat 16 
01B2: give_actor $3350 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3350 maintain_position_when_attacked 1 
0483: set_actor $3350 cease_attack_timer 1500 
Actor.Health($3350) = 150
Actor.Create($3351, 10, #CLA, -471.1, -590.2, 11.9)
Actor.Angle($3351) = 90.0
0243: set_actor $3351 ped_stats_to 16 
011A: set_actor $3351 search_threat 1 
011A: set_actor $3351 search_threat 16 
01B2: give_actor $3351 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3351 maintain_position_when_attacked 1 
0483: set_actor $3351 cease_attack_timer 1500 
Actor.Health($3351) = 150
Actor.Create($3352, 10, #CLA, -407.7, -592.3, 10.9)
Actor.Angle($3352) = 8.0
0243: set_actor $3352 ped_stats_to 16 
011A: set_actor $3352 search_threat 1 
011A: set_actor $3352 search_threat 16 
01B2: give_actor $3352 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3352 maintain_position_when_attacked 1 
0483: set_actor $3352 cease_attack_timer 1500 
Actor.Health($3352) = 150
Actor.Create($3353, 10, #CLB, -407.0, -590.1, 10.6)
Actor.Angle($3353) = 180.0
0243: set_actor $3353 ped_stats_to 16 
011A: set_actor $3353 search_threat 1 
011A: set_actor $3353 search_threat 16 
01B2: give_actor $3353 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3353 maintain_position_when_attacked 1 
0483: set_actor $3353 cease_attack_timer 1500 
Actor.Health($3353) = 150
03F9: make_actors $3352 $3353 converse_in 999999 ms 
Actor.Create($3361, 10, #CLB, -374.2, -518.1, 11.7)
Actor.Angle($3361) = 230.0
0243: set_actor $3361 ped_stats_to 16 
011A: set_actor $3361 search_threat 1 
011A: set_actor $3361 search_threat 16 
01B2: give_actor $3361 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3361 maintain_position_when_attacked 1 
0483: set_actor $3361 cease_attack_timer 1500 
Actor.Health($3361) = 150
Actor.Create($3362, 10, #CLA, -372.0, -519.6, 11.7)
Actor.Angle($3362) = 62.0
0243: set_actor $3362 ped_stats_to 16 
011A: set_actor $3362 search_threat 1 
011A: set_actor $3362 search_threat 16 
01B2: give_actor $3362 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3362 maintain_position_when_attacked 1 
0483: set_actor $3362 cease_attack_timer 1500 
Actor.Health($3362) = 150
03F9: make_actors $3362 $3361 converse_in 999999 ms 
Actor.Create($3356, 10, #CLA, -312.4, -570.2, 12.0)
Actor.Angle($3356) = 342.0
0243: set_actor $3356 ped_stats_to 16 
011A: set_actor $3356 search_threat 1 
011A: set_actor $3356 search_threat 16 
01B2: give_actor $3356 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3356 maintain_position_when_attacked 1 
0483: set_actor $3356 cease_attack_timer 1500 
Actor.Health($3356) = 150
Actor.Create($3357, 10, #CLB, -316.4, -617.7, 9.5)
Actor.Angle($3357) = 11.0
0243: set_actor $3357 ped_stats_to 16 
011A: set_actor $3357 search_threat 1 
011A: set_actor $3357 search_threat 16 
01B2: give_actor $3357 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3357 maintain_position_when_attacked 1 
0483: set_actor $3357 cease_attack_timer 1500 
Actor.Health($3357) = 150
Actor.Create($3358, 10, #CLA, -445.0, -574.4, 12.0)
Actor.Angle($3358) = 180.0
0243: set_actor $3358 ped_stats_to 16 
011A: set_actor $3358 search_threat 1 
011A: set_actor $3358 search_threat 16 
01B2: give_actor $3358 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3358 maintain_position_when_attacked 1 
0483: set_actor $3358 cease_attack_timer 1500 
Actor.Health($3357) = 150
Actor.Create($3363, 10, #CLA, -293.7, -606.3, 12.0)
Actor.Angle($3363) = 0.0
0243: set_actor $3363 ped_stats_to 16 
011A: set_actor $3363 search_threat 1 
011A: set_actor $3363 search_threat 16 
01B2: give_actor $3363 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3363 maintain_position_when_attacked 1 
0483: set_actor $3363 cease_attack_timer 1500 
Actor.Health($3363) = 150
Actor.Create($3364, 10, #CLA, -343.9, -530.4, 14.4)
Actor.Angle($3364) = 280.0
0243: set_actor $3364 ped_stats_to 16 
011A: set_actor $3364 search_threat 1 
011A: set_actor $3364 search_threat 16 
01B2: give_actor $3364 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3364 maintain_position_when_attacked 1 
0483: set_actor $3364 cease_attack_timer 1500 
Actor.Health($3364) = 150
Actor.Create($3365, 10, #CLA, -442.8, -555.0, 13.1)
Actor.Angle($3365) = 160.0
0243: set_actor $3365 ped_stats_to 16 
011A: set_actor $3365 search_threat 1 
011A: set_actor $3365 search_threat 16 
01B2: give_actor $3365 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3365 maintain_position_when_attacked 1 
0483: set_actor $3365 cease_attack_timer 1500 
Actor.Health($3365) = 150
Actor.Create($3366, 10, #CLB, -443.7, -557.4, 13.1)
Actor.Angle($3366) = 345.0
0243: set_actor $3366 ped_stats_to 16 
011A: set_actor $3366 search_threat 1 
011A: set_actor $3366 search_threat 16 
01B2: give_actor $3366 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3366 maintain_position_when_attacked 1 
0483: set_actor $3366 cease_attack_timer 1500 
Actor.Health($3366) = 150
03F9: make_actors $3366 $3365 converse_in 999999 ms 
$3355 = Actor.Health($LANCE_VANCE)
03C4: set_status_text_to $3355 1 'BUD1'  // Lances Health:
Marker.CreateAboveActor($359, $LANCE_VANCE)
018B: set_marker $359 display 2 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
018A: 1@ = create_checkpoint_at -382.02 -596.57 24.9 
Actor.Create(0@, 10, #SPECIAL04, -382.02, -596.57, 24.9)
0568: set_actor 0@ untargetable 2 
0446: set_actor 0@ dismemberment_possible 0 
054A: set_actor 0@ can_be_shot_in_a_car 0 
01ED: clear_actor 0@ threat_search 
Actor.Health(0@) = 1000
Actor.Angle(0@) = 53.0
0350: set_actor 0@ maintain_position_when_attacked 1 
0372: set_actor 0@ anim 24 wait_state_time 99999 ms 
0483: set_actor 0@ cease_attack_timer 1500 
Object.Create($3338, #MP5LNG, -383.126, -593.654, 25.06)
Object.ToggleInMovingList($3338, False)
0453: object $3338 set_rotation 90.0 0.0 10.0 
Object.RemoveFromMissionCleanupList($3338)
041D: set_camera_near_clip 0.05 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-377.123, -597.167, 25.449, 0.0, 0.0, 0.0)
Camera.PointAt(-378.119, -597.144, 25.534, 2)
select_interior 2 
Camera.SetAtPos(-376.452, -593.374, 26.273)
TIMERB = 0 // @ = int 

:BARON5_3805
if 
   not TIMERB > 1200 // @ > int 
jf @BARON5_3835 
wait 0 
jump @BARON5_3805 

:BARON5_3835
if 
   not TIMERB > 3200 // @ > int 
jf @BARON5_3889 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_3882 
jump @BARON5_4653 

:BARON5_3882
jump @BARON5_3835 

:BARON5_3889
if 
   not Actor.Dead(0@)
jf @BARON5_3930 
0372: set_actor 0@ anim 23 wait_state_time 500 ms 
0211: actor 0@ walk_to -383.8 -596.6 

:BARON5_3930
TIMERB = 0 // @ = int 

:BARON5_3937
if 
   not TIMERB > 1400 // @ > int 
jf @BARON5_3991 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_3984 
jump @BARON5_4653 

:BARON5_3984
jump @BARON5_3937 

:BARON5_3991
Camera.SetPosition(-380.109, -591.29, 28.673, 0.0, 0.0, 0.0)
Camera.PointAt(-380.595, -592.094, 28.331, 2)
TIMERB = 0 // @ = int 

:BARON5_4049
if 
   not TIMERB > 2500 // @ > int 
jf @BARON5_4103 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4096 
jump @BARON5_4653 

:BARON5_4096
jump @BARON5_4049 

:BARON5_4103
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BARON5_4154 
Actor.PutAt($PLAYER_ACTOR, -273.0, -500.1, 10.7)
0239: actor $PLAYER_ACTOR run_to -282.3 -511.0 

:BARON5_4154
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_4205 
Actor.PutAt($LANCE_VANCE, -270.5, -492.4, 10.2)
0239: actor $LANCE_VANCE run_to -282.3 -511.0 

:BARON5_4205
TIMERB = 0 // @ = int 

:BARON5_4212
if 
   not TIMERB > 500 // @ > int 
jf @BARON5_4266 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4259 
jump @BARON5_4653 

:BARON5_4259
jump @BARON5_4212 

:BARON5_4266
select_interior 0 
Camera.SetAtPos(-277.513, -498.283, 13.227)
Camera.SetPosition(-278.092, -497.514, 13.499, 0.0, 0.0, 0.0)
Camera.PointAt(-277.513, -498.283, 13.227, 2)
04C7: toggle_camera_green_scanlines 1 
TIMERB = 0 // @ = int 

:BARON5_4349
if 
   not TIMERB > 3000 // @ > int 
jf @BARON5_4403 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4396 
jump @BARON5_4653 

:BARON5_4396
jump @BARON5_4349 

:BARON5_4403
if 
   not Actor.Dead(0@)
jf @BARON5_4464 
Actor.Angle(0@) = 26.0
Actor.PutAt(0@, -381.7, -595.9, 24.9)
0211: actor 0@ walk_to -381.97 -593.9 

:BARON5_4464
04C7: toggle_camera_green_scanlines 0 
Camera.SetPosition(-383.35, -592.699, 25.732, 0.0, 0.0, 0.0)
Camera.PointAt(-382.977, -593.619, 25.612, 2)
select_interior 2 
Camera.SetAtPos(-376.452, -593.374, 26.273)
TIMERB = 0 // @ = int 

:BARON5_4547
if 
   not TIMERB > 1500 // @ > int 
jf @BARON5_4653 
wait 0 
if 
   not Actor.Dead(0@)
jf @BARON5_4622 
if 
0126:   actor 0@ objective_passed 
jf @BARON5_4622 
01BE: set_actor 0@ to_look_at_spot -383.126 -593.654 25.06 

:BARON5_4622
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4646 
jump @BARON5_4653 

:BARON5_4646
jump @BARON5_4547 

:BARON5_4653
fade 0 1500 

:BARON5_4660
if 
fading 
jf @BARON5_4684 
wait 0 
jump @BARON5_4660 

:BARON5_4684
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_4725 
011C: actor $LANCE_VANCE clear_objective 
Actor.PutAt($LANCE_VANCE, -276.3, -505.0, 11.7)

:BARON5_4725
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BARON5_4766 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.PutAt($PLAYER_ACTOR, -282.3, -511.0, 11.7)

:BARON5_4766
if 
   not Actor.Dead(0@)
jf @BARON5_4807 
011C: actor 0@ clear_objective 
Actor.PutAt(0@, -378.4, -586.8, 24.9)

:BARON5_4807
04C7: toggle_camera_green_scanlines 0 
select_interior 0 
Camera.SetAtPos(-282.3, -511.0, 11.7)
Camera.Restore_WithJumpCut
0171: set_player $PLAYER_CHAR z_angle_to 100.0 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 1500 
wait 500 
Player.CanMove($PLAYER_CHAR, True)
if 
   not Actor.Dead(0@)
jf @BARON5_4905 
Actor.PutAt(0@, -374.9, -585.2, 24.6)

:BARON5_4905
Model.Destroy(#STALLION)
00BC: text_highpriority 'ASS1_16' time 10000 1  // ~g~Kill Diaz!
TIMERB = 0 // @ = int 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_4956 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 

:BARON5_4956
if 
80F5:   not player $PLAYER_CHAR 0 -345.6 -559.4 26.0 radius 12.0 2.0 10.0 
jf @BARON5_7771 
wait 0 
if 
  $339 == 0 // $ == int 
jf @BARON5_5245 
if 
  TIMERB > 1000 // @ > int 
jf @BARON5_5245 
if 
  $334 == 0 // $ == int 
jf @BARON5_5101 
03CF: load_wav 'ASS_1' as 1 
03CF: load_wav 'ASS_2' as 2 
$334 = 1 // $ = int 
jump @BARON5_5127 

:BARON5_5101
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BARON5_5127 
$335 = 1 // $ = int 

:BARON5_5127
if 
  $335 == 1 // $ == int 
jf @BARON5_5245 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_1' time 4000 1  // This place is going to be crawling with assholes...be careful...
if 
03D2:   wav 1 ended 
jf @BARON5_5245 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_2' time 3000 1  // Don't worry Tommy, I'll cover you.
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
$339 = 1 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON5_5245
if 
  $3344 == 0 // $ == int 
jf @BARON5_5611 
if 
  $3339 == 0 // $ == int 
jf @BARON5_5611 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_5611 
if or
00FE:   actor $LANCE_VANCE 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 
00FE:   actor $LANCE_VANCE 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 
00FE:   actor $LANCE_VANCE 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 
00FE:   actor $LANCE_VANCE 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 
00FE:   actor $LANCE_VANCE 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 
jf @BARON5_5611 
if 
00FB:   player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 5.0 
jf @BARON5_5611 
if 
  $339 == 1 // $ == int 
jf @BARON5_5611 
03CF: load_wav 'LAW2_4' as 1 

:BARON5_5559
if 
83D0:   not wav 1 loaded 
jf @BARON5_5585 
wait 0 
jump @BARON5_5559 

:BARON5_5585
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_19' time 2000 2  // This way!
$3339 = 1 // $ = int 

:BARON5_5611
if 
   Actor.Dead($LANCE_VANCE)
jf @BARON5_5649 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_12291 

:BARON5_5649
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_5680 
$3355 = Actor.Health($LANCE_VANCE)
$3355 /= 2 // $ /= int 

:BARON5_5680
if 
  $3334 == 0 // $ == int 
jf @BARON5_6115 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_5820 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
jf @BARON5_5787 
if 
  $358 == 0 // $ == int 
jf @BARON5_5780 
01E0: clear_leader $LANCE_VANCE 
$358 = 1 // $ = int 

:BARON5_5780
jump @BARON5_5820 

:BARON5_5787
if 
  $358 == 1 // $ == int 
jf @BARON5_5820 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
$358 = 0 // $ = int 

:BARON5_5820
if 
  $358 == 1 // $ == int 
jf @BARON5_5845 
gosub @BARON5_14133 

:BARON5_5845
if or
00F5:   player $PLAYER_CHAR 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 
00F5:   player $PLAYER_CHAR 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 
00F5:   player $PLAYER_CHAR 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 
jf @BARON5_5995 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_5995 
01E0: clear_leader $LANCE_VANCE 
$3334 = 1 // $ = int 

:BARON5_5995
if or
00F5:   player $PLAYER_CHAR 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 
00F5:   player $PLAYER_CHAR 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 
jf @BARON5_6108 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_6108 
01E0: clear_leader $LANCE_VANCE 
$3334 = 2 // $ = int 

:BARON5_6108
jump @BARON5_6589 

:BARON5_6115
if 
  $3344 == 0 // $ == int 
jf @BARON5_6589 
if 
  $3334 == 1 // $ == int 
jf @BARON5_6361 
if and
00F5:   player $PLAYER_CHAR 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 
00FE:   actor $LANCE_VANCE 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 
jf @BARON5_6336 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
03CF: load_wav 'ASS_4' as 2 

:BARON5_6262
if 
83D0:   not wav 2 loaded 
jf @BARON5_6288 
wait 0 
jump @BARON5_6262 

:BARON5_6288
if 
03D0:   wav 2 loaded 
jf @BARON5_6322 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_4' time 1500 2  // Diaz must be inside!

:BARON5_6322
$358 = 0 // $ = int 
$3334 = 3 // $ = int 

:BARON5_6336
if 
  $3344 == 0 // $ == int 
jf @BARON5_6361 
gosub @BARON5_13919 

:BARON5_6361
if 
  $3334 == 2 // $ == int 
jf @BARON5_6589 
if and
00F5:   player $PLAYER_CHAR 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 
00FE:   actor $LANCE_VANCE 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 
jf @BARON5_6564 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
03CF: load_wav 'ASS_4' as 2 

:BARON5_6490
if 
83D0:   not wav 2 loaded 
jf @BARON5_6516 
wait 0 
jump @BARON5_6490 

:BARON5_6516
if 
03D0:   wav 2 loaded 
jf @BARON5_6550 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_4' time 1500 2  // Diaz must be inside!

:BARON5_6550
$358 = 0 // $ = int 
$3334 = 3 // $ = int 

:BARON5_6564
if 
  $3344 == 0 // $ == int 
jf @BARON5_6589 
gosub @BARON5_14026 

:BARON5_6589
if 
  $3334 == 3 // $ == int 
jf @BARON5_6754 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_6729 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
jf @BARON5_6696 
if 
  $358 == 0 // $ == int 
jf @BARON5_6689 
01E0: clear_leader $LANCE_VANCE 
$358 = 1 // $ = int 

:BARON5_6689
jump @BARON5_6729 

:BARON5_6696
if 
  $358 == 1 // $ == int 
jf @BARON5_6729 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
$358 = 0 // $ = int 

:BARON5_6729
if 
  $358 == 1 // $ == int 
jf @BARON5_6754 
gosub @BARON5_14133 

:BARON5_6754
if 
  $3344 == 0 // $ == int 
jf @BARON5_7356 
if 
00F5:   player $PLAYER_CHAR 0 -338.5 -578.7 11.6 radius 2.0 2.0 3.0 
jf @BARON5_7356 
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($3340)
Actor.DestroyInstantly($3341)
Actor.DestroyInstantly($3343)
Actor.DestroyInstantly($3346)
Actor.DestroyInstantly($3347)
Actor.DestroyInstantly($3356)
Actor.Create($3342, 10, #CLA, -318.2, -577.1, 15.4)
Actor.Angle($3342) = 90.0
0243: set_actor $3342 ped_stats_to 16 
011A: set_actor $3342 search_threat 1 
011A: set_actor $3342 search_threat 16 
01B2: give_actor $3342 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3342 maintain_position_when_attacked 1 
0483: set_actor $3342 cease_attack_timer 1500 
0291: set_actor $3342 heed_threats 1 
056B: set_actor $3342 crouch_when_threatened 1 
Actor.Health($3342) = 150
Actor.Create($3345, 10, #CLB, -324.6, -581.2, 19.0)
Actor.Angle($3345) = 305.0
0243: set_actor $3345 ped_stats_to 16 
011A: set_actor $3345 search_threat 1 
011A: set_actor $3345 search_threat 16 
01B2: give_actor $3345 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3345 maintain_position_when_attacked 1 
0483: set_actor $3345 cease_attack_timer 1500 
0291: set_actor $3345 heed_threats 1 
056B: set_actor $3345 crouch_when_threatened 1 
Actor.Health($3345) = 150
Actor.Create($3359, 10, #CLB, -318.2, -573.4, 22.0)
Actor.Angle($3359) = 90.0
0243: set_actor $3359 ped_stats_to 16 
011A: set_actor $3359 search_threat 1 
011A: set_actor $3359 search_threat 16 
01B2: give_actor $3359 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3359 maintain_position_when_attacked 1 
0483: set_actor $3359 cease_attack_timer 1500 
0291: set_actor $3359 heed_threats 1 
056B: set_actor $3359 crouch_when_threatened 1 
Actor.Health($3359) = 150
Actor.Create($3348, 10, #CLB, -335.5, -568.6, 19.0)
Actor.Angle($3348) = 180.0
0243: set_actor $3348 ped_stats_to 16 
011A: set_actor $3348 search_threat 1 
011A: set_actor $3348 search_threat 16 
01B2: give_actor $3348 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $3348 maintain_position_when_attacked 1 
0483: set_actor $3348 cease_attack_timer 1500 
0291: set_actor $3348 heed_threats 1 
056B: set_actor $3348 crouch_when_threatened 1 
Actor.Health($3348) = 150
$3334 = 0 // $ = int 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_7325 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
Actor.PutAt($LANCE_VANCE, -341.0, -578.5, 10.9)

:BARON5_7325
03CF: load_wav 'ASS_11' as 1 
03CF: load_wav 'ASS_12' as 2 
$3344 = 1 // $ = int 

:BARON5_7356
if 
00F5:   player $PLAYER_CHAR 0 -378.4 -551.9 19.4 radius 4.0 1.0 3.0 
jf @BARON5_7419 
00BC: text_highpriority 'ASS1_18' time 2000 2  // ~g~The door is locked, try another route.

:BARON5_7419
if 
  $3344 == 1 // $ == int 
jf @BARON5_7764 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
  $3370 == 0 // $ == int 
jf @BARON5_7604 
if and
00F5:   player $PLAYER_CHAR 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 
00FE:   actor $LANCE_VANCE 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 
jf @BARON5_7604 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_7604 
if 
03D0:   wav 1 loaded 
jf @BARON5_7604 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_11' time 4500 1  // Hey Tommy, can my room have a view of the bay?
$3370 = 1 // $ = int 

:BARON5_7604
if 
  $3371 == 0 // $ == int 
jf @BARON5_7764 
if and
00F5:   player $PLAYER_CHAR 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 
00FE:   actor $LANCE_VANCE 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 
jf @BARON5_7764 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_7764 
if 
03D0:   wav 2 loaded 
jf @BARON5_7764 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_12' time 4500 1  // Beautiful high ceilings in here...
$3371 = 1 // $ = int 

:BARON5_7764
jump @BARON5_4956 

:BARON5_7771
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.Create(14@, 10, #CLA, -373.5, -564.8, 18.7)
0243: set_actor 14@ ped_stats_to 16 
011A: set_actor 14@ search_threat 1 
011A: set_actor 14@ search_threat 16 
01B2: give_actor 14@ weapon 23 ammo 9999 // Load the weapon model before using this 
Actor.Angle(14@) = 0.0
0350: set_actor 14@ maintain_position_when_attacked 1 
0483: set_actor 14@ cease_attack_timer 1500 
Actor.Health(14@) = 150
Actor.Create($3354, 10, #CLB, -383.7, -565.3, 18.7)
0243: set_actor $3354 ped_stats_to 16 
011A: set_actor $3354 search_threat 1 
011A: set_actor $3354 search_threat 16 
01B2: give_actor $3354 weapon 23 ammo 9999 // Load the weapon model before using this 
Actor.Angle($3354) = 0.0
0350: set_actor $3354 maintain_position_when_attacked 1 
0483: set_actor $3354 cease_attack_timer 1500 
056B: set_actor $3354 crouch_when_threatened 1 
Actor.Health($3354) = 150
Actor.Create(7@, 10, #CLA, -376.0, -582.5, 24.5)
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
011A: set_actor 7@ search_threat 16 
01B2: give_actor 7@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 7@ maintain_position_when_attacked 1 
0483: set_actor 7@ cease_attack_timer 1500 
Actor.Health(7@) = 150
Actor.Create(8@, 10, #CLB, -380.9, -582.6, 24.5)
0243: set_actor 8@ ped_stats_to 16 
011A: set_actor 8@ search_threat 1 
011A: set_actor 8@ search_threat 16 
01B2: give_actor 8@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 8@ maintain_position_when_attacked 1 
0483: set_actor 8@ cease_attack_timer 1500 
Actor.Health(8@) = 150
Actor.Create(9@, 10, #CLA, -361.6, -559.3, 26.6)
0243: set_actor 9@ ped_stats_to 16 
011A: set_actor 9@ search_threat 1 
011A: set_actor 9@ search_threat 16 
01B2: give_actor 9@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 9@ maintain_position_when_attacked 1 
Actor.Angle(9@) = 156.6
0483: set_actor 9@ cease_attack_timer 1500 
Actor.Health(9@) = 150
Actor.Create(10@, 10, #CLB, -378.2, -560.7, 26.6)
0243: set_actor 10@ ped_stats_to 16 
011A: set_actor 10@ search_threat 1 
011A: set_actor 10@ search_threat 16 
01B2: give_actor 10@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 10@ maintain_position_when_attacked 1 
Actor.Angle(10@) = 180.0
0483: set_actor 10@ cease_attack_timer 1500 
Actor.Health(10@) = 150
Actor.Create(11@, 10, #CLB, -391.6, -566.5, 26.6)
0243: set_actor 11@ ped_stats_to 16 
011A: set_actor 11@ search_threat 1 
011A: set_actor 11@ search_threat 16 
01B2: give_actor 11@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 11@ maintain_position_when_attacked 1 
Actor.Angle(11@) = 248.7
0483: set_actor 11@ cease_attack_timer 1500 
056B: set_actor 11@ crouch_when_threatened 1 
Actor.Health(11@) = 150

:BARON5_8391
if 
   not Actor.Dead(0@)
jf @BARON5_10378 
wait 0 
if 
   Actor.Dead(0@)
jf @BARON5_8434 
jump @BARON5_10378 

:BARON5_8434
if 
   Actor.Dead($LANCE_VANCE)
jf @BARON5_8472 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_12291 

:BARON5_8472
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_8503 
$3355 = Actor.Health($LANCE_VANCE)
$3355 /= 2 // $ /= int 

:BARON5_8503
if 
0057:   player $PLAYER_CHAR 0 -360.8 -564.0 17.0 -396.0 -580.5 35.0 
jf @BARON5_9213 
if 
   not Actor.Dead(0@)
jf @BARON5_9213 
if 
  3@ == 0 // @ == int 
jf @BARON5_9213 
03CF: load_wav 'ASS_13' as 1 
03CF: load_wav 'ASS_14' as 2 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Actor.Angle($PLAYER_ACTOR) = 180.0
wait 0 
0395: clear_area 1 at 378.4 -588.4 24.5 range 1.0 
if 
   not Actor.Dead(0@)
jf @BARON5_8851 
01B2: give_actor 0@ weapon 25 ammo 30000 // Load the weapon model before using this 
011C: actor 0@ clear_objective 
053D: clear_actor 0@ wait_state 
Actor.PutAt(0@, -378.4, -588.4, 24.5)
0243: set_actor 0@ ped_stats_to 16 
0245: set_actor 0@ walk_style_to 33 
0395: clear_area 1 at -378.4 -575.7 24.5 range 1.0 
wait 0 
if 
   not Actor.Dead(0@)
jf @BARON5_8787 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_8787
04C4: create_coordinate $3367 $3368 $3369 from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_8846 
Actor.PutAt($LANCE_VANCE, $3367, $3368, $3369)

:BARON5_8846
Object.Destroy($3338)

:BARON5_8851
Camera.SetPosition(-377.054, -578.589, 24.429, 0.0, 0.0, 0.0)
Camera.PointAt(-377.288, -579.531, 24.668, 2)
if 
   not Actor.Dead(0@)
jf @BARON5_8933 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_8933
wait 2500 
if 
   not Actor.Dead(0@)
jf @BARON5_8969 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_8969
if 
03D0:   wav 1 loaded 
jf @BARON5_9003 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_13' time 4500 1  // DIAZ?! I've come to take over your business!

:BARON5_9003
wait 3500 
if 
   not Actor.Dead(0@)
jf @BARON5_9039 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_9039
Camera.SetPosition(-388.502, -583.468, 28.897, 0.0, 0.0, 0.0)
Camera.PointAt(-387.833, -582.797, 28.577, 2)
if 
03D0:   wav 2 loaded 
jf @BARON5_9124 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_14' time 4500 1  // TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon..

:BARON5_9124
wait 3000 
if 
   not Actor.Dead(0@)
jf @BARON5_9213 
0243: set_actor 0@ ped_stats_to 16 
02A9: set_actor 0@ immune_to_nonplayer 1 
011A: set_actor 0@ search_threat 1 
011A: set_actor 0@ search_threat 16 
01CA: actor 0@ kill_player $PLAYER_CHAR 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03CF: load_wav 'ASS_7' as 1 
3@ = 1 // @ = int 

:BARON5_9213
if 
  $3372 == 0 // $ == int 
jf @BARON5_9322 
if 
  3@ == 1 // @ == int 
jf @BARON5_9322 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_9322 
if 
02E0:   actor $LANCE_VANCE firing_weapon 
jf @BARON5_9322 
if 
03D0:   wav 1 loaded 
jf @BARON5_9322 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_7' time 4500 1  // Eat this, you murdering bastards!!
$3372 = 1 // $ = int 

:BARON5_9322
if 
  3@ == 1 // @ == int 
jf @BARON5_9672 
if 
  $3349 == 0 // $ == int 
jf @BARON5_9672 
if 
   not Actor.Dead(0@)
jf @BARON5_9672 
if 
8184:   not actor 0@ health > 500 
jf @BARON5_9672 
if 
00FF:   actor 0@ 0 -378.4 -575.7 25.0 radius 5.0 5.0 4.0 
jf @BARON5_9461 
01ED: clear_actor 0@ threat_search 
0239: actor 0@ run_to -378.5 -589.6 

:BARON5_9461
if 
00FF:   actor 0@ 0 -378.5 -589.6 25.0 radius 1.0 1.0 4.0 
jf @BARON5_9524 
0239: actor 0@ run_to -375.1 -595.5 

:BARON5_9524
if 
00FF:   actor 0@ 0 -375.1 -595.5 25.0 radius 1.0 1.5 4.0 
jf @BARON5_9587 
0239: actor 0@ run_to -378.6 -595.7 

:BARON5_9587
if 
00FF:   actor 0@ 0 -378.6 -595.7 25.0 radius 0.5 0.5 4.0 
jf @BARON5_9672 
020F: actor 0@ look_at_player $PLAYER_CHAR 
011A: set_actor 0@ search_threat 1 
011A: set_actor 0@ search_threat 16 
01CA: actor 0@ kill_player $PLAYER_CHAR 
$3349 = 1 // $ = int 

:BARON5_9672
if 
  $3335 == 0 // $ == int 
jf @BARON5_10192 
if 
   not Actor.Dead(14@)
jf @BARON5_9782 
if and
00FB:   player $PLAYER_CHAR 0 14@ radius 20.0 20.0 10.0 
0123:   actor 14@ spotted_player $PLAYER_CHAR 
jf @BARON5_9757 
$3335 = 1 // $ = int 

:BARON5_9757
if 
8184:   not actor 14@ health > 90 
jf @BARON5_9782 
$3335 = 1 // $ = int 

:BARON5_9782
if 
   not Actor.Dead($3354)
jf @BARON5_9874 
if and
00FB:   player $PLAYER_CHAR 0 $3354 radius 20.0 20.0 10.0 
0123:   actor $3354 spotted_player $PLAYER_CHAR 
jf @BARON5_9849 
$3335 = 1 // $ = int 

:BARON5_9849
if 
8184:   not actor $3354 health > 90 
jf @BARON5_9874 
$3335 = 1 // $ = int 

:BARON5_9874
if 
   not Actor.Dead(9@)
jf @BARON5_9973 
if and
00FB:   player $PLAYER_CHAR 0 9@ radius 20.0 20.0 10.0 
0123:   actor 9@ spotted_player $PLAYER_CHAR 
jf @BARON5_9941 
$3335 = 1 // $ = int 

:BARON5_9941
if 
8184:   not actor 9@ health > 90 
jf @BARON5_9966 
$3335 = 1 // $ = int 

:BARON5_9966
jump @BARON5_9980 

:BARON5_9973
$3335 = 1 // $ = int 

:BARON5_9980
if 
   not Actor.Dead(10@)
jf @BARON5_10079 
if and
00FB:   player $PLAYER_CHAR 0 10@ radius 20.0 20.0 10.0 
0123:   actor 10@ spotted_player $PLAYER_CHAR 
jf @BARON5_10047 
$3335 = 1 // $ = int 

:BARON5_10047
if 
8184:   not actor 10@ health > 90 
jf @BARON5_10072 
$3335 = 1 // $ = int 

:BARON5_10072
jump @BARON5_10086 

:BARON5_10079
$3335 = 1 // $ = int 

:BARON5_10086
if 
   not Actor.Dead(11@)
jf @BARON5_10185 
if and
00FB:   player $PLAYER_CHAR 0 11@ radius 20.0 20.0 10.0 
0123:   actor 11@ spotted_player $PLAYER_CHAR 
jf @BARON5_10153 
$3335 = 1 // $ = int 

:BARON5_10153
if 
8184:   not actor 11@ health > 90 
jf @BARON5_10178 
$3335 = 1 // $ = int 

:BARON5_10178
jump @BARON5_10192 

:BARON5_10185
$3335 = 1 // $ = int 

:BARON5_10192
gosub @BARON5_13253 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_10321 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
jf @BARON5_10288 
if 
  $358 == 0 // $ == int 
jf @BARON5_10281 
01E0: clear_leader $LANCE_VANCE 
$358 = 1 // $ = int 

:BARON5_10281
jump @BARON5_10321 

:BARON5_10288
if 
  $358 == 1 // $ == int 
jf @BARON5_10321 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
$358 = 0 // $ = int 

:BARON5_10321
if 
  $358 == 1 // $ == int 
jf @BARON5_10346 
gosub @BARON5_14133 

:BARON5_10346
if 
  $3344 == 1 // $ == int 
jf @BARON5_10371 
Player.WantedLevel($PLAYER_CHAR) = 0

:BARON5_10371
jump @BARON5_8391 

:BARON5_10378
0151: remove_status_text $3355 
0169: set_fade_color 0 0 0 
fade 0 1000 

:BARON5_10398
if 
fading 
jf @BARON5_10422 
wait 0 
jump @BARON5_10398 

:BARON5_10422
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($3361)
Actor.DestroyInstantly($3362)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly($3354)
Actor.DestroyInstantly(0@)
Actor.DestroyInstantly($LANCE_VANCE)
Actor.DestroyInstantly($3340)
Actor.DestroyInstantly($3341)
Actor.DestroyInstantly($3342)
Actor.DestroyInstantly($3343)
Actor.DestroyInstantly($3345)
Actor.DestroyInstantly($3359)
Actor.DestroyInstantly($3348)
Actor.DestroyInstantly($3360)
Actor.DestroyInstantly($3356)
Actor.DestroyInstantly($3357)
Actor.DestroyInstantly($3358)
Actor.DestroyInstantly($3363)
Actor.DestroyInstantly($3364)
Actor.DestroyInstantly($3365)
Actor.DestroyInstantly($3366)
Actor.DestroyInstantly($3350)
Actor.DestroyInstantly($3351)
Actor.DestroyInstantly($3352)
Actor.DestroyInstantly($3353)
if 
047A:   actor $PLAYER_ACTOR on_any_bike 
jf @BARON5_10647 
00DA: $3373 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($3373)
jf @BARON5_10647 
0362: put_actor $PLAYER_ACTOR at -378.3 -592.4 24.8 and_remove_from_car 
Car.Destroy($3373)

:BARON5_10647
Actor.Create(12@, 10, #CLB, -392.0, -559.5, 27.5)
Actor.Angle(12@) = 286.0
0446: set_actor 12@ dismemberment_possible 0 
0321: kill_actor 12@ 
Actor.Create($3340, 10, #CLA, -393.0, -565.4, 27.5)
Actor.Angle($3340) = 180.0
0446: set_actor $3340 dismemberment_possible 0 
0321: kill_actor $3340 
Actor.Create($3341, 10, #CLA, -382.3, -557.7, 27.5)
Actor.Angle($3341) = 90.0
0446: set_actor $3341 dismemberment_possible 0 
0321: kill_actor $3341 
Actor.Create($3342, 10, #CLA, -371.8, -580.4, 25.5)
Actor.Angle($3342) = 270.0
0446: set_actor $3342 dismemberment_possible 0 
0321: kill_actor $3342 
Actor.Create($3343, 10, #CLA, -389.7, -580.2, 25.5)
Actor.Angle($3343) = 166.0
0446: set_actor $3343 dismemberment_possible 0 
0321: kill_actor $3343 
Actor.Create($3345, 10, #CLA, -370.3, -559.2, 27.5)
Actor.Angle($3345) = 100.0
0446: set_actor $3345 dismemberment_possible 0 
0321: kill_actor $3345 
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:BARON5_10935
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @BARON5_10991 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @BARON5_10935 

:BARON5_10991
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
04F9: set_extra_colors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'CPYTH' 
02F3: load_object #CUTOBJ02 'DEAGL' 
Camera.SetAtPos(-378.3, -577.3, 25.3)
038B: load_requested_models 

:BARON5_11091
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BARON5_11135 
wait 0 
jump @BARON5_11091 

:BARON5_11135
wait 1500 
02E4: load_cutscene_data 'ASS_2' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 40.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 40.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $464 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $464 'CSDIAZ' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $3337 = create_cutscene_object #CUTOBJ01 
0524: attach_cutscene_object $3337 to_bone $428 24 
02E5: 5@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 5@ 'DEAGL' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON5_11350
if 
  5061 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11385 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11350 

:BARON5_11385
00BC: text_highpriority 'ASS1_F' time 10000 1  // You stupid pricks...

:BARON5_11400
if 
  8717 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11435 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11400 

:BARON5_11435
00BC: text_highpriority 'ASS1_G' time 10000 1  // my beautiful house

:BARON5_11450
if 
  11569 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11485 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11450 

:BARON5_11485
00BC: text_highpriority 'ASS1_H' time 10000 1  // look what you've done to it!

:BARON5_11500
if 
  13154 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11535 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11500 

:BARON5_11535
00BC: text_highpriority 'ASS1_I' time 10000 1  // This is for my brother!

:BARON5_11550
if 
  15615 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11585 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11550 

:BARON5_11585
00BC: text_highpriority 'ASS1_J' time 10000 1  // I trusted you, Tommy.

:BARON5_11600
if 
  20715 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11600 

:BARON5_11635
00BC: text_highpriority 'ASS1_K' time 10000 1  // I woulda had you made...

:BARON5_11650
if 
  23530 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11685 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11650 

:BARON5_11685
00BC: text_highpriority 'ASS1_L' time 5000 1  // Say goodnight, Mr. Diaz.

:BARON5_11700
if 
  24530 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11735 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11700 

:BARON5_11735
if 
  27376 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11770 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11735 

:BARON5_11770
043C: set_game_sounds_disable_on_fade 0 
00BE: text_clear_all 
03EB: clear_small_messages_only 
0169: set_fade_color 255 255 255 
fade 0 0 

:BARON5_11795
if 
  28876 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_11830 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_11795 

:BARON5_11830
00BE: text_clear_all 
03EB: clear_small_messages_only 

:BARON5_11834
if 
fading 
jf @BARON5_11858 
wait 0 
jump @BARON5_11834 

:BARON5_11858
wait 1000 
00BE: text_clear_all 
03EB: clear_small_messages_only 
03AD: set_rubbish 1 
02EA: end_cutscene 
00BE: text_clear_all 
wait 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
043C: set_game_sounds_disable_on_fade 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04FA: clear_extra_colors_with_fade 0 
014C: set_parked_car_generator $2388 cars_to_generate_to 101 
015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 
0395: clear_area 1 at -378.6 -552.6 25.5 range 40.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 40.0 
select_interior 0 
Camera.SetAtPos(-381.8, -536.0, 26.3)
Camera.SetPosition(-415.273, -502.09, 39.183, 0.0, 0.0, 0.0)
Camera.PointAt(-414.699, -502.788, 38.754, 2)
fade 1 1500 

:BARON5_12124
if 
fading 
jf @BARON5_12148 
wait 0 
jump @BARON5_12124 

:BARON5_12148
0394: play_music 1 
00BA: text_styled 'PROP_A' 7000 ms 6  // PROPERTY ACQUIRED!
wait 6000 
0169: set_fade_color 0 0 0 
fade 0 1000 

:BARON5_12187
if 
fading 
jf @BARON5_12211 
wait 0 
jump @BARON5_12187 

:BARON5_12211
0055: put_player $PLAYER_CHAR at -378.3 -592.4 24.8 
02A3: enable_widescreen 0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
wait 500 
select_interior 2 
Camera.SetAtPos(-378.3, -592.4, 24.8)
fade 1 1000 
00BE: text_clear_all 
jump @BARON5_12584 

:BARON5_12291
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
if 
   Player.Defined($PLAYER_CHAR)
jf @BARON5_12547 
if or
  $1295 == 1 // $ == int 
0057:   player $PLAYER_CHAR 0 -350.93 -574.95 10.0 -369.2 -598.84 13.5 
0057:   player $PLAYER_CHAR 0 -387.75 -598.51 10.0 -443.6 -571.64 13.5 
jf @BARON5_12547 
if 
   Actor.Dead($LANCE_VANCE)
jf @BARON5_12547 
fade 0 1000 

:BARON5_12437
if 
fading 
jf @BARON5_12461 
wait 0 
jump @BARON5_12437 

:BARON5_12461
if 
   Player.Defined($PLAYER_CHAR)
jf @BARON5_12540 
select_interior 0 
Camera.SetAtPos(-274.4, -492.9, 10.3)
0055: put_player $PLAYER_CHAR at -274.4 -492.9 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
Camera.SetBehindPlayer
Car.Destroy($327)
Actor.DestroyInstantly($LANCE_VANCE)

:BARON5_12540
fade 1 1000 

:BARON5_12547
Object.Init($2188, #MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.RemoveFromMissionCleanupList($2188)
$1305 = 0 // $ = int 
return 

:BARON5_12584
$PASSED_ASS1_RUB_OUT = 1 // $ = int 
Object.Destroy($2189)
Object.Init($2190, #MAN_DOOROPEN, -378.542, -554.006, 21.96)
Object.RemoveFromMissionCleanupList($2190)
$1305 = 2 // $ = int 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 50000
0318: set_latest_mission_passed 'ASS_1'  // Rub Out
01F0: set_max_wanted_level_to 6 
030C: progress_made += 1 
014C: set_parked_car_generator $2397 cars_to_generate_to 101 
014C: set_parked_car_generator $2398 cars_to_generate_to 101 
014C: set_parked_car_generator $2399 cars_to_generate_to 101 
02FA: garage $990 change_to_type 31 
032B: $379 = create_weapon_pickup #M4 15 ammo 120 at -330.9 -569.7 11.6 
032B: $380 = create_weapon_pickup #CHROMEGUN 15 ammo 50 at -335.9 -569.5 11.6 
Pickup.Create($381, #HEALTH, 2, -330.702, -573.366, 11.6)
Pickup.Create($382, #BODYARMOUR, 2, -336.0, -573.7, 11.6)
055B: $1601 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
$1582 = 1 // $ = int 
014C: set_parked_car_generator $2281 cars_to_generate_to 0 
014C: set_parked_car_generator $385 cars_to_generate_to 101 
$1159 = 1 // $ = int 
$1210 = 1 // $ = int 
$1211 = 1 // $ = int 
start_new_script @PRO1 
start_new_script @PSAVE2 
Marker.Disable($537)
Marker.Disable($568)
01E3: text_1number_styled 'M_PASS' number 50000 time 2000 style 1  // MISSION PASSED! $~1~
02A7: $568 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 
return 

:BARON5_12930
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#CLA)
Model.Destroy(#CLB)
Model.Destroy(#M4)
Model.Destroy(#MP5LNG)
Model.Destroy(#UZI)
Model.Destroy(#STALLION)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences($3361)
Actor.RemoveReferences($3362)
Actor.RemoveReferences(14@)
Actor.RemoveReferences($3354)
Actor.RemoveReferences(0@)
Actor.RemoveReferences($LANCE_VANCE)
Actor.RemoveReferences($3340)
Actor.RemoveReferences($3341)
Actor.RemoveReferences($3342)
Actor.RemoveReferences($3343)
Actor.RemoveReferences($3345)
Actor.RemoveReferences($3359)
Actor.RemoveReferences($3348)
Actor.RemoveReferences($3360)
Actor.RemoveReferences($3356)
Actor.RemoveReferences($3357)
Actor.RemoveReferences($3358)
Actor.RemoveReferences($3363)
Actor.RemoveReferences($3364)
Actor.RemoveReferences($3365)
Actor.RemoveReferences($3366)
Actor.RemoveReferences($3350)
Actor.RemoveReferences($3351)
Actor.RemoveReferences($3352)
Actor.RemoveReferences($3353)
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Marker.Disable(1@)
Marker.Disable($359)
Object.Destroy($3338)
Actor.DestroyWithFade($LANCE_VANCE)
0151: remove_status_text $3355 
040D: unload_wav 1 
040D: unload_wav 2 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
mission_cleanup 
return 

:BARON5_13253
if 
  $3335 == 1 // $ == int 
jf @BARON5_13917 
if 
  6@ == 0 // @ == int 
jf @BARON5_13344 
if 
   not Actor.Dead(7@)
jf @BARON5_13313 
01CA: actor 7@ kill_player $PLAYER_CHAR 

:BARON5_13313
if 
   not Actor.Dead(8@)
jf @BARON5_13337 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON5_13337
6@ = 1 // @ = int 

:BARON5_13344
if 
  $3333 == 0 // $ == int 
jf @BARON5_13510 
if 
   not Actor.Dead(9@)
jf @BARON5_13393 
0350: set_actor 9@ maintain_position_when_attacked 0 
01CA: actor 9@ kill_player $PLAYER_CHAR 

:BARON5_13393
if 
   not Actor.Dead(10@)
jf @BARON5_13424 
0350: set_actor 10@ maintain_position_when_attacked 0 
01CA: actor 10@ kill_player $PLAYER_CHAR 

:BARON5_13424
if 
   not Actor.Dead(11@)
jf @BARON5_13448 
01CA: actor 11@ kill_player $PLAYER_CHAR 

:BARON5_13448
if 
   not Actor.Dead(14@)
jf @BARON5_13479 
0350: set_actor 14@ maintain_position_when_attacked 0 
01CA: actor 14@ kill_player $PLAYER_CHAR 

:BARON5_13479
if 
   not Actor.Dead($3354)
jf @BARON5_13503 
01CA: actor $3354 kill_player $PLAYER_CHAR 

:BARON5_13503
$3333 = 1 // $ = int 

:BARON5_13510
if 
  TIMERA > 1000 // @ > int 
jf @BARON5_13917 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
  3@ == 1 // @ == int 
jf @BARON5_13709 
if 
   not Actor.Dead(7@)
jf @BARON5_13635 
0350: set_actor 7@ maintain_position_when_attacked 0 
if 
8510:   not actor 7@ path_is_clear $397 $398 $399 radius 1.0 
jf @BARON5_13635 
009E: set_actor 7@ path $397 $398 $399 unknown 1.0 1 

:BARON5_13635
if 
   not Actor.Dead(8@)
jf @BARON5_13709 
0350: set_actor 8@ maintain_position_when_attacked 0 
if 
8510:   not actor 8@ path_is_clear $397 $398 $399 radius 1.0 
jf @BARON5_13709 
009E: set_actor 8@ path $397 $398 $399 unknown 1.0 1 

:BARON5_13709
if 
   not Actor.Dead(9@)
jf @BARON5_13776 
if 
8510:   not actor 9@ path_is_clear $397 $398 $399 radius 1.0 
jf @BARON5_13776 
009E: set_actor 9@ path $397 $398 $399 unknown 1.0 1 

:BARON5_13776
if 
   not Actor.Dead(10@)
jf @BARON5_13843 
if 
8510:   not actor 10@ path_is_clear $397 $398 $399 radius 1.0 
jf @BARON5_13843 
009E: set_actor 10@ path $397 $398 $399 unknown 1.0 1 

:BARON5_13843
if 
   not Actor.Dead(14@)
jf @BARON5_13910 
if 
8510:   not actor 14@ path_is_clear $397 $398 $399 radius 1.0 
jf @BARON5_13910 
009E: set_actor 14@ path $397 $398 $399 unknown 1.0 1 

:BARON5_13910
TIMERA = 0 // @ = int 

:BARON5_13917
return 

:BARON5_13919
if 
  TIMERA > 1000 // @ > int 
jf @BARON5_14024 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_14017 
if 
8510:   not actor $LANCE_VANCE path_is_clear -442.6 -574.9 11.0 radius 0.5 
jf @BARON5_14017 
009E: set_actor $LANCE_VANCE path -442.6 -574.9 11.0 unknown 0.5 1 

:BARON5_14017
TIMERA = 0 // @ = int 

:BARON5_14024
return 

:BARON5_14026
if 
  TIMERA > 1000 // @ > int 
jf @BARON5_14131 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_14124 
if 
8510:   not actor $LANCE_VANCE path_is_clear -370.1 -596.4 9.5 radius 0.5 
jf @BARON5_14124 
009E: set_actor $LANCE_VANCE path -370.1 -596.4 9.5 unknown 0.5 1 

:BARON5_14124
TIMERA = 0 // @ = int 

:BARON5_14131
return 

:BARON5_14133
if 
  TIMERB > 1000 // @ > int 
jf @BARON5_14240 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
   not Actor.Dead($LANCE_VANCE)
jf @BARON5_14233 
if 
8510:   not actor $LANCE_VANCE path_is_clear $397 $398 $399 radius 0.5 
jf @BARON5_14233 
009E: set_actor $LANCE_VANCE path $397 $398 $399 unknown 0.5 1 

:BARON5_14233
TIMERB = 0 // @ = int 

:BARON5_14240
return 

//-------------Mission 17---------------
// Originally: Death Row

:KENT1
script_name 'KENT1' 
gosub @KENT1_46 
if 
wasted_or_busted 
jf @KENT1_37 
gosub @KENT1_7687 

:KENT1_37
gosub @KENT1_7793 
terminate_this_script 

:KENT1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
12@ = 0 // @ = int 
$3375 = 0 // $ = int 
11@ = 0 // @ = int 
10@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
6@ = -1310.325 // @ = float 
7@ = 165.808 // @ = float 
8@ = 10.59 // @ = float 
9@ = 280.723 // @ = float 
$3374 = 110 // $ = int 
1@ = 110 // @ = int 
$3377 = -1308.51 // $ = float 
$3378 = 162.002 // $ = float 
$3379 = 10.56 // $ = float 
$3380 = 0 // $ = int 
$3381 = 0 // $ = int 
$3383 = 0 // $ = int 
$3384 = -1256.36 // $ = float 
$3385 = 2.86 // $ = float 
$3386 = 10.45 // $ = float 
$3387 = -1255.89 // $ = float 
$3388 = 12.26 // $ = float 
$3389 = 10.45 // $ = float 
$3390 = -1255.72 // $ = float 
$3391 = 19.11 // $ = float 
$3392 = 10.45 // $ = float 
$3393 = -1255.89 // $ = float 
$3394 = 12.26 // $ = float 
$3395 = 10.45 // $ = float 
$3396 = -1256.36 // $ = float 
$3397 = 2.86 // $ = float 
$3398 = 10.45 // $ = float 
$3400 = 0 // $ = int 
$3401 = 0 // $ = int 
$3405 = 180.0 // $ = float 
$3402 = -1310.29 // $ = float 
$3403 = 155.36 // $ = float 
$3404 = 10.56 // $ = float 
$3407 = 0 // $ = int 
$3408 = 0 // $ = int 
$3412 = 180.0 // $ = float 
$3409 = -1303.69 // $ = float 
$3410 = 155.36 // $ = float 
$3411 = 10.56 // $ = float 
$3414 = 0 // $ = int 
$3415 = 0 // $ = int 
$3416 = -1259.0 // $ = float 
$3417 = 104.09 // $ = float 
$3418 = 10.45 // $ = float 
$3419 = -1260.03 // $ = float 
$3420 = 95.52 // $ = float 
$3421 = 10.45 // $ = float 
$3422 = -1260.07 // $ = float 
$3423 = 80.4 // $ = float 
$3424 = 10.45 // $ = float 
$3425 = -1259.79 // $ = float 
$3426 = 60.42 // $ = float 
$3427 = 10.26 // $ = float 
$3428 = -1259.66 // $ = float 
$3429 = 49.85 // $ = float 
$3430 = 10.21 // $ = float 
$3431 = -1259.79 // $ = float 
$3432 = 60.42 // $ = float 
$3433 = 10.26 // $ = float 
$3434 = -1260.07 // $ = float 
$3435 = 80.4 // $ = float 
$3436 = 10.45 // $ = float 
$3437 = -1260.03 // $ = float 
$3438 = 95.52 // $ = float 
$3439 = 10.45 // $ = float 
$3440 = -1259.0 // $ = float 
$3441 = 104.09 // $ = float 
$3442 = 10.45 // $ = float 
$3444 = 0 // $ = int 
$3445 = 0 // $ = int 
$3446 = -1302.17 // $ = float 
$3447 = 82.09 // $ = float 
$3448 = 10.46 // $ = float 
$3449 = -1303.89 // $ = float 
$3450 = 75.11 // $ = float 
$3451 = 10.46 // $ = float 
$3452 = -1306.49 // $ = float 
$3453 = 61.84 // $ = float 
$3454 = 10.46 // $ = float 
$3455 = -1302.17 // $ = float 
$3456 = 82.09 // $ = float 
$3457 = 10.46 // $ = float 
$3459 = 0 // $ = int 
$3461 = 0 // $ = int 
$3462 = 0 // $ = int 
$3464 = 0 // $ = int 
$3465 = 0 // $ = int 
$3467 = 0 // $ = int 
$3468 = 0 // $ = int 
$3470 = 0 // $ = int 
$3471 = 0 // $ = int 
$3473 = 0 // $ = int 
$3474 = 0 // $ = int 
$3476 = 0 // $ = int 
$3478 = 0 // $ = int 
$3480 = 0 // $ = int 
$3482 = 0 // $ = int 
$3484 = -823.45 // $ = float 
$3485 = 1162.13 // $ = float 
$3486 = 10.06 // $ = float 
$3487 = 0 // $ = int 
$3488 = 0 // $ = int 
$3490 = 0 // $ = int 
$3491 = 0 // $ = int 
$3493 = 0 // $ = int 
$3494 = 0 // $ = int 
$3501 = 0 // $ = int 
$3502 = 0 // $ = int 
$3504 = 0 // $ = int 
$3505 = 0 // $ = int 
$3506 = 0 // $ = int 
$3507 = 0 // $ = int 
$3508 = 0 // $ = int 
$3509 = 0 // $ = int 
$3510 = 0 // $ = int 
$3511 = 0 // $ = int 
$3512 = 0 // $ = int 
$3513 = 0 // $ = int 
$3514 = 0 // $ = int 
$3515 = 0 // $ = int 
$3516 = 0 // $ = int 
$3517 = 0 // $ = int 
$3518 = 0 // $ = int 
$3519 = 0 // $ = int 
$3520 = 0 // $ = int 
$3521 = 0 // $ = int 
$3522 = 0 // $ = int 
$3525 = 0 // $ = int 
$3526 = 0 // $ = int 
$3527 = 0 // $ = int 
$3528 = 0 // $ = int 
$3529 = 0 // $ = int 
$3530 = 0 // $ = int 
$3531 = 0 // $ = int 
$3532 = 0 // $ = int 
$3533 = 0 // $ = int 
$3534 = 0 // $ = int 
$3535 = 0 // $ = int 
$3537 = 0 // $ = int 
$3538 = 0.0 // $ = float 
$3539 = 0.0 // $ = float 
$3540 = 0.0 // $ = float 
$3541 = 0.0 // $ = float 
$3542 = 0.0 // $ = float 
$3543 = 0.0 // $ = float 
$3544 = 0.0 // $ = float 
$3545 = 0.0 // $ = float 
$3546 = 0.0 // $ = float 
$3547 = 0.0 // $ = float 
$3548 = 0.0 // $ = float 
$3549 = 0.0 // $ = float 
$3550 = 0.0 // $ = float 
$3551 = 0.0 // $ = float 
$3552 = 0.0 // $ = float 
$3553 = 0.0 // $ = float 
$3554 = 0.0 // $ = float 
$3555 = 0.0 // $ = float 
$3556 = 0.0 // $ = float 
$3557 = 0.0 // $ = float 
$3558 = 0.0 // $ = float 
$3559 = 0.0 // $ = float 
$3560 = 0.0 // $ = float 
$3561 = 0.0 // $ = float 
$3562 = 0 // $ = int 
$3563 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'KENT1' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
$1315 = 1 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
04F9: set_extra_colors 1 fade 0 
select_interior 17 
Camera.SetAtPos(476.12, -63.377, 10.0)
038B: load_requested_models 

:KENT1_1673
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @KENT1_1703 
wait 0 
jump @KENT1_1673 

:KENT1_1703
02E4: load_cutscene_data 'RESC_1A' 
0244: set_cutscene_pos 477.687 -58.001 8.943 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $445 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $445 'CSKENT' 
0395: clear_area 1 at 495.74 -82.79 9.03 range 1.0 
0055: put_player $PLAYER_CHAR at 495.74 -82.79 9.03 
0171: set_player $PLAYER_CHAR z_angle_to 211.2 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:KENT1_1853
if 
  798 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_1888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_1853 

:KENT1_1888
00BC: text_highpriority 'KPM1_A' time 10000 1  // Awright mush, I'm gonna save your Vera, mate.

:KENT1_1903
if 
  3079 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_1938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_1903 

:KENT1_1938
00BC: text_highpriority 'KPM1_B' time 10000 1  // What the hell are you talking about?

:KENT1_1953
if 
  4603 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_1988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_1953 

:KENT1_1988
00BC: text_highpriority 'KPM1_C' time 10000 1  // You know that wanker Diaz, the Bugle Master.

:KENT1_2003
if 
  6776 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2003 

:KENT1_2038
00BC: text_highpriority 'KPM1_D' time 10000 1  // He's got your boy, Lance. Word is your mate tried to jump him...

:KENT1_2053
if 
  9460 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2088 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2053 

:KENT1_2088
00BC: text_highpriority 'KPM1_E' time 10000 1  // didn't jump high enough if you know what I mean.

:KENT1_2103
if 
  11736 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2138 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2103 

:KENT1_2138
00BC: text_highpriority 'KPM1_F' time 10000 1  // Where did he take him? In plain English?

:KENT1_2153
if 
  14992 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2188 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2153 

:KENT1_2188
00BC: text_highpriority 'KPM1_G' time 10000 1  // Keep your barnet on! They got him across town at the junkyard.

:KENT1_2203
if 
  20583 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2238 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2203 

:KENT1_2238
00BC: text_highpriority 'KPM1_H' time 10000 1  // Bloody hell....you nutter!

:KENT1_2253
if 
  22880 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2288 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2253 

:KENT1_2288
00BE: text_clear_all 

:KENT1_2290
if 
  23352 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2325 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2290 

:KENT1_2325
fade 0 2000 
00BE: text_clear_all 

:KENT1_2334
if 
fading 
jf @KENT1_2358 
wait 0 
jump @KENT1_2334 

:KENT1_2358
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
Camera.SetAtPos(495.74, -82.79, 9.03)
$1315 = 0 // $ = int 
$1290 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0167: $3536 = create_marker_at -1219.969 8.543 10.44 color 1 display 3 
0168: set_marker $3536 size 3 
$3537 = 1 // $ = int 
03C4: set_status_text_to $3374 1 'KPM1_3'  // LANCE'S HEALTH:
00BC: text_highpriority 'KPM1_1' time 7000 1  // ~g~Lance is being held at the junk yard. Go and rescue him!
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#UZI)
Model.Load(#SENTINEL)
Model.Load(#COMET)
Model.Load(#RUGER)
04ED: load_animation 'LANCE' 
023C: load_special_actor 3 'IGBUDDY' 

:KENT1_2578
if or
   not Model.Available(#CLA)
   not Model.Available(#CLB)
   not Model.Available(#UZI)
823D:   not special_actor 3 loaded 
   not Model.Available(#SENTINEL)
   not Model.Available(#COMET)
jf @KENT1_2627 
wait 0 
jump @KENT1_2578 

:KENT1_2627
if or
84EE:   not animation 'LANCE' loaded 
   not Model.Available(#RUGER)
jf @KENT1_2664 
wait 0 
jump @KENT1_2627 

:KENT1_2664
Car.Create($3496, #COMET, -1066.072, -55.111, 10.262)
Car.Destroy($3496)
Car.Create($3497, #COMET, -1066.714, -28.923, 10.246)
Car.Destroy($3497)
Car.Create($3498, #COMET, -1073.399, 77.886, 10.239)
Car.Destroy($3498)
Car.Create($3499, #COMET, -1072.822, 41.816, 10.27)
Car.Destroy($3499)
Car.Create($3524, #SENTINEL, -1292.08, 155.609, 10.45)
Car.Angle($3524) = 176.706
Car.Create($3495, #SENTINEL, -1240.28, 7.5, 10.46)
Car.Angle($3495) = 180.0
Actor.Create(0@, 4, #SPECIAL03, 6@, 7@, 8@)
0446: set_actor 0@ dismemberment_possible 0 
01ED: clear_actor 0@ threat_search 
04F5: set_actor 0@ as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor 0@ untargetable 1 
Actor.Angle(0@) = 285.31
Actor.Create($3376, 10, #CLA, $3377, $3378, $3379)
01ED: clear_actor $3376 threat_search 
03FE: set_actor $3376 money 200 
Actor.Create($3382, 10, #CLA, $3384, $3385, $3386)
01ED: clear_actor $3382 threat_search 
03FE: set_actor $3382 money 200 
Actor.Create($3399, 10, #CLA, $3402, $3403, $3404)
01ED: clear_actor $3399 threat_search 
03FE: set_actor $3399 money 200 
Actor.Create($3406, 10, #CLA, $3409, $3410, $3411)
01ED: clear_actor $3406 threat_search 
03FE: set_actor $3406 money 200 
Actor.Create($3413, 10, #CLA, $3416, $3417, $3418)
01ED: clear_actor $3413 threat_search 
03FE: set_actor $3413 money 200 
Actor.Create($3443, 10, #CLA, $3446, $3447, $3448)
01ED: clear_actor $3443 threat_search 
03FE: set_actor $3443 money 200 
Actor.Create($3458, 4, #CLA, -1293.67, 142.31, 16.94)
01ED: clear_actor $3458 threat_search 
03FE: set_actor $3458 money 200 
Actor.Create($3460, 4, #CLA, -1243.05, 10.0, 10.46)
01ED: clear_actor $3460 threat_search 
03FE: set_actor $3460 money 200 
Actor.Create($3463, 4, #CLA, -1242.57, 4.5, 10.45)
01ED: clear_actor $3463 threat_search 
03FE: set_actor $3463 money 200 
Actor.Create($3466, 10, #CLA, -1252.871, 42.226, 12.313)
01ED: clear_actor $3466 threat_search 
03FE: set_actor $3466 money 200 
Actor.Create($3469, 10, #CLA, -1257.927, 79.62, 10.45)
01ED: clear_actor $3469 threat_search 
03FE: set_actor $3469 money 200 
Actor.Create($3472, 10, #CLA, -1257.345, 85.37, 10.45)
01ED: clear_actor $3472 threat_search 
03FE: set_actor $3472 money 200 
$426 = 0 // $ = int 
TIMERA = 0 // @ = int 

:KENT1_3321
if 
  2@ == 0 // @ == int 
jf @KENT1_6387 
wait 0 
if 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_3404 
if 
  11@ == 0 // @ == int 
jf @KENT1_3404 
Player.ClearWantedLevel($PLAYER_CHAR)

:KENT1_3404
if 
  $3562 >= 4 // $ >= int 
jf @KENT1_3776 
if 
  $3563 == 0 // $ == int 
jf @KENT1_3776 
if or
0057:   player $PLAYER_CHAR 0 -1236.888 15.474 8.0 -1288.145 122.99 20.0 
0057:   player $PLAYER_CHAR 0 -1301.625 59.126 8.0 -1236.84 15.482 20.0 
jf @KENT1_3776 
Actor.Create($3475, 10, #CLA, -1307.682, 147.943, 10.45)
01ED: clear_actor $3475 threat_search 
0243: set_actor $3475 ped_stats_to 16 
011A: set_actor $3475 search_threat 1 
01B2: give_actor $3475 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3475 kill_player $PLAYER_CHAR 
Actor.Create($3477, 10, #CLB, -1305.706, 149.732, 10.44)
01ED: clear_actor $3477 threat_search 
0243: set_actor $3477 ped_stats_to 16 
011A: set_actor $3477 search_threat 1 
01B2: give_actor $3477 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3477 kill_player $PLAYER_CHAR 
Actor.Create($3479, 10, #CLA, -1305.314, 145.067, 10.45)
01ED: clear_actor $3479 threat_search 
0243: set_actor $3479 ped_stats_to 16 
011A: set_actor $3479 search_threat 1 
01B2: give_actor $3479 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3479 kill_player $PLAYER_CHAR 
Actor.Create($3481, 10, #CLB, -1302.267, 146.64, 10.45)
01ED: clear_actor $3481 threat_search 
0243: set_actor $3481 ped_stats_to 16 
011A: set_actor $3481 search_threat 1 
01B2: give_actor $3481 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3481 kill_player $PLAYER_CHAR 
$3563 = 1 // $ = int 

:KENT1_3776
if 
  $3537 == 1 // $ == int 
jf @KENT1_3926 
if or
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
  $3375 == 1 // $ == int 
jf @KENT1_3926 
if 
   not Actor.Dead(0@)
jf @KENT1_3882 
Marker.Disable($3536)
Marker.CreateAboveActor(5@, 0@)
$3537 = 0 // $ = int 
jump @KENT1_3926 

:KENT1_3882
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 
3@ = 1 // @ = int 

:KENT1_3926
if 
  13 > $3519 // int > $ 
jf @KENT1_3958 
gosub @KENT1_14043 
jump @KENT1_4063 

:KENT1_3958
$3535 += 1 // $ += int 
if 
  $3563 == 1 // $ == int 
jf @KENT1_4016 
if 
  $3535 > 270 // $ > int 
jf @KENT1_4009 
$3535 = 0 // $ = int 

:KENT1_4009
jump @KENT1_4042 

:KENT1_4016
if 
  $3535 > 150 // $ > int 
jf @KENT1_4042 
$3535 = 0 // $ = int 

:KENT1_4042
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
gosub @KENT1_8012 

:KENT1_4063
if 
  3@ == 0 // @ == int 
jf @KENT1_6052 
if 
   Actor.Dead(0@)
jf @KENT1_4148 
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 
3@ = 1 // @ = int 
jump @KENT1_6052 

:KENT1_4148
if 
  $3521 == 0 // $ == int 
jf @KENT1_4174 
Actor.Health(0@) = $3374

:KENT1_4174
1@ = Actor.Health(0@)
if 
  $3487 == 0 // $ == int 
jf @KENT1_4305 
if 
80A3:   not actor 0@ 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_4305 
Actor.RemoveReferences($3376)
Actor.RemoveReferences($3382)
Actor.RemoveReferences($3399)
Actor.RemoveReferences($3406)
Actor.RemoveReferences($3413)
Actor.RemoveReferences($3443)
Actor.RemoveReferences($3458)
Actor.RemoveReferences($3460)
Actor.RemoveReferences($3463)
Actor.RemoveReferences($3466)
Actor.RemoveReferences($3469)
Actor.RemoveReferences($3472)
$3487 = 1 // $ = int 

:KENT1_4305
if 
  11@ == 1 // @ == int 
jf @KENT1_4380 
gosub @KENT1_10766 
if 
00FE:   actor 0@ $426 $3484 $3485 $3486 radius 3.0 3.0 3.0 
jf @KENT1_4380 
2@ = 1 // @ = int 

:KENT1_4380
if 
  10@ == 0 // @ == int 
jf @KENT1_4513 
if 
  11@ == 1 // @ == int 
jf @KENT1_4513 
if 
   not Actor.Dead(0@)
jf @KENT1_4469 
02A9: set_actor 0@ immune_to_nonplayer 0 
Actor.LockInCurrentPosition(0@, False)
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
10@ = 1 // @ = int 
jump @KENT1_4513 

:KENT1_4469
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 
3@ = 1 // @ = int 

:KENT1_4513
if 
  $3380 == 1 // $ == int 
jf @KENT1_6052 
if 
  11@ == 0 // @ == int 
jf @KENT1_6052 
if 
00F9:   player $PLAYER_CHAR stopped 0 6@ 7@ 8@ radius 4.0 4.0 4.0 
jf @KENT1_6052 
$3521 = 1 // $ = int 
if 
  $3522 == 0 // $ == int 
jf @KENT1_4814 
Marker.Disable($3536)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0470: $3529 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at -1312.775 170.233 12.036 range 1.0 
Camera.SetPosition(-1312.775, 170.233, 12.036, 0.0, 0.0, 0.0)
Camera.PointAt(-1312.312, 169.349, 11.982, 2)
if 
   not Actor.Dead(0@)
jf @KENT1_4814 
008B: 1@ = $3374 // @ = $ int 
Actor.Health(0@) = 1@
0350: set_actor 0@ maintain_position_when_attacked 0 
Actor.LockInCurrentPosition(0@, False)
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
020E: actor 0@ look_at_actor $PLAYER_ACTOR 
$3522 = 1 // $ = int 

:KENT1_4814
if 
  $3522 == 1 // $ == int 
jf @KENT1_5848 
if 
  $3520 == 0 // $ == int 
jf @KENT1_4881 
03CF: load_wav 'RESC_4' as 1 
03CF: load_wav 'RESC_5' as 2 
$3520 = 1 // $ = int 

:KENT1_4881
if 
  $3520 == 1 // $ == int 
jf @KENT1_4925 
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @KENT1_4925 
$3520 = 2 // $ = int 

:KENT1_4925
if 
  $3520 == 2 // $ == int 
jf @KENT1_4981 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_4' time 5000 1  // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3520 = 3 // $ = int 

:KENT1_4981
if 
  $3520 == 3 // $ == int 
jf @KENT1_5040 
if 
03D2:   wav 1 ended 
jf @KENT1_5040 
03D5: remove_text 'RESC_4'  // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3520 = 4 // $ = int 

:KENT1_5040
if 
  $3520 == 4 // $ == int 
jf @KENT1_5096 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_5' time 5000 1  // He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
$3520 = 5 // $ = int 

:KENT1_5096
if 
  $3520 == 5 // $ == int 
jf @KENT1_5167 
03CF: load_wav 'RESC_6' as 1 
if 
03D2:   wav 2 ended 
jf @KENT1_5167 
03D5: remove_text 'RESC_5'  // He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
$3520 = 6 // $ = int 

:KENT1_5167
if 
  $3520 == 6 // $ == int 
jf @KENT1_5207 
if 
03D0:   wav 1 loaded 
jf @KENT1_5207 
$3520 = 7 // $ = int 

:KENT1_5207
if 
  $3520 == 7 // $ == int 
jf @KENT1_5275 
03CF: load_wav 'RESC_1' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_6' time 5000 1  // We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3520 = 8 // $ = int 

:KENT1_5275
if 
  $3520 == 8 // $ == int 
jf @KENT1_5334 
if 
03D2:   wav 1 ended 
jf @KENT1_5334 
03D5: remove_text 'RESC_6'  // We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3520 = 9 // $ = int 

:KENT1_5334
if 
  $3520 == 9 // $ == int 
jf @KENT1_5374 
if 
03D0:   wav 2 loaded 
jf @KENT1_5374 
$3520 = 10 // $ = int 

:KENT1_5374
if 
  $3520 == 10 // $ == int 
jf @KENT1_5442 
03CF: load_wav 'RESC_2' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_1' time 5000 1  // You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3520 = 11 // $ = int 

:KENT1_5442
if 
  $3520 == 11 // $ == int 
jf @KENT1_5501 
if 
03D2:   wav 2 ended 
jf @KENT1_5501 
03D5: remove_text 'RESC_1'  // You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3520 = 12 // $ = int 

:KENT1_5501
if 
  $3520 == 12 // $ == int 
jf @KENT1_5541 
if 
03D0:   wav 1 loaded 
jf @KENT1_5541 
$3520 = 13 // $ = int 

:KENT1_5541
if 
  $3520 == 13 // $ == int 
jf @KENT1_5609 
03CF: load_wav 'RESC_3' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_2' time 5000 1  // Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
$3520 = 14 // $ = int 

:KENT1_5609
if 
  $3520 == 14 // $ == int 
jf @KENT1_5668 
if 
03D2:   wav 1 ended 
jf @KENT1_5668 
03D5: remove_text 'RESC_2'  // Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
$3520 = 15 // $ = int 

:KENT1_5668
if 
  $3520 == 15 // $ == int 
jf @KENT1_5708 
if 
03D0:   wav 2 loaded 
jf @KENT1_5708 
$3520 = 16 // $ = int 

:KENT1_5708
if 
  $3520 == 16 // $ == int 
jf @KENT1_5764 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_3' time 5000 1  // Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3520 = 17 // $ = int 

:KENT1_5764
if 
  $3520 == 17 // $ == int 
jf @KENT1_5823 
if 
03D2:   wav 2 ended 
jf @KENT1_5823 
03D5: remove_text 'RESC_3'  // Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3520 = 18 // $ = int 

:KENT1_5823
if 
  $3520 == 18 // $ == int 
jf @KENT1_5848 
$3522 = 2 // $ = int 

:KENT1_5848
if 
  $3522 == 2 // $ == int 
jf @KENT1_6052 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
if 
   not Actor.Dead(0@)
jf @KENT1_5921 
0332: set_actor 0@ bleeding_to 0 
01B2: give_actor 0@ weapon 23 ammo 30000 // Load the weapon model before using this 
jump @KENT1_5950 

:KENT1_5921
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 
3@ = 1 // @ = int 

:KENT1_5950
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_4' time 5000 1  // ~g~Get Lance to the hospital!
018A: $3483 = create_checkpoint_at $3484 $3485 $3486 
$426 = 1 // $ = int 
0151: remove_status_text $3374 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3529 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
Camera.Restore_WithJumpCut
4@ = 1 // @ = int 
11@ = 1 // @ = int 
$3522 = 3 // $ = int 

:KENT1_6052
if 
  $3521 == 0 // $ == int 
jf @KENT1_6323 
if 
  $3375 == 1 // $ == int 
jf @KENT1_6188 
if 
  TIMERA >= 1500 // @ >= int 
jf @KENT1_6181 
if 
  $3374 > 0 // $ > int 
jf @KENT1_6146 
$3374 -= 1 // $ -= int 
TIMERA = 0 // @ = int 
jump @KENT1_6181 

:KENT1_6146
$3374 = 0 // $ = int 
TIMERA = 0 // @ = int 
if 
   not Actor.Dead(0@)
jf @KENT1_6181 
0321: kill_actor 0@ 

:KENT1_6181
jump @KENT1_6281 

:KENT1_6188
if 
  TIMERA >= 3000 // @ >= int 
jf @KENT1_6281 
if 
  $3374 > 0 // $ > int 
jf @KENT1_6246 
$3374 -= 1 // $ -= int 
TIMERA = 0 // @ = int 
jump @KENT1_6281 

:KENT1_6246
$3374 = 0 // $ = int 
TIMERA = 0 // @ = int 
if 
   not Actor.Dead(0@)
jf @KENT1_6281 
0321: kill_actor 0@ 

:KENT1_6281
if 
001E:   $3374 > 1@ // $ > @ int 
jf @KENT1_6315 
008A: $3374 = 1@ // $ = @ int 
jump @KENT1_6323 

:KENT1_6315
008B: 1@ = $3374 // @ = $ int 

:KENT1_6323
if 
  $3487 == 1 // $ == int 
jf @KENT1_6380 
if 
  $3488 == 0 // $ == int 
jf @KENT1_6373 
gosub @KENT1_11021 
jump @KENT1_6380 

:KENT1_6373
gosub @KENT1_11538 

:KENT1_6380
jump @KENT1_3321 

:KENT1_6387
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -830.107 1157.09 12.98 range 1.0 
Camera.SetPosition(-830.107, 1157.09, 12.98, 0.0, 0.0, 0.0)
Camera.PointAt(-829.292, 1157.611, 12.74, 2)
03CF: load_wav 'RESC_7' as 1 
03CF: load_wav 'RESC_8' as 2 
if 
   not Actor.Dead(0@)
jf @KENT1_6539 
01E0: clear_leader 0@ 
jump @KENT1_6566 

:KENT1_6539
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_6566
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @KENT1_6639 
wait 0 
if 
   Actor.Dead(0@)
jf @KENT1_6632 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_6632
jump @KENT1_6566 

:KENT1_6639
if 
   not Actor.Dead(0@)
jf @KENT1_6758 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @KENT1_6697 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_7' time 5000 1  // Get patched up and meet me on the bridge to Star Island, ok?
jump @KENT1_6751 

:KENT1_6697
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
0470: $3529 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_7' time 5000 1  // Get patched up and meet me on the bridge to Star Island, ok?

:KENT1_6751
jump @KENT1_6795 

:KENT1_6758
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_6795
if 
83D2:   not wav 1 ended 
jf @KENT1_6864 
wait 0 
if 
   Actor.Dead(0@)
jf @KENT1_6857 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_6857
jump @KENT1_6795 

:KENT1_6864
03D5: remove_text 'RESC_7'  // Get patched up and meet me on the bridge to Star Island, ok?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
if 
   not Actor.Dead(0@)
jf @KENT1_6986 
if 
   Actor.Driving(0@)
jf @KENT1_6941 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_8' time 5000 1  // Ok, I got you.
jump @KENT1_6979 

:KENT1_6941
01B9: set_actor 0@ armed_weapon_to 0 
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_8' time 5000 1  // Ok, I got you.

:KENT1_6979
jump @KENT1_7023 

:KENT1_6986
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7023
if 
83D2:   not wav 2 ended 
jf @KENT1_7098 
wait 0 
if 
   Actor.Dead(0@)
jf @KENT1_7091 
Marker.Disable(5@)
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7091
jump @KENT1_7023 

:KENT1_7098
03D5: remove_text 'RESC_8'  // Ok, I got you.
if 
   not Actor.Dead(0@)
jf @KENT1_7140 
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
jump @KENT1_7173 

:KENT1_7140
Marker.Disable(5@)
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7173
if 
   not Actor.Dead(0@)
jf @KENT1_7371 
if 
   Actor.Driving(0@)
jf @KENT1_7364 
00D9: $3523 = actor 0@ car // add to mission cleanup 
01D3: actor 0@ leave_car $3523 

:KENT1_7221
if 
   Actor.Driving(0@)
jf @KENT1_7364 
wait 0 
if 
   Actor.Dead(0@)
jf @KENT1_7284 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7284
if 
   Car.Wrecked($3523)
jf @KENT1_7357 
if 
   Actor.Dead(0@)
jf @KENT1_7350 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 
jump @KENT1_7357 

:KENT1_7350
jump @KENT1_7687 

:KENT1_7357
jump @KENT1_7221 

:KENT1_7364
jump @KENT1_7398 

:KENT1_7371
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7398
if 
   not Actor.Dead(0@)
jf @KENT1_7451 
Actor.PutAt(0@, -822.71, 1158.16, 10.07)
Actor.Angle(0@) = 202.594
jump @KENT1_7478 

:KENT1_7451
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7478
Camera.SetPosition(-826.493, 1154.238, 11.78, 0.0, 0.0, 0.0)
Camera.PointAt(-825.78, 1154.921, 11.62, 2)
0211: actor 0@ walk_to -822.856 1153.668 
TIMERA = 0 // @ = int 

:KENT1_7551
if 
  3000 > TIMERA // int > @ 
jf @KENT1_7624 
wait 0 
if 
   Actor.Dead(0@)
jf @KENT1_7617 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_7687 

:KENT1_7617
jump @KENT1_7551 

:KENT1_7624
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(0@)
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @KENT1_7655 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3529 

:KENT1_7655
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
jump @KENT1_7704 

:KENT1_7687
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:KENT1_7704
$PASSED_KENT1_DEATH_ROW = 1 // $ = int 
$1300 = 0 // $ = int 
0318: set_latest_mission_passed 'KENT_1'  // Death Row
0394: play_music 1 
030C: progress_made += 1 
00BA: text_styled 'M_PASSN' 5000 ms 1  // MISSION PASSED!
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($544)
Marker.Disable($537)
02A7: $537 = create_icon_marker_and_sphere $724 at $814 $815 $816 
start_new_script @BAR5 
return 

:KENT1_7793
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
$ONMISSION = 0 // $ = int 
Actor.DestroyWithFade(0@)
04EF: release_animation 'LANCE' 
Marker.Disable(5@)
Marker.Disable($3483)
Marker.Disable($3536)
0296: unload_special_actor 3 
if 
   not Car.Wrecked($3496)
jf @KENT1_7901 
00AF: set_car $3496 driver_behaviour_to 0 

:KENT1_7901
if 
   not Car.Wrecked($3497)
jf @KENT1_7924 
00AF: set_car $3497 driver_behaviour_to 0 

:KENT1_7924
if 
   not Car.Wrecked($3498)
jf @KENT1_7947 
00AF: set_car $3498 driver_behaviour_to 0 

:KENT1_7947
if 
   not Car.Wrecked($3499)
jf @KENT1_7970 
00AF: set_car $3499 driver_behaviour_to 0 

:KENT1_7970
Model.Destroy(#CLA)
Model.Destroy(#CLB)
Model.Destroy(#UZI)
Model.Destroy(#SENTINEL)
Model.Destroy(#COMET)
Model.Destroy(#RUGER)
0151: remove_status_text $3374 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:KENT1_8012
if 
  $3380 == 0 // $ == int 
jf @KENT1_8125 
if 
   Actor.Dead($3376)
jf @KENT1_8067 
$3562 += 1 // $ += int 
$3380 = 1 // $ = int 
jump @KENT1_8125 

:KENT1_8067
if 
  11@ == 1 // @ == int 
jf @KENT1_8125 
if 
  $3381 == 0 // $ == int 
jf @KENT1_8125 
0350: set_actor $3376 maintain_position_when_attacked 0 
01CC: actor $3376 kill_player $PLAYER_CHAR 
$3381 = 1 // $ = int 

:KENT1_8125
if 
  $3383 == 0 // $ == int 
jf @KENT1_8289 
if 
   Actor.Dead($3382)
jf @KENT1_8180 
$3562 += 1 // $ += int 
$3383 = 1 // $ = int 
jump @KENT1_8289 

:KENT1_8180
if 
  $3375 == 0 // $ == int 
jf @KENT1_8224 
if 
0123:   actor $3382 spotted_player $PLAYER_CHAR 
jf @KENT1_8224 
$3375 = 1 // $ = int 

:KENT1_8224
if 
  $3375 == 1 // $ == int 
jf @KENT1_8289 
if 
  $3535 == 0 // $ == int 
jf @KENT1_8289 
009E: set_actor $3382 path $397 $398 $399 unknown 0.5 1 
01CA: actor $3382 kill_player $PLAYER_CHAR 

:KENT1_8289
if 
  $3400 == 0 // $ == int 
jf @KENT1_8438 
if 
   Actor.Dead($3399)
jf @KENT1_8344 
$3562 += 1 // $ += int 
$3400 = 1 // $ = int 
jump @KENT1_8438 

:KENT1_8344
if 
  $3375 == 0 // $ == int 
jf @KENT1_8388 
if 
0123:   actor $3399 spotted_player $PLAYER_CHAR 
jf @KENT1_8388 
$3375 = 1 // $ = int 

:KENT1_8388
if 
  11@ == 1 // @ == int 
jf @KENT1_8438 
if 
  $3401 == 0 // $ == int 
jf @KENT1_8438 
0350: set_actor $3399 maintain_position_when_attacked 0 
$3401 = 1 // $ = int 

:KENT1_8438
if 
  $3407 == 0 // $ == int 
jf @KENT1_8587 
if 
   Actor.Dead($3406)
jf @KENT1_8493 
$3562 += 1 // $ += int 
$3407 = 1 // $ = int 
jump @KENT1_8587 

:KENT1_8493
if 
  $3375 == 0 // $ == int 
jf @KENT1_8537 
if 
0123:   actor $3406 spotted_player $PLAYER_CHAR 
jf @KENT1_8537 
$3375 = 1 // $ = int 

:KENT1_8537
if 
  11@ == 1 // @ == int 
jf @KENT1_8587 
if 
  $3408 == 0 // $ == int 
jf @KENT1_8587 
0350: set_actor $3406 maintain_position_when_attacked 0 
$3408 = 1 // $ = int 

:KENT1_8587
if 
  $3414 == 0 // $ == int 
jf @KENT1_8812 
if 
   Actor.Dead($3413)
jf @KENT1_8642 
$3562 += 1 // $ += int 
$3414 = 1 // $ = int 
jump @KENT1_8812 

:KENT1_8642
if 
  $3375 == 0 // $ == int 
jf @KENT1_8686 
if 
0123:   actor $3413 spotted_player $PLAYER_CHAR 
jf @KENT1_8686 
$3375 = 1 // $ = int 

:KENT1_8686
if 
  $3375 == 1 // $ == int 
jf @KENT1_8812 
if 
  $3415 == 0 // $ == int 
jf @KENT1_8765 
009E: set_actor $3413 path $397 $398 $399 unknown 0.5 1 
01CA: actor $3413 kill_player $PLAYER_CHAR 
$3415 = 1 // $ = int 
jump @KENT1_8812 

:KENT1_8765
if 
  $3535 == 30 // $ == int 
jf @KENT1_8812 
009E: set_actor $3413 path $397 $398 $399 unknown 0.5 1 
01CA: actor $3413 kill_player $PLAYER_CHAR 

:KENT1_8812
if 
  $3444 == 0 // $ == int 
jf @KENT1_9037 
if 
   Actor.Dead($3443)
jf @KENT1_8867 
$3562 += 1 // $ += int 
$3444 = 1 // $ = int 
jump @KENT1_9037 

:KENT1_8867
if 
  $3375 == 0 // $ == int 
jf @KENT1_8911 
if 
0123:   actor $3443 spotted_player $PLAYER_CHAR 
jf @KENT1_8911 
$3375 = 1 // $ = int 

:KENT1_8911
if 
  $3375 == 1 // $ == int 
jf @KENT1_9037 
if 
  $3445 == 0 // $ == int 
jf @KENT1_8990 
009E: set_actor $3443 path $397 $398 $399 unknown 0.5 1 
01CA: actor $3443 kill_player $PLAYER_CHAR 
$3445 = 1 // $ = int 
jump @KENT1_9037 

:KENT1_8990
if 
  $3535 == 60 // $ == int 
jf @KENT1_9037 
009E: set_actor $3443 path $397 $398 $399 unknown 0.5 1 
01CA: actor $3443 kill_player $PLAYER_CHAR 

:KENT1_9037
if 
  $3459 == 0 // $ == int 
jf @KENT1_9092 
if 
   Actor.Dead($3458)
jf @KENT1_9092 
$3562 += 1 // $ += int 
$3459 = 1 // $ = int 
jump @KENT1_9092 

:KENT1_9092
if 
  $3461 == 0 // $ == int 
jf @KENT1_9276 
if 
   Actor.Dead($3460)
jf @KENT1_9147 
$3562 += 1 // $ += int 
$3461 = 1 // $ = int 
jump @KENT1_9276 

:KENT1_9147
if 
  $3375 == 0 // $ == int 
jf @KENT1_9191 
if 
0123:   actor $3460 spotted_player $PLAYER_CHAR 
jf @KENT1_9191 
$3375 = 1 // $ = int 

:KENT1_9191
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_9276 
if 
  $3462 == 0 // $ == int 
jf @KENT1_9276 
0350: set_actor $3460 maintain_position_when_attacked 0 
01CA: actor $3460 kill_player $PLAYER_CHAR 
$3462 = 1 // $ = int 

:KENT1_9276
if 
  $3464 == 0 // $ == int 
jf @KENT1_9460 
if 
   Actor.Dead($3463)
jf @KENT1_9331 
$3562 += 1 // $ += int 
$3464 = 1 // $ = int 
jump @KENT1_9460 

:KENT1_9331
if 
  $3375 == 0 // $ == int 
jf @KENT1_9375 
if 
0123:   actor $3463 spotted_player $PLAYER_CHAR 
jf @KENT1_9375 
$3375 = 1 // $ = int 

:KENT1_9375
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_9460 
if 
  $3465 == 0 // $ == int 
jf @KENT1_9460 
0350: set_actor $3463 maintain_position_when_attacked 0 
01CA: actor $3463 kill_player $PLAYER_CHAR 
$3465 = 1 // $ = int 

:KENT1_9460
if 
  $3467 == 0 // $ == int 
jf @KENT1_9691 
if 
   Actor.Dead($3466)
jf @KENT1_9515 
$3562 += 1 // $ += int 
$3467 = 1 // $ = int 
jump @KENT1_9691 

:KENT1_9515
if 
  $3375 == 0 // $ == int 
jf @KENT1_9559 
if 
0123:   actor $3466 spotted_player $PLAYER_CHAR 
jf @KENT1_9559 
$3375 = 1 // $ = int 

:KENT1_9559
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_9691 
if 
  $3468 == 0 // $ == int 
jf @KENT1_9644 
0350: set_actor $3466 maintain_position_when_attacked 0 
01CC: actor $3466 kill_player $PLAYER_CHAR 
$3468 = 1 // $ = int 

:KENT1_9644
if 
  $3535 == 90 // $ == int 
jf @KENT1_9691 
009E: set_actor $3466 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3466 kill_player $PLAYER_CHAR 

:KENT1_9691
if 
  $3470 == 0 // $ == int 
jf @KENT1_9922 
if 
   Actor.Dead($3469)
jf @KENT1_9746 
$3562 += 1 // $ += int 
$3470 = 1 // $ = int 
jump @KENT1_9922 

:KENT1_9746
if 
  $3375 == 0 // $ == int 
jf @KENT1_9790 
if 
0123:   actor $3469 spotted_player $PLAYER_CHAR 
jf @KENT1_9790 
$3375 = 1 // $ = int 

:KENT1_9790
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_9922 
if 
  $3471 == 0 // $ == int 
jf @KENT1_9875 
0350: set_actor $3469 maintain_position_when_attacked 0 
01CC: actor $3469 kill_player $PLAYER_CHAR 
$3471 = 1 // $ = int 

:KENT1_9875
if 
  $3535 == 120 // $ == int 
jf @KENT1_9922 
009E: set_actor $3469 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3469 kill_player $PLAYER_CHAR 

:KENT1_9922
if 
  $3473 == 0 // $ == int 
jf @KENT1_10154 
if 
   Actor.Dead($3472)
jf @KENT1_9977 
$3562 += 1 // $ += int 
$3473 = 1 // $ = int 
jump @KENT1_10154 

:KENT1_9977
if 
  $3375 == 0 // $ == int 
jf @KENT1_10021 
if 
0123:   actor $3472 spotted_player $PLAYER_CHAR 
jf @KENT1_10021 
$3375 = 1 // $ = int 

:KENT1_10021
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_10154 
if 
  $3474 == 0 // $ == int 
jf @KENT1_10106 
0350: set_actor $3472 maintain_position_when_attacked 0 
01CC: actor $3472 kill_player $PLAYER_CHAR 
$3474 = 1 // $ = int 

:KENT1_10106
if 
  $3535 == 150 // $ == int 
jf @KENT1_10154 
009E: set_actor $3472 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3472 kill_player $PLAYER_CHAR 

:KENT1_10154
if 
  $3563 == 1 // $ == int 
jf @KENT1_10764 
if 
  $3476 == 0 // $ == int 
jf @KENT1_10320 
if 
   Actor.Dead($3475)
jf @KENT1_10227 
$3562 += 1 // $ += int 
$3476 = 1 // $ = int 
jump @KENT1_10320 

:KENT1_10227
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_10320 
if 
  $3535 == 180 // $ == int 
jf @KENT1_10320 
009E: set_actor $3475 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3475 kill_player $PLAYER_CHAR 

:KENT1_10320
if 
  $3478 == 0 // $ == int 
jf @KENT1_10468 
if 
   Actor.Dead($3477)
jf @KENT1_10375 
$3562 += 1 // $ += int 
$3478 = 1 // $ = int 
jump @KENT1_10468 

:KENT1_10375
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_10468 
if 
  $3535 == 210 // $ == int 
jf @KENT1_10468 
009E: set_actor $3477 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3477 kill_player $PLAYER_CHAR 

:KENT1_10468
if 
  $3480 == 0 // $ == int 
jf @KENT1_10616 
if 
   Actor.Dead($3479)
jf @KENT1_10523 
$3562 += 1 // $ += int 
$3480 = 1 // $ = int 
jump @KENT1_10616 

:KENT1_10523
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_10616 
if 
  $3535 == 240 // $ == int 
jf @KENT1_10616 
009E: set_actor $3479 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3479 kill_player $PLAYER_CHAR 

:KENT1_10616
if 
  $3482 == 0 // $ == int 
jf @KENT1_10764 
if 
   Actor.Dead($3481)
jf @KENT1_10671 
$3562 += 1 // $ += int 
$3482 = 1 // $ = int 
jump @KENT1_10764 

:KENT1_10671
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_10764 
if 
  $3535 == 270 // $ == int 
jf @KENT1_10764 
009E: set_actor $3481 path $397 $398 $399 unknown 1.0 1 
01CA: actor $3481 kill_player $PLAYER_CHAR 

:KENT1_10764
return 

:KENT1_10766
if 
  11@ == 1 // @ == int 
jf @KENT1_11019 
if 
  4@ == 1 // @ == int 
jf @KENT1_10895 
if 
8320:   not actor 0@ in_range_of_player $PLAYER_CHAR 
jf @KENT1_10888 
if 
  12@ == 0 // @ == int 
jf @KENT1_10888 
00BC: text_highpriority 'HEY' time 5000 1  // ~g~Don't go solo, keep your posse together!
Marker.CreateAboveActor(5@, 0@)
Marker.Disable($3483)
$426 = 0 // $ = int 
4@ = 0 // @ = int 
12@ = 1 // @ = int 

:KENT1_10888
jump @KENT1_11019 

:KENT1_10895
if 
  12@ == 1 // @ == int 
jf @KENT1_11019 
if 
00FB:   player $PLAYER_CHAR 0 0@ radius 8.0 8.0 8.0 
jf @KENT1_11019 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
00BC: text_highpriority 'KPM1_4' time 5000 1  // ~g~Get Lance to the hospital!
Marker.Disable(5@)
018A: $3483 = create_checkpoint_at $3484 $3485 $3486 
$426 = 1 // $ = int 
4@ = 1 // @ = int 
12@ = 0 // @ = int 

:KENT1_11019
return 

:KENT1_11021
Car.Create($3496, #COMET, -1066.072, -55.111, 10.262)
0129: $3489 = create_actor 10 #CLB in_car $3496 driverseat 
Car.Angle($3496) = 355.752
01ED: clear_actor $3489 threat_search 
03FE: set_actor $3489 money 200 
011A: set_actor $3489 search_threat 1 
0243: set_actor $3489 ped_stats_to 16 
01B2: give_actor $3489 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3496 speed_instantly 20.0 
Car.SetMaxSpeed($3496, 100.0)
0190: add_car $3496 to_upsidedown_check 
03CC: add_stuck_car_check $3496 distance 0.5 time 3000 
$3525 = 1 // $ = int 
Car.Create($3497, #COMET, -1066.714, -28.923, 10.246)
Car.Angle($3497) = 5.6
0129: $3492 = create_actor 10 #CLA in_car $3497 driverseat 
01ED: clear_actor $3492 threat_search 
03FE: set_actor $3492 money 200 
011A: set_actor $3492 search_threat 1 
0243: set_actor $3492 ped_stats_to 16 
01B2: give_actor $3492 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3497 speed_instantly 20.0 
Car.SetMaxSpeed($3497, 100.0)
0190: add_car $3497 to_upsidedown_check 
03CC: add_stuck_car_check $3497 distance 0.5 time 3000 
$3526 = 1 // $ = int 
Car.Create($3498, #COMET, -1073.399, 77.886, 10.239)
Car.Angle($3498) = 186.085
0129: $3500 = create_actor 10 #CLA in_car $3498 driverseat 
01ED: clear_actor $3500 threat_search 
03FE: set_actor $3500 money 200 
011A: set_actor $3500 search_threat 1 
0243: set_actor $3500 ped_stats_to 16 
01B2: give_actor $3500 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3498 speed_instantly 20.0 
Car.SetMaxSpeed($3498, 100.0)
0190: add_car $3498 to_upsidedown_check 
03CC: add_stuck_car_check $3498 distance 0.5 time 3000 
$3527 = 1 // $ = int 
Car.Create($3499, #COMET, -1072.822, 41.816, 10.27)
Car.Angle($3499) = 178.162
0129: $3503 = create_actor 10 #CLA in_car $3499 driverseat 
01ED: clear_actor $3503 threat_search 
03FE: set_actor $3503 money 200 
011A: set_actor $3503 search_threat 1 
0243: set_actor $3503 ped_stats_to 16 
01B2: give_actor $3503 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3499 speed_instantly 20.0 
Car.SetMaxSpeed($3499, 100.0)
0190: add_car $3499 to_upsidedown_check 
03CC: add_stuck_car_check $3499 distance 0.5 time 3000 
$3528 = 1 // $ = int 
$3488 = 1 // $ = int 
return 

:KENT1_11538
if 
  $3490 == 0 // $ == int 
jf @KENT1_12162 
if 
   Actor.Dead($3489)
jf @KENT1_11586 
$3490 = 1 // $ = int 
jump @KENT1_12162 

:KENT1_11586
if 
  $3534 == 0 // $ == int 
jf @KENT1_11642 
if 
02CB:   actor $3489 bounding_sphere_visible 
jf @KENT1_11642 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3534 = 1 // $ = int 

:KENT1_11642
if 
  $3525 == 0 // $ == int 
jf @KENT1_12010 
if 
02CB:   actor $3489 bounding_sphere_visible 
jf @KENT1_11728 
if 
  $3491 == 0 // $ == int 
jf @KENT1_11721 
01ED: clear_actor $3489 threat_search 
011A: set_actor $3489 search_threat 1 
01CC: actor $3489 kill_player $PLAYER_CHAR 
$3491 = 1 // $ = int 

:KENT1_11721
jump @KENT1_11941 

:KENT1_11728
$3491 = 0 // $ = int 
if 
  $3491 == 0 // $ == int 
jf @KENT1_11941 
if 
80E9:   not player $PLAYER_CHAR 0 $3489 radius 20.0 20.0 
jf @KENT1_11941 
Actor.StorePos($3489, $3541, $3542, $3543)
02C1: set $3538 $3539 $3540 to_car_path_coords_closest_to $3541 $3542 $3543 
if 
838A:   not car_in_cube $3538 $3539 $3540 4.0 4.0 3.0 
jf @KENT1_11941 
if 
80C2:   not sphere_onscreen $3538 $3539 $3540 4.0 
jf @KENT1_11941 
03CD: car $3496 remove_from_stuck_car_check 
0191: remove_car $3496 from_upsidedown_check 
Car.RemoveReferences($3496)
Car.Create($3496, #COMET, $3538, $3539, $3540)
011C: actor $3489 clear_objective 
036A: put_actor $3489 in_car $3496 
$3530 = 0 // $ = int 
$3491 = 1 // $ = int 

:KENT1_11941
if 
   Actor.Driving($3489)
jf @KENT1_12010 
00D9: $3496 = actor $3489 car // add to mission cleanup 
Car.SetMaxSpeed($3496, 100.0)
0190: add_car $3496 to_upsidedown_check 
03CC: add_stuck_car_check $3496 distance 0.5 time 3000 
04BA: set_car $3496 speed_instantly 30.0 
$3525 = 1 // $ = int 

:KENT1_12010
if 
  $3525 == 1 // $ == int 
jf @KENT1_12162 
if 
   not Car.Wrecked($3496)
jf @KENT1_12110 
if 
  $3530 == 0 // $ == int 
jf @KENT1_12076 
00AF: set_car $3496 driver_behaviour_to 2 
$3530 = 1 // $ = int 

:KENT1_12076
if or
01F4:   car $3496 flipped 
0495:   vehicle $3496 burning 
03CE:   car $3496 stuck 
jf @KENT1_12110 
01D3: actor $3489 leave_car $3496 

:KENT1_12110
if 
   not Actor.Driving($3489)
jf @KENT1_12162 
03CD: car $3496 remove_from_stuck_car_check 
0191: remove_car $3496 from_upsidedown_check 
Car.RemoveReferences($3496)
$3530 = 0 // $ = int 
$3491 = 0 // $ = int 
$3525 = 0 // $ = int 

:KENT1_12162
if 
  $3493 == 0 // $ == int 
jf @KENT1_12786 
if 
   Actor.Dead($3492)
jf @KENT1_12210 
$3493 = 1 // $ = int 
jump @KENT1_12786 

:KENT1_12210
if 
  $3534 == 0 // $ == int 
jf @KENT1_12266 
if 
02CB:   actor $3492 bounding_sphere_visible 
jf @KENT1_12266 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3534 = 1 // $ = int 

:KENT1_12266
if 
  $3526 == 0 // $ == int 
jf @KENT1_12634 
if 
02CB:   actor $3492 bounding_sphere_visible 
jf @KENT1_12352 
if 
  $3494 == 0 // $ == int 
jf @KENT1_12345 
01ED: clear_actor $3492 threat_search 
011A: set_actor $3492 search_threat 1 
01CC: actor $3492 kill_player $PLAYER_CHAR 
$3494 = 1 // $ = int 

:KENT1_12345
jump @KENT1_12565 

:KENT1_12352
$3494 = 0 // $ = int 
if 
  $3494 == 0 // $ == int 
jf @KENT1_12565 
if 
80E9:   not player $PLAYER_CHAR 0 $3492 radius 20.0 20.0 
jf @KENT1_12565 
Actor.StorePos($3492, $3547, $3548, $3549)
02C1: set $3544 $3545 $3546 to_car_path_coords_closest_to $3547 $3548 $3549 
if 
838A:   not car_in_cube $3544 $3545 $3546 4.0 4.0 3.0 
jf @KENT1_12565 
if 
80C2:   not sphere_onscreen $3544 $3545 $3546 4.0 
jf @KENT1_12565 
03CD: car $3497 remove_from_stuck_car_check 
0191: remove_car $3497 from_upsidedown_check 
Car.RemoveReferences($3497)
Car.Create($3497, #COMET, $3544, $3545, $3546)
011C: actor $3492 clear_objective 
036A: put_actor $3492 in_car $3497 
$3531 = 0 // $ = int 
$3494 = 1 // $ = int 

:KENT1_12565
if 
   Actor.Driving($3492)
jf @KENT1_12634 
00D9: $3497 = actor $3492 car // add to mission cleanup 
Car.SetMaxSpeed($3497, 100.0)
0190: add_car $3497 to_upsidedown_check 
03CC: add_stuck_car_check $3497 distance 0.5 time 3000 
04BA: set_car $3497 speed_instantly 30.0 
$3526 = 1 // $ = int 

:KENT1_12634
if 
  $3526 == 1 // $ == int 
jf @KENT1_12786 
if 
   not Car.Wrecked($3497)
jf @KENT1_12734 
if 
  $3531 == 0 // $ == int 
jf @KENT1_12700 
00AF: set_car $3497 driver_behaviour_to 2 
$3531 = 1 // $ = int 

:KENT1_12700
if or
01F4:   car $3497 flipped 
0495:   vehicle $3497 burning 
03CE:   car $3497 stuck 
jf @KENT1_12734 
01D3: actor $3492 leave_car $3497 

:KENT1_12734
if 
   not Actor.Driving($3492)
jf @KENT1_12786 
03CD: car $3497 remove_from_stuck_car_check 
0191: remove_car $3497 from_upsidedown_check 
Car.RemoveReferences($3497)
$3531 = 0 // $ = int 
$3494 = 0 // $ = int 
$3526 = 0 // $ = int 

:KENT1_12786
if 
  $3501 == 0 // $ == int 
jf @KENT1_13410 
if 
   Actor.Dead($3500)
jf @KENT1_12834 
$3501 = 1 // $ = int 
jump @KENT1_13410 

:KENT1_12834
if 
  $3534 == 0 // $ == int 
jf @KENT1_12890 
if 
02CB:   actor $3500 bounding_sphere_visible 
jf @KENT1_12890 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3534 = 1 // $ = int 

:KENT1_12890
if 
  $3527 == 0 // $ == int 
jf @KENT1_13258 
if 
02CB:   actor $3500 bounding_sphere_visible 
jf @KENT1_12976 
if 
  $3502 == 0 // $ == int 
jf @KENT1_12969 
01ED: clear_actor $3500 threat_search 
011A: set_actor $3500 search_threat 1 
01CC: actor $3500 kill_player $PLAYER_CHAR 
$3502 = 1 // $ = int 

:KENT1_12969
jump @KENT1_13189 

:KENT1_12976
$3502 = 0 // $ = int 
if 
  $3502 == 0 // $ == int 
jf @KENT1_13189 
if 
80E9:   not player $PLAYER_CHAR 0 $3500 radius 20.0 20.0 
jf @KENT1_13189 
Actor.StorePos($3500, $3553, $3554, $3555)
02C1: set $3550 $3551 $3552 to_car_path_coords_closest_to $3553 $3554 $3555 
if 
838A:   not car_in_cube $3550 $3551 $3552 4.0 4.0 3.0 
jf @KENT1_13189 
if 
80C2:   not sphere_onscreen $3550 $3551 $3552 4.0 
jf @KENT1_13189 
03CD: car $3498 remove_from_stuck_car_check 
0191: remove_car $3498 from_upsidedown_check 
Car.RemoveReferences($3498)
Car.Create($3498, #COMET, $3550, $3551, $3552)
011C: actor $3500 clear_objective 
036A: put_actor $3500 in_car $3498 
$3532 = 0 // $ = int 
$3502 = 1 // $ = int 

:KENT1_13189
if 
   Actor.Driving($3500)
jf @KENT1_13258 
00D9: $3498 = actor $3500 car // add to mission cleanup 
Car.SetMaxSpeed($3498, 100.0)
0190: add_car $3498 to_upsidedown_check 
03CC: add_stuck_car_check $3498 distance 0.5 time 3000 
04BA: set_car $3498 speed_instantly 30.0 
$3527 = 1 // $ = int 

:KENT1_13258
if 
  $3527 == 1 // $ == int 
jf @KENT1_13410 
if 
   not Car.Wrecked($3498)
jf @KENT1_13358 
if 
  $3532 == 0 // $ == int 
jf @KENT1_13324 
00AF: set_car $3498 driver_behaviour_to 2 
$3532 = 1 // $ = int 

:KENT1_13324
if or
01F4:   car $3498 flipped 
0495:   vehicle $3498 burning 
03CE:   car $3498 stuck 
jf @KENT1_13358 
01D3: actor $3500 leave_car $3498 

:KENT1_13358
if 
   not Actor.Driving($3500)
jf @KENT1_13410 
03CD: car $3498 remove_from_stuck_car_check 
0191: remove_car $3498 from_upsidedown_check 
Car.RemoveReferences($3498)
$3532 = 0 // $ = int 
$3502 = 0 // $ = int 
$3527 = 0 // $ = int 

:KENT1_13410
if 
  $3504 == 0 // $ == int 
jf @KENT1_14041 
if 
   Actor.Dead($3503)
jf @KENT1_13458 
$3504 = 1 // $ = int 
jump @KENT1_14041 

:KENT1_13458
if 
  $3534 == 0 // $ == int 
jf @KENT1_13514 
if 
02CB:   actor $3503 bounding_sphere_visible 
jf @KENT1_13514 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3534 = 1 // $ = int 

:KENT1_13514
if 
  $3528 == 0 // $ == int 
jf @KENT1_13889 
if 
02CB:   actor $3503 bounding_sphere_visible 
jf @KENT1_13600 
if 
  $3505 == 0 // $ == int 
jf @KENT1_13593 
01ED: clear_actor $3503 threat_search 
011A: set_actor $3503 search_threat 1 
01CC: actor $3503 kill_player $PLAYER_CHAR 
$3505 = 1 // $ = int 

:KENT1_13593
jump @KENT1_13813 

:KENT1_13600
$3505 = 0 // $ = int 
if 
  $3505 == 0 // $ == int 
jf @KENT1_13813 
if 
80E9:   not player $PLAYER_CHAR 0 $3503 radius 20.0 20.0 
jf @KENT1_13813 
Actor.StorePos($3503, $3559, $3560, $3561)
02C1: set $3556 $3557 $3558 to_car_path_coords_closest_to $3559 $3560 $3561 
if 
838A:   not car_in_cube $3556 $3557 $3558 4.0 4.0 3.0 
jf @KENT1_13813 
if 
80C2:   not sphere_onscreen $3556 $3557 $3558 4.0 
jf @KENT1_13813 
03CD: car $3499 remove_from_stuck_car_check 
0191: remove_car $3499 from_upsidedown_check 
Car.RemoveReferences($3499)
Car.Create($3499, #COMET, $3556, $3557, $3558)
011C: actor $3503 clear_objective 
036A: put_actor $3503 in_car $3499 
$3533 = 0 // $ = int 
$3505 = 1 // $ = int 

:KENT1_13813
if 
   Actor.Driving($3503)
jf @KENT1_13889 
00D9: $3499 = actor $3503 car // add to mission cleanup 
Car.SetMaxSpeed($3499, 100.0)
0190: add_car $3499 to_upsidedown_check 
03CC: add_stuck_car_check $3499 distance 0.5 time 3000 
04BA: set_car $3499 speed_instantly 30.0 
$3505 = 0 // $ = int 
$3528 = 1 // $ = int 

:KENT1_13889
if 
  $3528 == 1 // $ == int 
jf @KENT1_14041 
if 
   not Car.Wrecked($3499)
jf @KENT1_13989 
if 
  $3533 == 0 // $ == int 
jf @KENT1_13955 
00AF: set_car $3499 driver_behaviour_to 2 
$3533 = 1 // $ = int 

:KENT1_13955
if or
01F4:   car $3499 flipped 
0495:   vehicle $3499 burning 
03CE:   car $3499 stuck 
jf @KENT1_13989 
01D3: actor $3503 leave_car $3499 

:KENT1_13989
if 
   not Actor.Driving($3503)
jf @KENT1_14041 
03CD: car $3499 remove_from_stuck_car_check 
0191: remove_car $3499 from_upsidedown_check 
Car.RemoveReferences($3499)
$3533 = 0 // $ = int 
$3505 = 0 // $ = int 
$3528 = 0 // $ = int 

:KENT1_14041
return 

:KENT1_14043
if 
  11 > $3519 // int > $ 
jf @KENT1_15743 
if 
  $3507 == 0 // $ == int 
jf @KENT1_14173 
if 
   not Actor.Dead(0@)
jf @KENT1_14173 
if 
84F0:   not is_actor_waiting_for_world_collision 0@ 
jf @KENT1_14173 
01ED: clear_actor 0@ threat_search 
02A9: set_actor 0@ immune_to_nonplayer 1 
0372: set_actor 0@ anim 34 wait_state_time 1000000 ms 
0332: set_actor 0@ bleeding_to 1 
Actor.LockInCurrentPosition(0@, True)
04F5: set_actor 0@ as_player_friend $PLAYER_CHAR flag 1 
$3519 += 1 // $ += int 
$3507 = 1 // $ = int 

:KENT1_14173
if 
  $3506 == 0 // $ == int 
jf @KENT1_14291 
if 
   not Actor.Dead($3376)
jf @KENT1_14291 
if 
84F0:   not is_actor_waiting_for_world_collision $3376 
jf @KENT1_14291 
01ED: clear_actor $3376 threat_search 
011A: set_actor $3376 search_threat 1 
01B2: give_actor $3376 weapon 23 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3376 weapon_accuracy_to 80 
Actor.Angle($3376) = 196.45
0350: set_actor $3376 maintain_position_when_attacked 1 
01CA: actor $3376 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3506 = 1 // $ = int 

:KENT1_14291
if 
  $3508 == 0 // $ == int 
jf @KENT1_14445 
if 
   not Actor.Dead($3382)
jf @KENT1_14445 
if 
84F0:   not is_actor_waiting_for_world_collision $3382 
jf @KENT1_14445 
01ED: clear_actor $3382 threat_search 
011A: set_actor $3382 search_threat 1 
0243: set_actor $3382 ped_stats_to 16 
01B2: give_actor $3382 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 0 at $3387 $3388 $3389 
01E2: add_route_point 0 at $3390 $3391 $3392 
01E2: add_route_point 0 at $3393 $3394 $3395 
01E2: add_route_point 0 at $3396 $3397 $3398 
01E1: set_actor $3382 follow_route 0 3 
$3519 += 1 // $ += int 
$3508 = 1 // $ = int 

:KENT1_14445
if 
  $3509 == 0 // $ == int 
jf @KENT1_14561 
if 
   not Actor.Dead($3399)
jf @KENT1_14561 
if 
84F0:   not is_actor_waiting_for_world_collision $3399 
jf @KENT1_14561 
01ED: clear_actor $3399 threat_search 
011A: set_actor $3399 search_threat 1 
0243: set_actor $3399 ped_stats_to 16 
01B2: give_actor $3399 weapon 23 ammo 30000 // Load the weapon model before using this 
Actor.Angle($3399) = $3405
0350: set_actor $3399 maintain_position_when_attacked 1 
01CA: actor $3399 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3509 = 1 // $ = int 

:KENT1_14561
if 
  $3510 == 0 // $ == int 
jf @KENT1_14677 
if 
   not Actor.Dead($3406)
jf @KENT1_14677 
if 
84F0:   not is_actor_waiting_for_world_collision $3406 
jf @KENT1_14677 
01ED: clear_actor $3406 threat_search 
011A: set_actor $3406 search_threat 1 
0243: set_actor $3406 ped_stats_to 16 
01B2: give_actor $3406 weapon 23 ammo 30000 // Load the weapon model before using this 
Actor.Angle($3406) = $3412
0350: set_actor $3406 maintain_position_when_attacked 1 
01CA: actor $3406 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3510 = 1 // $ = int 

:KENT1_14677
if 
  $3511 == 0 // $ == int 
jf @KENT1_14883 
if 
   not Actor.Dead($3413)
jf @KENT1_14883 
if 
84F0:   not is_actor_waiting_for_world_collision $3413 
jf @KENT1_14883 
01ED: clear_actor $3413 threat_search 
011A: set_actor $3413 search_threat 1 
0243: set_actor $3413 ped_stats_to 16 
01B2: give_actor $3413 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 1 at $3419 $3420 $3421 
01E2: add_route_point 1 at $3422 $3423 $3424 
01E2: add_route_point 1 at $3425 $3426 $3427 
01E2: add_route_point 1 at $3428 $3429 $3430 
01E2: add_route_point 1 at $3431 $3432 $3433 
01E2: add_route_point 1 at $3434 $3435 $3436 
01E2: add_route_point 1 at $3437 $3438 $3439 
01E2: add_route_point 1 at $3440 $3441 $3442 
01E1: set_actor $3413 follow_route 1 3 
$3519 += 1 // $ += int 
$3511 = 1 // $ = int 

:KENT1_14883
if 
  $3512 == 0 // $ == int 
jf @KENT1_15024 
if 
   not Actor.Dead($3443)
jf @KENT1_15024 
if 
84F0:   not is_actor_waiting_for_world_collision $3443 
jf @KENT1_15024 
01ED: clear_actor $3443 threat_search 
011A: set_actor $3443 search_threat 1 
0243: set_actor $3443 ped_stats_to 16 
01B2: give_actor $3443 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 2 at $3449 $3450 $3451 
01E2: add_route_point 2 at $3452 $3453 $3454 
01E2: add_route_point 2 at $3455 $3456 $3457 
01E1: set_actor $3443 follow_route 2 3 
$3519 += 1 // $ += int 
$3512 = 1 // $ = int 

:KENT1_15024
if 
  $3513 == 0 // $ == int 
jf @KENT1_15139 
if 
   not Actor.Dead($3458)
jf @KENT1_15139 
if 
84F0:   not is_actor_waiting_for_world_collision $3458 
jf @KENT1_15139 
01ED: clear_actor $3458 threat_search 
011A: set_actor $3458 search_threat 1 
0243: set_actor $3458 ped_stats_to 16 
01B2: give_actor $3458 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3458 weapon_accuracy_to 80 
0350: set_actor $3458 maintain_position_when_attacked 1 
01CA: actor $3458 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3513 = 1 // $ = int 

:KENT1_15139
if 
  $3514 == 0 // $ == int 
jf @KENT1_15264 
if 
   not Actor.Dead($3460)
jf @KENT1_15264 
if 
84F0:   not is_actor_waiting_for_world_collision $3460 
jf @KENT1_15264 
01ED: clear_actor $3460 threat_search 
Actor.Angle($3460) = 289.74
011A: set_actor $3460 search_threat 1 
0243: set_actor $3460 ped_stats_to 16 
01B2: give_actor $3460 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3460 weapon_accuracy_to 80 
0350: set_actor $3460 maintain_position_when_attacked 1 
01CA: actor $3460 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3514 = 1 // $ = int 

:KENT1_15264
if 
  $3515 == 0 // $ == int 
jf @KENT1_15389 
if 
   not Actor.Dead($3463)
jf @KENT1_15389 
if 
84F0:   not is_actor_waiting_for_world_collision $3463 
jf @KENT1_15389 
01ED: clear_actor $3463 threat_search 
Actor.Angle($3463) = 289.74
011A: set_actor $3463 search_threat 1 
0243: set_actor $3463 ped_stats_to 16 
01B2: give_actor $3463 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3463 weapon_accuracy_to 80 
0350: set_actor $3463 maintain_position_when_attacked 1 
01CA: actor $3463 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3515 = 1 // $ = int 

:KENT1_15389
if 
  $3516 == 0 // $ == int 
jf @KENT1_15507 
if 
   not Actor.Dead($3466)
jf @KENT1_15507 
if 
84F0:   not is_actor_waiting_for_world_collision $3466 
jf @KENT1_15507 
01ED: clear_actor $3466 threat_search 
Actor.Angle($3466) = 87.55
011A: set_actor $3466 search_threat 1 
0243: set_actor $3466 ped_stats_to 16 
01B2: give_actor $3466 weapon 27 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3466 maintain_position_when_attacked 1 
01CA: actor $3466 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3516 = 1 // $ = int 

:KENT1_15507
if 
  $3517 == 0 // $ == int 
jf @KENT1_15625 
if 
   not Actor.Dead($3469)
jf @KENT1_15625 
if 
84F0:   not is_actor_waiting_for_world_collision $3469 
jf @KENT1_15625 
01ED: clear_actor $3469 threat_search 
Actor.Angle($3469) = 128.477
011A: set_actor $3469 search_threat 1 
0243: set_actor $3469 ped_stats_to 16 
01B2: give_actor $3469 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3469 maintain_position_when_attacked 1 
01CA: actor $3469 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3517 = 1 // $ = int 

:KENT1_15625
if 
  $3518 == 0 // $ == int 
jf @KENT1_15743 
if 
   not Actor.Dead($3472)
jf @KENT1_15743 
if 
84F0:   not is_actor_waiting_for_world_collision $3472 
jf @KENT1_15743 
01ED: clear_actor $3472 threat_search 
Actor.Angle($3472) = 98.364
011A: set_actor $3472 search_threat 1 
0243: set_actor $3472 ped_stats_to 16 
01B2: give_actor $3472 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3472 maintain_position_when_attacked 1 
01CA: actor $3472 kill_player $PLAYER_CHAR 
$3519 += 1 // $ += int 
$3518 = 1 // $ = int 

:KENT1_15743
return 

//-------------Mission 18---------------
// Originally: Four Iron

:SERG1
script_name 'SERG1' 
gosub @SERG1_53 
if 
wasted_or_busted 
jf @SERG1_37 
gosub @SERG1_9593 

:SERG1_37
gosub @SERG1_9713 
terminate_this_script 
TIMERA = 0 // @ = int 

:SERG1_53
increment_mission_attempts 
054C: use_GXT_table 'SERG1' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
$ONMISSION = 1 // $ = int 
wait 0 
wait 500 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_155 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_155 
0353: refresh_actor $PLAYER_ACTOR 

:SERG1_155
$3644 = 0 // $ = int 
$3645 = 0 // $ = int 
$3646 = 0 // $ = int 
$3649 = 5 // $ = int 
$3652 = 5 // $ = int 
$3654 = 0 // $ = int 
$3655 = 0 // $ = int 
$3656 = 5 // $ = int 
$3650 = 0 // $ = int 
$3651 = 0 // $ = int 
$3658 = 0 // $ = int 
$3669 = 0 // $ = int 
$3685 = 0 // $ = int 
$3664 = 0 // $ = int 
$3665 = 0 // $ = int 
$3666 = 0 // $ = int 
$3667 = 0 // $ = int 
$3659 = 0 // $ = int 
$3660 = 0 // $ = int 
$3661 = 0 // $ = int 
$3662 = 0 // $ = int 
$3663 = 0 // $ = int 
$3686 = 0 // $ = int 
$3682 = 0 // $ = int 
$3683 = 0 // $ = int 
$3684 = 0 // $ = int 
$3659 = 0 // $ = int 
$3648 = 0 // $ = int 
$3687 = 0 // $ = int 
$3688 = 0 // $ = int 
$3691 = 0 // $ = int 
$3692 = 0 // $ = int 
$3693 = 0 // $ = int 
$3694 = 0 // $ = int 
$3689 = 0 // $ = int 
$3690 = 0 // $ = int 
$3695 = 0 // $ = int 
$3696 = 0 // $ = int 
$3697 = 0 // $ = int 
$3698 = 0 // $ = int 
$3699 = 0 // $ = int 
$3700 = 0 // $ = int 
$401 = 325.2479 // $ = float 
$402 = 203.6996 // $ = float 
$403 = 10.39881 // $ = float 
$3592 = 94.725 // $ = float 
$3593 = 268.87 // $ = float 
$3594 = 21.764 // $ = float 
$3584 = 101.989 // $ = float 
$3585 = 251.821 // $ = float 
$3586 = 21.77 // $ = float 
$3595 = 80.339 // $ = float 
$3596 = 579.956 // $ = float 
$3597 = 17.442 // $ = float 
$3611 = 319.5175 // $ = float 
$3598 = 78.689 // $ = float 
$3599 = 582.528 // $ = float 
$3600 = 17.39414 // $ = float 
$3612 = 308.28 // $ = float 
$3601 = 85.716 // $ = float 
$3602 = 572.613 // $ = float 
$3603 = 17.57464 // $ = float 
$3613 = 304.955 // $ = float 
$3604 = 74.674 // $ = float 
$3605 = 597.314 // $ = float 
$3606 = 17.57464 // $ = float 
$3607 = 83.422 // $ = float 
$3608 = 596.1174 // $ = float 
$3609 = 12.965 // $ = float 
$3610 = 231.757 // $ = float 
$3614 = 79.1955 // $ = float 
$3615 = 580.3671 // $ = float 
$3616 = 17.4168 // $ = float 
$3621 = 93.72506 // $ = float 
$3622 = 563.45 // $ = float 
$3623 = 13.175 // $ = float 
$3624 = 95.591 // $ = float 
$3625 = 561.284 // $ = float 
$3626 = 13.133 // $ = float 
$3627 = 98.84 // $ = float 
$3628 = 557.794 // $ = float 
$3629 = 13.04 // $ = float 
$3630 = 95.518 // $ = float 
$3631 = 573.821 // $ = float 
$3632 = 13.087 // $ = float 
$3633 = 304.078 // $ = float 
$3634 = 308.83 // $ = float 
$3635 = 308.439 // $ = float 
$3636 = 17.252 // $ = float 
00C0: set_current_time 10 0 
set_weather 4 
0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 
0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(318.5, -219.23, 22.4, 2)
Model.Load(#STRETCH)
Camera.SetAtPos(270.0, -218.0, 13.4)

:SERG1_1080
if 
   not Model.Available(#STRETCH)
jf @SERG1_1107 
wait 0 
jump @SERG1_1080 

:SERG1_1107
0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 
Car.Create($2003, #STRETCH, 306.9, -241.65, 12.3)
0229: set_car $2003 color_to 0 0 
Car.Angle($2003) = 0.0
02A3: enable_widescreen 1 
fade 1 1500 

:SERG1_1184
if 
fading 
jf @SERG1_1208 
wait 0 
jump @SERG1_1184 

:SERG1_1208
if 
   not Car.Wrecked($2003)
jf @SERG1_1244 
04BA: set_car $2003 speed_instantly 13.0 
0477: set_car $2003 action 8 time 8000 

:SERG1_1244
TIMERA = 0 // @ = int 

:SERG1_1251
if 
  1000 > TIMERA // int > @ 
jf @SERG1_1281 
wait 0 
jump @SERG1_1251 

:SERG1_1281
if 
   not Car.Wrecked($2003)
jf @SERG1_1306 
Camera.OnVehicle($2003, 15, 1)

:SERG1_1306
TIMERA = 0 // @ = int 

:SERG1_1313
if 
  3000 > TIMERA // int > @ 
jf @SERG1_1343 
wait 0 
jump @SERG1_1313 

:SERG1_1343
if 
   not Car.Wrecked($2003)
jf @SERG1_1384 
Car.StorePos($2003, $2000, $2001, $2002)
0211: actor $PLAYER_ACTOR walk_to $2000 $2001 

:SERG1_1384
fade 0 1500 

:SERG1_1391
if 
fading 
jf @SERG1_1415 
wait 0 
jump @SERG1_1391 

:SERG1_1415
Car.Destroy($2003)
Model.Destroy(#STRETCH)
Camera.Restore
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
TIMERA = 0 // @ = int 
03CF: load_wav 'MONO_6' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
02F3: load_object #CUTOBJ02 'GPASS' 
038B: load_requested_models 

:SERG1_1508
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @SERG1_1538 
wait 0 
jump @SERG1_1508 

:SERG1_1538
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @SERG1_1570 
wait 0 
jump @SERG1_1538 

:SERG1_1570
02E4: load_cutscene_data 'TEX_1' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $452 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $452 'CSAVERY' 
02E5: $3701 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3701 'CS_LIMO' 
02E5: $3702 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $3702 'GPASS' 
0395: clear_area 1 at 265.129 -234.531 11.107 range 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
04E4: request_collision_at 265.129 -234.531 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG1_1774
if 
  1569 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1809 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1774 

:SERG1_1809
00BC: text_highpriority 'TEX1_A' time 10000 1  // Come in and park yourself on the hide, son.

:SERG1_1824
if 
  4896 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1859 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1824 

:SERG1_1859
00BC: text_highpriority 'TEX1_B' time 10000 1  // Hell, my daddy used to say, never look a gift horse in the mouth, and by golly, he never did.

:SERG1_1874
if 
  10768 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1909 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1874 

:SERG1_1909
00BC: text_highpriority 'TEX1_C' time 10000 1  // Would you like a drop of the old Kentucky?

:SERG1_1924
if 
  12947 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1959 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1924 

:SERG1_1959
00BC: text_highpriority 'TEX1_D' time 10000 1  // No thanks.

:SERG1_1974
if 
  13927 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2009 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1974 

:SERG1_2009
00BC: text_highpriority 'TEX1_E' time 10000 1  // A clean thinker! I like that.

:SERG1_2024
if 
  16556 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2059 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2024 

:SERG1_2059
00BC: text_highpriority 'TEX1_F' time 10000 1  // Now, the property business isn't all about high-falootin' paper pushing.

:SERG1_2074
if 
  20072 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2109 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2074 

:SERG1_2109
00BC: text_highpriority 'TEX1_G' time 10000 1  // It's about dirt! And the will to claim that dirt! You with me, son?

:SERG1_2124
if 
  24493 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2159 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2124 

:SERG1_2159
00BC: text_highpriority 'TEX1_H' time 10000 1  // Oh yeah.

:SERG1_2174
if 
  25569 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2209 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2174 

:SERG1_2209
00BC: text_highpriority 'TEX1_I' time 10000 1  // Well, I need some tenacious bastard to let go of some dirt,

:SERG1_2224
if 
  28462 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2259 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2224 

:SERG1_2259
00BC: text_highpriority 'TEX1_J' time 10000 1  // and you look to me like the kind of guy to persuade him.

:SERG1_2274
if 
  31069 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2309 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2274 

:SERG1_2309
00BC: text_highpriority 'TEX1_K' time 10000 1  // Persuasion's my forte.

:SERG1_2324
if 
  32859 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2361 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2324 

:SERG1_2361
00BC: text_highpriority 'TEX1_L' time 10000 1  // Yeh, he'll be down at the country club, down on the golf course.

:SERG1_2376
if 
  36053 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2413 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2376 

:SERG1_2413
00BC: text_highpriority 'TEX1_M' time 10000 1  // They don't allow guns, so his bodyguards won't be packing lawgivers.

:SERG1_2428
if 
  40174 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2465 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2428 

:SERG1_2465
00BC: text_highpriority 'TEX1_N' time 10000 1  // Go beat eight tons of crap out of him.

:SERG1_2480
if 
  42460 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2517 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2480 

:SERG1_2517
00BC: text_highpriority 'TEX1_O' time 10000 1  // Here now - I got you a membership, and boy you're going to need more appropriate clothing.

:SERG1_2532
if 
  47168 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2569 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2532 

:SERG1_2569
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @SERG1_2617 
if 
03D0:   wav 1 loaded 
jf @SERG1_2617 
03D1: play_wav 1 

:SERG1_2617
if 
fading 
jf @SERG1_2641 
wait 0 
jump @SERG1_2617 

:SERG1_2641
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
fade 1 1500 
Pickup.Destroy($1601)
Pickup.Destroy($1602)
Pickup.Destroy($1588)
Pickup.Destroy($1589)
Pickup.Destroy($1590)
Pickup.Destroy($1591)
Pickup.Destroy($1592)
Pickup.Destroy($1593)
Pickup.Destroy($1594)
Pickup.Destroy($1595)
Pickup.Destroy($1596)
Pickup.Destroy($1600)
if 
  $3644 == 0 // $ == int 
jf @SERG1_2794 
02A8: $3570 = create_marker 28 at $401 $402 $403 
00BC: text_highpriority 'TEX1_1' time 7000 2  // ~g~Go and pick up some golfing clothes from Jocksports.
$3644 = 1 // $ = int 

:SERG1_2794
Model.Load(#WMYGO)
Model.Load(#CADDY)
Model.Load(#GOLFCLUB)
Model.Load(#GREENWOO)

:SERG1_2813
if or
   not Model.Available(#WMYGO)
   not Model.Available(#CADDY)
   not Model.Available(#GOLFCLUB)
   not Model.Available(#GREENWOO)
jf @SERG1_2854 
wait 0 
jump @SERG1_2813 

:SERG1_2854
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:SERG1_2878
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @SERG1_2908 
wait 0 
jump @SERG1_2878 

:SERG1_2908
Object.Destroy($2222)
Object.Init($2222, #GOLF_GATESOPEN, 107.81, 228.072, 20.989)
Object.RemoveFromMissionCleanupList($2222)
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0481: set_enter_car_range_multiplier 2.5 
if 
  $3667 == 1 // $ == int 
jf @SERG1_2996 
Car.Create($3647, #CADDY, 226.4403, 468.6706, 12.06724)

:SERG1_2996
wait 0 
if 
  $3644 == 1 // $ == int 
jf @SERG1_3913 
if 
00F6:   player $PLAYER_CHAR 1 $401 $402 $403 radius 1.5 1.5 2.0 
jf @SERG1_3913 
Marker.Disable($3570)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(322.1945, 201.5772, 14.571, 0.0, 0.0, 0.0)
Camera.PointAt(322.9229, 202.133, 14.17033, 2)
0211: actor $PLAYER_ACTOR walk_to 328.3383 206.0569 
wait 1300 
fade 0 1500 
wait 1500 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_3211 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_3211 
0353: refresh_actor $PLAYER_ACTOR 

:SERG1_3211
03CF: load_wav 'TEX1_3' as 1 
03CF: load_wav 'TEX1_4' as 2 

:SERG1_3235
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @SERG1_3265 
wait 0 
jump @SERG1_3235 

:SERG1_3265
0395: clear_area 0 at 325.2479 283.6996 1.0 range 1.0 
0395: clear_area 0 at 324.8611 203.3913 1.0 range 1.0 
042B: clear_peds_from_cube 316.5 207.966 9.23 335.8277 190.5509 11.3988 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 325.9265 204.2 10.39881 
0171: set_player $PLAYER_CHAR z_angle_to 128.1122 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
fade 1 1500 
Camera.SetPosition(324.8611, 203.3913, 11.26842, 0.0, 0.0, 0.0)
Camera.PointAt(325.5527, 203.925, 10.78171, 2)
wait 1000 
0460: set_camera_pointing_time 5.0 3000 
Camera.SetPosition(324.861, 203.3913, 11.26842, 0.0, 0.0, 0.0)
Camera.PointAt(325.5336, 203.9103, 11.79598, 1)
TIMERB = 0 // @ = int 

:SERG1_3518
if 
   not TIMERB > 5000 // @ > int 
jf @SERG1_3868 
wait 0 
if 
  TIMERB > 450 // @ > int 
jf @SERG1_3680 
if 
  $3689 == 0 // $ == int 
jf @SERG1_3680 
00BC: text_highpriority 'TEX1_7' time 5000 2  // Is this me?
if 
  $3692 == 0 // $ == int 
jf @SERG1_3622 
03D1: play_wav 1 
$3692 = 1 // $ = int 

:SERG1_3622
if 
  $3692 == 1 // $ == int 
jf @SERG1_3680 
if 
03D2:   wav 1 ended 
jf @SERG1_3680 
$3692 = 0 // $ = int 
040D: unload_wav 1 
$3691 = 1 // $ = int 
$3689 = 1 // $ = int 

:SERG1_3680
if 
  $3689 == 1 // $ == int 
jf @SERG1_3837 
if 
  $3690 == 0 // $ == int 
jf @SERG1_3837 
03D7: set_wav 1 location 311.06 218.27 11.74 
00BC: text_highpriority 'TEX1_6' time 5000 2  // Nice ass baby!
if 
  $3694 == 0 // $ == int 
jf @SERG1_3779 
03D1: play_wav 2 
$3694 = 1 // $ = int 

:SERG1_3779
if 
  $3694 == 1 // $ == int 
jf @SERG1_3837 
if 
03D2:   wav 1 ended 
jf @SERG1_3837 
$3694 = 0 // $ = int 
040D: unload_wav 1 
$3693 = 1 // $ = int 
$3690 = 1 // $ = int 

:SERG1_3837
if 
00E1:   player 0 pressed_button 16 
jf @SERG1_3861 
jump @SERG1_3868 

:SERG1_3861
jump @SERG1_3518 

:SERG1_3868
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
jf @SERG1_3891 
Player.ClearWantedLevel($PLAYER_CHAR)

:SERG1_3891
011C: actor $PLAYER_ACTOR clear_objective 
03EB: clear_small_messages_only 
040D: unload_wav 1 
040D: unload_wav 2 
$3644 = 2 // $ = int 

:SERG1_3913
if 
  $3644 == 2 // $ == int 
jf @SERG1_4012 
if 
  TIMERA > 4000 // @ > int 
jf @SERG1_4012 
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
018A: $3564 = create_checkpoint_at 100.5953 251.247 20.729 
00BC: text_highpriority 'TEX1_2' time 7000 2  // ~g~Now head to the Leaf Links Golf Club.
$3644 = 3 // $ = int 

:SERG1_4012
if 
  $3644 == 3 // $ == int 
jf @SERG1_4119 
if 
  $3645 == 0 // $ == int 
jf @SERG1_4119 
if 
00F5:   player $PLAYER_CHAR 1 100.5953 251.247 20.729 radius 2.0 2.0 3.0 
jf @SERG1_4119 
Marker.Disable($3564)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
$3645 = 1 // $ = int 

:SERG1_4119
if 
  $3697 == 0 // $ == int 
jf @SERG1_4179 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SERG1_4179 
03E5: text_box 'TEX1_8'  // Each time you enter a caddy you automatically receive a golf club, providing your melee weapon slot is empty.
041E: set_radio_station 6 -1 
$3697 = 1 // $ = int 

:SERG1_4179
if 
  $3645 == 1 // $ == int 
jf @SERG1_5042 
fade 0 1000 

:SERG1_4204
if 
fading 
jf @SERG1_4228 
wait 0 
jump @SERG1_4204 

:SERG1_4228
03C7: set_sensitivity_to_crime_to 0.1 
Player.WantedLevel($PLAYER_CHAR) = 0
Actor.Create($3565, 21, #SPECIAL01, $3595, $3596, $3597)
01B2: give_actor $3565 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3565 immune_to_nonplayer 1 
Actor.Health($3565) = 250
Actor.Angle($3565) = $3611
Actor.Create($3566, 21, #SPECIAL02, $3598, $3599, $3600)
01B2: give_actor $3566 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3566 immune_to_nonplayer 1 
Actor.Health($3566) = 250
Actor.Angle($3566) = $3611
Actor.Create($3567, 21, #SPECIAL01, $3601, $3602, $3603)
01B2: give_actor $3567 weapon 3 ammo 3000 // Load the weapon model before using this 
02A9: set_actor $3567 immune_to_nonplayer 1 
Actor.Health($3567) = 250
Actor.Angle($3567) = $3611
Actor.Create($3569, 4, #WMYGO, $3614, $3615, $3616)
0568: set_actor $3569 untargetable 2 
01B2: give_actor $3569 weapon 3 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $3569 threat_search 
Actor.Health($3569) = 250
02A9: set_actor $3569 immune_to_nonplayer 1 
Marker.CreateAboveActor($3574, $3569)
Actor.Angle($3569) = 56.6491
Car.Create($3587, #CADDY, $3621, $3622, $3623)
Car.SetToNormalDriver($3587)
Car.Angle($3587) = $3633
Car.Create($3588, #CADDY, $3624, $3625, $3626)
Car.SetToNormalDriver($3588)
Car.Angle($3588) = $3634
Car.Create($3589, #CADDY, $3627, $3628, $3629)
Car.SetToNormalDriver($3589)
Car.Angle($3589) = $3635
Car.Create($3590, #CADDY, $3630, $3631, $3632)
Car.SetToNormalDriver($3590)
Car.Angle($3590) = $3636
Car.Create($3591, #CADDY, $3607, $3608, $3609)
0129: $3568 = create_actor 21 #SPECIAL01 in_car $3591 driverseat 
0243: set_actor $3568 ped_stats_to 16 
Car.SetToNormalDriver($3591)
Car.Angle($3591) = $3610
Car.Create($3573, #CADDY, 96.9997, 301.46, 19.448)
Camera.SetAtPos(109.9577, 573.5403, 16.59207)
wait 500 
fade 1 1000 
Camera.SetPosition(108.7098, 563.4672, 16.37469, 0.0, 0.0, 0.0)
Camera.PointAt(107.7731, 563.7946, 16.25006, 2)
TIMERA = 0 // @ = int 

:SERG1_4747
if 
  3000 > TIMERA // int > @ 
jf @SERG1_4824 
wait 0 
00BC: text_highpriority 'TEX1_0' time 10000 2  // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
if and
00E1:   player 0 pressed_button 16 
  TIMERA > 1000 // @ > int 
jf @SERG1_4817 
jump @SERG1_4961 

:SERG1_4817
jump @SERG1_4747 

:SERG1_4824
Camera.SetPosition(82.77916, 583.3534, 18.74928, 0.0, 0.0, 0.0)
Camera.PointAt(81.94122, 582.8141, 18.66525, 2)
TIMERA = 0 // @ = int 
if 
   not Actor.Dead($3569)
jf @SERG1_4907 
0372: set_actor $3569 anim 33 wait_state_time -1 ms 

:SERG1_4907
if 
  2500 > TIMERA // int > @ 
jf @SERG1_4961 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @SERG1_4954 
jump @SERG1_4961 

:SERG1_4954
jump @SERG1_4907 

:SERG1_4961
0395: clear_area 0 at 100.1102 254.2736 20.7242 range 1.0 
03D5: remove_text 'TEX1_0'  // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   not Actor.Dead($3569)
jf @SERG1_5024 
0372: set_actor $3569 anim 0 wait_state_time 100 ms 

:SERG1_5024
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
$3645 = 2 // $ = int 

:SERG1_5042
if 
  $3645 == 2 // $ == int 
jf @SERG1_5717 
if 
   not Actor.Dead($3565)
jf @SERG1_5611 
if 
  $3687 == 0 // $ == int 
jf @SERG1_5126 
if 
  $3698 == 1 // $ == int 
jf @SERG1_5126 
$3687 = 2 // $ = int 
$3688 = 0 // $ = int 

:SERG1_5126
if 
  $3687 == 0 // $ == int 
jf @SERG1_5176 
if 
  $3698 == 2 // $ == int 
jf @SERG1_5176 
$3687 = 3 // $ = int 
$3688 = 0 // $ = int 

:SERG1_5176
if 
  $3687 == 2 // $ == int 
jf @SERG1_5390 
if 
  $3688 == 0 // $ == int 
jf @SERG1_5238 
03CF: load_wav 'TEX1_5' as 1 
$3688 = 1 // $ = int 
jump @SERG1_5390 

:SERG1_5238
if 
  $3688 == 1 // $ == int 
jf @SERG1_5278 
if 
03D0:   wav 1 loaded 
jf @SERG1_5278 
$3688 = 2 // $ = int 

:SERG1_5278
if 
  $3688 == 2 // $ == int 
jf @SERG1_5322 
00BC: text_highpriority 'TEX1_9' time 5000 1  // Get him!
03D1: play_wav 1 
$3688 = 3 // $ = int 

:SERG1_5322
if 
  $3688 == 3 // $ == int 
jf @SERG1_5390 
if 
03D2:   wav 1 ended 
jf @SERG1_5390 
$3688 = 0 // $ = int 
$3687 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_9'  // Get him!
$3698 = 2 // $ = int 

:SERG1_5390
if 
  $3687 == 3 // $ == int 
jf @SERG1_5604 
if 
  $3688 == 0 // $ == int 
jf @SERG1_5452 
03CF: load_wav 'TEX1_6' as 1 
$3688 = 1 // $ = int 
jump @SERG1_5604 

:SERG1_5452
if 
  $3688 == 1 // $ == int 
jf @SERG1_5492 
if 
03D0:   wav 1 loaded 
jf @SERG1_5492 
$3688 = 2 // $ = int 

:SERG1_5492
if 
  $3688 == 2 // $ == int 
jf @SERG1_5536 
00BC: text_highpriority 'TEX1_10' time 5000 1  // Kill that Psycho!
03D1: play_wav 1 
$3688 = 3 // $ = int 

:SERG1_5536
if 
  $3688 == 3 // $ == int 
jf @SERG1_5604 
if 
03D2:   wav 1 ended 
jf @SERG1_5604 
$3688 = 0 // $ = int 
$3687 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_10'  // Kill that Psycho!
$3698 = 3 // $ = int 

:SERG1_5604
jump @SERG1_5717 

:SERG1_5611
if 
  $3687 == 2 // $ == int 
jf @SERG1_5664 
$3688 = 0 // $ = int 
$3687 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_9'  // Get him!
$3698 = 2 // $ = int 

:SERG1_5664
if 
  $3687 == 3 // $ == int 
jf @SERG1_5717 
$3688 = 0 // $ = int 
$3687 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_10'  // Kill that Psycho!
$3698 = 3 // $ = int 

:SERG1_5717
if 
  $3645 == 2 // $ == int 
jf @SERG1_5848 
if 
  $3666 == 0 // $ == int 
jf @SERG1_5848 
if 
  TIMERA > 1500 // @ > int 
jf @SERG1_5797 
if 
   not Actor.Dead($3569)
jf @SERG1_5797 
0372: set_actor $3569 anim 33 wait_state_time -1 ms 

:SERG1_5797
if 
  TIMERA > 4000 // @ > int 
jf @SERG1_5848 
if 
   not Actor.Dead($3569)
jf @SERG1_5848 
0372: set_actor $3569 anim 0 wait_state_time 100 ms 
TIMERA = 0 // @ = int 

:SERG1_5848
if 
   not Actor.Dead($3569)
jf @SERG1_7198 
if 
  $3645 == 2 // $ == int 
jf @SERG1_7198 
if 
  $3666 == 0 // $ == int 
jf @SERG1_6002 
if or
00FB:   player $PLAYER_CHAR 0 $3569 radius 9.5 9.5 1.0 
  $3669 == 1 // $ == int 
jf @SERG1_6002 
0372: set_actor $3569 anim 0 wait_state_time 100 ms 
0239: actor $3569 run_to 86.645 584.7784 
$3687 = 1 // $ = int 
$3666 = 1 // $ = int 
$3669 = 1 // $ = int 
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:SERG1_6002
if 
  $3687 == 1 // $ == int 
jf @SERG1_6299 
if 
   not Actor.Dead($3569)
jf @SERG1_6239 
if 
  $3688 == 0 // $ == int 
jf @SERG1_6080 
03CF: load_wav 'TEX1_1' as 1 
$3688 = 1 // $ = int 
jump @SERG1_6232 

:SERG1_6080
if 
  $3688 == 1 // $ == int 
jf @SERG1_6120 
if 
03D0:   wav 1 loaded 
jf @SERG1_6120 
$3688 = 2 // $ = int 

:SERG1_6120
if 
  $3688 == 2 // $ == int 
jf @SERG1_6164 
00BC: text_highpriority 'TEX1_3' time 5000 1  // Who's this guy? Boys, deal with him.
03D1: play_wav 1 
$3688 = 3 // $ = int 

:SERG1_6164
if 
  $3688 == 3 // $ == int 
jf @SERG1_6232 
if 
03D2:   wav 1 ended 
jf @SERG1_6232 
$3688 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_3'  // Who's this guy? Boys, deal with him.
$3687 = 0 // $ = int 
$3698 = 1 // $ = int 

:SERG1_6232
jump @SERG1_6299 

:SERG1_6239
if 
  $3687 == 1 // $ == int 
jf @SERG1_6299 
040D: unload_wav 1 
03D5: remove_text 'TEX1_3'  // Who's this guy? Boys, deal with him.
$3666 = 1 // $ = int 
$3688 = 0 // $ = int 
$3687 = 0 // $ = int 
$3698 = 1 // $ = int 

:SERG1_6299
if 
  $3666 == 1 // $ == int 
jf @SERG1_6379 
if 
00FF:   actor $3569 0 86.645 584.7784 13.3303 radius 7.0 7.0 2.0 
jf @SERG1_6379 
$3666 = 2 // $ = int 
gosub @SERG1_10288 

:SERG1_6379
if 
  $3666 == 2 // $ == int 
jf @SERG1_7198 
if 
  $3665 == 1 // $ == int 
jf @SERG1_6623 
if 
044B:   actor $3569 on_foot 
jf @SERG1_6445 
gosub @SERG1_10288 
jump @SERG1_6623 

:SERG1_6445
if 
   not Car.Wrecked($3647)
jf @SERG1_6623 
if 
0448:   actor $3569 sitting_in_car $3647 
jf @SERG1_6523 
Car.SetMaxSpeed($3647, 22.0)
00AE: set_vehicle $3647 traffic_behavior_to 2 
Car.SetToPsychoDriver($3647)
TIMERA = 0 // @ = int 
$3665 = 3 // $ = int 
jump @SERG1_6623 

:SERG1_6523
if 
8203:   not actor $3569 near_car_on_foot $3647 radius 35.0 35.0 unknown 0 
jf @SERG1_6561 
gosub @SERG1_10288 

:SERG1_6561
if 
   not Car.Wrecked($3647)
jf @SERG1_6623 
if and
00DC:   player $PLAYER_CHAR in_car $3647 
8203:   not actor $3569 near_car_on_foot $3647 radius 5.0 5.0 unknown 0 
jf @SERG1_6623 
gosub @SERG1_10288 

:SERG1_6623
if 
  $3665 == 3 // $ == int 
jf @SERG1_6683 
if 
   not Car.Wrecked($3647)
jf @SERG1_6683 
if 
   not Actor.InCar($3569, $3647)
jf @SERG1_6683 
gosub @SERG1_10288 

:SERG1_6683
if 
  $3665 == 4 // $ == int 
jf @SERG1_6764 
if 
  TIMERB > 1000 // @ > int 
jf @SERG1_6764 
if 
   not Actor.Dead($3569)
jf @SERG1_6757 
009E: set_actor $3569 path $3592 $3593 $3594 unknown 2.0 1 

:SERG1_6757
TIMERB = 0 // @ = int 

:SERG1_6764
if 
  $3665 == 4 // $ == int 
jf @SERG1_6827 
if 
00EC:   actor $3569 0 96.0986 265.837 radius 27.0 27.0 
jf @SERG1_6827 
$3665 = 5 // $ = int 

:SERG1_6827
if 
  $3665 == 3 // $ == int 
jf @SERG1_6921 
if 
  TIMERA > 75000 // @ > int 
jf @SERG1_6921 
if 
   not Car.Wrecked($3647)
jf @SERG1_6921 
if 
0448:   actor $3569 sitting_in_car $3647 
jf @SERG1_6921 
Car.DriveTo($3647, 88.973, 280.344, 21.39544)

:SERG1_6921
if 
  $3665 == 3 // $ == int 
jf @SERG1_7012 
if 
00EC:   actor $3569 0 96.0986 265.837 radius 27.0 27.0 
jf @SERG1_7012 
if 
   Actor.Driving($3569)
jf @SERG1_7012 
03E2: actor $3569 leave_any_car 
0319: set_actor $3569 running 1 
$3665 = 5 // $ = int 

:SERG1_7012
if 
  $3665 == 5 // $ == int 
jf @SERG1_7109 
if 
   not Actor.Dead($3569)
jf @SERG1_7109 
if 
   not Actor.Driving($3569)
jf @SERG1_7109 
if 
  TIMERA > 1000 // @ > int 
jf @SERG1_7109 
009E: set_actor $3569 path $3584 $3585 $3586 unknown 1.0 1 
TIMERA = 0 // @ = int 

:SERG1_7109
if 
  $3665 == 5 // $ == int 
jf @SERG1_7198 
if 
  $3695 == 0 // $ == int 
jf @SERG1_7198 
if 
   not Actor.Dead($1213)
jf @SERG1_7168 
Actor.Health($1213) = 89

:SERG1_7168
if 
   not Actor.Dead($1214)
jf @SERG1_7191 
Actor.Health($1214) = 89

:SERG1_7191
$3695 = 1 // $ = int 

:SERG1_7198
if 
  $3661 == 0 // $ == int 
jf @SERG1_7323 
if 
   not Actor.Dead($3565)
jf @SERG1_7323 
if or
00FB:   player $PLAYER_CHAR 0 $3565 radius 10.0 10.0 0.6 
  $3669 == 1 // $ == int 
   Actor.Dead($3566)
   Actor.Dead($3567)
jf @SERG1_7323 
0372: set_actor $3565 anim 0 wait_state_time 0 ms 
0243: set_actor $3565 ped_stats_to 16 
011A: set_actor $3565 search_threat 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
$3661 = 1 // $ = int 

:SERG1_7323
if 
  $3662 == 0 // $ == int 
jf @SERG1_7448 
if 
   not Actor.Dead($3566)
jf @SERG1_7448 
if or
00FB:   player $PLAYER_CHAR 0 $3566 radius 10.0 10.0 0.6 
  $3669 == 1 // $ == int 
   Actor.Dead($3565)
   Actor.Dead($3567)
jf @SERG1_7448 
0372: set_actor $3566 anim 0 wait_state_time 0 ms 
0243: set_actor $3566 ped_stats_to 16 
011A: set_actor $3566 search_threat 1 
01CA: actor $3566 kill_player $PLAYER_CHAR 
$3662 = 1 // $ = int 

:SERG1_7448
if 
  $3663 == 0 // $ == int 
jf @SERG1_7580 
if 
   not Actor.Dead($3567)
jf @SERG1_7580 
if or
00FB:   player $PLAYER_CHAR 0 $3567 radius 5.0 5.0 0.6 
  $3669 == 1 // $ == int 
   Actor.Dead($3565)
   Actor.Dead($3566)
jf @SERG1_7580 
$3669 = 1 // $ = int 
0372: set_actor $3567 anim 0 wait_state_time 0 ms 
0243: set_actor $3567 ped_stats_to 16 
011A: set_actor $3567 search_threat 1 
01CA: actor $3567 kill_player $PLAYER_CHAR 
$3663 = 1 // $ = int 

:SERG1_7580
if 
  $3645 == 2 // $ == int 
jf @SERG1_7689 
if 
02AD:   player $PLAYER_CHAR in_area 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0 
jf @SERG1_7689 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @SERG1_7689 
if 
  $3699 == 0 // $ == int 
jf @SERG1_7689 
$3669 = 1 // $ = int 
$3699 = 1 // $ = int 

:SERG1_7689
if 
  $3660 == 0 // $ == int 
jf @SERG1_7936 
if 
   not Actor.Dead($3569)
jf @SERG1_7936 
if 
   not Actor.Dead($3568)
jf @SERG1_7936 
if 
   not Car.Wrecked($3591)
jf @SERG1_7936 
if 
   Actor.InCar($3568, $3591)
jf @SERG1_7914 
if 
8104:   not actor $3568 near_actor $3569 radius 30.0 30.0 30.0 sphere 0 
jf @SERG1_7907 
if or
00FB:   player $PLAYER_CHAR 0 $3568 radius 25.0 25.0 6.0 
  $3669 == 1 // $ == int 
80EC:   not actor $3568 0 $3607 $3608 radius 1.5 1.5 
jf @SERG1_7907 
Car.SetMaxSpeed($3591, 20.0)
00AF: set_car $3591 driver_behaviour_to 2 
$3660 = 1 // $ = int 
$3669 = 1 // $ = int 

:SERG1_7907
jump @SERG1_7936 

:SERG1_7914
01CA: actor $3568 kill_player $PLAYER_CHAR 
$3660 = 1 // $ = int 
$3669 = 1 // $ = int 

:SERG1_7936
if 
  $3660 == 1 // $ == int 
jf @SERG1_8060 
if 
   not Actor.Dead($3568)
jf @SERG1_8013 
if 
00EE:   actor $3568 0 96.0986 265.837 radius 35.0 35.0 
jf @SERG1_8013 
03E2: actor $3568 leave_any_car 

:SERG1_8013
if 
   not Actor.Dead($3568)
jf @SERG1_8060 
if 
   not Actor.Driving($3568)
jf @SERG1_8060 
01CA: actor $3568 kill_player $PLAYER_CHAR 
$3660 = 2 // $ = int 

:SERG1_8060
if 
  $3686 == 0 // $ == int 
jf @SERG1_8198 
if 
  $3666 > 0 // $ > int 
jf @SERG1_8198 
0395: clear_area 0 at 102.908 246.514 21.6 range 3.0 
Car.Create($3583, #GREENWOO, 102.111, 248.316, 21.5)
Car.Angle($3583) = 290.299
0129: $3582 = create_actor 21 #SPECIAL02 in_car $3583 driverseat 
0568: set_actor $3582 untargetable 2 
0243: set_actor $3582 ped_stats_to 16 
Car.SetToNormalDriver($3583)
Car.ImmuneToNonPlayer($3583, True)
$3686 = 1 // $ = int 

:SERG1_8198
if 
  $3665 == 5 // $ == int 
jf @SERG1_8456 
if 
   not Actor.Dead($3569)
jf @SERG1_8456 
if 
   not Car.Wrecked($3583)
jf @SERG1_8441 
if 
00ED:   actor $3569 0 $3584 $3585 radius 5.0 5.0 
jf @SERG1_8434 
if 
0202:   actor $3569 near_car $3583 radius 20.0 20.0 sphere 0 
jf @SERG1_8419 
if 
   not Actor.Dead($3582)
jf @SERG1_8398 
if 
0448:   actor $3582 sitting_in_car $3583 
jf @SERG1_8377 
01D4: actor $3569 go_to_car $3583 and_enter_it_as_a_passenger 
$3682 = 1 // $ = int 
$3665 = 6 // $ = int 
jump @SERG1_8391 

:SERG1_8377
$3683 = 1 // $ = int 
$3665 = 6 // $ = int 

:SERG1_8391
jump @SERG1_8412 

:SERG1_8398
$3683 = 1 // $ = int 
$3665 = 6 // $ = int 

:SERG1_8412
jump @SERG1_8434 

:SERG1_8419
01D0: actor $3569 avoid_player $PLAYER_CHAR 
$3665 = 6 // $ = int 

:SERG1_8434
jump @SERG1_8456 

:SERG1_8441
01D0: actor $3569 avoid_player $PLAYER_CHAR 
$3665 = 6 // $ = int 

:SERG1_8456
if 
  $3682 == 1 // $ == int 
jf @SERG1_8859 
if 
   not Actor.Dead($3569)
jf @SERG1_8859 
if 
  $3684 == 0 // $ == int 
jf @SERG1_8656 
if 
   not Car.Wrecked($3583)
jf @SERG1_8656 
if 
80DC:   not player $PLAYER_CHAR in_car $3583 
jf @SERG1_8648 
if 
   not Actor.Dead($3582)
jf @SERG1_8641 
if 
0448:   actor $3582 sitting_in_car $3583 
jf @SERG1_8641 
if 
0448:   actor $3569 sitting_in_car $3583 
jf @SERG1_8641 
Car.SetMaxSpeed($3583, 26.5)
00AE: set_vehicle $3583 traffic_behavior_to 2 
Car.DriveTo($3583, 18.47, -1420.258, 10.318)
$3684 = 1 // $ = int 

:SERG1_8641
jump @SERG1_8656 

:SERG1_8648
01D0: actor $3569 avoid_player $PLAYER_CHAR 

:SERG1_8656
if or
  $3684 == 1 // $ == int 
  $3684 == 2 // $ == int 
jf @SERG1_8705 
if 
   not Actor.Driving($3569)
jf @SERG1_8705 
01D0: actor $3569 avoid_player $PLAYER_CHAR 

:SERG1_8705
if 
  $3684 == 1 // $ == int 
jf @SERG1_8859 
if 
   not Car.Wrecked($3583)
jf @SERG1_8859 
if 
   not Actor.Dead($3582)
jf @SERG1_8859 
if 
0448:   actor $3582 sitting_in_car $3583 
jf @SERG1_8859 
if 
   not Actor.Dead($3569)
jf @SERG1_8859 
if 
0448:   actor $3569 sitting_in_car $3583 
jf @SERG1_8859 
if 
01AD:   car $3583 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 
jf @SERG1_8859 
Car.SetToPsychoDriver($3583)
$3684 = 2 // $ = int 

:SERG1_8859
if 
  $3683 == 1 // $ == int 
jf @SERG1_9278 
if 
   not Actor.Dead($3569)
jf @SERG1_9278 
if 
  $3685 == 0 // $ == int 
jf @SERG1_9014 
if 
   not Actor.Driving($3569)
jf @SERG1_9014 
if 
   not Car.Wrecked($3583)
jf @SERG1_9006 
if 
80DC:   not player $PLAYER_CHAR in_car $3583 
jf @SERG1_8991 
01D5: actor $3569 go_to_and_drive_car $3583 
0319: set_actor $3569 running 1 
$3685 = 1 // $ = int 
jump @SERG1_8999 

:SERG1_8991
01D0: actor $3569 avoid_player $PLAYER_CHAR 

:SERG1_8999
jump @SERG1_9014 

:SERG1_9006
01D0: actor $3569 avoid_player $PLAYER_CHAR 

:SERG1_9014
if 
  $3685 == 1 // $ == int 
jf @SERG1_9126 
if 
   not Car.Wrecked($3583)
jf @SERG1_9126 
if 
   Actor.InCar($3569, $3583)
jf @SERG1_9118 
Car.SetMaxSpeed($3583, 24.0)
00AE: set_vehicle $3583 traffic_behavior_to 2 
Car.DriveTo($3583, 18.47, -1420.258, 10.318)
$3685 = 2 // $ = int 
jump @SERG1_9126 

:SERG1_9118
01D0: actor $3569 avoid_player $PLAYER_CHAR 

:SERG1_9126
if 
  $3685 == 2 // $ == int 
jf @SERG1_9229 
if 
   not Car.Wrecked($3583)
jf @SERG1_9229 
if 
0448:   actor $3569 sitting_in_car $3583 
jf @SERG1_9229 
if 
01AD:   car $3583 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 
jf @SERG1_9229 
Car.SetToPsychoDriver($3583)
$3685 = 3 // $ = int 

:SERG1_9229
if or
  $3685 == 2 // $ == int 
  $3685 == 3 // $ == int 
jf @SERG1_9278 
if 
   not Actor.Driving($3569)
jf @SERG1_9278 
01D0: actor $3569 avoid_player $PLAYER_CHAR 

:SERG1_9278
if 
   not Actor.Dead($3582)
jf @SERG1_9325 
if 
   not Actor.Driving($3582)
jf @SERG1_9325 
01CC: actor $3582 kill_player $PLAYER_CHAR 
0319: set_actor $3582 running 1 

:SERG1_9325
if 
  $3665 == 6 // $ == int 
jf @SERG1_9442 
if 
  $3700 == 0 // $ == int 
jf @SERG1_9442 
if 
8121:   not player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @SERG1_9442 
Car.RemoveReferences($3587)
Car.RemoveReferences($3588)
Car.RemoveReferences($3589)
Car.RemoveReferences($3590)
Car.RemoveReferences($3573)
Car.RemoveReferences($3591)
Actor.RemoveReferences($3565)
Actor.RemoveReferences($3566)
Actor.RemoveReferences($3567)
Actor.RemoveReferences($3568)
$3700 = 1 // $ = int 

:SERG1_9442
if 
   Actor.Dead($3569)
jf @SERG1_9483 
if 
  $3645 > 1 // $ > int 
jf @SERG1_9483 
jump @SERG1_9610 

:SERG1_9483
if 
  $3665 > 5 // $ > int 
jf @SERG1_9586 
if 
   not Actor.Dead($3569)
jf @SERG1_9586 
if 
80E9:   not player $PLAYER_CHAR 0 $3569 radius 210.0 210.0 
jf @SERG1_9586 
if 
82CB:   not actor $3569 bounding_sphere_visible 
jf @SERG1_9586 
00BC: text_highpriority 'TEX1_5' time 5000 1  // ~r~He got away!
jump @SERG1_9593 

:SERG1_9586
jump @SERG1_2996 

:SERG1_9593
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:SERG1_9610
$PASSED_TEX1_FOUR_IRON = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 500
0318: set_latest_mission_passed 'TEX_1'  // Four Iron
030C: progress_made += 1 
start_new_script @SER2 
055B: $1591 = create_clothes_pickup 4 at 106.5 253.0 21.7 
$1571 = 1 // $ = int 
start_new_script @CLOTH3 
return 

:SERG1_9713
$ONMISSION = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#WMYGO)
Model.Destroy(#CADDY)
Model.Destroy(#GOLFCLUB)
Model.Destroy(#GREENWOO)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Marker.Disable($3574)
Marker.Disable($3570)
Marker.Disable($3564)
01B7: release_weather 
040D: unload_wav 1 
040D: unload_wav 2 
if 
  $1582 == 1 // $ == int 
jf @SERG1_9826 
055B: $1601 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:SERG1_9826
if 
  $1581 == 1 // $ == int 
jf @SERG1_9866 
055B: $1588 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:SERG1_9866
if 
  $1604 == 1 // $ == int 
jf @SERG1_9906 
055B: $1602 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:SERG1_9906
if 
  $1569 == 1 // $ == int 
jf @SERG1_9946 
055B: $1589 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:SERG1_9946
if 
  $1570 == 1 // $ == int 
jf @SERG1_9986 
055B: $1590 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:SERG1_9986
if 
  $1571 == 1 // $ == int 
jf @SERG1_10044 
if 
   not $PASSED_TEX1_FOUR_IRON == 1 // $ == int 
jf @SERG1_10044 
055B: $1591 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:SERG1_10044
if 
  $1572 == 1 // $ == int 
jf @SERG1_10084 
055B: $1592 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 

:SERG1_10084
if 
  $1573 == 1 // $ == int 
jf @SERG1_10124 
055B: $1593 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:SERG1_10124
if 
  $1574 == 1 // $ == int 
jf @SERG1_10164 
055B: $1594 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:SERG1_10164
if 
  $1575 == 1 // $ == int 
jf @SERG1_10204 
055B: $1595 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:SERG1_10204
if 
  $1576 == 1 // $ == int 
jf @SERG1_10244 
055B: $1596 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:SERG1_10244
if 
  $1580 == 1 // $ == int 
jf @SERG1_10284 
055B: $1600 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:SERG1_10284
mission_cleanup 
return 

:SERG1_10288
if 
   not Actor.Dead($3569)
jf @SERG1_11315 
$3681 = 99999.9 // $ = float 
$3647 = -1 // $ = int 
Actor.StorePos($3569, $3677, $3678, $3679)
if 
   not Car.Wrecked($3587)
jf @SERG1_10553 
if 
82BF:   not car $3587 sunk 
jf @SERG1_10553 
046C: $3668 = car $3587 driver 
if 
  $3668 == -1 // $ == int 
jf @SERG1_10553 
if 
0203:   actor $3569 near_car_on_foot $3587 radius 35.0 35.0 unknown 0 
jf @SERG1_10553 
Car.StorePos($3587, $3674, $3675, $3676)
0086: $3670 = $3674 // $ = $ float 
0061: $3670 -= $3677 // $ -= $ float 
0086: $3671 = $3675 // $ = $ float 
0061: $3671 -= $3678 // $ -= $ float 
0086: $3673 = $3670 // $ = $ float 
0069: $3673 *= $3670 // $ *= $ float 
0086: $3672 = $3671 // $ = $ float 
0069: $3672 *= $3671 // $ *= $ float 
0086: $3680 = $3672 // $ = $ float 
0059: $3680 += $3673 // $ += $ float 
if 
0024:   $3681 > $3680 // $ > $ float 
jf @SERG1_10553 
0086: $3681 = $3680 // $ = $ float 
0084: $3647 = $3587 // $ = $ int 

:SERG1_10553
if 
   not Car.Wrecked($3588)
jf @SERG1_10771 
if 
82BF:   not car $3588 sunk 
jf @SERG1_10771 
046C: $3668 = car $3588 driver 
if 
  $3668 == -1 // $ == int 
jf @SERG1_10771 
if 
0203:   actor $3569 near_car_on_foot $3588 radius 35.0 35.0 unknown 0 
jf @SERG1_10771 
Car.StorePos($3588, $3674, $3675, $3676)
0086: $3670 = $3674 // $ = $ float 
0061: $3670 -= $3677 // $ -= $ float 
0086: $3671 = $3675 // $ = $ float 
0061: $3671 -= $3678 // $ -= $ float 
0086: $3673 = $3670 // $ = $ float 
0069: $3673 *= $3670 // $ *= $ float 
0086: $3672 = $3671 // $ = $ float 
0069: $3672 *= $3671 // $ *= $ float 
0086: $3680 = $3672 // $ = $ float 
0059: $3680 += $3673 // $ += $ float 
if 
0024:   $3681 > $3680 // $ > $ float 
jf @SERG1_10771 
0086: $3681 = $3680 // $ = $ float 
0084: $3647 = $3588 // $ = $ int 

:SERG1_10771
if 
   not Car.Wrecked($3589)
jf @SERG1_10989 
if 
82BF:   not car $3589 sunk 
jf @SERG1_10989 
046C: $3668 = car $3589 driver 
if 
  $3668 == -1 // $ == int 
jf @SERG1_10989 
if 
0203:   actor $3569 near_car_on_foot $3589 radius 35.0 35.0 unknown 0 
jf @SERG1_10989 
Car.StorePos($3589, $3674, $3675, $3676)
0086: $3670 = $3674 // $ = $ float 
0061: $3670 -= $3677 // $ -= $ float 
0086: $3671 = $3675 // $ = $ float 
0061: $3671 -= $3678 // $ -= $ float 
0086: $3673 = $3670 // $ = $ float 
0069: $3673 *= $3670 // $ *= $ float 
0086: $3672 = $3671 // $ = $ float 
0069: $3672 *= $3671 // $ *= $ float 
0086: $3680 = $3672 // $ = $ float 
0059: $3680 += $3673 // $ += $ float 
if 
0024:   $3681 > $3680 // $ > $ float 
jf @SERG1_10989 
0086: $3681 = $3680 // $ = $ float 
0084: $3647 = $3589 // $ = $ int 

:SERG1_10989
if 
   not Car.Wrecked($3590)
jf @SERG1_11207 
if 
82BF:   not car $3590 sunk 
jf @SERG1_11207 
046C: $3668 = car $3590 driver 
if 
  $3668 == -1 // $ == int 
jf @SERG1_11207 
if 
0203:   actor $3569 near_car_on_foot $3590 radius 35.0 35.0 unknown 0 
jf @SERG1_11207 
Car.StorePos($3590, $3674, $3675, $3676)
0086: $3670 = $3674 // $ = $ float 
0061: $3670 -= $3677 // $ -= $ float 
0086: $3671 = $3675 // $ = $ float 
0061: $3671 -= $3678 // $ -= $ float 
0086: $3673 = $3670 // $ = $ float 
0069: $3673 *= $3670 // $ *= $ float 
0086: $3672 = $3671 // $ = $ float 
0069: $3672 *= $3671 // $ *= $ float 
0086: $3680 = $3672 // $ = $ float 
0059: $3680 += $3673 // $ += $ float 
if 
0024:   $3681 > $3680 // $ > $ float 
jf @SERG1_11207 
0086: $3681 = $3680 // $ = $ float 
0084: $3647 = $3590 // $ = $ int 

:SERG1_11207
if or
  $3647 == -1 // $ == int 
  $3664 > 3 // $ > int 
jf @SERG1_11286 
011C: actor $3569 clear_objective 
009E: set_actor $3569 path $3592 $3593 $3594 unknown 15.0 1 
0319: set_actor $3569 running 1 
$3665 = 4 // $ = int 
TIMERB = 0 // @ = int 
jump @SERG1_11315 

:SERG1_11286
01D5: actor $3569 go_to_and_drive_car $3647 
0319: set_actor $3569 running 1 
$3665 = 1 // $ = int 
$3664 += 1 // $ += int 

:SERG1_11315
return 

//-------------Mission 19---------------
// Originally: Demolition Man

:SERG3
script_name 'SERG3' 
gosub @SERG3_46 
if 
wasted_or_busted 
jf @SERG3_37 
gosub @SERG3_20939 

:SERG3_37
gosub @SERG3_23466 
terminate_this_script 

:SERG3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$1388 = 1 // $ = int 
wait 0 
054C: use_GXT_table 'SERG3' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
fade 1 1500 
$3703 = 226.9151 // $ = float 
$3704 = -352.211 // $ = float 
$3705 = 9.9086 // $ = float 
$3706 = 79.9842 // $ = float 
$3729 = 226.192 // $ = float 
$3730 = -342.5692 // $ = float 
$3731 = 10.3744 // $ = float 
$3732 = 87.8676 // $ = float 
$3744 = 229.8516 // $ = float 
$3745 = -347.11 // $ = float 
$3746 = 10.0998 // $ = float 
$3747 = 229.8516 // $ = float 
$3748 = -344.0284 // $ = float 
$3749 = 10.1517 // $ = float 
$3750 = 229.8516 // $ = float 
$3751 = -341.11 // $ = float 
$3752 = 10.56018 // $ = float 
$3753 = 229.8516 // $ = float 
$3754 = -338.11 // $ = float 
$3755 = 10.46479 // $ = float 
$3768 = 97.574 // $ = float 
$3769 = -381.658 // $ = float 
$3770 = 7.6407 // $ = float 
$3771 = 156.5491 // $ = float 
$3772 = -348.0284 // $ = float 
$3773 = 16.8517 // $ = float 
$3774 = 88.1474 // $ = float 
$3775 = -361.8685 // $ = float 
$3776 = 26.076 // $ = float 
$3777 = 140.0079 // $ = float 
$3778 = -383.1253 // $ = float 
$3779 = 35.3172 // $ = float 
$3806 = 0 // $ = int 
$3807 = 0 // $ = int 
$3808 = 0 // $ = int 
$3809 = 0 // $ = int 
$3810 = 0 // $ = int 
$3811 = 0 // $ = int 
$3812 = 0 // $ = int 
$3813 = 0 // $ = int 
$3814 = 0 // $ = int 
$3792 = 0 // $ = int 
$3801 = 0 // $ = int 
$3793 = 0 // $ = int 
$3794 = 0 // $ = int 
$3795 = 0 // $ = int 
$3796 = 0 // $ = int 
$3797 = 0 // $ = int 
$3798 = 0 // $ = int 
$3799 = 0 // $ = int 
$3800 = 0 // $ = int 
$3802 = 0 // $ = int 
$3804 = 0 // $ = int 
$3805 = 0 // $ = int 
$3827 = 0 // $ = int 
$3828 = 0 // $ = int 
$3829 = 0 // $ = int 
$3830 = 0 // $ = int 
$3831 = 0 // $ = int 
$3832 = 0 // $ = int 
$3833 = 0 // $ = int 
$3835 = 0 // $ = int 
$3836 = 0 // $ = int 
$3837 = 0 // $ = int 
$3838 = 0 // $ = int 
$3834 = 0 // $ = int 
$3860 = 0 // $ = int 
$3840 = 0 // $ = int 
$3815 = 0 // $ = int 
$3841 = 0 // $ = int 
$3708 = 4 // $ = int 
$3858 = 0 // $ = int 
$3842 = 0 // $ = int 
$3843 = 0 // $ = int 
$3844 = 0 // $ = int 
$3845 = 0 // $ = int 
$3846 = 0 // $ = int 
$3847 = 0 // $ = int 
$3848 = 0 // $ = int 
$3849 = 0 // $ = int 
$3859 = 0 // $ = int 
set_weather 4 
02A3: enable_widescreen 1 
0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 
0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(318.5, -219.23, 22.4, 2)
Model.Load(#STRETCH)
Camera.SetAtPos(270.0, -218.0, 13.4)

:SERG3_927
if 
   not Model.Available(#STRETCH)
jf @SERG3_954 
wait 0 
jump @SERG3_927 

:SERG3_954
0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 
Car.Create($2003, #STRETCH, 306.9, -241.65, 12.3)
0229: set_car $2003 color_to 0 0 
Car.Angle($2003) = 0.0
fade 1 1500 

:SERG3_1027
if 
fading 
jf @SERG3_1051 
wait 0 
jump @SERG3_1027 

:SERG3_1051
if 
   not Car.Wrecked($2003)
jf @SERG3_1087 
04BA: set_car $2003 speed_instantly 13.0 
0477: set_car $2003 action 8 time 8000 

:SERG3_1087
TIMERA = 0 // @ = int 

:SERG3_1094
if 
  1000 > TIMERA // int > @ 
jf @SERG3_1124 
wait 0 
jump @SERG3_1094 

:SERG3_1124
if 
   not Car.Wrecked($2003)
jf @SERG3_1149 
Camera.OnVehicle($2003, 15, 1)

:SERG3_1149
TIMERA = 0 // @ = int 

:SERG3_1156
if 
  3000 > TIMERA // int > @ 
jf @SERG3_1186 
wait 0 
jump @SERG3_1156 

:SERG3_1186
if 
   not Car.Wrecked($2003)
jf @SERG3_1227 
Car.StorePos($2003, $2000, $2001, $2002)
0211: actor $PLAYER_ACTOR walk_to $2000 $2001 

:SERG3_1227
fade 0 1500 

:SERG3_1234
if 
fading 
jf @SERG3_1258 
wait 0 
jump @SERG3_1234 

:SERG3_1258
Car.Destroy($2003)
Model.Destroy(#STRETCH)
Camera.Restore
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
TIMERA = 0 // @ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
038B: load_requested_models 

:SERG3_1326
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @SERG3_1356 
wait 0 
jump @SERG3_1326 

:SERG3_1356
if 
   not Model.Available(#CUTOBJ01)
jf @SERG3_1383 
wait 0 
jump @SERG3_1356 

:SERG3_1383
02E4: load_cutscene_data 'TEX_3' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $452 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $452 'CSAVERY' 
02E5: $3861 = create_cutscene_object #CUTOBJ01 
0395: clear_area 1 at 265.129 -234.531 11.107 range 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
04E4: request_collision_at 265.129 -234.531 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG3_1553
if 
  1378 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1588 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1553 

:SERG3_1588
00BC: text_highpriority 'TEX3_A' time 10000 1  // Now look here, son. I got a problem and I reckon you could help me with it.

:SERG3_1603
if 
  6014 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1638 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1603 

:SERG3_1638
00BC: text_highpriority 'TEX3_B' time 10000 1  // I'm no builder.

:SERG3_1653
if 
  7125 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1688 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1653 

:SERG3_1688
00BC: text_highpriority 'TEX3_C' time 10000 1  // No, I was thinking more of your demolition skills.

:SERG3_1703
if 
  11052 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1738 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1703 

:SERG3_1738
00BC: text_highpriority 'TEX3_D' time 10000 1  // Now this here, this is the development as planned and this,

:SERG3_1753
if 
  15314 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1788 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1753 

:SERG3_1788
00BC: text_highpriority 'TEX3_E' time 10000 1  // this is the property that we're looking at.

:SERG3_1803
if 
  17674 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1803 

:SERG3_1838
00BC: text_highpriority 'TEX3_F' time 10000 1  // You're trying to say this new office block is kind of in the way.

:SERG3_1853
if 
  20508 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1853 

:SERG3_1888
00BC: text_highpriority 'TEX3_G' time 10000 1  // You catch on quick.

:SERG3_1903
if 
  22010 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1903 

:SERG3_1938
00BC: text_highpriority 'TEX3_H' time 10000 1  // Now I'm going to head out of town for a while

:SERG3_1953
if 
  24331 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1953 

:SERG3_1988
00BC: text_highpriority 'TEX3_I' time 10000 1  // and if that office development were to face sudden and insurmountable structural problems, then I..

:SERG3_2003
if 
  30049 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2003 

:SERG3_2038
00BC: text_highpriority 'TEX3_J' time 10000 1  // As a civil minded individual you'd feel obliged to step in and

:SERG3_2053
if 
  33978 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2090 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2053 

:SERG3_2090
00BC: text_highpriority 'TEX3_K' time 10000 1  // save the rejuvenation of an important area of the city?

:SERG3_2105
if 
  37030 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2142 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2105 

:SERG3_2142
00BC: text_highpriority 'TEX3_L' time 10000 1  // Where can I get more guys like you?

:SERG3_2157
if 
  39030 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2194 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2157 

:SERG3_2194
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:SERG3_2205
if 
fading 
jf @SERG3_2229 
wait 0 
jump @SERG3_2205 

:SERG3_2229
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
01B7: release_weather 
select_interior 0 
fade 1 1500 
Model.Load(#DYNAMITE)
Model.Load(#TOPFUN)
Model.Load(#WMYCW)
Model.Load(#HAMMER)
Model.Load(#RCGOBLIN)
Model.Load(#BARREL2)
Model.Load(#GDA)
Model.Load(#COLT45)

:SERG3_2301
if or
   not Model.Available(#DYNAMITE)
   not Model.Available(#HAMMER)
   not Model.Available(#WMYCW)
   not Model.Available(#TOPFUN)
   not Model.Available(#BARREL2)
   not Model.Available(#COLT45)
jf @SERG3_2352 
wait 0 
jump @SERG3_2301 

:SERG3_2352
if 
   not Model.Available(#GDA)
jf @SERG3_2378 
wait 0 
jump @SERG3_2352 

:SERG3_2378
048A: enable_rc_vehicle_detonation 0 
0395: clear_area 0 at $3703 $3704 $3705 range 35.0 
Car.Create($3709, #TOPFUN, $3703, $3704, $3705)
$3858 = 1 // $ = int 
Car.Angle($3709) = $3706
Marker.CreateAboveCar($3707, $3709)
00BC: text_highpriority 'TEX3_16' time 7000 2  // ~g~Get to the ~w~TOPFUN ~g~van near the building site to be demolished.
Car.LockInCurrentPosition($3709, True)

:SERG3_2494
wait 0 
if 
   not Car.Wrecked($3709)
jf @SERG3_2570 
if 
0442:   player $PLAYER_CHAR sitting_in_car $3709 
jf @SERG3_2570 
if 
  $3841 == 0 // $ == int 
jf @SERG3_2570 
020A: set_car $3709 door_status_to 2 
wait 1000 
$3841 = 1 // $ = int 

:SERG3_2570
if 
   not Car.Wrecked($3709)
jf @SERG3_2637 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $3709 
jf @SERG3_2637 
if 
  $3841 == 1 // $ == int 
jf @SERG3_2637 
020A: set_car $3709 door_status_to 1 
$3841 = 0 // $ = int 

:SERG3_2637
if 
   not Car.Wrecked($3709)
jf @SERG3_5221 
if 
00DC:   player $PLAYER_CHAR in_car $3709 
jf @SERG3_5221 
if and
  $3792 == 0 // $ == int 
  $3841 == 1 // $ == int 
jf @SERG3_5221 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Object.Create($3823, #BARREL2, 97.574, -381.658, 7.9721)
Object.Create($3824, #BARREL2, 156.5491, -348.0284, 16.8517)
Object.Create($3825, #BARREL2, 88.1474, -361.8685, 26.076)
Object.Create($3826, #BARREL2, 140.0079, -383.1253, 35.3172)
Actor.Create($3712, 4, #WMYCW, 121.4188, -371.5533, 7.6307)
01B2: give_actor $3712 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3712) = 189.9082
0319: set_actor $3712 running 1 
Actor.Create($3713, 4, #WMYCW, 160.0738, -375.754, 7.6307)
01B2: give_actor $3713 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3713) = 268.8645
0319: set_actor $3713 running 1 
Actor.Create($3714, 4, #WMYCW, 116.1989, -348.1792, 16.8494)
01B2: give_actor $3714 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3714) = 288.6831
0319: set_actor $3714 running 1 
Actor.Create($3715, 4, #WMYCW, 117.5286, -348.1254, 16.8494)
01B2: give_actor $3715 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3715) = 110.9578
0319: set_actor $3715 running 1 
03F9: make_actors $3715 $3714 converse_in 800000 ms 
Actor.Create($3716, 4, #WMYCW, 160.1008, -356.3203, 16.8517)
01B2: give_actor $3716 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3716) = 277.8673
0319: set_actor $3716 running 1 
0372: set_actor $3716 anim 25 wait_state_time 300000 ms 
Actor.Create($3717, 4, #WMYCW, 160.3129, -375.7929, 16.8517)
01B2: give_actor $3717 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3717) = 261.674
0319: set_actor $3717 running 1 
0372: set_actor $3717 anim 25 wait_state_time 300000 ms 
Actor.Create($3718, 4, #WMYCW, 81.4138, -356.4398, 26.076)
01B2: give_actor $3718 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3718) = 87.3059
0319: set_actor $3718 running 1 
0372: set_actor $3718 anim 25 wait_state_time 300000 ms 
Actor.Create($3719, 4, #WMYCW, 81.5607, -354.9395, 26.076)
01B2: give_actor $3719 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3719) = 176.8125
0319: set_actor $3719 running 1 
0372: set_actor $3719 anim 19 wait_state_time 800000 ms 
Actor.Create($3720, 4, #GDA, 121.0359, -379.109, 26.0805)
01B2: give_actor $3720 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3720) = 15.4943
0319: set_actor $3720 running 1 
0489: set_actor $3720 muted 1 
Actor.Create($3721, 4, #WMYCW, 112.2413, -356.3021, 35.3172)
01B2: give_actor $3721 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3721) = 278.5729
0319: set_actor $3721 running 1 
Actor.Create($3722, 4, #WMYCW, 98.2973, -376.011, 35.3172)
01B2: give_actor $3722 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3722) = 76.4463
0319: set_actor $3722 running 1 
Actor.Create($3723, 4, #WMYCW, 160.5181, -356.3491, 35.3172)
01B2: give_actor $3723 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3723) = 278.5729
0319: set_actor $3723 running 1 
Actor.Create($3724, 4, #WMYCW, 129.3469, -366.2533, 35.3172)
01B2: give_actor $3724 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3724) = 84.4686
0319: set_actor $3724 running 1 
Actor.Create($3725, 4, #GDA, 120.1059, -346.0308, 35.3104)
01B2: give_actor $3725 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3725) = 185.866
0319: set_actor $3725 running 1 
02E2: set_actor $3725 weapon_accuracy_to 80 
0489: set_actor $3725 muted 1 
Actor.Create($3726, 4, #GDA, 123.3658, -380.2271, 35.3172)
01B2: give_actor $3726 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3726) = 358.9169
0319: set_actor $3726 running 1 
0489: set_actor $3726 muted 1 
Actor.Create($3727, 4, #GDA, 104.143, -346.1777, 26.268)
01B2: give_actor $3727 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3727) = 185.866
0319: set_actor $3727 running 1 
0489: set_actor $3727 muted 1 
Marker.Disable($3707)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
$3711 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
046E: put_player $PLAYER_CHAR in_RC_mode_at $3729 $3730 $3731 angle $3732 RC_model #RCGOBLIN 
$3728 = Player.RC_car($PLAYER_CHAR)
Car.Health($3728) = 1680
Object.Create($3736, #DYNAMITE, $3744, $3745, $3746)
Object.CollisionDetection($3736, True)
Object.ToggleInMovingList($3736, True)
Marker.CreateAboveObject($3740, $3736)
Object.Create($3737, #DYNAMITE, $3747, $3748, $3749)
Object.CollisionDetection($3737, True)
Object.ToggleInMovingList($3737, True)
Marker.CreateAboveObject($3741, $3737)
Object.Create($3738, #DYNAMITE, $3750, $3751, $3752)
Object.CollisionDetection($3738, True)
Object.ToggleInMovingList($3738, True)
Marker.CreateAboveObject($3742, $3738)
Object.Create($3739, #DYNAMITE, $3753, $3754, $3755)
Object.CollisionDetection($3739, True)
Object.ToggleInMovingList($3739, True)
Marker.CreateAboveObject($3743, $3739)
Object.KeepInMemory($3823, True)
Object.KeepInMemory($3824, True)
Object.KeepInMemory($3825, True)
Object.KeepInMemory($3826, True)
Camera.SetPosition(275.6989, -255.7764, 35.36815, 0.0, 0.0, 0.0)
Camera.PointAt(274.9049, -256.3752, 35.47337, 2)
0395: clear_area 0 at $3729 $3730 $3731 range 15.0 
TIMERA = 0 // @ = int 

:SERG3_4036
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4113 
wait 0 
00BC: text_highpriority 'TEX3_1' time 5000 2  // ~g~Use the RC helicopter to transport bombs to four demolition points on the building site,
if and
00E1:   player 0 pressed_button 16 
  TIMERA > 1000 // @ > int 
jf @SERG3_4106 
jump @SERG3_5149 

:SERG3_4106
jump @SERG3_4036 

:SERG3_4113
Camera.SetPosition(221.9318, -347.8253, 14.86874, 0.0, 0.0, 0.0)
Camera.PointAt(222.5816, -347.2625, 14.35743, 2)
TIMERA = 0 // @ = int 

:SERG3_4171
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4240 
wait 0 
00BC: text_highpriority 'TEX3_2' time 5000 2  // ~g~You must place one bomb at each target. You can place bombs in any order,
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4233 
jump @SERG3_5149 

:SERG3_4233
jump @SERG3_4171 

:SERG3_4240
Camera.SetPosition(229.9853, -348.7427, 11.14897, 0.0, 0.0, 0.0)
Camera.PointAt(229.9513, -347.8613, 10.67796, 2)
TIMERA = 0 // @ = int 

:SERG3_4298
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4367 
wait 0 
00BC: text_highpriority 'TEX3_30' time 5000 2  // ~g~To pick up a bomb, simply manoeuvre the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4360 
jump @SERG3_5149 

:SERG3_4360
jump @SERG3_4298 

:SERG3_4367
Camera.SetPosition(94.208, -381.946, 8.67, 0.0, 0.0, 0.0)
Camera.PointAt(95.28442, -381.862, 8.660458, 2)
0395: clear_area 0 at $3729 $3730 $3731 range 10.0 
TIMERA = 0 // @ = int 

:SERG3_4443
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4557 
wait 0 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @SERG3_4511 
00BC: text_highpriority 'TEX3_39' time 5000 2  // ~g~To drop a bomb tap ~h~::FIRE::~w~
jump @SERG3_4526 

:SERG3_4511
00BC: text_highpriority 'TEX3_4' time 5000 2  // ~g~To drop a bomb tap ~h~::FIRE::~g~,

:SERG3_4526
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4550 
jump @SERG3_5149 

:SERG3_4550
jump @SERG3_4443 

:SERG3_4557
Camera.SetPosition(153.3567, -365.0051, 17.8099, 0.0, 0.0, 0.0)
Camera.PointAt(153.5378, -364.0217, 17.82351, 2)
TIMERA = 0 // @ = int 

:SERG3_4615
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4740 
wait 0 
00BC: text_highpriority 'TEX3_5' time 5000 2  // ~g~If you place a bomb unsuccessfully you can pick it up and try again,
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4677 
jump @SERG3_5149 

:SERG3_4677
if 
   not Actor.Dead($3716)
jf @SERG3_4705 
0372: set_actor $3716 anim 25 wait_state_time 300000 ms 

:SERG3_4705
if 
   not Actor.Dead($3717)
jf @SERG3_4733 
0372: set_actor $3717 anim 25 wait_state_time 300000 ms 

:SERG3_4733
jump @SERG3_4615 

:SERG3_4740
Camera.SetPosition(93.85921, -360.9543, 27.00828, 0.0, 0.0, 0.0)
Camera.PointAt(92.8611, -361.0136, 26.99214, 2)
TIMERA = 0 // @ = int 

:SERG3_4798
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4895 
wait 0 
00BC: text_highpriority 'TEX3_6' time 5000 2  // ~g~Once you have picked up a bomb for the first time, the detonation timer will start,
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4860 
jump @SERG3_5149 

:SERG3_4860
if 
   not Actor.Dead($3718)
jf @SERG3_4888 
0372: set_actor $3718 anim 25 wait_state_time 300000 ms 

:SERG3_4888
jump @SERG3_4798 

:SERG3_4895
Camera.SetPosition(120.767, -377.2256, 35.94569, 0.0, 0.0, 0.0)
Camera.PointAt(121.6996, -377.581, 36.00743, 2)
TIMERA = 0 // @ = int 

:SERG3_4953
if 
  5000 > TIMERA // int > @ 
jf @SERG3_5022 
wait 0 
00BC: text_highpriority 'TEX3_7' time 5000 2  // ~g~You must then place the remaining bombs in 7 minutes 30 seconds!~g~
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_5015 
jump @SERG3_5149 

:SERG3_5015
jump @SERG3_4953 

:SERG3_5022
Camera.SetPosition(117.7223, -388.8373, 10.20708, 0.0, 0.0, 0.0)
Camera.PointAt(117.7434, -387.8386, 10.25837, 2)
TIMERA = 0 // @ = int 

:SERG3_5080
if 
  5000 > TIMERA // int > @ 
jf @SERG3_5149 
wait 0 
00BC: text_highpriority 'TEX3_27' time 5000 2  // ~g~A central stairway allows access to all the floors in the building,
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_5142 
jump @SERG3_5149 

:SERG3_5142
jump @SERG3_5080 

:SERG3_5149
wait 0 
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
if 
   not Car.Wrecked($3728)
jf @SERG3_5199 
Camera.OnVehicle($3728, 18, 2)
wait 0 
032A: set_behind_camera_mode_to 0 

:SERG3_5199
03C4: set_status_text_to $3708 0 'TEX3_11'  // targets left:
$3792 = 1 // $ = int 

:SERG3_5221
if 
  $3792 == 1 // $ == int 
jf @SERG3_5281 
if 
  $3842 == 0 // $ == int 
jf @SERG3_5281 
TIMERA = 0 // @ = int 
03E5: text_box 'TEX3_22'  // Pressing ~h~::ACCEL::~w~ increases the rotor speed, causing the helicopter to ~h~ascend.
$3842 = 1 // $ = int 

:SERG3_5281
if 
  $3792 == 1 // $ == int 
jf @SERG3_5360 
if 
  $3842 == 1 // $ == int 
jf @SERG3_5360 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5360 
03E5: text_box 'TEX3_23'  // Touch anywhere on the left side of the screen to tilt the helicopter in the direction you wish to manoeuvre it.
TIMERA = 0 // @ = int 
$3842 = 2 // $ = int 

:SERG3_5360
if 
  $3792 == 1 // $ == int 
jf @SERG3_5439 
if 
  $3842 == 2 // $ == int 
jf @SERG3_5439 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5439 
03E5: text_box 'TEX3_25'  // Press ~h~::TANKRIGHT::~w~ to rotate the helicopter clockwise.
TIMERA = 0 // @ = int 
$3842 = 3 // $ = int 

:SERG3_5439
if 
  $3792 == 1 // $ == int 
jf @SERG3_5518 
if 
  $3842 == 3 // $ == int 
jf @SERG3_5518 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5518 
03E5: text_box 'TEX3_24'  // Press ~h~::TANKLEFT::~w~ to rotate the helicopter counter-clockwise.
TIMERA = 0 // @ = int 
$3842 = 4 // $ = int 

:SERG3_5518
if 
  $3792 == 1 // $ == int 
jf @SERG3_5597 
if 
  $3842 == 4 // $ == int 
jf @SERG3_5597 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5597 
03E5: text_box 'TEX3_26'  // Pressing ~h~::BRAKE::~w~ decreases the rotor speed, causing the helicopter to~h~ descend.
TIMERA = 0 // @ = int 
$3842 = 6 // $ = int 

:SERG3_5597
if 
  $3792 == 1 // $ == int 
jf @SERG3_5676 
if 
  $3842 == 6 // $ == int 
jf @SERG3_5676 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5676 
03E5: text_box 'TEX3_28'  // To ~h~pick up a bomb~w~, simply manoeuvre the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
TIMERA = 0 // @ = int 
$3842 = 7 // $ = int 

:SERG3_5676
if 
  $3792 == 1 // $ == int 
jf @SERG3_5795 
if 
  $3842 == 7 // $ == int 
jf @SERG3_5795 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5795 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @SERG3_5771 
03E5: text_box 'TEX3_40'  // ~g~To drop a bomb tap ~h~::FIRE::~w~
jump @SERG3_5781 

:SERG3_5771
03E5: text_box 'TEX3_29'  // To drop a bomb tap ~h~::FIRE::~w~

:SERG3_5781
TIMERA = 0 // @ = int 
$3842 = 8 // $ = int 

:SERG3_5795
if 
  $3792 == 1 // $ == int 
jf @SERG3_5874 
if 
  $3842 == 8 // $ == int 
jf @SERG3_5874 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5874 
03E5: text_box 'TEX3_33'  // Once you pick up a bomb the radar will show you the position of the target relative to the RC helicopter.
TIMERA = 0 // @ = int 
$3842 = 9 // $ = int 

:SERG3_5874
if 
  $3792 == 1 // $ == int 
jf @SERG3_5953 
if 
  $3842 == 9 // $ == int 
jf @SERG3_5953 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5953 
03E5: text_box 'TEX3_34'  // An ~h~upwards pointing triangular blip ~w~indicates the target is ~h~above ~w~the RC helicopter.
TIMERA = 0 // @ = int 
$3842 = 10 // $ = int 

:SERG3_5953
if 
  $3792 == 1 // $ == int 
jf @SERG3_6032 
if 
  $3842 == 10 // $ == int 
jf @SERG3_6032 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6032 
03E5: text_box 'TEX3_35'  // A ~h~downward pointing triangular blip ~w~indicates the target is ~h~below ~w~the RC helicopter.
TIMERA = 0 // @ = int 
$3842 = 11 // $ = int 

:SERG3_6032
if 
  $3792 == 1 // $ == int 
jf @SERG3_6111 
if 
  $3842 == 11 // $ == int 
jf @SERG3_6111 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6111 
03E5: text_box 'TEX3_36'  // A ~h~square blip ~w~indicates the target is on the ~h~same level ~w~as the RC helicopter
TIMERA = 0 // @ = int 
$3842 = 12 // $ = int 

:SERG3_6111
if 
  $3792 == 1 // $ == int 
jf @SERG3_6222 
if 
   not Car.Wrecked($3728)
jf @SERG3_6222 
if 
81FC:   not player $PLAYER_CHAR near_car $3728 radius 200.0 200.0 0 
jf @SERG3_6222 
if 
01FC:   player $PLAYER_CHAR near_car $3728 radius 249.0 249.0 0 
jf @SERG3_6222 
00BC: text_highpriority 'TEX3_20' time 1000 1  // ~r~The RC Helicopter is nearly out of range!

:SERG3_6222
if 
   not Car.Wrecked($3728)
jf @SERG3_6310 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_6310 
Object.StorePos($3736, $3756, $3757, $3758)
Object.StorePos($3737, $3759, $3760, $3761)
Object.StorePos($3738, $3762, $3763, $3764)
Object.StorePos($3739, $3765, $3766, $3767)

:SERG3_6310
if 
  $3793 == 2 // $ == int 
jf @SERG3_6386 
if 
04DA:   has_object $3736 collided 
jf @SERG3_6386 
Object.ToggleInMovingList($3736, False)
Object.CollisionDetection($3736, False)
04D9: object $3736 set_scripted_collision_check 0 
$3793 = 0 // $ = int 
gosub @SERG3_21318 
gosub @SERG3_21192 

:SERG3_6386
if 
  $3794 == 2 // $ == int 
jf @SERG3_6462 
if 
04DA:   has_object $3737 collided 
jf @SERG3_6462 
Object.ToggleInMovingList($3737, False)
Object.CollisionDetection($3737, False)
04D9: object $3737 set_scripted_collision_check 0 
$3794 = 0 // $ = int 
gosub @SERG3_21855 
gosub @SERG3_21192 

:SERG3_6462
if 
  $3795 == 2 // $ == int 
jf @SERG3_6538 
if 
04DA:   has_object $3738 collided 
jf @SERG3_6538 
Object.ToggleInMovingList($3738, False)
Object.CollisionDetection($3738, False)
04D9: object $3738 set_scripted_collision_check 0 
$3795 = 0 // $ = int 
gosub @SERG3_22392 
gosub @SERG3_21192 

:SERG3_6538
if 
  $3796 == 2 // $ == int 
jf @SERG3_6614 
if 
04DA:   has_object $3739 collided 
jf @SERG3_6614 
Object.ToggleInMovingList($3739, False)
Object.CollisionDetection($3739, False)
04D9: object $3739 set_scripted_collision_check 0 
$3796 = 0 // $ = int 
gosub @SERG3_22929 
gosub @SERG3_21192 

:SERG3_6614
if 
   not Car.Wrecked($3728)
jf @SERG3_7044 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_7044 
if or
  $3794 == 0 // $ == int 
  $3794 == 3 // $ == int 
jf @SERG3_7044 
if or
  $3795 == 0 // $ == int 
  $3795 == 3 // $ == int 
jf @SERG3_7044 
if or
  $3796 == 0 // $ == int 
  $3796 == 3 // $ == int 
jf @SERG3_7044 
if 
  2 > $3793 // int > $ 
jf @SERG3_7044 
if or
01AF:   car $3728 0 $3756 $3757 $3758 radius 0.7 0.7 0.7 
  $3793 == 1 // $ == int 
jf @SERG3_7044 
Car.StorePos($3728, $3733, $3734, $3735)
035C: place_object $3736 relative_to_car $3728 offset 0.0 0.0 -0.4 
if 
  $3804 == 0 // $ == int 
jf @SERG3_6860 
$3804 = 1 // $ = int 
$3803 = 450000 // $ = int 

:SERG3_6860
Object.CollisionDetection($3736, False)
Object.ToggleInMovingList($3736, False)
02CE: $3788 = ground_z $3733 $3734 $3735 
0086: $3784 = $3735 // $ = $ float 
0061: $3784 -= $3788 // $ -= $ float 
if 
  $3793 == 0 // $ == int 
jf @SERG3_6929 
gosub @SERG3_21027 

:SERG3_6929
$3793 = 1 // $ = int 
if 
  $3793 == 1 // $ == int 
jf @SERG3_7044 
if 
  $3784 > 1.2 // $ > float 
jf @SERG3_7044 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_7044 
$3793 = 2 // $ = int 
Object.ToggleInMovingList($3736, True)
Object.CollisionDetection($3736, True)
04D9: object $3736 set_scripted_collision_check 1 
050E: sort_out_object $3736 collision_with_car $3728 
Object.Throw($3736, 0.0, 0.0, -1.0)

:SERG3_7044
if 
   not Car.Wrecked($3728)
jf @SERG3_7474 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_7474 
if or
  $3793 == 0 // $ == int 
  $3793 == 3 // $ == int 
jf @SERG3_7474 
if or
  $3795 == 0 // $ == int 
  $3795 == 3 // $ == int 
jf @SERG3_7474 
if or
  $3796 == 0 // $ == int 
  $3796 == 3 // $ == int 
jf @SERG3_7474 
if 
  2 > $3794 // int > $ 
jf @SERG3_7474 
if or
01AF:   car $3728 0 $3759 $3760 $3761 radius 0.7 0.7 0.7 
  $3794 == 1 // $ == int 
jf @SERG3_7474 
Car.StorePos($3728, $3733, $3734, $3735)
035C: place_object $3737 relative_to_car $3728 offset 0.0 0.0 -0.4 
if 
  $3804 == 0 // $ == int 
jf @SERG3_7290 
$3804 = 1 // $ = int 
$3803 = 450000 // $ = int 

:SERG3_7290
Object.CollisionDetection($3737, False)
Object.ToggleInMovingList($3737, False)
02CE: $3789 = ground_z $3733 $3734 $3735 
0086: $3785 = $3735 // $ = $ float 
0061: $3785 -= $3789 // $ -= $ float 
if 
  $3794 == 0 // $ == int 
jf @SERG3_7359 
gosub @SERG3_21027 

:SERG3_7359
$3794 = 1 // $ = int 
if 
  $3794 == 1 // $ == int 
jf @SERG3_7474 
if 
  $3785 > 1.2 // $ > float 
jf @SERG3_7474 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_7474 
$3794 = 2 // $ = int 
04D9: object $3737 set_scripted_collision_check 1 
Object.ToggleInMovingList($3737, True)
Object.CollisionDetection($3737, True)
050E: sort_out_object $3737 collision_with_car $3728 
Object.Throw($3737, 0.0, 0.0, -1.0)

:SERG3_7474
if 
   not Car.Wrecked($3728)
jf @SERG3_7904 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_7904 
if or
  $3793 == 0 // $ == int 
  $3793 == 3 // $ == int 
jf @SERG3_7904 
if or
  $3794 == 0 // $ == int 
  $3794 == 3 // $ == int 
jf @SERG3_7904 
if or
  $3796 == 0 // $ == int 
  $3796 == 3 // $ == int 
jf @SERG3_7904 
if 
  2 > $3795 // int > $ 
jf @SERG3_7904 
if or
01AF:   car $3728 0 $3762 $3763 $3764 radius 0.7 0.7 0.7 
  $3795 == 1 // $ == int 
jf @SERG3_7904 
Car.StorePos($3728, $3733, $3734, $3735)
035C: place_object $3738 relative_to_car $3728 offset 0.0 0.0 -0.4 
if 
  $3804 == 0 // $ == int 
jf @SERG3_7720 
$3804 = 1 // $ = int 
$3803 = 450000 // $ = int 

:SERG3_7720
Object.CollisionDetection($3738, False)
Object.ToggleInMovingList($3738, False)
02CE: $3790 = ground_z $3733 $3734 $3735 
0086: $3786 = $3735 // $ = $ float 
0061: $3786 -= $3790 // $ -= $ float 
if 
  $3795 == 0 // $ == int 
jf @SERG3_7789 
gosub @SERG3_21027 

:SERG3_7789
$3795 = 1 // $ = int 
if 
  $3795 == 1 // $ == int 
jf @SERG3_7904 
if 
  $3786 > 1.2 // $ > float 
jf @SERG3_7904 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_7904 
$3795 = 2 // $ = int 
04D9: object $3738 set_scripted_collision_check 1 
Object.ToggleInMovingList($3738, True)
Object.CollisionDetection($3738, True)
050E: sort_out_object $3738 collision_with_car $3728 
Object.Throw($3738, 0.0, 0.0, -1.0)

:SERG3_7904
if 
   not Car.Wrecked($3728)
jf @SERG3_8334 
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_8334 
if or
  $3793 == 0 // $ == int 
  $3793 == 3 // $ == int 
jf @SERG3_8334 
if or
  $3794 == 0 // $ == int 
  $3794 == 3 // $ == int 
jf @SERG3_8334 
if or
  $3795 == 0 // $ == int 
  $3795 == 3 // $ == int 
jf @SERG3_8334 
if 
  2 > $3796 // int > $ 
jf @SERG3_8334 
if or
01AF:   car $3728 0 $3765 $3766 $3767 radius 0.7 0.7 0.7 
  $3796 == 1 // $ == int 
jf @SERG3_8334 
Car.StorePos($3728, $3733, $3734, $3735)
035C: place_object $3739 relative_to_car $3728 offset 0.0 0.0 -0.4 
if 
  $3804 == 0 // $ == int 
jf @SERG3_8150 
$3804 = 1 // $ = int 
$3803 = 450000 // $ = int 

:SERG3_8150
Object.CollisionDetection($3739, False)
Object.ToggleInMovingList($3739, False)
02CE: $3791 = ground_z $3733 $3734 $3735 
0086: $3787 = $3735 // $ = $ float 
0061: $3787 -= $3791 // $ -= $ float 
if 
  $3796 == 0 // $ == int 
jf @SERG3_8219 
gosub @SERG3_21027 

:SERG3_8219
$3796 = 1 // $ = int 
if 
  $3796 == 1 // $ == int 
jf @SERG3_8334 
if 
  $3787 > 1.2 // $ > float 
jf @SERG3_8334 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_8334 
$3796 = 2 // $ = int 
04D9: object $3739 set_scripted_collision_check 1 
Object.ToggleInMovingList($3739, True)
Object.CollisionDetection($3739, True)
050E: sort_out_object $3739 collision_with_car $3728 
Object.Throw($3739, 0.0, 0.0, -1.0)

:SERG3_8334
if 
  $3792 == 1 // $ == int 
jf @SERG3_8548 
if 
   not $3797 == 1 // $ == int 
jf @SERG3_8401 
04E6:   object $3736 near_point $3768 $3769 $3770 radius 5.0 3.5 3.5 flag 1 

:SERG3_8401
if 
   not $3798 == 1 // $ == int 
jf @SERG3_8450 
04E6:   object $3736 near_point $3771 $3772 $3773 radius 5.0 3.5 3.5 flag 1 

:SERG3_8450
if 
   not $3799 == 1 // $ == int 
jf @SERG3_8499 
04E6:   object $3736 near_point $3774 $3775 $3776 radius 5.0 3.5 3.5 flag 1 

:SERG3_8499
if 
   not $3800 == 1 // $ == int 
jf @SERG3_8548 
04E6:   object $3736 near_point $3777 $3778 $3779 radius 5.0 3.5 3.5 flag 1 

:SERG3_8548
if 
   not Actor.Dead($3712)
jf @SERG3_8610 
if 
   not Car.Wrecked($3728)
jf @SERG3_8610 
if 
  $3827 == 0 // $ == int 
jf @SERG3_8610 
0372: set_actor $3712 anim 13 wait_state_time 300000 ms 

:SERG3_8610
if 
   not Actor.Dead($3713)
jf @SERG3_8672 
if 
   not Car.Wrecked($3728)
jf @SERG3_8672 
if 
  $3828 == 0 // $ == int 
jf @SERG3_8672 
0372: set_actor $3713 anim 25 wait_state_time 300000 ms 

:SERG3_8672
if 
   not Actor.Dead($3716)
jf @SERG3_8734 
if 
   not Car.Wrecked($3728)
jf @SERG3_8734 
if 
  $3830 == 0 // $ == int 
jf @SERG3_8734 
0372: set_actor $3716 anim 25 wait_state_time 300000 ms 

:SERG3_8734
if 
   not Actor.Dead($3717)
jf @SERG3_8796 
if 
   not Car.Wrecked($3728)
jf @SERG3_8796 
if 
  $3831 == 0 // $ == int 
jf @SERG3_8796 
0372: set_actor $3717 anim 25 wait_state_time 300000 ms 

:SERG3_8796
if 
   not Actor.Dead($3718)
jf @SERG3_8858 
if 
   not Car.Wrecked($3728)
jf @SERG3_8858 
if 
  $3832 == 0 // $ == int 
jf @SERG3_8858 
0372: set_actor $3718 anim 25 wait_state_time 300000 ms 

:SERG3_8858
if 
   not Actor.Dead($3720)
jf @SERG3_8920 
if 
   not Car.Wrecked($3728)
jf @SERG3_8920 
if 
  $3834 == 0 // $ == int 
jf @SERG3_8920 
0372: set_actor $3720 anim 13 wait_state_time 300000 ms 

:SERG3_8920
if 
   not Actor.Dead($3721)
jf @SERG3_8982 
if 
   not Car.Wrecked($3728)
jf @SERG3_8982 
if 
  $3835 == 0 // $ == int 
jf @SERG3_8982 
0372: set_actor $3721 anim 25 wait_state_time 300000 ms 

:SERG3_8982
if 
   not Actor.Dead($3722)
jf @SERG3_9044 
if 
   not Car.Wrecked($3728)
jf @SERG3_9044 
if 
  $3836 == 0 // $ == int 
jf @SERG3_9044 
0372: set_actor $3722 anim 25 wait_state_time 300000 ms 

:SERG3_9044
if 
   not Actor.Dead($3723)
jf @SERG3_9106 
if 
   not Car.Wrecked($3728)
jf @SERG3_9106 
if 
  $3837 == 0 // $ == int 
jf @SERG3_9106 
0372: set_actor $3723 anim 25 wait_state_time 300000 ms 

:SERG3_9106
if 
   not Actor.Dead($3724)
jf @SERG3_9168 
if 
   not Car.Wrecked($3728)
jf @SERG3_9168 
if 
  $3838 == 0 // $ == int 
jf @SERG3_9168 
0372: set_actor $3724 anim 25 wait_state_time 300000 ms 

:SERG3_9168
if 
   not Actor.Dead($3712)
jf @SERG3_9268 
if 
   not Car.Wrecked($3728)
jf @SERG3_9268 
if 
0205:   actor $3712 near_car $3728 radius 7.0 7.0 6.0 unknown 0 
jf @SERG3_9268 
0372: set_actor $3712 anim 0 wait_state_time 300 ms 
01D9: actor $3712 destroy_car $3728 
0319: set_actor $3712 running 1 
$3827 = 1 // $ = int 

:SERG3_9268
if 
   not Actor.Dead($3713)
jf @SERG3_9368 
if 
   not Car.Wrecked($3728)
jf @SERG3_9368 
if 
0205:   actor $3713 near_car $3728 radius 12.0 12.0 6.0 unknown 0 
jf @SERG3_9368 
0372: set_actor $3713 anim 0 wait_state_time 300 ms 
01D9: actor $3713 destroy_car $3728 
0319: set_actor $3713 running 1 
$3828 = 1 // $ = int 

:SERG3_9368
if 
   not Actor.Dead($3714)
jf @SERG3_9468 
if 
   not Car.Wrecked($3728)
jf @SERG3_9468 
if 
0205:   actor $3714 near_car $3728 radius 10.0 10.0 3.0 unknown 0 
jf @SERG3_9468 
0372: set_actor $3714 anim 0 wait_state_time 300 ms 
01D9: actor $3714 destroy_car $3728 
0319: set_actor $3714 running 1 
$3829 = 1 // $ = int 

:SERG3_9468
if 
   not Actor.Dead($3715)
jf @SERG3_9561 
if 
   not Car.Wrecked($3728)
jf @SERG3_9561 
if 
0205:   actor $3715 near_car $3728 radius 10.0 10.0 3.0 unknown 0 
jf @SERG3_9561 
0372: set_actor $3715 anim 0 wait_state_time 300 ms 
01D9: actor $3715 destroy_car $3728 
0319: set_actor $3715 running 1 

:SERG3_9561
if 
   not Actor.Dead($3716)
jf @SERG3_9661 
if 
   not Car.Wrecked($3728)
jf @SERG3_9661 
if 
0205:   actor $3716 near_car $3728 radius 7.0 7.0 5.0 unknown 0 
jf @SERG3_9661 
0372: set_actor $3716 anim 0 wait_state_time 300 ms 
01D9: actor $3716 destroy_car $3728 
0319: set_actor $3716 running 1 
$3830 = 1 // $ = int 

:SERG3_9661
if 
   not Actor.Dead($3717)
jf @SERG3_9761 
if 
   not Car.Wrecked($3728)
jf @SERG3_9761 
if 
0205:   actor $3717 near_car $3728 radius 15.0 15.0 4.0 unknown 0 
jf @SERG3_9761 
0372: set_actor $3717 anim 0 wait_state_time 300 ms 
01D9: actor $3717 destroy_car $3728 
0319: set_actor $3717 running 1 
$3831 = 1 // $ = int 

:SERG3_9761
if 
   not Actor.Dead($3718)
jf @SERG3_9861 
if 
   not Car.Wrecked($3728)
jf @SERG3_9861 
if 
0205:   actor $3718 near_car $3728 radius 15.0 15.0 3.0 unknown 0 
jf @SERG3_9861 
0372: set_actor $3718 anim 0 wait_state_time 300 ms 
01D9: actor $3718 destroy_car $3728 
0319: set_actor $3718 running 1 
$3832 = 1 // $ = int 

:SERG3_9861
if 
   not Actor.Dead($3719)
jf @SERG3_9961 
if 
   not Car.Wrecked($3728)
jf @SERG3_9961 
if 
0205:   actor $3719 near_car $3728 radius 15.0 15.0 6.0 unknown 0 
jf @SERG3_9961 
0372: set_actor $3719 anim 0 wait_state_time 300 ms 
01D9: actor $3719 destroy_car $3728 
0319: set_actor $3719 running 1 
$3833 = 1 // $ = int 

:SERG3_9961
if 
   not Actor.Dead($3720)
jf @SERG3_10061 
if 
   not Car.Wrecked($3728)
jf @SERG3_10061 
if 
0205:   actor $3720 near_car $3728 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_10061 
0372: set_actor $3720 anim 0 wait_state_time 300 ms 
01D9: actor $3720 destroy_car $3728 
0319: set_actor $3720 running 1 
$3834 = 1 // $ = int 

:SERG3_10061
if 
   not Actor.Dead($3721)
jf @SERG3_10161 
if 
   not Car.Wrecked($3728)
jf @SERG3_10161 
if 
0205:   actor $3721 near_car $3728 radius 15.0 15.0 6.0 unknown 0 
jf @SERG3_10161 
0372: set_actor $3721 anim 0 wait_state_time 300 ms 
01D9: actor $3721 destroy_car $3728 
0319: set_actor $3721 running 1 
$3835 = 1 // $ = int 

:SERG3_10161
if 
   not Actor.Dead($3722)
jf @SERG3_10261 
if 
   not Car.Wrecked($3728)
jf @SERG3_10261 
if 
0205:   actor $3722 near_car $3728 radius 15.0 15.0 4.0 unknown 0 
jf @SERG3_10261 
0372: set_actor $3722 anim 0 wait_state_time 300 ms 
01D9: actor $3722 destroy_car $3728 
0319: set_actor $3722 running 1 
$3836 = 1 // $ = int 

:SERG3_10261
if 
   not Actor.Dead($3723)
jf @SERG3_10361 
if 
   not Car.Wrecked($3728)
jf @SERG3_10361 
if 
0205:   actor $3723 near_car $3728 radius 15.0 15.0 6.0 unknown 0 
jf @SERG3_10361 
0372: set_actor $3723 anim 0 wait_state_time 300 ms 
01D9: actor $3723 destroy_car $3728 
0319: set_actor $3723 running 1 
$3837 = 1 // $ = int 

:SERG3_10361
if 
   not Actor.Dead($3724)
jf @SERG3_10461 
if 
   not Car.Wrecked($3728)
jf @SERG3_10461 
if 
0205:   actor $3724 near_car $3728 radius 10.0 10.0 4.0 unknown 0 
jf @SERG3_10461 
0372: set_actor $3724 anim 0 wait_state_time 300 ms 
01D9: actor $3724 destroy_car $3728 
0319: set_actor $3724 running 1 
$3838 = 1 // $ = int 

:SERG3_10461
if 
   not Actor.Dead($3725)
jf @SERG3_10537 
if 
   not Car.Wrecked($3728)
jf @SERG3_10537 
if 
0205:   actor $3725 near_car $3728 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_10537 
01D9: actor $3725 destroy_car $3728 

:SERG3_10537
if 
   not Actor.Dead($3726)
jf @SERG3_10620 
if 
   not Car.Wrecked($3728)
jf @SERG3_10620 
if 
0205:   actor $3726 near_car $3728 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_10620 
01D9: actor $3726 destroy_car $3728 
$3860 = 1 // $ = int 

:SERG3_10620
if 
   not Actor.Dead($3727)
jf @SERG3_10696 
if 
   not Car.Wrecked($3728)
jf @SERG3_10696 
if 
0205:   actor $3727 near_car $3728 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_10696 
01D9: actor $3727 destroy_car $3728 

:SERG3_10696
if 
   not Actor.Dead($3712)
jf @SERG3_10976 
if 
  $3827 == 1 // $ == int 
jf @SERG3_10780 
if 
  $3845 == 0 // $ == int 
jf @SERG3_10780 
if 
  $3843 == 0 // $ == int 
jf @SERG3_10780 
$3843 = 1 // $ = int 
$3844 = 0 // $ = int 

:SERG3_10780
if 
  $3843 == 1 // $ == int 
jf @SERG3_10969 
if 
  $3844 == 0 // $ == int 
jf @SERG3_10842 
03CF: load_wav 'TEX3_2' as 1 
$3844 = 1 // $ = int 
jump @SERG3_10969 

:SERG3_10842
if 
  $3844 == 1 // $ == int 
jf @SERG3_10882 
if 
03D0:   wav 1 loaded 
jf @SERG3_10882 
$3844 = 2 // $ = int 

:SERG3_10882
if 
  $3844 == 2 // $ == int 
jf @SERG3_10911 
03D1: play_wav 1 
$3844 = 3 // $ = int 

:SERG3_10911
if 
  $3844 == 3 // $ == int 
jf @SERG3_10969 
if 
03D2:   wav 1 ended 
jf @SERG3_10969 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3845 = 1 // $ = int 

:SERG3_10969
jump @SERG3_11019 

:SERG3_10976
if 
  $3843 == 1 // $ == int 
jf @SERG3_11019 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3845 = 1 // $ = int 

:SERG3_11019
if 
   not Actor.Dead($3714)
jf @SERG3_11299 
if 
  $3829 == 1 // $ == int 
jf @SERG3_11103 
if 
  $3846 == 0 // $ == int 
jf @SERG3_11103 
if 
  $3843 == 0 // $ == int 
jf @SERG3_11103 
$3843 = 2 // $ = int 
$3844 = 0 // $ = int 

:SERG3_11103
if 
  $3843 == 2 // $ == int 
jf @SERG3_11292 
if 
  $3844 == 0 // $ == int 
jf @SERG3_11165 
03CF: load_wav 'TEX3_1' as 1 
$3844 = 1 // $ = int 
jump @SERG3_11292 

:SERG3_11165
if 
  $3844 == 1 // $ == int 
jf @SERG3_11205 
if 
03D0:   wav 1 loaded 
jf @SERG3_11205 
$3844 = 2 // $ = int 

:SERG3_11205
if 
  $3844 == 2 // $ == int 
jf @SERG3_11234 
03D1: play_wav 1 
$3844 = 3 // $ = int 

:SERG3_11234
if 
  $3844 == 3 // $ == int 
jf @SERG3_11292 
if 
03D2:   wav 1 ended 
jf @SERG3_11292 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3846 = 1 // $ = int 

:SERG3_11292
jump @SERG3_11342 

:SERG3_11299
if 
  $3843 == 2 // $ == int 
jf @SERG3_11342 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3846 = 1 // $ = int 

:SERG3_11342
if 
   not Actor.Dead($3718)
jf @SERG3_11622 
if 
  $3832 == 1 // $ == int 
jf @SERG3_11426 
if 
  $3847 == 0 // $ == int 
jf @SERG3_11426 
if 
  $3843 == 0 // $ == int 
jf @SERG3_11426 
$3843 = 3 // $ = int 
$3844 = 0 // $ = int 

:SERG3_11426
if 
  $3843 == 3 // $ == int 
jf @SERG3_11615 
if 
  $3844 == 0 // $ == int 
jf @SERG3_11488 
03CF: load_wav 'TEX3_3' as 1 
$3844 = 1 // $ = int 
jump @SERG3_11615 

:SERG3_11488
if 
  $3844 == 1 // $ == int 
jf @SERG3_11528 
if 
03D0:   wav 1 loaded 
jf @SERG3_11528 
$3844 = 2 // $ = int 

:SERG3_11528
if 
  $3844 == 2 // $ == int 
jf @SERG3_11557 
03D1: play_wav 1 
$3844 = 3 // $ = int 

:SERG3_11557
if 
  $3844 == 3 // $ == int 
jf @SERG3_11615 
if 
03D2:   wav 1 ended 
jf @SERG3_11615 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3847 = 1 // $ = int 

:SERG3_11615
jump @SERG3_11665 

:SERG3_11622
if 
  $3843 == 3 // $ == int 
jf @SERG3_11665 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3847 = 1 // $ = int 

:SERG3_11665
if 
   not Actor.Dead($3724)
jf @SERG3_11945 
if 
  $3838 == 1 // $ == int 
jf @SERG3_11749 
if 
  $3848 == 0 // $ == int 
jf @SERG3_11749 
if 
  $3843 == 0 // $ == int 
jf @SERG3_11749 
$3843 = 4 // $ = int 
$3844 = 0 // $ = int 

:SERG3_11749
if 
  $3843 == 4 // $ == int 
jf @SERG3_11938 
if 
  $3844 == 0 // $ == int 
jf @SERG3_11811 
03CF: load_wav 'TEX3_4' as 1 
$3844 = 1 // $ = int 
jump @SERG3_11938 

:SERG3_11811
if 
  $3844 == 1 // $ == int 
jf @SERG3_11851 
if 
03D0:   wav 1 loaded 
jf @SERG3_11851 
$3844 = 2 // $ = int 

:SERG3_11851
if 
  $3844 == 2 // $ == int 
jf @SERG3_11880 
03D1: play_wav 1 
$3844 = 3 // $ = int 

:SERG3_11880
if 
  $3844 == 3 // $ == int 
jf @SERG3_11938 
if 
03D2:   wav 1 ended 
jf @SERG3_11938 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3848 = 1 // $ = int 

:SERG3_11938
jump @SERG3_11988 

:SERG3_11945
if 
  $3843 == 4 // $ == int 
jf @SERG3_11988 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3848 = 1 // $ = int 

:SERG3_11988
if 
   not Actor.Dead($3720)
jf @SERG3_12268 
if 
  $3834 == 1 // $ == int 
jf @SERG3_12072 
if 
  $3849 == 0 // $ == int 
jf @SERG3_12072 
if 
  $3843 == 0 // $ == int 
jf @SERG3_12072 
$3843 = 5 // $ = int 
$3844 = 0 // $ = int 

:SERG3_12072
if 
  $3843 == 5 // $ == int 
jf @SERG3_12261 
if 
  $3844 == 0 // $ == int 
jf @SERG3_12134 
03CF: load_wav 'TEX3_8' as 1 
$3844 = 1 // $ = int 
jump @SERG3_12261 

:SERG3_12134
if 
  $3844 == 1 // $ == int 
jf @SERG3_12174 
if 
03D0:   wav 1 loaded 
jf @SERG3_12174 
$3844 = 2 // $ = int 

:SERG3_12174
if 
  $3844 == 2 // $ == int 
jf @SERG3_12203 
03D1: play_wav 1 
$3844 = 3 // $ = int 

:SERG3_12203
if 
  $3844 == 3 // $ == int 
jf @SERG3_12261 
if 
03D2:   wav 1 ended 
jf @SERG3_12261 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3849 = 1 // $ = int 

:SERG3_12261
jump @SERG3_12311 

:SERG3_12268
if 
  $3843 == 5 // $ == int 
jf @SERG3_12311 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3849 = 1 // $ = int 

:SERG3_12311
if 
   not Actor.Dead($3726)
jf @SERG3_12591 
if 
  $3860 == 1 // $ == int 
jf @SERG3_12395 
if 
  $3859 == 0 // $ == int 
jf @SERG3_12395 
if 
  $3843 == 0 // $ == int 
jf @SERG3_12395 
$3843 = 6 // $ = int 
$3844 = 0 // $ = int 

:SERG3_12395
if 
  $3843 == 6 // $ == int 
jf @SERG3_12584 
if 
  $3844 == 0 // $ == int 
jf @SERG3_12457 
03CF: load_wav 'TEX3_6' as 1 
$3844 = 1 // $ = int 
jump @SERG3_12584 

:SERG3_12457
if 
  $3844 == 1 // $ == int 
jf @SERG3_12497 
if 
03D0:   wav 1 loaded 
jf @SERG3_12497 
$3844 = 2 // $ = int 

:SERG3_12497
if 
  $3844 == 2 // $ == int 
jf @SERG3_12526 
03D1: play_wav 1 
$3844 = 3 // $ = int 

:SERG3_12526
if 
  $3844 == 3 // $ == int 
jf @SERG3_12584 
if 
03D2:   wav 1 ended 
jf @SERG3_12584 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3859 = 1 // $ = int 

:SERG3_12584
jump @SERG3_12634 

:SERG3_12591
if 
  $3843 == 6 // $ == int 
jf @SERG3_12634 
$3844 = 0 // $ = int 
$3843 = 0 // $ = int 
040D: unload_wav 1 
$3859 = 1 // $ = int 

:SERG3_12634
if 
  $3804 == 1 // $ == int 
jf @SERG3_12707 
if 
   not $3803 == 0 // $ == int 
jf @SERG3_12707 
03C3: set_timer_with_text_to $3803 type 1 text 'RACES'  // TIME:
00BC: text_highpriority 'TEX3_15' time 7000 1  // ~r~Detonation timer initiated! ~g~You must plant the ~w~4 bombs ~g~in the remaining time!
$3804 = 2 // $ = int 

:SERG3_12707
if 
  $3805 == 0 // $ == int 
jf @SERG3_12820 
0084: $3809 = $3797 // $ = $ int 
0058: $3809 += $3798 // $ += $ int 
0084: $3812 = $3799 // $ = $ int 
0058: $3812 += $3800 // $ += $ int 
0084: $3806 = $3809 // $ = $ int 
0058: $3806 += $3812 // $ += $ int 
if 
  $3806 == 1 // $ == int 
jf @SERG3_12820 
$3708 = 3 // $ = int 
$3805 = 1 // $ = int 
00BC: text_highpriority 'TEX3_12' time 5000 2  // ~g~Bomb planted! Only 3 more targets to go! Go back and get another bomb.

:SERG3_12820
if 
  $3805 == 1 // $ == int 
jf @SERG3_12933 
0084: $3810 = $3797 // $ = $ int 
0058: $3810 += $3798 // $ += $ int 
0084: $3813 = $3799 // $ = $ int 
0058: $3813 += $3800 // $ += $ int 
0084: $3807 = $3810 // $ = $ int 
0058: $3807 += $3813 // $ += $ int 
if 
  $3807 == 2 // $ == int 
jf @SERG3_12933 
$3708 = 2 // $ = int 
$3805 = 2 // $ = int 
00BC: text_highpriority 'TEX3_13' time 5000 2  // ~g~Bomb planted! Only 2 more targets to go! Go back and get another bomb.

:SERG3_12933
if 
  $3805 == 2 // $ == int 
jf @SERG3_13046 
0084: $3811 = $3797 // $ = $ int 
0058: $3811 += $3798 // $ += $ int 
0084: $3814 = $3799 // $ = $ int 
0058: $3814 += $3800 // $ += $ int 
0084: $3808 = $3811 // $ = $ int 
0058: $3808 += $3814 // $ += $ int 
if 
  $3808 == 3 // $ == int 
jf @SERG3_13046 
$3708 = 1 // $ = int 
$3805 = 3 // $ = int 
00BC: text_highpriority 'TEX3_14' time 5000 2  // ~g~Bomb planted! Only 1 more target to go! Go back and get another bomb.

:SERG3_13046
if and
  $3797 == 1 // $ == int 
  $3798 == 1 // $ == int 
  $3799 == 1 // $ == int 
  $3800 == 1 // $ == int 
jf @SERG3_13092 
jump @SERG3_13445 

:SERG3_13092
if 
  1 > $3803 // int > $ 
jf @SERG3_13150 
if 
  $3804 == 2 // $ == int 
jf @SERG3_13150 
00BC: text_highpriority 'TEX3_17' time 5000 1  // ~r~You ran out of time!
jump @SERG3_20939 

:SERG3_13150
if 
   Car.Wrecked($3728)
jf @SERG3_13206 
if 
  $3792 == 1 // $ == int 
jf @SERG3_13206 
00BC: text_highpriority 'TEX3_18' time 5000 2  // ~r~Your RC Helicopter has been destroyed!
jump @SERG3_20939 

:SERG3_13206
if 
  $3792 == 1 // $ == int 
jf @SERG3_13293 
if 
   not Car.Wrecked($3728)
jf @SERG3_13293 
if 
81FC:   not player $PLAYER_CHAR near_car $3728 radius 250.0 250.0 0 
jf @SERG3_13293 
00BC: text_highpriority 'TEX3_21' time 5000 1  // ~r~The RC Helicopter went out of range!
jump @SERG3_20939 

:SERG3_13293
if 
  $3792 == 1 // $ == int 
jf @SERG3_13364 
if or
04E7:   object $3736 in_water 
04E7:   object $3737 in_water 
04E7:   object $3738 in_water 
04E7:   object $3739 in_water 
jf @SERG3_13364 
00BC: text_highpriority 'TEX3_19' time 5000 1  // ~r~You dropped your bomb in the water! That ain't no way to fish!
jump @SERG3_20939 

:SERG3_13364
if 
  $3792 == 0 // $ == int 
jf @SERG3_13438 
if 
  $3858 == 1 // $ == int 
jf @SERG3_13438 
if 
   Car.Wrecked($3709)
jf @SERG3_13438 
00BC: text_highpriority 'TEX3_31' time 5000 1  // ~r~You destroyed the TOPFUN van that contained the bombs and RC helicopter!
jump @SERG3_20939 

:SERG3_13438
jump @SERG3_2494 

:SERG3_13445
014F: stop_timer $3803 
0151: remove_status_text $3708 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Model.Destroy(#DYNAMITE)
Model.Destroy(#HAMMER)
Model.Destroy(#BARREL4)
Model.Destroy(#GDA)
Model.Destroy(#GDA)
Actor.DestroyInstantly($3712)
Actor.DestroyInstantly($3713)
Actor.DestroyInstantly($3714)
Actor.DestroyInstantly($3715)
Actor.DestroyInstantly($3716)
Actor.DestroyInstantly($3717)
Actor.DestroyInstantly($3718)
Actor.DestroyInstantly($3719)
Actor.DestroyInstantly($3720)
Actor.DestroyInstantly($3721)
Actor.DestroyInstantly($3725)
Actor.DestroyInstantly($3726)
Actor.DestroyInstantly($3727)
if 
   not Car.Wrecked($3709)
jf @SERG3_13577 
Car.LockInCurrentPosition($3709, False)

:SERG3_13577
Camera.SetPosition(27.198, -352.651, 12.977, 0.0, 0.0, 0.0)
Camera.PointAt(28.1425, -352.8275, 13.2567, 2)
Model.Load(#BLDNGST2MESHDAM)

:SERG3_13633
if 
   not Model.Available(#BLDNGST2MESHDAM)
jf @SERG3_13660 
wait 0 
jump @SERG3_13633 

:SERG3_13660
Camera.Shake(2500)
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 
020C: create_explosion 1 at 69.42 -371.249 30.28 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
020C: create_explosion 2 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 
wait 10 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
wait 250 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
020C: create_explosion 11 at 72.875 -360.392 23.922 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
020C: create_explosion 6 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 1 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 6 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
020C: create_explosion 6 at 72.875 -361.392 23.922 
wait 105 
wait 105 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 1 
020C: create_explosion 6 at 73.18 -368.699 13.236 
Model.Destroy(#BLDNGST2MESHDAM)
wait 105 
wait 105 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
020C: create_explosion 11 at 71.554 -354.053 24.468 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 1 
020C: create_explosion 6 at 69.42 -371.249 30.28 
wait 105 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
020C: create_explosion 11 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
039D: scatter_particles 4 5.0 0 0 0 11000 at 73.18 -366.699 13.236 16.0 0.0 0.1 
wait 105 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
020C: create_explosion 6 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
wait 300 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 1 
020C: create_explosion 6 at 72.875 -361.392 23.922 
039D: scatter_particles 4 5.0 0 0 0 11000 at 69.42 -370.249 30.28 16.0 0.0 0.1 
wait 105 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
020C: create_explosion 11 at 71.554 -354.053 24.468 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
wait 400 
020C: create_explosion 2 at 67.421 -374.562 25.85 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 11 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 1 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 6 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 2 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 11 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 6 
wait 300 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
020C: create_explosion 6 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 
wait 300 
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 2 
020C: create_explosion 11 at 69.224 -371.249 26.28 
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 69.224 -371.249 26.28 16.0 0.0 0.1 
wait 200 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
020C: create_explosion 11 at 72.875 -360.392 23.922 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 72.875 -360.392 23.922 16.0 0.0 0.1 
wait 100 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
020C: create_explosion 11 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
wait 50 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
020C: create_explosion 6 at 71.554 -356.053 24.468 
039D: scatter_particles 4 5.0 0 0 0 5000 at 71.554 -356.053 24.468 16.0 0.0 0.1 
wait 250 
Model.Load(#BLDNGST2MESH)

:SERG3_16013
if 
   not Model.Available(#BLDNGST2MESH)
jf @SERG3_16040 
wait 0 
jump @SERG3_16013 

:SERG3_16040
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
Camera.SetPosition(95.42784, -431.413, 66.25831, 0.0, 0.0, 0.0)
Camera.PointAt(96.13597, -430.9128, 65.75952, 2)
031A: remove_all_fires 
Model.Destroy(#BLDNGST2MESH)
Model.Load(#BLDNGST2MESHDAM)

:SERG3_16131
if 
   not Model.Available(#BLDNGST2MESHDAM)
jf @SERG3_16158 
wait 0 
jump @SERG3_16131 

:SERG3_16158
Camera.Shake(2500)
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
020C: create_explosion 11 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 2 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 11 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 6 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 2 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 11 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 1 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 6 
wait 105 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
020C: create_explosion 11 at 130.865 -399.556 45.108 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
wait 50 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 1 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 11 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 
020C: create_explosion 6 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
wait 105 
wait 105 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 
020C: create_explosion 11 at 138.693 -399.751 45.107 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 
020C: create_explosion 2 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
020C: create_explosion 11 at 140.531 -399.2166 26.636 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
020C: create_explosion 6 at 139.529 -397.04 34.706 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
020C: create_explosion 6 at 135.271 -390.0 31.704 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
020C: create_explosion 11 at 130.865 -399.556 45.108 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
020C: create_explosion 6 at 130.865 -399.556 45.108 
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 
Model.Destroy(#BLDNGST2MESHDAM)
wait 105 
wait 105 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 
020C: create_explosion 11 at 138.693 -399.751 45.107 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 1 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 
wait 105 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
wait 105 
wait 100 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
020C: create_explosion 11 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
wait 250 
020C: create_explosion 2 at 140.531 -399.2166 26.636 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
039D: scatter_particles 4 5.0 0 0 0 11000 at 139.529 -400.04 34.706 16.0 0.0 0.1 
wait 105 
wait 105 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
020C: create_explosion 11 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
wait 105 
wait 105 
wait 50 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
020C: create_explosion 11 at 139.529 -397.04 34.706 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 
wait 250 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
020C: create_explosion 11 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
wait 50 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 130.865 -399.556 45.108 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 5000 at 139.529 -400.04 34.706 16.0 0.0 0.1 
wait 100 
Model.Load(#BLDNGST2MESH)

:SERG3_18529
if 
   not Model.Available(#BLDNGST2MESH)
jf @SERG3_18556 
wait 0 
jump @SERG3_18529 

:SERG3_18556
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
Camera.SetPosition(202.0835, -305.277, 12.0866, 0.0, 0.0, 0.0)
Camera.PointAt(201.496, -305.966, 12.247, 2)
031A: remove_all_fires 
Model.Destroy(#BLDNGST2MESH)
wait 750 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
020C: create_explosion 6 at 164.8878 -340.8933 16.268 
Camera.Shake(2000)
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
Model.Load(#BLDNGST2MESHDAM)

:SERG3_18771
if 
   not Model.Available(#BLDNGST2MESHDAM)
jf @SERG3_18798 
wait 0 
jump @SERG3_18771 

:SERG3_18798
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
wait 105 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
wait 50 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 
020C: create_explosion 2 at 143.1712 -335.231 22.164 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
020C: create_explosion 6 at 168.692 -336.464 19.678 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
020C: create_explosion 2 at 168.166 -361.913 15.148 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
wait 50 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 2 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 11 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 1 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 6 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 2 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 11 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 6 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 1 
020C: create_explosion 6 at 169.708 -351.357 18.075 
wait 105 
wait 300 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
020C: create_explosion 6 at 168.692 -336.464 19.678 
Model.Destroy(#BLDNGST2MESHDAM)
wait 105 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 
020C: create_explosion 1 at 169.708 -351.357 18.075 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 6 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 2 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 11 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 6 
wait 105 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
020C: create_explosion 6 at 158.365 -335.0422 21.805 
wait 300 
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 2 
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 11 
020C: create_explosion 6 at 154.231 -335.0846 20.826 
039D: scatter_particles 4 5.0 0 0 0 11000 at 154.231 -335.0846 20.826 16.0 0.0 0.1 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 2 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 
wait 500 
020C: create_explosion 2 at 164.531 -334.908 19.209 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 
wait 105 
wait 105 
wait 105 
wait 105 
020C: create_explosion 2 at 168.692 -336.464 19.678 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 2 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 11 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 6 
wait 300 
020C: create_explosion 2 at 169.335 -337.878 19.478 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 1 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 168.282 -335.453 18.769 16.0 0.0 0.1 
wait 500 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 2 
020C: create_explosion 11 at 143.1712 -335.231 22.164 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 
wait 500 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 
wait 250 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 2 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 
wait 50 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
020C: create_explosion 11 at 158.365 -335.0422 21.805 
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 
039D: scatter_particles 4 10.0 0 0 0 14000 at 168.692 -336.464 19.678 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 
039D: scatter_particles 4 10.0 0 0 0 14000 at 169.335 -337.878 19.478 16.0 0.0 0.1 
wait 3500 
jump @SERG3_20964 

:SERG3_20939
Player.WantedLevel($PLAYER_CHAR) = $3711
00BA: text_styled 'M_FAIL' 2000 ms 1  // Mission Failed!
return 

:SERG3_20964
$548 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'TEX_3'  // Demolition Man
030C: progress_made += 1 
Marker.Disable($546)
return 

:SERG3_21027
if 
   not $3797 == 1 // $ == int 
jf @SERG3_21059 
018A: $3780 = create_checkpoint_at $3768 $3769 $3770 

:SERG3_21059
if 
   not $3798 == 1 // $ == int 
jf @SERG3_21091 
018A: $3781 = create_checkpoint_at $3771 $3772 $3773 

:SERG3_21091
if 
   not $3799 == 1 // $ == int 
jf @SERG3_21123 
018A: $3782 = create_checkpoint_at $3774 $3775 $3776 

:SERG3_21123
if 
   not $3800 == 1 // $ == int 
jf @SERG3_21155 
018A: $3783 = create_checkpoint_at $3777 $3778 $3779 

:SERG3_21155
Marker.Disable($3740)
Marker.Disable($3741)
Marker.Disable($3742)
Marker.Disable($3743)
00BC: text_highpriority 'TEX3_10' time 2000 2  // ~g~Drop the bomb at a target.
return 

:SERG3_21192
if 
   not $3793 == 3 // $ == int 
jf @SERG3_21218 
Marker.CreateAboveObject($3740, $3736)

:SERG3_21218
if 
   not $3794 == 3 // $ == int 
jf @SERG3_21244 
Marker.CreateAboveObject($3741, $3737)

:SERG3_21244
if 
   not $3795 == 3 // $ == int 
jf @SERG3_21270 
Marker.CreateAboveObject($3742, $3738)

:SERG3_21270
if 
   not $3796 == 3 // $ == int 
jf @SERG3_21296 
Marker.CreateAboveObject($3743, $3739)

:SERG3_21296
Marker.Disable($3780)
Marker.Disable($3781)
Marker.Disable($3782)
Marker.Disable($3783)
return 

:SERG3_21318
if 
  $3793 == 0 // $ == int 
jf @SERG3_21853 
if 
  $3797 == 0 // $ == int 
jf @SERG3_21457 
if 
04E6:   object $3736 near_point $3768 $3769 $3770 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_21457 
018C: play_sound 16 at $3768 $3769 $3770 
$3793 = 3 // $ = int 
$3797 = 1 // $ = int 
01BC: put_object $3736 at 97.574 -381.658 9.2721 
Object.CollisionDetection($3736, False)
Object.ToggleInMovingList($3736, False)

:SERG3_21457
if 
  $3798 == 0 // $ == int 
jf @SERG3_21578 
if 
04E6:   object $3736 near_point $3771 $3772 $3773 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_21578 
018C: play_sound 16 at $3771 $3772 $3773 
$3793 = 3 // $ = int 
$3798 = 1 // $ = int 
01BC: put_object $3736 at 156.5491 -348.0284 18.1517 
Object.CollisionDetection($3736, False)
Object.ToggleInMovingList($3736, False)

:SERG3_21578
if 
  $3799 == 0 // $ == int 
jf @SERG3_21699 
if 
04E6:   object $3736 near_point $3774 $3775 $3776 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_21699 
018C: play_sound 16 at $3774 $3775 $3776 
$3793 = 3 // $ = int 
$3799 = 1 // $ = int 
01BC: put_object $3736 at 88.1474 -361.8685 27.376 
Object.CollisionDetection($3736, False)
Object.ToggleInMovingList($3736, False)

:SERG3_21699
if 
  $3800 == 0 // $ == int 
jf @SERG3_21820 
if 
04E6:   object $3736 near_point $3777 $3778 $3779 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_21820 
018C: play_sound 16 at $3777 $3778 $3779 
$3793 = 3 // $ = int 
$3800 = 1 // $ = int 
01BC: put_object $3736 at 140.0079 -383.1253 36.6172 
Object.CollisionDetection($3736, False)
Object.ToggleInMovingList($3736, False)

:SERG3_21820
if 
   not $3793 == 3 // $ == int 
jf @SERG3_21853 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_21853
return 

:SERG3_21855
if 
  $3794 == 0 // $ == int 
jf @SERG3_22390 
if 
  $3797 == 0 // $ == int 
jf @SERG3_21994 
if 
04E6:   object $3737 near_point $3768 $3769 $3770 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_21994 
018C: play_sound 16 at $3768 $3769 $3770 
$3794 = 3 // $ = int 
$3797 = 1 // $ = int 
01BC: put_object $3737 at 97.574 -381.658 9.2721 
Object.CollisionDetection($3737, False)
Object.ToggleInMovingList($3737, False)

:SERG3_21994
if 
  $3798 == 0 // $ == int 
jf @SERG3_22115 
if 
04E6:   object $3737 near_point $3771 $3772 $3773 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22115 
018C: play_sound 16 at $3771 $3772 $3773 
$3794 = 3 // $ = int 
$3798 = 1 // $ = int 
01BC: put_object $3737 at 156.5491 -348.0284 18.1517 
Object.CollisionDetection($3737, False)
Object.ToggleInMovingList($3737, False)

:SERG3_22115
if 
  $3799 == 0 // $ == int 
jf @SERG3_22236 
if 
04E6:   object $3737 near_point $3774 $3775 $3776 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22236 
018C: play_sound 16 at $3774 $3775 $3776 
$3794 = 3 // $ = int 
$3799 = 1 // $ = int 
01BC: put_object $3737 at 88.1474 -361.8685 27.376 
Object.CollisionDetection($3737, False)
Object.ToggleInMovingList($3737, False)

:SERG3_22236
if 
  $3800 == 0 // $ == int 
jf @SERG3_22357 
if 
04E6:   object $3737 near_point $3777 $3778 $3779 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22357 
018C: play_sound 16 at $3777 $3778 $3779 
$3794 = 3 // $ = int 
$3800 = 1 // $ = int 
01BC: put_object $3737 at 140.0079 -383.1253 36.6172 
Object.CollisionDetection($3737, False)
Object.ToggleInMovingList($3737, False)

:SERG3_22357
if 
   not $3794 == 3 // $ == int 
jf @SERG3_22390 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_22390
return 

:SERG3_22392
if 
  $3795 == 0 // $ == int 
jf @SERG3_22927 
if 
  $3797 == 0 // $ == int 
jf @SERG3_22531 
if 
04E6:   object $3738 near_point $3768 $3769 $3770 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22531 
018C: play_sound 16 at $3768 $3769 $3770 
$3795 = 3 // $ = int 
$3797 = 1 // $ = int 
01BC: put_object $3738 at 97.574 -381.658 9.2721 
Object.CollisionDetection($3738, False)
Object.ToggleInMovingList($3738, False)

:SERG3_22531
if 
  $3798 == 0 // $ == int 
jf @SERG3_22652 
if 
04E6:   object $3738 near_point $3771 $3772 $3773 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22652 
018C: play_sound 16 at $3771 $3772 $3773 
$3795 = 3 // $ = int 
$3798 = 1 // $ = int 
01BC: put_object $3738 at 156.5491 -348.0284 18.1517 
Object.CollisionDetection($3738, False)
Object.ToggleInMovingList($3738, False)

:SERG3_22652
if 
  $3799 == 0 // $ == int 
jf @SERG3_22773 
if 
04E6:   object $3738 near_point $3774 $3775 $3776 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22773 
018C: play_sound 16 at $3774 $3775 $3776 
$3795 = 3 // $ = int 
$3799 = 1 // $ = int 
01BC: put_object $3738 at 88.1474 -361.8685 27.376 
Object.CollisionDetection($3738, False)
Object.ToggleInMovingList($3738, False)

:SERG3_22773
if 
  $3800 == 0 // $ == int 
jf @SERG3_22894 
if 
04E6:   object $3738 near_point $3777 $3778 $3779 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_22894 
018C: play_sound 16 at $3777 $3778 $3779 
$3795 = 3 // $ = int 
$3800 = 1 // $ = int 
01BC: put_object $3738 at 140.0079 -383.1253 36.6172 
Object.CollisionDetection($3738, False)
Object.ToggleInMovingList($3738, False)

:SERG3_22894
if 
   not $3795 == 3 // $ == int 
jf @SERG3_22927 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_22927
return 

:SERG3_22929
if 
  $3796 == 0 // $ == int 
jf @SERG3_23464 
if 
  $3797 == 0 // $ == int 
jf @SERG3_23068 
if 
04E6:   object $3739 near_point $3768 $3769 $3770 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_23068 
018C: play_sound 16 at $3768 $3769 $3770 
$3796 = 3 // $ = int 
$3797 = 1 // $ = int 
01BC: put_object $3739 at 97.574 -381.658 9.2721 
Object.CollisionDetection($3739, False)
Object.ToggleInMovingList($3739, False)

:SERG3_23068
if 
  $3798 == 0 // $ == int 
jf @SERG3_23189 
if 
04E6:   object $3739 near_point $3771 $3772 $3773 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_23189 
018C: play_sound 16 at $3771 $3772 $3773 
$3796 = 3 // $ = int 
$3798 = 1 // $ = int 
01BC: put_object $3739 at 156.5491 -348.0284 18.1517 
Object.CollisionDetection($3739, False)
Object.ToggleInMovingList($3739, False)

:SERG3_23189
if 
  $3799 == 0 // $ == int 
jf @SERG3_23310 
if 
04E6:   object $3739 near_point $3774 $3775 $3776 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_23310 
018C: play_sound 16 at $3774 $3775 $3776 
$3796 = 3 // $ = int 
$3799 = 1 // $ = int 
01BC: put_object $3739 at 88.1474 -361.8685 27.376 
Object.CollisionDetection($3739, False)
Object.ToggleInMovingList($3739, False)

:SERG3_23310
if 
  $3800 == 0 // $ == int 
jf @SERG3_23431 
if 
04E6:   object $3739 near_point $3777 $3778 $3779 radius 5.0 3.5 2.0 flag 0 
jf @SERG3_23431 
018C: play_sound 16 at $3777 $3778 $3779 
$3796 = 3 // $ = int 
$3800 = 1 // $ = int 
01BC: put_object $3739 at 140.0079 -383.1253 36.6172 
Object.CollisionDetection($3739, False)
Object.ToggleInMovingList($3739, False)

:SERG3_23431
if 
   not $3796 == 3 // $ == int 
jf @SERG3_23464 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_23464
return 

:SERG3_23466
$ONMISSION = 0 // $ = int 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
04DB: exit_rc_mode 
$1388 = 0 // $ = int 
Marker.Disable($3707)
Marker.Disable($3780)
Marker.Disable($3781)
Marker.Disable($3782)
Marker.Disable($3783)
Marker.Disable($3740)
Marker.Disable($3741)
Marker.Disable($3742)
Marker.Disable($3743)
Actor.DestroyInstantly($3712)
Actor.DestroyInstantly($3713)
Actor.DestroyInstantly($3714)
Actor.DestroyInstantly($3715)
Actor.DestroyInstantly($3716)
Actor.DestroyInstantly($3717)
Actor.DestroyInstantly($3718)
Actor.DestroyInstantly($3719)
Actor.DestroyInstantly($3720)
Actor.DestroyInstantly($3721)
014F: stop_timer $3803 
0151: remove_status_text $3708 
if 
   not Car.Wrecked($3709)
jf @SERG3_23621 
020A: set_car $3709 door_status_to 1 

:SERG3_23621
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
if 
   not Car.Wrecked($3709)
jf @SERG3_23651 
Car.LockInCurrentPosition($3709, False)

:SERG3_23651
Object.Destroy($3736)
Object.Destroy($3737)
Object.Destroy($3738)
Object.Destroy($3739)
Object.Destroy($3823)
Object.Destroy($3824)
Object.Destroy($3825)
Object.Destroy($3826)
Model.Destroy(#DYNAMITE)
Model.Destroy(#TOPFUN)
Model.Destroy(#WMYCW)
Model.Destroy(#HAMMER)
Model.Destroy(#RCGOBLIN)
Model.Destroy(#BARREL2)
Model.Destroy(#GDA)
Model.Destroy(#COLT45)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
031A: remove_all_fires 
mission_cleanup 
return 

//-------------Mission 20---------------
// Originally: Two Bit Hit

:SERG2
gosub @SERG2_36 
if 
wasted_or_busted 
jf @SERG2_27 
gosub @SERG2_4941 

:SERG2_27
gosub @SERG2_5344 
terminate_this_script 

:SERG2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'SERG2' 
054C: use_GXT_table 'SERG2' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
wait 0 
set_weather 0 
01B7: release_weather 
$3883 = 0 // $ = int 
$3884 = 0 // $ = int 
$3885 = 0 // $ = int 
$3886 = 0 // $ = int 
$3888 = 0 // $ = int 
$3891 = 0 // $ = int 
$3889 = 0 // $ = int 
$3890 = 0 // $ = int 
$3892 = 0 // $ = int 
$3893 = 0 // $ = int 
$3877 = 0 // $ = int 
$3878 = 0 // $ = int 
$3887 = 0 // $ = int 
$3904 = 0 // $ = int 
$3894 = 0 // $ = int 
$3895 = 0 // $ = int 
$401 = -1021.94 // $ = float 
$402 = -428.68 // $ = float 
$403 = 10.0 // $ = float 
$3620 = 10.5 // $ = float 
$3637 = -1064.0 // $ = float 
$3638 = 57.0 // $ = float 
$3639 = -1056.0 // $ = float 
$3640 = 52.0 // $ = float 
$3641 = -1037.7 // $ = float 
$3642 = 70.0 // $ = float 
8@ = -1055.0 // @ = float 
9@ = 26.0 // @ = float 
10@ = -1064.0 // @ = float 
11@ = 40.0 // @ = float 
$3897 = -1046.9 // $ = float 
$3898 = 71.3 // $ = float 
$3899 = 60.0 // $ = float 
12@ = -1090.0 // @ = float 
14@ = -1030.0 // @ = float 
13@ = 0.0 // @ = float 
15@ = 90.0 // @ = float 
$3879 = 0 // $ = int 
$3880 = 0 // $ = int 
$3881 = 0 // $ = int 
$3882 = 0 // $ = int 
0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 
0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 
04E4: request_collision_at 299.0 -205.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(318.5, -219.23, 22.4, 2)
Model.Load(#STRETCH)
Camera.SetAtPos(270.0, -218.0, 13.4)

:SERG2_610
if 
   not Model.Available(#STRETCH)
jf @SERG2_637 
wait 0 
jump @SERG2_610 

:SERG2_637
0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 
Car.Create($2003, #STRETCH, 306.9, -241.65, 12.3)
0229: set_car $2003 color_to 0 0 
Car.Angle($2003) = 0.0
02A3: enable_widescreen 1 
fade 1 1500 

:SERG2_714
if 
fading 
jf @SERG2_738 
wait 0 
jump @SERG2_714 

:SERG2_738
if 
   not Car.Wrecked($2003)
jf @SERG2_774 
04BA: set_car $2003 speed_instantly 13.0 
0477: set_car $2003 action 8 time 8000 

:SERG2_774
TIMERA = 0 // @ = int 

:SERG2_781
if 
  1000 > TIMERA // int > @ 
jf @SERG2_811 
wait 0 
jump @SERG2_781 

:SERG2_811
if 
   not Car.Wrecked($2003)
jf @SERG2_836 
Camera.OnVehicle($2003, 15, 1)

:SERG2_836
TIMERA = 0 // @ = int 

:SERG2_843
if 
  3000 > TIMERA // int > @ 
jf @SERG2_873 
wait 0 
jump @SERG2_843 

:SERG2_873
if 
   not Car.Wrecked($2003)
jf @SERG2_914 
Car.StorePos($2003, $2000, $2001, $2002)
0211: actor $PLAYER_ACTOR walk_to $2000 $2001 

:SERG2_914
fade 0 1500 

:SERG2_921
if 
fading 
jf @SERG2_945 
wait 0 
jump @SERG2_921 

:SERG2_945
Car.Destroy($2003)
Model.Destroy(#STRETCH)
Camera.Restore
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
023C: load_special_actor 3 'CSDLOVE' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
Camera.SetAtPos(305.2, -211.9, 11.3)
038B: load_requested_models 

:SERG2_1035
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#CUTOBJ01)
jf @SERG2_1074 
wait 0 
jump @SERG2_1035 

:SERG2_1074
02E4: load_cutscene_data 'TEX_2' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $452 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $452 'CSAVERY' 
02E5: $522 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $522 'CSDLOVE' 
02E5: $3861 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3861 'CS_LIMO' 
0395: clear_area 1 at 265.129 -234.531 11.107 range 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.107 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG2_1265
if 
  574 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1300 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1265 

:SERG2_1300
00BC: text_highpriority 'TEX2_A' time 10000 1  // Tommy, this is Donald Love. Donald, this here is Tommy Vercetti,

:SERG2_1315
if 
  4124 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1350 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1315 

:SERG2_1350
00BC: text_highpriority 'TEX2_B' time 10000 1  // the latest gunslinger to come to these parts.

:SERG2_1365
if 
  6167 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1400 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1365 

:SERG2_1400
00BC: text_highpriority 'TEX2_C' time 10000 1  // Yeh...uh...

:SERG2_1415
if 
  6740 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1450 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1415 

:SERG2_1450
00BC: text_highpriority 'TEX2_D' time 10000 1  // Donald, you just shut up and listen, and you might learn something.

:SERG2_1465
if 
  10018 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1500 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1465 

:SERG2_1500
00BC: text_highpriority 'TEX2_E' time 10000 1  // Now, nothing brings down real estate prices quicker than a good old-fashioned gang war

:SERG2_1515
if 
  14794 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1550 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1515 

:SERG2_1550
00BC: text_highpriority 'TEX2_F' time 10000 1  // 'cept maybe a disaster, like a biblical plague or something,

:SERG2_1565
if 
  17966 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1600 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1565 

:SERG2_1600
00BC: text_highpriority 'TEX2_G' time 10000 1  // but, that may be going too far in this case.

:SERG2_1615
if 
  20378 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1650 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1615 

:SERG2_1650
00BC: text_highpriority 'TEX2_H' time 10000 1  // You getting this down, you four-eyed prick?

:SERG2_1665
if 
  23680 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1700 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1665 

:SERG2_1700
00BC: text_highpriority 'TEX2_IJ' time 10000 1  // Now recently a gang lord died. You disguise yourself,

:SERG2_1715
if 
  27473 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1750 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1715 

:SERG2_1750
00BC: text_highpriority 'TEX2_K' time 10000 1  // and head on down to crash the funeral. Mix it up, and then high tail it.

:SERG2_1765
if 
  35494 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1802 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1765 

:SERG2_1802
00BC: text_highpriority 'TEX2_L' time 10000 1  // You getting this down, Donald?

:SERG2_1817
if 
  37278 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1854 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1817 

:SERG2_1854
00BC: text_highpriority 'TEX2_M' time 10000 1  // Well, that ought to put the coyote in the chicken coop, huh?

:SERG2_1869
if 
  40242 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1906 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1869 

:SERG2_1906
00BC: text_highpriority 'TEX2_N' time 10000 1  // And then we'll just sit back, and watch the prices tumble.

:SERG2_1921
if 
  43214 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1958 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1921 

:SERG2_1958
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:SERG2_1969
if 
fading 
jf @SERG2_1993 
wait 0 
jump @SERG2_1969 

:SERG2_1993
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
select_interior 0 
fade 1 1500 
02A3: enable_widescreen 0 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#TEC9)
038B: load_requested_models 

:SERG2_2048
if 
   not Model.Available(#HNA)
jf @SERG2_2074 
wait 0 
jump @SERG2_2048 

:SERG2_2074
if 
   not Model.Available(#HNB)
jf @SERG2_2100 
wait 0 
jump @SERG2_2074 

:SERG2_2100
if 
   not Model.Available(#TEC9)
jf @SERG2_2127 
wait 0 
jump @SERG2_2100 

:SERG2_2127
if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_2486 
00BC: text_highpriority 'TEX_2C' time 5000 1  // ~g~Go get yourself some gang colors in Little Havana!
02A8: $3905 = create_marker 28 at $401 $402 $403 

:SERG2_2182
if 
80F6:   not player $PLAYER_CHAR 1 $401 $402 $403 radius 1.2 1.2 3.0 
jf @SERG2_2235 
wait 0 
jump @SERG2_2182 

:SERG2_2235
Marker.Disable($3905)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5 
0169: set_fade_color 0 0 1 
fade 0 1500 

:SERG2_2286
if 
fading 
jf @SERG2_2310 
wait 0 
jump @SERG2_2286 

:SERG2_2310
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SERG2_2362 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @SERG2_2362 
0353: refresh_actor $PLAYER_ACTOR 

:SERG2_2362
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at -1023.5 -429.0 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0395: clear_area 0 at $401 $402 $403 range 1.0 
0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3 
fade 1 1500 

:SERG2_2441
if 
fading 
jf @SERG2_2465 
wait 0 
jump @SERG2_2441 

:SERG2_2465
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 

:SERG2_2486
00BC: text_highpriority 'TEX_2D' time 10000 1  // ~g~Take out the Gang Lord at Romero's Funeral Parlor!
03F1: pedtype 8 add_threat 1 
018A: $3643 = create_checkpoint_at $3897 $3898 20.0 
01E8: create_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 
$400 = 0.0 // $ = float 

:SERG2_2557
if 
  $400 == 0.0 // $ == float 
jf @SERG2_2605 
wait 0 
02CE: $400 = ground_z $3897 $3898 50.0 
jump @SERG2_2557 

:SERG2_2605
01EB: set_traffic_density_multiplier_to 0.0 
Model.Load(#ROMERO)

:SERG2_2617
if 
   not Model.Available(#ROMERO)
jf @SERG2_2644 
wait 0 
jump @SERG2_2617 

:SERG2_2644
Model.Load(#VOODOO)

:SERG2_2649
if 
   not Model.Available(#VOODOO)
jf @SERG2_2676 
wait 0 
jump @SERG2_2649 

:SERG2_2676
Model.Load(#FAKETARGET)

:SERG2_2681
if 
   not Model.Available(#FAKETARGET)
jf @SERG2_2708 
wait 0 
jump @SERG2_2681 

:SERG2_2708
Model.Load(#M4)

:SERG2_2713
if 
   not Model.Available(#M4)
jf @SERG2_2740 
wait 0 
jump @SERG2_2713 

:SERG2_2740
Model.Load(#JW_COFFIN)

:SERG2_2745
if 
   not Model.Available(#JW_COFFIN)
jf @SERG2_2772 
wait 0 
jump @SERG2_2745 

:SERG2_2772
Car.Create($3862, #VOODOO, -1063.0, 40.0, 11.0)
Car.Angle($3862) = 180.0
0229: set_car $3862 color_to 0 0 
0129: $3869 = create_actor 8 #HNB in_car $3862 driverseat 
01ED: clear_actor $3869 threat_search 
Car.SetToNormalDriver($3862)
Car.Create($3863, #ROMERO, -1063.0, 55.0, 11.0)
Car.Angle($3863) = 180.0
0229: set_car $3863 color_to 0 0 
0129: $3870 = create_actor 8 #HNA in_car $3863 driverseat 
01ED: clear_actor $3870 threat_search 
Car.Health($3863) = 2000
Car.SetToNormalDriver($3863)
Car.Create($3864, #ROMERO, -1057.05, 69.64, 11.05)
Car.Angle($3864) = 90.0
Car.ImmuneToNonPlayer($3864, True)
0129: $3871 = create_actor 8 #HNA in_car $3864 driverseat 
0568: set_actor $3871 untargetable 2 
01ED: clear_actor $3871 threat_search 
Car.SetToNormalDriver($3864)
Car.SetImmunities($3864, 0, 1, 0, 0, 0)
Car.Health($3864) = 1500
01EC: make_car $3864 very_heavy 1 
Car.Create($3865, #VOODOO, -1070.0, 18.6, 11.0)
Car.Angle($3865) = 270.0
0129: $3872 = create_actor 8 #HNB in_car $3865 driverseat 
01ED: clear_actor $3872 threat_search 
Car.SetToNormalDriver($3865)
Car.Create($3866, #VOODOO, -1070.0, 75.4, 11.0)
Car.Angle($3866) = 270.0
0129: $3873 = create_actor 8 #HNB in_car $3866 driverseat 
01ED: clear_actor $3873 threat_search 
Car.SetToNormalDriver($3866)
Actor.Create(0@, 8, #HNB, $3637, $3638, $3620)
0243: set_actor 0@ ped_stats_to 16 
Actor.Angle(0@) = 75.0
01B2: give_actor 0@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 0@ anim 13 wait_state_time 999999 ms 
Actor.Create(1@, 8, #HNA, $3639, $3640, $3620)
0243: set_actor 1@ ped_stats_to 16 
Actor.Angle(1@) = 12.0
01B2: give_actor 1@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 1@ anim 3 wait_state_time 999999 ms 
Actor.Create(2@, 8, #HNB, $3641, $3642, $3620)
0243: set_actor 2@ ped_stats_to 16 
Actor.Angle(2@) = 280.0
01B2: give_actor 2@ weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor 2@ threat_search 
011A: set_actor 2@ search_threat 1 
0291: set_actor 2@ heed_threats 1 
0372: set_actor 2@ anim 13 wait_state_time 999999 ms 
Actor.Create(3@, 8, #HNA, 8@, 9@, $3620)
0243: set_actor 3@ ped_stats_to 16 
Actor.Angle(3@) = 165.0
01B2: give_actor 3@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 3@ anim 13 wait_state_time 999999 ms 
Actor.Create(4@, 8, #HNB, 10@, 11@, $3620)
0243: set_actor 4@ ped_stats_to 16 
Actor.Angle(4@) = 97.0
01B2: give_actor 4@ weapon 22 ammo 9999 // Load the weapon model before using this 
0372: set_actor 4@ anim 3 wait_state_time 999999 ms 
Actor.Create(6@, 8, #HNA, -1047.8, 54.8, 13.3)
0243: set_actor 6@ ped_stats_to 16 
011A: set_actor 6@ search_threat 1 
Actor.Angle(6@) = 140.0
0350: set_actor 6@ maintain_position_when_attacked 1 
01B2: give_actor 6@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 6@ anim 13 wait_state_time 999999 ms 
Actor.Create(7@, 8, #HNA, -1042.44, 64.96, 15.5)
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
Actor.Angle(7@) = 80.0
0350: set_actor 6@ maintain_position_when_attacked 1 
01B2: give_actor 7@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 7@ anim 13 wait_state_time 999999 ms 
Actor.Create($3867, 8, #HNA, $3897, $3898, $3620)
01ED: clear_actor $3867 threat_search 
Actor.Angle($3867) = $3899
02A9: set_actor $3867 immune_to_nonplayer 1 
$3897 -= 1.0 // $ -= float 
$3898 += 1.0 // $ += float 
Actor.Create(5@, 8, #HNB, $3897, $3898, $3620)
01ED: clear_actor 5@ threat_search 
020E: actor 5@ look_at_actor $3867 
$3897 += 1.0 // $ += float 
Actor.Create($3868, 8, #HNB, $3897, $3898, $3620)
01ED: clear_actor $3868 threat_search 
020E: actor $3868 look_at_actor $3867 
Marker.Disable($3643)
Marker.CreateAboveActor($3643, $3867)
01BD: $3874 = current_time_in_ms 

:SERG2_3723
if and
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
  $3884 == 0 // $ == int 
jf @SERG2_3799 
wait 0 
gosub @SERG2_7739 
gosub @SERG2_5878 
gosub @SERG2_6126 
gosub @SERG2_8831 
jump @SERG2_3723 

:SERG2_3799
$3889 = 1 // $ = int 

:SERG2_3806
if 
  $3884 == 0 // $ == int 
jf @SERG2_3886 
wait 0 
gosub @SERG2_7739 
if 
   Actor.Dead($3867)
jf @SERG2_3858 
jump @SERG2_4810 

:SERG2_3858
gosub @SERG2_6126 
gosub @SERG2_5878 
gosub @SERG2_8831 
jump @SERG2_3806 

:SERG2_3886
if 
   not Player.Wasted($PLAYER_CHAR)
jf @SERG2_4810 
wait 0 
gosub @SERG2_7739 
if or
00E4:   player $PLAYER_CHAR 0 $3897 $3898 radius 30.0 40.0 
00E5:   player $PLAYER_CHAR 0 $3897 $3898 radius 10.0 15.0 
jf @SERG2_4001 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_4001 
gosub @SERG2_8763 

:SERG2_4001
if and
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
  2 > $3884 // int > $ 
jf @SERG2_4092 
if 
   not Actor.Dead(1@)
jf @SERG2_4065 
0211: actor 1@ walk_to $3639 $3640 

:SERG2_4065
if 
   not Actor.Dead(3@)
jf @SERG2_4092 
0211: actor 3@ walk_to 8@ 9@ 

:SERG2_4092
gosub @SERG2_5878 
gosub @SERG2_6126 
if 
   not Actor.Dead($3867)
jf @SERG2_4504 
if 
   not Car.Wrecked($3864)
jf @SERG2_4216 
if 
   Actor.InCar($3867, $3864)
jf @SERG2_4209 
0084: $3896 = $3864 // $ = $ int 
gosub @SERG2_9496 
if 
80A3:   not actor $3867 0 12@ 13@ 14@ 15@ 
jf @SERG2_4209 
gosub @SERG2_8953 

:SERG2_4209
jump @SERG2_4497 

:SERG2_4216
if and
   not Car.Wrecked($3863)
   not Actor.Dead($3867)
jf @SERG2_4497 
if and
0202:   actor $3867 near_car $3863 radius 30.0 30.0 sphere 0 
   not Actor.InCar($3867, $3863)
jf @SERG2_4284 
01D5: actor $3867 go_to_and_drive_car $3863 

:SERG2_4284
if 
   Actor.InCar($3867, $3863)
jf @SERG2_4497 
0084: $3896 = $3863 // $ = $ int 
gosub @SERG2_9496 
if 
80A3:   not actor $3867 0 12@ 13@ 14@ 15@ 
jf @SERG2_4355 
gosub @SERG2_8953 

:SERG2_4355
if 
  $3893 == 1 // $ == int 
jf @SERG2_4450 
if 
8185:   not car $3863 health > 350 
jf @SERG2_4450 
01D3: actor $3867 leave_car $3863 
Car.SetMaxSpeed($3863, 0.0)
if 
   not Actor.Dead($3870)
jf @SERG2_4443 
01B2: give_actor $3870 weapon 22 ammo 60 // Load the weapon model before using this 
01CA: actor $3870 kill_player $PLAYER_CHAR 

:SERG2_4443
$3893 = 2 // $ = int 

:SERG2_4450
if 
  $3893 == 0 // $ == int 
jf @SERG2_4497 
Car.SetMaxSpeed($3863, 40.0)
00AE: set_vehicle $3863 traffic_behavior_to 3 
Car.SetToPsychoDriver($3863)
$3893 = 1 // $ = int 

:SERG2_4497
jump @SERG2_4511 

:SERG2_4504
jump @SERG2_4810 

:SERG2_4511
if and
   Car.Wrecked($3864)
  $3894 == 0 // $ == int 
jf @SERG2_4548 
$3893 = 0 // $ = int 
$3894 = 1 // $ = int 

:SERG2_4548
if 
  $3893 == 2 // $ == int 
jf @SERG2_4646 
if 
   not Actor.Driving($3867)
jf @SERG2_4646 
if 
  $3895 == 0 // $ == int 
jf @SERG2_4639 
011A: set_actor $3867 search_threat 1 
0291: set_actor $3867 heed_threats 1 
020F: actor $3867 look_at_player $PLAYER_CHAR 
01B2: give_actor $3867 weapon 26 ammo 9999 // Load the weapon model before using this 
$3895 = 1 // $ = int 

:SERG2_4639
$3893 = 3 // $ = int 

:SERG2_4646
if 
   not Actor.Dead(5@)
jf @SERG2_4742 
if 
   not Car.Wrecked($3862)
jf @SERG2_4735 
if and
   Actor.InCar(5@, $3862)
  $3892 == 0 // $ == int 
jf @SERG2_4735 
Car.SetMaxSpeed($3862, 40.0)
00AE: set_vehicle $3862 traffic_behavior_to 2 
00AF: set_car $3862 driver_behaviour_to 2 
$3892 = 1 // $ = int 

:SERG2_4735
jump @SERG2_4796 

:SERG2_4742
if and
   not Car.Wrecked($3862)
  $3892 == 0 // $ == int 
jf @SERG2_4796 
Car.SetMaxSpeed($3862, 40.0)
00AE: set_vehicle $3862 traffic_behavior_to 2 
00AF: set_car $3862 driver_behaviour_to 2 
$3892 = 1 // $ = int 

:SERG2_4796
gosub @SERG2_8831 
jump @SERG2_3886 

:SERG2_4810
Marker.Disable($3643)
$3884 = 3 // $ = int 
$3876 = 7000 // $ = int 
gosub @SERG2_6126 
if 
  $3888 == 0 // $ == int 
jf @SERG2_4877 
00BC: text_highpriority 'TEX_2B' time 5000 1  // ~r~Fool! People have to WITNESS a gangmember doing the hit!
jump @SERG2_4941 

:SERG2_4877
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @SERG2_4934 
wait 0 
gosub @SERG2_8831 
00BC: text_highpriority 'TEXEXIT' time 1000 1  // ~g~Now get out of Little Haiti!
jump @SERG2_4877 

:SERG2_4934
jump @SERG2_4958 

:SERG2_4941
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:SERG2_4958
055B: $1592 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 
$1572 = 1 // $ = int 
start_new_script @CLOTH4 
$549 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 2500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2500
0318: set_latest_mission_passed 'TEX_2'  // Two Bit Hit
030C: progress_made += 1 
03F1: pedtype 8 add_threat 128 
03F1: pedtype 7 add_threat 256 
015C: set_zone_gang_info 'GHETTO1' 1 13 60 100 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 60 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 1 13 100 60 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 100 60 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 
Marker.Disable($546)
return 

:SERG2_5344
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E7: remove_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 
03F2: pedtype 8 remove_threat 1 
Marker.Disable($3643)
Marker.Disable($3905)
if 
   not Actor.Dead(0@)
jf @SERG2_5430 
Actor.RemoveReferences(0@)

:SERG2_5430
if 
   not Actor.Dead(1@)
jf @SERG2_5451 
Actor.RemoveReferences(1@)

:SERG2_5451
if 
   not Actor.Dead(2@)
jf @SERG2_5472 
Actor.RemoveReferences(2@)

:SERG2_5472
if 
   not Actor.Dead(3@)
jf @SERG2_5493 
Actor.RemoveReferences(3@)

:SERG2_5493
if 
   not Actor.Dead(4@)
jf @SERG2_5514 
Actor.RemoveReferences(4@)

:SERG2_5514
if 
   not Actor.Dead(5@)
jf @SERG2_5535 
Actor.RemoveReferences(5@)

:SERG2_5535
if 
   not Actor.Dead($3867)
jf @SERG2_5556 
Actor.RemoveReferences($3867)

:SERG2_5556
if 
   not Actor.Dead($3868)
jf @SERG2_5577 
Actor.RemoveReferences($3868)

:SERG2_5577
if 
   not Actor.Dead($3872)
jf @SERG2_5598 
Actor.RemoveReferences($3872)

:SERG2_5598
if 
   not Actor.Dead($3873)
jf @SERG2_5619 
Actor.RemoveReferences($3873)

:SERG2_5619
if 
   not Actor.Dead(6@)
jf @SERG2_5640 
Actor.RemoveReferences(6@)

:SERG2_5640
if 
   not Actor.Dead(7@)
jf @SERG2_5661 
Actor.RemoveReferences(7@)

:SERG2_5661
if 
   not Actor.Dead($3869)
jf @SERG2_5682 
Actor.RemoveReferences($3869)

:SERG2_5682
if 
   not Actor.Dead($3870)
jf @SERG2_5703 
Actor.RemoveReferences($3870)

:SERG2_5703
if 
   not Actor.Dead($3871)
jf @SERG2_5724 
Actor.RemoveReferences($3871)

:SERG2_5724
if 
   not Car.Wrecked($3862)
jf @SERG2_5745 
Car.RemoveReferences($3862)

:SERG2_5745
if 
   not Car.Wrecked($3863)
jf @SERG2_5766 
Car.RemoveReferences($3863)

:SERG2_5766
if 
   not Car.Wrecked($3864)
jf @SERG2_5787 
Car.RemoveReferences($3864)

:SERG2_5787
if 
   not Car.Wrecked($3865)
jf @SERG2_5808 
Car.RemoveReferences($3865)

:SERG2_5808
if 
   not Car.Wrecked($3866)
jf @SERG2_5829 
Car.RemoveReferences($3866)

:SERG2_5829
Model.Destroy(#VOODOO)
Model.Destroy(#ROMERO)
Model.Destroy(#M4)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#FAKETARGET)
Model.Destroy(#JW_COFFIN)
Model.Destroy(#TEC9)
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:SERG2_5878
if 
  2 > $3884 // int > $ 
jf @SERG2_6124 
01BD: $3875 = current_time_in_ms 
0084: $3876 = $3875 // $ = $ int 
0060: $3876 -= $3874 // $ -= $ int 
if 
  $3876 > 9000 // $ > int 
jf @SERG2_5951 
$3876 = 0 // $ = int 
0084: $3874 = $3875 // $ = $ int 

:SERG2_5951
0209: $3877 = random_int_in_ranges 1 13 
0084: $3878 = $3877 // $ = $ int 
$3878 *= 1000 // $ *= int 
if 
  3001 > $3876 // int > $ 
jf @SERG2_6020 
if 
  $3883 == 0 // $ == int 
jf @SERG2_6020 
gosub @SERG2_7233 

:SERG2_6020
if and
  6001 > $3876 // int > $ 
  $3876 > 3000 // $ > int 
jf @SERG2_6072 
if 
  $3883 == 1 // $ == int 
jf @SERG2_6072 
gosub @SERG2_7233 

:SERG2_6072
if and
  9001 > $3876 // int > $ 
  $3876 > 6000 // $ > int 
jf @SERG2_6124 
if 
  $3883 == 2 // $ == int 
jf @SERG2_6124 
gosub @SERG2_7233 

:SERG2_6124
return 

:SERG2_6126
if and
  $3884 > 0 // $ > int 
  $3890 == 0 // $ == int 
jf @SERG2_6283 
if 
   not Actor.Dead(1@)
jf @SERG2_6176 
0372: set_actor 1@ anim 0 wait_state_time 0 ms 

:SERG2_6176
if 
   not Actor.Dead(3@)
jf @SERG2_6201 
0372: set_actor 3@ anim 0 wait_state_time 0 ms 

:SERG2_6201
if 
   not Actor.Dead(0@)
jf @SERG2_6226 
0372: set_actor 0@ anim 0 wait_state_time 0 ms 

:SERG2_6226
if 
   not Actor.Dead(2@)
jf @SERG2_6251 
0372: set_actor 2@ anim 0 wait_state_time 0 ms 

:SERG2_6251
if 
   not Actor.Dead(4@)
jf @SERG2_6276 
0372: set_actor 4@ anim 0 wait_state_time 0 ms 

:SERG2_6276
$3890 = 1 // $ = int 

:SERG2_6283
if and
  $3884 == 1 // $ == int 
  $3885 == 0 // $ == int 
jf @SERG2_6435 
if 
   not Actor.Dead(1@)
jf @SERG2_6332 
01D2: actor 1@ follow_player $PLAYER_CHAR 

:SERG2_6332
if 
   not Actor.Dead(3@)
jf @SERG2_6356 
01D2: actor 3@ follow_player $PLAYER_CHAR 

:SERG2_6356
if 
   not Actor.Dead(0@)
jf @SERG2_6380 
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR 

:SERG2_6380
if 
   not Actor.Dead(2@)
jf @SERG2_6404 
022D: set_actor 2@ to_look_at_player $PLAYER_CHAR 

:SERG2_6404
if 
   not Actor.Dead(4@)
jf @SERG2_6428 
022D: set_actor 4@ to_look_at_player $PLAYER_CHAR 

:SERG2_6428
$3885 = 1 // $ = int 

:SERG2_6435
if and
  $3884 == 2 // $ == int 
  2 > $3885 // int > $ 
jf @SERG2_6780 
01BD: $3874 = current_time_in_ms 
if 
   not Actor.Dead(0@)
jf @SERG2_6491 
0372: set_actor 0@ anim 14 wait_state_time 3500 ms 

:SERG2_6491
if 
   not Actor.Dead(1@)
jf @SERG2_6550 
if 
  $3889 == 1 // $ == int 
jf @SERG2_6540 
01CC: actor 1@ kill_player $PLAYER_CHAR 
jump @SERG2_6550 

:SERG2_6540
0372: set_actor 1@ anim 14 wait_state_time 6000 ms 

:SERG2_6550
if 
   not Actor.Dead(2@)
jf @SERG2_6576 
0372: set_actor 2@ anim 14 wait_state_time 6000 ms 

:SERG2_6576
if 
   not Actor.Dead(3@)
jf @SERG2_6635 
if 
  $3889 == 1 // $ == int 
jf @SERG2_6625 
01CC: actor 3@ kill_player $PLAYER_CHAR 
jump @SERG2_6635 

:SERG2_6625
0372: set_actor 3@ anim 14 wait_state_time 6000 ms 

:SERG2_6635
if 
   not Actor.Dead(4@)
jf @SERG2_6661 
0372: set_actor 4@ anim 14 wait_state_time 3500 ms 

:SERG2_6661
if 
   not Actor.Dead(5@)
jf @SERG2_6696 
0372: set_actor 5@ anim 0 wait_state_time 0 ms 
0372: set_actor 5@ anim 14 wait_state_time 6000 ms 

:SERG2_6696
if 
   not Actor.Dead($3867)
jf @SERG2_6731 
0372: set_actor $3867 anim 0 wait_state_time 0 ms 
0372: set_actor $3867 anim 14 wait_state_time 3000 ms 

:SERG2_6731
if 
   not Actor.Dead($3868)
jf @SERG2_6766 
0372: set_actor $3868 anim 0 wait_state_time 0 ms 
0372: set_actor $3868 anim 14 wait_state_time 3500 ms 

:SERG2_6766
$3885 = 2 // $ = int 
$3884 = 3 // $ = int 

:SERG2_6780
if and
  $3884 == 3 // $ == int 
  3 > $3885 // int > $ 
jf @SERG2_7231 
01BD: $3875 = current_time_in_ms 
0084: $3876 = $3875 // $ = $ int 
0060: $3876 -= $3874 // $ -= $ int 
if and
  $3876 > 4000 // $ > int 
  $3886 == 0 // $ == int 
jf @SERG2_7094 
if 
   not Actor.Dead(0@)
jf @SERG2_6876 
01CC: actor 0@ kill_player $PLAYER_CHAR 

:SERG2_6876
if 
   not Actor.Dead(4@)
jf @SERG2_6900 
01CC: actor 4@ kill_player $PLAYER_CHAR 

:SERG2_6900
if 
   not Actor.Dead($3872)
jf @SERG2_6924 
01CC: actor $3872 kill_player $PLAYER_CHAR 

:SERG2_6924
if 
   not Actor.Dead($3873)
jf @SERG2_6948 
01CC: actor $3873 kill_player $PLAYER_CHAR 

:SERG2_6948
if 
   not Actor.Dead($3867)
jf @SERG2_7040 
011C: actor $3867 clear_objective 
0372: set_actor $3867 anim 0 wait_state_time 0 ms 
0319: set_actor $3867 running 1 
if 
   not Car.Wrecked($3864)
jf @SERG2_7016 
01D4: actor $3867 go_to_car $3864 and_enter_it_as_a_passenger 
jump @SERG2_7040 

:SERG2_7016
if 
   not Car.Wrecked($3862)
jf @SERG2_7040 
01D4: actor $3867 go_to_car $3862 and_enter_it_as_a_passenger 

:SERG2_7040
if 
   not Actor.Dead($3868)
jf @SERG2_7087 
011C: actor $3868 clear_objective 
0372: set_actor $3868 anim 0 wait_state_time 0 ms 
01B2: give_actor $3868 weapon 22 ammo 60 // Load the weapon model before using this 
01CC: actor $3868 kill_player $PLAYER_CHAR 

:SERG2_7087
$3886 = 1 // $ = int 

:SERG2_7094
if and
  $3876 > 6500 // $ > int 
  $3886 == 1 // $ == int 
jf @SERG2_7231 
if 
   not Actor.Dead(2@)
jf @SERG2_7144 
01CC: actor 2@ kill_player $PLAYER_CHAR 

:SERG2_7144
if 
   not Actor.Dead(5@)
jf @SERG2_7217 
011C: actor 5@ clear_objective 
0372: set_actor 5@ anim 0 wait_state_time 0 ms 
if 
   not Car.Wrecked($3862)
jf @SERG2_7212 
0319: set_actor 5@ running 1 
01D4: actor 5@ go_to_car $3862 and_enter_it_as_a_passenger 
jump @SERG2_7217 

:SERG2_7212
0193: set_actor 5@ objective_to_act_like_ped 

:SERG2_7217
$3886 = 2 // $ = int 
$3885 = 3 // $ = int 

:SERG2_7231
return 

:SERG2_7233
if and
  $3877 > 0 // $ > int 
  5 > $3877 // int > $ 
jf @SERG2_7265 
gosub @SERG2_7331 

:SERG2_7265
if and
  $3877 > 4 // $ > int 
  9 > $3877 // int > $ 
jf @SERG2_7297 
gosub @SERG2_7467 

:SERG2_7297
if and
  $3877 > 8 // $ > int 
  13 > $3877 // int > $ 
jf @SERG2_7329 
gosub @SERG2_7603 

:SERG2_7329
return 

:SERG2_7331
if and
   not Actor.Dead($3867)
   not Actor.Dead(5@)
jf @SERG2_7465 
0084: $3878 = $3877 // $ = $ int 
$3878 *= 1000 // $ *= int 
022F: set_actor 5@ stop_looking 
022F: set_actor $3867 stop_looking 
0372: set_actor 5@ anim 19 wait_state_time $3878 ms 
022C: set_actor 5@ to_look_at_actor $3867 
022C: set_actor $3867 to_look_at_actor 5@ 
if 
   not Actor.Dead($3868)
jf @SERG2_7433 
022F: set_actor $3868 stop_looking 
022C: set_actor $3868 to_look_at_actor 5@ 

:SERG2_7433
$3883 += 1 // $ += int 
if 
  $3883 > 2 // $ > int 
jf @SERG2_7465 
$3883 = 0 // $ = int 

:SERG2_7465
return 

:SERG2_7467
if and
   not Actor.Dead($3867)
   not Actor.Dead($3868)
jf @SERG2_7601 
0084: $3878 = $3877 // $ = $ int 
$3878 *= 1000 // $ *= int 
022F: set_actor $3868 stop_looking 
022F: set_actor $3867 stop_looking 
0372: set_actor $3867 anim 19 wait_state_time $3878 ms 
022C: set_actor $3868 to_look_at_actor $3867 
022C: set_actor $3867 to_look_at_actor $3868 
if 
   not Actor.Dead(5@)
jf @SERG2_7569 
022F: set_actor 5@ stop_looking 
022C: set_actor 5@ to_look_at_actor $3868 

:SERG2_7569
$3883 += 1 // $ += int 
if 
  $3883 > 2 // $ > int 
jf @SERG2_7601 
$3883 = 0 // $ = int 

:SERG2_7601
return 

:SERG2_7603
if and
   not Actor.Dead($3868)
   not Actor.Dead(5@)
jf @SERG2_7737 
0084: $3878 = $3877 // $ = $ int 
$3878 *= 750 // $ *= int 
022F: set_actor 5@ stop_looking 
022F: set_actor $3868 stop_looking 
0372: set_actor $3868 anim 19 wait_state_time $3878 ms 
022C: set_actor 5@ to_look_at_actor $3868 
022C: set_actor $3868 to_look_at_actor 5@ 
if 
   not Actor.Dead($3867)
jf @SERG2_7705 
022F: set_actor $3867 stop_looking 
022C: set_actor $3867 to_look_at_actor $3868 

:SERG2_7705
$3883 += 1 // $ += int 
if 
  $3883 > 2 // $ > int 
jf @SERG2_7737 
$3883 = 0 // $ = int 

:SERG2_7737
return 

:SERG2_7739
if 
  3 > $3884 // int > $ 
jf @SERG2_8121 
if 
   Actor.Dead($3869)
jf @SERG2_7785 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3869)

:SERG2_7785
if 
   Actor.Dead($3870)
jf @SERG2_7813 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3870)

:SERG2_7813
if 
   Actor.Dead($3871)
jf @SERG2_7841 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3871)

:SERG2_7841
if 
   Actor.Dead($3872)
jf @SERG2_7869 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3872)

:SERG2_7869
if 
   Actor.Dead($3873)
jf @SERG2_7897 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3873)

:SERG2_7897
if 
   Actor.Dead(0@)
jf @SERG2_7925 
$3884 = 2 // $ = int 
Actor.RemoveReferences(0@)

:SERG2_7925
if 
   Actor.Dead(1@)
jf @SERG2_7953 
$3884 = 2 // $ = int 
Actor.RemoveReferences(1@)

:SERG2_7953
if 
   Actor.Dead(2@)
jf @SERG2_7981 
$3884 = 2 // $ = int 
Actor.RemoveReferences(2@)

:SERG2_7981
if 
   Actor.Dead(3@)
jf @SERG2_8009 
$3884 = 2 // $ = int 
Actor.RemoveReferences(3@)

:SERG2_8009
if 
   Actor.Dead(4@)
jf @SERG2_8037 
$3884 = 2 // $ = int 
Actor.RemoveReferences(4@)

:SERG2_8037
if 
   Actor.Dead(5@)
jf @SERG2_8065 
$3884 = 2 // $ = int 
Actor.RemoveReferences(5@)

:SERG2_8065
if 
   Actor.Dead($3867)
jf @SERG2_8093 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3867)

:SERG2_8093
if 
   Actor.Dead($3868)
jf @SERG2_8121 
$3884 = 2 // $ = int 
Actor.RemoveReferences($3868)

:SERG2_8121
if 
  $3889 == 1 // $ == int 
jf @SERG2_8761 
if 
  3 > $3884 // int > $ 
jf @SERG2_8385 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FAGGIO 
jf @SERG2_8248 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8248 
gosub @SERG2_8763 
if 
  2 > $3884 // int > $ 
jf @SERG2_8248 
$3884 = 1 // $ = int 

:SERG2_8248
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @SERG2_8313 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8313 
gosub @SERG2_8763 
$3884 = 1 // $ = int 

:SERG2_8313
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @SERG2_8385 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8385 
gosub @SERG2_8763 
if 
  2 > $3884 // int > $ 
jf @SERG2_8385 
$3884 = 1 // $ = int 

:SERG2_8385
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SERG2_8479 
if 
0548:   player $PLAYER_CHAR check_for_ped_model #HNA #HNB radius 10.0 10.0 10.0 
jf @SERG2_8472 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8472 
gosub @SERG2_8763 

:SERG2_8472
jump @SERG2_8545 

:SERG2_8479
if 
0548:   player $PLAYER_CHAR check_for_ped_model #HNA #HNB radius 15.0 15.0 15.0 
jf @SERG2_8545 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8545 
gosub @SERG2_8763 

:SERG2_8545
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN 
  3 > $3884 // int > $ 
jf @SERG2_8609 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8602 
gosub @SERG2_8763 

:SERG2_8602
$3884 = 2 // $ = int 

:SERG2_8609
if and
02DF:   player $PLAYER_CHAR aggressive 
  3 > $3884 // int > $ 
jf @SERG2_8639 
$3884 = 2 // $ = int 

:SERG2_8639
if 
   not Actor.Dead($3867)
jf @SERG2_8761 
if and
00FB:   player $PLAYER_CHAR 0 $3867 radius 20.0 20.0 20.0 
  3 > $3884 // int > $ 
jf @SERG2_8761 
if 
0500:   player $PLAYER_CHAR skin == 'PLAYER5' 
jf @SERG2_8729 
gosub @SERG2_8763 

:SERG2_8729
$3884 = 2 // $ = int 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 0 
jf @SERG2_8761 
$3884 = 3 // $ = int 

:SERG2_8761
return 

:SERG2_8763
$3888 = 1 // $ = int 
if 
  $3891 == 0 // $ == int 
jf @SERG2_8829 
00BC: text_highpriority 'TEX_2A' time 5000 1  // ~g~Excellent! They've spotted you!
018C: play_sound 1 at 0.0 0.0 0.0 
$3891 = 1 // $ = int 

:SERG2_8829
return 

:SERG2_8831
if 
   not Actor.Dead($3867)
jf @SERG2_8910 
if or
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
80A3:   not actor $3867 0 12@ 13@ 14@ 15@ 
jf @SERG2_8903 
01EB: set_traffic_density_multiplier_to 1.0 

:SERG2_8903
jump @SERG2_8917 

:SERG2_8910
01EB: set_traffic_density_multiplier_to 1.0 

:SERG2_8917
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @SERG2_8951 
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)

:SERG2_8951
return 

:SERG2_8953
if 
01FC:   player $PLAYER_CHAR near_car $3896 radius 20.0 20.0 0 
jf @SERG2_9001 
Car.SetMaxSpeed($3896, 30.0)
jump @SERG2_9011 

:SERG2_9001
Car.SetMaxSpeed($3896, 20.0)

:SERG2_9011
if 
  $3887 == 0 // $ == int 
jf @SERG2_9285 
01EB: set_traffic_density_multiplier_to 1.0 
01EC: make_car $3896 very_heavy 0 
Car.StorePos($3896, $3900, $3901, $3902)
0407: create_coordinate $2000 $2001 $3909 from_car $3896 offset 0.0 -15.0 0.0 
0086: $2002 = $3909 // $ = $ float 
02CE: $3909 = ground_z $2000 $2001 $3909 
0086: $3910 = $3902 // $ = $ float 
$3910 += 1.0 // $ += float 
if and
0024:   $3902 > $3909 // $ > $ float 
00E3:   player $PLAYER_CHAR 0 $2000 $2001 radius 8.0 8.0 
jf @SERG2_9285 
0061: $2000 -= $3900 // $ -= $ float 
0061: $2001 -= $3901 // $ -= $ float 
0061: $2002 -= $3902 // $ -= $ float 
$2002 += 4.0 // $ += float 
Object.Create($3903, #JW_COFFIN, $3900, $3901, $3902)
Object.CollisionDetection($3903, True)
Object.ToggleInMovingList($3903, True)
035C: place_object $3903 relative_to_car $3896 offset 0.0 -0.6 0.1 
050E: sort_out_object $3903 collision_with_car $3896 
038C: object $3903 scatter $2000 $2001 $2002 
$3887 = 1 // $ = int 

:SERG2_9285
if 
  $3887 == 1 // $ == int 
jf @SERG2_9429 
if 
0366:   object $3903 damaged 
jf @SERG2_9365 
Object.StorePos($3903, $2000, $2001, $2002)
020C: create_explosion 1 at $2000 $2001 $2002 
Object.Destroy($3903)
$3887 = 0 // $ = int 
jump @SERG2_9429 

:SERG2_9365
if 
8471:   not actor $PLAYER_ACTOR within_object $3903 rectangle 15.0 15.0 sphere 0 
jf @SERG2_9429 
if 
82CC:   not object $3903 bounding_sphere_visible 
jf @SERG2_9429 
Object.Destroy($3903)
$3887 = 2 // $ = int 
01BD: $3906 = current_time_in_ms 

:SERG2_9429
if 
  $3887 == 2 // $ == int 
jf @SERG2_9494 
01BD: $3908 = current_time_in_ms 
0084: $3907 = $3908 // $ = $ int 
0060: $3907 -= $3906 // $ -= $ int 
if 
  $3907 > 3000 // $ > int 
jf @SERG2_9494 
$3887 = 0 // $ = int 

:SERG2_9494
return 

:SERG2_9496
if 
  $3893 == 0 // $ == int 
jf @SERG2_9621 
Car.SetMaxSpeed($3896, 15.0)
00AE: set_vehicle $3896 traffic_behavior_to 2 
Car.DriveTo($3896, -1062.0, -117.0, 11.0)
0190: add_car $3896 to_upsidedown_check 
03CC: add_stuck_car_check $3896 distance 1.5 time 2000 
050B: open_trunk_of_car $3896 
if 
   not Car.Wrecked($3862)
jf @SERG2_9614 
Car.SetMaxSpeed($3862, 30.0)
00AE: set_vehicle $3862 traffic_behavior_to 3 
00AF: set_car $3862 driver_behaviour_to 2 

:SERG2_9614
$3893 = 1 // $ = int 

:SERG2_9621
if 
  $3893 == 1 // $ == int 
jf @SERG2_10572 
if 
  $3879 == 1 // $ == int 
jf @SERG2_9680 
if 
83CE:   not car $3896 stuck 
jf @SERG2_9680 
$3879 = 0 // $ = int 

:SERG2_9680
if 
03CE:   car $3896 stuck 
jf @SERG2_9808 
if 
  $3879 == 0 // $ == int 
jf @SERG2_9726 
01BD: $3881 = current_time_in_ms 
$3879 = 1 // $ = int 

:SERG2_9726
if 
  $3879 == 1 // $ == int 
jf @SERG2_9801 
01BD: $3880 = current_time_in_ms 
0084: $3882 = $3880 // $ = $ int 
0060: $3882 -= $3881 // $ -= $ int 
if 
  $3882 > 3000 // $ > int 
jf @SERG2_9801 
0477: set_car $3896 action 2 time 500 
$3879 = 0 // $ = int 

:SERG2_9801
jump @SERG2_10482 

:SERG2_9808
if 
  $3904 == 0 // $ == int 
jf @SERG2_9901 
if 
01AD:   car $3896 sphere 0 near_point -1062.0 -117.0 radius 10.0 10.0 
jf @SERG2_9901 
Car.DriveTo($3896, -872.0, -284.0, 11.0)
Car.SetMaxSpeed($3896, 25.0)
$3904 = 1 // $ = int 

:SERG2_9901
if 
  $3904 == 1 // $ == int 
jf @SERG2_9984 
if 
01AD:   car $3896 sphere 0 near_point -872.0 -284.0 radius 10.0 10.0 
jf @SERG2_9984 
Car.DriveTo($3896, -854.0, -498.0, 11.0)
$3904 = 2 // $ = int 

:SERG2_9984
if 
  $3904 == 2 // $ == int 
jf @SERG2_10067 
if 
01AD:   car $3896 sphere 0 near_point -854.0 -498.0 radius 10.0 10.0 
jf @SERG2_10067 
Car.DriveTo($3896, 154.0, -445.0, 11.0)
$3904 = 3 // $ = int 

:SERG2_10067
if 
  $3904 == 3 // $ == int 
jf @SERG2_10150 
if 
01AD:   car $3896 sphere 0 near_point 154.0 -445.0 radius 10.0 10.0 
jf @SERG2_10150 
Car.DriveTo($3896, 321.0, -54.0, 11.0)
$3904 = 4 // $ = int 

:SERG2_10150
if 
  $3904 == 4 // $ == int 
jf @SERG2_10233 
if 
01AD:   car $3896 sphere 0 near_point 321.0 -54.0 radius 10.0 10.0 
jf @SERG2_10233 
Car.DriveTo($3896, 410.0, 41.0, 11.0)
$3904 = 5 // $ = int 

:SERG2_10233
if 
  $3904 == 5 // $ == int 
jf @SERG2_10316 
if 
01AD:   car $3896 sphere 0 near_point 410.0 41.0 radius 10.0 10.0 
jf @SERG2_10316 
Car.DriveTo($3896, 295.0, 230.0, 11.0)
$3904 = 6 // $ = int 

:SERG2_10316
if 
  $3904 == 6 // $ == int 
jf @SERG2_10399 
if 
01AD:   car $3896 sphere 0 near_point 295.0 230.0 radius 10.0 10.0 
jf @SERG2_10399 
Car.DriveTo($3896, -814.0, 36.0, 11.0)
$3904 = 7 // $ = int 

:SERG2_10399
if 
  $3904 == 7 // $ == int 
jf @SERG2_10482 
if 
01AD:   car $3896 sphere 0 near_point -814.0 36.0 radius 10.0 10.0 
jf @SERG2_10482 
Car.DriveTo($3896, -854.0, -498.0, 11.0)
$3904 = 2 // $ = int 

:SERG2_10482
if or
8185:   not car $3896 health > 350 
018F:   is_car_stuck_on_roof $3896 
00DC:   player $PLAYER_CHAR in_car $3896 
jf @SERG2_10572 
01CE: actor $3867 avoid_player $PLAYER_CHAR 
Car.SetMaxSpeed($3896, 0.0)
if 
   not Actor.Dead($3871)
jf @SERG2_10565 
01B2: give_actor $3871 weapon 22 ammo 60 // Load the weapon model before using this 
01CA: actor $3871 kill_player $PLAYER_CHAR 

:SERG2_10565
$3893 = 2 // $ = int 

:SERG2_10572
return 

//-------------Mission 21---------------
// Originally: No Escape?

:BANKJO1
script_name 'BANKJO1' 
gosub @BANKJO1_46 
if 
wasted_or_busted 
jf @BANKJO1_37 
gosub @BANKJO1_7687 

:BANKJO1_37
gosub @BANKJO1_7770 
terminate_this_script 

:BANKJO1_46
$ONMISSION = 1 // $ = int 
$1290 = 0 // $ = int 
$1301 = 1 // $ = int 
increment_mission_attempts 
$3912 = 0 // $ = int 
$3914 = 0 // $ = int 
$3915 = 0 // $ = int 
$3916 = 0 // $ = int 
$3919 = 0 // $ = int 
$3920 = 0 // $ = int 
$3921 = 0 // $ = int 
$3922 = 0 // $ = int 
$3923 = 0 // $ = int 
$3924 = 0 // $ = int 
$3925 = 0 // $ = int 
$3926 = 0 // $ = int 
$3927 = 0 // $ = int 
$3928 = 100 // $ = int 
$3930 = 0 // $ = int 
$3931 = 0 // $ = int 
$3932 = 0 // $ = int 
$3933 = 0 // $ = int 
$3934 = 0 // $ = int 
$3935 = 0 // $ = int 
$3936 = 0 // $ = int 
$3937 = 0 // $ = int 
$3938 = 0 // $ = int 
$3939 = 100 // $ = int 
$3941 = 0 // $ = int 
$3942 = 0 // $ = int 
$3943 = 0 // $ = int 
$3944 = 0 // $ = int 
$3945 = 0 // $ = int 
$3946 = 0 // $ = int 
$3947 = 0 // $ = int 
$3948 = 0 // $ = int 
$3949 = 0 // $ = int 
$3950 = 100 // $ = int 
$3952 = 0 // $ = int 
$3953 = 0 // $ = int 
$3954 = 0 // $ = int 
$3955 = 0 // $ = int 
$3956 = 0 // $ = int 
$3957 = 0 // $ = int 
$3958 = 0 // $ = int 
$3959 = 0 // $ = int 
$3960 = 0 // $ = int 
$3961 = 100 // $ = int 
$3963 = 0 // $ = int 
$3964 = 0 // $ = int 
$3965 = 100 // $ = int 
$3967 = 0 // $ = int 
$3968 = 0 // $ = int 
$3969 = 0 // $ = int 
$3970 = 0 // $ = int 
$3971 = 0 // $ = int 
$3972 = 0 // $ = int 
$3973 = 0 // $ = int 
$3974 = 0 // $ = int 
$3975 = 0 // $ = int 
$3976 = 100 // $ = int 
$3978 = 0 // $ = int 
$3979 = 0 // $ = int 
$3980 = 100 // $ = int 
$3981 = 0 // $ = int 
$3983 = 0 // $ = int 
$3984 = 0 // $ = int 
$3985 = 100 // $ = int 
$3987 = 0 // $ = int 
$3988 = 0 // $ = int 
$3989 = 100 // $ = int 
$3991 = 0 // $ = int 
$3992 = 0 // $ = int 
$3993 = 100 // $ = int 
$3995 = 0 // $ = int 
$3996 = 0 // $ = int 
$3997 = 100 // $ = int 
$3998 = 0 // $ = int 
$3999 = 0 // $ = int 
$4000 = 0 // $ = int 
$4001 = 0.0 // $ = float 
$4002 = 0.0 // $ = float 
$4003 = 0.0 // $ = float 
$4007 = 0 // $ = int 
$4008 = 0 // $ = int 
$4009 = 0 // $ = int 
$4010 = 0 // $ = int 
$4011 = 0 // $ = int 
$4012 = 0 // $ = int 
$4013 = 0 // $ = int 
$4014 = 0 // $ = int 
$4032 = 0 // $ = int 
$4033 = 0 // $ = int 
$4034 = 0 // $ = int 
$4016 = 0 // $ = int 
$4018 = 0 // $ = int 
$4020 = 0 // $ = int 
$4022 = 0 // $ = int 
$4024 = 0 // $ = int 
$4026 = 0 // $ = int 
$4028 = 0 // $ = int 
$4030 = 0 // $ = int 
$4031 = 0 // $ = int 
$4035 = 0 // $ = int 
$4036 = 0 // $ = int 
$4044 = 0 // $ = int 
$4039 = 0 // $ = int 
$4040 = 0 // $ = int 
$4041 = 0 // $ = int 
$4042 = 0 // $ = int 
$4043 = 0 // $ = int 
$4045 = 1 // $ = int 
$4046 = 1 // $ = int 
$4047 = 1 // $ = int 
$4048 = 1 // $ = int 
$4049 = 1 // $ = int 
$4050 = 1 // $ = int 
$4051 = 1 // $ = int 
$4052 = 1 // $ = int 
$4053 = 0 // $ = int 
$4055 = 0 // $ = int 
$4056 = 0 // $ = int 
$4057 = 0 // $ = int 
$4058 = 0 // $ = int 
$4059 = 0 // $ = int 
$4060 = 0 // $ = int 
$4061 = 0 // $ = int 
$4062 = 0 // $ = int 
$4063 = 0 // $ = int 
$4064 = 0 // $ = int 
$4067 = 0 // $ = int 
$4069 = 0 // $ = int 
$4072 = 0 // $ = int 
$4074 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ1' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
Pickup.Destroy($1601)
Pickup.Destroy($1602)
Pickup.Destroy($1588)
Pickup.Destroy($1589)
Pickup.Destroy($1590)
Pickup.Destroy($1591)
Pickup.Destroy($1592)
Pickup.Destroy($1593)
Pickup.Destroy($1594)
Pickup.Destroy($1595)
Pickup.Destroy($1596)
Pickup.Destroy($1600)
Pickup.Destroy($2410)
018D: $4066 = create_sound 0 at 385.49 -509.0 9.6 
018E: stop_sound $4066 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_1328 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_1328 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO1_1328
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
select_interior 17 
Camera.SetAtPos(481.03, -64.21, 8.98)
038B: load_requested_models 

:BANKJO1_1401
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BANKJO1_1441 
wait 0 
jump @BANKJO1_1401 

:BANKJO1_1441
02E4: load_cutscene_data 'BANK_1' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $492 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E6: set_cutscene_anim $492 'GCFAN' 
02E5: $493 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $493 'CLCHR' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO1_1643
if 
  9500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1678 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1643 

:BANKJO1_1678
00BC: text_highpriority 'BJM1_A' time 10000 1  // Tommy! Hey, Tommy, look at this, this is great! I've got us this minibar installed!

:BANKJO1_1693
if 
  13934 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1728 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1693 

:BANKJO1_1728
00BC: text_highpriority 'BJM1_B' time 10000 1  // We got a whole bar downstairs, Ken.

:BANKJO1_1743
if 
  17483 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1778 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1743 

:BANKJO1_1778
00BC: text_highpriority 'BJM1_C' time 10000 1  // Yeah, yeah, whatever. Well, I got the chalkboard you asked for.

:BANKJO1_1793
if 
  20276 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1828 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1793 

:BANKJO1_1828
00BC: text_highpriority 'BJM1_D' time 10000 1  // Ah, that's the benefit of a law school education: the ability to follow instructions.

:BANKJO1_1843
if 
  25517 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1878 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1843 

:BANKJO1_1878
00BC: text_highpriority 'BJM1_E' time 10000 1  // Now, I need a safe man.

:BANKJO1_1893
if 
  27000 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1928 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1893 

:BANKJO1_1928
00BC: text_highpriority 'BJM1_F' time 10000 1  // Oh, all right, well, let me think...safe, safe, safe, safe - I got it! This guy will blow you away!

:BANKJO1_1943
if 
  33662 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1980 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1943 

:BANKJO1_1980
00BC: text_highpriority 'BJM1_G' time 10000 1  // Ahh, nah, that schmuck. He's on the inside.

:BANKJO1_1995
if 
  36542 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2032 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1995 

:BANKJO1_2032
00BC: text_highpriority 'BJM1_H' time 10000 1  // Where inside?

:BANKJO1_2047
if 
  38100 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2084 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2047 

:BANKJO1_2084
00BC: text_highpriority 'BJM1_I' time 10000 1  // In a police headquarter cell awaiting transfer.

:BANKJO1_2099
if 
  40677 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2136 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2099 

:BANKJO1_2136
00BC: text_highpriority 'BJM1_J' time 10000 1  // I think he's about to get paroled....

:BANKJO1_2151
if 
  43072 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2188 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2151 

:BANKJO1_2188
00BE: text_clear_all 

:BANKJO1_2190
if 
  47316 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2227 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2190 

:BANKJO1_2227
00BE: text_clear_all 
fade 0 2000 

:BANKJO1_2236
if 
fading 
jf @BANKJO1_2260 
wait 0 
jump @BANKJO1_2236 

:BANKJO1_2260
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Camera.SetBehindPlayer
select_interior 0 
Camera.SetAtPos(493.1, -82.4, 9.8)
$1290 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
if 
8366:   not object $2210 damaged 
jf @BANKJO1_2388 
01BC: put_object $2210 at 384.098 -505.893 9.68 

:BANKJO1_2388
018A: $3917 = create_checkpoint_at -848.02 -901.72 10.1 
Marker.Disable($3917)
03BC: $4038 = create_sphere 385.13 -509.0 8.0 1.0 
03BD: destroy_sphere $4038 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 2000 
Model.Load(#COP)
023C: load_special_actor 3 'IGMIKE' 
Model.Load(#UZI)
Model.Load(#SENTINEL)

:BANKJO1_2489
if or
   not Model.Available(#COP)
   not Model.Available(#UZI)
823D:   not special_actor 3 loaded 
   not Model.Available(#SENTINEL)
jf @BANKJO1_2529 
wait 0 
jump @BANKJO1_2489 

:BANKJO1_2529
Pickup.Create($4071, #HEALTH, 3, 366.9, -491.8, 13.5)
Actor.Create($3911, 4, #SPECIAL03, 381.528, -504.34, 8.4)
01ED: clear_actor $3911 threat_search 
Actor.Angle($3911) = 132.535
04F5: set_actor $3911 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $3911 dismemberment_possible 0 
0568: set_actor $3911 untargetable 1 
0372: set_actor $3911 anim 21 wait_state_time 1000000 ms 
00BC: text_highpriority 'BJM1_1' time 4000 1  // ~g~Break Cam Jones out of police custody!
Marker.CreateAboveActor($3913, $3911)
Actor.Create($3918, 4, #COP, 388.3, -473.9, 11.34)
$4033 += 1 // $ += int 
0243: set_actor $3918 ped_stats_to 16 
01ED: clear_actor $3918 threat_search 
Actor.Angle($3918) = 217.58
0350: set_actor $3918 maintain_position_when_attacked 1 
0194: set_actor $3918 objective_to_guard_point 388.3 -473.9 11.34 
Actor.Create($3929, 4, #COP, 387.58, -471.051, 11.35)
$4033 += 1 // $ += int 
0243: set_actor $3929 ped_stats_to 16 
01ED: clear_actor $3929 threat_search 
0350: set_actor $3929 maintain_position_when_attacked 1 
Actor.Angle($3929) = 352.371
0372: set_actor $3929 anim 21 wait_state_time 1000000 ms 
Actor.Create($3940, 4, #COP, 384.196, -472.554, 11.35)
$4033 += 1 // $ += int 
0243: set_actor $3940 ped_stats_to 16 
01ED: clear_actor $3940 threat_search 
0350: set_actor $3940 maintain_position_when_attacked 1 
Actor.Angle($3940) = 105.497
0372: set_actor $3940 anim 21 wait_state_time 1000000 ms 
Actor.Create($3951, 4, #COP, 363.709, -475.485, 12.83)
$4033 += 1 // $ += int 
0243: set_actor $3951 ped_stats_to 16 
01ED: clear_actor $3951 threat_search 
0350: set_actor $3951 maintain_position_when_attacked 1 
Actor.Angle($3951) = 11.32
0372: set_actor $3951 anim 21 wait_state_time 1000000 ms 
Actor.Create($3962, 4, #COP, 362.483, -485.782, 12.83)
$4033 += 1 // $ += int 
0243: set_actor $3962 ped_stats_to 16 
01ED: clear_actor $3962 threat_search 
0350: set_actor $3962 maintain_position_when_attacked 1 
Actor.Angle($3962) = 137.47
0372: set_actor $3962 anim 19 wait_state_time 1000000 ms 
Actor.Create($3966, 4, #COP, 400.053, -493.559, 9.87)
$4033 += 1 // $ += int 
0243: set_actor $3966 ped_stats_to 16 
01ED: clear_actor $3966 threat_search 
0350: set_actor $3966 maintain_position_when_attacked 1 
Actor.Angle($3966) = 326.965
0372: set_actor $3966 anim 21 wait_state_time 1000000 ms 
Actor.Create($3982, 4, #COP, 360.686, -487.4, 12.8)
$4033 += 1 // $ += int 
0243: set_actor $3982 ped_stats_to 16 
01ED: clear_actor $3982 threat_search 
0350: set_actor $3982 maintain_position_when_attacked 1 
Actor.Angle($3982) = 289.756
0372: set_actor $3982 anim 21 wait_state_time 1000000 ms 
Actor.Create($3986, 4, #COP, 369.358, -477.192, 12.83)
$4033 += 1 // $ += int 
0243: set_actor $3986 ped_stats_to 16 
01ED: clear_actor $3986 threat_search 
Actor.Angle($3986) = 168.022
0372: set_actor $3986 anim 21 wait_state_time 1000000 ms 
Actor.Create($3990, 4, #COP, 373.331, -477.744, 12.8)
$4033 += 1 // $ += int 
0243: set_actor $3990 ped_stats_to 16 
01ED: clear_actor $3990 threat_search 
Actor.Angle($3990) = 177.095
0372: set_actor $3990 anim 21 wait_state_time 1000000 ms 
Actor.Create($3977, 4, #COP, 371.0, -482.2, 12.8)
$4033 += 1 // $ += int 
0243: set_actor $3977 ped_stats_to 16 
01ED: clear_actor $3977 threat_search 
Actor.Angle($3977) = 47.54
0372: set_actor $3977 anim 25 wait_state_time 1000 ms 
$3981 = 1 // $ = int 
Actor.Create($3994, 4, #COP, 372.118, -490.603, 12.831)
$4033 += 1 // $ += int 
0243: set_actor $3994 ped_stats_to 16 
01ED: clear_actor $3994 threat_search 
Actor.Angle($3994) = 232.192
0372: set_actor $3994 anim 25 wait_state_time 1000 ms 
$3998 = 1 // $ = int 
Pickup.Create($4005, #KEYCARD, 3, 364.99, -472.46, 14.1)
03BC: $4037 = create_sphere 407.9 -486.35 11.35 1.0 
018D: $4068 = create_sound 6 at 405.565 -488.547 12.69 
$426 = 1 // $ = int 
wait 5000 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $4006 = create_marker_above_pickup $4005 
TIMERA = 0 // @ = int 

:BANKJO1_3548
if or
8101:   not actor $3911 stopped_near_point -829.62 -898.8 10.11 radius 3.0 3.0 6.0 sphere $426 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_6533 
wait 0 
if 
  $4074 == 0 // $ == int 
jf @BANKJO1_3708 
if 
  $3914 == 1 // $ == int 
jf @BANKJO1_3708 
0395: clear_area 0 at 381.942 -449.662 9.078 range 4.0 
Car.Create($4073, #SENTINEL, 381.942, -449.662, 9.078)
Car.Angle($4073) = 123.277
$4074 = 1 // $ = int 

:BANKJO1_3708
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
jf @BANKJO1_3793 
if 
  $4069 == 0 // $ == int 
jf @BANKJO1_3793 
TIMERB = 0 // @ = int 
$4069 = 1 // $ = int 

:BANKJO1_3793
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_4675 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_4243 
if 
  TIMERB >= 3000 // @ >= int 
jf @BANKJO1_4243 
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_4158 
if 
  $4064 == 0 // $ == int 
jf @BANKJO1_4151 
00BC: text_highpriority 'BJM1_3' time 6000 1  // ~g~You will find something useful in the station's locker room.
$4064 = 1 // $ = int 

:BANKJO1_4151
jump @BANKJO1_4243 

:BANKJO1_4158
if 
  $4007 == 0 // $ == int 
jf @BANKJO1_4243 
if 
  $4062 == 0 // $ == int 
jf @BANKJO1_4243 
if 
  TIMERA >= 6000 // @ >= int 
jf @BANKJO1_4243 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $4006 = create_marker_above_pickup $4005 
$4062 = 1 // $ = int 

:BANKJO1_4243
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_4675 
if 
  TIMERB > 4000 // @ > int 
jf @BANKJO1_4675 
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_4590 
if 
  $4064 == 0 // $ == int 
jf @BANKJO1_4583 
00BC: text_highpriority 'BJM1_3' time 6000 1  // ~g~You will find something useful in the station's locker room.
$4064 = 1 // $ = int 

:BANKJO1_4583
jump @BANKJO1_4675 

:BANKJO1_4590
if 
  $4007 == 0 // $ == int 
jf @BANKJO1_4675 
if 
  $4062 == 0 // $ == int 
jf @BANKJO1_4675 
if 
  TIMERA > 6000 // @ > int 
jf @BANKJO1_4675 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $4006 = create_marker_above_pickup $4005 
$4062 = 1 // $ = int 

:BANKJO1_4675
01BD: $4055 = current_time_in_ms 
if 
  $3999 == 1 // $ == int 
jf @BANKJO1_4884 
if 
  $4058 == 0 // $ == int 
jf @BANKJO1_4731 
0084: $4056 = $4055 // $ = $ int 
$4058 = 1 // $ = int 

:BANKJO1_4731
if 
  $4058 == 1 // $ == int 
jf @BANKJO1_4791 
0084: $4057 = $4055 // $ = $ int 
0060: $4057 -= $4056 // $ -= $ int 
if 
  $4057 >= 2000 // $ >= int 
jf @BANKJO1_4791 
$4058 = 2 // $ = int 

:BANKJO1_4791
if 
  $4059 == 0 // $ == int 
jf @BANKJO1_4824 
0084: $4061 = $4055 // $ = $ int 
$4059 = 1 // $ = int 

:BANKJO1_4824
if 
  $4059 == 1 // $ == int 
jf @BANKJO1_4884 
0084: $4060 = $4055 // $ = $ int 
0060: $4060 -= $4061 // $ -= $ int 
if 
  $4060 >= 2000 // $ >= int 
jf @BANKJO1_4884 
$4059 = 2 // $ = int 

:BANKJO1_4884
if 
  $4043 == 0 // $ == int 
jf @BANKJO1_4916 
TIMERB = 0 // @ = int 
$4043 = 1 // $ = int 

:BANKJO1_4916
if 
  $4043 == 1 // $ == int 
jf @BANKJO1_5025 
if 
  TIMERB >= 1000 // @ >= int 
jf @BANKJO1_5025 
if 
  $3999 == 1 // $ == int 
jf @BANKJO1_5025 
if 
  $4044 == 0 // $ == int 
jf @BANKJO1_5025 
018D: $4004 = create_sound 0 at 385.49 -509.0 9.6 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$4044 = 1 // $ = int 

:BANKJO1_5025
0054: store_player $PLAYER_CHAR position_to $4001 $4002 $4003 
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_5120 
if 
00E7:   player $PLAYER_CHAR stopped 0 407.9 -486.35 radius 1.0 1.0 
jf @BANKJO1_5120 
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_5120 
gosub @BANKJO1_24819 

:BANKJO1_5120
if 
  $4009 == 0 // $ == int 
jf @BANKJO1_5145 
gosub @BANKJO1_17147 

:BANKJO1_5145
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_5205 
gosub @BANKJO1_21631 
gosub @BANKJO1_19511 
gosub @BANKJO1_21042 
gosub @BANKJO1_25624 
gosub @BANKJO1_22207 
jump @BANKJO1_5210 

:BANKJO1_5205
03BD: destroy_sphere $4037 

:BANKJO1_5210
gosub @BANKJO1_8383 
gosub @BANKJO1_10388 
if 
  $3912 == 0 // $ == int 
jf @BANKJO1_6277 
if or
   Actor.Dead($3911)
  $4036 == 1 // $ == int 
jf @BANKJO1_5367 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3913)
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 
jf @BANKJO1_5353 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:BANKJO1_5353
jump @BANKJO1_7687 
$3912 = 1 // $ = int 

:BANKJO1_5367
if 
  $3914 == 0 // $ == int 
jf @BANKJO1_5782 
if 
  $4009 == 1 // $ == int 
jf @BANKJO1_5770 
if 
00FC:   player $PLAYER_CHAR 0 $3911 on_foot radius 4.0 4.0 4.0 
jf @BANKJO1_5763 
01DF: tie_actor $3911 to_player $PLAYER_CHAR 
Actor.Health($3911) = 200
035F: set_actor $3911 armour_to 300 
01B2: give_actor $3911 weapon 23 ammo 30000 // Load the weapon model before using this 
0243: set_actor $3911 ped_stats_to 39 
0319: set_actor $3911 running 1 
Marker.Disable($3913)
$3999 = 1 // $ = int 
if 
  $4041 == 0 // $ == int 
jf @BANKJO1_5763 
if 
  $4042 == 0 // $ == int 
jf @BANKJO1_5554 
03CF: load_wav 'BNK1_12' as 1 
$4042 = 1 // $ = int 

:BANKJO1_5554
if 
  $4042 == 1 // $ == int 
jf @BANKJO1_5594 
if 
03D0:   wav 1 loaded 
jf @BANKJO1_5594 
$4042 = 2 // $ = int 

:BANKJO1_5594
if 
  $4042 == 2 // $ == int 
jf @BANKJO1_5640 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_12' time 100000 1  // Lose the heat and get me back to my place!
$4042 = 3 // $ = int 

:BANKJO1_5640
if 
  $4042 == 3 // $ == int 
jf @BANKJO1_5697 
if 
03D2:   wav 1 ended 
jf @BANKJO1_5697 
03D5: remove_text 'BNK1_12'  // Lose the heat and get me back to my place!
$3914 = 1 // $ = int 
$4042 = 4 // $ = int 

:BANKJO1_5697
if 
  $4042 == 4 // $ == int 
jf @BANKJO1_5763 
018A: $4070 = create_checkpoint_at -3.8 -1265.8 12.0 
$3916 = 1 // $ = int 
$4041 = 1 // $ = int 
$4000 = 1 // $ = int 
$4042 = 5 // $ = int 

:BANKJO1_5763
jump @BANKJO1_5782 

:BANKJO1_5770
0372: set_actor $3911 anim 24 wait_state_time 1000000 ms 

:BANKJO1_5782
if 
  $3914 == 1 // $ == int 
jf @BANKJO1_6277 
if 
  $4000 == 1 // $ == int 
jf @BANKJO1_6203 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_5965 
if 
  $4041 == 1 // $ == int 
jf @BANKJO1_5921 
if 
  $3916 == 0 // $ == int 
jf @BANKJO1_5921 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!
018A: $4070 = create_checkpoint_at -3.8 -1265.8 12.0 
$426 = 0 // $ = int 
$3916 = 1 // $ = int 

:BANKJO1_5921
if 
  $3915 == 1 // $ == int 
jf @BANKJO1_5958 
$426 = 0 // $ = int 
Marker.Disable($3917)
$3915 = 0 // $ = int 

:BANKJO1_5958
jump @BANKJO1_6080 

:BANKJO1_5965
if 
  $3916 == 1 // $ == int 
jf @BANKJO1_5995 
Marker.Disable($4070)
$3916 = 0 // $ = int 

:BANKJO1_5995
if 
  $4041 == 1 // $ == int 
jf @BANKJO1_6080 
if 
  $3915 == 0 // $ == int 
jf @BANKJO1_6080 
$426 = 1 // $ = int 
018A: $3917 = create_checkpoint_at -848.02 -901.72 10.1 
00BC: text_highpriority 'BJM1_22' time 5000 1  // ~g~Get Cam back to his house!
$3915 = 1 // $ = int 

:BANKJO1_6080
if 
8320:   not actor $3911 in_range_of_player $PLAYER_CHAR 
jf @BANKJO1_6203 
Marker.CreateAboveActor($3913, $3911)
00BC: text_highpriority 'HEY' time 5000 1  // ~g~Don't go solo, keep your posse together!
$426 = 0 // $ = int 
if 
  $3915 == 1 // $ == int 
jf @BANKJO1_6166 
$426 = 0 // $ = int 
Marker.Disable($3917)
$3915 = 0 // $ = int 

:BANKJO1_6166
if 
  $3916 == 1 // $ == int 
jf @BANKJO1_6196 
Marker.Disable($4070)
$3916 = 0 // $ = int 

:BANKJO1_6196
$4000 = 0 // $ = int 

:BANKJO1_6203
if 
  $4000 == 0 // $ == int 
jf @BANKJO1_6277 
if 
00FB:   player $PLAYER_CHAR 0 $3911 radius 8.0 8.0 8.0 
jf @BANKJO1_6277 
01DF: tie_actor $3911 to_player $PLAYER_CHAR 
Marker.Disable($3913)
$4000 = 1 // $ = int 

:BANKJO1_6277
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_6334 
if or
  $4011 == 1 // $ == int 
  $4013 == 1 // $ == int 
jf @BANKJO1_6327 
$3999 = 1 // $ = int 

:BANKJO1_6327
jump @BANKJO1_6405 

:BANKJO1_6334
if 
  $4031 == 0 // $ == int 
jf @BANKJO1_6366 
TIMERB = 0 // @ = int 
$4031 = 1 // $ = int 

:BANKJO1_6366
if 
  $4072 == 0 // $ == int 
jf @BANKJO1_6405 
gosub @BANKJO1_22767 
gosub @BANKJO1_23792 
gosub @BANKJO1_23936 

:BANKJO1_6405
if 
  $3914 == 1 // $ == int 
jf @BANKJO1_6526 
if 
  $4072 == 0 // $ == int 
jf @BANKJO1_6526 
if 
82B4:   not player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 
jf @BANKJO1_6526 
$4072 = 1 // $ = int 
if 
  $4072 == 1 // $ == int 
jf @BANKJO1_6526 
gosub @BANKJO1_25996 

:BANKJO1_6526
jump @BANKJO1_3548 

:BANKJO1_6533
Marker.Disable($3917)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(-833.312, -904.83, 12.62, 0.0, 0.0, 0.0)
Camera.PointAt(-832.709, -904.049, 12.49, 2)
03CF: load_wav 'BNK1_13' as 1 
03CF: load_wav 'BNK1_14' as 2 

:BANKJO1_6638
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO1_6711 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_6704 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3913)
jump @BANKJO1_7687 

:BANKJO1_6704
jump @BANKJO1_6638 

:BANKJO1_6711
0470: $4065 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
   not Actor.Dead($3911)
jf @BANKJO1_6756 
01B9: set_actor $3911 armed_weapon_to 0 
jump @BANKJO1_6783 

:BANKJO1_6756
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3913)
jump @BANKJO1_7687 

:BANKJO1_6783
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @BANKJO1_6845 
020E: actor $PLAYER_ACTOR look_at_actor $3911 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_13' time 5000 1  // I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_6864 

:BANKJO1_6845
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_13' time 5000 1  // I'm gonna be doing a job and you're my safe cracker.

:BANKJO1_6864
if 
83D2:   not wav 1 ended 
jf @BANKJO1_6933 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_6926 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3913)
jump @BANKJO1_7687 

:BANKJO1_6926
jump @BANKJO1_6864 

:BANKJO1_6933
03D5: remove_text 'BNK1_13'  // I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
if 
   not Actor.Dead($3911)
jf @BANKJO1_7048 
if 
   not Actor.Driving($3911)
jf @BANKJO1_7022 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_14' time 5000 1  // Beats losing my ass in a cell!
0372: set_actor $3911 anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_7041 

:BANKJO1_7022
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_14' time 5000 1  // Beats losing my ass in a cell!

:BANKJO1_7041
jump @BANKJO1_7070 

:BANKJO1_7048
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 

:BANKJO1_7070
if 
83D2:   not wav 2 ended 
jf @BANKJO1_7145 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_7138 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3913)
jump @BANKJO1_7687 

:BANKJO1_7138
jump @BANKJO1_7070 

:BANKJO1_7145
if 
   not Actor.Dead($3911)
jf @BANKJO1_7192 
03D5: remove_text 'BNK1_14'  // Beats losing my ass in a cell!
0372: set_actor $3911 anim 0 wait_state_time 1 ms 
01E0: clear_leader $3911 
jump @BANKJO1_7214 

:BANKJO1_7192
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 

:BANKJO1_7214
if 
   not Actor.Dead($3911)
jf @BANKJO1_7402 
if 
   Actor.Driving($3911)
jf @BANKJO1_7395 
00D9: $4054 = actor $3911 car // add to mission cleanup 
01D3: actor $3911 leave_car $4054 

:BANKJO1_7262
if 
   Actor.Driving($3911)
jf @BANKJO1_7395 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_7320 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 

:BANKJO1_7320
if 
   Car.Wrecked($4054)
jf @BANKJO1_7388 
if 
   Actor.Dead($3911)
jf @BANKJO1_7381 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 
jump @BANKJO1_7388 

:BANKJO1_7381
jump @BANKJO1_7687 

:BANKJO1_7388
jump @BANKJO1_7262 

:BANKJO1_7395
jump @BANKJO1_7424 

:BANKJO1_7402
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 

:BANKJO1_7424
if 
   not Actor.Dead($3911)
jf @BANKJO1_7477 
Actor.PutAt($3911, -832.446, -902.456, 10.11)
Actor.Angle($3911) = 165.972
jump @BANKJO1_7499 

:BANKJO1_7477
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 

:BANKJO1_7499
Camera.SetPosition(-833.797, -908.45, 12.06, 0.0, 0.0, 0.0)
Camera.PointAt(-833.34, -907.569, 11.94, 2)
0211: actor $3911 walk_to -833.613 -908.439 
TIMERA = 0 // @ = int 

:BANKJO1_7572
if 
  3000 > TIMERA // int > @ 
jf @BANKJO1_7640 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_7633 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_7687 

:BANKJO1_7633
jump @BANKJO1_7572 

:BANKJO1_7640
Actor.DestroyInstantly($3911)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $4065 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
jump @BANKJO1_7704 

:BANKJO1_7687
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BANKJO1_7704
$551 = 1 // $ = int 
0318: set_latest_mission_passed 'BANK_1'  // No Escape?
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
start_new_script @BANK2 
return 

:BANKJO1_7770
$ONMISSION = 0 // $ = int 
$1301 = 0 // $ = int 
Actor.DestroyWithFade($3911)
Pickup.Create($2410, #NITESTICK, 15, 402.4, -488.3, 12.4)
Pickup.Destroy($4071)
01EB: set_traffic_density_multiplier_to 1.0 
018E: stop_sound $4066 
018E: stop_sound $4068 
Pickup.Destroy($4005)
018E: stop_sound $4004 
Model.Destroy(#COP)
Model.Destroy(#UZI)
Model.Destroy(#SENTINEL)
0296: unload_special_actor 3 
03BD: destroy_sphere $4037 
03BD: destroy_sphere $4038 
Marker.Disable($3913)
Marker.Disable($3917)
Marker.Disable($4006)
Marker.Disable($4070)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $1582 == 1 // $ == int 
jf @BANKJO1_7939 
055B: $1601 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:BANKJO1_7939
if 
  $1604 == 1 // $ == int 
jf @BANKJO1_7979 
055B: $1602 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:BANKJO1_7979
if 
  $1581 == 1 // $ == int 
jf @BANKJO1_8019 
055B: $1588 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:BANKJO1_8019
if 
  $1569 == 1 // $ == int 
jf @BANKJO1_8059 
055B: $1589 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:BANKJO1_8059
if 
  $1570 == 1 // $ == int 
jf @BANKJO1_8099 
055B: $1590 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:BANKJO1_8099
if 
  $1571 == 1 // $ == int 
jf @BANKJO1_8139 
055B: $1591 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:BANKJO1_8139
if 
  $1572 == 1 // $ == int 
jf @BANKJO1_8179 
055B: $1592 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 

:BANKJO1_8179
if 
  $1573 == 1 // $ == int 
jf @BANKJO1_8219 
055B: $1593 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:BANKJO1_8219
if 
  $1574 == 1 // $ == int 
jf @BANKJO1_8259 
055B: $1594 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:BANKJO1_8259
if 
  $1575 == 1 // $ == int 
jf @BANKJO1_8299 
055B: $1595 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:BANKJO1_8299
if 
  $1576 == 1 // $ == int 
jf @BANKJO1_8339 
055B: $1596 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:BANKJO1_8339
if 
  $1580 == 1 // $ == int 
jf @BANKJO1_8379 
055B: $1600 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:BANKJO1_8379
mission_cleanup 
return 

:BANKJO1_8383
if 
  $3919 == 0 // $ == int 
jf @BANKJO1_8504 
if 
   Actor.Dead($3918)
jf @BANKJO1_8445 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3919 = 1 // $ = int 
jump @BANKJO1_8504 

:BANKJO1_8445
$3928 = Actor.Health($3918)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_8504 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3918 
  95 >= $3928 // int >= $ 
jf @BANKJO1_8504 
$3999 = 1 // $ = int 

:BANKJO1_8504
if 
  $3930 == 0 // $ == int 
jf @BANKJO1_8694 
if 
   Actor.Dead($3929)
jf @BANKJO1_8566 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3930 = 1 // $ = int 
jump @BANKJO1_8694 

:BANKJO1_8566
$3939 = Actor.Health($3929)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_8660 
if 
  $4045 == 1 // $ == int 
jf @BANKJO1_8620 
0372: set_actor $3929 anim 24 wait_state_time 1000 ms 

:BANKJO1_8620
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3929 
  95 >= $3939 // int >= $ 
jf @BANKJO1_8653 
$3999 = 1 // $ = int 

:BANKJO1_8653
jump @BANKJO1_8694 

:BANKJO1_8660
if 
  $4045 == 1 // $ == int 
jf @BANKJO1_8694 
0372: set_actor $3929 anim 0 wait_state_time 1 ms 
$4045 = 0 // $ = int 

:BANKJO1_8694
if 
  $3941 == 0 // $ == int 
jf @BANKJO1_8884 
if 
   Actor.Dead($3940)
jf @BANKJO1_8756 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3941 = 1 // $ = int 
jump @BANKJO1_8884 

:BANKJO1_8756
$3950 = Actor.Health($3940)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_8850 
if 
  $4046 == 1 // $ == int 
jf @BANKJO1_8810 
0372: set_actor $3940 anim 24 wait_state_time 1000 ms 

:BANKJO1_8810
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3940 
  95 >= $3950 // int >= $ 
jf @BANKJO1_8843 
$3999 = 1 // $ = int 

:BANKJO1_8843
jump @BANKJO1_8884 

:BANKJO1_8850
if 
  $4046 == 1 // $ == int 
jf @BANKJO1_8884 
0372: set_actor $3940 anim 0 wait_state_time 1 ms 
$4046 = 0 // $ = int 

:BANKJO1_8884
if 
  $3952 == 0 // $ == int 
jf @BANKJO1_9074 
if 
   Actor.Dead($3951)
jf @BANKJO1_8946 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3952 = 1 // $ = int 
jump @BANKJO1_9074 

:BANKJO1_8946
$3961 = Actor.Health($3951)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_9040 
if 
  $4047 == 1 // $ == int 
jf @BANKJO1_9000 
0372: set_actor $3951 anim 24 wait_state_time 1000 ms 

:BANKJO1_9000
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3951 
  95 >= $3961 // int >= $ 
jf @BANKJO1_9033 
$3999 = 1 // $ = int 

:BANKJO1_9033
jump @BANKJO1_9074 

:BANKJO1_9040
if 
  $4047 == 1 // $ == int 
jf @BANKJO1_9074 
0372: set_actor $3951 anim 0 wait_state_time 1 ms 
$4047 = 0 // $ = int 

:BANKJO1_9074
if 
  $3963 == 0 // $ == int 
jf @BANKJO1_9236 
if 
   Actor.Dead($3962)
jf @BANKJO1_9136 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3963 = 1 // $ = int 
jump @BANKJO1_9236 

:BANKJO1_9136
$3965 = Actor.Health($3962)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_9202 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3962 
  95 >= $3965 // int >= $ 
jf @BANKJO1_9195 
$3999 = 1 // $ = int 

:BANKJO1_9195
jump @BANKJO1_9236 

:BANKJO1_9202
if 
  $4048 == 1 // $ == int 
jf @BANKJO1_9236 
0372: set_actor $3962 anim 0 wait_state_time 1 ms 
$4048 = 0 // $ = int 

:BANKJO1_9236
if 
  $3967 == 0 // $ == int 
jf @BANKJO1_9426 
if 
   Actor.Dead($3966)
jf @BANKJO1_9298 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3967 = 1 // $ = int 
jump @BANKJO1_9426 

:BANKJO1_9298
$3976 = Actor.Health($3966)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_9392 
if 
  $4049 == 1 // $ == int 
jf @BANKJO1_9352 
0372: set_actor $3966 anim 24 wait_state_time 1000 ms 

:BANKJO1_9352
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3966 
  95 >= $3976 // int >= $ 
jf @BANKJO1_9385 
$3999 = 1 // $ = int 

:BANKJO1_9385
jump @BANKJO1_9426 

:BANKJO1_9392
if 
  $4049 == 1 // $ == int 
jf @BANKJO1_9426 
0372: set_actor $3966 anim 0 wait_state_time 1 ms 
$4049 = 0 // $ = int 

:BANKJO1_9426
if 
  $3978 == 0 // $ == int 
jf @BANKJO1_9621 
if 
   Actor.Dead($3977)
jf @BANKJO1_9488 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3978 = 1 // $ = int 
jump @BANKJO1_9621 

:BANKJO1_9488
$3980 = Actor.Health($3977)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_9582 
if 
  $3981 == 1 // $ == int 
jf @BANKJO1_9542 
0372: set_actor $3977 anim 25 wait_state_time 1000 ms 

:BANKJO1_9542
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3977 
  95 >= $3980 // int >= $ 
jf @BANKJO1_9575 
$3999 = 1 // $ = int 

:BANKJO1_9575
jump @BANKJO1_9621 

:BANKJO1_9582
if 
  $3981 == 1 // $ == int 
jf @BANKJO1_9621 
0372: set_actor $3977 anim 0 wait_state_time 1 ms 
053D: clear_actor $3977 wait_state 
$3981 = 0 // $ = int 

:BANKJO1_9621
if 
  $3983 == 0 // $ == int 
jf @BANKJO1_9811 
if 
   Actor.Dead($3982)
jf @BANKJO1_9683 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3983 = 1 // $ = int 
jump @BANKJO1_9811 

:BANKJO1_9683
$3985 = Actor.Health($3982)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_9777 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3982 
  95 >= $3985 // int >= $ 
jf @BANKJO1_9742 
$3999 = 1 // $ = int 

:BANKJO1_9742
if 
  $4050 == 1 // $ == int 
jf @BANKJO1_9770 
0372: set_actor $3982 anim 24 wait_state_time 1000 ms 

:BANKJO1_9770
jump @BANKJO1_9811 

:BANKJO1_9777
if 
  $4050 == 1 // $ == int 
jf @BANKJO1_9811 
0372: set_actor $3982 anim 0 wait_state_time 1 ms 
$4050 = 0 // $ = int 

:BANKJO1_9811
if 
  $3987 == 0 // $ == int 
jf @BANKJO1_10001 
if 
   Actor.Dead($3986)
jf @BANKJO1_9873 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3987 = 1 // $ = int 
jump @BANKJO1_10001 

:BANKJO1_9873
$3989 = Actor.Health($3986)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_9967 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3986 
  95 >= $3989 // int >= $ 
jf @BANKJO1_9932 
$3999 = 1 // $ = int 

:BANKJO1_9932
if 
  $4051 == 1 // $ == int 
jf @BANKJO1_9960 
0372: set_actor $3986 anim 24 wait_state_time 1000 ms 

:BANKJO1_9960
jump @BANKJO1_10001 

:BANKJO1_9967
if 
  $4051 == 1 // $ == int 
jf @BANKJO1_10001 
0372: set_actor $3986 anim 0 wait_state_time 1 ms 
$4051 = 0 // $ = int 

:BANKJO1_10001
if 
  $3991 == 0 // $ == int 
jf @BANKJO1_10191 
if 
   Actor.Dead($3990)
jf @BANKJO1_10063 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3991 = 1 // $ = int 
jump @BANKJO1_10191 

:BANKJO1_10063
$3993 = Actor.Health($3990)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_10157 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3990 
  95 >= $3993 // int >= $ 
jf @BANKJO1_10122 
$3999 = 1 // $ = int 

:BANKJO1_10122
if 
  $4052 == 1 // $ == int 
jf @BANKJO1_10150 
0372: set_actor $3990 anim 24 wait_state_time 1000 ms 

:BANKJO1_10150
jump @BANKJO1_10191 

:BANKJO1_10157
if 
  $4052 == 1 // $ == int 
jf @BANKJO1_10191 
0372: set_actor $3990 anim 0 wait_state_time 1 ms 
$4052 = 0 // $ = int 

:BANKJO1_10191
if 
  $3995 == 0 // $ == int 
jf @BANKJO1_10386 
if 
   Actor.Dead($3994)
jf @BANKJO1_10253 
$4033 -= 1 // $ -= int 
$3999 = 1 // $ = int 
$3995 = 1 // $ = int 
jump @BANKJO1_10386 

:BANKJO1_10253
$3997 = Actor.Health($3994)
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_10347 
if 
  $3998 == 1 // $ == int 
jf @BANKJO1_10307 
0372: set_actor $3994 anim 25 wait_state_time 1000 ms 

:BANKJO1_10307
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3994 
  95 >= $3997 // int >= $ 
jf @BANKJO1_10340 
$3999 = 1 // $ = int 

:BANKJO1_10340
jump @BANKJO1_10386 

:BANKJO1_10347
if 
  $3998 == 1 // $ == int 
jf @BANKJO1_10386 
0372: set_actor $3994 anim 0 wait_state_time 1 ms 
053D: clear_actor $3994 wait_state 
$3998 = 0 // $ = int 

:BANKJO1_10386
return 

:BANKJO1_10388
if 
  $3999 == 1 // $ == int 
jf @BANKJO1_17120 
if 
  $3919 == 0 // $ == int 
jf @BANKJO1_11566 
if 
   Actor.Dead($3918)
jf @BANKJO1_10461 
$4033 -= 1 // $ -= int 
$3919 = 1 // $ = int 
jump @BANKJO1_11566 

:BANKJO1_10461
if 
  $3920 == 1 // $ == int 
jf @BANKJO1_10486 
$3921 += 1 // $ += int 

:BANKJO1_10486
if 
  $3921 >= 100 // $ >= int 
jf @BANKJO1_10511 
$3920 = 0 // $ = int 

:BANKJO1_10511
if 
  $3923 == 1 // $ == int 
jf @BANKJO1_10536 
$3922 += 1 // $ += int 

:BANKJO1_10536
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_11566 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_11324 
if 
00EA:   player $PLAYER_CHAR 0 $3918 radius 2.0 2.0 
jf @BANKJO1_11095 
if 
  $3926 == 0 // $ == int 
jf @BANKJO1_10917 
01BE: set_actor $3918 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3918 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3918 search_threat 1 
0350: set_actor $3918 maintain_position_when_attacked 1 
01CA: actor $3918 kill_player $PLAYER_CHAR 
$3926 = 1 // $ = int 

:BANKJO1_10917
if 
  $3920 == 0 // $ == int 
jf @BANKJO1_10942 
$3923 = 0 // $ = int 

:BANKJO1_10942
if 
  $3925 == 0 // $ == int 
jf @BANKJO1_10974 
$3927 = 0 // $ = int 
$3925 = 1 // $ = int 

:BANKJO1_10974
if 
  $3925 == 1 // $ == int 
jf @BANKJO1_10999 
$3927 += 1 // $ += int 

:BANKJO1_10999
if 
  $3927 >= 20 // $ >= int 
jf @BANKJO1_11088 
if 
  $3924 == 0 // $ == int 
jf @BANKJO1_11088 
01BE: set_actor $3918 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3918 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3918 search_threat 1 
0350: set_actor $3918 maintain_position_when_attacked 1 
01CA: actor $3918 kill_player $PLAYER_CHAR 
$3924 = 1 // $ = int 

:BANKJO1_11088
jump @BANKJO1_11317 

:BANKJO1_11095
$3925 = 0 // $ = int 
if 
  $3924 == 1 // $ == int 
jf @BANKJO1_11146 
011C: actor $3918 clear_objective 
01ED: clear_actor $3918 threat_search 
01B2: give_actor $3918 weapon 23 ammo 0 // Load the weapon model before using this 
$3924 = 0 // $ = int 

:BANKJO1_11146
if 
  $3920 == 0 // $ == int 
jf @BANKJO1_11212 
011C: actor $3918 clear_objective 
01ED: clear_actor $3918 threat_search 
0372: set_actor $3918 anim 14 wait_state_time 3000 ms 
$3921 = 0 // $ = int 
$3922 = 0 // $ = int 
$3923 = 1 // $ = int 
$3920 = 1 // $ = int 

:BANKJO1_11212
if and
  $3920 == 1 // $ == int 
  $3922 >= 30 // $ >= int 
jf @BANKJO1_11317 
0372: set_actor $3918 anim 0 wait_state_time 0 ms 
if 
  $3924 == 0 // $ == int 
jf @BANKJO1_11295 
01BE: set_actor $3918 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3918 weapon 23 ammo 30000 // Load the weapon model before using this 
$3924 = 1 // $ = int 

:BANKJO1_11295
011A: set_actor $3918 search_threat 1 
0350: set_actor $3918 maintain_position_when_attacked 1 
01CA: actor $3918 kill_player $PLAYER_CHAR 

:BANKJO1_11317
jump @BANKJO1_11566 

:BANKJO1_11324
if 
  $3926 == 0 // $ == int 
jf @BANKJO1_11395 
01BE: set_actor $3918 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3918 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3918 search_threat 1 
0350: set_actor $3918 maintain_position_when_attacked 1 
01CA: actor $3918 kill_player $PLAYER_CHAR 
$3926 = 1 // $ = int 

:BANKJO1_11395
if 
  $3920 == 0 // $ == int 
jf @BANKJO1_11420 
$3923 = 0 // $ = int 

:BANKJO1_11420
if 
  $3925 == 0 // $ == int 
jf @BANKJO1_11452 
$3927 = 0 // $ = int 
$3925 = 1 // $ = int 

:BANKJO1_11452
if 
  $3925 == 1 // $ == int 
jf @BANKJO1_11477 
$3927 += 1 // $ += int 

:BANKJO1_11477
if 
  $3927 >= 20 // $ >= int 
jf @BANKJO1_11566 
if 
  $3924 == 0 // $ == int 
jf @BANKJO1_11566 
01BE: set_actor $3918 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3918 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3918 search_threat 1 
0350: set_actor $3918 maintain_position_when_attacked 1 
01CA: actor $3918 kill_player $PLAYER_CHAR 
$3924 = 1 // $ = int 

:BANKJO1_11566
if 
  $3930 == 0 // $ == int 
jf @BANKJO1_12760 
if 
   Actor.Dead($3929)
jf @BANKJO1_11621 
$4033 -= 1 // $ -= int 
$3930 = 1 // $ = int 
jump @BANKJO1_12760 

:BANKJO1_11621
if 
  $3931 == 1 // $ == int 
jf @BANKJO1_11646 
$3932 += 1 // $ += int 

:BANKJO1_11646
if 
  $3932 >= 100 // $ >= int 
jf @BANKJO1_11671 
$3931 = 0 // $ = int 

:BANKJO1_11671
if 
  $3934 == 1 // $ == int 
jf @BANKJO1_11696 
$3933 += 1 // $ += int 

:BANKJO1_11696
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_12733 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_12484 
if 
00EA:   player $PLAYER_CHAR 0 $3929 radius 2.0 2.0 
jf @BANKJO1_12255 
if 
  $3937 == 0 // $ == int 
jf @BANKJO1_12077 
01BE: set_actor $3929 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3929 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3929 search_threat 1 
0350: set_actor $3929 maintain_position_when_attacked 1 
01CA: actor $3929 kill_player $PLAYER_CHAR 
$3937 = 1 // $ = int 

:BANKJO1_12077
if 
  $3931 == 0 // $ == int 
jf @BANKJO1_12102 
$3934 = 0 // $ = int 

:BANKJO1_12102
if 
  $3936 == 0 // $ == int 
jf @BANKJO1_12134 
$3938 = 0 // $ = int 
$3936 = 1 // $ = int 

:BANKJO1_12134
if 
  $3936 == 1 // $ == int 
jf @BANKJO1_12159 
$3938 += 1 // $ += int 

:BANKJO1_12159
if 
  $3938 >= 20 // $ >= int 
jf @BANKJO1_12248 
if 
  $3935 == 0 // $ == int 
jf @BANKJO1_12248 
01BE: set_actor $3929 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3929 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3929 search_threat 1 
0350: set_actor $3929 maintain_position_when_attacked 1 
01CA: actor $3929 kill_player $PLAYER_CHAR 
$3935 = 1 // $ = int 

:BANKJO1_12248
jump @BANKJO1_12477 

:BANKJO1_12255
$3936 = 0 // $ = int 
if 
  $3935 == 1 // $ == int 
jf @BANKJO1_12306 
011C: actor $3929 clear_objective 
01ED: clear_actor $3929 threat_search 
01B2: give_actor $3929 weapon 23 ammo 0 // Load the weapon model before using this 
$3935 = 0 // $ = int 

:BANKJO1_12306
if 
  $3931 == 0 // $ == int 
jf @BANKJO1_12372 
011C: actor $3929 clear_objective 
01ED: clear_actor $3929 threat_search 
0372: set_actor $3929 anim 14 wait_state_time 3000 ms 
$3932 = 0 // $ = int 
$3933 = 0 // $ = int 
$3934 = 1 // $ = int 
$3931 = 1 // $ = int 

:BANKJO1_12372
if and
  $3931 == 1 // $ == int 
  $3933 >= 30 // $ >= int 
jf @BANKJO1_12477 
0372: set_actor $3929 anim 0 wait_state_time 0 ms 
if 
  $3935 == 0 // $ == int 
jf @BANKJO1_12455 
01BE: set_actor $3929 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3929 weapon 23 ammo 30000 // Load the weapon model before using this 
$3935 = 1 // $ = int 

:BANKJO1_12455
011A: set_actor $3929 search_threat 1 
0350: set_actor $3929 maintain_position_when_attacked 1 
01CA: actor $3929 kill_player $PLAYER_CHAR 

:BANKJO1_12477
jump @BANKJO1_12726 

:BANKJO1_12484
if 
  $3937 == 0 // $ == int 
jf @BANKJO1_12555 
01BE: set_actor $3929 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3929 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3929 search_threat 1 
0350: set_actor $3929 maintain_position_when_attacked 1 
01CA: actor $3929 kill_player $PLAYER_CHAR 
$3937 = 1 // $ = int 

:BANKJO1_12555
if 
  $3931 == 0 // $ == int 
jf @BANKJO1_12580 
$3934 = 0 // $ = int 

:BANKJO1_12580
if 
  $3936 == 0 // $ == int 
jf @BANKJO1_12612 
$3938 = 0 // $ = int 
$3936 = 1 // $ = int 

:BANKJO1_12612
if 
  $3936 == 1 // $ == int 
jf @BANKJO1_12637 
$3938 += 1 // $ += int 

:BANKJO1_12637
if 
  $3938 >= 20 // $ >= int 
jf @BANKJO1_12726 
if 
  $3935 == 0 // $ == int 
jf @BANKJO1_12726 
01BE: set_actor $3929 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3929 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3929 search_threat 1 
0350: set_actor $3929 maintain_position_when_attacked 1 
01CA: actor $3929 kill_player $PLAYER_CHAR 
$3935 = 1 // $ = int 

:BANKJO1_12726
jump @BANKJO1_12760 

:BANKJO1_12733
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_12760 
0372: set_actor $3929 anim 24 wait_state_time 10 ms 

:BANKJO1_12760
if 
  $3941 == 0 // $ == int 
jf @BANKJO1_13954 
if 
   Actor.Dead($3940)
jf @BANKJO1_12815 
$4033 -= 1 // $ -= int 
$3941 = 1 // $ = int 
jump @BANKJO1_13954 

:BANKJO1_12815
if 
  $3942 == 1 // $ == int 
jf @BANKJO1_12840 
$3943 += 1 // $ += int 

:BANKJO1_12840
if 
  $3943 >= 50 // $ >= int 
jf @BANKJO1_12865 
$3942 = 0 // $ = int 

:BANKJO1_12865
if 
  $3945 == 1 // $ == int 
jf @BANKJO1_12890 
$3944 += 1 // $ += int 

:BANKJO1_12890
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_13927 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_13678 
if 
00EA:   player $PLAYER_CHAR 0 $3940 radius 2.0 2.0 
jf @BANKJO1_13449 
if 
  $3948 == 0 // $ == int 
jf @BANKJO1_13271 
01BE: set_actor $3940 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3940 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3940 search_threat 1 
0350: set_actor $3940 maintain_position_when_attacked 1 
01CA: actor $3940 kill_player $PLAYER_CHAR 
$3948 = 1 // $ = int 

:BANKJO1_13271
if 
  $3942 == 0 // $ == int 
jf @BANKJO1_13296 
$3945 = 0 // $ = int 

:BANKJO1_13296
if 
  $3947 == 0 // $ == int 
jf @BANKJO1_13328 
$3949 = 0 // $ = int 
$3947 = 1 // $ = int 

:BANKJO1_13328
if 
  $3947 == 1 // $ == int 
jf @BANKJO1_13353 
$3949 += 1 // $ += int 

:BANKJO1_13353
if 
  $3949 >= 20 // $ >= int 
jf @BANKJO1_13442 
if 
  $3946 == 0 // $ == int 
jf @BANKJO1_13442 
01BE: set_actor $3940 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3940 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3940 search_threat 1 
0350: set_actor $3940 maintain_position_when_attacked 1 
01CA: actor $3940 kill_player $PLAYER_CHAR 
$3946 = 1 // $ = int 

:BANKJO1_13442
jump @BANKJO1_13671 

:BANKJO1_13449
$3947 = 0 // $ = int 
if 
  $3946 == 1 // $ == int 
jf @BANKJO1_13500 
011C: actor $3940 clear_objective 
01ED: clear_actor $3940 threat_search 
01B2: give_actor $3940 weapon 23 ammo 0 // Load the weapon model before using this 
$3946 = 0 // $ = int 

:BANKJO1_13500
if 
  $3942 == 0 // $ == int 
jf @BANKJO1_13566 
011C: actor $3940 clear_objective 
01ED: clear_actor $3940 threat_search 
0372: set_actor $3940 anim 14 wait_state_time 3000 ms 
$3943 = 0 // $ = int 
$3944 = 0 // $ = int 
$3945 = 1 // $ = int 
$3942 = 1 // $ = int 

:BANKJO1_13566
if and
  $3942 == 1 // $ == int 
  $3944 >= 30 // $ >= int 
jf @BANKJO1_13671 
0372: set_actor $3940 anim 0 wait_state_time 0 ms 
if 
  $3946 == 0 // $ == int 
jf @BANKJO1_13649 
01BE: set_actor $3940 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3940 weapon 23 ammo 30000 // Load the weapon model before using this 
$3946 = 1 // $ = int 

:BANKJO1_13649
011A: set_actor $3940 search_threat 1 
0350: set_actor $3940 maintain_position_when_attacked 1 
01CA: actor $3940 kill_player $PLAYER_CHAR 

:BANKJO1_13671
jump @BANKJO1_13920 

:BANKJO1_13678
if 
  $3948 == 0 // $ == int 
jf @BANKJO1_13749 
01BE: set_actor $3940 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3940 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3940 search_threat 1 
0350: set_actor $3940 maintain_position_when_attacked 1 
01CA: actor $3940 kill_player $PLAYER_CHAR 
$3948 = 1 // $ = int 

:BANKJO1_13749
if 
  $3942 == 0 // $ == int 
jf @BANKJO1_13774 
$3945 = 0 // $ = int 

:BANKJO1_13774
if 
  $3947 == 0 // $ == int 
jf @BANKJO1_13806 
$3949 = 0 // $ = int 
$3947 = 1 // $ = int 

:BANKJO1_13806
if 
  $3947 == 1 // $ == int 
jf @BANKJO1_13831 
$3949 += 1 // $ += int 

:BANKJO1_13831
if 
  $3949 >= 20 // $ >= int 
jf @BANKJO1_13920 
if 
  $3946 == 0 // $ == int 
jf @BANKJO1_13920 
01BE: set_actor $3940 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3940 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3940 search_threat 1 
0350: set_actor $3940 maintain_position_when_attacked 1 
01CA: actor $3940 kill_player $PLAYER_CHAR 
$3946 = 1 // $ = int 

:BANKJO1_13920
jump @BANKJO1_13954 

:BANKJO1_13927
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_13954 
0372: set_actor $3940 anim 24 wait_state_time 10 ms 

:BANKJO1_13954
if 
  $3952 == 0 // $ == int 
jf @BANKJO1_14972 
if 
   Actor.Dead($3951)
jf @BANKJO1_14009 
$4033 -= 1 // $ -= int 
$3952 = 1 // $ = int 
jump @BANKJO1_14972 

:BANKJO1_14009
if 
  $3953 == 1 // $ == int 
jf @BANKJO1_14034 
$3954 += 1 // $ += int 

:BANKJO1_14034
if 
  $3954 >= 80 // $ >= int 
jf @BANKJO1_14059 
$3953 = 0 // $ = int 

:BANKJO1_14059
if 
  $3956 == 1 // $ == int 
jf @BANKJO1_14084 
$3955 += 1 // $ += int 

:BANKJO1_14084
if or
02B3:   player $PLAYER_CHAR in_cube 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
jf @BANKJO1_14945 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_14696 
if 
00EA:   player $PLAYER_CHAR 0 $3951 radius 2.0 2.0 
jf @BANKJO1_14475 
if 
  $3959 == 0 // $ == int 
jf @BANKJO1_14297 
01BE: set_actor $3951 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3951 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3951 search_threat 1 
0350: set_actor $3951 maintain_position_when_attacked 1 
01CA: actor $3951 kill_player $PLAYER_CHAR 
$3959 = 1 // $ = int 

:BANKJO1_14297
if 
  $3953 == 0 // $ == int 
jf @BANKJO1_14322 
$3956 = 0 // $ = int 

:BANKJO1_14322
if 
  $3958 == 0 // $ == int 
jf @BANKJO1_14354 
$3960 = 0 // $ = int 
$3958 = 1 // $ = int 

:BANKJO1_14354
if 
  $3958 == 1 // $ == int 
jf @BANKJO1_14379 
$3960 += 1 // $ += int 

:BANKJO1_14379
if 
  $3960 >= 20 // $ >= int 
jf @BANKJO1_14468 
if 
  $3957 == 0 // $ == int 
jf @BANKJO1_14468 
01BE: set_actor $3951 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3951 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3951 search_threat 1 
0350: set_actor $3951 maintain_position_when_attacked 1 
01CA: actor $3951 kill_player $PLAYER_CHAR 
$3957 = 1 // $ = int 

:BANKJO1_14468
jump @BANKJO1_14689 

:BANKJO1_14475
$3958 = 0 // $ = int 
if 
  $3957 == 1 // $ == int 
jf @BANKJO1_14526 
011C: actor $3951 clear_objective 
01ED: clear_actor $3951 threat_search 
01B2: give_actor $3951 weapon 23 ammo 0 // Load the weapon model before using this 
$3957 = 0 // $ = int 

:BANKJO1_14526
if 
  $3953 == 0 // $ == int 
jf @BANKJO1_14592 
011C: actor $3951 clear_objective 
01ED: clear_actor $3951 threat_search 
0372: set_actor $3951 anim 14 wait_state_time 3000 ms 
$3954 = 0 // $ = int 
$3955 = 0 // $ = int 
$3956 = 1 // $ = int 
$3953 = 1 // $ = int 

:BANKJO1_14592
if and
  $3953 == 1 // $ == int 
  $3955 >= 30 // $ >= int 
jf @BANKJO1_14689 
0372: set_actor $3951 anim 0 wait_state_time 0 ms 
if 
  $3957 == 0 // $ == int 
jf @BANKJO1_14675 
01BE: set_actor $3951 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3951 weapon 23 ammo 30000 // Load the weapon model before using this 
$3957 = 1 // $ = int 

:BANKJO1_14675
011A: set_actor $3951 search_threat 1 
0350: set_actor $3951 maintain_position_when_attacked 1 

:BANKJO1_14689
jump @BANKJO1_14938 

:BANKJO1_14696
if 
  $3959 == 0 // $ == int 
jf @BANKJO1_14767 
01BE: set_actor $3951 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3951 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3951 search_threat 1 
0350: set_actor $3951 maintain_position_when_attacked 1 
01CA: actor $3951 kill_player $PLAYER_CHAR 
$3959 = 1 // $ = int 

:BANKJO1_14767
if 
  $3953 == 0 // $ == int 
jf @BANKJO1_14792 
$3956 = 0 // $ = int 

:BANKJO1_14792
if 
  $3958 == 0 // $ == int 
jf @BANKJO1_14824 
$3960 = 0 // $ = int 
$3958 = 1 // $ = int 

:BANKJO1_14824
if 
  $3958 == 1 // $ == int 
jf @BANKJO1_14849 
$3960 += 1 // $ += int 

:BANKJO1_14849
if 
  $3960 >= 20 // $ >= int 
jf @BANKJO1_14938 
if 
  $3957 == 0 // $ == int 
jf @BANKJO1_14938 
01BE: set_actor $3951 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3951 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3951 search_threat 1 
0350: set_actor $3951 maintain_position_when_attacked 1 
01CA: actor $3951 kill_player $PLAYER_CHAR 
$3957 = 1 // $ = int 

:BANKJO1_14938
jump @BANKJO1_14972 

:BANKJO1_14945
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_14972 
0372: set_actor $3951 anim 24 wait_state_time 10 ms 

:BANKJO1_14972
if 
  $3963 == 0 // $ == int 
jf @BANKJO1_15138 
if 
   Actor.Dead($3962)
jf @BANKJO1_15027 
$4033 -= 1 // $ -= int 
$3963 = 1 // $ = int 
jump @BANKJO1_15138 

:BANKJO1_15027
if 
  $3964 == 0 // $ == int 
jf @BANKJO1_15091 
01B2: give_actor $3962 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3962 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3962 kill_player $PLAYER_CHAR 
$3964 = 1 // $ = int 

:BANKJO1_15091
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_15138 
009E: set_actor $3962 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3962 kill_player $PLAYER_CHAR 

:BANKJO1_15138
if 
  $3967 == 0 // $ == int 
jf @BANKJO1_16290 
if 
   Actor.Dead($3966)
jf @BANKJO1_15193 
$4033 -= 1 // $ -= int 
$3967 = 1 // $ = int 
jump @BANKJO1_16290 

:BANKJO1_15193
if 
  $3968 == 1 // $ == int 
jf @BANKJO1_15218 
$3969 += 1 // $ += int 

:BANKJO1_15218
if 
  $3969 >= 80 // $ >= int 
jf @BANKJO1_15243 
$3968 = 0 // $ = int 

:BANKJO1_15243
if 
  $3971 == 1 // $ == int 
jf @BANKJO1_15268 
$3970 += 1 // $ += int 

:BANKJO1_15268
if or
02B3:   player $PLAYER_CHAR in_cube 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_16263 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_16014 
if 
00EA:   player $PLAYER_CHAR 0 $3966 radius 2.0 2.0 
jf @BANKJO1_15785 
if 
  $3974 == 0 // $ == int 
jf @BANKJO1_15607 
01BE: set_actor $3966 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3966 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3966 search_threat 1 
0350: set_actor $3966 maintain_position_when_attacked 1 
01CA: actor $3966 kill_player $PLAYER_CHAR 
$3974 = 1 // $ = int 

:BANKJO1_15607
if 
  $3968 == 0 // $ == int 
jf @BANKJO1_15632 
$3971 = 0 // $ = int 

:BANKJO1_15632
if 
  $3973 == 0 // $ == int 
jf @BANKJO1_15664 
$3975 = 0 // $ = int 
$3973 = 1 // $ = int 

:BANKJO1_15664
if 
  $3973 == 1 // $ == int 
jf @BANKJO1_15689 
$3975 += 1 // $ += int 

:BANKJO1_15689
if 
  $3975 >= 20 // $ >= int 
jf @BANKJO1_15778 
if 
  $3972 == 0 // $ == int 
jf @BANKJO1_15778 
01BE: set_actor $3966 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3966 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3966 search_threat 1 
0350: set_actor $3966 maintain_position_when_attacked 1 
01CA: actor $3966 kill_player $PLAYER_CHAR 
$3972 = 1 // $ = int 

:BANKJO1_15778
jump @BANKJO1_16007 

:BANKJO1_15785
$3973 = 0 // $ = int 
if 
  $3972 == 1 // $ == int 
jf @BANKJO1_15836 
011C: actor $3966 clear_objective 
01ED: clear_actor $3966 threat_search 
01B2: give_actor $3966 weapon 23 ammo 0 // Load the weapon model before using this 
$3972 = 0 // $ = int 

:BANKJO1_15836
if 
  $3968 == 0 // $ == int 
jf @BANKJO1_15902 
011C: actor $3966 clear_objective 
01ED: clear_actor $3966 threat_search 
0372: set_actor $3966 anim 14 wait_state_time 3000 ms 
$3969 = 0 // $ = int 
$3970 = 0 // $ = int 
$3971 = 1 // $ = int 
$3968 = 1 // $ = int 

:BANKJO1_15902
if and
  $3968 == 1 // $ == int 
  $3970 >= 30 // $ >= int 
jf @BANKJO1_16007 
0372: set_actor $3966 anim 0 wait_state_time 0 ms 
if 
  $3972 == 0 // $ == int 
jf @BANKJO1_15985 
01BE: set_actor $3966 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3966 weapon 23 ammo 30000 // Load the weapon model before using this 
$3972 = 1 // $ = int 

:BANKJO1_15985
011A: set_actor $3966 search_threat 1 
0350: set_actor $3966 maintain_position_when_attacked 1 
01CA: actor $3966 kill_player $PLAYER_CHAR 

:BANKJO1_16007
jump @BANKJO1_16256 

:BANKJO1_16014
if 
  $3974 == 0 // $ == int 
jf @BANKJO1_16085 
01BE: set_actor $3966 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3966 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3966 search_threat 1 
01CA: actor $3966 kill_player $PLAYER_CHAR 
0350: set_actor $3966 maintain_position_when_attacked 1 
$3974 = 1 // $ = int 

:BANKJO1_16085
if 
  $3968 == 0 // $ == int 
jf @BANKJO1_16110 
$3971 = 0 // $ = int 

:BANKJO1_16110
if 
  $3973 == 0 // $ == int 
jf @BANKJO1_16142 
$3975 = 0 // $ = int 
$3973 = 1 // $ = int 

:BANKJO1_16142
if 
  $3973 == 1 // $ == int 
jf @BANKJO1_16167 
$3975 += 1 // $ += int 

:BANKJO1_16167
if 
  $3975 >= 20 // $ >= int 
jf @BANKJO1_16256 
if 
  $3972 == 0 // $ == int 
jf @BANKJO1_16256 
01BE: set_actor $3966 to_look_at_spot $4001 $4002 $4003 
01B2: give_actor $3966 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3966 search_threat 1 
0350: set_actor $3966 maintain_position_when_attacked 1 
01CA: actor $3966 kill_player $PLAYER_CHAR 
$3972 = 1 // $ = int 

:BANKJO1_16256
jump @BANKJO1_16290 

:BANKJO1_16263
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_16290 
0372: set_actor $3966 anim 24 wait_state_time 10 ms 

:BANKJO1_16290
if 
  $3978 == 0 // $ == int 
jf @BANKJO1_16456 
if 
   Actor.Dead($3977)
jf @BANKJO1_16345 
$4033 -= 1 // $ -= int 
$3978 = 1 // $ = int 
jump @BANKJO1_16456 

:BANKJO1_16345
if 
  $3979 == 0 // $ == int 
jf @BANKJO1_16409 
01B2: give_actor $3977 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3977 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3977 kill_player $PLAYER_CHAR 
$3979 = 1 // $ = int 

:BANKJO1_16409
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_16456 
009E: set_actor $3977 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3977 kill_player $PLAYER_CHAR 

:BANKJO1_16456
if 
  $3983 == 0 // $ == int 
jf @BANKJO1_16622 
if 
   Actor.Dead($3982)
jf @BANKJO1_16511 
$4033 -= 1 // $ -= int 
$3983 = 1 // $ = int 
jump @BANKJO1_16622 

:BANKJO1_16511
if 
  $3984 == 0 // $ == int 
jf @BANKJO1_16575 
01B2: give_actor $3982 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3982 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3982 kill_player $PLAYER_CHAR 
$3984 = 1 // $ = int 

:BANKJO1_16575
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_16622 
009E: set_actor $3982 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3982 kill_player $PLAYER_CHAR 

:BANKJO1_16622
if 
  $3987 == 0 // $ == int 
jf @BANKJO1_16788 
if 
   Actor.Dead($3986)
jf @BANKJO1_16677 
$4033 -= 1 // $ -= int 
$3987 = 1 // $ = int 
jump @BANKJO1_16788 

:BANKJO1_16677
if 
  $3988 == 0 // $ == int 
jf @BANKJO1_16741 
01B2: give_actor $3986 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3986 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3986 kill_player $PLAYER_CHAR 
$3988 = 1 // $ = int 

:BANKJO1_16741
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_16788 
009E: set_actor $3986 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3986 kill_player $PLAYER_CHAR 

:BANKJO1_16788
if 
  $3991 == 0 // $ == int 
jf @BANKJO1_16954 
if 
   Actor.Dead($3990)
jf @BANKJO1_16843 
$4033 -= 1 // $ -= int 
$3991 = 1 // $ = int 
jump @BANKJO1_16954 

:BANKJO1_16843
if 
  $3992 == 0 // $ == int 
jf @BANKJO1_16907 
01B2: give_actor $3990 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3990 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3990 kill_player $PLAYER_CHAR 
$3992 = 1 // $ = int 

:BANKJO1_16907
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_16954 
009E: set_actor $3990 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3990 kill_player $PLAYER_CHAR 

:BANKJO1_16954
if 
  $3995 == 0 // $ == int 
jf @BANKJO1_17120 
if 
   Actor.Dead($3994)
jf @BANKJO1_17009 
$4033 -= 1 // $ -= int 
$3995 = 1 // $ = int 
jump @BANKJO1_17120 

:BANKJO1_17009
if 
  $3996 == 0 // $ == int 
jf @BANKJO1_17073 
01B2: give_actor $3994 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3994 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3994 kill_player $PLAYER_CHAR 
$3996 = 1 // $ = int 

:BANKJO1_17073
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_17120 
009E: set_actor $3994 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $3994 kill_player $PLAYER_CHAR 

:BANKJO1_17120
if 
  $4058 == 2 // $ == int 
jf @BANKJO1_17145 
$4058 = 0 // $ = int 

:BANKJO1_17145
return 

:BANKJO1_17147
if 
  $4007 == 0 // $ == int 
jf @BANKJO1_17327 
if 
00F6:   player $PLAYER_CHAR 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 
jf @BANKJO1_17260 
if 
  $4063 == 0 // $ == int 
jf @BANKJO1_17253 
00BC: text_highpriority 'BJM1_23' time 5000 1  // ~g~You need to get the key card first!
$4063 = 1 // $ = int 

:BANKJO1_17253
jump @BANKJO1_17267 

:BANKJO1_17260
$4063 = 0 // $ = int 

:BANKJO1_17267
if 
   Pickup.Picked_up($4005)
jf @BANKJO1_17320 
Marker.Disable($4006)
03BC: $4038 = create_sphere 385.13 -509.0 8.0 1.0 
$4007 = 1 // $ = int 

:BANKJO1_17320
jump @BANKJO1_19509 

:BANKJO1_17327
if 
  $4009 == 0 // $ == int 
jf @BANKJO1_19509 
if 
00F9:   player $PLAYER_CHAR stopped 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 
jf @BANKJO1_19509 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0470: $4065 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03BD: destroy_sphere $4038 
0395: clear_area 0 at 387.22 -506.517 9.194 range 1.0 
Camera.SetPosition(387.22, -506.517, 9.194, 0.0, 0.0, 0.0)
Camera.PointAt(386.633, -507.287, 9.43, 2)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 384.932 -510.077 9.848 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 100000 ms 
TIMERA = 0 // @ = int 

:BANKJO1_17552
if 
  3000 > TIMERA // int > @ 
jf @BANKJO1_17668 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_17598 
$4036 = 1 // $ = int 

:BANKJO1_17598
if 
  TIMERA >= 2000 // @ >= int 
jf @BANKJO1_17661 
if 
  $4067 == 0 // $ == int 
jf @BANKJO1_17661 
018C: play_sound 18 at 384.932 -510.077 9.848 
$4067 = 1 // $ = int 

:BANKJO1_17661
jump @BANKJO1_17552 

:BANKJO1_17668
053D: clear_actor $PLAYER_ACTOR wait_state 
Camera.PointAt(386.25, -506.384, 9.373, 2)
03CF: load_wav 'BNK1_7' as 1 
03CF: load_wav 'BNK1_10' as 2 
if 
  $4008 == 0 // $ == int 
jf @BANKJO1_17971 

:BANKJO1_17734
if or
834E:   not move_object $2210 to 383.252 -506.903 9.68 speed 0.01 0.01 0.0 collision_check 0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO1_17915 
wait 0 
if 
  $4040 == 0 // $ == int 
jf @BANKJO1_17838 
018C: play_sound 3 at 383.252 -506.903 9.68 
$4040 = 1 // $ = int 

:BANKJO1_17838
if 
  $4040 == 1 // $ == int 
jf @BANKJO1_17885 
018D: $4066 = create_sound 2 at 383.252 -506.903 9.68 
$4040 = 2 // $ = int 

:BANKJO1_17885
if 
   Actor.Dead($3911)
jf @BANKJO1_17908 
$4036 = 1 // $ = int 

:BANKJO1_17908
jump @BANKJO1_17734 

:BANKJO1_17915
018E: stop_sound $4066 
if 
  $4040 == 2 // $ == int 
jf @BANKJO1_17964 
018C: play_sound 3 at 383.252 -506.903 9.68 
$4040 = 3 // $ = int 

:BANKJO1_17964
$4008 = 1 // $ = int 

:BANKJO1_17971
0211: actor $PLAYER_ACTOR walk_to 384.12 -507.38 
TIMERA = 0 // @ = int 
if 
   not Actor.Dead($3911)
jf @BANKJO1_18040 
0372: set_actor $3911 anim 0 wait_state_time 1 ms 
0211: actor $3911 walk_to 383.523 -505.34 
jump @BANKJO1_18047 

:BANKJO1_18040
$4036 = 1 // $ = int 

:BANKJO1_18047
if 
80ED:   not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 
jf @BANKJO1_18196 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_18112 
$4036 = 1 // $ = int 

:BANKJO1_18112
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_18189 
if 
80ED:   not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 
jf @BANKJO1_18189 
Actor.PutAt($PLAYER_ACTOR, 384.12, -507.38, 8.4)

:BANKJO1_18189
jump @BANKJO1_18047 

:BANKJO1_18196
TIMERB = 0 // @ = int 

:BANKJO1_18203
if 
80ED:   not actor $3911 0 383.523 -505.34 radius 0.5 0.5 
jf @BANKJO1_18359 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_18275 
$4036 = 1 // $ = int 
jump @BANKJO1_18352 

:BANKJO1_18275
if 
  TIMERB > 8000 // @ > int 
jf @BANKJO1_18352 
if 
80ED:   not actor $3911 0 383.523 -505.34 radius 0.5 0.5 
jf @BANKJO1_18352 
Actor.PutAt($3911, 383.523, -505.34, 8.4)

:BANKJO1_18352
jump @BANKJO1_18203 

:BANKJO1_18359
020E: actor $PLAYER_ACTOR look_at_actor $3911 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_7' time 5000 1  // Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO1_18398
if 
83D2:   not wav 1 ended 
jf @BANKJO1_18447 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_18440 
$4036 = 1 // $ = int 

:BANKJO1_18440
jump @BANKJO1_18398 

:BANKJO1_18447
03D5: remove_text 'BNK1_7'  // Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03CF: load_wav 'BNK1_8' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_10' time 10000 1  // Yeah, that's me..
if 
   not Actor.Dead($3911)
jf @BANKJO1_18532 
0372: set_actor $3911 anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_18539 

:BANKJO1_18532
$4036 = 1 // $ = int 

:BANKJO1_18539
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
jf @BANKJO1_18592 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_18585 
$4036 = 1 // $ = int 

:BANKJO1_18585
jump @BANKJO1_18539 

:BANKJO1_18592
03D5: remove_text 'BNK1_10'  // Yeah, that's me..
if 
   not Actor.Dead($3911)
jf @BANKJO1_18634 
0372: set_actor $3911 anim 0 wait_state_time 1 ms 
jump @BANKJO1_18641 

:BANKJO1_18634
$4036 = 1 // $ = int 

:BANKJO1_18641
03CF: load_wav 'BNK1_11' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_8' time 10000 1  // I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO1_18684
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
jf @BANKJO1_18737 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_18730 
$4036 = 1 // $ = int 

:BANKJO1_18730
jump @BANKJO1_18684 

:BANKJO1_18737
03D5: remove_text 'BNK1_8'  // I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_11' time 10000 1  // Whatever you say!
if 
   not Actor.Dead($3911)
jf @BANKJO1_18810 
0372: set_actor $3911 anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_18817 

:BANKJO1_18810
$4036 = 1 // $ = int 

:BANKJO1_18817
if 
83D2:   not wav 2 ended 
jf @BANKJO1_18866 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_18859 
$4036 = 1 // $ = int 

:BANKJO1_18859
jump @BANKJO1_18817 

:BANKJO1_18866
03D5: remove_text 'BNK1_11'  // Whatever you say!
if 
   not Actor.Dead($3911)
jf @BANKJO1_18908 
0372: set_actor $3911 anim 0 wait_state_time 1 ms 
jump @BANKJO1_18915 

:BANKJO1_18908
$4036 = 1 // $ = int 

:BANKJO1_18915
0395: clear_area 0 at 389.95 -503.077 9.114 range 1.0 
Camera.SetPosition(389.95, -503.077, 9.114, 0.0, 0.0, 0.0)
Camera.PointAt(389.151, -503.666, 9.229, 2)
0211: actor $PLAYER_ACTOR walk_to 387.64 -505.7 
TIMERB = 0 // @ = int 

:BANKJO1_19012
if 
  750 > TIMERB // int > @ 
jf @BANKJO1_19065 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_19058 
$4036 = 1 // $ = int 

:BANKJO1_19058
jump @BANKJO1_19012 

:BANKJO1_19065
if 
   not Actor.Dead($3911)
jf @BANKJO1_19096 
0211: actor $3911 walk_to 385.48 -506.76 

:BANKJO1_19096
TIMERA = 0 // @ = int 

:BANKJO1_19103
if 
80ED:   not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 
jf @BANKJO1_19252 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_19168 
$4036 = 1 // $ = int 

:BANKJO1_19168
if 
  TIMERA > 5000 // @ > int 
jf @BANKJO1_19245 
if 
80ED:   not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 
jf @BANKJO1_19245 
Actor.PutAt($PLAYER_ACTOR, 387.64, -505.7, 8.41)

:BANKJO1_19245
jump @BANKJO1_19103 

:BANKJO1_19252
TIMERB = 0 // @ = int 

:BANKJO1_19259
if 
80ED:   not actor $3911 0 385.48 -506.76 radius 0.5 0.5 
jf @BANKJO1_19415 
wait 0 
if 
   Actor.Dead($3911)
jf @BANKJO1_19331 
$4036 = 1 // $ = int 
jump @BANKJO1_19408 

:BANKJO1_19331
if 
  TIMERB > 5000 // @ > int 
jf @BANKJO1_19408 
if 
80ED:   not actor $PLAYER_ACTOR 0 385.48 -506.76 radius 0.5 0.5 
jf @BANKJO1_19408 
Actor.PutAt($PLAYER_ACTOR, 385.48, -506.76, 8.41)

:BANKJO1_19408
jump @BANKJO1_19259 

:BANKJO1_19415
Actor.Angle($PLAYER_ACTOR) = 333.85
if 
   not Actor.Dead($3911)
jf @BANKJO1_19458 
Actor.Angle($3911) = 333.85
jump @BANKJO1_19465 

:BANKJO1_19458
$4036 = 1 // $ = int 

:BANKJO1_19465
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $4065 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
$4009 = 1 // $ = int 

:BANKJO1_19509
return 

:BANKJO1_19511
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_21040 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_20288 
if and
82D7:   not player $PLAYER_CHAR current_weapon == 0 
82D7:   not player $PLAYER_CHAR current_weapon == 1 
jf @BANKJO1_20267 
if 
  $4039 == 0 // $ == int 
jf @BANKJO1_19854 
03CF: load_wav 'BJM1_20' as 1 
$4039 = 1 // $ = int 

:BANKJO1_19854
if 
  $4039 == 1 // $ == int 
jf @BANKJO1_19894 
if 
03D0:   wav 1 loaded 
jf @BANKJO1_19894 
$4039 = 2 // $ = int 

:BANKJO1_19894
if 
  $4039 == 2 // $ == int 
jf @BANKJO1_19938 
03D1: play_wav 1 
00BC: text_highpriority 'BJM1_20' time 5000 1  // Put the weapon away or face the consequences!
$4039 = 3 // $ = int 

:BANKJO1_19938
if 
  $4039 == 3 // $ == int 
jf @BANKJO1_19988 
if 
03D2:   wav 1 ended 
jf @BANKJO1_19988 
03D5: remove_text 'BJM1_20'  // Put the weapon away or face the consequences!
$4039 = 4 // $ = int 

:BANKJO1_19988
if 
  $4039 == 4 // $ == int 
jf @BANKJO1_20020 
TIMERB = 0 // @ = int 
$4039 = 5 // $ = int 

:BANKJO1_20020
if 
  $4039 == 5 // $ == int 
jf @BANKJO1_20094 
if 
  TIMERB >= 4000 // @ >= int 
jf @BANKJO1_20094 
if 
  $4012 == 0 // $ == int 
jf @BANKJO1_20094 
03CF: load_wav 'BJM1_4' as 2 
$4012 = 1 // $ = int 

:BANKJO1_20094
if 
  $4012 == 1 // $ == int 
jf @BANKJO1_20134 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_20134 
$4012 = 2 // $ = int 

:BANKJO1_20134
if 
  $4012 == 2 // $ == int 
jf @BANKJO1_20178 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_4' time 5000 1  // He's armed! Kill him!
$4012 = 3 // $ = int 

:BANKJO1_20178
if 
  $4012 == 3 // $ == int 
jf @BANKJO1_20228 
if 
03D2:   wav 2 ended 
jf @BANKJO1_20228 
03D5: remove_text 'BJM1_4'  // He's armed! Kill him!
$4012 = 4 // $ = int 

:BANKJO1_20228
if 
  $4012 == 4 // $ == int 
jf @BANKJO1_20260 
$4011 = 1 // $ = int 
$4012 = 5 // $ = int 

:BANKJO1_20260
jump @BANKJO1_20288 

:BANKJO1_20267
$4012 = 0 // $ = int 
$4039 = 0 // $ = int 
$4011 = 0 // $ = int 

:BANKJO1_20288
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_21040 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 0 
jf @BANKJO1_21019 
if 
  $4039 == 0 // $ == int 
jf @BANKJO1_20606 
03CF: load_wav 'BJM1_20' as 1 
$4039 = 1 // $ = int 

:BANKJO1_20606
if 
  $4039 == 1 // $ == int 
jf @BANKJO1_20646 
if 
03D0:   wav 1 loaded 
jf @BANKJO1_20646 
$4039 = 2 // $ = int 

:BANKJO1_20646
if 
  $4039 == 2 // $ == int 
jf @BANKJO1_20690 
03D1: play_wav 1 
00BC: text_highpriority 'BJM1_20' time 5000 1  // Put the weapon away or face the consequences!
$4039 = 3 // $ = int 

:BANKJO1_20690
if 
  $4039 == 3 // $ == int 
jf @BANKJO1_20740 
if 
03D2:   wav 1 ended 
jf @BANKJO1_20740 
03D5: remove_text 'BJM1_20'  // Put the weapon away or face the consequences!
$4039 = 4 // $ = int 

:BANKJO1_20740
if 
  $4039 == 4 // $ == int 
jf @BANKJO1_20772 
TIMERB = 0 // @ = int 
$4039 = 5 // $ = int 

:BANKJO1_20772
if 
  $4039 == 5 // $ == int 
jf @BANKJO1_20846 
if 
  TIMERB >= 4000 // @ >= int 
jf @BANKJO1_20846 
if 
  $4012 == 0 // $ == int 
jf @BANKJO1_20846 
03CF: load_wav 'BJM1_4' as 2 
$4012 = 1 // $ = int 

:BANKJO1_20846
if 
  $4012 == 1 // $ == int 
jf @BANKJO1_20886 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_20886 
$4012 = 2 // $ = int 

:BANKJO1_20886
if 
  $4012 == 2 // $ == int 
jf @BANKJO1_20930 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_4' time 5000 1  // He's armed! Kill him!
$4012 = 3 // $ = int 

:BANKJO1_20930
if 
  $4012 == 3 // $ == int 
jf @BANKJO1_20980 
if 
03D2:   wav 2 ended 
jf @BANKJO1_20980 
03D5: remove_text 'BJM1_4'  // He's armed! Kill him!
$4012 = 4 // $ = int 

:BANKJO1_20980
if 
  $4012 == 4 // $ == int 
jf @BANKJO1_21012 
$4011 = 1 // $ = int 
$4012 = 5 // $ = int 

:BANKJO1_21012
jump @BANKJO1_21040 

:BANKJO1_21019
$4012 = 0 // $ = int 
$4039 = 0 // $ = int 
$4011 = 0 // $ = int 

:BANKJO1_21040
return 

:BANKJO1_21042
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_21629 
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_21138 
if 
  $4014 == 0 // $ == int 
jf @BANKJO1_21138 
$4014 = 1 // $ = int 

:BANKJO1_21138
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_21426 
if 
  $4014 == 0 // $ == int 
jf @BANKJO1_21426 
$4014 = 1 // $ = int 

:BANKJO1_21426
if 
  $4014 == 1 // $ == int 
jf @BANKJO1_21463 
03CF: load_wav 'BJM1_5' as 2 
$4014 = 2 // $ = int 

:BANKJO1_21463
if 
  $4014 == 2 // $ == int 
jf @BANKJO1_21503 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_21503 
$4014 = 3 // $ = int 

:BANKJO1_21503
if 
  $4014 == 3 // $ == int 
jf @BANKJO1_21547 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_5' time 5000 1  // Only authorized personnel beyond this point!
$4014 = 4 // $ = int 

:BANKJO1_21547
if 
  $4014 == 4 // $ == int 
jf @BANKJO1_21597 
if 
03D2:   wav 2 ended 
jf @BANKJO1_21597 
03D5: remove_text 'BJM1_5'  // Only authorized personnel beyond this point!
$4014 = 5 // $ = int 

:BANKJO1_21597
if 
  $4014 == 5 // $ == int 
jf @BANKJO1_21629 
$4013 = 1 // $ = int 
$4014 = 6 // $ = int 

:BANKJO1_21629
return 

:BANKJO1_21631
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_22205 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_22205 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_21935 
$3999 = 1 // $ = int 

:BANKJO1_21935
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_22205 
$3999 = 1 // $ = int 

:BANKJO1_22205
return 

:BANKJO1_22207
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_22765 
if or
02B5:   player $PLAYER_CHAR in_cube_in_car 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_22495 
$3999 = 1 // $ = int 

:BANKJO1_22495
if or
02B5:   player $PLAYER_CHAR in_cube_in_car 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_22765 
$3999 = 1 // $ = int 

:BANKJO1_22765
return 

:BANKJO1_22767
if 
  $4072 == 0 // $ == int 
jf @BANKJO1_23790 
if 
  20 >= $4032 // int >= $ 
jf @BANKJO1_23790 
if 
  6 > $4033 // int > $ 
jf @BANKJO1_23790 
if 
  $4034 == 2 // $ == int 
jf @BANKJO1_22853 
TIMERB = 0 // @ = int 
$4034 = 0 // $ = int 

:BANKJO1_22853
if 
8339:   not anything_in_cube_cornerA 380.0 -491.64 8.0 cornerB 375.62 -493.57 16.0 solid 0 car 1 actor 1 object 0 particle 0 
jf @BANKJO1_23790 
if 
  TIMERB >= 5000 // @ >= int 
jf @BANKJO1_23790 
if 
  $4034 == 0 // $ == int 
jf @BANKJO1_23790 
$4035 = -1 // $ = int 
if or
  $4016 == 0 // $ == int 
  $4016 == 2 // $ == int 
jf @BANKJO1_23045 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4015, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4015 // $ = $ int 
$4016 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23045
if or
  $4018 == 0 // $ == int 
  $4018 == 2 // $ == int 
jf @BANKJO1_23140 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4017, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4017 // $ = $ int 
$4018 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23140
if or
  $4020 == 0 // $ == int 
  $4020 == 2 // $ == int 
jf @BANKJO1_23235 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4019, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4019 // $ = $ int 
$4020 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23235
if or
  $4022 == 0 // $ == int 
  $4022 == 2 // $ == int 
jf @BANKJO1_23330 
0395: clear_area 0 at -379.88 -493.05 11.34 range 4.0 
Actor.Create($4021, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4021 // $ = $ int 
$4022 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23330
if or
  $4024 == 0 // $ == int 
  $4024 == 2 // $ == int 
jf @BANKJO1_23425 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4023, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4023 // $ = $ int 
$4024 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23425
if or
  $4026 == 0 // $ == int 
  $4026 == 2 // $ == int 
jf @BANKJO1_23520 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4025, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4025 // $ = $ int 
$4026 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23520
if or
  $4028 == 0 // $ == int 
  $4028 == 2 // $ == int 
jf @BANKJO1_23615 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4027, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4027 // $ = $ int 
$4028 = 1 // $ = int 
jump @BANKJO1_23703 

:BANKJO1_23615
if or
  $4030 == 0 // $ == int 
  $4030 == 2 // $ == int 
jf @BANKJO1_23703 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($4029, 4, #COP, 379.88, -493.05, 11.34)
0084: $4035 = $4029 // $ = $ int 
$4030 = 1 // $ = int 

:BANKJO1_23703
if 
   not Actor.Dead($4035)
jf @BANKJO1_23790 
if 
   not $4035 == -1 // $ == int 
jf @BANKJO1_23790 
0243: set_actor $4035 ped_stats_to 16 
Actor.Angle($4035) = 180.0
0239: actor $4035 run_to 381.53 -490.91 
$4033 += 1 // $ += int 
$4032 += 1 // $ += int 
$4034 = 1 // $ = int 

:BANKJO1_23790
return 

:BANKJO1_23792
if 
  $4034 == 1 // $ == int 
jf @BANKJO1_23934 
if 
   not Actor.Dead($4035)
jf @BANKJO1_23927 
if 
00FF:   actor $4035 0 381.53 -490.91 11.35 radius 1.0 1.0 2.0 
jf @BANKJO1_23920 
01B2: give_actor $4035 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $4035 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4035 kill_player $PLAYER_CHAR 
$4034 = 2 // $ = int 

:BANKJO1_23920
jump @BANKJO1_23934 

:BANKJO1_23927
$4034 = 2 // $ = int 

:BANKJO1_23934
return 

:BANKJO1_23936
if 
  $4016 == 1 // $ == int 
jf @BANKJO1_24043 
if 
   Actor.Dead($4015)
jf @BANKJO1_23996 
Actor.DestroyWithFade($4015)
$4033 -= 1 // $ -= int 
$4016 = 2 // $ = int 
jump @BANKJO1_24043 

:BANKJO1_23996
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24043 
009E: set_actor $4015 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4015 kill_player $PLAYER_CHAR 

:BANKJO1_24043
if 
  $4018 == 1 // $ == int 
jf @BANKJO1_24150 
if 
   Actor.Dead($4017)
jf @BANKJO1_24103 
Actor.DestroyWithFade($4017)
$4033 -= 1 // $ -= int 
$4018 = 2 // $ = int 
jump @BANKJO1_24150 

:BANKJO1_24103
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24150 
009E: set_actor $4017 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4017 kill_player $PLAYER_CHAR 

:BANKJO1_24150
if 
  $4020 == 1 // $ == int 
jf @BANKJO1_24257 
if 
   Actor.Dead($4019)
jf @BANKJO1_24210 
Actor.DestroyWithFade($4019)
$4033 -= 1 // $ -= int 
$4020 = 2 // $ = int 
jump @BANKJO1_24257 

:BANKJO1_24210
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24257 
009E: set_actor $4019 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4019 kill_player $PLAYER_CHAR 

:BANKJO1_24257
if 
  $4022 == 1 // $ == int 
jf @BANKJO1_24364 
if 
   Actor.Dead($4021)
jf @BANKJO1_24317 
Actor.DestroyWithFade($4021)
$4033 -= 1 // $ -= int 
$4022 = 2 // $ = int 
jump @BANKJO1_24364 

:BANKJO1_24317
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24364 
009E: set_actor $4021 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4021 kill_player $PLAYER_CHAR 

:BANKJO1_24364
if 
  $4024 == 1 // $ == int 
jf @BANKJO1_24471 
if 
   Actor.Dead($4023)
jf @BANKJO1_24424 
Actor.DestroyWithFade($4023)
$4033 -= 1 // $ -= int 
$4024 = 2 // $ = int 
jump @BANKJO1_24471 

:BANKJO1_24424
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24471 
009E: set_actor $4023 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4023 kill_player $PLAYER_CHAR 

:BANKJO1_24471
if 
  $4026 == 1 // $ == int 
jf @BANKJO1_24578 
if 
   Actor.Dead($4025)
jf @BANKJO1_24531 
Actor.DestroyWithFade($4025)
$4033 -= 1 // $ -= int 
$4026 = 2 // $ = int 
jump @BANKJO1_24578 

:BANKJO1_24531
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24578 
009E: set_actor $4025 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4025 kill_player $PLAYER_CHAR 

:BANKJO1_24578
if 
  $4028 == 1 // $ == int 
jf @BANKJO1_24685 
if 
   Actor.Dead($4027)
jf @BANKJO1_24638 
Actor.DestroyWithFade($4027)
$4033 -= 1 // $ -= int 
$4028 = 2 // $ = int 
jump @BANKJO1_24685 

:BANKJO1_24638
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24685 
009E: set_actor $4027 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4027 kill_player $PLAYER_CHAR 

:BANKJO1_24685
if 
  $4030 == 1 // $ == int 
jf @BANKJO1_24792 
if 
   Actor.Dead($4029)
jf @BANKJO1_24745 
Actor.DestroyWithFade($4029)
$4033 -= 1 // $ -= int 
$4030 = 2 // $ = int 
jump @BANKJO1_24792 

:BANKJO1_24745
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24792 
009E: set_actor $4029 path $4001 $4002 $4003 unknown 0.5 1 
01CA: actor $4029 kill_player $PLAYER_CHAR 

:BANKJO1_24792
if 
  $4059 == 2 // $ == int 
jf @BANKJO1_24817 
$4059 = 0 // $ = int 

:BANKJO1_24817
return 

:BANKJO1_24819
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_25622 
03BD: destroy_sphere $4037 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Camera.SetPosition(399.925, -485.48, 14.542, 0.0, 0.0, 0.0)
Camera.PointAt(400.831, -485.674, 14.162, 2)
0211: actor $PLAYER_ACTOR walk_to 409.56 -484.36 
TIMERA = 0 // @ = int 

:BANKJO1_24948
if 
80ED:   not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 
jf @BANKJO1_25131 
wait 0 
if 
  $4036 == 0 // $ == int 
jf @BANKJO1_25031 
if 
   Actor.Dead($3911)
jf @BANKJO1_25031 
$4036 = 1 // $ = int 

:BANKJO1_25031
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_25124 
if 
80ED:   not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 
jf @BANKJO1_25124 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_25124 
Actor.PutAt($PLAYER_ACTOR, 409.56, -484.36, 11.35)

:BANKJO1_25124
jump @BANKJO1_24948 

:BANKJO1_25131
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_25183 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_25183 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO1_25183
0211: actor $PLAYER_ACTOR walk_to 407.77 -487.13 
TIMERA = 0 // @ = int 

:BANKJO1_25205
if 
80ED:   not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 
jf @BANKJO1_25388 
wait 0 
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_25340 
if 
80ED:   not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 
jf @BANKJO1_25340 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_25340 
Actor.PutAt($PLAYER_ACTOR, 407.77, -487.13, 11.35)

:BANKJO1_25340
if 
  $4036 == 0 // $ == int 
jf @BANKJO1_25381 
if 
   Actor.Dead($3911)
jf @BANKJO1_25381 
$4036 = 1 // $ = int 

:BANKJO1_25381
jump @BANKJO1_25205 

:BANKJO1_25388
0211: actor $PLAYER_ACTOR walk_to 406.16 -487.14 

:BANKJO1_25403
if 
80ED:   not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 
jf @BANKJO1_25586 
wait 0 
if 
  $4036 == 0 // $ == int 
jf @BANKJO1_25486 
if 
   Actor.Dead($3911)
jf @BANKJO1_25486 
$4036 = 1 // $ = int 

:BANKJO1_25486
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_25579 
if 
80ED:   not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 
jf @BANKJO1_25579 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_25579 
Actor.PutAt($PLAYER_ACTOR, 406.16, -487.14, 11.35)

:BANKJO1_25579
jump @BANKJO1_25403 

:BANKJO1_25586
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
$4010 = 1 // $ = int 

:BANKJO1_25622
return 

:BANKJO1_25624
if 
  $3999 == 0 // $ == int 
jf @BANKJO1_25994 
if 
  $4010 == 0 // $ == int 
jf @BANKJO1_25994 
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 8.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
jf @BANKJO1_25738 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_25738 
$3999 = 1 // $ = int 

:BANKJO1_25738
if 
02B3:   player $PLAYER_CHAR in_cube 390.82 -471.0 10.0 385.0 -468.27 15.0 radius 10.0 sphere 0 
jf @BANKJO1_25816 
if 
  $4053 == 0 // $ == int 
jf @BANKJO1_25816 
$4053 = 1 // $ = int 

:BANKJO1_25816
if 
  $4053 == 1 // $ == int 
jf @BANKJO1_25853 
03CF: load_wav 'BJM1_5' as 2 
$4053 = 2 // $ = int 

:BANKJO1_25853
if 
  $4053 == 2 // $ == int 
jf @BANKJO1_25893 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_25893 
$4053 = 3 // $ = int 

:BANKJO1_25893
if 
  $4053 == 3 // $ == int 
jf @BANKJO1_25937 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_5' time 5000 1  // Only authorized personnel beyond this point!
$4053 = 4 // $ = int 

:BANKJO1_25937
if 
  $4053 == 4 // $ == int 
jf @BANKJO1_25994 
if 
03D2:   wav 2 ended 
jf @BANKJO1_25994 
03D5: remove_text 'BJM1_5'  // Only authorized personnel beyond this point!
$3999 = 1 // $ = int 
$4053 = 5 // $ = int 

:BANKJO1_25994
return 

:BANKJO1_25996
Actor.RemoveReferences($3918)
Actor.RemoveReferences($3929)
Actor.RemoveReferences($3940)
Actor.RemoveReferences($3951)
Actor.RemoveReferences($3962)
Actor.RemoveReferences($3966)
Actor.RemoveReferences($3977)
Actor.RemoveReferences($3982)
Actor.RemoveReferences($3986)
Actor.RemoveReferences($3990)
Actor.RemoveReferences($3994)
Actor.RemoveReferences($4015)
Actor.RemoveReferences($4017)
Actor.RemoveReferences($4019)
Actor.RemoveReferences($4021)
Actor.RemoveReferences($4023)
Actor.RemoveReferences($4025)
Actor.RemoveReferences($4027)
Actor.RemoveReferences($4029)
$4072 = 2 // $ = int 
return 

//-------------Mission 22---------------
// Originally: The Shootist

:BANKJO2
script_name 'BANKJO2' 
gosub @BANKJO2_67 
if 
wasted_or_busted 
jf @BANKJO2_37 
gosub @BANKJO2_27102 

:BANKJO2_37
gosub @BANKJO2_27214 
terminate_this_script 
$4371 = 0 // $ = int 
$4372 = 0 // $ = int 
$4373 = 0 // $ = int 

:BANKJO2_67
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$1290 = 0 // $ = int 
$4078 = 121000 // $ = int 
$4075 = 0 // $ = int 
$4077 = 0 // $ = int 
$4081 = 0 // $ = int 
$4082 = 0 // $ = int 
$4083 = 0 // $ = int 
$4084 = 0 // $ = int 
$4085 = 0 // $ = int 
$4086 = 0 // $ = int 
$4088 = 0 // $ = int 
$4089 = 0 // $ = int 
$4090 = 0 // $ = int 
$4091 = 0 // $ = int 
$4092 = 0 // $ = int 
$4093 = 0 // $ = int 
$4100 = 0.0 // $ = float 
$4101 = 0.0 // $ = float 
$4102 = 0.0 // $ = float 
$4087 = 0 // $ = int 
$4163 = 0 // $ = int 
$4164 = 0 // $ = int 
$4100 = -673.29 // $ = float 
$4101 = 1238.52 // $ = float 
$4102 = 11.5 // $ = float 
$4108 = 0 // $ = int 
$4109 = 0 // $ = int 
$4110 = 0 // $ = int 
$4111 = 0 // $ = int 
$4112 = 0 // $ = int 
$4113 = 0 // $ = int 
$4120 = 0.0 // $ = float 
$4121 = 0.0 // $ = float 
$4122 = 0.0 // $ = float 
$4107 = 0 // $ = int 
$4123 = 0.0 // $ = float 
$4124 = 0.0 // $ = float 
$4125 = 0.0 // $ = float 
$4126 = 0 // $ = int 
$4120 = -676.11 // $ = float 
$4121 = 1227.0 // $ = float 
$4122 = 11.5 // $ = float 
$4128 = 0 // $ = int 
$4129 = 0 // $ = int 
$4130 = 0 // $ = int 
$4131 = 0 // $ = int 
$4132 = 0 // $ = int 
$4133 = 0 // $ = int 
$4140 = 0.0 // $ = float 
$4141 = 0.0 // $ = float 
$4142 = 0.0 // $ = float 
$4127 = 0 // $ = int 
$4143 = 0.0 // $ = float 
$4144 = 0.0 // $ = float 
$4145 = 0.0 // $ = float 
$4146 = 0 // $ = int 
$4140 = -679.04 // $ = float 
$4141 = 1238.52 // $ = float 
$4142 = 11.5 // $ = float 
$4147 = 0 // $ = int 
$4148 = 0 // $ = int 
$4236 = 0 // $ = int 
$4150 = 0 // $ = int 
$4151 = 0.0 // $ = float 
$4152 = 0.0 // $ = float 
$4153 = 0.0 // $ = float 
$4154 = 0.0 // $ = float 
$4156 = 0 // $ = int 
$4157 = 0 // $ = int 
$4158 = 0.0 // $ = float 
$4159 = 0.0 // $ = float 
$4160 = 0.0 // $ = float 
$4161 = 0 // $ = int 
$4162 = 0 // $ = int 
$4165 = 0.0 // $ = float 
$4166 = 0.0 // $ = float 
$4167 = 0.0 // $ = float 
$4168 = 0.0 // $ = float 
$4170 = 0 // $ = int 
$4171 = 0 // $ = int 
$4172 = 0.0 // $ = float 
$4173 = 0.0 // $ = float 
$4174 = 0.0 // $ = float 
$4175 = 0 // $ = int 
$4176 = 0 // $ = int 
$4179 = 0.0 // $ = float 
$4180 = 0.0 // $ = float 
$4181 = 0.0 // $ = float 
$4182 = 0.0 // $ = float 
$4184 = 0 // $ = int 
$4185 = 0 // $ = int 
$4186 = 0.0 // $ = float 
$4187 = 0.0 // $ = float 
$4188 = 0.0 // $ = float 
$4189 = 0 // $ = int 
$4190 = 0 // $ = int 
$4193 = 0.0 // $ = float 
$4194 = 0.0 // $ = float 
$4195 = 0.0 // $ = float 
$4196 = 0.0 // $ = float 
$4198 = 0 // $ = int 
$4199 = 0 // $ = int 
$4200 = 0.0 // $ = float 
$4201 = 0.0 // $ = float 
$4202 = 0.0 // $ = float 
$4203 = 0 // $ = int 
$4204 = 0 // $ = int 
$4207 = 0.0 // $ = float 
$4208 = 0.0 // $ = float 
$4209 = 0.0 // $ = float 
$4210 = 0.0 // $ = float 
$4212 = 0 // $ = int 
$4213 = 0 // $ = int 
$4214 = 0.0 // $ = float 
$4215 = 0.0 // $ = float 
$4216 = 0.0 // $ = float 
$4217 = 0 // $ = int 
$4218 = 0 // $ = int 
$4221 = 0.0 // $ = float 
$4222 = 0.0 // $ = float 
$4223 = 0.0 // $ = float 
$4224 = 0.0 // $ = float 
$4226 = 0 // $ = int 
$4227 = 0 // $ = int 
$4228 = 0.0 // $ = float 
$4229 = 0.0 // $ = float 
$4230 = 0.0 // $ = float 
$4231 = 0 // $ = int 
$4232 = 0 // $ = int 
$4235 = 0 // $ = int 
$4239 = 0 // $ = int 
$4240 = 0 // $ = int 
$4245 = -674.16 // $ = float 
$4246 = 1288.23 // $ = float 
$4247 = 9.81 // $ = float 
$4241 = 0.0 // $ = float 
$4242 = 0.0 // $ = float 
$4243 = 0.0 // $ = float 
$4244 = 0 // $ = int 
$4249 = 0 // $ = int 
$4250 = 0 // $ = int 
$4255 = -673.46 // $ = float 
$4256 = 1279.29 // $ = float 
$4257 = 9.81 // $ = float 
$4251 = 0.0 // $ = float 
$4252 = 0.0 // $ = float 
$4253 = 0.0 // $ = float 
$4254 = 0 // $ = int 
$4259 = 0 // $ = int 
$4260 = 0 // $ = int 
$4265 = -683.23 // $ = float 
$4266 = 1281.5 // $ = float 
$4267 = 9.81 // $ = float 
$4261 = 0.0 // $ = float 
$4262 = 0.0 // $ = float 
$4263 = 0.0 // $ = float 
$4264 = 0 // $ = int 
$4269 = 0 // $ = int 
$4270 = 0 // $ = int 
$4275 = -683.73 // $ = float 
$4276 = 1289.19 // $ = float 
$4277 = 9.81 // $ = float 
$4271 = 0.0 // $ = float 
$4272 = 0.0 // $ = float 
$4273 = 0.0 // $ = float 
$4274 = 0 // $ = int 
$4279 = 0 // $ = int 
$4280 = 0 // $ = int 
$4285 = -678.21 // $ = float 
$4286 = 1293.04 // $ = float 
$4287 = 8.0 // $ = float 
$4281 = 0.0 // $ = float 
$4282 = 0.0 // $ = float 
$4283 = 0.0 // $ = float 
$4284 = 0 // $ = int 
$4289 = 0 // $ = int 
$4290 = 0 // $ = int 
$4295 = -682.67 // $ = float 
$4296 = 1279.42 // $ = float 
$4297 = 13.0 // $ = float 
$4291 = 0.0 // $ = float 
$4292 = 0.0 // $ = float 
$4293 = 0.0 // $ = float 
$4294 = 0 // $ = int 
$4299 = 0 // $ = int 
$4300 = 0 // $ = int 
$4305 = -673.1 // $ = float 
$4306 = 1277.8 // $ = float 
$4307 = 13.0 // $ = float 
$4301 = 0.0 // $ = float 
$4302 = 0.0 // $ = float 
$4303 = 0.0 // $ = float 
$4304 = 0 // $ = int 
$4106 = 0 // $ = int 
$4151 = -683.07 // $ = float 
$4152 = 1269.74 // $ = float 
$4153 = 9.81 // $ = float 
$4154 = 90.0 // $ = float 
$4165 = -683.11 // $ = float 
$4166 = 1272.55 // $ = float 
$4167 = 9.81 // $ = float 
$4168 = 90.0 // $ = float 
$4179 = -683.23 // $ = float 
$4180 = 1275.01 // $ = float 
$4181 = 9.81 // $ = float 
$4182 = 90.0 // $ = float 
$4193 = -683.64 // $ = float 
$4194 = 1278.1 // $ = float 
$4195 = 12.56 // $ = float 
$4196 = 90.0 // $ = float 
$4207 = -683.54 // $ = float 
$4208 = 1275.25 // $ = float 
$4209 = 12.62 // $ = float 
$4210 = 90.0 // $ = float 
$4221 = -683.54 // $ = float 
$4222 = 1272.39 // $ = float 
$4223 = 12.62 // $ = float 
$4224 = 90.0 // $ = float 
$4312 = 0 // $ = int 
$4313 = 0 // $ = int 
$4314 = 0 // $ = int 
$4315 = 0 // $ = int 
$4316 = 0 // $ = int 
$4317 = 0 // $ = int 
$4318 = 0 // $ = int 
$4319 = 61000 // $ = int 
$4320 = 61000 // $ = int 
$4321 = 0 // $ = int 
$4322 = 0 // $ = int 
$4323 = 0 // $ = int 
$4324 = 0 // $ = int 
$4325 = 0 // $ = int 
$4326 = 0 // $ = int 
$4327 = 0 // $ = int 
$4328 = 0 // $ = int 
$4329 = 0 // $ = int 
$4330 = 0 // $ = int 
$4331 = 0 // $ = int 
$4332 = 0 // $ = int 
$4333 = 0 // $ = int 
$4334 = 0 // $ = int 
$4335 = 0 // $ = int 
$4336 = 0 // $ = int 
$4337 = 0 // $ = int 
$4338 = 0 // $ = int 
$4339 = 0 // $ = int 
$4340 = 0 // $ = int 
$4341 = 0 // $ = int 
$4342 = 0 // $ = int 
$4343 = 0 // $ = int 
$4344 = 0 // $ = int 
$4348 = 0 // $ = int 
$4349 = 0 // $ = int 
$4350 = 0 // $ = int 
$4351 = 0 // $ = int 
$4352 = 0 // $ = int 
$4353 = 0 // $ = int 
$4354 = 0 // $ = int 
$4355 = 0 // $ = int 
$4356 = 0 // $ = int 
$4358 = 0 // $ = int 
$4359 = 0 // $ = int 
$4360 = 0 // $ = int 
$4361 = 0 // $ = int 
$4362 = 0 // $ = int 
$4363 = 0 // $ = int 
$4364 = 0 // $ = int 
$4365 = 0 // $ = int 
$4366 = 0 // $ = int 
$4374 = 0 // $ = int 
$4375 = 0 // $ = int 
$4376 = 0 // $ = int 
$4377 = 0 // $ = int 
$4378 = 0 // $ = int 
$4380 = 0 // $ = int 
$4381 = 0 // $ = int 
$4382 = 0 // $ = int 
$4383 = 0 // $ = int 
$4384 = 0 // $ = int 
$4385 = 0 // $ = int 
$4386 = 0 // $ = int 
$4387 = 0 // $ = int 
$4388 = 0 // $ = int 
$4389 = 60 // $ = int 
$4390 = 0 // $ = int 
$4369 = 0 // $ = int 
$4370 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ2' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSCAMJ' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
select_interior 17 
Camera.SetAtPos(481.03, -64.21, 8.98)
038B: load_requested_models 

:BANKJO2_2611
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BANKJO2_2655 
wait 0 
jump @BANKJO2_2611 

:BANKJO2_2655
02E4: load_cutscene_data 'BANK_2A' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $491 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $491 'CSCAMJ' 
02E5: $492 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E6: set_cutscene_anim $492 'GCFAN' 
02E5: $493 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $493 'CLCHR' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO2_2877
if 
  4027 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_2912 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_2877 

:BANKJO2_2912
00BC: text_highpriority 'BJM2_A' time 10000 1  // We need a stick up man. You know one?

:BANKJO2_2927
if 
  6132 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_2962 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_2927 

:BANKJO2_2962
00BC: text_highpriority 'BJM2_B' time 10000 1  // Hey, Tommy, Tommy, Tommy, this stuff keeps you sharp, man.

:BANKJO2_2977
if 
  8289 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3012 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_2977 

:BANKJO2_3012
00BC: text_highpriority 'BJM2_C' time 10000 1  // WoooOOOooo!

:BANKJO2_3027
if 
  9182 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3062 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3027 

:BANKJO2_3062
00BC: text_highpriority 'BJM2_D' time 10000 1  // I could be your stick up man! Stick 'em up! Stick 'em up!

:BANKJO2_3077
if 
  11691 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3112 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3077 

:BANKJO2_3112
00BC: text_highpriority 'BJM2_E' time 10000 1  // You ain't a stick up man, you're an idiot.

:BANKJO2_3127
if 
  13719 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3162 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3127 

:BANKJO2_3162
00BC: text_highpriority 'BJM2_F' time 10000 1  // Now get yourself a drink and shut up.

:BANKJO2_3177
if 
  16291 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3177 

:BANKJO2_3212
00BC: text_highpriority 'BJM2_G' time 10000 1  // Hey, get outta my way! Yeh yeh yeh - ow ow ow!

:BANKJO2_3227
if 
  18784 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3262 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3227 

:BANKJO2_3262
00BC: text_highpriority 'BJM2_N' time 10000 1  // Relax

:BANKJO2_3277
if 
  19689 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3312 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3277 

:BANKJO2_3312
00BC: text_highpriority 'BJM2_H' time 10000 1  // Cam, what do you think?

:BANKJO2_3327
if 
  21204 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3362 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3327 

:BANKJO2_3362
00BC: text_highpriority 'BJM2_I' time 10000 1  // Well, the best shooter in this town is a guy named Cassidy.

:BANKJO2_3377
if 
  23822 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3412 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3377 

:BANKJO2_3412
00BC: text_highpriority 'BJM2_J' time 10000 1  // Is that so?

:BANKJO2_3427
if 
  24473 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3462 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3427 

:BANKJO2_3462
00BC: text_highpriority 'BJM2_K' time 10000 1  // Yeah. A military guy, or he thinks he is.

:BANKJO2_3477
if 
  27111 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3512 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3477 

:BANKJO2_3512
00BC: text_highpriority 'BJM2_L' time 10000 1  // I doubt he was ever in the army, but he certainly knows how to get a hold of guns.

:BANKJO2_3527
if 
  30697 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3562 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3527 

:BANKJO2_3562
00BC: text_highpriority 'BJM2_M' time 10000 1  // He'll be down at the shooting range.

:BANKJO2_3577
if 
  32448 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3612 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3577 

:BANKJO2_3612
00BE: text_clear_all 

:BANKJO2_3614
if 
  32758 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3649 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3614 

:BANKJO2_3649
fade 0 2000 
00BE: text_clear_all 

:BANKJO2_3658
if 
fading 
jf @BANKJO2_3682 
wait 0 
jump @BANKJO2_3658 

:BANKJO2_3682
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
01EB: set_traffic_density_multiplier_to 1.0 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
Camera.SetAtPos(493.1, -82.4, 9.8)
$1290 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 2000 
00BC: text_highpriority 'BJM2_1' time 5000 1  // ~g~Go to Ammu-Nation in Downtown and talk to Phil Cassidy.
018A: $4076 = create_checkpoint_at -667.85 1211.9 10.08 
03BC: $4367 = create_sphere -667.85 1211.9 10.08 1.5 
$1299 = 1 // $ = int 

:BANKJO2_3865
if 
80F6:   not player $PLAYER_CHAR 1 -667.8 1221.0 10.5 radius 1.5 1.5 3.0 
jf @BANKJO2_3977 
wait 0 
if 
00F6:   player $PLAYER_CHAR 0 -667.85 1211.9 10.08 radius 1.5 1.5 3.0 
jf @BANKJO2_3970 
03BD: destroy_sphere $4367 

:BANKJO2_3970
jump @BANKJO2_3865 

:BANKJO2_3977
03BD: destroy_sphere $4367 
Marker.Disable($4076)
Player.CanMove($PLAYER_CHAR, False)
03AD: set_rubbish 0 
03AF: set_streaming 0 

:BANKJO2_4002
if 
fading 
jf @BANKJO2_4026 
wait 0 
jump @BANKJO2_4002 

:BANKJO2_4026
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:BANKJO2_4038
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @BANKJO2_4094 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @BANKJO2_4038 

:BANKJO2_4094
Player.MakeSafe($PLAYER_CHAR)
0522: disable_cutscene_shadows 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
023C: load_special_actor 3 'SHOOTRA' 
023C: load_special_actor 4 'SHOOTRB' 
02F3: load_object #CUTOBJ01 'DEAGL' 
02F3: load_object #CUTOBJ02 'CPYTH' 
Camera.SetAtPos(-661.91, 1231.87, 10.08)
038B: load_requested_models 

:BANKJO2_4198
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BANKJO2_4246 
wait 0 
jump @BANKJO2_4198 

:BANKJO2_4246
02E4: load_cutscene_data 'BANK_2B' 
0244: set_cutscene_pos -666.305 1225.687 10.031 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $440 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $440 'CSPHIL' 
02E5: $485 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $485 'SHOOTRA' 
02E5: $486 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $486 'SHOOTRB' 
02E5: $487 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $487 'DEAGL01' 
02E5: $488 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $488 'DEAGL02' 
02E5: $436 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $436 'CPYTH01' 
02E5: $437 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $437 'CPYTH02' 
0395: clear_area 1 at -666.46 1231.72 10.07 range 1.0 
0055: put_player $PLAYER_CHAR at -666.46 1231.72 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 84.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO2_4520
if 
  333 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4555 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4520 

:BANKJO2_4555
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4600 
058A: create_gun_flash_from -667.67 1227.545 11.559 to -667.921 1227.529 11.568 

:BANKJO2_4600
if 
  3433 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4600 

:BANKJO2_4635
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4680 
058A: create_gun_flash_from -667.682 1229.793 11.764 to -667.921 1229.807 11.769 

:BANKJO2_4680
if 
  11500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4715 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4680 

:BANKJO2_4715
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4760 
058A: create_gun_flash_from -667.742 1233.778 11.661 to -667.96 1233.741 11.668 

:BANKJO2_4760
if 
  12256 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4795 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4760 

:BANKJO2_4795
00BC: text_highpriority 'BJM2_2A' time 10000 1  // You Phil Cassidy?

:BANKJO2_4810
if 
  13731 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4845 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4810 

:BANKJO2_4845
00BC: text_highpriority 'BJM2_2B' time 10000 1  // Why?

:BANKJO2_4860
if 
  14800 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4895 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4860 

:BANKJO2_4895
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4940 
058A: create_gun_flash_from -667.788 1264.023 11.613 to -667.96 1234.055 11.611 

:BANKJO2_4940
if 
  15378 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4975 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4940 

:BANKJO2_4975
00BC: text_highpriority 'BJM2_2C' time 10000 1  // I'm looking for a man who can handle a gun. From this setup, I'm not too convinced.

:BANKJO2_4990
if 
  17100 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5025 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4990 

:BANKJO2_5025
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5070 
058A: create_gun_flash_from -667.763 1233.782 11.634 to -667.977 1233.746 11.665 

:BANKJO2_5070
if 
  19500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5105 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5070 

:BANKJO2_5105
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5150 
058A: create_gun_flash_from -667.79 1233.966 11.617 to -667.992 1234.007 11.6 

:BANKJO2_5150
if 
  20669 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5185 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5150 

:BANKJO2_5185
00BC: text_highpriority 'BJM2_2D' time 10000 1  // Son, I could shoot a fly off your head at 80 feet.

:BANKJO2_5200
if 
  24067 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5235 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5200 

:BANKJO2_5235
00BC: text_highpriority 'BJM2_2E' time 10000 1  // Oh really?

:BANKJO2_5250
if 
  24900 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5285 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5250 

:BANKJO2_5285
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5330 
058A: create_gun_flash_from -667.723 1233.882 11.51 to -667.925 1233.924 11.507 

:BANKJO2_5330
if 
  25633 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5365 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5330 

:BANKJO2_5365
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5410 
058A: create_gun_flash_from -667.621 1233.834 11.589 to -667.807 1233.785 11.676 

:BANKJO2_5410
if 
  25716 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5445 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5410 

:BANKJO2_5445
00BC: text_highpriority 'BJM2_2F' time 10000 1  // Yeah. I learnt in the army.

:BANKJO2_5460
if 
  26500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5495 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5460 

:BANKJO2_5495
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5540 
058A: create_gun_flash_from -667.651 1233.901 11.568 to -667.851 1233.951 11.575 

:BANKJO2_5540
if 
  27333 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5575 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5540 

:BANKJO2_5575
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5620 
058A: create_gun_flash_from -667.597 1233.878 11.597 to -667.792 1233.853 11.688 

:BANKJO2_5620
if 
  27997 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5655 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5620 

:BANKJO2_5655
00BC: text_highpriority 'BJM2_2G' time 10000 1  // Fly shooting real popular in the army? Glad I don't pay tax.

:BANKJO2_5670
if 
  28333 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5705 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5670 

:BANKJO2_5705
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5750 
058A: create_gun_flash_from -667.668 1233.848 11.601 to -667.875 1233.869 11.598 

:BANKJO2_5750
if 
  29266 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5785 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5750 

:BANKJO2_5785
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5830 
058A: create_gun_flash_from -667.597 1233.892 11.522 to -667.802 1233.843 11.555 

:BANKJO2_5830
if 
  31594 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5865 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5830 

:BANKJO2_5865
00BC: text_highpriority 'BJM2_2H' time 10000 1  // You tryin' to be funny kid?

:BANKJO2_5880
if 
  34852 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5917 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5880 

:BANKJO2_5917
00BC: text_highpriority 'BJM2_2I' time 10000 1  // Ha ha ha ha ha!

:BANKJO2_5932
if 
  37052 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5969 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5932 

:BANKJO2_5969
00BC: text_highpriority 'BJM2_2J' time 10000 1  // Let's shoot.

:BANKJO2_5984
if 
  39168 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_6021 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5984 

:BANKJO2_6021
00BE: text_clear_all 

:BANKJO2_6023
if 
  41968 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_6060 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_6023 

:BANKJO2_6060
fade 0 2000 
00BE: text_clear_all 

:BANKJO2_6069
if 
fading 
jf @BANKJO2_6093 
wait 0 
jump @BANKJO2_6069 

:BANKJO2_6093
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Camera.SetAtPos(-663.95, 1231.29, 10.08)
$1299 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Model.Load(#MALE01)
Model.Load(#TAR_GUN1)
Model.Load(#TAR_GUN2)
Model.Load(#COLT45)
Model.Load(#TAR_FRAME)
Model.Load(#TAR_DOWNLEFT)
Model.Load(#TAR_DOWNRIGHT)
Model.Load(#TAR_TOP)
Model.Load(#TAR_UPLEFT)
Model.Load(#TAR_UPRIGHT)
Model.Load(#FAKETARGET)
023C: load_special_actor 5 'IGPHIL' 
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:BANKJO2_6260
if or
   not Model.Available(#MALE01)
   not Model.Available(#COLT45)
   not Model.Available(#TAR_GUN1)
823D:   not special_actor 5 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO2_6308 
wait 0 
jump @BANKJO2_6260 

:BANKJO2_6308
if or
   not Model.Available(#TAR_FRAME)
   not Model.Available(#TAR_DOWNLEFT)
   not Model.Available(#TAR_DOWNRIGHT)
   not Model.Available(#TAR_TOP)
   not Model.Available(#TAR_UPLEFT)
   not Model.Available(#TAR_UPRIGHT)
jf @BANKJO2_6360 
wait 0 
jump @BANKJO2_6308 

:BANKJO2_6360
if or
   not Model.Available(#FAKETARGET)
   not Model.Available(#TAR_GUN2)
jf @BANKJO2_6392 
wait 0 
jump @BANKJO2_6360 

:BANKJO2_6392
Actor.Create($4309, 4, #SPECIAL05, -665.99, 1234.17, 10.08)
01ED: clear_actor $4309 threat_search 
01B2: give_actor $4309 weapon 17 ammo 1 // Load the weapon model before using this 
Actor.Angle($4309) = 90.0
Actor.Create($4310, 4, #MALE01, -666.29, 1229.32, 10.08)
01ED: clear_actor $4310 threat_search 
01B2: give_actor $4310 weapon 17 ammo 1 // Load the weapon model before using this 
Actor.Angle($4310) = 90.0
Object.Init($4345, #FAKETARGET, -668.42, 1231.65, 10.08)
Object.RemoveFromMissionCleanupList($4345)
Object.Angle($4345) = 90.0
Object.Init($4346, #FAKETARGET, -664.73, 1269.09, 9.81)
Object.RemoveFromMissionCleanupList($4346)
Object.Angle($4346) = 90.0
Object.Init($4347, #FAKETARGET, -677.75, 1272.03, 9.81)
Object.RemoveFromMissionCleanupList($4347)
Object.Angle($4347) = 0.0
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $4339 ammo $4340 model $4341 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $4345 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
$4312 = 100 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 2000 

:BANKJO2_6700
if 
fading 
jf @BANKJO2_6870 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_6755 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_6755
if 
   Actor.Dead($4310)
jf @BANKJO2_6793 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_6793
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_6863 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_6863
jump @BANKJO2_6700 

:BANKJO2_6870
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
if 
  $411 == 1 // $ == int 
jf @BANKJO2_6933 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_6933 
jump @BANKJO2_8647 

:BANKJO2_6933
TIMERA = 0 // @ = int 

:BANKJO2_6940
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7164 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_7011 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7011 
jump @BANKJO2_8647 

:BANKJO2_7011
if 
   Actor.Dead($4309)
jf @BANKJO2_7049 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_7049
if 
   Actor.Dead($4310)
jf @BANKJO2_7087 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_7087
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7157 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_7157
jump @BANKJO2_6940 

:BANKJO2_7164
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:BANKJO2_7186
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7410 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_7257 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7257 
jump @BANKJO2_8647 

:BANKJO2_7257
if 
   Actor.Dead($4309)
jf @BANKJO2_7295 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_7295
if 
   Actor.Dead($4310)
jf @BANKJO2_7333 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_7333
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7403 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_7403
jump @BANKJO2_7186 

:BANKJO2_7410
00BC: text_highpriority 'BJM2_24' time 8000 1  // ~g~The closest target is worth one point.
TIMERA = 0 // @ = int 

:BANKJO2_7432
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7656 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_7503 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7503 
jump @BANKJO2_8647 

:BANKJO2_7503
if 
   Actor.Dead($4309)
jf @BANKJO2_7541 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_7541
if 
   Actor.Dead($4310)
jf @BANKJO2_7579 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_7579
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7649 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_7649
jump @BANKJO2_7432 

:BANKJO2_7656
00BC: text_highpriority 'BJM2_25' time 8000 1  // ~g~The middle target is worth two points.
TIMERA = 0 // @ = int 

:BANKJO2_7678
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7902 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_7749 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7749 
jump @BANKJO2_8647 

:BANKJO2_7749
if 
   Actor.Dead($4309)
jf @BANKJO2_7787 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_7787
if 
   Actor.Dead($4310)
jf @BANKJO2_7825 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_7825
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7895 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_7895
jump @BANKJO2_7678 

:BANKJO2_7902
00BC: text_highpriority 'BJM2_26' time 8000 1  // ~g~The far target is worth three points.
TIMERA = 0 // @ = int 

:BANKJO2_7924
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8148 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_7995 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7995 
jump @BANKJO2_8647 

:BANKJO2_7995
if 
   Actor.Dead($4309)
jf @BANKJO2_8033 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_8033
if 
   Actor.Dead($4310)
jf @BANKJO2_8071 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_8071
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8141 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_8141
jump @BANKJO2_7924 

:BANKJO2_8148
00BC: text_highpriority 'BJM2_2' time 8000 1  // ~g~To exit the round press ~h~::EXIT::~g~
TIMERA = 0 // @ = int 

:BANKJO2_8170
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8394 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_8241 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_8241 
jump @BANKJO2_8647 

:BANKJO2_8241
if 
   Actor.Dead($4309)
jf @BANKJO2_8279 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_8279
if 
   Actor.Dead($4310)
jf @BANKJO2_8317 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_8317
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8387 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_8387
jump @BANKJO2_8170 

:BANKJO2_8394
00BC: text_highpriority 'BJM2_23' time 8000 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
TIMERA = 0 // @ = int 

:BANKJO2_8416
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8640 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_8487 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_8487 
jump @BANKJO2_8647 

:BANKJO2_8487
if 
   Actor.Dead($4309)
jf @BANKJO2_8525 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_8525
if 
   Actor.Dead($4310)
jf @BANKJO2_8563 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_8563
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8633 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_8633
jump @BANKJO2_8416 

:BANKJO2_8640
$411 = 1 // $ = int 

:BANKJO2_8647
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'BNK2_1' time 5000 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
$426 = 1 // $ = int 

:BANKJO2_8694
if 
83D2:   not wav 1 ended 
jf @BANKJO2_8866 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_8751 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_8751
if 
   Actor.Dead($4310)
jf @BANKJO2_8789 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_8789
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8859 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_8859
jump @BANKJO2_8694 

:BANKJO2_8866
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03CF: load_wav 'BNK2_5' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 5000 1  // AIM 3-2-1 FIRE!

:BANKJO2_8907
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
jf @BANKJO2_9083 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_8968 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_8968
if 
   Actor.Dead($4310)
jf @BANKJO2_9006 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_9006
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_9076 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_9076
jump @BANKJO2_8907 

:BANKJO2_9083
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
03CF: load_wav 'BNK2_4' as 2 
$4342 = 0 // $ = int 
$4343 = 1 // $ = int 
014E: start_timer_at $4078 count_in_direction 1 
04F7: status_text $4389 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $4369 0 line 1 'BJM2_15'  // SCORE:
TIMERA = 0 // @ = int 
018D: $4368 = create_sound 11 at -679.403 1232.564 11.105 

:BANKJO2_9189
if 
  $4077 == 0 // $ == int 
jf @BANKJO2_13349 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_9281 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_9281
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO2_9305 
$4077 = 1 // $ = int 

:BANKJO2_9305
if 
  $4342 == 0 // $ == int 
jf @BANKJO2_9345 
if 
03D0:   wav 2 loaded 
jf @BANKJO2_9345 
$4342 = 1 // $ = int 

:BANKJO2_9345
if 
  $4342 == 1 // $ == int 
jf @BANKJO2_9479 
if 
  $4343 == 1 // $ == int 
jf @BANKJO2_9479 
if 
  TIMERA >= 60000 // @ >= int 
jf @BANKJO2_9479 
if 
  $4075 >= 20 // $ >= int 
jf @BANKJO2_9453 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_4' time 5000 1  // Hoooeee!
$4342 = 2 // $ = int 
jump @BANKJO2_9479 

:BANKJO2_9453
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_5' time 5000 1  // Couldn't hit a barn door!
$4343 = 2 // $ = int 

:BANKJO2_9479
if 
  $4342 == 2 // $ == int 
jf @BANKJO2_9537 
if 
03D2:   wav 2 ended 
jf @BANKJO2_9537 
03D5: remove_text 'BNK2_4'  // Hoooeee!
040D: unload_wav 1 
040D: unload_wav 2 
$4342 = 3 // $ = int 

:BANKJO2_9537
if 
  $4343 == 2 // $ == int 
jf @BANKJO2_9595 
if 
03D2:   wav 1 ended 
jf @BANKJO2_9595 
03D5: remove_text 'BNK2_5'  // Couldn't hit a barn door!
040D: unload_wav 1 
040D: unload_wav 2 
$4343 = 3 // $ = int 

:BANKJO2_9595
if or
  $4342 == 3 // $ == int 
  $4343 == 3 // $ == int 
jf @BANKJO2_9669 
if 
  $4344 == 0 // $ == int 
jf @BANKJO2_9669 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
$4344 = 1 // $ = int 

:BANKJO2_9669
if 
  $4344 == 1 // $ == int 
jf @BANKJO2_9713 
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BANKJO2_9713 
$4344 = 2 // $ = int 

:BANKJO2_9713
if 
   Actor.Dead($4309)
jf @BANKJO2_9751 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_9751
if 
   Actor.Dead($4310)
jf @BANKJO2_9789 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_9789
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $4081 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $4078 == 0 // $ == int 
  $4081 == 0 // $ == int 
jf @BANKJO2_9938 
if 
  $4371 == 0 // $ == int 
jf @BANKJO2_9868 
TIMERA = 0 // @ = int 
$4371 = 1 // $ = int 
jump @BANKJO2_9938 

:BANKJO2_9868
if 
  TIMERA > 200 // @ > int 
jf @BANKJO2_9938 
if 
  $4344 == 2 // $ == int 
jf @BANKJO2_9931 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$4348 = 1 // $ = int 

:BANKJO2_9931
$4077 = 1 // $ = int 

:BANKJO2_9938
01BD: $4379 = current_time_in_ms 
if 
  $4380 == 0 // $ == int 
jf @BANKJO2_9981 
01BD: $4379 = current_time_in_ms 
0084: $4381 = $4379 // $ = $ int 
$4380 = 1 // $ = int 

:BANKJO2_9981
if 
  $4380 == 1 // $ == int 
jf @BANKJO2_10015 
0084: $4382 = $4379 // $ = $ int 
0060: $4382 -= $4381 // $ -= $ int 

:BANKJO2_10015
if 
  $4382 >= 2000 // $ >= int 
jf @BANKJO2_10270 
if 
  $4087 == 0 // $ == int 
jf @BANKJO2_10270 
Object.Create($4094, #TAR_FRAME, $4100, $4101, $4102)
Object.Angle($4094) = 90.0
Object.Create($4095, #TAR_DOWNLEFT, $4100, $4101, $4102)
Object.Angle($4095) = 90.0
Object.Create($4096, #TAR_DOWNRIGHT, $4100, $4101, $4102)
Object.Angle($4096) = 90.0
Object.Create($4097, #TAR_TOP, $4100, $4101, $4102)
Object.Angle($4097) = 90.0
Object.Create($4098, #TAR_UPLEFT, $4100, $4101, $4102)
Object.Angle($4098) = 90.0
Object.Create($4099, #TAR_UPRIGHT, $4100, $4101, $4102)
Object.Angle($4099) = 90.0
$4088 = 0 // $ = int 
$4089 = 0 // $ = int 
$4090 = 0 // $ = int 
$4091 = 0 // $ = int 
$4092 = 0 // $ = int 
$4093 = 0 // $ = int 
$4106 = 0 // $ = int 
$4087 = 1 // $ = int 

:BANKJO2_10270
if 
  $4087 == 1 // $ == int 
jf @BANKJO2_10561 
if 
  $4088 == 0 // $ == int 
jf @BANKJO2_10458 
if 
8366:   not object $4094 damaged 
jf @BANKJO2_10336 
Object.StorePos($4094, $4103, $4104, $4105)

:BANKJO2_10336
if 
  $4106 == 0 // $ == int 
jf @BANKJO2_10406 
if 
  1228.7 >= $4104 // float >= $ 
jf @BANKJO2_10389 
$4106 = 1 // $ = int 
jump @BANKJO2_10399 

:BANKJO2_10389
007E: $4104 -= frame_delta_time * 0.06 // float 

:BANKJO2_10399
jump @BANKJO2_10451 

:BANKJO2_10406
if 
  $4104 >= 1236.5 // $ >= float 
jf @BANKJO2_10441 
$4106 = 0 // $ = int 
jump @BANKJO2_10451 

:BANKJO2_10441
0078: $4104 += frame_delta_time * 0.06 // float 

:BANKJO2_10451
jump @BANKJO2_10561 

:BANKJO2_10458
if 
8366:   not object $4094 damaged 
jf @BANKJO2_10561 
Object.StorePos($4094, $4103, $4104, $4105)
if 
  $4104 >= 1239.0 // $ >= float 
jf @BANKJO2_10551 
if 
8366:   not object $4094 damaged 
jf @BANKJO2_10530 
Object.Destroy($4094)

:BANKJO2_10530
$4087 = 0 // $ = int 
$4380 = 0 // $ = int 
jump @BANKJO2_10561 

:BANKJO2_10551
0078: $4104 += frame_delta_time * 0.06 // float 

:BANKJO2_10561
if 
  $4087 == 1 // $ == int 
jf @BANKJO2_11062 
01BC: put_object $4094 at $4103 $4104 $4105 
if 
  $4088 == 0 // $ == int 
jf @BANKJO2_11062 
if and
  $4089 == 1 // $ == int 
  $4090 == 1 // $ == int 
  $4091 == 1 // $ == int 
  $4092 == 1 // $ == int 
  $4093 == 1 // $ == int 
jf @BANKJO2_10692 
$4390 += 1 // $ += int 
$4075 += 1 // $ += int 
$4369 += 1 // $ += int 
$4380 = 0 // $ = int 
$4088 = 1 // $ = int 

:BANKJO2_10692
if 
  $4089 == 0 // $ == int 
jf @BANKJO2_10766 
if 
0366:   object $4095 damaged 
jf @BANKJO2_10752 
Object.Destroy($4095)
$4082 += 1 // $ += int 
$4089 = 1 // $ = int 
jump @BANKJO2_10766 

:BANKJO2_10752
01BC: put_object $4095 at $4103 $4104 $4105 

:BANKJO2_10766
if 
  $4090 == 0 // $ == int 
jf @BANKJO2_10840 
if 
0366:   object $4096 damaged 
jf @BANKJO2_10826 
Object.Destroy($4096)
$4082 += 1 // $ += int 
$4090 = 1 // $ = int 
jump @BANKJO2_10840 

:BANKJO2_10826
01BC: put_object $4096 at $4103 $4104 $4105 

:BANKJO2_10840
if 
  $4091 == 0 // $ == int 
jf @BANKJO2_10914 
if 
0366:   object $4097 damaged 
jf @BANKJO2_10900 
Object.Destroy($4097)
$4082 += 1 // $ += int 
$4091 = 1 // $ = int 
jump @BANKJO2_10914 

:BANKJO2_10900
01BC: put_object $4097 at $4103 $4104 $4105 

:BANKJO2_10914
if 
  $4092 == 0 // $ == int 
jf @BANKJO2_10988 
if 
0366:   object $4098 damaged 
jf @BANKJO2_10974 
Object.Destroy($4098)
$4082 += 1 // $ += int 
$4092 = 1 // $ = int 
jump @BANKJO2_10988 

:BANKJO2_10974
01BC: put_object $4098 at $4103 $4104 $4105 

:BANKJO2_10988
if 
  $4093 == 0 // $ == int 
jf @BANKJO2_11062 
if 
0366:   object $4099 damaged 
jf @BANKJO2_11048 
Object.Destroy($4099)
$4082 += 1 // $ += int 
$4093 = 1 // $ = int 
jump @BANKJO2_11062 

:BANKJO2_11048
01BC: put_object $4099 at $4103 $4104 $4105 

:BANKJO2_11062
if 
  $4383 == 0 // $ == int 
jf @BANKJO2_11100 
01BD: $4379 = current_time_in_ms 
0084: $4384 = $4379 // $ = $ int 
$4383 = 1 // $ = int 

:BANKJO2_11100
if 
  $4383 == 1 // $ == int 
jf @BANKJO2_11134 
0084: $4385 = $4379 // $ = $ int 
0060: $4385 -= $4384 // $ -= $ int 

:BANKJO2_11134
if 
  $4385 >= 2000 // $ >= int 
jf @BANKJO2_11389 
if 
  $4107 == 0 // $ == int 
jf @BANKJO2_11389 
Object.Create($4114, #TAR_FRAME, $4120, $4121, $4122)
Object.Angle($4114) = 90.0
Object.Create($4115, #TAR_DOWNLEFT, $4120, $4121, $4122)
Object.Angle($4115) = 90.0
Object.Create($4116, #TAR_DOWNRIGHT, $4120, $4121, $4122)
Object.Angle($4116) = 90.0
Object.Create($4117, #TAR_TOP, $4120, $4121, $4122)
Object.Angle($4117) = 90.0
Object.Create($4118, #TAR_UPLEFT, $4120, $4121, $4122)
Object.Angle($4118) = 90.0
Object.Create($4119, #TAR_UPRIGHT, $4120, $4121, $4122)
Object.Angle($4119) = 90.0
$4108 = 0 // $ = int 
$4109 = 0 // $ = int 
$4110 = 0 // $ = int 
$4111 = 0 // $ = int 
$4112 = 0 // $ = int 
$4113 = 0 // $ = int 
$4126 = 1 // $ = int 
$4107 = 1 // $ = int 

:BANKJO2_11389
if 
  $4107 == 1 // $ == int 
jf @BANKJO2_11680 
if 
  $4108 == 0 // $ == int 
jf @BANKJO2_11577 
if 
8366:   not object $4114 damaged 
jf @BANKJO2_11455 
Object.StorePos($4114, $4123, $4124, $4125)

:BANKJO2_11455
if 
  $4126 == 0 // $ == int 
jf @BANKJO2_11525 
if 
  1228.7 >= $4124 // float >= $ 
jf @BANKJO2_11508 
$4126 = 1 // $ = int 
jump @BANKJO2_11518 

:BANKJO2_11508
007E: $4124 -= frame_delta_time * 0.04 // float 

:BANKJO2_11518
jump @BANKJO2_11570 

:BANKJO2_11525
if 
  $4124 >= 1236.5 // $ >= float 
jf @BANKJO2_11560 
$4126 = 0 // $ = int 
jump @BANKJO2_11570 

:BANKJO2_11560
0078: $4124 += frame_delta_time * 0.04 // float 

:BANKJO2_11570
jump @BANKJO2_11680 

:BANKJO2_11577
if 
8366:   not object $4114 damaged 
jf @BANKJO2_11680 
Object.StorePos($4114, $4123, $4124, $4125)
if 
  1227.0 >= $4124 // float >= $ 
jf @BANKJO2_11670 
if 
8366:   not object $4114 damaged 
jf @BANKJO2_11649 
Object.Destroy($4114)

:BANKJO2_11649
$4107 = 0 // $ = int 
$4383 = 0 // $ = int 
jump @BANKJO2_11680 

:BANKJO2_11670
007E: $4124 -= frame_delta_time * 0.06 // float 

:BANKJO2_11680
if 
  $4107 == 1 // $ == int 
jf @BANKJO2_12195 
01BC: put_object $4114 at $4123 $4124 $4125 
if 
  $4108 == 0 // $ == int 
jf @BANKJO2_12195 
if and
  $4109 == 1 // $ == int 
  $4110 == 1 // $ == int 
  $4111 == 1 // $ == int 
  $4112 == 1 // $ == int 
  $4113 == 1 // $ == int 
jf @BANKJO2_11825 
$4390 += 1 // $ += int 
$4075 += 1 // $ += int 
$4075 += 1 // $ += int 
$4369 += 1 // $ += int 
$4369 += 1 // $ += int 
$4383 = 0 // $ = int 
$4108 = 1 // $ = int 

:BANKJO2_11825
if 
  $4109 == 0 // $ == int 
jf @BANKJO2_11899 
if 
0366:   object $4115 damaged 
jf @BANKJO2_11885 
Object.Destroy($4115)
$4082 += 1 // $ += int 
$4109 = 1 // $ = int 
jump @BANKJO2_11899 

:BANKJO2_11885
01BC: put_object $4115 at $4123 $4124 $4125 

:BANKJO2_11899
if 
  $4110 == 0 // $ == int 
jf @BANKJO2_11973 
if 
0366:   object $4116 damaged 
jf @BANKJO2_11959 
Object.Destroy($4116)
$4082 += 1 // $ += int 
$4110 = 1 // $ = int 
jump @BANKJO2_11973 

:BANKJO2_11959
01BC: put_object $4116 at $4123 $4124 $4125 

:BANKJO2_11973
if 
  $4111 == 0 // $ == int 
jf @BANKJO2_12047 
if 
0366:   object $4117 damaged 
jf @BANKJO2_12033 
Object.Destroy($4117)
$4082 += 1 // $ += int 
$4111 = 1 // $ = int 
jump @BANKJO2_12047 

:BANKJO2_12033
01BC: put_object $4117 at $4123 $4124 $4125 

:BANKJO2_12047
if 
  $4112 == 0 // $ == int 
jf @BANKJO2_12121 
if 
0366:   object $4118 damaged 
jf @BANKJO2_12107 
Object.Destroy($4118)
$4082 += 1 // $ += int 
$4112 = 1 // $ = int 
jump @BANKJO2_12121 

:BANKJO2_12107
01BC: put_object $4118 at $4123 $4124 $4125 

:BANKJO2_12121
if 
  $4113 == 0 // $ == int 
jf @BANKJO2_12195 
if 
0366:   object $4119 damaged 
jf @BANKJO2_12181 
Object.Destroy($4119)
$4082 += 1 // $ += int 
$4113 = 1 // $ = int 
jump @BANKJO2_12195 

:BANKJO2_12181
01BC: put_object $4119 at $4123 $4124 $4125 

:BANKJO2_12195
if 
  $4386 == 0 // $ == int 
jf @BANKJO2_12233 
01BD: $4379 = current_time_in_ms 
0084: $4387 = $4379 // $ = $ int 
$4386 = 1 // $ = int 

:BANKJO2_12233
if 
  $4386 == 1 // $ == int 
jf @BANKJO2_12267 
0084: $4388 = $4379 // $ = $ int 
0060: $4388 -= $4387 // $ -= $ int 

:BANKJO2_12267
if 
  $4388 >= 2000 // $ >= int 
jf @BANKJO2_12522 
if 
  $4127 == 0 // $ == int 
jf @BANKJO2_12522 
Object.Create($4134, #TAR_FRAME, $4140, $4141, $4142)
Object.Angle($4134) = 90.0
Object.Create($4135, #TAR_DOWNLEFT, $4140, $4141, $4142)
Object.Angle($4135) = 90.0
Object.Create($4136, #TAR_DOWNRIGHT, $4140, $4141, $4142)
Object.Angle($4136) = 90.0
Object.Create($4137, #TAR_TOP, $4140, $4141, $4142)
Object.Angle($4137) = 90.0
Object.Create($4138, #TAR_UPLEFT, $4140, $4141, $4142)
Object.Angle($4138) = 90.0
Object.Create($4139, #TAR_UPRIGHT, $4140, $4141, $4142)
Object.Angle($4139) = 90.0
$4128 = 0 // $ = int 
$4129 = 0 // $ = int 
$4130 = 0 // $ = int 
$4131 = 0 // $ = int 
$4132 = 0 // $ = int 
$4133 = 0 // $ = int 
$4146 = 0 // $ = int 
$4127 = 1 // $ = int 

:BANKJO2_12522
if 
  $4127 == 1 // $ == int 
jf @BANKJO2_12813 
if 
  $4128 == 0 // $ == int 
jf @BANKJO2_12710 
if 
8366:   not object $4134 damaged 
jf @BANKJO2_12588 
Object.StorePos($4134, $4143, $4144, $4145)

:BANKJO2_12588
if 
  $4146 == 0 // $ == int 
jf @BANKJO2_12658 
if 
  1228.7 >= $4144 // float >= $ 
jf @BANKJO2_12641 
$4146 = 1 // $ = int 
jump @BANKJO2_12651 

:BANKJO2_12641
007E: $4144 -= frame_delta_time * 0.02 // float 

:BANKJO2_12651
jump @BANKJO2_12703 

:BANKJO2_12658
if 
  $4144 >= 1236.5 // $ >= float 
jf @BANKJO2_12693 
$4146 = 0 // $ = int 
jump @BANKJO2_12703 

:BANKJO2_12693
0078: $4144 += frame_delta_time * 0.02 // float 

:BANKJO2_12703
jump @BANKJO2_12813 

:BANKJO2_12710
if 
8366:   not object $4134 damaged 
jf @BANKJO2_12813 
Object.StorePos($4134, $4143, $4144, $4145)
if 
  $4144 >= 1239.0 // $ >= float 
jf @BANKJO2_12803 
if 
8366:   not object $4134 damaged 
jf @BANKJO2_12782 
Object.Destroy($4134)

:BANKJO2_12782
$4127 = 0 // $ = int 
$4388 = 0 // $ = int 
jump @BANKJO2_12813 

:BANKJO2_12803
0078: $4144 += frame_delta_time * 0.06 // float 

:BANKJO2_12813
if 
  $4127 == 1 // $ == int 
jf @BANKJO2_13342 
01BC: put_object $4134 at $4143 $4144 $4145 
if 
  $4128 == 0 // $ == int 
jf @BANKJO2_13342 
if and
  $4129 == 1 // $ == int 
  $4130 == 1 // $ == int 
  $4131 == 1 // $ == int 
  $4132 == 1 // $ == int 
  $4133 == 1 // $ == int 
jf @BANKJO2_12972 
$4390 += 1 // $ += int 
$4075 += 1 // $ += int 
$4075 += 1 // $ += int 
$4075 += 1 // $ += int 
$4369 += 1 // $ += int 
$4369 += 1 // $ += int 
$4369 += 1 // $ += int 
$4388 = 0 // $ = int 
$4128 = 1 // $ = int 

:BANKJO2_12972
if 
  $4129 == 0 // $ == int 
jf @BANKJO2_13046 
if 
0366:   object $4135 damaged 
jf @BANKJO2_13032 
Object.Destroy($4135)
$4082 += 1 // $ += int 
$4129 = 1 // $ = int 
jump @BANKJO2_13046 

:BANKJO2_13032
01BC: put_object $4135 at $4143 $4144 $4145 

:BANKJO2_13046
if 
  $4130 == 0 // $ == int 
jf @BANKJO2_13120 
if 
0366:   object $4136 damaged 
jf @BANKJO2_13106 
Object.Destroy($4136)
$4082 += 1 // $ += int 
$4130 = 1 // $ = int 
jump @BANKJO2_13120 

:BANKJO2_13106
01BC: put_object $4136 at $4143 $4144 $4145 

:BANKJO2_13120
if 
  $4131 == 0 // $ == int 
jf @BANKJO2_13194 
if 
0366:   object $4137 damaged 
jf @BANKJO2_13180 
Object.Destroy($4137)
$4082 += 1 // $ += int 
$4131 = 1 // $ = int 
jump @BANKJO2_13194 

:BANKJO2_13180
01BC: put_object $4137 at $4143 $4144 $4145 

:BANKJO2_13194
if 
  $4132 == 0 // $ == int 
jf @BANKJO2_13268 
if 
0366:   object $4138 damaged 
jf @BANKJO2_13254 
Object.Destroy($4138)
$4082 += 1 // $ += int 
$4132 = 1 // $ = int 
jump @BANKJO2_13268 

:BANKJO2_13254
01BC: put_object $4138 at $4143 $4144 $4145 

:BANKJO2_13268
if 
  $4133 == 0 // $ == int 
jf @BANKJO2_13342 
if 
0366:   object $4139 damaged 
jf @BANKJO2_13328 
Object.Destroy($4139)
$4082 += 1 // $ += int 
$4133 = 1 // $ = int 
jump @BANKJO2_13342 

:BANKJO2_13328
01BC: put_object $4139 at $4143 $4144 $4145 

:BANKJO2_13342
jump @BANKJO2_9189 

:BANKJO2_13349
018E: stop_sound $4368 
if 
  $4348 == 1 // $ == int 
jf @BANKJO2_13544 

:BANKJO2_13372
if 
83D2:   not wav 1 ended 
jf @BANKJO2_13544 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_13429 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_13429
if 
   Actor.Dead($4310)
jf @BANKJO2_13467 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_13467
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_13537 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_13537
jump @BANKJO2_13372 

:BANKJO2_13544
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press ~h~::EXIT::~g~
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $4313 = $4312 // $ = $ int 
0060: $4313 -= $4081 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($4345)
014F: stop_timer $4078 
01E3: text_1number_styled 'BJM2_4' number $4075 time 3000 style 1  // SCORE ROUND ONE: ~1~
00BC: text_highpriority 'BJM2_9' time 2000 1  // ~g~Get to round two's starting point.
018A: $4079 = create_checkpoint_at -664.73 1269.09 9.81 
$426 = 1 // $ = int 

:BANKJO2_13682
if 
80F6:   not player $PLAYER_CHAR $426 -664.73 1269.09 9.81 radius 2.0 2.0 2.0 
jf @BANKJO2_13888 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_13773 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_13773
if 
   Actor.Dead($4310)
jf @BANKJO2_13811 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_27102 

:BANKJO2_13811
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_13881 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_13881
jump @BANKJO2_13682 

:BANKJO2_13888
Marker.Disable($4079)
Player.CanMove($PLAYER_CHAR, False)
if 
   not Actor.Dead($4310)
jf @BANKJO2_13921 
Actor.RemoveReferences($4310)

:BANKJO2_13921
if 
   not Actor.Dead($4309)
jf @BANKJO2_13947 
Actor.Angle($4309) = 270.0

:BANKJO2_13947
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
if 
   Actor.Dead($4309)
jf @BANKJO2_14004 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_14004
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14074 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_14074
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $4346 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50 
$4314 = 50 // $ = int 
Object.Destroy($4094)
Object.Destroy($4095)
Object.Destroy($4096)
Object.Destroy($4097)
Object.Destroy($4098)
Object.Destroy($4099)
Object.Destroy($4114)
Object.Destroy($4115)
Object.Destroy($4116)
Object.Destroy($4117)
Object.Destroy($4118)
Object.Destroy($4119)
Object.Destroy($4134)
Object.Destroy($4135)
Object.Destroy($4136)
Object.Destroy($4137)
Object.Destroy($4138)
Object.Destroy($4139)
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
TIMERA = 0 // @ = int 

:BANKJO2_14234
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_14420 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_14305 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_14305 
jump @BANKJO2_14836 

:BANKJO2_14305
if 
   Actor.Dead($4309)
jf @BANKJO2_14343 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_14343
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14413 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_14413
jump @BANKJO2_14234 

:BANKJO2_14420
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:BANKJO2_14442
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_14628 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_14513 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_14513 
jump @BANKJO2_14836 

:BANKJO2_14513
if 
   Actor.Dead($4309)
jf @BANKJO2_14551 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_14551
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14621 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_14621
jump @BANKJO2_14442 

:BANKJO2_14628
00BC: text_highpriority 'BJM2_27' time 8000 1  // ~g~All targets this round are worth one point.
TIMERA = 0 // @ = int 

:BANKJO2_14650
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_14836 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_14721 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_14721 
jump @BANKJO2_14836 

:BANKJO2_14721
if 
   Actor.Dead($4309)
jf @BANKJO2_14759 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_14759
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14829 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_14829
jump @BANKJO2_14650 

:BANKJO2_14836
03CF: load_wav 'BNK2_2' as 2 
03CF: load_wav 'BNK2_3' as 1 

:BANKJO2_14860
if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
jf @BANKJO2_14998 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_14921 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_14921
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14991 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_14991
jump @BANKJO2_14860 

:BANKJO2_14998
Player.CanMove($PLAYER_CHAR, True)
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 4000 1  // AIM 3-2-1 FIRE!

:BANKJO2_15024
if 
83D2:   not wav 2 ended 
jf @BANKJO2_15158 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_15081 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_15081
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_15151 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_15151
jump @BANKJO2_15024 

:BANKJO2_15158
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $4319 count_in_direction 1 
018D: $4368 = create_sound 11 at -682.092 1273.931 10.818 

:BANKJO2_15197
if 
  $4148 == 0 // $ == int 
jf @BANKJO2_18890 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_15289 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_15289
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO2_15313 
$4148 = 1 // $ = int 

:BANKJO2_15313
01BD: $4150 = current_time_in_ms 
if 
  $4321 == 0 // $ == int 
jf @BANKJO2_15356 
01BD: $4150 = current_time_in_ms 
0084: $4322 = $4150 // $ = $ int 
$4321 = 1 // $ = int 

:BANKJO2_15356
if 
  $4321 == 1 // $ == int 
jf @BANKJO2_15390 
0084: $4323 = $4150 // $ = $ int 
0060: $4323 -= $4322 // $ -= $ int 

:BANKJO2_15390
if 
  $4323 >= 500 // $ >= int 
jf @BANKJO2_15884 
if 
  $4162 == 0 // $ == int 
jf @BANKJO2_15480 
Object.Init($4155, #TAR_GUN1, $4151, $4152, $4153)
Object.Angle($4155) = $4154
$4156 = 0 // $ = int 
$4157 = 0 // $ = int 
$4161 = 0 // $ = int 
$4162 = 1 // $ = int 

:BANKJO2_15480
if 
  $4162 == 1 // $ == int 
jf @BANKJO2_15884 
if and
  $4156 == 0 // $ == int 
  $4157 == 0 // $ == int 
jf @BANKJO2_15884 
if 
8366:   not object $4155 damaged 
jf @BANKJO2_15810 
Object.StorePos($4155, $4158, $4159, $4160)
if 
  $4161 == 0 // $ == int 
jf @BANKJO2_15647 
if 
  1271.36 > $4159 // float > $ 
jf @BANKJO2_15609 
0078: $4159 += frame_delta_time * 0.02 // float 
jump @BANKJO2_15647 

:BANKJO2_15609
if 
  $4161 == 0 // $ == int 
jf @BANKJO2_15647 
01BD: $4150 = current_time_in_ms 
0084: $4164 = $4150 // $ = $ int 
$4161 = 1 // $ = int 

:BANKJO2_15647
if 
  $4161 == 1 // $ == int 
jf @BANKJO2_15764 
0084: $4163 = $4150 // $ = $ int 
0060: $4163 -= $4164 // $ -= $ int 
if 
  $4163 >= 800 // $ >= int 
jf @BANKJO2_15764 
if 
  $4159 > 1268.74 // $ > float 
jf @BANKJO2_15738 
007E: $4159 -= frame_delta_time * 0.02 // float 
jump @BANKJO2_15764 

:BANKJO2_15738
Object.Destroy($4155)
$4162 = 0 // $ = int 
$4321 = 0 // $ = int 
$4157 = 1 // $ = int 

:BANKJO2_15764
if and
  $4157 == 0 // $ == int 
  $4156 == 0 // $ == int 
jf @BANKJO2_15803 
01BC: put_object $4155 at $4158 $4159 $4160 

:BANKJO2_15803
jump @BANKJO2_15884 

:BANKJO2_15810
if 
  $4157 == 0 // $ == int 
jf @BANKJO2_15884 
if 
0366:   object $4155 damaged 
jf @BANKJO2_15884 
$4147 += 1 // $ += int 
$4369 += 1 // $ += int 
Object.Destroy($4155)
$4321 = 0 // $ = int 
$4162 = 0 // $ = int 
$4156 = 1 // $ = int 

:BANKJO2_15884
if 
  $4324 == 0 // $ == int 
jf @BANKJO2_15922 
01BD: $4150 = current_time_in_ms 
0084: $4325 = $4150 // $ = $ int 
$4324 = 1 // $ = int 

:BANKJO2_15922
if 
  $4324 == 1 // $ == int 
jf @BANKJO2_15956 
0084: $4326 = $4150 // $ = $ int 
0060: $4326 -= $4325 // $ -= $ int 

:BANKJO2_15956
if 
  $4326 >= 4000 // $ >= int 
jf @BANKJO2_16046 
if 
  $4176 == 0 // $ == int 
jf @BANKJO2_16046 
Object.Init($4169, #TAR_GUN2, $4165, $4166, $4167)
Object.Angle($4169) = $4168
$4170 = 0 // $ = int 
$4171 = 0 // $ = int 
$4175 = 0 // $ = int 
$4176 = 1 // $ = int 

:BANKJO2_16046
if 
  $4176 == 1 // $ == int 
jf @BANKJO2_16450 
if and
  $4170 == 0 // $ == int 
  $4171 == 0 // $ == int 
jf @BANKJO2_16450 
if 
8366:   not object $4169 damaged 
jf @BANKJO2_16376 
Object.StorePos($4169, $4172, $4173, $4174)
if 
  $4175 == 0 // $ == int 
jf @BANKJO2_16213 
if 
  1273.73 > $4173 // float > $ 
jf @BANKJO2_16175 
0078: $4173 += frame_delta_time * 0.02 // float 
jump @BANKJO2_16213 

:BANKJO2_16175
if 
  $4175 == 0 // $ == int 
jf @BANKJO2_16213 
01BD: $4150 = current_time_in_ms 
0084: $4178 = $4150 // $ = $ int 
$4175 = 1 // $ = int 

:BANKJO2_16213
if 
  $4175 == 1 // $ == int 
jf @BANKJO2_16330 
0084: $4177 = $4150 // $ = $ int 
0060: $4177 -= $4178 // $ -= $ int 
if 
  $4177 >= 1000 // $ >= int 
jf @BANKJO2_16330 
if 
  $4173 > 1272.55 // $ > float 
jf @BANKJO2_16304 
007E: $4173 -= frame_delta_time * 0.02 // float 
jump @BANKJO2_16330 

:BANKJO2_16304
Object.Destroy($4169)
$4324 = 0 // $ = int 
$4176 = 0 // $ = int 
$4171 = 1 // $ = int 

:BANKJO2_16330
if and
  $4171 == 0 // $ == int 
  $4170 == 0 // $ == int 
jf @BANKJO2_16369 
01BC: put_object $4169 at $4172 $4173 $4174 

:BANKJO2_16369
jump @BANKJO2_16450 

:BANKJO2_16376
if 
  $4171 == 0 // $ == int 
jf @BANKJO2_16450 
if 
0366:   object $4169 damaged 
jf @BANKJO2_16450 
$4147 += 1 // $ += int 
$4369 += 1 // $ += int 
Object.Destroy($4169)
$4324 = 0 // $ = int 
$4176 = 0 // $ = int 
$4170 = 1 // $ = int 

:BANKJO2_16450
if 
  $4327 == 0 // $ == int 
jf @BANKJO2_16488 
01BD: $4150 = current_time_in_ms 
0084: $4328 = $4150 // $ = $ int 
$4327 = 1 // $ = int 

:BANKJO2_16488
if 
  $4327 == 1 // $ == int 
jf @BANKJO2_16522 
0084: $4329 = $4150 // $ = $ int 
0060: $4329 -= $4328 // $ -= $ int 

:BANKJO2_16522
if 
  $4329 >= 1300 // $ >= int 
jf @BANKJO2_16612 
if 
  $4190 == 0 // $ == int 
jf @BANKJO2_16612 
Object.Init($4183, #TAR_GUN1, $4179, $4180, $4181)
Object.Angle($4183) = $4182
$4184 = 0 // $ = int 
$4185 = 0 // $ = int 
$4189 = 0 // $ = int 
$4190 = 1 // $ = int 

:BANKJO2_16612
if 
  $4190 == 1 // $ == int 
jf @BANKJO2_17016 
if and
  $4184 == 0 // $ == int 
  $4185 == 0 // $ == int 
jf @BANKJO2_17016 
if 
8366:   not object $4183 damaged 
jf @BANKJO2_16942 
Object.StorePos($4183, $4186, $4187, $4188)
if 
  $4189 == 0 // $ == int 
jf @BANKJO2_16779 
if 
  1276.8 > $4187 // float > $ 
jf @BANKJO2_16741 
0078: $4187 += frame_delta_time * 0.02 // float 
jump @BANKJO2_16779 

:BANKJO2_16741
if 
  $4189 == 0 // $ == int 
jf @BANKJO2_16779 
01BD: $4150 = current_time_in_ms 
0084: $4192 = $4150 // $ = $ int 
$4189 = 1 // $ = int 

:BANKJO2_16779
if 
  $4189 == 1 // $ == int 
jf @BANKJO2_16896 
0084: $4191 = $4150 // $ = $ int 
0060: $4191 -= $4192 // $ -= $ int 
if 
  $4191 >= 1500 // $ >= int 
jf @BANKJO2_16896 
if 
  $4187 > 1275.01 // $ > float 
jf @BANKJO2_16870 
007E: $4187 -= frame_delta_time * 0.02 // float 
jump @BANKJO2_16896 

:BANKJO2_16870
Object.Destroy($4183)
$4327 = 0 // $ = int 
$4190 = 0 // $ = int 
$4185 = 1 // $ = int 

:BANKJO2_16896
if and
  $4185 == 0 // $ == int 
  $4184 == 0 // $ == int 
jf @BANKJO2_16935 
01BC: put_object $4183 at $4186 $4187 $4188 

:BANKJO2_16935
jump @BANKJO2_17016 

:BANKJO2_16942
if 
  $4185 == 0 // $ == int 
jf @BANKJO2_17016 
if 
0366:   object $4183 damaged 
jf @BANKJO2_17016 
$4147 += 1 // $ += int 
$4369 += 1 // $ += int 
Object.Destroy($4183)
$4327 = 0 // $ = int 
$4190 = 0 // $ = int 
$4184 = 1 // $ = int 

:BANKJO2_17016
if 
  $4330 == 0 // $ == int 
jf @BANKJO2_17054 
01BD: $4150 = current_time_in_ms 
0084: $4331 = $4150 // $ = $ int 
$4330 = 1 // $ = int 

:BANKJO2_17054
if 
  $4330 == 1 // $ == int 
jf @BANKJO2_17088 
0084: $4332 = $4150 // $ = $ int 
0060: $4332 -= $4331 // $ -= $ int 

:BANKJO2_17088
if 
  $4332 >= 2800 // $ >= int 
jf @BANKJO2_17178 
if 
  $4204 == 0 // $ == int 
jf @BANKJO2_17178 
Object.Init($4197, #TAR_GUN2, $4193, $4194, $4195)
Object.Angle($4197) = $4196
$4198 = 0 // $ = int 
$4199 = 0 // $ = int 
$4203 = 0 // $ = int 
$4204 = 1 // $ = int 

:BANKJO2_17178
if 
  $4204 == 1 // $ == int 
jf @BANKJO2_17582 
if and
  $4198 == 0 // $ == int 
  $4199 == 0 // $ == int 
jf @BANKJO2_17582 
if 
8366:   not object $4197 damaged 
jf @BANKJO2_17508 
Object.StorePos($4197, $4200, $4201, $4202)
if 
  $4203 == 0 // $ == int 
jf @BANKJO2_17345 
if 
  $4201 > 1276.8 // $ > float 
jf @BANKJO2_17307 
007E: $4201 -= frame_delta_time * 0.02 // float 
jump @BANKJO2_17345 

:BANKJO2_17307
if 
  $4203 == 0 // $ == int 
jf @BANKJO2_17345 
01BD: $4150 = current_time_in_ms 
0084: $4206 = $4150 // $ = $ int 
$4203 = 1 // $ = int 

:BANKJO2_17345
if 
  $4203 == 1 // $ == int 
jf @BANKJO2_17462 
0084: $4205 = $4150 // $ = $ int 
0060: $4205 -= $4206 // $ -= $ int 
if 
  $4205 >= 1250 // $ >= int 
jf @BANKJO2_17462 
if 
  1281.1 > $4201 // float > $ 
jf @BANKJO2_17436 
0078: $4201 += frame_delta_time * 0.02 // float 
jump @BANKJO2_17462 

:BANKJO2_17436
Object.Destroy($4197)
$4330 = 0 // $ = int 
$4204 = 0 // $ = int 
$4199 = 1 // $ = int 

:BANKJO2_17462
if and
  $4199 == 0 // $ == int 
  $4198 == 0 // $ == int 
jf @BANKJO2_17501 
01BC: put_object $4197 at $4200 $4201 $4202 

:BANKJO2_17501
jump @BANKJO2_17582 

:BANKJO2_17508
if 
  $4199 == 0 // $ == int 
jf @BANKJO2_17582 
if 
0366:   object $4197 damaged 
jf @BANKJO2_17582 
$4147 += 1 // $ += int 
$4369 += 1 // $ += int 
Object.Destroy($4197)
$4330 = 0 // $ = int 
$4204 = 0 // $ = int 
$4198 = 1 // $ = int 

:BANKJO2_17582
if 
  $4333 == 0 // $ == int 
jf @BANKJO2_17620 
01BD: $4150 = current_time_in_ms 
0084: $4334 = $4150 // $ = $ int 
$4333 = 1 // $ = int 

:BANKJO2_17620
if 
  $4333 == 1 // $ == int 
jf @BANKJO2_17654 
0084: $4335 = $4150 // $ = $ int 
0060: $4335 -= $4334 // $ -= $ int 

:BANKJO2_17654
if 
  $4335 >= 600 // $ >= int 
jf @BANKJO2_17744 
if 
  $4218 == 0 // $ == int 
jf @BANKJO2_17744 
Object.Init($4211, #TAR_GUN1, $4207, $4208, $4209)
Object.Angle($4211) = $4210
$4212 = 0 // $ = int 
$4213 = 0 // $ = int 
$4217 = 0 // $ = int 
$4218 = 1 // $ = int 

:BANKJO2_17744
if 
  $4218 == 1 // $ == int 
jf @BANKJO2_18148 
if and
  $4212 == 0 // $ == int 
  $4213 == 0 // $ == int 
jf @BANKJO2_18148 
if 
8366:   not object $4211 damaged 
jf @BANKJO2_18074 
Object.StorePos($4211, $4214, $4215, $4216)
if 
  $4217 == 0 // $ == int 
jf @BANKJO2_17911 
if 
  $4215 > 1273.87 // $ > float 
jf @BANKJO2_17873 
007E: $4215 -= frame_delta_time * 0.02 // float 
jump @BANKJO2_17911 

:BANKJO2_17873
if 
  $4217 == 0 // $ == int 
jf @BANKJO2_17911 
01BD: $4150 = current_time_in_ms 
0084: $4220 = $4150 // $ = $ int 
$4217 = 1 // $ = int 

:BANKJO2_17911
if 
  $4217 == 1 // $ == int 
jf @BANKJO2_18028 
0084: $4219 = $4150 // $ = $ int 
0060: $4219 -= $4220 // $ -= $ int 
if 
  $4219 >= 1500 // $ >= int 
jf @BANKJO2_18028 
if 
  1275.25 > $4215 // float > $ 
jf @BANKJO2_18002 
0078: $4215 += frame_delta_time * 0.02 // float 
jump @BANKJO2_18028 

:BANKJO2_18002
Object.Destroy($4211)
$4333 = 0 // $ = int 
$4218 = 0 // $ = int 
$4213 = 1 // $ = int 

:BANKJO2_18028
if and
  $4213 == 0 // $ == int 
  $4212 == 0 // $ == int 
jf @BANKJO2_18067 
01BC: put_object $4211 at $4214 $4215 $4216 

:BANKJO2_18067
jump @BANKJO2_18148 

:BANKJO2_18074
if 
  $4213 == 0 // $ == int 
jf @BANKJO2_18148 
if 
0366:   object $4211 damaged 
jf @BANKJO2_18148 
$4147 += 1 // $ += int 
$4369 += 1 // $ += int 
Object.Destroy($4211)
$4333 = 0 // $ = int 
$4218 = 0 // $ = int 
$4212 = 1 // $ = int 

:BANKJO2_18148
if 
  $4336 == 0 // $ == int 
jf @BANKJO2_18186 
01BD: $4150 = current_time_in_ms 
0084: $4337 = $4150 // $ = $ int 
$4336 = 1 // $ = int 

:BANKJO2_18186
if 
  $4336 == 1 // $ == int 
jf @BANKJO2_18220 
0084: $4338 = $4150 // $ = $ int 
0060: $4338 -= $4337 // $ -= $ int 

:BANKJO2_18220
if 
  $4338 >= 2000 // $ >= int 
jf @BANKJO2_18310 
if 
  $4232 == 0 // $ == int 
jf @BANKJO2_18310 
Object.Init($4225, #TAR_GUN1, $4221, $4222, $4223)
Object.Angle($4225) = $4224
$4226 = 0 // $ = int 
$4227 = 0 // $ = int 
$4231 = 0 // $ = int 
$4232 = 1 // $ = int 

:BANKJO2_18310
if 
  $4232 == 1 // $ == int 
jf @BANKJO2_18714 
if and
  $4226 == 0 // $ == int 
  $4227 == 0 // $ == int 
jf @BANKJO2_18714 
if 
8366:   not object $4225 damaged 
jf @BANKJO2_18640 
Object.StorePos($4225, $4228, $4229, $4230)
if 
  $4231 == 0 // $ == int 
jf @BANKJO2_18477 
if 
  $4229 > 1270.67 // $ > float 
jf @BANKJO2_18439 
007E: $4229 -= frame_delta_time * 0.02 // float 
jump @BANKJO2_18477 

:BANKJO2_18439
if 
  $4231 == 0 // $ == int 
jf @BANKJO2_18477 
01BD: $4150 = current_time_in_ms 
0084: $4234 = $4150 // $ = $ int 
$4231 = 1 // $ = int 

:BANKJO2_18477
if 
  $4231 == 1 // $ == int 
jf @BANKJO2_18594 
0084: $4233 = $4150 // $ = $ int 
0060: $4233 -= $4234 // $ -= $ int 
if 
  $4233 >= 500 // $ >= int 
jf @BANKJO2_18594 
if 
  1272.29 > $4229 // float > $ 
jf @BANKJO2_18568 
0078: $4229 += frame_delta_time * 0.02 // float 
jump @BANKJO2_18594 

:BANKJO2_18568
Object.Destroy($4225)
$4336 = 0 // $ = int 
$4232 = 0 // $ = int 
$4227 = 1 // $ = int 

:BANKJO2_18594
if and
  $4227 == 0 // $ == int 
  $4226 == 0 // $ == int 
jf @BANKJO2_18633 
01BC: put_object $4225 at $4228 $4229 $4230 

:BANKJO2_18633
jump @BANKJO2_18714 

:BANKJO2_18640
if 
  $4227 == 0 // $ == int 
jf @BANKJO2_18714 
if 
0366:   object $4225 damaged 
jf @BANKJO2_18714 
$4147 += 1 // $ += int 
$4369 += 1 // $ += int 
Object.Destroy($4225)
$4336 = 0 // $ = int 
$4232 = 0 // $ = int 
$4226 = 1 // $ = int 

:BANKJO2_18714
if 
   Actor.Dead($4309)
jf @BANKJO2_18752 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_18752
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $4149 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $4319 == 0 // $ == int 
  $4149 == 0 // $ == int 
jf @BANKJO2_18883 
if 
  $4372 == 0 // $ == int 
jf @BANKJO2_18831 
TIMERA = 0 // @ = int 
$4372 = 1 // $ = int 
jump @BANKJO2_18883 

:BANKJO2_18831
if 
  TIMERA > 200 // @ > int 
jf @BANKJO2_18883 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$4349 = 1 // $ = int 
$4148 = 1 // $ = int 

:BANKJO2_18883
jump @BANKJO2_15197 

:BANKJO2_18890
018E: stop_sound $4368 
if 
  $4349 == 1 // $ == int 
jf @BANKJO2_19047 

:BANKJO2_18913
if 
83D2:   not wav 1 ended 
jf @BANKJO2_19047 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_19002 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_19002
if 
   Actor.Dead($4309)
jf @BANKJO2_19040 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_19040
jump @BANKJO2_18913 

:BANKJO2_19047
01E3: text_1number_styled 'BJM2_6' number $4147 time 5000 style 1  // SCORE ROUND TWO: ~1~
0084: $4083 = $4147 // $ = $ int 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $4315 = $4314 // $ = $ int 
0060: $4315 -= $4149 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($4346)
Actor.PutAt($PLAYER_ACTOR, -664.73, 1269.09, 9.81)
014F: stop_timer $4319 
00BC: text_highpriority 'BJM2_14' time 5000 1  // ~g~Move on to the next area!
018A: $4308 = create_checkpoint_at -677.75 1272.03 9.81 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
$426 = 1 // $ = int 

:BANKJO2_19207
if or
80F6:   not player $PLAYER_CHAR $426 -677.75 1272.03 9.81 radius 2.0 2.0 2.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO2_19383 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_19306 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_19306
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_19376 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_19376
jump @BANKJO2_19207 

:BANKJO2_19383
Marker.Disable($4308)
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
if 
   Actor.Dead($4309)
jf @BANKJO2_19452 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_19452
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_19522 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_19522
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $4347 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 50.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 30 
$4316 = 30 // $ = int 
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
Object.Destroy($4155)
Object.Destroy($4169)
Object.Destroy($4183)
Object.Destroy($4197)
Object.Destroy($4211)
Object.Destroy($4225)
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
TIMERA = 0 // @ = int 

:BANKJO2_19632
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_19818 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_19703 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_19703 
jump @BANKJO2_20234 

:BANKJO2_19703
if 
   Actor.Dead($4309)
jf @BANKJO2_19741 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_19741
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_19811 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_19811
jump @BANKJO2_19632 

:BANKJO2_19818
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:BANKJO2_19840
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_20026 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_19911 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_19911 
jump @BANKJO2_20234 

:BANKJO2_19911
if 
   Actor.Dead($4309)
jf @BANKJO2_19949 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_19949
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20019 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_20019
jump @BANKJO2_19840 

:BANKJO2_20026
00BC: text_highpriority 'BJM2_27' time 8000 1  // ~g~All targets this round are worth one point.
TIMERA = 0 // @ = int 

:BANKJO2_20048
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_20234 
wait 0 
if 
  $411 == 1 // $ == int 
jf @BANKJO2_20119 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_20119 
jump @BANKJO2_20234 

:BANKJO2_20119
if 
   Actor.Dead($4309)
jf @BANKJO2_20157 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_20157
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20227 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_20227
jump @BANKJO2_20048 

:BANKJO2_20234
Player.CanMove($PLAYER_CHAR, True)
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 4000 1  // AIM 3-2-1 FIRE!

:BANKJO2_20260
if 
83D2:   not wav 2 ended 
jf @BANKJO2_20394 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_20317 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_20317
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20387 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_20387
jump @BANKJO2_20260 

:BANKJO2_20394
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
TIMERB = 0 // @ = int 
014E: start_timer_at $4320 count_in_direction 1 
018D: $4368 = create_sound 11 at -670.111 1291.234 10.818 

:BANKJO2_20440
if 
  $4236 == 0 // $ == int 
jf @BANKJO2_24175 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20532 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_20532
if 
  $4358 == 0 // $ == int 
jf @BANKJO2_20807 
if 
  $4351 == 0 // $ == int 
jf @BANKJO2_20599 
$4357 = 0 // $ = int 
0209: $4357 = random_int_in_ranges 1 8 
0084: $4354 = $4357 // $ = $ int 
$4351 = 1 // $ = int 

:BANKJO2_20599
if 
  $4351 == 1 // $ == int 
jf @BANKJO2_20699 
if 
  $4352 == 0 // $ == int 
jf @BANKJO2_20699 
$4357 = 0 // $ = int 
0209: $4357 = random_int_in_ranges 1 8 
if 
803A:   not  $4357 == $4354 // $ == $ int 
jf @BANKJO2_20692 
0084: $4355 = $4357 // $ = $ int 
$4352 = 1 // $ = int 
jump @BANKJO2_20699 

:BANKJO2_20692
$4352 = 0 // $ = int 

:BANKJO2_20699
if 
  $4352 == 1 // $ == int 
jf @BANKJO2_20807 
if 
  $4353 == 0 // $ == int 
jf @BANKJO2_20807 
$4357 = 0 // $ = int 
0209: $4357 = random_int_in_ranges 1 8 
if and
803A:   not  $4357 == $4354 // $ == $ int 
803A:   not  $4357 == $4355 // $ == $ int 
jf @BANKJO2_20800 
0084: $4356 = $4357 // $ = $ int 
$4353 = 1 // $ = int 
jump @BANKJO2_20807 

:BANKJO2_20800
$4353 = 0 // $ = int 

:BANKJO2_20807
if and
  $4351 == 1 // $ == int 
  $4352 == 1 // $ == int 
  $4353 == 1 // $ == int 
jf @BANKJO2_20846 
$4358 = 1 // $ = int 

:BANKJO2_20846
if 
  $4359 == 3 // $ == int 
jf @BANKJO2_20983 
$4239 = 0 // $ = int 
$4249 = 0 // $ = int 
$4259 = 0 // $ = int 
$4269 = 0 // $ = int 
$4279 = 0 // $ = int 
$4289 = 0 // $ = int 
$4299 = 0 // $ = int 
$4374 = 0 // $ = int 
$4375 = 0 // $ = int 
$4376 = 0 // $ = int 
$4377 = 0 // $ = int 
$4378 = 0 // $ = int 
$4351 = 0 // $ = int 
$4352 = 0 // $ = int 
$4353 = 0 // $ = int 
$4358 = 0 // $ = int 
$4359 = 0 // $ = int 

:BANKJO2_20983
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO2_21007 
$4236 = 1 // $ = int 

:BANKJO2_21007
if 
  $4358 == 1 // $ == int 
jf @BANKJO2_23999 
if or
  $4354 == 1 // $ == int 
  $4355 == 1 // $ == int 
  $4356 == 1 // $ == int 
jf @BANKJO2_21130 
if 
  $4239 == 0 // $ == int 
jf @BANKJO2_21130 
Object.Init($4238, #TAR_GUN2, $4245, $4246, $4247)
Object.Angle($4238) = 0.0
$4360 = 0 // $ = int 
$4240 = 0 // $ = int 
$4244 = 0 // $ = int 
$4239 = 1 // $ = int 

:BANKJO2_21130
if 
  $4239 == 1 // $ == int 
jf @BANKJO2_21432 
if 
  $4240 == 0 // $ == int 
jf @BANKJO2_21432 
if 
8366:   not object $4238 damaged 
jf @BANKJO2_21383 
Object.StorePos($4238, $4241, $4242, $4243)
if 
  $4244 == 0 // $ == int 
jf @BANKJO2_21266 
if 
  -676.53 >= $4241 // float >= $ 
jf @BANKJO2_21249 
$4244 = 1 // $ = int 
jump @BANKJO2_21259 

:BANKJO2_21249
007E: $4241 -= frame_delta_time * 0.03 // float 

:BANKJO2_21259
jump @BANKJO2_21318 

:BANKJO2_21266
if 
  $4241 >= -674.16 // $ >= float 
jf @BANKJO2_21308 
$4360 = 1 // $ = int 
$4244 = 0 // $ = int 
jump @BANKJO2_21318 

:BANKJO2_21308
0078: $4241 += frame_delta_time * 0.03 // float 

:BANKJO2_21318
if 
  $4360 == 1 // $ == int 
jf @BANKJO2_21362 
Object.Destroy($4238)
$4359 += 1 // $ += int 
$4240 = 1 // $ = int 
jump @BANKJO2_21376 

:BANKJO2_21362
01BC: put_object $4238 at $4241 $4242 $4243 

:BANKJO2_21376
jump @BANKJO2_21432 

:BANKJO2_21383
if 
0366:   object $4238 damaged 
jf @BANKJO2_21432 
Object.Destroy($4238)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4240 = 1 // $ = int 

:BANKJO2_21432
if or
  $4354 == 2 // $ == int 
  $4355 == 2 // $ == int 
  $4356 == 2 // $ == int 
jf @BANKJO2_21537 
if 
  $4249 == 0 // $ == int 
jf @BANKJO2_21537 
Object.Init($4248, #TAR_GUN1, $4255, $4256, $4257)
Object.Angle($4248) = 0.0
$4361 = 0 // $ = int 
$4250 = 0 // $ = int 
$4254 = 0 // $ = int 
$4249 = 1 // $ = int 

:BANKJO2_21537
if 
  $4249 == 1 // $ == int 
jf @BANKJO2_21839 
if 
  $4250 == 0 // $ == int 
jf @BANKJO2_21839 
if 
8366:   not object $4248 damaged 
jf @BANKJO2_21790 
Object.StorePos($4248, $4251, $4252, $4253)
if 
  $4254 == 0 // $ == int 
jf @BANKJO2_21673 
if 
  -677.95 >= $4251 // float >= $ 
jf @BANKJO2_21656 
$4254 = 1 // $ = int 
jump @BANKJO2_21666 

:BANKJO2_21656
007E: $4251 -= frame_delta_time * 0.04 // float 

:BANKJO2_21666
jump @BANKJO2_21725 

:BANKJO2_21673
if 
  $4251 >= -673.46 // $ >= float 
jf @BANKJO2_21715 
$4361 = 1 // $ = int 
$4254 = 0 // $ = int 
jump @BANKJO2_21725 

:BANKJO2_21715
0078: $4251 += frame_delta_time * 0.04 // float 

:BANKJO2_21725
if 
  $4361 == 1 // $ == int 
jf @BANKJO2_21769 
Object.Destroy($4248)
$4359 += 1 // $ += int 
$4250 = 1 // $ = int 
jump @BANKJO2_21783 

:BANKJO2_21769
01BC: put_object $4248 at $4251 $4252 $4253 

:BANKJO2_21783
jump @BANKJO2_21839 

:BANKJO2_21790
if 
0366:   object $4248 damaged 
jf @BANKJO2_21839 
Object.Destroy($4248)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4250 = 1 // $ = int 

:BANKJO2_21839
if or
  $4354 == 3 // $ == int 
  $4355 == 3 // $ == int 
  $4356 == 3 // $ == int 
jf @BANKJO2_21944 
if 
  $4259 == 0 // $ == int 
jf @BANKJO2_21944 
Object.Init($4258, #TAR_GUN1, $4265, $4266, $4267)
Object.Angle($4258) = 0.0
$4362 = 0 // $ = int 
$4260 = 0 // $ = int 
$4264 = 0 // $ = int 
$4259 = 1 // $ = int 

:BANKJO2_21944
if 
  $4259 == 1 // $ == int 
jf @BANKJO2_22271 
if 
  $4260 == 0 // $ == int 
jf @BANKJO2_22271 
if 
8366:   not object $4258 damaged 
jf @BANKJO2_22222 
Object.StorePos($4258, $4261, $4262, $4263)
if 
  $4264 == 0 // $ == int 
jf @BANKJO2_22105 
if 
  -683.24 >= $4261 // float >= $ 
jf @BANKJO2_22088 
if 
  $4374 == 1 // $ == int 
jf @BANKJO2_22074 
$4362 = 1 // $ = int 

:BANKJO2_22074
$4264 = 1 // $ = int 
jump @BANKJO2_22098 

:BANKJO2_22088
007E: $4261 -= frame_delta_time * 0.06 // float 

:BANKJO2_22098
jump @BANKJO2_22157 

:BANKJO2_22105
if 
  $4261 >= -680.49 // $ >= float 
jf @BANKJO2_22147 
$4264 = 0 // $ = int 
$4374 = 1 // $ = int 
jump @BANKJO2_22157 

:BANKJO2_22147
0078: $4261 += frame_delta_time * 0.06 // float 

:BANKJO2_22157
if 
  $4362 == 1 // $ == int 
jf @BANKJO2_22201 
Object.Destroy($4258)
$4359 += 1 // $ += int 
$4260 = 1 // $ = int 
jump @BANKJO2_22215 

:BANKJO2_22201
01BC: put_object $4258 at $4261 $4262 $4263 

:BANKJO2_22215
jump @BANKJO2_22271 

:BANKJO2_22222
if 
0366:   object $4258 damaged 
jf @BANKJO2_22271 
Object.Destroy($4258)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4260 = 1 // $ = int 

:BANKJO2_22271
if or
  $4354 == 4 // $ == int 
  $4355 == 4 // $ == int 
  $4356 == 4 // $ == int 
jf @BANKJO2_22376 
if 
  $4269 == 0 // $ == int 
jf @BANKJO2_22376 
Object.Init($4268, #TAR_GUN2, $4275, $4276, $4277)
Object.Angle($4268) = 0.0
$4363 = 0 // $ = int 
$4270 = 0 // $ = int 
$4274 = 0 // $ = int 
$4269 = 1 // $ = int 

:BANKJO2_22376
if 
  $4269 == 1 // $ == int 
jf @BANKJO2_22703 
if 
  $4270 == 0 // $ == int 
jf @BANKJO2_22703 
if 
8366:   not object $4268 damaged 
jf @BANKJO2_22654 
Object.StorePos($4268, $4271, $4272, $4273)
if 
  $4274 == 0 // $ == int 
jf @BANKJO2_22537 
if 
  -683.73 >= $4271 // float >= $ 
jf @BANKJO2_22520 
if 
  $4375 == 1 // $ == int 
jf @BANKJO2_22506 
$4363 = 1 // $ = int 

:BANKJO2_22506
$4274 = 1 // $ = int 
jump @BANKJO2_22530 

:BANKJO2_22520
007E: $4271 -= frame_delta_time * 0.05 // float 

:BANKJO2_22530
jump @BANKJO2_22589 

:BANKJO2_22537
if 
  $4271 >= -681.59 // $ >= float 
jf @BANKJO2_22579 
$4274 = 0 // $ = int 
$4375 = 1 // $ = int 
jump @BANKJO2_22589 

:BANKJO2_22579
0078: $4271 += frame_delta_time * 0.05 // float 

:BANKJO2_22589
if 
  $4363 == 1 // $ == int 
jf @BANKJO2_22633 
Object.Destroy($4268)
$4359 += 1 // $ += int 
$4270 = 1 // $ = int 
jump @BANKJO2_22647 

:BANKJO2_22633
01BC: put_object $4268 at $4271 $4272 $4273 

:BANKJO2_22647
jump @BANKJO2_22703 

:BANKJO2_22654
if 
0366:   object $4268 damaged 
jf @BANKJO2_22703 
Object.Destroy($4268)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4270 = 1 // $ = int 

:BANKJO2_22703
if or
  $4354 == 5 // $ == int 
  $4355 == 5 // $ == int 
  $4356 == 5 // $ == int 
jf @BANKJO2_22808 
if 
  $4279 == 0 // $ == int 
jf @BANKJO2_22808 
Object.Init($4278, #TAR_GUN1, $4285, $4286, $4287)
Object.Angle($4278) = 0.0
$4364 = 0 // $ = int 
$4280 = 0 // $ = int 
$4284 = 0 // $ = int 
$4279 = 1 // $ = int 

:BANKJO2_22808
if 
  $4279 == 1 // $ == int 
jf @BANKJO2_23135 
if 
  $4280 == 0 // $ == int 
jf @BANKJO2_23135 
if 
8366:   not object $4278 damaged 
jf @BANKJO2_23086 
Object.StorePos($4278, $4281, $4282, $4283)
if 
  $4284 == 0 // $ == int 
jf @BANKJO2_22969 
if 
  8.0 >= $4283 // float >= $ 
jf @BANKJO2_22952 
if 
  $4376 == 1 // $ == int 
jf @BANKJO2_22938 
$4364 = 1 // $ = int 

:BANKJO2_22938
$4284 = 1 // $ = int 
jump @BANKJO2_22962 

:BANKJO2_22952
007E: $4283 -= frame_delta_time * 0.06 // float 

:BANKJO2_22962
jump @BANKJO2_23021 

:BANKJO2_22969
if 
  $4283 >= 15.0 // $ >= float 
jf @BANKJO2_23011 
$4284 = 0 // $ = int 
$4376 = 1 // $ = int 
jump @BANKJO2_23021 

:BANKJO2_23011
0078: $4283 += frame_delta_time * 0.06 // float 

:BANKJO2_23021
if 
  $4364 == 1 // $ == int 
jf @BANKJO2_23065 
Object.Destroy($4278)
$4359 += 1 // $ += int 
$4280 = 1 // $ = int 
jump @BANKJO2_23079 

:BANKJO2_23065
01BC: put_object $4278 at $4281 $4282 $4283 

:BANKJO2_23079
jump @BANKJO2_23135 

:BANKJO2_23086
if 
0366:   object $4278 damaged 
jf @BANKJO2_23135 
Object.Destroy($4278)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4280 = 1 // $ = int 

:BANKJO2_23135
if or
  $4354 == 6 // $ == int 
  $4355 == 6 // $ == int 
  $4356 == 6 // $ == int 
jf @BANKJO2_23240 
if 
  $4289 == 0 // $ == int 
jf @BANKJO2_23240 
Object.Init($4288, #TAR_GUN2, $4295, $4296, $4297)
Object.Angle($4288) = 90.0
$4365 = 0 // $ = int 
$4290 = 0 // $ = int 
$4294 = 0 // $ = int 
$4289 = 1 // $ = int 

:BANKJO2_23240
if 
  $4289 == 1 // $ == int 
jf @BANKJO2_23567 
if 
  $4290 == 0 // $ == int 
jf @BANKJO2_23567 
if 
8366:   not object $4288 damaged 
jf @BANKJO2_23518 
Object.StorePos($4288, $4291, $4292, $4293)
if 
  $4294 == 0 // $ == int 
jf @BANKJO2_23401 
if 
  1279.42 >= $4292 // float >= $ 
jf @BANKJO2_23384 
if 
  $4377 == 1 // $ == int 
jf @BANKJO2_23370 
$4365 = 1 // $ = int 

:BANKJO2_23370
$4294 = 1 // $ = int 
jump @BANKJO2_23394 

:BANKJO2_23384
007E: $4292 -= frame_delta_time * 0.05 // float 

:BANKJO2_23394
jump @BANKJO2_23453 

:BANKJO2_23401
if 
  $4292 >= 1283.7 // $ >= float 
jf @BANKJO2_23443 
$4294 = 0 // $ = int 
$4377 = 1 // $ = int 
jump @BANKJO2_23453 

:BANKJO2_23443
0078: $4292 += frame_delta_time * 0.05 // float 

:BANKJO2_23453
if 
  $4365 == 1 // $ == int 
jf @BANKJO2_23497 
Object.Destroy($4288)
$4359 += 1 // $ += int 
$4290 = 1 // $ = int 
jump @BANKJO2_23511 

:BANKJO2_23497
01BC: put_object $4288 at $4291 $4292 $4293 

:BANKJO2_23511
jump @BANKJO2_23567 

:BANKJO2_23518
if 
0366:   object $4288 damaged 
jf @BANKJO2_23567 
Object.Destroy($4288)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4290 = 1 // $ = int 

:BANKJO2_23567
if or
  $4354 == 7 // $ == int 
  $4355 == 7 // $ == int 
  $4356 == 7 // $ == int 
jf @BANKJO2_23672 
if 
  $4299 == 0 // $ == int 
jf @BANKJO2_23672 
Object.Init($4298, #TAR_GUN1, $4305, $4306, $4307)
Object.Angle($4298) = 90.0
$4366 = 0 // $ = int 
$4300 = 0 // $ = int 
$4304 = 0 // $ = int 
$4299 = 1 // $ = int 

:BANKJO2_23672
if 
  $4299 == 1 // $ == int 
jf @BANKJO2_23999 
if 
  $4300 == 0 // $ == int 
jf @BANKJO2_23999 
if 
8366:   not object $4298 damaged 
jf @BANKJO2_23950 
Object.StorePos($4298, $4301, $4302, $4303)
if 
  $4304 == 0 // $ == int 
jf @BANKJO2_23833 
if 
  1277.8 >= $4302 // float >= $ 
jf @BANKJO2_23816 
if 
  $4378 == 1 // $ == int 
jf @BANKJO2_23802 
$4366 = 1 // $ = int 

:BANKJO2_23802
$4304 = 1 // $ = int 
jump @BANKJO2_23826 

:BANKJO2_23816
007E: $4302 -= frame_delta_time * 0.04 // float 

:BANKJO2_23826
jump @BANKJO2_23885 

:BANKJO2_23833
if 
  $4302 >= 1282.51 // $ >= float 
jf @BANKJO2_23875 
$4304 = 0 // $ = int 
$4378 = 1 // $ = int 
jump @BANKJO2_23885 

:BANKJO2_23875
0078: $4302 += frame_delta_time * 0.04 // float 

:BANKJO2_23885
if 
  $4366 == 1 // $ == int 
jf @BANKJO2_23929 
Object.Destroy($4298)
$4359 += 1 // $ += int 
$4300 = 1 // $ = int 
jump @BANKJO2_23943 

:BANKJO2_23929
01BC: put_object $4298 at $4301 $4302 $4303 

:BANKJO2_23943
jump @BANKJO2_23999 

:BANKJO2_23950
if 
0366:   object $4298 damaged 
jf @BANKJO2_23999 
Object.Destroy($4298)
$4235 += 1 // $ += int 
$4369 += 1 // $ += int 
$4359 += 1 // $ += int 
$4300 = 1 // $ = int 

:BANKJO2_23999
if 
   Actor.Dead($4309)
jf @BANKJO2_24037 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_24037
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $4237 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $4320 == 0 // $ == int 
  $4237 == 0 // $ == int 
jf @BANKJO2_24168 
if 
  $4373 == 0 // $ == int 
jf @BANKJO2_24116 
TIMERA = 0 // @ = int 
$4373 = 1 // $ = int 
jump @BANKJO2_24168 

:BANKJO2_24116
if 
  TIMERA > 200 // @ > int 
jf @BANKJO2_24168 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$4350 = 1 // $ = int 
$4236 = 1 // $ = int 

:BANKJO2_24168
jump @BANKJO2_20440 

:BANKJO2_24175
018E: stop_sound $4368 
if 
  $4350 == 1 // $ == int 
jf @BANKJO2_24332 

:BANKJO2_24198
if 
83D2:   not wav 1 ended 
jf @BANKJO2_24332 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_24255 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_24255
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_24325 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_24325
jump @BANKJO2_24198 

:BANKJO2_24332
014F: stop_timer $4320 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $4317 = $4316 // $ = $ int 
0060: $4317 -= $4237 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
03C8: set_camera_directly_before_player 
01E3: text_1number_styled 'BJM2_28' number $4235 time 4000 style 1  // SCORE ROUND THREE: ~1~
0084: $4084 = $4235 // $ = $ int 
0151: remove_status_text $4369 
0151: remove_status_text $4389 
wait 4000 
if 
   Actor.Dead($4309)
jf @BANKJO2_24451 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_24451
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_24521 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_24521
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
01E3: text_1number_styled 'BJM2_7' number $4369 time 4000 style 1  // TOTAL SCORE FOR SHOOT: ~1~
wait 4000 
if 
   Actor.Dead($4309)
jf @BANKJO2_24592 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_24592
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_24662 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_24662
03D6: remove_styled_text 'BJM2_7'  // TOTAL SCORE FOR SHOOT: ~1~
0084: $4318 = $4313 // $ = $ int 
0058: $4318 += $4315 // $ += $ int 
0084: $4370 = $4318 // $ = $ int 
0058: $4370 += $4317 // $ += $ int 
0084: $4085 = $4082 // $ = $ int 
0058: $4085 += $4083 // $ += $ int 
0084: $4086 = $4085 // $ = $ int 
0058: $4086 += $4084 // $ += $ int 
0084: $4311 = $4086 // $ = $ int 
$4311 *= 100 // $ *= int 
if 
  $4318 > 0 // $ > int 
jf @BANKJO2_24784 
0070: $4311 /= $4370 // $ /= $ int 
jump @BANKJO2_24791 

:BANKJO2_24784
$4311 = 0 // $ = int 

:BANKJO2_24791
01E3: text_1number_styled 'BJM2_3' number $4311 time 4000 style 1  // HIT RATE: ~1~%
wait 4000 
if 
   Actor.Dead($4309)
jf @BANKJO2_24852 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_24852
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_24922 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_24922
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($4347)
Actor.PutAt($PLAYER_ACTOR, -677.75, 1272.03, 9.81)
00BC: text_highpriority 'BJM2_17' time 5000 1  // ~g~Go and talk to Phil.
018A: $4080 = create_checkpoint_at -665.99 1234.17 10.08 
$426 = 1 // $ = int 
03CF: load_wav 'BNK2_7' as 1 
03CF: load_wav 'BNK2_8' as 2 

:BANKJO2_25028
if or
80F6:   not player $PLAYER_CHAR 0 -651.18 1260.08 9.82 radius 3.0 3.0 6.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO2_25203 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_25126 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25126
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_25196 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_25196
jump @BANKJO2_25028 

:BANKJO2_25203
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
   not Actor.Dead($4309)
jf @BANKJO2_25248 
01B9: set_actor $4309 armed_weapon_to 0 
jump @BANKJO2_25270 

:BANKJO2_25248
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25270
Player.CanMove($PLAYER_CHAR, False)

:BANKJO2_25277
if 
fading 
jf @BANKJO2_25409 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_25332 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25332
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_25402 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_25402
jump @BANKJO2_25277 

:BANKJO2_25409
00BE: text_clear_all 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
Object.Destroy($4238)
Object.Destroy($4248)
Object.Destroy($4258)
Object.Destroy($4268)
Object.Destroy($4278)
Object.Destroy($4288)
Object.Destroy($4298)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Marker.Disable($4080)
Camera.SetAtPos(-665.99, 1234.17, 9.08)
009F: set_actor $PLAYER_ACTOR idle 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.PutAt($PLAYER_ACTOR, -664.58, 1233.74, 10.1)
Actor.Angle($PLAYER_ACTOR) = 87.36
009F: set_actor $PLAYER_ACTOR idle 
if 
   not Actor.Dead($4309)
jf @BANKJO2_25577 
020E: actor $PLAYER_ACTOR look_at_actor $4309 
jump @BANKJO2_25599 

:BANKJO2_25577
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25599
0169: set_fade_color 0 0 0 
if 
   not Actor.Dead($4309)
jf @BANKJO2_25638 
020E: actor $4309 look_at_actor $PLAYER_ACTOR 
jump @BANKJO2_25660 

:BANKJO2_25638
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25660
fade 1 1000 
Camera.SetPosition(-662.67, 1229.52, 10.84, 0.0, 0.0, 0.0)
Camera.PointAt(-663.27, 1230.3, 11.06, 2)

:BANKJO2_25718
if 
fading 
jf @BANKJO2_25850 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_25773 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25773
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_25843 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_25843
jump @BANKJO2_25718 

:BANKJO2_25850
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_7' time 5000 1  // So you wanna do me a favor, and help me put together a job?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO2_25881
if 
83D2:   not wav 1 ended 
jf @BANKJO2_26015 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_25938 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_25938
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26008 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_26008
jump @BANKJO2_25881 

:BANKJO2_26015
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03D5: remove_text 'BNK2_7'  // So you wanna do me a favor, and help me put together a job?
03CF: load_wav 'BNK2_9' as 1 

:BANKJO2_26046
if 
83D0:   not wav 1 loaded 
jf @BANKJO2_26180 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_26103 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_26103
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26173 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_26173
jump @BANKJO2_26046 

:BANKJO2_26180
if 
001C:   $4369 > $4389 // $ > $ int 
jf @BANKJO2_26237 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_8' time 5000 1  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0372: set_actor $4309 anim 19 wait_state_time 1000000 ms 
jump @BANKJO2_26268 

:BANKJO2_26237
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_9A' time 10000 1  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
0372: set_actor $4309 anim 19 wait_state_time 1000000 ms 

:BANKJO2_26268
if 
001C:   $4369 > $4389 // $ > $ int 
jf @BANKJO2_26522 

:BANKJO2_26287
if 
83D2:   not wav 2 ended 
jf @BANKJO2_26451 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_26374 
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_26374
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26444 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_26444
jump @BANKJO2_26287 

:BANKJO2_26451
if 
   not Actor.Dead($4309)
jf @BANKJO2_26483 
0372: set_actor $4309 anim 0 wait_state_time 1 ms 
jump @BANKJO2_26505 

:BANKJO2_26483
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_26505
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
jump @BANKJO2_26760 

:BANKJO2_26522
if 
83D2:   not wav 1 ended 
jf @BANKJO2_26686 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_26609 
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_26609
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26679 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_26679
jump @BANKJO2_26522 

:BANKJO2_26686
if 
   not Actor.Dead($4309)
jf @BANKJO2_26718 
0372: set_actor $4309 anim 0 wait_state_time 1 ms 
jump @BANKJO2_26740 

:BANKJO2_26718
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 

:BANKJO2_26740
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.

:BANKJO2_26760
0211: actor $4309 walk_to -664.41 1228.08 
TIMERA = 0 // @ = int 

:BANKJO2_26782
if 
80ED:   not actor $4309 0 -664.41 1228.08 radius 2.0 2.0 
jf @BANKJO2_27030 
wait 0 
if 
   Actor.Dead($4309)
jf @BANKJO2_26869 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_27102 
jump @BANKJO2_26953 

:BANKJO2_26869
if 
  TIMERA >= 10000 // @ >= int 
jf @BANKJO2_26953 
if 
80ED:   not actor $4309 0 -664.41 1228.08 radius 2.0 2.0 
jf @BANKJO2_26953 
Actor.PutAt($4309, -664.41, 1228.08, 10.08)
jump @BANKJO2_27030 

:BANKJO2_26953
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_27023 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_27102 

:BANKJO2_27023
jump @BANKJO2_26782 

:BANKJO2_27030
Actor.DestroyInstantly($4309)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
001C:   $4369 > $4389 // $ > $ int 
jf @BANKJO2_27095 
jump @BANKJO2_27119 
jump @BANKJO2_27102 

:BANKJO2_27095
jump @BANKJO2_27102 

:BANKJO2_27102
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BANKJO2_27119
$552 = 1 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
0318: set_latest_mission_passed 'BANK_2'  // The Shootist
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
042F: register_highest_int_stat 0 to $4369 
042F: register_highest_int_stat 1 to $4311 
start_new_script @BANK3 
start_new_script @SHOOT 
return 

:BANKJO2_27214
018E: stop_sound $4368 
Actor.DestroyWithFade($4309)
Object.Destroy($4094)
Object.Destroy($4095)
Object.Destroy($4096)
Object.Destroy($4097)
Object.Destroy($4098)
Object.Destroy($4099)
Object.Destroy($4114)
Object.Destroy($4115)
Object.Destroy($4116)
Object.Destroy($4117)
Object.Destroy($4118)
Object.Destroy($4119)
Object.Destroy($4134)
Object.Destroy($4135)
Object.Destroy($4136)
Object.Destroy($4137)
Object.Destroy($4138)
Object.Destroy($4139)
Object.Destroy($4155)
Object.Destroy($4169)
Object.Destroy($4183)
Object.Destroy($4197)
Object.Destroy($4211)
Object.Destroy($4225)
Object.Destroy($4238)
Object.Destroy($4248)
Object.Destroy($4258)
Object.Destroy($4268)
Object.Destroy($4278)
Object.Destroy($4288)
Object.Destroy($4298)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
  $4340 > 0 // $ > int 
jf @BANKJO2_27407 
Model.Load($4341)

:BANKJO2_27407
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon $4339 ammo $4340 // Load the weapon model before using this 
if 
  $4340 > 0 // $ > int 
jf @BANKJO2_27443 
Model.Destroy($4341)

:BANKJO2_27443
$ONMISSION = 0 // $ = int 
$1299 = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03BD: destroy_sphere $4367 
Object.Destroy($4345)
Object.Destroy($4346)
Object.Destroy($4347)
Marker.Disable($4076)
Marker.Disable($4079)
Marker.Disable($4080)
Marker.Disable($4308)
0151: remove_status_text $4369 
0151: remove_status_text $4389 
014F: stop_timer $4078 
014F: stop_timer $4319 
014F: stop_timer $4320 
Model.Destroy(#MALE01)
Model.Destroy(#COLT45)
Model.Destroy(#TAR_GUN1)
Model.Destroy(#TAR_GUN2)
Model.Destroy(#TAR_FRAME)
Model.Destroy(#TAR_DOWNLEFT)
Model.Destroy(#TAR_DOWNRIGHT)
Model.Destroy(#TAR_TOP)
Model.Destroy(#TAR_UPLEFT)
Model.Destroy(#TAR_UPRIGHT)
Model.Destroy(#FAKETARGET)
0296: unload_special_actor 5 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 23---------------
// Originally: The Driver

:BANKJO3
script_name 'BANKJO3' 
gosub @BANKJO3_46 
if 
wasted_or_busted 
jf @BANKJO3_37 
gosub @BANKJO3_7385 

:BANKJO3_37
gosub @BANKJO3_7647 
terminate_this_script 

:BANKJO3_46
Player.ClearWantedLevel($PLAYER_CHAR)
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$1290 = 0 // $ = int 
$4486 = 0 // $ = int 
$4414 = 0 // $ = int 
$4398 = 0 // $ = int 
$4395 = 7.0 // $ = float 
$4489 = 0 // $ = int 
$4490 = 0 // $ = int 
$4491 = 0 // $ = int 
$4493 = 0 // $ = int 
$4488 = 0 // $ = int 
$4495 = 0 // $ = int 
$4496 = 0 // $ = int 
$4497 = 0 // $ = int 
$4498 = 0 // $ = int 
$4499 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ3' 
03CF: load_wav 'MONO13' as 1 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSPHIL' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
02F3: load_object #CUTOBJ03 'COLPHON' 
select_interior 17 
Camera.SetAtPos(481.03, -64.21, 8.98)
038B: load_requested_models 

:BANKJO3_314
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
jf @BANKJO3_363 
wait 0 
jump @BANKJO3_314 

:BANKJO3_363
02E4: load_cutscene_data 'BANK_3A' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $440 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $440 'CSPHIL' 
02E5: $492 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E6: set_cutscene_anim $492 'GCFAN' 
02E5: $493 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $493 'CLCHR' 
02E5: $514 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $514 'COLPHON' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 3000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO3_606
if 
  2827 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_641 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_606 

:BANKJO3_641
00BC: text_highpriority 'BJM3_A' time 10000 1  // Things are starting to come together nicely here.

:BANKJO3_656
if 
  4964 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_691 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_656 

:BANKJO3_691
00BC: text_highpriority 'BJM3_B' time 10000 1  // What's the plan, Tommy? Que pasa, amigo?

:BANKJO3_706
if 
  7438 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_741 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_706 

:BANKJO3_741
00BC: text_highpriority 'BJM3_C' time 10000 1  // The plan is you keep doing that like a moron. Anyhow, we need a driver.

:BANKJO3_756
if 
  12291 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_791 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_756 

:BANKJO3_791
00BC: text_highpriority 'BJM3_D' time 10000 1  // Tommy, I'll do it. I can drive.

:BANKJO3_806
if 
  14893 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_841 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_806 

:BANKJO3_841
00BC: text_highpriority 'BJM3_E' time 10000 1  // You want Hilary, mister. Not some smart-talking law school chump.

:BANKJO3_856
if 
  19162 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_891 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_856 

:BANKJO3_891
00BC: text_highpriority 'BJM3_F' time 10000 1  // Hilary's the real deal. You ain't never seen anyone drive so fast. I'll give him a call here.

:BANKJO3_906
if 
  26056 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_941 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_906 

:BANKJO3_941
00BC: text_highpriority 'BJM3_G' time 10000 1  // Hey Hil, it's Phil. How's it going? No. don't talk. We'll reminisce later. You want to do me a favor?

:BANKJO3_956
if 
  34674 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_993 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_956 

:BANKJO3_993
00BC: text_highpriority 'BJM3_H' time 10000 1  // I got me a guy from up north. No, no, I don't think he was in the service, but he wants a driver.

:BANKJO3_1008
if 
  40799 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1045 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1008 

:BANKJO3_1045
00BC: text_highpriority 'BJM3_I' time 10000 1  // For a bit of action. Okay, I understand.

:BANKJO3_1060
if 
  46343 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1097 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1060 

:BANKJO3_1097
00BC: text_highpriority 'BJM3_J' time 10000 1  // What'd he say?

:BANKJO3_1112
if 
  47448 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1149 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1112 

:BANKJO3_1149
00BC: text_highpriority 'BJM3_K' time 10000 1  // Well, he'll do it, no problem. Well, there might be a little problem - see, he has abandonment issues.

:BANKJO3_1164
if 
  52709 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1201 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1164 

:BANKJO3_1201
00BC: text_highpriority 'BJM3_L' time 10000 1  // Seems he won't work for anyone who can't beat him. Something to do with his momma.

:BANKJO3_1216
if 
  56624 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1253 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1216 

:BANKJO3_1253
00BC: text_highpriority 'BJM3_M' time 10000 1  // Anyway, he wants to race you first, said he'd meet you outside..

:BANKJO3_1268
if 
  59809 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1305 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1268 

:BANKJO3_1305
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO3_1353 
if 
03D0:   wav 1 loaded 
jf @BANKJO3_1353 
03D1: play_wav 1 

:BANKJO3_1353
if 
fading 
jf @BANKJO3_1377 
wait 0 
jump @BANKJO3_1353 

:BANKJO3_1377
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 1.0 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(449.89, -116.18, 9.74)
$1290 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSHLARY' 
02F3: load_object #CUTOBJ01 'HLRYCAR' 
Camera.SetAtPos(479.09, -149.436, 9.0)
038B: load_requested_models 

:BANKJO3_1618
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
jf @BANKJO3_1653 
wait 0 
jump @BANKJO3_1618 

:BANKJO3_1653
02E4: load_cutscene_data 'BANK_3B' 
0244: set_cutscene_pos 479.09 -149.436 9.0 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $489 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $489 'CSHLARY' 
02E5: $490 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $490 'HLRYCAR' 
0395: clear_area 1 at 449.89 -116.18 9.74 range 1.0 
0055: put_player $PLAYER_CHAR at 449.89 -116.18 9.74 
0171: set_player $PLAYER_CHAR z_angle_to 310.41 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO3_1824
if 
  4501 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1859 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1824 

:BANKJO3_1859
00BC: text_highpriority 'BJM3_2A' time 10000 1  // You Tommy? Of course you're Tommy, I mean,

:BANKJO3_1874
if 
  7978 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1909 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1874 

:BANKJO3_1909
00BC: text_highpriority 'BJM3_2B' time 10000 1  // Why else would anyone want to speak to me?

:BANKJO3_1924
if 
  9549 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1959 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1924 

:BANKJO3_1959
00BC: text_highpriority 'BJM3_2C' time 10000 1  // OK. Consider it this way -

:BANKJO3_1974
if 
  11840 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2009 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1974 

:BANKJO3_2009
00BC: text_highpriority 'BJM3_2D' time 10000 1  // I'll drive for you IF, and only IF, you can drive properly.

:BANKJO3_2024
if 
  17081 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2059 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_2024 

:BANKJO3_2059
00BC: text_highpriority 'BJM3_2E' time 10000 1  // Leave me alone - and I'll never forgive you.

:BANKJO3_2074
if 
  20480 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2109 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_2074 

:BANKJO3_2109
00BE: text_clear_all 

:BANKJO3_2111
if 
  24056 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2146 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_2111 

:BANKJO3_2146
fade 0 2000 
00BE: text_clear_all 

:BANKJO3_2155
if 
fading 
jf @BANKJO3_2179 
wait 0 
jump @BANKJO3_2155 

:BANKJO3_2179
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
$4400 = 479.09 // $ = float 
$4401 = -149.436 // $ = float 
$4402 = 9.0 // $ = float 
$4391 = 185.022 // $ = float 
$4421 = 18 // $ = int 
$4408 = 483.19 // $ = float 
$4409 = -149.436 // $ = float 
$4410 = 9.0 // $ = float 
$4422 = 479.06 // $ = float 
$4423 = -174.68 // $ = float 
$4424 = 9.0 // $ = float 
$4425 = 477.68 // $ = float 
$4426 = -213.29 // $ = float 
$4427 = 10.77 // $ = float 
$4428 = 458.74 // $ = float 
$4429 = -315.75 // $ = float 
$4430 = 9.08 // $ = float 
$4431 = 418.92 // $ = float 
$4432 = -397.27 // $ = float 
$4433 = 8.95 // $ = float 
$4434 = 230.78 // $ = float 
$4435 = -697.36 // $ = float 
$4436 = 9.28 // $ = float 
$4437 = 71.23 // $ = float 
$4438 = -1006.72 // $ = float 
$4439 = 9.31 // $ = float 
$4440 = 171.8 // $ = float 
$4441 = -1132.57 // $ = float 
$4442 = 9.28 // $ = float 
$4443 = 160.03 // $ = float 
$4444 = -1331.92 // $ = float 
$4445 = 9.28 // $ = float 
$4446 = 38.84 // $ = float 
$4447 = -1473.71 // $ = float 
$4448 = 9.3 // $ = float 
$4449 = -54.79 // $ = float 
$4450 = -1560.57 // $ = float 
$4451 = 9.28 // $ = float 
$4452 = -190.29 // $ = float 
$4453 = -1215.46 // $ = float 
$4454 = 9.31 // $ = float 
$4455 = -88.78 // $ = float 
$4456 = -936.21 // $ = float 
$4457 = 9.31 // $ = float 
$4458 = 124.88 // $ = float 
$4459 = -800.59 // $ = float 
$4460 = 9.31 // $ = float 
$4461 = 183.11 // $ = float 
$4462 = -496.49 // $ = float 
$4463 = 9.9 // $ = float 
$4464 = 277.36 // $ = float 
$4465 = -176.64 // $ = float 
$4466 = 10.3 // $ = float 
$4467 = 446.8 // $ = float 
$4468 = 68.27 // $ = float 
$4469 = 10.16 // $ = float 
$4470 = 489.63 // $ = float 
$4471 = 67.13 // $ = float 
$4472 = 10.0 // $ = float 
$4473 = 517.55 // $ = float 
$4474 = -74.78 // $ = float 
$4475 = 9.59 // $ = float 
01EB: set_traffic_density_multiplier_to 0.3 
Model.Load(#SABRETUR)
Model.Load(#SENTINEL)
023C: load_special_actor 3 'IGHLARY' 
03CF: load_wav 'CARREV' as 1 
03CF: load_wav 'BNK3_3A' as 2 

:BANKJO3_2882
if or
   not Model.Available(#SABRETUR)
   not Model.Available(#SENTINEL)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
823D:   not special_actor 3 loaded 
jf @BANKJO3_2926 
wait 0 
jump @BANKJO3_2882 

:BANKJO3_2926
0395: clear_area 1 at 526.2 -76.85 10.78 range 5.0 
Car.Create($4397, #SABRETUR, $4400, $4401, $4402)
020A: set_car $4397 door_status_to 2 
Car.SetImmunities($4397, 1, 1, 1, 0, 1)
039C: set_car $4397 watertight 1 
03AB: set_car $4397 strong 1 
0423: car $4397 improve_handling 1.5 
03ED: set_car $4397 not_damaged_when_upside_down 1 
04E0: car $4397 abandon_path_radius 200 
0129: $4406 = create_actor 4 #SPECIAL03 in_car $4397 driverseat 
01ED: clear_actor $4406 threat_search 
039E: set_actor $4406 locked_while_in_vehicle 1 
Car.Angle($4397) = $4391
Car.SetToNormalDriver($4397)
00AE: set_vehicle $4397 traffic_behavior_to 2 
Car.SetMaxSpeed($4397, 42.75)
Car.ImmuneToNonPlayer($4397, True)
Car.Create($4494, #SENTINEL, $4408, $4409, $4410)
Car.Angle($4494) = $4391
036A: put_actor $PLAYER_ACTOR in_car $4494 
0395: clear_area 0 at 473.713 -149.895 10.546 range 1.0 
Camera.SetPosition(473.713, -149.895, 10.546, 0.0, 0.0, 0.0)
Camera.PointAt(474.708, -149.824, 10.479, 2)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
if 
   not Actor.Dead($4406)
jf @BANKJO3_3257 
022C: set_actor $4406 to_look_at_actor $PLAYER_ACTOR 
022C: set_actor $PLAYER_ACTOR to_look_at_actor $4406 
jump @BANKJO3_3279 

:BANKJO3_3257
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_3279
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:BANKJO3_3299
if 
fading 
jf @BANKJO3_3476 
wait 0 
if 
   Car.Wrecked($4397)
jf @BANKJO3_3339 
jump @BANKJO3_7385 

:BANKJO3_3339
if 
   Actor.Dead($4406)
jf @BANKJO3_3398 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 
if 
   not Car.Wrecked($4397)
jf @BANKJO3_3398 
Car.SetToNormalDriver($4397)

:BANKJO3_3398
$4484 = Car.Health($4397)
if or
  1000 > $4484 // int > $ 
0496:   vehicle $4397 tire 4 deflated 
jf @BANKJO3_3446 
$4484 = 9 // $ = int 
jump @BANKJO3_3854 

:BANKJO3_3446
if 
   Car.Wrecked($4494)
jf @BANKJO3_3469 
jump @BANKJO3_7385 

:BANKJO3_3469
jump @BANKJO3_3299 

:BANKJO3_3476
if or
80FA:   not player $PLAYER_CHAR stopped 1 $4408 $4409 $4410 radius 2.0 2.0 2.0 
04A8:   player $PLAYER_CHAR in_any_boat 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
jf @BANKJO3_3854 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 $4408 $4409 $4410 radius 2.0 2.0 2.0 
jf @BANKJO3_3731 
if or
04A8:   player $PLAYER_CHAR in_any_boat 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
jf @BANKJO3_3642 
if 
  $4493 == 0 // $ == int 
jf @BANKJO3_3635 
00BC: text_highpriority 'BJM3_4' time 5000 1  // ~g~You need a car to take part!
$4493 = 1 // $ = int 

:BANKJO3_3635
jump @BANKJO3_3724 

:BANKJO3_3642
if 
00F9:   player $PLAYER_CHAR stopped 0 $4408 $4409 $4410 radius 2.0 2.0 2.0 
jf @BANKJO3_3724 
if 
  $4493 == 0 // $ == int 
jf @BANKJO3_3724 
00BC: text_highpriority 'BJM3_4' time 5000 1  // ~g~You need a car to take part!
$4493 = 1 // $ = int 

:BANKJO3_3724
jump @BANKJO3_3738 

:BANKJO3_3731
$4493 = 0 // $ = int 

:BANKJO3_3738
if 
   Car.Wrecked($4397)
jf @BANKJO3_3761 
jump @BANKJO3_7385 

:BANKJO3_3761
if 
   Actor.Dead($4406)
jf @BANKJO3_3799 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_3799
$4484 = Car.Health($4397)
if or
  1000 > $4484 // int > $ 
0496:   vehicle $4397 tire 4 deflated 
jf @BANKJO3_3847 
$4484 = 9 // $ = int 
jump @BANKJO3_3854 

:BANKJO3_3847
jump @BANKJO3_3476 

:BANKJO3_3854
03D1: play_wav 1 
if 
  $4484 == 9 // $ == int 
jf @BANKJO3_3900 
00BA: text_styled 'RACE1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
Camera.Restore_WithJumpCut
jump @BANKJO3_4306 

:BANKJO3_3900
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00BA: text_styled 'RACE2' 1500 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1500 
0395: clear_area 0 at 481.704 -155.509 10.9 range 1.0 
Camera.SetPosition(481.704, -155.509, 10.9, 0.0, 0.0, 0.0)
Camera.PointAt(481.675, -154.522, 10.741, 2)
00BA: text_styled 'RACE3' 1500 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1500 
0395: clear_area 0 at 487.907 -148.861 11.167 range 1.0 
Camera.SetPosition(487.907, -148.861, 11.167, 0.0, 0.0, 0.0)
Camera.PointAt(486.924, -148.899, 10.98, 2)
00BA: text_styled 'RACE4' 1500 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
022F: set_actor $PLAYER_ACTOR stop_looking 
if 
   not Actor.Dead($4406)
jf @BANKJO3_4225 
022F: set_actor $4406 stop_looking 
jump @BANKJO3_4247 

:BANKJO3_4225
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_4247
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 

:BANKJO3_4306
if 
   Car.Wrecked($4397)
jf @BANKJO3_4344 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_4344
Marker.TieToCar($4399, $4397, 0, 1)
03CC: add_stuck_car_check $4397 distance 0.1 time 1000 
gosub @BANKJO3_7832 
0086: $4411 = $4476 // $ = $ float 
0086: $4412 = $4477 // $ = $ float 
0086: $4413 = $4478 // $ = $ float 
0086: $4415 = $4479 // $ = $ float 
0086: $4416 = $4480 // $ = $ float 
0086: $4417 = $4481 // $ = $ float 
0086: $4403 = $4476 // $ = $ float 
0086: $4404 = $4477 // $ = $ float 
0086: $4405 = $4478 // $ = $ float 
018A: $4482 = create_checkpoint_at $4411 $4412 $4413 
0167: $4483 = create_marker_at $4415 $4416 $4417 color 5 display 2 
0168: set_marker $4483 size 2 
0166: set_marker $4483 brightness_to 1 
Car.DriveTo($4397, $4403, $4404, $4405)
03C3: set_timer_with_text_to $4488 type 0 text 'R_TIME'  // RACE TIME:

:BANKJO3_4523
if 
001C:   $4421 > $4414 // $ > $ int 
jf @BANKJO3_6111 
wait 0 
if 
  $4486 >= 4 // $ >= int 
jf @BANKJO3_5054 
if 
  $4489 == 0 // $ == int 
jf @BANKJO3_4604 
if 
03D0:   wav 2 loaded 
jf @BANKJO3_4604 
$4489 = 1 // $ = int 

:BANKJO3_4604
if 
  $4489 == 1 // $ == int 
jf @BANKJO3_4655 
03D1: play_wav 2 
00BC: text_highpriority 'BNK3_3A' time 5000 1  // Illegal street race in progress at Vice Point.
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$4489 = 2 // $ = int 

:BANKJO3_4655
if 
  $4489 == 2 // $ == int 
jf @BANKJO3_4705 
if 
03D2:   wav 2 ended 
jf @BANKJO3_4705 
03D5: remove_text 'BNK3_3A'  // Illegal street race in progress at Vice Point.
$4489 = 3 // $ = int 

:BANKJO3_4705
if 
  $4489 == 3 // $ == int 
jf @BANKJO3_4754 
03CF: load_wav 'BNK3_3B' as 1 
03CF: load_wav 'BNK3_3C' as 2 
$4489 = 4 // $ = int 

:BANKJO3_4754
if 
  $4489 == 4 // $ == int 
jf @BANKJO3_4794 
if 
03D0:   wav 1 loaded 
jf @BANKJO3_4794 
$4489 = 5 // $ = int 

:BANKJO3_4794
if 
  $4489 == 5 // $ == int 
jf @BANKJO3_4838 
03D1: play_wav 1 
00BC: text_highpriority 'BNK3_3B' time 5000 1  // Calling all officers.
$4489 = 6 // $ = int 

:BANKJO3_4838
if 
  $4489 == 6 // $ == int 
jf @BANKJO3_4888 
if 
03D2:   wav 1 ended 
jf @BANKJO3_4888 
03D5: remove_text 'BNK3_3B'  // Calling all officers.
$4489 = 7 // $ = int 

:BANKJO3_4888
if 
  $4489 == 7 // $ == int 
jf @BANKJO3_4928 
if 
03D0:   wav 2 loaded 
jf @BANKJO3_4928 
$4489 = 8 // $ = int 

:BANKJO3_4928
if 
  $4489 == 8 // $ == int 
jf @BANKJO3_4972 
03D1: play_wav 2 
00BC: text_highpriority 'BNK3_3C' time 5000 1  // Street racers, this is illegal and forbidden!
$4489 = 9 // $ = int 

:BANKJO3_4972
if 
  $4489 == 9 // $ == int 
jf @BANKJO3_5054 
if 
03D2:   wav 2 ended 
jf @BANKJO3_5054 
03D5: remove_text 'BNK3_3C'  // Street racers, this is illegal and forbidden!
$4489 = 10 // $ = int 

:BANKJO3_5054
if 
  $4491 == 0 // $ == int 
jf @BANKJO3_5083 
040D: unload_wav 1 
$4491 = 1 // $ = int 

:BANKJO3_5083
if 
  $4489 == 1 // $ == int 
jf @BANKJO3_5147 
if 
03D2:   wav 2 ended 
jf @BANKJO3_5147 
03D5: remove_text 'BNK3_3A'  // Illegal street race in progress at Vice Point.
03D5: remove_text 'BNK3_3B'  // Calling all officers.
040D: unload_wav 2 
$4489 = 2 // $ = int 

:BANKJO3_5147
$4487 = 0 // $ = int 
if and
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4411 $4412 $4413 radius 6.0 6.0 6.0 
84A8:   not player $PLAYER_CHAR in_any_boat 
84C9:   not player $PLAYER_CHAR in_flying_vehicle 
jf @BANKJO3_5395 
$4414 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4482)
Marker.Disable($4483)
0084: $4486 = $4414 // $ = $ int 
gosub @BANKJO3_7832 
0086: $4411 = $4476 // $ = $ float 
0086: $4412 = $4477 // $ = $ float 
0086: $4413 = $4478 // $ = $ float 
0086: $4415 = $4479 // $ = $ float 
0086: $4416 = $4480 // $ = $ float 
0086: $4417 = $4481 // $ = $ float 
if 
003A:   $4414 == $4421 // $ == $ int 
jf @BANKJO3_5331 
jump @BANKJO3_6116 

:BANKJO3_5331
018A: $4482 = create_checkpoint_at $4411 $4412 $4413 
if 
  17 > $4414 // int > $ 
jf @BANKJO3_5395 
0167: $4483 = create_marker_at $4415 $4416 $4417 color 5 display 2 
0166: set_marker $4483 brightness_to 1 
0168: set_marker $4483 size 2 

:BANKJO3_5395
if 
   Actor.Dead($4406)
jf @BANKJO3_5433 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_5433
if 
   not Car.Wrecked($4397)
jf @BANKJO3_5936 
if 
   Actor.Dead($4406)
jf @BANKJO3_5487 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_5487
0084: $4485 = $4397 // $ = $ int 
0084: $4486 = $4398 // $ = $ int 
0086: $4476 = $4403 // $ = $ float 
0086: $4477 = $4404 // $ = $ float 
0086: $4478 = $4405 // $ = $ float 
gosub @BANKJO3_9022 
if 
01AF:   car $4397 0 $4403 $4404 $4405 radius $4395 $4395 $4395 
jf @BANKJO3_5774 
$4398 += 1 // $ += int 
if 
  $4498 == 0 // $ == int 
jf @BANKJO3_5609 
04E0: car $4397 abandon_path_radius 20 
$4498 = 1 // $ = int 

:BANKJO3_5609
0084: $4486 = $4398 // $ = $ int 
gosub @BANKJO3_7832 
0086: $4403 = $4476 // $ = $ float 
0086: $4404 = $4477 // $ = $ float 
0086: $4405 = $4478 // $ = $ float 
if 
003A:   $4398 == $4421 // $ == $ int 
jf @BANKJO3_5677 
$4395 = 6.0 // $ = float 

:BANKJO3_5677
if 
003A:   $4398 == $4421 // $ == $ int 
jf @BANKJO3_5718 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BANKJO3_7385 

:BANKJO3_5718
if 
  $4395 == 7.0 // $ == float 
jf @BANKJO3_5760 
Car.DriveTo($4397, $4403, $4404, $4405)
jump @BANKJO3_5774 

:BANKJO3_5760
02C2: car $4397 drive_to_point $4403 $4404 $4405 

:BANKJO3_5774
if 
02BF:   car $4397 sunk 
jf @BANKJO3_5929 
if 
82CA:   not car $4397 bounding_sphere_visible 
jf @BANKJO3_5929 
Car.StorePos($4397, $4418, $4419, $4420)
02C1: set $4418 $4419 $4420 to_car_path_coords_closest_to $4418 $4419 $4420 
if 
838A:   not car_in_cube $4418 $4419 $4420 4.0 4.0 4.0 
jf @BANKJO3_5929 
if 
80C2:   not sphere_onscreen $4418 $4419 $4420 3.0 
jf @BANKJO3_5929 
Car.PutAt($4397, $4418, $4419, $4420)
039F: car $4397 race_to $4403 $4404 

:BANKJO3_5929
jump @BANKJO3_5959 

:BANKJO3_5936
if 
82BF:   not car $4397 sunk 
jf @BANKJO3_5959 
$4398 = 0 // $ = int 

:BANKJO3_5959
if 
  $4487 == 0 // $ == int 
jf @BANKJO3_5991 
00BB: text_lowpriority 'FIRST' time 100 1  // ~b~1st

:BANKJO3_5991
if 
  $4487 == 1 // $ == int 
jf @BANKJO3_6023 
00BB: text_lowpriority 'SECOND' time 100 1  // ~b~2nd

:BANKJO3_6023
if 
  $4414 == 17 // $ == int 
jf @BANKJO3_6075 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4411 $4412 $4413 
jump @BANKJO3_6104 

:BANKJO3_6075
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $4411 $4412 $4413 

:BANKJO3_6104
jump @BANKJO3_4523 

:BANKJO3_6111
014F: stop_timer $4488 

:BANKJO3_6116
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BANKJO3_6163 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00DA: $4492 = player $PLAYER_CHAR car 

:BANKJO3_6163
0169: set_fade_color 1 1 1 
fade 0 1500 

:BANKJO3_6178
if 
fading 
jf @BANKJO3_6263 
wait 0 
if 
   Car.Wrecked($4397)
jf @BANKJO3_6233 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6233
if 
   Car.Wrecked($4492)
jf @BANKJO3_6256 
jump @BANKJO3_7385 

:BANKJO3_6256
jump @BANKJO3_6178 

:BANKJO3_6263
Camera.SetPosition(515.93, -82.24, 12.87, 0.0, 0.0, 0.0)
Camera.PointAt(515.92, -81.38, 12.55, 2)
0395: clear_area 1 at 513.7 -74.3 9.58 range 4.0 
03BA: clear_cars_from_cube 528.63 64.64 8.0 376.19 -320.62 16.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Car.PutAt($4492, 513.7, -74.3, 9.58)
Car.Angle($4492) = 180.0
Car.PutAt($4397, 517.19, -74.3, 9.58)
Car.Angle($4397) = 180.0
Marker.Disable($4399)
Car.SetMaxSpeed($4397, 0.0)
Car.SetToNormalDriver($4397)
if 
  $4490 == 0 // $ == int 
jf @BANKJO3_6501 
03CF: load_wav 'BNK3_1' as 1 
$4490 = 1 // $ = int 

:BANKJO3_6501
if 
83D0:   not wav 1 loaded 
jf @BANKJO3_6588 
wait 0 
if 
   Car.Wrecked($4397)
jf @BANKJO3_6558 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6558
if 
   Car.Wrecked($4492)
jf @BANKJO3_6581 
jump @BANKJO3_7385 

:BANKJO3_6581
jump @BANKJO3_6501 

:BANKJO3_6588
0169: set_fade_color 1 1 1 
fade 1 1500 

:BANKJO3_6603
if 
fading 
jf @BANKJO3_6688 
wait 0 
if 
   Car.Wrecked($4397)
jf @BANKJO3_6658 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6658
if 
   Car.Wrecked($4492)
jf @BANKJO3_6681 
jump @BANKJO3_7385 

:BANKJO3_6681
jump @BANKJO3_6603 

:BANKJO3_6688
if 
   not Actor.Dead($4406)
jf @BANKJO3_6727 
022E: set_player $PLAYER_CHAR to_look_at_actor $4406 
022D: set_actor $4406 to_look_at_player $PLAYER_CHAR 
jump @BANKJO3_6749 

:BANKJO3_6727
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6749
if 
003A:   $4414 == $4421 // $ == $ int 
jf @BANKJO3_6787 
03D1: play_wav 1 
00BC: text_highpriority 'BNK3_1' time 6000 1  // Ok. I'll drive for you, but please, treat me bad.

:BANKJO3_6787
if 
83D2:   not wav 1 ended 
jf @BANKJO3_6928 
wait 0 
if 
   Actor.Dead($4406)
jf @BANKJO3_6844 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6844
if 
   Car.Wrecked($4397)
jf @BANKJO3_6898 
if 
   Actor.Dead($4406)
jf @BANKJO3_6898 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6898
if 
   Car.Wrecked($4492)
jf @BANKJO3_6921 
jump @BANKJO3_7385 

:BANKJO3_6921
jump @BANKJO3_6787 

:BANKJO3_6928
040D: unload_wav 1 
03D5: remove_text 'BNK3_1'  // Ok. I'll drive for you, but please, treat me bad.
if 
   not Actor.Dead($4406)
jf @BANKJO3_6975 
0230: set_player $PLAYER_CHAR stop_looking 
022F: set_actor $4406 stop_looking 
jump @BANKJO3_6997 

:BANKJO3_6975
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_6997
if 
   not Car.Wrecked($4397)
jf @BANKJO3_7048 
03CD: car $4397 remove_from_stuck_car_check 
Car.SetMaxSpeed($4397, 33.25)
Car.DriveTo($4397, 478.26, -129.32, 9.01)

:BANKJO3_7048
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:BANKJO3_7062
if and
02CB:   actor $4406 bounding_sphere_visible 
  3000 > TIMERA // int > @ 
jf @BANKJO3_7299 
wait 0 
if 
   Actor.Dead($4406)
jf @BANKJO3_7128 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_7128
if 
   Car.Wrecked($4397)
jf @BANKJO3_7182 
if 
   Actor.Dead($4406)
jf @BANKJO3_7182 
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_7182
if 
  TIMERA >= 5000 // @ >= int 
jf @BANKJO3_7269 
if 
   not Actor.Dead($4406)
jf @BANKJO3_7247 
if 
02CB:   actor $4406 bounding_sphere_visible 
jf @BANKJO3_7240 
jump @BANKJO3_7299 

:BANKJO3_7240
jump @BANKJO3_7269 

:BANKJO3_7247
00BC: text_highpriority 'BJM3_2' time 5000 1  // ~r~Hilary is dead!
jump @BANKJO3_7385 

:BANKJO3_7269
if 
   Car.Wrecked($4492)
jf @BANKJO3_7292 
jump @BANKJO3_7385 

:BANKJO3_7292
jump @BANKJO3_7062 

:BANKJO3_7299
Car.SetToNormalDriver($4397)
Actor.DestroyInstantly($4406)
Car.Destroy($4397)
if 
   not Car.Wrecked($4492)
jf @BANKJO3_7344 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
jump @BANKJO3_7351 

:BANKJO3_7344
jump @BANKJO3_7385 

:BANKJO3_7351
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
jump @BANKJO3_7453 

:BANKJO3_7385
03D5: remove_text 'FIRST'  // ~b~1st
03D5: remove_text 'SECOND'  // ~b~2nd
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
if 
   not Car.Wrecked($4397)
jf @BANKJO3_7451 
Car.SetMaxSpeed($4397, 0.0)
Car.SetToNormalDriver($4397)

:BANKJO3_7451
return 

:BANKJO3_7453
$553 = 1 // $ = int 
0318: set_latest_mission_passed 'BANK_3'  // The Driver
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0084: $4497 = $4488 // $ = $ int 
$4497 /= 1000 // $ /= int 
042E: register_lowest_int_stat 1 to $4497 
0084: $4495 = $4497 // $ = $ int 
$4495 /= 60 // $ /= int 
0084: $4496 = $4495 // $ = $ int 
$4496 *= 60 // $ *= int 
0060: $4497 -= $4496 // $ -= $ int 
Player.Money($PLAYER_CHAR) += 3000
01E3: text_1number_styled 'M_PASS' number 3000 time 5000 style 1  // MISSION PASSED! $~1~
if 
  $4497 >= 10 // $ >= int 
jf @BANKJO3_7616 
02FD: text_2numbers_highpriority 'RACETM' $4495 $4497 time 5000 1  // ~b~RACE TIME: ~1~:~1~
jump @BANKJO3_7637 

:BANKJO3_7616
02FD: text_2numbers_highpriority 'RACETM2' $4495 $4497 time 5000 1  // ~b~RACE TIME: ~1~:0~1~

:BANKJO3_7637
start_new_script @BANK4 
return 

:BANKJO3_7647
Actor.DestroyWithFade($4406)
if 
   not Car.Wrecked($4397)
jf @BANKJO3_7704 
Car.SetImmunities($4397, 0, 0, 0, 0, 0)
039C: set_car $4397 watertight 0 
03AB: set_car $4397 strong 0 
03ED: set_car $4397 not_damaged_when_upside_down 0 

:BANKJO3_7704 
01EB: set_traffic_density_multiplier_to 1.0 
$ONMISSION = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 3 
Model.Destroy(#SABRETUR)
Model.Destroy(#SENTINEL)
Marker.Disable($4399)
Marker.Disable($4482)
Marker.Disable($4483)
014F: stop_timer $4488 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:BANKJO3_7832
if 
  $4486 == 0 // $ == int 
jf @BANKJO3_7898 
0086: $4476 = $4422 // $ = $ float 
0086: $4477 = $4423 // $ = $ float 
0086: $4478 = $4424 // $ = $ float 
0086: $4479 = $4425 // $ = $ float 
0086: $4480 = $4426 // $ = $ float 
0086: $4481 = $4427 // $ = $ float 

:BANKJO3_7898
if 
  $4486 == 1 // $ == int 
jf @BANKJO3_7964 
0086: $4476 = $4425 // $ = $ float 
0086: $4477 = $4426 // $ = $ float 
0086: $4478 = $4427 // $ = $ float 
0086: $4479 = $4428 // $ = $ float 
0086: $4480 = $4429 // $ = $ float 
0086: $4481 = $4430 // $ = $ float 

:BANKJO3_7964
if 
  $4486 == 2 // $ == int 
jf @BANKJO3_8030 
0086: $4476 = $4428 // $ = $ float 
0086: $4477 = $4429 // $ = $ float 
0086: $4478 = $4430 // $ = $ float 
0086: $4479 = $4431 // $ = $ float 
0086: $4480 = $4432 // $ = $ float 
0086: $4481 = $4433 // $ = $ float 

:BANKJO3_8030
if 
  $4486 == 3 // $ == int 
jf @BANKJO3_8096 
0086: $4476 = $4431 // $ = $ float 
0086: $4477 = $4432 // $ = $ float 
0086: $4478 = $4433 // $ = $ float 
0086: $4479 = $4434 // $ = $ float 
0086: $4480 = $4435 // $ = $ float 
0086: $4481 = $4436 // $ = $ float 

:BANKJO3_8096
if 
  $4486 == 4 // $ == int 
jf @BANKJO3_8162 
0086: $4476 = $4434 // $ = $ float 
0086: $4477 = $4435 // $ = $ float 
0086: $4478 = $4436 // $ = $ float 
0086: $4479 = $4437 // $ = $ float 
0086: $4480 = $4438 // $ = $ float 
0086: $4481 = $4439 // $ = $ float 

:BANKJO3_8162
if 
  $4486 == 5 // $ == int 
jf @BANKJO3_8228 
0086: $4476 = $4437 // $ = $ float 
0086: $4477 = $4438 // $ = $ float 
0086: $4478 = $4439 // $ = $ float 
0086: $4479 = $4440 // $ = $ float 
0086: $4480 = $4441 // $ = $ float 
0086: $4481 = $4442 // $ = $ float 

:BANKJO3_8228
if 
  $4486 == 6 // $ == int 
jf @BANKJO3_8294 
0086: $4476 = $4440 // $ = $ float 
0086: $4477 = $4441 // $ = $ float 
0086: $4478 = $4442 // $ = $ float 
0086: $4479 = $4443 // $ = $ float 
0086: $4480 = $4444 // $ = $ float 
0086: $4481 = $4445 // $ = $ float 

:BANKJO3_8294
if 
  $4486 == 7 // $ == int 
jf @BANKJO3_8360 
0086: $4476 = $4443 // $ = $ float 
0086: $4477 = $4444 // $ = $ float 
0086: $4478 = $4445 // $ = $ float 
0086: $4479 = $4446 // $ = $ float 
0086: $4480 = $4447 // $ = $ float 
0086: $4481 = $4448 // $ = $ float 

:BANKJO3_8360
if 
  $4486 == 8 // $ == int 
jf @BANKJO3_8426 
0086: $4476 = $4446 // $ = $ float 
0086: $4477 = $4447 // $ = $ float 
0086: $4478 = $4448 // $ = $ float 
0086: $4479 = $4449 // $ = $ float 
0086: $4480 = $4450 // $ = $ float 
0086: $4481 = $4451 // $ = $ float 

:BANKJO3_8426
if 
  $4486 == 9 // $ == int 
jf @BANKJO3_8492 
0086: $4476 = $4449 // $ = $ float 
0086: $4477 = $4450 // $ = $ float 
0086: $4478 = $4451 // $ = $ float 
0086: $4479 = $4452 // $ = $ float 
0086: $4480 = $4453 // $ = $ float 
0086: $4481 = $4454 // $ = $ float 

:BANKJO3_8492
if 
  $4486 == 10 // $ == int 
jf @BANKJO3_8558 
0086: $4476 = $4452 // $ = $ float 
0086: $4477 = $4453 // $ = $ float 
0086: $4478 = $4454 // $ = $ float 
0086: $4479 = $4455 // $ = $ float 
0086: $4480 = $4456 // $ = $ float 
0086: $4481 = $4457 // $ = $ float 

:BANKJO3_8558
if 
  $4486 == 11 // $ == int 
jf @BANKJO3_8624 
0086: $4476 = $4455 // $ = $ float 
0086: $4477 = $4456 // $ = $ float 
0086: $4478 = $4457 // $ = $ float 
0086: $4479 = $4458 // $ = $ float 
0086: $4480 = $4459 // $ = $ float 
0086: $4481 = $4460 // $ = $ float 

:BANKJO3_8624
if 
  $4486 == 12 // $ == int 
jf @BANKJO3_8690 
0086: $4476 = $4458 // $ = $ float 
0086: $4477 = $4459 // $ = $ float 
0086: $4478 = $4460 // $ = $ float 
0086: $4479 = $4461 // $ = $ float 
0086: $4480 = $4462 // $ = $ float 
0086: $4481 = $4463 // $ = $ float 

:BANKJO3_8690
if 
  $4486 == 13 // $ == int 
jf @BANKJO3_8756 
0086: $4476 = $4461 // $ = $ float 
0086: $4477 = $4462 // $ = $ float 
0086: $4478 = $4463 // $ = $ float 
0086: $4479 = $4464 // $ = $ float 
0086: $4480 = $4465 // $ = $ float 
0086: $4481 = $4466 // $ = $ float 

:BANKJO3_8756
if 
  $4486 == 14 // $ == int 
jf @BANKJO3_8822 
0086: $4476 = $4464 // $ = $ float 
0086: $4477 = $4465 // $ = $ float 
0086: $4478 = $4466 // $ = $ float 
0086: $4479 = $4467 // $ = $ float 
0086: $4480 = $4468 // $ = $ float 
0086: $4481 = $4469 // $ = $ float 

:BANKJO3_8822
if 
  $4486 == 15 // $ == int 
jf @BANKJO3_8888 
0086: $4476 = $4467 // $ = $ float 
0086: $4477 = $4468 // $ = $ float 
0086: $4478 = $4469 // $ = $ float 
0086: $4479 = $4470 // $ = $ float 
0086: $4480 = $4471 // $ = $ float 
0086: $4481 = $4472 // $ = $ float 

:BANKJO3_8888
if 
  $4486 == 16 // $ == int 
jf @BANKJO3_8954 
0086: $4476 = $4470 // $ = $ float 
0086: $4477 = $4471 // $ = $ float 
0086: $4478 = $4472 // $ = $ float 
0086: $4479 = $4473 // $ = $ float 
0086: $4480 = $4474 // $ = $ float 
0086: $4481 = $4475 // $ = $ float 

:BANKJO3_8954
if 
  $4486 == 17 // $ == int 
jf @BANKJO3_9020 
0086: $4476 = $4473 // $ = $ float 
0086: $4477 = $4474 // $ = $ float 
0086: $4478 = $4475 // $ = $ float 
0086: $4479 = $4473 // $ = $ float 
0086: $4480 = $4474 // $ = $ float 
0086: $4481 = $4475 // $ = $ float 

:BANKJO3_9020
return 

:BANKJO3_9022
$4484 = Car.Health($4485)
if 
  500 > $4484 // int > $ 
jf @BANKJO3_9057 
Car.Health($4485) = 1000

:BANKJO3_9057
if 
003A:   $4414 == $4486 // $ == $ int 
jf @BANKJO3_9281 
Car.StorePos($4485, $4418, $4419, $4420)
0086: $4392 = $4418 // $ = $ float 
0061: $4392 -= $4411 // $ -= $ float 
0086: $4393 = $4419 // $ = $ float 
0061: $4393 -= $4412 // $ -= $ float 
0069: $4392 *= $4392 // $ *= $ float 
0069: $4393 *= $4393 // $ *= $ float 
0086: $4394 = $4392 // $ = $ float 
0059: $4394 += $4393 // $ += $ float 
01FB: $4396 = square_root $4394 
0054: store_player $PLAYER_CHAR position_to $4418 $4419 $4420 
0086: $4392 = $4418 // $ = $ float 
0061: $4392 -= $4411 // $ -= $ float 
0086: $4393 = $4419 // $ = $ float 
0061: $4393 -= $4412 // $ -= $ float 
0069: $4392 *= $4392 // $ *= $ float 
0069: $4393 *= $4393 // $ *= $ float 
0086: $4394 = $4392 // $ = $ float 
0059: $4394 += $4393 // $ += $ float 
01FB: $4407 = square_root $4394 
if 
0024:   $4407 > $4396 // $ > $ float 
jf @BANKJO3_9274 
$4487 += 1 // $ += int 

:BANKJO3_9274
jump @BANKJO3_9307 

:BANKJO3_9281
if 
001C:   $4486 > $4414 // $ > $ int 
jf @BANKJO3_9307 
$4487 += 1 // $ += int 

:BANKJO3_9307
if 
03CE:   car $4485 stuck 
jf @BANKJO3_9796 
if 
82CA:   not car $4485 bounding_sphere_visible 
jf @BANKJO3_9796 
if 
81FF:   not player $PLAYER_CHAR near_car $4485 radius 30.0 30.0 30.0 unknown 0 
jf @BANKJO3_9796 
Car.StorePos($4485, $4418, $4419, $4420)
02C1: set $4418 $4419 $4420 to_car_path_coords_closest_to $4418 $4419 $4420 
if 
838A:   not car_in_cube $4418 $4419 $4420 4.0 4.0 3.0 
jf @BANKJO3_9595 
if 
80C2:   not sphere_onscreen $4418 $4419 $4420 4.0 
jf @BANKJO3_9588 
Car.PutAt($4485, $4418, $4419, $4420)
039F: car $4485 race_to $4403 $4404 
if 
  $4395 == 7.0 // $ == float 
jf @BANKJO3_9557 
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
Car.DriveTo($4485, $4476, $4477, $4478)
jump @BANKJO3_9588 

:BANKJO3_9557
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
02C2: car $4485 drive_to_point $4476 $4477 $4478 

:BANKJO3_9588
jump @BANKJO3_9796 

:BANKJO3_9595
04D3: get_nearest_car_path_coords_from $4418 $4419 $4420 type 2 store_to $4418 $4419 $4420 
if 
838A:   not car_in_cube $4418 $4419 $4420 4.0 4.0 3.0 
jf @BANKJO3_9796 
if 
80C2:   not sphere_onscreen $4418 $4419 $4420 4.0 
jf @BANKJO3_9796 
Car.PutAt($4485, $4418, $4419, $4420)
039F: car $4485 race_to $4403 $4404 
if 
  $4395 == 7.0 // $ == float 
jf @BANKJO3_9765 
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
Car.DriveTo($4485, $4476, $4477, $4478)
jump @BANKJO3_9796 

:BANKJO3_9765
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
02C2: car $4485 drive_to_point $4476 $4477 $4478 

:BANKJO3_9796
if 
01F4:   car $4485 flipped 
jf @BANKJO3_10303 
if 
82CA:   not car $4485 bounding_sphere_visible 
jf @BANKJO3_10303 
if 
81FF:   not player $PLAYER_CHAR near_car $4485 radius 30.0 30.0 30.0 unknown 0 
jf @BANKJO3_10303 
Car.StorePos($4485, $4418, $4419, $4420)
02C1: set $4418 $4419 $4420 to_car_path_coords_closest_to $4418 $4419 $4420 
0395: clear_area 0 at $4418 $4419 $4420 range 4.0 
if 
838A:   not car_in_cube $4418 $4419 $4420 4.0 4.0 3.0 
jf @BANKJO3_10102 
if 
80C2:   not sphere_onscreen $4418 $4419 $4420 4.0 
jf @BANKJO3_10095 
Car.PutAt($4485, $4418, $4419, $4420)
039F: car $4485 race_to $4403 $4404 
if 
  $4395 == 7.0 // $ == float 
jf @BANKJO3_10064 
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
Car.DriveTo($4485, $4476, $4477, $4478)
jump @BANKJO3_10095 

:BANKJO3_10064
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
02C2: car $4485 drive_to_point $4476 $4477 $4478 

:BANKJO3_10095
jump @BANKJO3_10303 

:BANKJO3_10102
04D3: get_nearest_car_path_coords_from $4418 $4419 $4420 type 2 store_to $4418 $4419 $4420 
if 
838A:   not car_in_cube $4418 $4419 $4420 4.0 4.0 3.0 
jf @BANKJO3_10303 
if 
80C2:   not sphere_onscreen $4418 $4419 $4420 4.0 
jf @BANKJO3_10303 
Car.PutAt($4485, $4418, $4419, $4420)
039F: car $4485 race_to $4403 $4404 
if 
  $4395 == 7.0 // $ == float 
jf @BANKJO3_10272 
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
Car.DriveTo($4485, $4476, $4477, $4478)
jump @BANKJO3_10303 

:BANKJO3_10272
00AE: set_vehicle $4485 traffic_behavior_to 2 
Car.SetMaxSpeed($4485, 42.75)
02C2: car $4485 drive_to_point $4476 $4477 $4478 

:BANKJO3_10303
0084: $4499 = $4414 // $ = $ int 
$4499 -= 3 // $ -= int 
if 
001C:   $4499 > $4486 // $ > $ int 
jf @BANKJO3_10452 
if 
82CA:   not car $4485 bounding_sphere_visible 
jf @BANKJO3_10452 
if 
838A:   not car_in_cube $4403 $4404 $4405 4.0 4.0 3.0 
jf @BANKJO3_10452 
if 
80C2:   not sphere_onscreen $4403 $4404 $4405 4.0 
jf @BANKJO3_10452 
Car.PutAt($4485, $4403, $4404, $4405)
039F: car $4485 race_to $4411 $4412 
04BA: set_car $4485 speed_instantly 28.5 

:BANKJO3_10452
0084: $4499 = $4414 // $ = $ int 
$4499 += 2 // $ += int 
if 
001C:   $4486 > $4499 // $ > $ int 
jf @BANKJO3_10503 
Car.SetMaxSpeed($4485, 33.25)
jump @BANKJO3_10513 

:BANKJO3_10503
Car.SetMaxSpeed($4485, 42.75)

:BANKJO3_10513
return 

//-------------Mission 24---------------
// Originally: The Job

:BANKJO4
gosub @BANKJO4_36 
if 
wasted_or_busted 
jf @BANKJO4_27 
gosub @BANKJO4_22215 

:BANKJO4_27
gosub @BANKJO4_26071 
terminate_this_script 

:BANKJO4_36
script_name 'BANKJO4' 
$ONMISSION = 1 // $ = int 
054C: use_GXT_table 'BANKJ4' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
$1290 = 0 // $ = int 
increment_mission_attempts 
wait 0 
$4500 = 1 // $ = int 
$4502 = 0 // $ = int 
$4503 = 0 // $ = int 
$661 = 0 // $ = int 
$4505 = 0 // $ = int 
$4507 = 0 // $ = int 
$4506 = 0 // $ = int 
$4585 = 0 // $ = int 
$4586 = 0 // $ = int 
$4587 = 0 // $ = int 
$4524 = 0 // $ = int 
$4525 = 0 // $ = int 
$4526 = 0 // $ = int 
$4527 = 0 // $ = int 
$4538 = 0 // $ = int 
$4535 = 0 // $ = int 
$4613 = 0 // $ = int 
$4598 = 0 // $ = int 
$4599 = 0 // $ = int 
$4600 = 0 // $ = int 
$4504 = 0 // $ = int 
$4612 = 0 // $ = int 
$4605 = 0 // $ = int 
$4606 = 0 // $ = int 
$4607 = 0 // $ = int 
$4608 = 0 // $ = int 
$4595 = 0 // $ = int 
$4596 = 0 // $ = int 
$4597 = 0 // $ = int 
$4593 = 0 // $ = int 
$4554 = 0 // $ = int 
$4555 = 0 // $ = int 
$4556 = 0 // $ = int 
$4557 = 0 // $ = int 
$4558 = 0 // $ = int 
$4559 = 0 // $ = int 
$4560 = 0 // $ = int 
$4602 = 0 // $ = int 
$4561 = 0 // $ = int 
$4562 = 0 // $ = int 
$4563 = 0 // $ = int 
$4614 = 0 // $ = int 
$4583 = 0 // $ = int 
$4584 = 0 // $ = int 
$4615 = 0 // $ = int 
$4604 = 0 // $ = int 
$4601 = 0 // $ = int 
$4517 = 0 // $ = int 
$4601 = 0 // $ = int 
0@ = 0 // @ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
$4588 = 0 // $ = int 
$4564 = 0 // $ = int 
$4591 = 0 // $ = int 
03AF: set_streaming 0 
select_interior 17 
01EB: set_traffic_density_multiplier_to 0.0 
Camera.SetAtPos(481.03, -64.21, 8.98)
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSPHIL' 
023C: load_special_actor 4 'CSHLARY' 
023C: load_special_actor 5 'CSCAMJ' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
038B: load_requested_models 

:BANKJO4_666
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @BANKJO4_708 
wait 0 
jump @BANKJO4_666 

:BANKJO4_708
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BANKJO4_740 
wait 0 
jump @BANKJO4_708 

:BANKJO4_740
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'BANK_4' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $440 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $440 'CSPHIL' 
02E5: $489 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $489 'CSHLARY' 
02E5: $491 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $491 'CSCAMJ' 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E5: $492 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $492 'GCFAN' 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E5: $493 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $493 'CLCHR' 
041D: set_camera_near_clip 0.1 
0395: clear_area 1 at 495.12 -83.39 9.02 range 1.0 
0055: put_player $PLAYER_CHAR at 495.12 -83.39 9.02 
0171: set_player $PLAYER_CHAR z_angle_to 223.21 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO4_1019
if 
  3659 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1054 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1019 

:BANKJO4_1054
00BC: text_highpriority 'BNK4_A' time 10000 1  // ~w~As you can see, gentlemen, this is going to be the easiest buck we ever made.

:BANKJO4_1069
if 
  7265 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1104 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1069 

:BANKJO4_1104
00BC: text_highpriority 'BNK4_B' time 10000 1  // ~w~Tommy, seriously, you gotta consider going into law.

:BANKJO4_1119
if 
  11744 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1154 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1119 

:BANKJO4_1154
00BC: text_highpriority 'BNK4_C' time 10000 1  // ~w~What the hell are you smoking, man? This ain't no simple plan!

:BANKJO4_1169
if 
  16951 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1204 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1169 

:BANKJO4_1204
00BC: text_highpriority 'BNK4_D' time 10000 1  // ~w~Well, who needs a simple plan anyway?

:BANKJO4_1219
if 
  18806 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1254 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1219 

:BANKJO4_1254
00BC: text_highpriority 'BNK4_E' time 10000 1  // ~w~Take communism, now that was a simple plan. Didn't do Russia any favors, huh?

:BANKJO4_1269
if 
  24030 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1304 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1269 

:BANKJO4_1304
00BC: text_highpriority 'BNK4_F' time 10000 1  // ~w~Calm down, all right? With a team like this it's going to be no problem.

:BANKJO4_1319
if 
  28243 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1354 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1319 

:BANKJO4_1354
00BC: text_highpriority 'BNK4_G' time 10000 1  // ~w~We got Cam on safe. Phil? You and me will handle security, and Hilary'll drive the getaway car.

:BANKJO4_1369
if 
  34410 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1406 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1369 

:BANKJO4_1406
00BC: text_highpriority 'BNK4_H' time 10000 1  // ~w~Uh, heh heh, aren't you forgetting somebody? Somebody who helped you to no end in this town? Somebody who...

:BANKJO4_1421
if 
  39555 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1458 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1421 

:BANKJO4_1458
00BC: text_highpriority 'BNK4_I' time 10000 1  // ~w~Ken... Ken, that's right. Ken here, he washes the money for us and he keeps the drinks on ice.

:BANKJO4_1473
if 
  46880 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1510 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1473 

:BANKJO4_1510
00BC: text_highpriority 'BNK4_J' time 10000 1  // ~w~I don't understand what I am supposed to be doing here.

:BANKJO4_1525
if 
  49700 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1562 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1525 

:BANKJO4_1562
00BC: text_highpriority 'BNK4_K' time 10000 1  // ~w~Look, it's easy. Haven't you ever seen a movie?

:BANKJO4_1577
if 
  52105 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1614 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1577 

:BANKJO4_1614
00BC: text_highpriority 'BNK4_L' time 10000 1  // ~w~We walk into the bank, we wave the gun around, and leave very rich men.

:BANKJO4_1629
if 
  55224 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1666 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1629 

:BANKJO4_1666
00BE: text_clear_all 

:BANKJO4_1668
if 
  59584 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1705 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1668 

:BANKJO4_1705
fade 0 1500 
00BE: text_clear_all 

:BANKJO4_1714
if 
fading 
jf @BANKJO4_1738 
wait 0 
jump @BANKJO4_1714 

:BANKJO4_1738
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
$1290 = 0 // $ = int 
00C0: set_current_time 8 30 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Load(#M4)
Model.Load(#MP5LNG)
Model.Load(#TAXI)
Model.Load(#PYTHON)
Camera.SetAtPos(496.5, -84.0, 9.8)

:BANKJO4_1868
if or
   not Model.Available(#M4)
   not Model.Available(#MP5LNG)
   not Model.Available(#PYTHON)
   not Model.Available(#TAXI)
jf @BANKJO4_1910 
wait 0 
jump @BANKJO4_1868 

:BANKJO4_1910
0395: clear_area 1 at 496.5 -84.0 9.8 range 10.0 
Car.Create($4536, #TAXI, 496.5, -84.0, 9.8)
Car.Angle($4536) = 137.0
0190: add_car $4536 to_upsidedown_check 
023C: load_special_actor 1 'IGPHIL' 
023C: load_special_actor 2 'IGHLARY' 
023C: load_special_actor 3 'IGMIKE' 

:BANKJO4_2008
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BANKJO4_2042 
wait 0 
jump @BANKJO4_2008 

:BANKJO4_2042
Player.CanMove($PLAYER_CHAR, False)
03C8: set_camera_directly_before_player 
0055: put_player $PLAYER_CHAR at 491.6465 -80.4476 10.4539 
0171: set_player $PLAYER_CHAR z_angle_to 225.0 
Actor.Create($4529, 4, #SPECIAL01, 490.6913, -79.4378, 10.4539)
Actor.Angle($4529) = 225.0
01ED: clear_actor $4529 threat_search 
0243: set_actor $4529 ped_stats_to 16 
04F5: set_actor $4529 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4529 dismemberment_possible 0 
Actor.Create($4530, 4, #SPECIAL02, 490.0092, -80.1343, 10.4539)
Actor.Angle($4530) = 225.0
01ED: clear_actor $4530 threat_search 
04F5: set_actor $4530 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4530 dismemberment_possible 0 
Actor.Create($4531, 4, #SPECIAL03, 491.371, -78.7345, 10.4539)
Actor.Angle($4531) = 225.0
01ED: clear_actor $4531 threat_search 
04F5: set_actor $4531 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4531 dismemberment_possible 0 
018A: $4592 = create_checkpoint_at -833.0 -348.0 11.0 
$4535 = 1 // $ = int 
$4613 = 1 // $ = int 
fade 1 750 

:BANKJO4_2297
if 
fading 
jf @BANKJO4_2321 
wait 0 
jump @BANKJO4_2297 

:BANKJO4_2321
Player.CanMove($PLAYER_CHAR, True)
041E: set_radio_station 6 -1 
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03CF: load_wav 'BNK4_3A' as 2 
01BD: $662 = current_time_in_ms 

:BANKJO4_2366
wait 0 
gosub @BANKJO4_24509 
gosub @BANKJO4_24756 
gosub @BANKJO4_25155 
gosub @BANKJO4_25554 
if 
  7 > $4554 // int > $ 
jf @BANKJO4_2430 
gosub @BANKJO4_26897 
gosub @BANKJO4_30112 

:BANKJO4_2430
if 
  $4555 == 1 // $ == int 
jf @BANKJO4_2462 
gosub @BANKJO4_26897 
gosub @BANKJO4_30808 

:BANKJO4_2462
if 
   not Car.Wrecked($4536)
jf @BANKJO4_2600 
if and
80DC:   not player $PLAYER_CHAR in_car $4536 
  $4593 == 1 // $ == int 
jf @BANKJO4_2593 
if 
  $4563 == 0 // $ == int 
jf @BANKJO4_2586 
03CF: load_wav 'BNK4_3V' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3V' time 10000 1  // Hey Tommy, why have we stopped?
gosub @BANKJO4_27020 
00BC: text_highpriority 'GETCAR' time 4000 1  // ~g~Get in the getaway car to do the bank job!
$4563 = 1 // $ = int 

:BANKJO4_2586
jump @BANKJO4_2600 

:BANKJO4_2593
$4563 = 0 // $ = int 

:BANKJO4_2600
if 
   not Car.Wrecked($4536)
jf @BANKJO4_2687 
if and
  $4561 == 0 // $ == int 
8185:   not car $4536 health > 800 
jf @BANKJO4_2687 
$4500 = 2 // $ = int 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3A' time 10000 1  // Hey, watch the wheels, Tommy!
gosub @BANKJO4_27020 
00BE: text_clear_all 
$4561 = 1 // $ = int 

:BANKJO4_2687
if 
   not Car.Wrecked($4536)
jf @BANKJO4_2736 
if and
  $4561 == 1 // $ == int 
8185:   not car $4536 health > 650 
jf @BANKJO4_2736 
gosub @BANKJO4_31088 

:BANKJO4_2736
if or
  $4525 == 1 // $ == int 
  $4526 == 1 // $ == int 
  $4527 == 1 // $ == int 
jf @BANKJO4_2782 
$4535 = 0 // $ = int 
jump @BANKJO4_3296 

:BANKJO4_2782
if 
  $4502 == 1 // $ == int 
jf @BANKJO4_3183 
if 
  $4593 == 0 // $ == int 
jf @BANKJO4_3043 
if and
   not Car.Wrecked($4536)
   not Actor.Dead($4529)
jf @BANKJO4_3043 
if and
   Actor.InCar($4529, $4536)
   not Actor.Dead($4531)
jf @BANKJO4_3043 
if and
   Actor.InCar($4531, $4536)
   not Actor.Dead($4530)
jf @BANKJO4_3043 
if 
   Actor.InCar($4530, $4536)
jf @BANKJO4_3043 
Actor.DestroyInstantly($4529)
Actor.DestroyInstantly($4531)
Actor.DestroyInstantly($4530)
01C8: $4529 = create_actor_pedtype 4 model #SPECIAL01 in_car $4536 passenger_seat 1 
01ED: clear_actor $4529 threat_search 
0243: set_actor $4529 ped_stats_to 16 
04F5: set_actor $4529 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4529 dismemberment_possible 0 
01C8: $4530 = create_actor_pedtype 4 model #SPECIAL02 in_car $4536 passenger_seat 0 
01ED: clear_actor $4530 threat_search 
04F5: set_actor $4530 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4530 dismemberment_possible 0 
01C8: $4531 = create_actor_pedtype 4 model #SPECIAL03 in_car $4536 passenger_seat 2 
01ED: clear_actor $4531 threat_search 
04F5: set_actor $4531 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4531 dismemberment_possible 0 
$4593 = 1 // $ = int 

:BANKJO4_3043
if 
  $4535 == 0 // $ == int 
jf @BANKJO4_3088 
018A: $4592 = create_checkpoint_at -833.0 -348.0 10.0 
$4535 = 1 // $ = int 

:BANKJO4_3088
if and
   not Car.Wrecked($4536)
  $4593 == 1 // $ == int 
jf @BANKJO4_3176 
if and
01AF:   car $4536 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
01C1:   car $4536 stopped 
81F4:   not car $4536 flipped 
jf @BANKJO4_3176 
jump @BANKJO4_3328 

:BANKJO4_3176
jump @BANKJO4_3296 

:BANKJO4_3183
if 
  $4593 == 1 // $ == int 
jf @BANKJO4_3296 
if and
   not Car.Wrecked($4536)
   not Actor.Dead($4529)
jf @BANKJO4_3296 
if and
   not Actor.InCar($4529, $4536)
   not Actor.Dead($4531)
jf @BANKJO4_3296 
if and
   not Actor.InCar($4531, $4536)
   not Actor.Dead($4530)
jf @BANKJO4_3296 
if 
   not Actor.InCar($4530, $4536)
jf @BANKJO4_3296 
$4593 = 0 // $ = int 

:BANKJO4_3296
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_3321 
jump @BANKJO4_22215 

:BANKJO4_3321
jump @BANKJO4_2366 

:BANKJO4_3328
$4613 = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_3391 
Car.Health($4536) = 1000
Car.StorePos($4536, $4624, $4625, $4621)

:BANKJO4_3391
$4624 += 7.0 // $ += float 
$4621 += 2.5 // $ += float 
if 
   not Actor.Dead($4530)
jf @BANKJO4_3432 
01E0: clear_leader $4530 

:BANKJO4_3432
Camera.SetPosition($4624, $4625, $4621, 0.0, 0.0, 0.0)
0407: create_coordinate $4616 $4617 $4618 from_car $4536 offset 0.0 -3.5 0.0 
0407: create_coordinate $4619 $4620 $4621 from_car $4536 offset 0.0 -3.5 0.0 
0407: create_coordinate $4622 $4623 $4621 from_car $4536 offset -1.0 -4.5 0.0 
0407: create_coordinate $4624 $4625 $4621 from_car $4536 offset 1.0 -4.5 0.0 
Car.StorePos($4536, $397, $398, $399)
$4626 = Car.Angle($4536)
$661 = 0 // $ = int 

:BANKJO4_3603
wait 0 
if 
  $661 == 0 // $ == int 
jf @BANKJO4_3788 
01BD: $662 = current_time_in_ms 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_3781 
Camera.OnVehicle($4536, 15, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_3679 
01D3: actor $PLAYER_ACTOR leave_car $4536 

:BANKJO4_3679
wait 500 
if and
   not Actor.Dead($4529)
   not Car.Wrecked($4536)
jf @BANKJO4_3713 
01D3: actor $4529 leave_car $4536 

:BANKJO4_3713
wait 150 
if and
   not Actor.Dead($4531)
   not Car.Wrecked($4536)
jf @BANKJO4_3747 
01D3: actor $4531 leave_car $4536 

:BANKJO4_3747
wait 500 
if and
   not Actor.Dead($4530)
   not Car.Wrecked($4536)
jf @BANKJO4_3781 
01D3: actor $4530 leave_car $4536 

:BANKJO4_3781
$661 = 1 // $ = int 

:BANKJO4_3788
gosub @BANKJO4_26897 
if 
  $661 == 1 // $ == int 
jf @BANKJO4_3901 
if 
   not Actor.Dead($4530)
jf @BANKJO4_3901 
if 
   not Actor.Driving($4530)
jf @BANKJO4_3901 
$4500 = 1 // $ = int 
03CF: load_wav 'BNK4_4A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_4A' time 3000 1  // ~w~Keep driving around the block, OK?
gosub @BANKJO4_27020 
$661 = 2 // $ = int 

:BANKJO4_3901
if and
  $663 > 2000 // $ > int 
  $661 == 2 // $ == int 
jf @BANKJO4_4086 
03CF: load_wav 'BNK4_5' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_5' time 3000 1  // ~w~Okay, Tommy, Okay.
if and
   not Actor.Dead($4530)
   not Car.Wrecked($4536)
jf @BANKJO4_3991 
01D5: actor $4530 go_to_and_drive_car $4536 

:BANKJO4_3991
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_4018 
0211: actor $PLAYER_ACTOR walk_to $4619 $4620 

:BANKJO4_4018
if 
   not Actor.Dead($4529)
jf @BANKJO4_4045 
0211: actor $4529 walk_to $4622 $4623 

:BANKJO4_4045
if 
   not Actor.Dead($4531)
jf @BANKJO4_4072 
0211: actor $4531 walk_to $4624 $4625 

:BANKJO4_4072
gosub @BANKJO4_27020 
$661 = 3 // $ = int 

:BANKJO4_4086
if and
  $663 > 4000 // $ > int 
  $661 == 3 // $ == int 
jf @BANKJO4_4364 
if and
   not Actor.Dead($PLAYER_ACTOR)
00ED:   actor $PLAYER_ACTOR 0 $4619 $4620 radius 3.0 3.0 
jf @BANKJO4_4364 
$399 += 0.25 // $ += float 
Camera.SetPosition($397, $398, $399, 0.0, 0.0, 0.0)
$399 += 2.0 // $ += float 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.PutAt($PLAYER_ACTOR, $4619, $4620, -100.0)
Actor.Angle($PLAYER_ACTOR) = $4626
Camera.OnPed($PLAYER_ACTOR, 15, 2)
if 
   not Actor.Dead($4529)
jf @BANKJO4_4290 
011C: actor $4529 clear_objective 
Actor.PutAt($4529, $4622, $4623, -100.0)
$4626 += 70.0 // $ += float 
Actor.Angle($4529) = $4626

:BANKJO4_4290
if 
   not Actor.Dead($4531)
jf @BANKJO4_4345 
011C: actor $4531 clear_objective 
Actor.PutAt($4531, $4624, $4625, -100.0)
$4626 -= 140.0 // $ -= float 
Actor.Angle($4531) = $4626

:BANKJO4_4345
01BD: $662 = current_time_in_ms 
gosub @BANKJO4_26897 
$661 = 4 // $ = int 

:BANKJO4_4364
if and
  $661 == 4 // $ == int 
  $663 > 2000 // $ > int 
jf @BANKJO4_4418 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_4418 
050B: open_trunk_of_car $4536 
$661 = 5 // $ = int 

:BANKJO4_4418
if and
  $661 == 5 // $ == int 
  $663 > 4000 // $ > int 
jf @BANKJO4_4451 
$661 = 6 // $ = int 

:BANKJO4_4451
if and
  $661 == 6 // $ == int 
  $663 > 5000 // $ > int 
jf @BANKJO4_4580 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_4522 
0407: create_coordinate $4619 $4620 $4621 from_car $4536 offset -6.0 -3.0 1.0 

:BANKJO4_4522
Camera.SetPosition($4619, $4620, $4621, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_4573 
Camera.OnPed($PLAYER_ACTOR, 15, 2)

:BANKJO4_4573
$661 = 7 // $ = int 

:BANKJO4_4580
if and
  $661 == 7 // $ == int 
  $663 > 7000 // $ > int 
jf @BANKJO4_4690 
if and
   not Car.Wrecked($4536)
   not Actor.Dead($4530)
jf @BANKJO4_4683 
if 
   not Actor.InCar($4530, $4536)
jf @BANKJO4_4654 
036A: put_actor $4530 in_car $4536 

:BANKJO4_4654
039E: set_actor $4530 locked_while_in_vehicle 1 
Car.SetToPsychoDriver($4536)
Car.SetMaxSpeed($4536, 15.0)
020A: set_car $4536 door_status_to 2 

:BANKJO4_4683
$661 = 8 // $ = int 

:BANKJO4_4690
if and
  $661 == 8 // $ == int 
  $663 > 8000 // $ > int 
jf @BANKJO4_4736 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
$661 = 9 // $ = int 

:BANKJO4_4736
if 
   not $661 == 9 // $ == int 
jf @BANKJO4_4761 
jump @BANKJO4_3603 

:BANKJO4_4761
$4505 = 1 // $ = int 
$4502 = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -894.0 -331.2 12.45 
if 
   not Actor.Dead($4531)
jf @BANKJO4_4831 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 

:BANKJO4_4831
if 
   not Actor.Dead($4529)
jf @BANKJO4_4855 
01DF: tie_actor $4529 to_player $PLAYER_CHAR 

:BANKJO4_4855
if 
80F6:   not player $PLAYER_CHAR 1 -894.0 -331.2 12.45 radius 2.0 2.0 3.0 
jf @BANKJO4_4984 
0395: clear_area 1 at -854.7168 -341.3939 11.52445 range 100.0 
wait 0 
gosub @BANKJO4_28869 
gosub @BANKJO4_28829 
gosub @BANKJO4_24429 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_4977 
jump @BANKJO4_22215 

:BANKJO4_4977
jump @BANKJO4_4855 

:BANKJO4_4984
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0211: actor $PLAYER_ACTOR walk_to -893.9 -324.6 
0169: set_fade_color 0 0 1 
fade 0 750 

:BANKJO4_5034
if 
fading 
jf @BANKJO4_5164 
wait 0 
if and
   not Car.Wrecked($4536)
  $4591 == 0 // $ == int 
jf @BANKJO4_5157 
if 
82CA:   not car $4536 bounding_sphere_visible 
jf @BANKJO4_5157 
059B: disarm_car_bomb $4536 
Car.PutAt($4536, -903.6, -376.6, 56.7)
Car.Angle($4536) = 270.0
Car.SetMaxSpeed($4536, 0.0)
Car.Health($4536) = 1000
Car.LockInCurrentPosition($4536, True)
$4591 = 1 // $ = int 

:BANKJO4_5157
jump @BANKJO4_5034 

:BANKJO4_5164
0395: clear_area 1 at -894.0 -331.2 12.45 range 10.0 
Actor.PutAt($PLAYER_ACTOR, -893.9, -327.2, 12.45)
Actor.Angle($PLAYER_ACTOR) = 175.0
Actor.DestroyInstantly($4529)
Actor.DestroyInstantly($4531)
0296: unload_special_actor 1 
0296: unload_special_actor 3 
023C: load_special_actor 1 'IGPHIL3' 
023C: load_special_actor 3 'IGMIKE2' 
038B: load_requested_models 

:BANKJO4_5262
if or
823D:   not special_actor 3 loaded 
823D:   not special_actor 1 loaded 
jf @BANKJO4_5292 
wait 0 
jump @BANKJO4_5262 

:BANKJO4_5292
Actor.Create($4529, 4, #SPECIAL01, -894.1, -325.0, 12.45)
Actor.Angle($4529) = 175.0
01ED: clear_actor $4529 threat_search 
04F5: set_actor $4529 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4529 dismemberment_possible 0 
0243: set_actor $4529 ped_stats_to 30 
Actor.Health($4529) = 200
0568: set_actor $4529 untargetable 1 
Actor.Create($4531, 4, #SPECIAL03, -894.1, -324.5, 12.45)
Actor.Angle($4531) = 175.0
01ED: clear_actor $4531 threat_search 
04F5: set_actor $4531 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4531 dismemberment_possible 0 
0243: set_actor $4531 ped_stats_to 16 
Actor.Health($4531) = 200
0568: set_actor $4531 untargetable 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5500 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5500 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO4_5500
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5577 
if 
   not Actor.Dead($4529)
jf @BANKJO4_5542 
01B2: give_actor $4529 weapon 26 ammo 9999 // Load the weapon model before using this 

:BANKJO4_5542
if 
   not Actor.Dead($4531)
jf @BANKJO4_5568 
01B2: give_actor $4531 weapon 25 ammo 9999 // Load the weapon model before using this 

:BANKJO4_5568
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 24 // Load the weapon model before using this 

:BANKJO4_5577
$4500 = 1 // $ = int 
03CF: load_wav 'BNK4_94' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_94' time 10000 1  // ~w~Ok, guys. Nice an easy just as we planned.
gosub @BANKJO4_27020 
00BE: text_clear_all 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5659 
0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25 

:BANKJO4_5659
Camera.SetPosition(-894.05, -331.06, 13.3, 0.0, 0.0, 0.0)
0054: store_player $PLAYER_CHAR position_to $4619 $4620 $4621 
$4621 += 0.8 // $ += float 
Camera.PointAt($4619, $4620, $4621, 2)
fade 1 750 

:BANKJO4_5735
if 
fading 
jf @BANKJO4_5796 
wait 0 
0054: store_player $PLAYER_CHAR position_to $4619 $4620 $4621 
$4621 += 0.8 // $ += float 
Camera.PointAt($4619, $4620, $4621, 2)
jump @BANKJO4_5735 

:BANKJO4_5796
if 
   not Actor.Dead($4531)
jf @BANKJO4_5827 
0211: actor $4531 walk_to -894.7 -328.0 

:BANKJO4_5827
if 
   not Actor.Dead($4529)
jf @BANKJO4_5858 
0211: actor $4529 walk_to -893.25 -329.5 

:BANKJO4_5858
01BD: $662 = current_time_in_ms 
gosub @BANKJO4_26897 

:BANKJO4_5870
if 
  7000 > $663 // int > $ 
jf @BANKJO4_5944 
wait 0 
0054: store_player $PLAYER_CHAR position_to $4619 $4620 $4621 
$4621 += 0.8 // $ += float 
Camera.PointAt($4619, $4620, $4621, 2)
gosub @BANKJO4_26897 
jump @BANKJO4_5870 

:BANKJO4_5944
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
   not Actor.Dead($4529)
jf @BANKJO4_5988 
01DF: tie_actor $4529 to_player $PLAYER_CHAR 

:BANKJO4_5988
if 
   not Actor.Dead($4531)
jf @BANKJO4_6012 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 

:BANKJO4_6012
if 
80F6:   not player $PLAYER_CHAR 1 -896.0 -341.0 12.5 radius 2.0 2.0 3.0 
jf @BANKJO4_6201 
wait 0 
gosub @BANKJO4_24509 
gosub @BANKJO4_28829 
gosub @BANKJO4_28869 
gosub @BANKJO4_27117 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_6117 
jump @BANKJO4_22215 

:BANKJO4_6117
if 
80F5:   not player $PLAYER_CHAR 0 -906.0 -341.0 12.5 radius 30.0 30.0 10.0 
jf @BANKJO4_6194 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
00BC: text_highpriority 'IDIOT' time 5000 1  // ~r~ That's right, just wander about dressed like a lunatic and draw attention to yourself, IDIOT!
jump @BANKJO4_22215 

:BANKJO4_6194
jump @BANKJO4_6012 

:BANKJO4_6201
fade 0 1000 

:BANKJO4_6208
if 
fading 
jf @BANKJO4_6232 
wait 0 
jump @BANKJO4_6208 

:BANKJO4_6232
Model.Load(#WFYBU)
Model.Load(#HFYBU)
Model.Load(#WMORI)

:BANKJO4_6244
if or
   not Model.Available(#WFYBU)
   not Model.Available(#HFYBU)
   not Model.Available(#WMORI)
jf @BANKJO4_6278 
wait 0 
jump @BANKJO4_6244 

:BANKJO4_6278
Model.Load(#GDA)
Model.Load(#GDB)

:BANKJO4_6286
if or
   not Model.Available(#GDA)
   not Model.Available(#GDB)
jf @BANKJO4_6316 
wait 0 
jump @BANKJO4_6286 

:BANKJO4_6316
Actor.Create($4539, 5, #WFYBU, -904.7, -328.6, 12.49)
Actor.Angle($4539) = 190.0
01ED: clear_actor $4539 threat_search 
0243: set_actor $4539 ped_stats_to 20 
0568: set_actor $4539 untargetable 1 
Actor.Create($4540, 5, #HFYBU, -910.1, -328.6, 12.49)
Actor.Angle($4540) = 190.0
01ED: clear_actor $4540 threat_search 
0243: set_actor $4540 ped_stats_to 20 
0568: set_actor $4540 untargetable 1 
Actor.Create($4541, 5, #HFYBU, -912.5, -328.6, 12.49)
Actor.Angle($4541) = 190.0
01ED: clear_actor $4541 threat_search 
0243: set_actor $4541 ped_stats_to 19 
0568: set_actor $4541 untargetable 1 
Actor.Create($4542, 5, #WFYBU, -907.5, -353.6, 12.49)
Actor.Angle($4542) = 10.0
01ED: clear_actor $4542 threat_search 
0243: set_actor $4542 ped_stats_to 20 
0568: set_actor $4542 untargetable 1 
Actor.Create($4543, 5, #WFYBU, -910.2, -353.6, 12.49)
Actor.Angle($4543) = 10.0
01ED: clear_actor $4543 threat_search 
0243: set_actor $4543 ped_stats_to 19 
0568: set_actor $4543 untargetable 1 
Actor.Create($4544, 5, #HFYBU, -915.3, -353.6, 12.49)
Actor.Angle($4544) = 10.0
01ED: clear_actor $4544 threat_search 
0243: set_actor $4544 ped_stats_to 20 
0568: set_actor $4544 untargetable 1 
Actor.Create($4545, 5, #WFYBU, -920.36, -343.7, 14.6)
Actor.Angle($4545) = 65.0
01ED: clear_actor $4545 threat_search 
0243: set_actor $4545 ped_stats_to 19 
0568: set_actor $4545 untargetable 1 
Actor.Create($4546, 4, #WMORI, -921.76, -345.15, 12.49)
Actor.Angle($4546) = 310.0
01ED: clear_actor $4546 threat_search 
0243: set_actor $4546 ped_stats_to 13 
0568: set_actor $4546 untargetable 1 
Actor.Create($4508, 4, #GDA, -917.3, -340.0, 12.49)
01ED: clear_actor $4508 threat_search 
Actor.Angle($4508) = 270.0
009F: set_actor $4508 idle 
0568: set_actor $4508 untargetable 1 
Actor.Create($4509, 4, #GDB, -908.0, -347.77, 12.49)
01ED: clear_actor $4509 threat_search 
Actor.Angle($4509) = 270.0
009F: set_actor $4509 idle 
0568: set_actor $4509 untargetable 1 
Actor.Create($4510, 4, #GDA, -919.14, -336.0, 12.49)
01ED: clear_actor $4510 threat_search 
Actor.Angle($4510) = 130.0
0350: set_actor $4510 maintain_position_when_attacked 1 
0568: set_actor $4510 untargetable 1 
jump @BANKJO4_6960 
Actor.Create($4513, 4, #GDA, -918.7, -353.3, 16.8)
Actor.DestroyInstantly($4513)
Actor.Create($4523, 4, #WMORI, -963.28, -337.12, 14.6)
Actor.DestroyInstantly($4523)

:BANKJO4_6960
$4609 = 25 // $ = int 
$4610 = 19 // $ = int 
$4611 = 21 // $ = int 
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -896.5 -341.0 12.5 
select_interior 3 
03AD: set_rubbish 0 
Camera.SetAtPos(-903.0, -341.0, 13.4)
$1289 = 1 // $ = int 
04F9: set_extra_colors 4 fade 0 
00BE: text_clear_all 
$1289 = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
0395: clear_area 0 at -890.0 -340.0 11.0 range 10.0 
041D: set_camera_near_clip 0.1 
if 
   not Actor.Dead($4529)
jf @BANKJO4_7132 
01E0: clear_leader $4529 

:BANKJO4_7132
if 
   not Actor.Dead($4531)
jf @BANKJO4_7153 
01E0: clear_leader $4531 

:BANKJO4_7153
gosub @BANKJO4_28500 
$661 = 0 // $ = int 
$4500 = 1 // $ = int 

:BANKJO4_7174
wait 0 
gosub @BANKJO4_27117 
if 
  $661 == 0 // $ == int 
jf @BANKJO4_7411 
01BD: $662 = current_time_in_ms 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_7254 
Actor.PutAt($PLAYER_ACTOR, -911.8, -341.0, 12.5)
Actor.Angle($PLAYER_ACTOR) = 90.0

:BANKJO4_7254
if 
   not Actor.Dead($4529)
jf @BANKJO4_7302 
Actor.PutAt($4529, -909.8, -339.0, 12.5)
Actor.Health($4529) = 100
009F: set_actor $4529 idle 

:BANKJO4_7302
if 
   not Actor.Dead($4531)
jf @BANKJO4_7350 
Actor.PutAt($4531, -909.55, -341.6, 12.5)
Actor.Health($4531) = 100
009F: set_actor $4531 idle 

:BANKJO4_7350
Camera.SetPosition(-914.5, -341.1, 12.7, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
$661 = 1 // $ = int 
03CF: load_wav 'BNK4_6' as $4500 

:BANKJO4_7411
gosub @BANKJO4_26897 
gosub @BANKJO4_28869 
gosub @BANKJO4_28829 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_7457 
jump @BANKJO4_9905 

:BANKJO4_7457
if and
  $663 > 1000 // $ > int 
  $661 == 1 // $ == int 
jf @BANKJO4_7595 
if and
   not Actor.Dead($4510)
   not Actor.Dead($4529)
jf @BANKJO4_7520 
020E: actor $4510 look_at_actor $4529 
020E: actor $4529 look_at_actor $4510 

:BANKJO4_7520
if and
   not Actor.Dead($4509)
   not Actor.Dead($4531)
jf @BANKJO4_7557 
020E: actor $4509 look_at_actor $4531 
020E: actor $4531 look_at_actor $4509 

:BANKJO4_7557
fade 1 1000 

:BANKJO4_7564
if 
fading 
jf @BANKJO4_7588 
wait 0 
jump @BANKJO4_7564 

:BANKJO4_7588
$661 = 2 // $ = int 

:BANKJO4_7595
if and
  $663 > 2000 // $ > int 
  $661 == 2 // $ == int 
jf @BANKJO4_7694 
gosub @BANKJO4_26920 
if 
   not Actor.Dead($4508)
jf @BANKJO4_7652 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4508 

:BANKJO4_7652
00BC: text_highpriority 'BNK4_6' time 3000 1  // ~w~THIS IS A RAID!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_7' as $4500 
$661 = 3 // $ = int 

:BANKJO4_7694
if and
  $663 > 3000 // $ > int 
  $661 == 3 // $ == int 
jf @BANKJO4_7897 
$4612 = 0 // $ = int 
$4609 = 0 // $ = int 
$4610 = 0 // $ = int 
$4611 = 0 // $ = int 
gosub @BANKJO4_27117 
$4612 = 0 // $ = int 
$4609 = 35 // $ = int 
$4610 = 35 // $ = int 
$4611 = 35 // $ = int 
gosub @BANKJO4_27117 
gosub @BANKJO4_26920 
if and
   not Actor.Dead($4529)
   not Actor.Dead($4510)
jf @BANKJO4_7826 
04C6: actor $4529 aim_gun_at_actor $4510 

:BANKJO4_7826
if and
   not Actor.Dead($4531)
   not Actor.Dead($4509)
jf @BANKJO4_7855 
04C6: actor $4531 aim_gun_at_actor $4509 

:BANKJO4_7855
00BC: text_highpriority 'BNK4_7' time 5000 1  // ~w~NOBODY MOVE!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_8' as $4500 
$661 = 4 // $ = int 

:BANKJO4_7897
if and
  $663 > 4000 // $ > int 
  $661 == 4 // $ == int 
jf @BANKJO4_7930 
$661 = 5 // $ = int 

:BANKJO4_7930
if and
  $663 > 5000 // $ > int 
  $661 == 5 // $ == int 
jf @BANKJO4_8062 
gosub @BANKJO4_26920 
Camera.SetPosition(-908.8, -340.2, 14.0, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($4508)
jf @BANKJO4_8020 
Camera.OnPed($4508, 15, 2)

:BANKJO4_8020
00BC: text_highpriority 'BNK4_8' time 5000 1  // ~w~EVERYBODY UP AGAINST THAT WALL!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_9' as $4500 
$661 = 6 // $ = int 

:BANKJO4_8062
if and
  $663 > 6500 // $ > int 
  $661 == 6 // $ == int 
jf @BANKJO4_8180 
Camera.SetPosition(-919.2, -330.0, 18.75, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_8145 
Camera.OnPed($PLAYER_ACTOR, 15, 2)

:BANKJO4_8145
$4612 = 0 // $ = int 
$4609 = 0 // $ = int 
$4610 = 0 // $ = int 
$4611 = 0 // $ = int 
$661 = 7 // $ = int 

:BANKJO4_8180
if and
  $663 > 7000 // $ > int 
  $661 == 7 // $ == int 
jf @BANKJO4_8554 
if 
   not Actor.Dead($4510)
jf @BANKJO4_8237 
0239: actor $4510 run_to -923.0 -335.8 

:BANKJO4_8237
if 
   not Actor.Dead($4509)
jf @BANKJO4_8268 
0239: actor $4509 run_to -923.0 -335.8 

:BANKJO4_8268
if 
   not Actor.Dead($4508)
jf @BANKJO4_8299 
0239: actor $4508 run_to -923.0 -335.8 

:BANKJO4_8299
if 
   not Actor.Dead($4539)
jf @BANKJO4_8330 
0239: actor $4539 run_to -923.0 -335.8 

:BANKJO4_8330
if 
   not Actor.Dead($4540)
jf @BANKJO4_8361 
0239: actor $4540 run_to -923.0 -335.8 

:BANKJO4_8361
if 
   not Actor.Dead($4541)
jf @BANKJO4_8392 
0239: actor $4541 run_to -923.0 -335.8 

:BANKJO4_8392
if 
   not Actor.Dead($4542)
jf @BANKJO4_8423 
0239: actor $4542 run_to -918.2 -342.0 

:BANKJO4_8423
if 
   not Actor.Dead($4543)
jf @BANKJO4_8454 
0239: actor $4543 run_to -918.0 -344.0 

:BANKJO4_8454
if 
   not Actor.Dead($4544)
jf @BANKJO4_8485 
0239: actor $4544 run_to -917.8 -346.0 

:BANKJO4_8485
if 
   not Actor.Dead($4545)
jf @BANKJO4_8516 
0239: actor $4545 run_to -917.0 -345.0 

:BANKJO4_8516
if 
   not Actor.Dead($4546)
jf @BANKJO4_8547 
0239: actor $4546 run_to -917.0 -343.0 

:BANKJO4_8547
$661 = 8 // $ = int 

:BANKJO4_8554
if and
  $663 > 9000 // $ > int 
  $661 == 8 // $ == int 
jf @BANKJO4_9520 
if 
   not Actor.Dead($4510)
jf @BANKJO4_8697 
011C: actor $4510 clear_objective 
Actor.Angle($4510) = 84.0
009F: set_actor $4510 idle 
0350: set_actor $4510 maintain_position_when_attacked 1 
Actor.PutAt($4510, -924.0, -339.6, 12.4)
if 
   not Actor.Dead($4529)
jf @BANKJO4_8697 
Actor.PutAt($4529, -918.87, -336.2, 12.4)
Actor.Angle($4529) = 146.0
04C6: actor $4529 aim_gun_at_actor $4510 

:BANKJO4_8697
if 
   not Actor.Dead($4509)
jf @BANKJO4_8760 
011C: actor $4509 clear_objective 
Actor.Angle($4509) = 93.0
009F: set_actor $4509 idle 
0350: set_actor $4509 maintain_position_when_attacked 1 
Actor.PutAt($4509, -923.5, -338.6, 12.4)

:BANKJO4_8760
if 
   not Actor.Dead($4508)
jf @BANKJO4_8823 
011C: actor $4508 clear_objective 
Actor.Angle($4508) = 90.0
009F: set_actor $4508 idle 
0350: set_actor $4508 maintain_position_when_attacked 1 
Actor.PutAt($4508, -923.0, -337.7, 12.4)

:BANKJO4_8823
if 
   not Actor.Dead($4539)
jf @BANKJO4_8886 
011C: actor $4539 clear_objective 
Actor.Angle($4539) = 88.0
009F: set_actor $4539 idle 
0350: set_actor $4539 maintain_position_when_attacked 1 
Actor.PutAt($4539, -923.4, -336.6, 12.4)

:BANKJO4_8886
if 
   not Actor.Dead($4540)
jf @BANKJO4_8949 
011C: actor $4540 clear_objective 
Actor.Angle($4540) = 98.0
009F: set_actor $4540 idle 
0350: set_actor $4540 maintain_position_when_attacked 1 
Actor.PutAt($4540, -923.0, -335.6, 12.4)

:BANKJO4_8949
if 
   not Actor.Dead($4541)
jf @BANKJO4_9012 
011C: actor $4541 clear_objective 
Actor.Angle($4541) = 90.0
009F: set_actor $4541 idle 
0350: set_actor $4541 maintain_position_when_attacked 1 
Actor.PutAt($4541, -923.8, -334.3, 12.4)

:BANKJO4_9012
if 
   not Actor.Dead($4542)
jf @BANKJO4_9075 
011C: actor $4542 clear_objective 
Actor.Angle($4542) = 82.0
009F: set_actor $4542 idle 
0350: set_actor $4542 maintain_position_when_attacked 1 
Actor.PutAt($4542, -918.2, -342.0, 12.4)

:BANKJO4_9075
if 
   not Actor.Dead($4543)
jf @BANKJO4_9138 
011C: actor $4543 clear_objective 
Actor.Angle($4543) = 90.0
009F: set_actor $4543 idle 
0350: set_actor $4543 maintain_position_when_attacked 1 
Actor.PutAt($4543, -918.0, -344.0, 12.4)

:BANKJO4_9138
if 
   not Actor.Dead($4544)
jf @BANKJO4_9201 
011C: actor $4544 clear_objective 
Actor.Angle($4544) = 93.0
009F: set_actor $4544 idle 
0350: set_actor $4544 maintain_position_when_attacked 1 
Actor.PutAt($4544, -917.8, -346.0, 12.4)

:BANKJO4_9201
if 
   not Actor.Dead($4545)
jf @BANKJO4_9264 
011C: actor $4545 clear_objective 
Actor.Angle($4545) = 93.0
009F: set_actor $4545 idle 
0350: set_actor $4545 maintain_position_when_attacked 1 
Actor.PutAt($4545, -917.0, -345.0, 12.4)

:BANKJO4_9264
if 
   not Actor.Dead($4546)
jf @BANKJO4_9381 
011C: actor $4546 clear_objective 
Actor.Angle($4546) = 93.0
009F: set_actor $4546 idle 
0350: set_actor $4546 maintain_position_when_attacked 1 
Actor.PutAt($4546, -917.0, -343.0, 12.4)
if 
   not Actor.Dead($4531)
jf @BANKJO4_9381 
Actor.PutAt($4531, -916.0, -340.0, 12.4)
Actor.Angle($4531) = 120.0
04C6: actor $4531 aim_gun_at_actor $4546 

:BANKJO4_9381
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_9427 
Actor.PutAt($PLAYER_ACTOR, -918.55, -337.8, 13.5)
Actor.Angle($PLAYER_ACTOR) = 80.0

:BANKJO4_9427
Camera.SetPosition(-911.5, -344.0, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-922.0, -344.295, 13.94, 2)
$4612 = 0 // $ = int 
$4609 = 35 // $ = int 
$4610 = 35 // $ = int 
$4611 = 35 // $ = int 
gosub @BANKJO4_27117 
$661 = 9 // $ = int 

:BANKJO4_9520
if and
  $663 > 11500 // $ > int 
  $661 == 9 // $ == int 
jf @BANKJO4_9643 
Camera.SetPosition(-917.8, -329.8, 15.8, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_9' time 5000 1  // Phil, hold down the fort!
gosub @BANKJO4_27117 
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_10' as $4500 
$661 = 10 // $ = int 

:BANKJO4_9643
if and
  $663 > 12000 // $ > int 
  $661 == 10 // $ == int 
jf @BANKJO4_9718 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_10' time 5000 1  // Wilco roger that!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_11' as $4500 
$661 = 11 // $ = int 

:BANKJO4_9718
if and
  $663 > 14000 // $ > int 
  $661 == 11 // $ == int 
jf @BANKJO4_9780 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_11' time 5000 1  // Come on Cam, the vault's upstairs...
gosub @BANKJO4_27020 
$661 = 12 // $ = int 

:BANKJO4_9780
if 
   not $661 == 12 // $ == int 
jf @BANKJO4_9805 
jump @BANKJO4_7174 

:BANKJO4_9805
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D: clear_actor $PLAYER_ACTOR wait_state 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
   not Actor.Dead($4529)
jf @BANKJO4_9871 
01E0: clear_leader $4529 
0319: set_actor $4529 running 0 
011C: actor $4529 clear_objective 

:BANKJO4_9871
if 
   not Actor.Dead($4531)
jf @BANKJO4_9905 
011C: actor $4531 clear_objective 
022F: set_actor $4531 stop_looking 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 

:BANKJO4_9905
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_9930 
jump @BANKJO4_22215 

:BANKJO4_9930
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -938.56 -351.5 16.8 
Actor.Create($4511, 4, #GDA, -961.75, -329.1, 14.6)
01ED: clear_actor $4511 threat_search 
011A: set_actor $4511 search_threat 1 
Actor.Angle($4511) = 240.0
01B2: give_actor $4511 weapon 25 ammo 9999 // Load the weapon model before using this 
Actor.Create($4512, 4, #GDB, -956.75, -340.4, 14.6)
01ED: clear_actor $4512 threat_search 
011A: set_actor $4512 search_threat 1 
Actor.Angle($4512) = 10.0
01B2: give_actor $4512 weapon 25 ammo 9999 // Load the weapon model before using this 
Actor.Create($4514, 4, #GDA, -935.73, -348.3, 16.8)
01ED: clear_actor $4514 threat_search 
011A: set_actor $4514 search_threat 1 
Actor.Angle($4514) = 266.0
04EB: actor $4514 crouch 1 300000 ms 
01B2: give_actor $4514 weapon 25 ammo 9999 // Load the weapon model before using this 
Actor.Create($4515, 4, #GDB, -943.0, -343.9, 6.3)
01ED: clear_actor $4515 threat_search 
011A: set_actor $4515 search_threat 1 
011A: set_actor $4515 search_threat 524288 
0291: set_actor $4515 heed_threats 1 
Actor.Angle($4515) = 270.0
01B2: give_actor $4515 weapon 25 ammo 9999 // Load the weapon model before using this 
01E2: add_route_point 1 at -943.0 -343.9 6.3 
01E2: add_route_point 1 at -934.8 -343.9 6.3 
01E1: set_actor $4515 follow_route 1 3 
Object.Create($4552, #BNK_LFT_DOOR1, -936.964, -349.488, 3.235)
Object.Create($4553, #BNK_LFT_DOOR2, -936.964, -353.369, 3.235)
Pickup.Create($4551, #HEALTH, 3, -959.3, -335.97, 15.59)
Pickup.Create($4550, #BODYARMOUR, 3, -956.7, -337.64, 15.6)

:BANKJO4_10351
if 
80F6:   not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 
jf @BANKJO4_11127 
wait 0 
gosub @BANKJO4_28512 
gosub @BANKJO4_28829 
gosub @BANKJO4_28869 
gosub @BANKJO4_29145 
gosub @BANKJO4_30087 
gosub @BANKJO4_27624 
if 
  $4607 == 1 // $ == int 
jf @BANKJO4_10470 
gosub @BANKJO4_29105 

:BANKJO4_10470
if 
00F6:   player $PLAYER_CHAR 0 -942.5 -331.3 14.6 radius 3.0 3.0 3.0 
jf @BANKJO4_10661 
gosub @BANKJO4_27117 
if 
   not Actor.Dead($4512)
jf @BANKJO4_10588 
if 
  $4606 == 0 // $ == int 
jf @BANKJO4_10581 
0239: actor $4512 run_to -952.8 -334.6 
$4606 = 1 // $ = int 

:BANKJO4_10581
jump @BANKJO4_10593 

:BANKJO4_10588
Actor.RemoveReferences($4512)

:BANKJO4_10593
if 
   not Actor.Dead($4511)
jf @BANKJO4_10656 
if 
  $4605 == 0 // $ == int 
jf @BANKJO4_10649 
0239: actor $4511 run_to -956.8 -331.3 
$4605 = 1 // $ = int 

:BANKJO4_10649
jump @BANKJO4_10661 

:BANKJO4_10656
Actor.RemoveReferences($4511)

:BANKJO4_10661
if and
   not Actor.Dead($4511)
  $4605 == 1 // $ == int 
jf @BANKJO4_10754 
if 
00FF:   actor $4511 0 -956.8 -331.3 15.6 radius 2.0 2.0 2.0 
jf @BANKJO4_10754 
0350: set_actor $4511 maintain_position_when_attacked 1 
01CA: actor $4511 kill_player $PLAYER_CHAR 
$4605 = 2 // $ = int 

:BANKJO4_10754
if 
  $4607 == 1 // $ == int 
jf @BANKJO4_11002 
if 
00F6:   player $PLAYER_CHAR 0 -922.3 -333.0 17.8 radius 3.0 3.0 1.5 
jf @BANKJO4_11002 
gosub @BANKJO4_26897 
if 
001C:   $663 > $4594 // $ > $ int 
jf @BANKJO4_10886 
if 
   not Actor.Dead($4513)
jf @BANKJO4_10886 
04EB: actor $4513 crouch 0 0 ms 
0350: set_actor $4513 maintain_position_when_attacked 1 
01CA: actor $4513 kill_player $PLAYER_CHAR 

:BANKJO4_10886
if 
  $663 > 4000 // $ > int 
jf @BANKJO4_10946 
if 
   not Actor.Dead($4513)
jf @BANKJO4_10946 
04EB: actor $4513 crouch 1 2000 ms 
01BD: $662 = current_time_in_ms 
0209: $4594 = random_int_in_ranges 0 4000 

:BANKJO4_10946
if 
  $4608 == 0 // $ == int 
jf @BANKJO4_11002 
if 
   not Actor.Dead($4514)
jf @BANKJO4_11002 
0239: actor $4514 run_to -923.7 -348.25 
$4608 = 1 // $ = int 

:BANKJO4_11002
if and
   not Actor.Dead($4514)
  $4608 == 1 // $ == int 
jf @BANKJO4_11095 
if 
00FF:   actor $4514 0 -923.7 -348.25 16.8 radius 2.0 2.0 2.0 
jf @BANKJO4_11095 
0350: set_actor $4514 maintain_position_when_attacked 1 
01CA: actor $4514 kill_player $PLAYER_CHAR 
$4608 = 2 // $ = int 

:BANKJO4_11095
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_11120 
jump @BANKJO4_22215 

:BANKJO4_11120
jump @BANKJO4_10351 

:BANKJO4_11127
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
   not Actor.Dead($4531)
jf @BANKJO4_11189 
01E0: clear_leader $4531 
009E: set_actor $4531 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_11189
if 
   not Actor.Dead($4531)
jf @BANKJO4_11400 
TIMERA = 0 // @ = int 

:BANKJO4_11212
if 
80FF:   not actor $4531 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 
jf @BANKJO4_11393 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @BANKJO4_11363 
if 
   not Actor.Dead($4531)
jf @BANKJO4_11356 
Actor.PutAt($4531, -932.9, -351.3, 16.8)
Actor.Angle($4531) = 90.0
009E: set_actor $4531 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_11356
TIMERA = 0 // @ = int 

:BANKJO4_11363
if 
   Actor.Dead($4531)
jf @BANKJO4_11386 
jump @BANKJO4_11189 

:BANKJO4_11386
jump @BANKJO4_11212 

:BANKJO4_11393
jump @BANKJO4_11422 

:BANKJO4_11400
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
jump @BANKJO4_22215 

:BANKJO4_11422
if 
   not Actor.Dead($4531)
jf @BANKJO4_11450 
0350: set_actor $4531 maintain_position_when_attacked 1 
011C: actor $4531 clear_objective 

:BANKJO4_11450
gosub @BANKJO4_32180 
if 
   not Actor.Dead($4531)
jf @BANKJO4_11511 
Actor.PutAt($4531, -939.1, -351.12, 6.23)
Actor.Angle($4531) = 260.0
01DF: tie_actor $4531 to_player $PLAYER_CHAR 

:BANKJO4_11511
if 
   not Actor.Dead($4515)
jf @BANKJO4_11563 
Actor.PutAt($4515, -943.0, -343.9, 6.3)
01E1: set_actor $4515 follow_route 1 3 
011A: set_actor $4515 search_threat 1 

:BANKJO4_11563
gosub @BANKJO4_32327 
if 
   not Actor.Dead($4531)
jf @BANKJO4_11593 
0350: set_actor $4531 maintain_position_when_attacked 0 

:BANKJO4_11593
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -944.5 -341.58 6.3 
$4564 = 1 // $ = int 

:BANKJO4_11625
if 
   not Actor.Dead($4515)
jf @BANKJO4_11705 
wait 0 
gosub @BANKJO4_28829 
gosub @BANKJO4_30087 
gosub @BANKJO4_29105 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_11691 
jump @BANKJO4_22215 

:BANKJO4_11691
gosub @BANKJO4_27624 
jump @BANKJO4_11625 

:BANKJO4_11705
if 
80F6:   not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 
jf @BANKJO4_11817 
wait 0 
gosub @BANKJO4_28829 
gosub @BANKJO4_30087 
gosub @BANKJO4_29105 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_11803 
jump @BANKJO4_22215 

:BANKJO4_11803
gosub @BANKJO4_27624 
jump @BANKJO4_11705 

:BANKJO4_11817
Marker.Disable($4592)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5 -344.12 8.0 
Camera.SetPosition(-940.2, -343.6, 8.6, 0.0, 0.0, 0.0)
Camera.PointAt(-944.5, -343.8, 7.45, 2)
if 
   not Actor.Dead($4531)
jf @BANKJO4_11947 
01E0: clear_leader $4531 
0239: actor $4531 run_to -944.5 -344.12 

:BANKJO4_11947
if 
   not Actor.Dead($4531)
jf @BANKJO4_12146 
TIMERA = 0 // @ = int 

:BANKJO4_11970
if 
80FF:   not actor $4531 0 -944.5 -344.12 7.0 radius 1.5 1.5 3.0 
jf @BANKJO4_12139 
wait 0 
if 
  TIMERA > 2000 // @ > int 
jf @BANKJO4_12109 
if 
   not Actor.Dead($4531)
jf @BANKJO4_12102 
Actor.PutAt($4531, -937.0, -343.6, 7.0)
Actor.Angle($4531) = 90.0
0239: actor $4531 run_to -944.5 -344.12 

:BANKJO4_12102
TIMERA = 0 // @ = int 

:BANKJO4_12109
if 
   Actor.Dead($4531)
jf @BANKJO4_12132 
jump @BANKJO4_11947 

:BANKJO4_12132
jump @BANKJO4_11970 

:BANKJO4_12139
jump @BANKJO4_12168 

:BANKJO4_12146
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
jump @BANKJO4_22215 

:BANKJO4_12168
if 
   not Actor.Dead($4531)
jf @BANKJO4_12214 
Actor.Angle($4531) = 90.0
04EB: actor $4531 crouch 1 300000 ms 
020E: actor $PLAYER_ACTOR look_at_actor $4531 

:BANKJO4_12214
$4500 = 1 // $ = int 
03CF: load_wav 'BK4_12A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_12A' time 10000 1  // Damn! It's a Flange 9000!
gosub @BANKJO4_27020 
03CF: load_wav 'BK4_12B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_12B' time 10000 1  // This could take hours to crack,
gosub @BANKJO4_27020 
03CF: load_wav 'BK4_12C' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_12C' time 10000 1  // Or five minutes if you could find the manager.
gosub @BANKJO4_27020 
if 
   not Actor.Dead($4531)
jf @BANKJO4_12372 
04EB: actor $4531 crouch 0 0 ms 

:BANKJO4_12372
03CF: load_wav 'BNK4_13' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_13' time 10000 1  // I'll go find where he's holed up.
gosub @BANKJO4_27020 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -964.0 -335.0 14.6 

:BANKJO4_12461
if 
80F6:   not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 
jf @BANKJO4_12566 
wait 0 
gosub @BANKJO4_28829 
gosub @BANKJO4_30087 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_12552 
jump @BANKJO4_22215 

:BANKJO4_12552
gosub @BANKJO4_27624 
jump @BANKJO4_12461 

:BANKJO4_12566
gosub @BANKJO4_31900 
gosub @BANKJO4_27117 

:BANKJO4_12580
if 
80F6:   not player $PLAYER_CHAR 0 -964.0 -337.0 14.6 radius 3.0 3.0 3.0 
jf @BANKJO4_12868 
wait 0 
gosub @BANKJO4_28512 
gosub @BANKJO4_28829 
gosub @BANKJO4_28869 
gosub @BANKJO4_29145 
gosub @BANKJO4_30087 
gosub @BANKJO4_29105 
gosub @BANKJO4_27624 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_12706 
jump @BANKJO4_22215 

:BANKJO4_12706
if and
00F6:   player $PLAYER_CHAR 0 -922.3 -348.2 16.6 radius 3.0 3.0 3.0 
  $4602 == 0 // $ == int 
jf @BANKJO4_12861 
$4500 = 1 // $ = int 
03CF: load_wav 'BK4_14B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_14A' time 10000 1  // Phil, things still sweet?
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_15' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_15' time 10000 1  // Sure. Everything's real quiet.
gosub @BANKJO4_27020 
00BE: text_clear_all 
$4602 = 1 // $ = int 

:BANKJO4_12861
jump @BANKJO4_12580 

:BANKJO4_12868
$4602 = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
if 
   not Actor.Dead($4523)
jf @BANKJO4_12958 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4523 
Camera.SetPosition(-961.3, -330.8, 16.6, 0.0, 0.0, 0.0)
Camera.OnPed($4523, 15, 1)

:BANKJO4_12958
$4500 = 1 // $ = int 
03CF: load_wav 'BNK4_16' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_16' time 10000 1  // You - you're coming with me!
gosub @BANKJO4_27020 
if 
   not Actor.Dead($4523)
jf @BANKJO4_13057 
04EB: actor $4523 crouch 0 0 ms 
01ED: clear_actor $4523 threat_search 
020E: actor $4523 look_at_actor $PLAYER_ACTOR 
0372: set_actor $4523 anim 17 wait_state_time 300000 ms 

:BANKJO4_13057
03CF: load_wav 'BNK4_17' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_17' time 10000 1  // Ok! Ok! Just don't shoot!
gosub @BANKJO4_27020 
00BE: text_clear_all 
if 
   not Actor.Dead($4523)
jf @BANKJO4_13134 
0372: set_actor $4523 anim 0 wait_state_time 0 ms 
01DF: tie_actor $4523 to_player $PLAYER_CHAR 

:BANKJO4_13134
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D: clear_actor $PLAYER_ACTOR wait_state 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -944.36 -342.0 6.3 

:BANKJO4_13199
if 
80F6:   not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 
jf @BANKJO4_13443 
wait 0 
gosub @BANKJO4_28512 
gosub @BANKJO4_29145 
gosub @BANKJO4_30087 
gosub @BANKJO4_28829 
gosub @BANKJO4_28869 
gosub @BANKJO4_29105 
gosub @BANKJO4_27624 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_13325 
jump @BANKJO4_22215 

:BANKJO4_13325
if and
00F6:   player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 
  $4602 == 0 // $ == int 
jf @BANKJO4_13436 
$4500 = 1 // $ = int 
03CF: load_wav 'BNK4_18' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_18' time 10000 1  // I SAID NOBODY MOVE!
gosub @BANKJO4_27020 
$4602 = 1 // $ = int 

:BANKJO4_13436
jump @BANKJO4_13199 

:BANKJO4_13443
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
   not Actor.Dead($4523)
jf @BANKJO4_13505 
01E0: clear_leader $4523 
009E: set_actor $4523 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_13505
if 
   not Actor.Dead($4523)
jf @BANKJO4_13716 
TIMERA = 0 // @ = int 

:BANKJO4_13528
if 
80FF:   not actor $4523 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 
jf @BANKJO4_13709 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @BANKJO4_13679 
if 
   not Actor.Dead($4523)
jf @BANKJO4_13672 
Actor.PutAt($4523, -932.9, -351.3, 16.8)
Actor.Angle($4523) = 90.0
009E: set_actor $4523 path -938.56 -351.5 16.8 unknown 0.5 1 

:BANKJO4_13672
TIMERA = 0 // @ = int 

:BANKJO4_13679
if 
   Actor.Dead($4523)
jf @BANKJO4_13702 
jump @BANKJO4_13505 

:BANKJO4_13702
jump @BANKJO4_13528 

:BANKJO4_13709
jump @BANKJO4_13738 

:BANKJO4_13716
00BC: text_highpriority 'BM_DEAD' time 5000 1  // ~r~You needed the bank manager alive!!
jump @BANKJO4_22215 

:BANKJO4_13738
if 
   not Actor.Dead($4523)
jf @BANKJO4_13766 
0350: set_actor $4523 maintain_position_when_attacked 1 
011C: actor $4523 clear_objective 

:BANKJO4_13766
gosub @BANKJO4_32180 
if 
   not Actor.Dead($4523)
jf @BANKJO4_13827 
Actor.PutAt($4523, -939.1, -351.12, 6.23)
Actor.Angle($4523) = 260.0
01DF: tie_actor $4523 to_player $PLAYER_CHAR 

:BANKJO4_13827
gosub @BANKJO4_32327 
if 
   not Actor.Dead($4523)
jf @BANKJO4_13857 
0350: set_actor $4523 maintain_position_when_attacked 0 

:BANKJO4_13857
if 
80F6:   not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 
jf @BANKJO4_13969 
wait 0 
gosub @BANKJO4_28829 
gosub @BANKJO4_29105 
gosub @BANKJO4_30087 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_13955 
jump @BANKJO4_22215 

:BANKJO4_13955
gosub @BANKJO4_27624 
jump @BANKJO4_13857 

:BANKJO4_13969
Marker.Disable($4592)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-940.2, -343.6, 8.6, 0.0, 0.0, 0.0)
Camera.PointAt(-944.5, -343.8, 7.45, 2)
if and
   not Actor.Dead($4531)
   not Actor.Dead($4523)
jf @BANKJO4_14080 
020E: actor $4531 look_at_actor $4523 
022C: set_actor $4531 to_look_at_actor $4523 

:BANKJO4_14080
if 
   not Actor.Dead($4523)
jf @BANKJO4_14121 
01E0: clear_leader $4523 
01ED: clear_actor $4523 threat_search 
0239: actor $4523 run_to -943.68 -343.47 

:BANKJO4_14121
if 
   not Actor.Dead($4523)
jf @BANKJO4_14320 
TIMERA = 0 // @ = int 

:BANKJO4_14144
if 
80FF:   not actor $4523 0 -943.5 -343.5 6.2 radius 1.5 1.5 3.0 
jf @BANKJO4_14313 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @BANKJO4_14283 
if 
   not Actor.Dead($4523)
jf @BANKJO4_14276 
Actor.PutAt($4523, -937.0, -343.5, 6.2)
Actor.Angle($4523) = 90.0
0239: actor $4523 run_to -943.68 -343.47 

:BANKJO4_14276
TIMERA = 0 // @ = int 

:BANKJO4_14283
if 
   Actor.Dead($4523)
jf @BANKJO4_14306 
jump @BANKJO4_14121 

:BANKJO4_14306
jump @BANKJO4_14144 

:BANKJO4_14313
jump @BANKJO4_14342 

:BANKJO4_14320
00BC: text_highpriority 'BM_DEAD' time 5000 1  // ~r~You needed the bank manager alive!!
jump @BANKJO4_22215 

:BANKJO4_14342
if 
   not Actor.Dead($4523)
jf @BANKJO4_14391 
0350: set_actor $4523 maintain_position_when_attacked 1 
Actor.Angle($4523) = 90.0
020E: actor $PLAYER_ACTOR look_at_actor $4523 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4523 

:BANKJO4_14391
$4500 = 1 // $ = int 
03CF: load_wav 'BK4_19A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_19A' time 10000 1  // It's on a time lock,
gosub @BANKJO4_27020 
03CF: load_wav 'BK4_19B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_19B' time 10000 1  // You might as well give up now!
gosub @BANKJO4_27020 
if and
   not Actor.Dead($4531)
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead($4523)
jf @BANKJO4_14612 
020E: actor $4531 look_at_actor $PLAYER_ACTOR 
Camera.SetPosition(-943.0, -343.6, 7.9, 0.0, 0.0, 0.0)
Actor.PutAt($4523, -941.0, -345.2, 6.23)
Actor.StorePos($4531, $4619, $4620, $4621)
$4621 += 0.6 // $ += float 
Camera.PointAt($4619, $4620, $4621, 2)
041D: set_camera_near_clip 0.02 

:BANKJO4_14612
03CF: load_wav 'BK4_20A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_20A' time 10000 1  // Hell, I can bypass the time lock,
gosub @BANKJO4_27020 
if and
   not Actor.Dead($4531)
   not Actor.Dead($4523)
jf @BANKJO4_14716 
022F: set_actor $4531 stop_looking 
Actor.PutAt($4523, -941.8, -342.9, 6.23)
020E: actor $4531 look_at_actor $4523 
022C: set_actor $4531 to_look_at_actor $4523 

:BANKJO4_14716
03CF: load_wav 'BK4_20B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_20B' time 10000 1  // Then we just need your key code and we're good!
gosub @BANKJO4_27020 
if and
   not Actor.Dead($4531)
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_14793 
022F: set_actor $4531 stop_looking 
0372: set_actor $4531 anim 0 wait_state_time 0 ms 

:BANKJO4_14793
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_14833 
Actor.StorePos($PLAYER_ACTOR, $4619, $4620, $4621)
$4621 += 0.6 // $ += float 

:BANKJO4_14833
if 
   not Actor.Dead($4523)
jf @BANKJO4_14869 
Actor.PutAt($4523, -942.37, -345.2, 6.23)

:BANKJO4_14869
Camera.PointAt($4619, $4620, $4621, 1)
03CF: load_wav 'BNK4_21' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_21' time 10000 1  // Stay here. You try anything and you're dead.
gosub @BANKJO4_27020 
03CF: load_wav 'BK4_24A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_24A' time 10000 1  // I'm gonna check on Phil, I'll be right back.
gosub @BANKJO4_27020 
00BE: text_clear_all 
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D: clear_actor $PLAYER_ACTOR wait_state 
if 
   not Actor.Dead($4523)
jf @BANKJO4_15024 
Actor.PutAt($4523, -943.0, -343.6, 6.23)

:BANKJO4_15024
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Marker.Disable($4592)

:BANKJO4_15049
if 
80F6:   not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 
jf @BANKJO4_15161 
wait 0 
gosub @BANKJO4_28829 
gosub @BANKJO4_30087 
gosub @BANKJO4_29105 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_15147 
jump @BANKJO4_22215 

:BANKJO4_15147
gosub @BANKJO4_27624 
jump @BANKJO4_15049 

:BANKJO4_15161
gosub @BANKJO4_31900 
gosub @BANKJO4_27117 

:BANKJO4_15175
if 
80F6:   not player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 
jf @BANKJO4_15294 
wait 0 
gosub @BANKJO4_28869 
gosub @BANKJO4_28512 
gosub @BANKJO4_29145 
gosub @BANKJO4_30087 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_15280 
jump @BANKJO4_22215 

:BANKJO4_15280
gosub @BANKJO4_27624 
jump @BANKJO4_15175 

:BANKJO4_15294
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
018D: $4518 = create_sound 0 at -916.0 -340.0 15.0 
03CF: load_wav 'BK4_24B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_24B' time 10000 1  // I told you not to touch that alarm!
gosub @BANKJO4_27020 
00BE: text_clear_all 
Actor.Create($4516, 4, #GDA, -920.6, -340.0, 13.4)
Actor.Health($4516) = 50
Actor.Angle($4516) = 270.0
0239: actor $4516 run_to -902.0 -340.0 
if 
   not Actor.Dead($4529)
jf @BANKJO4_15454 
01C9: actor $4529 kill_actor $4516 
02E2: set_actor $4529 weapon_accuracy_to 80 

:BANKJO4_15454
if 
   not Actor.Dead($4516)
jf @BANKJO4_15534 
wait 0 
gosub @BANKJO4_28869 
gosub @BANKJO4_28512 
gosub @BANKJO4_29145 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_15520 
jump @BANKJO4_22215 

:BANKJO4_15520
gosub @BANKJO4_27624 
jump @BANKJO4_15454 

:BANKJO4_15534
03CF: load_wav 'BNK4_25' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_25' time 10000 1  // The SWAT team will be here any minute!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_27' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_27' time 10000 1  // I could do with some help here, Tommy!
gosub @BANKJO4_27020 
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -907.8 -345.87 12.4 

:BANKJO4_15643
if 
80F6:   not player $PLAYER_CHAR 1 -907.8 -345.87 12.4 radius 1.5 1.5 1.5 
jf @BANKJO4_15883 
wait 0 
gosub @BANKJO4_28512 
gosub @BANKJO4_29145 
gosub @BANKJO4_28869 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_15741 
jump @BANKJO4_22215 

:BANKJO4_15741
gosub @BANKJO4_27624 
if 
   not Actor.Dead($4529)
jf @BANKJO4_15876 
if and
82CB:   not actor $4529 bounding_sphere_visible 
  $4614 == 0 // $ == int 
jf @BANKJO4_15876 
if 
80C2:   not sphere_onscreen -917.6 -337.57 13.46 2.0 
jf @BANKJO4_15876 
Actor.PutAt($4529, -917.6, -337.57, 13.46)
Actor.Angle($4529) = 272.0
04EB: actor $4529 crouch 1 999999 ms 
0350: set_actor $4529 maintain_position_when_attacked 1 
$4614 = 1 // $ = int 

:BANKJO4_15876
jump @BANKJO4_15643 

:BANKJO4_15883
if 
   not Actor.Dead($4529)
jf @BANKJO4_15904 
01E0: clear_leader $4529 

:BANKJO4_15904
Marker.Disable($4592)
Actor.Create($4516, 4, #GDA, -897.0, -341.1, 12.4)
0350: set_actor $4516 maintain_position_when_attacked 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_15964 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4516 

:BANKJO4_15964
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-914.5, -347.25, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-902.2, -341.9, 12.69, 2)
03CF: load_wav 'BNK4_28' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_28' time 10000 1  // Vice City S.W.A.T! You are completely surrounded!
gosub @BANKJO4_27020 
if 
   not Actor.Dead($4529)
jf @BANKJO4_16132 
Camera.SetPosition(-915.8, -335.0, 13.8, 0.0, 0.0, 0.0)
Camera.OnPed($4529, 15, 2)

:BANKJO4_16132
03CF: load_wav 'BNK4_29' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_29' time 10000 1  // Surrounded? HA HA HA HAAAAAaaa!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_30' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_30' time 10000 1  // They're crapping themselves, corrupt bastards!
if and
   not Actor.Dead($4529)
   not Actor.Dead($4516)
jf @BANKJO4_16238 
04C6: actor $4529 aim_gun_at_actor $4516 

:BANKJO4_16238
gosub @BANKJO4_27020 
if 
   not Actor.Dead($4531)
jf @BANKJO4_16339 
Actor.PutAt($4531, -920.0, -347.0, 16.8)
Actor.Angle($4531) = 290.0
Camera.SetPosition(-914.3, -345.25, 15.8, 0.0, 0.0, 0.0)
Camera.OnPed($4531, 15, 2)
$4564 = 0 // $ = int 

:BANKJO4_16339
03CF: load_wav 'BK4_31B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_31A' time 10000 1  // Tommy! The vault's open!
gosub @BANKJO4_27020 
Camera.SetPosition(-905.76, -345.84, 14.0, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
03CF: load_wav 'BK4_34A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_34A' time 10000 1  // Ok, we got the SWAT retirement fund. Let's get out of here!
gosub @BANKJO4_27020 
Camera.SetPosition(-914.5, -347.25, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-902.2, -341.9, 12.69, 2)
03CF: load_wav 'BK4_34B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_34B' time 10000 1  // Ok, you asked for it! You've had your last chance!
gosub @BANKJO4_27020 
if 
   not Actor.Dead($4529)
jf @BANKJO4_16614 
Camera.SetPosition(-915.8, -335.0, 13.8, 0.0, 0.0, 0.0)
Camera.OnPed($4529, 15, 2)

:BANKJO4_16614
03CF: load_wav 'BK4_35A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_35A' time 10000 1  // They're storming the place!
gosub @BANKJO4_27020 
03CF: load_wav 'BK4_35B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_35B' time 10000 1  // Take cover!
gosub @BANKJO4_27020 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_16721 
011C: actor $PLAYER_ACTOR clear_objective 
Camera.SetBehindPlayer

:BANKJO4_16721
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
   not Actor.Dead($4529)
jf @BANKJO4_16769 
011C: actor $4529 clear_objective 
011A: set_actor $4529 search_threat 64 

:BANKJO4_16769
Actor.DestroyInstantly($4516)
Actor.DestroyInstantly($4523)
$4614 = 0 // $ = int 
if 
   not Actor.Dead($4529)
jf @BANKJO4_16836 
011C: actor $4529 clear_objective 
0350: set_actor $4529 maintain_position_when_attacked 1 
Actor.Health($4529) = 200
011A: set_actor $4529 search_threat 64 
0291: set_actor $4529 heed_threats 1 

:BANKJO4_16836
Model.Load(#SWAT)
Model.Load(#GASGRENADE)

:BANKJO4_16845
if or
   not Model.Available(#SWAT)
   not Model.Available(#GASGRENADE)
jf @BANKJO4_16876 
wait 0 
jump @BANKJO4_16845 

:BANKJO4_16876
$4609 = 0 // $ = int 
$4610 = 0 // $ = int 
$4611 = 0 // $ = int 
$4612 = 0 // $ = int 
gosub @BANKJO4_27117 
$4609 = 15 // $ = int 
$4610 = 15 // $ = int 
$4611 = 15 // $ = int 
$4612 = 0 // $ = int 
gosub @BANKJO4_27117 
Object.ToggleInMovingList($2225, True)
Object.ToggleInMovingList($2226, True)
Object.ToggleInMovingList($2227, True)
Object.ToggleInMovingList($2228, True)
Object.ToggleInMovingList($2229, True)
Object.ToggleInMovingList($2230, True)
Object.CollisionDetection($2225, True)
Object.CollisionDetection($2226, True)
Object.CollisionDetection($2227, True)
Object.CollisionDetection($2228, True)
Object.CollisionDetection($2229, True)
Object.CollisionDetection($2230, True)
$4500 = 2 // $ = int 
03CF: load_wav 'BLOROOF' as $4500 
gosub @BANKJO4_26920 
gosub @BANKJO4_27020 
$4500 = 1 // $ = int 
03AC: clear_route 1 
03AC: clear_route 2 
TIMERA = 0 // @ = int 

:BANKJO4_17086
if 
   Player.Defined($PLAYER_CHAR)
jf @BANKJO4_19014 
wait 0 
gosub @BANKJO4_28869 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_17138 
jump @BANKJO4_22215 

:BANKJO4_17138
gosub @BANKJO4_29145 
gosub @BANKJO4_27624 
if and
   not Actor.Dead($4529)
  $4583 > 1 // $ > int 
jf @BANKJO4_17598 
if 
  $4517 == 0 // $ == int 
jf @BANKJO4_17347 
0469: create_actor $4519 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4520 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4521 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4522 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
$4517 = 1 // $ = int 
jump @BANKJO4_17598 

:BANKJO4_17347
if 
   not Actor.Dead($4519)
jf @BANKJO4_17403 
if 
  $4517 == 1 // $ == int 
jf @BANKJO4_17396 
01C9: actor $4529 kill_actor $4519 
$4517 = 2 // $ = int 

:BANKJO4_17396
jump @BANKJO4_17598 

:BANKJO4_17403
Actor.RemoveReferences($4519)
if 
   not Actor.Dead($4520)
jf @BANKJO4_17464 
if 
  $4517 == 2 // $ == int 
jf @BANKJO4_17457 
01C9: actor $4529 kill_actor $4520 
$4517 = 3 // $ = int 

:BANKJO4_17457
jump @BANKJO4_17598 

:BANKJO4_17464
Actor.RemoveReferences($4520)
if 
   not Actor.Dead($4521)
jf @BANKJO4_17525 
if 
  $4517 == 3 // $ == int 
jf @BANKJO4_17518 
01C9: actor $4529 kill_actor $4521 
$4517 = 4 // $ = int 

:BANKJO4_17518
jump @BANKJO4_17598 

:BANKJO4_17525
Actor.RemoveReferences($4521)
if 
   not Actor.Dead($4522)
jf @BANKJO4_17586 
if 
  $4517 == 4 // $ == int 
jf @BANKJO4_17579 
01C9: actor $4529 kill_actor $4522 
$4517 = 5 // $ = int 

:BANKJO4_17579
jump @BANKJO4_17598 

:BANKJO4_17586
Actor.RemoveReferences($4522)
$4517 = 6 // $ = int 

:BANKJO4_17598
if 
  2 > $4584 // int > $ 
jf @BANKJO4_17965 
Object.StorePos($2227, $4616, $4617, $4618)
if and
  $4584 == 0 // $ == int 
  TIMERA > 2000 // @ > int 
jf @BANKJO4_17965 
Object.Destroy($2224)
Object.Init($2224, #ROCKETED_WIN1, -899.851, -341.061, 14.318)
Object.RemoveFromMissionCleanupList($2224)
Object.Init($4565, #GASGRENADE, -900.7, -333.88, 14.73)
Object.ToggleInMovingList($4565, True)
Object.CollisionDetection($4565, True)
038C: object $4565 scatter -0.5 0.0 0.0 
Object.Init($4566, #GASGRENADE, -900.7, -348.4, 14.73)
Object.ToggleInMovingList($4566, True)
Object.CollisionDetection($4566, True)
038C: object $4566 scatter -0.5 0.0 0.0 
Object.Init($4567, #GASGRENADE, -907.307, -336.618, 18.0)
Object.ToggleInMovingList($4567, True)
Object.CollisionDetection($4567, True)
Object.Init($4568, #GASGRENADE, -907.307, -345.504, 18.0)
Object.ToggleInMovingList($4568, True)
Object.CollisionDetection($4568, True)
Object.Init($4569, #GASGRENADE, -915.401, -336.6184, 18.0)
Object.ToggleInMovingList($4569, True)
Object.CollisionDetection($4569, True)
Object.Init($4570, #GASGRENADE, -915.401, -345.5, 18.0)
Object.ToggleInMovingList($4570, True)
Object.CollisionDetection($4570, True)
$4584 = 1 // $ = int 
TIMERB = 0 // @ = int 

:BANKJO4_17965
if 
  $4584 == 1 // $ == int 
jf @BANKJO4_18015 
if 
  TIMERB > 50 // @ > int 
jf @BANKJO4_18015 
TIMERB = 0 // @ = int 
gosub @BANKJO4_31688 

:BANKJO4_18015
if and
  $4583 == 0 // $ == int 
  TIMERA > 2000 // @ > int 
jf @BANKJO4_18116 
0503: create_rappel_at -907.307 -336.618 26.0 
0503: create_rappel_at -907.307 -345.504 26.0 
0503: create_rappel_at -915.401 -336.6184 26.0 
0503: create_rappel_at -915.401 -345.5 26.0 
$4583 = 1 // $ = int 

:BANKJO4_18116
if and
  TIMERA > 4000 // @ > int 
  $4583 == 1 // $ == int 
jf @BANKJO4_18149 
$4583 = 2 // $ = int 

:BANKJO4_18149
if and
  TIMERA > 5000 // @ > int 
  $4583 == 2 // $ == int 
jf @BANKJO4_18477 
Actor.Create($4581, 6, #SWAT, -899.214, -333.656, 23.0)
Actor.Angle($4581) = 0.0
01B2: give_actor $4581 weapon 25 ammo 9999 // Load the weapon model before using this 
Actor.Create($4582, 6, #SWAT, -899.214, -350.466, 23.0)
Actor.Angle($4582) = 180.0
01B2: give_actor $4582 weapon 25 ammo 9999 // Load the weapon model before using this 
if 
   not Actor.Dead($4531)
jf @BANKJO4_18470 
01C9: actor $4581 kill_actor $4531 
01C9: actor $4582 kill_actor $4531 
01E2: add_route_point 1 at -921.5 -347.1 17.0 
01E2: add_route_point 1 at -923.0 -334.3 17.0 
01E2: add_route_point 1 at -937.2 -333.8 15.0 
01E2: add_route_point 1 at -935.0 -329.6 15.0 
01E2: add_route_point 1 at -927.3 -328.5 13.0 
01E2: add_route_point 1 at -921.1 -326.5 13.0 
01E2: add_route_point 1 at -920.7 -339.0 13.0 
01E2: add_route_point 1 at -910.6 -346.6 13.0 
01E1: set_actor $4531 follow_route 1 1 
0411: set_actor $4531 use_pednode_seek 0 
011A: set_actor $4531 search_threat 64 

:BANKJO4_18470
$4583 = 3 // $ = int 

:BANKJO4_18477
if 
   not Actor.Dead($4531)
jf @BANKJO4_18659 
Actor.StorePos($4531, $4619, $4620, $4621)
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
  $4615 == 0 // $ == int 
jf @BANKJO4_18652 
if or
00FF:   actor $4531 0 $397 $398 $399 radius 5.0 5.0 2.0 
00FF:   actor $4531 0 -910.6 -346.6 13.0 radius 10.0 10.0 2.0 
jf @BANKJO4_18652 
011C: actor $4531 clear_objective 
011A: set_actor $4531 search_threat 64 
0291: set_actor $4531 heed_threats 1 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 
$4615 = 1 // $ = int 

:BANKJO4_18652
jump @BANKJO4_18743 

:BANKJO4_18659
if 
  $4601 == 0 // $ == int 
jf @BANKJO4_18743 
Actor.RemoveReferences($4531)
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
Pickup.Create($4603, #BRIEFCASE, 3, $4619, $4620, $4621)
Marker.Disable($4592)
03DC: $4592 = create_marker_above_pickup $4603 
$4601 = 1 // $ = int 
$4615 = 0 // $ = int 

:BANKJO4_18743
if 
  $4601 == 1 // $ == int 
jf @BANKJO4_18791 
if and
   Pickup.Picked_up($4603)
  2 > $4615 // int > $ 
jf @BANKJO4_18791 
$4615 = 1 // $ = int 

:BANKJO4_18791
if 
  $4615 == 1 // $ == int 
jf @BANKJO4_18934 
if 
  $4517 == 6 // $ == int 
jf @BANKJO4_18934 
03CF: load_wav 'BNK4_38' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_38' time 10000 1  // That's the last of them. GO! GO! GO!
gosub @BANKJO4_27020 
if 
   not Actor.Dead($4529)
jf @BANKJO4_18902 
04EB: actor $4529 crouch 0 0 ms 
01DF: tie_actor $4529 to_player $PLAYER_CHAR 

:BANKJO4_18902
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -900.0 -341.0 13.4 
$4615 = 2 // $ = int 

:BANKJO4_18934
if 
  $4615 == 2 // $ == int 
jf @BANKJO4_19007 
if 
00F5:   player $PLAYER_CHAR 1 -900.0 -341.0 13.4 radius 1.4 1.4 3.0 
jf @BANKJO4_19007 
jump @BANKJO4_19014 

:BANKJO4_19007
jump @BANKJO4_17086 

:BANKJO4_19014
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
gosub @BANKJO4_24265 
Marker.Disable($4592)
0395: clear_area 1 at -863.0 -340.9 12.19 range 30.0 
gosub @BANKJO4_26740 
Camera.SetPosition(-889.57, -341.42, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-894.3, -346.0, 13.4, 2)
Actor.PutAt($PLAYER_ACTOR, -892.1, -349.47, 12.0)
Actor.Angle($PLAYER_ACTOR) = 12.0
04EB: actor $PLAYER_ACTOR crouch 1 999999 ms 
$1289 = 0 // $ = int 
if 
   not Actor.Dead($4529)
jf @BANKJO4_19302 
011C: actor $4529 clear_objective 
Actor.PutAt($4529, -892.8, -349.37, 12.7)
Actor.Angle($4529) = 317.0
04EB: actor $4529 crouch 1 999999 ms 

:BANKJO4_19302
if 
   not Actor.Dead($4531)
jf @BANKJO4_19372 
011C: actor $4531 clear_objective 
Actor.PutAt($4531, -894.3, -349.5, 12.5)
Actor.Angle($4531) = 330.0
04EB: actor $4531 crouch 1 999999 ms 
jump @BANKJO4_19384 

:BANKJO4_19372
Actor.RemoveReferences($4531)
$4601 = 1 // $ = int 

:BANKJO4_19384
Model.Load(#ENFORCER)

:BANKJO4_19389
if 
   not Model.Available(#ENFORCER)
jf @BANKJO4_19416 
wait 0 
jump @BANKJO4_19389 

:BANKJO4_19416
if 
   not Actor.Dead($4529)
jf @BANKJO4_19441 
Camera.OnPed($4529, 15, 2)

:BANKJO4_19441
Actor.Create($4508, 4, #SWAT, -875.9, -334.0, 10.3)
01ED: clear_actor $4508 threat_search 
Actor.Angle($4508) = 137.0
01B2: give_actor $4508 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4508 crouch 1 9999 ms 
01CC: actor $4508 kill_player $PLAYER_CHAR 
0350: set_actor $4508 maintain_position_when_attacked 1 
Actor.Create($4509, 4, #SWAT, -876.39, -347.45, 10.3)
01ED: clear_actor $4509 threat_search 
Actor.Angle($4509) = 130.0
01B2: give_actor $4509 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4509 crouch 1 9999 ms 
01CC: actor $4509 kill_player $PLAYER_CHAR 
0350: set_actor $4509 maintain_position_when_attacked 1 
Actor.Create($4510, 4, #SWAT, -864.6, -341.0, 9.9)
01ED: clear_actor $4510 threat_search 
Actor.Angle($4510) = 95.0
01B2: give_actor $4510 weapon 25 ammo 9999 // Load the weapon model before using this 
01CC: actor $4510 kill_player $PLAYER_CHAR 
0350: set_actor $4510 maintain_position_when_attacked 1 
Actor.Create($4511, 4, #SWAT, -868.4, -339.98, 9.9)
01ED: clear_actor $4511 threat_search 
Actor.Angle($4511) = 90.0
01B2: give_actor $4511 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4511 crouch 1 9999 ms 
01CC: actor $4511 kill_player $PLAYER_CHAR 
0350: set_actor $4511 maintain_position_when_attacked 1 
Actor.Create($4512, 4, #SWAT, -856.3, -294.7, 10.1)
01ED: clear_actor $4512 threat_search 
Actor.Angle($4512) = 167.0
01B2: give_actor $4512 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4512 crouch 1 9999 ms 
011A: set_actor $4512 search_threat 1 
0291: set_actor $4512 heed_threats 1 
Actor.Create($4513, 4, #SWAT, -852.1, -304.3, 10.1)
01ED: clear_actor $4513 threat_search 
Actor.Angle($4513) = 140.0
01B2: give_actor $4513 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4513 crouch 1 9999 ms 
011A: set_actor $4513 search_threat 1 
0291: set_actor $4513 heed_threats 1 
Car.Create($4547, #ENFORCER, -870.0, -344.5, 10.2)
Car.Angle($4547) = 124.0
020A: set_car $4547 door_status_to 1 
Car.Create($4548, #ENFORCER, -869.43, -336.3, 10.2)
Car.Angle($4548) = 43.0
020A: set_car $4548 door_status_to 1 
Car.Create($4549, #ENFORCER, -852.73, -298.3, 10.2)
Car.Angle($4549) = 30.0
020A: set_car $4549 door_status_to 1 
0169: set_fade_color 0 0 1 
fade 1 1500 

:BANKJO4_20008
if 
fading 
jf @BANKJO4_20032 
wait 0 
jump @BANKJO4_20008 

:BANKJO4_20032
if 
  $4601 == 1 // $ == int 
jf @BANKJO4_20143 
03CF: load_wav 'BNK4_36' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_36' time 10000 1  // Where's Cam?
gosub @BANKJO4_27020 
Camera.OnPed($PLAYER_ACTOR, 15, 2)
03CF: load_wav 'BNK4_37' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_37' time 10000 1  // History...
gosub @BANKJO4_27020 

:BANKJO4_20143
03CF: load_wav 'BNK_39' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK_39' time 10000 1  // Shit! Where's Hilary?
gosub @BANKJO4_27020 
Camera.SetPosition(-888.25, -341.4, 13.9, 0.0, 0.0, 0.0)
Camera.PointAt(-863.0, -340.9, 12.19, 2)
03CF: load_wav 'BK4_40A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BK4_40A' time 10000 1  // I'll give him abandonment issues!
gosub @BANKJO4_27020 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_20339 
Car.PutAt($4536, -884.1, -311.3, 10.8)
Car.Angle($4536) = 180.0
Car.Health($4536) = 1000
020A: set_car $4536 door_status_to 1 

:BANKJO4_20339
Actor.DestroyInstantly($4530)
0296: unload_special_actor 2 
023C: load_special_actor 2 'IGHLRY2' 
038B: load_requested_models 

:BANKJO4_20362
if 
823D:   not special_actor 2 loaded 
jf @BANKJO4_20388 
wait 0 
jump @BANKJO4_20362 

:BANKJO4_20388
if 
   not Car.Wrecked($4536)
jf @BANKJO4_20482 
0129: $4530 = create_actor 4 #SPECIAL02 in_car $4536 driverseat 
01ED: clear_actor $4530 threat_search 
04F5: set_actor $4530 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4530 dismemberment_possible 0 
0243: set_actor $4530 ped_stats_to 30 
01B2: give_actor $4530 weapon 25 ammo 9999 // Load the weapon model before using this 
Car.LockInCurrentPosition($4536, False)
0477: set_car $4536 action 8 time 3000 
04BA: set_car $4536 speed_instantly 30.0 

:BANKJO4_20482
Camera.SetPosition(-873.12, -348.1, 13.96, 0.0, 0.0, 0.0)
Camera.PointAt(-879.4, -341.7, 10.75, 2)

:BANKJO4_20533
if 
   not Car.Wrecked($4536)
jf @BANKJO4_20615 
if 
01AF:   car $4536 0 -884.8 -334.2 10.0 radius 3.0 3.0 3.0 
jf @BANKJO4_20604 
jump @BANKJO4_20615 

:BANKJO4_20604
wait 0 
jump @BANKJO4_20533 

:BANKJO4_20615
0477: set_car $4536 action 0 time 0 
0477: set_car $4536 action 3 time 3000 
TIMERA = 0 // @ = int 

:BANKJO4_20641
if 
  1000 > TIMERA // int > @ 
jf @BANKJO4_20671 
wait 0 
jump @BANKJO4_20641 

:BANKJO4_20671
if and
   not Actor.Dead($4530)
   not Car.Wrecked($4536)
jf @BANKJO4_20700 
01D3: actor $4530 leave_car $4536 

:BANKJO4_20700
if 
   not Actor.Dead($4530)
jf @BANKJO4_20774 
if 
044B:   actor $4530 on_foot 
jf @BANKJO4_20763 
Actor.Angle($4530) = 280.0
011A: set_actor $4530 search_threat 64 
0291: set_actor $4530 heed_threats 1 
jump @BANKJO4_20774 

:BANKJO4_20763
wait 0 
jump @BANKJO4_20700 

:BANKJO4_20774
if 
   not Car.Wrecked($4536)
jf @BANKJO4_20819 
0407: create_coordinate $4616 $4617 $4618 from_car $4536 offset -2.0 3.5 -0.2 

:BANKJO4_20819
Camera.SetPosition($4616, $4617, $4618, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($4530)
jf @BANKJO4_20870 
Camera.OnPed($4530, 15, 2)

:BANKJO4_20870
03CF: load_wav 'BNK4_42' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_42' time 10000 1  // Hey guys! Get in! I got you covered!
gosub @BANKJO4_27020 
if and
   not Actor.Dead($4508)
   not Actor.Dead($4530)
jf @BANKJO4_20956 
Actor.Health($4530) = 100
01CB: actor $4508 kill_actor $4530 
01CB: actor $4530 kill_actor $4508 

:BANKJO4_20956
TIMERA = 0 // @ = int 

:BANKJO4_20963
if 
  2000 > TIMERA // int > @ 
jf @BANKJO4_20993 
wait 0 
jump @BANKJO4_20963 

:BANKJO4_20993
if 
   not Actor.Dead($4530)
jf @BANKJO4_21014 
0321: kill_actor $4530 

:BANKJO4_21014
TIMERA = 0 // @ = int 

:BANKJO4_21021
if 
  1000 > TIMERA // int > @ 
jf @BANKJO4_21051 
wait 0 
jump @BANKJO4_21021 

:BANKJO4_21051
04EB: actor $PLAYER_ACTOR crouch 0 0 ms 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
041E: set_radio_station 6 -1 
if 
   not Actor.Dead($4529)
jf @BANKJO4_21142 
04EB: actor $4529 crouch 0 0 ms 
01DF: tie_actor $4529 to_player $PLAYER_CHAR 
011A: set_actor $4529 search_threat 64 
0291: set_actor $4529 heed_threats 1 
0319: set_actor $4529 running 1 

:BANKJO4_21142
if 
   not Actor.Dead($4530)
jf @BANKJO4_21185 
011C: actor $4530 clear_objective 
011A: set_actor $4530 search_threat 64 
0291: set_actor $4530 heed_threats 1 
01DF: tie_actor $4530 to_player $PLAYER_CHAR 

:BANKJO4_21185
if 
   not Actor.Dead($4531)
jf @BANKJO4_21235 
011C: actor $4531 clear_objective 
011A: set_actor $4531 search_threat 64 
0291: set_actor $4531 heed_threats 1 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 
0319: set_actor $4531 running 1 

:BANKJO4_21235
$4525 = 0 // $ = int 
if 
   not Actor.Dead($4508)
jf @BANKJO4_21273 
0350: set_actor $4508 maintain_position_when_attacked 0 
01CC: actor $4508 kill_player $PLAYER_CHAR 

:BANKJO4_21273
if 
   not Actor.Dead($4509)
jf @BANKJO4_21296 
0350: set_actor $4509 maintain_position_when_attacked 0 

:BANKJO4_21296
if 
   not Actor.Dead($4510)
jf @BANKJO4_21319 
0350: set_actor $4510 maintain_position_when_attacked 0 

:BANKJO4_21319
if 
   not Actor.Dead($4511)
jf @BANKJO4_21342 
0350: set_actor $4511 maintain_position_when_attacked 0 

:BANKJO4_21342
Car.RemoveReferences($4536)

:BANKJO4_21347
if 
  $4525 == 1 // $ == int 
jf @BANKJO4_21408 
wait 0 
gosub @BANKJO4_28909 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_21401 
jump @BANKJO4_22215 

:BANKJO4_21401
jump @BANKJO4_21347 

:BANKJO4_21408
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -871.57 -118.5 10.0 

:BANKJO4_21433
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_21652 
wait 0 
gosub @BANKJO4_28909 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_21487 
jump @BANKJO4_22215 

:BANKJO4_21487
if 
00F5:   player $PLAYER_CHAR 1 -879.57 -114.5 10.0 radius 3.0 3.0 2.0 
jf @BANKJO4_21535 

:BANKJO4_21535
if 
  $4525 == 1 // $ == int 
jf @BANKJO4_21560 
jump @BANKJO4_21347 

:BANKJO4_21560
if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
jf @BANKJO4_21645 
034E: move_object $2194 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 

:BANKJO4_21645
jump @BANKJO4_21433 

:BANKJO4_21652
Marker.Disable($4592)
018A: $4592 = create_checkpoint_at -832.2 -901.0 10.0 

:BANKJO4_21677
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_21940 
wait 0 
gosub @BANKJO4_28909 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_21731 
jump @BANKJO4_22215 

:BANKJO4_21731
if and
00F5:   player $PLAYER_CHAR 1 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
00FE:   actor $4529 0 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
jf @BANKJO4_21823 
jump @BANKJO4_21947 

:BANKJO4_21823
if 
  $4525 == 1 // $ == int 
jf @BANKJO4_21848 
jump @BANKJO4_21347 

:BANKJO4_21848
if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
jf @BANKJO4_21933 
034E: move_object $2194 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 

:BANKJO4_21933
jump @BANKJO4_21677 

:BANKJO4_21940
jump @BANKJO4_21408 

:BANKJO4_21947
if 
   Player.Defined($PLAYER_CHAR)
jf @BANKJO4_22203 
wait 0 
034E: move_object $2194 to -837.134 -901.672 15.03 speed 0.0 0.0 0.025 collision_check 0 
gosub @BANKJO4_28909 
if 
  $4506 == 1 // $ == int 
jf @BANKJO4_22036 
jump @BANKJO4_22215 

:BANKJO4_22036
if 
  $4525 == 1 // $ == int 
jf @BANKJO4_22061 
jump @BANKJO4_21347 

:BANKJO4_22061
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_22086 
jump @BANKJO4_21408 

:BANKJO4_22086
if 
00F5:   player $PLAYER_CHAR 1 -844.95 -901.0 10.0 radius 3.5 3.5 3.5 
jf @BANKJO4_22141 
jump @BANKJO4_22203 

:BANKJO4_22141
if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
jf @BANKJO4_22196 
jump @BANKJO4_21652 

:BANKJO4_22196
jump @BANKJO4_21947 

:BANKJO4_22203
Marker.Disable($4592)
jump @BANKJO4_22392 

:BANKJO4_22215
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0169: set_fade_color 0 0 1 

:BANKJO4_22270
if 
0057:   player $PLAYER_CHAR 0 -852.8 -915.0 10.0 -837.5 -897.2 13.0 
jf @BANKJO4_22329 
wait 0 
jump @BANKJO4_22270 

:BANKJO4_22329
if and
   Player.Defined($PLAYER_CHAR)
  $1289 == 1 // $ == int 
jf @BANKJO4_22390 
gosub @BANKJO4_24265 
fade 1 1500 

:BANKJO4_22366
if 
fading 
jf @BANKJO4_22390 
wait 0 
jump @BANKJO4_22366 

:BANKJO4_22390
return 

:BANKJO4_22392
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
if and
00E0:   player $PLAYER_CHAR in_any_car 
   not Car.Wrecked($4536)
jf @BANKJO4_22439 
01D3: actor $PLAYER_ACTOR leave_car $4536 

:BANKJO4_22439
041E: set_radio_station 3 -1 
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 1 
fade 0 1500 

:BANKJO4_22464
if 
fading 
jf @BANKJO4_22525 
wait 0 
034E: move_object $2194 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 
jump @BANKJO4_22464 

:BANKJO4_22525
Camera.SetPosition(-827.5, -894.2, 22.5, 0.0, 0.0, 0.0)
Camera.PointAt(-833.15, -899.4, 17.6, 2)
fade 1 500 

:BANKJO4_22583
if 
fading 
jf @BANKJO4_22607 
wait 0 
jump @BANKJO4_22583 

:BANKJO4_22607
Actor.DestroyInstantly($4529)
Actor.DestroyInstantly($4531)
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 50000
0394: play_music 1 
03CF: load_wav 'BNK4_44' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_44' time 10000 1  // We made it! We're rich! RICH!
gosub @BANKJO4_27020 
if 
  $4601 == 1 // $ == int 
jf @BANKJO4_22837 
03CF: load_wav 'BNK4_45' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_45' time 10000 1  // Shame Cam didn't make it, he was a good guy!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_46' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_46' time 10000 1  // Yeah. Still... more for us!
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_47' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_47' time 10000 1  // Damned straight! YEEEEHAAAH!
gosub @BANKJO4_27020 

:BANKJO4_22837
03CF: load_wav 'BNK4_48' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_48' time 10000 1  // Tommy, would you like a massage?
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_49' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_49' time 10000 1  // Well, Hi there, Mercedes! Yeah, I'm a little tense...
gosub @BANKJO4_27020 
03CF: load_wav 'BNK450A' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK450A' time 10000 1  // What'd I tell you Tommy? What'd I tell you? Bent SWAT better watch out when Kent Paul is in town.
gosub @BANKJO4_27020 
03CF: load_wav 'BNK450B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK450B' time 10000 1  // Come on, gimme a bigger slice, mate, c'mon. I gotta get some new threads.
gosub @BANKJO4_27020 
0169: set_fade_color 0 0 1 
fade 0 500 
Model.Load(#OD_CLUBOUT_DY)
Model.Load(#OD_CLUBOUT_NT)
Model.Load(#OD_CLUBNEON)
Model.Load(#OD_CLUBDOORS)
Model.Load(#OD_CLBDR_CLOSE)
Model.Load(#OD_CLBDR_OPEN)
Model.Load(#VEG_PALMKBB11)
Model.Load(#ODNROAD01_NT)
Model.Load(#ODNROAD01_DY)
Model.Load(#OD_CLUBBACK)
Model.Load(#MIAMIODNROADXA)
Model.Load(#LODD_BUILD2)
Model.Load(#SPAD_BUILDNEW)
Model.Load(#VEG_PALMBIG14)

:BANKJO4_23090
if 
fading 
jf @BANKJO4_23114 
wait 0 
jump @BANKJO4_23090 

:BANKJO4_23114
if 
   not Model.Available(#OD_CLUBOUT_DY)
jf @BANKJO4_23141 
wait 0 
jump @BANKJO4_23114 

:BANKJO4_23141
if 
   not Model.Available(#OD_CLUBOUT_NT)
jf @BANKJO4_23168 
wait 0 
jump @BANKJO4_23141 

:BANKJO4_23168
if 
   not Model.Available(#OD_CLUBNEON)
jf @BANKJO4_23195 
wait 0 
jump @BANKJO4_23168 

:BANKJO4_23195
if 
   not Model.Available(#OD_CLUBDOORS)
jf @BANKJO4_23222 
wait 0 
jump @BANKJO4_23195 

:BANKJO4_23222
if 
   not Model.Available(#OD_CLBDR_CLOSE)
jf @BANKJO4_23249 
wait 0 
jump @BANKJO4_23222 

:BANKJO4_23249
if 
   not Model.Available(#OD_CLBDR_OPEN)
jf @BANKJO4_23276 
wait 0 
jump @BANKJO4_23249 

:BANKJO4_23276
if 
   not Model.Available(#VEG_PALMKBB11)
jf @BANKJO4_23303 
wait 0 
jump @BANKJO4_23276 

:BANKJO4_23303
if 
   not Model.Available(#ODNROAD01_NT)
jf @BANKJO4_23330 
wait 0 
jump @BANKJO4_23303 

:BANKJO4_23330
if 
   not Model.Available(#ODNROAD01_DY)
jf @BANKJO4_23357 
wait 0 
jump @BANKJO4_23330 

:BANKJO4_23357
if 
   not Model.Available(#OD_CLUBBACK)
jf @BANKJO4_23384 
wait 0 
jump @BANKJO4_23357 

:BANKJO4_23384
if 
   not Model.Available(#MIAMIODNROADXA)
jf @BANKJO4_23411 
wait 0 
jump @BANKJO4_23384 

:BANKJO4_23411
if 
   not Model.Available(#LODD_BUILD2)
jf @BANKJO4_23438 
wait 0 
jump @BANKJO4_23411 

:BANKJO4_23438
if 
   not Model.Available(#SPAD_BUILDNEW)
jf @BANKJO4_23465 
wait 0 
jump @BANKJO4_23438 

:BANKJO4_23465
if 
   not Model.Available(#VEG_PALMBIG14)
jf @BANKJO4_23492 
wait 0 
jump @BANKJO4_23465 

:BANKJO4_23492
Camera.SetPosition(513.5, -44.5, 22.0, 0.0, 0.0, 0.0)
Camera.PointAt(502.0, -60.5, 14.0, 2)
Marker.Disable($550)
04CE: $550 = create_icon_marker_without_sphere $726 at $868 $869 $870 
04A6: $945 = create_asset_money_pickup_at $868 $869 $870 money $944 rate $944 
00C0: set_current_time 21 30 
fade 1 1000 

:BANKJO4_23598
if 
fading 
jf @BANKJO4_23622 
wait 0 
jump @BANKJO4_23598 

:BANKJO4_23622
TIMERA = 0 // @ = int 

:BANKJO4_23629
if 
  2000 > TIMERA // int > @ 
jf @BANKJO4_23659 
wait 0 
jump @BANKJO4_23629 

:BANKJO4_23659
00BA: text_styled 'ASSET_A' 10000 ms 6  // BANK HEIST ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_B' $944 time 10000 1  // ~g~The Malibu Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
Camera.SetPosition(493.6, -87.0, 10.8, 0.0, 0.0, 0.0)
Camera.PointAt(492.6, -77.4, 13.2, 2)
TIMERA = 0 // @ = int 

:BANKJO4_23750
if 
  1500 > TIMERA // int > @ 
jf @BANKJO4_23780 
wait 0 
jump @BANKJO4_23750 

:BANKJO4_23780
Camera.PointAt($868, $869, $870, 1)
TIMERA = 0 // @ = int 

:BANKJO4_23800
if 
  1000 > TIMERA // int > @ 
jf @BANKJO4_23830 
wait 0 
jump @BANKJO4_23800 

:BANKJO4_23830
TIMERA = 0 // @ = int 

:BANKJO4_23837
if 
  5000 > TIMERA // int > @ 
jf @BANKJO4_23867 
wait 0 
jump @BANKJO4_23837 

:BANKJO4_23867
fade 0 500 

:BANKJO4_23874
if 
fading 
jf @BANKJO4_23898 
wait 0 
jump @BANKJO4_23874 

:BANKJO4_23898
Camera.SetAtPos(-833.6, -908.5, 11.11)
0395: clear_area 1 at -833.6 -908.5 11.11 range 2.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BANKJO4_23982 
012A: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 and_remove_from_car 
jump @BANKJO4_24002 

:BANKJO4_23982
0055: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 

:BANKJO4_24002
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_24054 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_24054 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO4_24054
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
01BC: put_object $2194 at -837.134 -901.672 12.03 
Camera.Restore_WithJumpCut
00BE: text_clear_all 
fade 1 1500 

:BANKJO4_24095
if 
fading 
jf @BANKJO4_24119 
wait 0 
jump @BANKJO4_24095 

:BANKJO4_24119
043C: set_game_sounds_disable_on_fade 1 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
02A3: enable_widescreen 0 
0318: set_latest_mission_passed 'BANK_4'  // The Job
$946 = 1 // $ = int 
$1479 += 1 // $ += int 
$554 = 1 // $ = int 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
055B: $1600 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
Pickup.Create($1611, #KNIFECUR, 2, 468.5, -54.2, 15.7)
$1580 = 1 // $ = int 
start_new_script @CLOTH9 
start_new_script @AMBBANK 
return 

:BANKJO4_24265
fade 0 1500 

:BANKJO4_24272
if 
fading 
jf @BANKJO4_24296 
wait 0 
jump @BANKJO4_24272 

:BANKJO4_24296
04FA: clear_extra_colors_with_fade 0 
01EB: set_traffic_density_multiplier_to 1.0 
03AD: set_rubbish 1 
select_interior 0 
0395: clear_area 0 at -893.0 -341.0 13.5 range 1.0 
Camera.SetAtPos(-893.0, -341.0, 13.5)
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
$1289 = 0 // $ = int 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: set_camera_directly_before_player 
return 

:BANKJO4_24429
if 
   Actor.Dead($4530)
jf @BANKJO4_24469 
00BC: text_highpriority 'H_DEAD' time 5000 1  // ~r~Hilary's dead!!
$4506 = 1 // $ = int 
return 

:BANKJO4_24469
if 
   Car.Wrecked($4536)
jf @BANKJO4_24507 
00BC: text_highpriority 'TRASHED' time 5000 1  // ~r~YOU TRASHED THE GETAWAY CAR!!
$4506 = 1 // $ = int 

:BANKJO4_24507
return 

:BANKJO4_24509
if 
  $4505 == 0 // $ == int 
jf @BANKJO4_24754 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_24732 
if 
80DC:   not player $PLAYER_CHAR in_car $4536 
jf @BANKJO4_24660 
$4502 = 0 // $ = int 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if and
  $4505 == 0 // $ == int 
  $4538 == 0 // $ == int 
jf @BANKJO4_24623 
Marker.CreateAboveCar($4537, $4536)
$4538 = 1 // $ = int 

:BANKJO4_24623
if 
  $4535 == 1 // $ == int 
jf @BANKJO4_24653 
Marker.Disable($4592)
$4535 = 0 // $ = int 

:BANKJO4_24653
jump @BANKJO4_24697 

:BANKJO4_24660
$4502 = 1 // $ = int 
if 
  $4538 == 1 // $ == int 
jf @BANKJO4_24697 
Marker.Disable($4537)
$4538 = 0 // $ = int 

:BANKJO4_24697
if and
01F4:   car $4536 flipped 
01C1:   car $4536 stopped 
jf @BANKJO4_24725 
$4506 = 1 // $ = int 

:BANKJO4_24725
jump @BANKJO4_24754 

:BANKJO4_24732
00BC: text_highpriority 'TRASHED' time 5000 1  // ~r~YOU TRASHED THE GETAWAY CAR!!
$4506 = 1 // $ = int 

:BANKJO4_24754
return 

:BANKJO4_24756
if 
   not Car.Wrecked($4536)
jf @BANKJO4_25153 
if 
   Actor.Dead($4529)
jf @BANKJO4_24817 
00BC: text_highpriority 'P_DEAD' time 5000 1  // ~r~Phil's dead!!
$4506 = 1 // $ = int 
jump @BANKJO4_25153 

:BANKJO4_24817
if 
  $4502 == 1 // $ == int 
jf @BANKJO4_24933 
if 
   not Actor.InCar($4529, $4536)
jf @BANKJO4_24926 
01D4: actor $4529 go_to_car $4536 and_enter_it_as_a_passenger 
if and
0205:   actor $4529 near_car $4536 radius 2.5 2.5 2.5 unknown 0 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_24919 
0319: set_actor $4529 running 0 
jump @BANKJO4_24926 

:BANKJO4_24919
0319: set_actor $4529 running 1 

:BANKJO4_24926
jump @BANKJO4_25032 

:BANKJO4_24933
if 
00E9:   player $PLAYER_CHAR 0 $4529 radius 4.0 4.0 
jf @BANKJO4_25009 
if 
  $4585 == 0 // $ == int 
jf @BANKJO4_25002 
011C: actor $4529 clear_objective 
01DF: tie_actor $4529 to_player $PLAYER_CHAR 
$4585 = 1 // $ = int 

:BANKJO4_25002
jump @BANKJO4_25032 

:BANKJO4_25009
01E0: clear_leader $4529 
0239: actor $4529 run_to $397 $398 
$4585 = 0 // $ = int 

:BANKJO4_25032
if 
80E9:   not player $PLAYER_CHAR 0 $4529 radius 20.0 20.0 
jf @BANKJO4_25123 
if 
  $4525 == 0 // $ == int 
jf @BANKJO4_25116 
00BC: text_highpriority 'P_HIND' time 5000 1  // ~r~You've lost Phil!
Marker.Disable($4592)
Marker.CreateAboveActor($4532, $4529)
$4525 = 1 // $ = int 

:BANKJO4_25116
jump @BANKJO4_25153 

:BANKJO4_25123
if 
  $4525 == 1 // $ == int 
jf @BANKJO4_25153 
Marker.Disable($4532)
$4525 = 0 // $ = int 

:BANKJO4_25153
return 

:BANKJO4_25155
if 
   not Car.Wrecked($4536)
jf @BANKJO4_25552 
if 
   Actor.Dead($4531)
jf @BANKJO4_25216 
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
$4506 = 1 // $ = int 
jump @BANKJO4_25552 

:BANKJO4_25216
if 
  $4502 == 1 // $ == int 
jf @BANKJO4_25332 
if 
   not Actor.InCar($4531, $4536)
jf @BANKJO4_25325 
01D4: actor $4531 go_to_car $4536 and_enter_it_as_a_passenger 
if and
0205:   actor $4531 near_car $4536 radius 2.5 2.5 2.5 unknown 0 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_25318 
0319: set_actor $4531 running 0 
jump @BANKJO4_25325 

:BANKJO4_25318
0319: set_actor $4531 running 1 

:BANKJO4_25325
jump @BANKJO4_25431 

:BANKJO4_25332
if 
00E9:   player $PLAYER_CHAR 0 $4531 radius 4.0 4.0 
jf @BANKJO4_25408 
if 
  $4587 == 0 // $ == int 
jf @BANKJO4_25401 
011C: actor $4531 clear_objective 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 
$4587 = 1 // $ = int 

:BANKJO4_25401
jump @BANKJO4_25431 

:BANKJO4_25408
01E0: clear_leader $4531 
0239: actor $4531 run_to $397 $398 
$4587 = 0 // $ = int 

:BANKJO4_25431
if 
80E9:   not player $PLAYER_CHAR 0 $4531 radius 20.0 20.0 
jf @BANKJO4_25522 
if 
  $4527 == 0 // $ == int 
jf @BANKJO4_25515 
00BC: text_highpriority 'C_HIND' time 5000 1  // ~r~Cam's been left behind!
Marker.Disable($4592)
Marker.CreateAboveActor($4534, $4531)
$4527 = 1 // $ = int 

:BANKJO4_25515
jump @BANKJO4_25552 

:BANKJO4_25522
if 
  $4527 == 1 // $ == int 
jf @BANKJO4_25552 
Marker.Disable($4534)
$4527 = 0 // $ = int 

:BANKJO4_25552
return 

:BANKJO4_25554
if and
  $4505 == 0 // $ == int 
   not Car.Wrecked($4536)
jf @BANKJO4_25958 
if 
   Actor.Dead($4530)
jf @BANKJO4_25622 
00BC: text_highpriority 'H_DEAD' time 5000 1  // ~r~Hilary's dead!!
$4506 = 1 // $ = int 
jump @BANKJO4_25958 

:BANKJO4_25622
if 
  $4502 == 1 // $ == int 
jf @BANKJO4_25738 
if 
   not Actor.InCar($4530, $4536)
jf @BANKJO4_25731 
01D4: actor $4530 go_to_car $4536 and_enter_it_as_a_passenger 
if and
0205:   actor $4530 near_car $4536 radius 2.5 2.5 2.5 unknown 0 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_25724 
0319: set_actor $4530 running 0 
jump @BANKJO4_25731 

:BANKJO4_25724
0319: set_actor $4530 running 1 

:BANKJO4_25731
jump @BANKJO4_25837 

:BANKJO4_25738
if 
00E9:   player $PLAYER_CHAR 0 $4530 radius 4.0 4.0 
jf @BANKJO4_25814 
if 
  $4586 == 0 // $ == int 
jf @BANKJO4_25807 
011C: actor $4530 clear_objective 
01DF: tie_actor $4530 to_player $PLAYER_CHAR 
$4586 = 1 // $ = int 

:BANKJO4_25807
jump @BANKJO4_25837 

:BANKJO4_25814
01E0: clear_leader $4530 
0239: actor $4530 run_to $397 $398 
$4586 = 0 // $ = int 

:BANKJO4_25837
if 
80E9:   not player $PLAYER_CHAR 0 $4530 radius 20.0 20.0 
jf @BANKJO4_25928 
if 
  $4526 == 0 // $ == int 
jf @BANKJO4_25921 
00BC: text_highpriority 'H_HIND' time 5000 1  // ~r~Hilary's been abandoned!
Marker.Disable($4592)
Marker.CreateAboveActor($4533, $4530)
$4526 = 1 // $ = int 

:BANKJO4_25921
jump @BANKJO4_25958 

:BANKJO4_25928
if 
  $4526 == 1 // $ == int 
jf @BANKJO4_25958 
Marker.Disable($4533)
$4526 = 0 // $ = int 

:BANKJO4_25958
return 
if or
  $4525 == 1 // $ == int 
  $4526 == 1 // $ == int 
  $4527 == 1 // $ == int 
jf @BANKJO4_26006 
$4535 = 0 // $ = int 
jump @BANKJO4_26069 

:BANKJO4_26006
if 
  $4502 == 1 // $ == int 
jf @BANKJO4_26069 
if 
  $4535 == 0 // $ == int 
jf @BANKJO4_26069 
018A: $4592 = create_checkpoint_at -896.5 -341.0 13.4 
$4535 = 1 // $ = int 

:BANKJO4_26069
return 

:BANKJO4_26071
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
wait 5 
Marker.Disable($4592)
Marker.Disable($4532)
Marker.Disable($4534)
Marker.Disable($4533)
Marker.Disable($4537)
03AC: clear_route 1 
03AC: clear_route 2 
018E: stop_sound $4518 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_26139 
011C: actor $PLAYER_ACTOR clear_objective 

:BANKJO4_26139
if 
   Player.Defined($PLAYER_CHAR)
jf @BANKJO4_26169 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:BANKJO4_26169
Camera.Restore_WithJumpCut
01BC: put_object $2194 at -837.134 -901.672 12.03 
043C: set_game_sounds_disable_on_fade 1 
04FA: clear_extra_colors_with_fade 0 
Model.Destroy(#GDA)
Model.Destroy(#GDB)
Model.Destroy(#SWAT)
Model.Destroy(#GASGRENADE)
Model.Destroy(#M4)
Model.Destroy(#MP5LNG)
Model.Destroy(#TAXI)
Model.Destroy(#PYTHON)
Model.Destroy(#ENFORCER)
Model.Destroy(#WFYBU)
Model.Destroy(#HFYBU)
Model.Destroy(#WMORI)
Model.Destroy(#OD_CLUBOUT_DY)
Model.Destroy(#OD_CLUBOUT_NT)
Model.Destroy(#OD_CLUBNEON)
Model.Destroy(#OD_CLUBDOORS)
Model.Destroy(#OD_CLBDR_CLOSE)
Model.Destroy(#OD_CLBDR_OPEN)
Model.Destroy(#VEG_PALMKBB11)
Model.Destroy(#ODNROAD01_NT)
Model.Destroy(#ODNROAD01_DY)
Model.Destroy(#OD_CLUBBACK)
Model.Destroy(#MIAMIODNROADXA)
Model.Destroy(#LODD_BUILD2)
Model.Destroy(#SPAD_BUILDNEW)
Model.Destroy(#VEG_PALMBIG14)
Actor.DestroyWithFade($4529)
Actor.DestroyWithFade($4531)
Actor.DestroyWithFade($4530)
Actor.DestroyWithFade($4523)
Pickup.Destroy($4603)
Actor.RemoveReferences($4508)
Actor.RemoveReferences($4509)
Actor.RemoveReferences($4510)
Actor.RemoveReferences($4511)
Actor.RemoveReferences($4512)
Actor.RemoveReferences($4513)
Car.RemoveReferences($4547)
Car.RemoveReferences($4548)
Car.RemoveReferences($4549)
Car.RemoveReferences($4536)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
gosub @BANKJO4_26740 
Object.Init($2224, #UNROCKETED_WIN1, -899.851, -341.061, 14.318)
Object.RemoveFromMissionCleanupList($2224)
Object.Init($2225, #BNK_GRILL01, -899.214, -333.656, 21.0)
Object.ToggleInMovingList($2225, False)
Object.RemoveFromMissionCleanupList($2225)
0566: object $2225 set_interior 3 
Object.Init($2226, #BNK_GRILL01, -899.214, -348.466, 21.03)
Object.ToggleInMovingList($2226, False)
Object.RemoveFromMissionCleanupList($2226)
0566: object $2226 set_interior 3 
Object.Init($2227, #BNK_GRILL01, -907.307, -336.618, 23.7)
Object.ToggleInMovingList($2227, False)
Object.RemoveFromMissionCleanupList($2227)
0566: object $2227 set_interior 3 
Object.Init($2228, #BNK_GRILL01, -907.307, -345.504, 23.7)
Object.ToggleInMovingList($2228, False)
Object.RemoveFromMissionCleanupList($2228)
0566: object $2228 set_interior 3 
Object.Init($2229, #BNK_GRILL01, -915.401, -336.6184, 23.7)
Object.ToggleInMovingList($2229, False)
Object.RemoveFromMissionCleanupList($2229)
0566: object $2229 set_interior 3 
Object.Init($2230, #BNK_GRILL01, -915.401, -345.5, 23.7)
Object.ToggleInMovingList($2230, False)
Object.RemoveFromMissionCleanupList($2230)
0566: object $2230 set_interior 3 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:BANKJO4_26740
Object.Destroy($2224)
Object.Destroy($2225)
Object.Destroy($2226)
Object.Destroy($2227)
Object.Destroy($2228)
Object.Destroy($2229)
Object.Destroy($2230)
Actor.DestroyInstantly($4539)
Actor.DestroyInstantly($4540)
Actor.DestroyInstantly($4541)
Actor.DestroyInstantly($4542)
Actor.DestroyInstantly($4543)
Actor.DestroyInstantly($4544)
Actor.DestroyInstantly($4545)
Actor.DestroyInstantly($4546)
Actor.DestroyInstantly($4508)
Actor.DestroyInstantly($4509)
Actor.DestroyInstantly($4510)
Actor.DestroyInstantly($4511)
Actor.DestroyInstantly($4512)
Actor.DestroyInstantly($4513)
Actor.DestroyInstantly($4514)
Actor.DestroyInstantly($4515)
Actor.DestroyInstantly($4519)
Actor.DestroyInstantly($4520)
Actor.DestroyInstantly($4521)
Actor.DestroyInstantly($4522)
Pickup.Destroy($4551)
Pickup.Destroy($4550)
Object.Destroy($4552)
Object.Destroy($4553)
return 

:BANKJO4_26897
01BD: $664 = current_time_in_ms 
0084: $663 = $664 // $ = $ int 
0060: $663 -= $662 // $ -= $ int 
return 

:BANKJO4_26920
if 
83D0:   not wav $4500 loaded 
jf @BANKJO4_27013 
wait 0 
if 
  $4613 == 1 // $ == int 
jf @BANKJO4_27006 
if 
00F5:   player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
jf @BANKJO4_27006 

:BANKJO4_27006
jump @BANKJO4_26920 

:BANKJO4_27013
03D1: play_wav $4500 
return 

:BANKJO4_27020
if 
83D2:   not wav $4500 ended 
jf @BANKJO4_27113 
wait 0 
if 
  $4613 == 1 // $ == int 
jf @BANKJO4_27106 
if 
00F5:   player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
jf @BANKJO4_27106 

:BANKJO4_27106
jump @BANKJO4_27020 

:BANKJO4_27113
00BE: text_clear_all 
return 

:BANKJO4_27117
if 
  $4612 == 0 // $ == int 
jf @BANKJO4_27622 
if 
   not Actor.Dead($4539)
jf @BANKJO4_27173 
0372: set_actor $4539 anim 0 wait_state_time 0 ms 
0372: set_actor $4539 anim $4609 wait_state_time 999999 ms 

:BANKJO4_27173
if 
   not Actor.Dead($4540)
jf @BANKJO4_27211 
0372: set_actor $4540 anim 0 wait_state_time 0 ms 
0372: set_actor $4540 anim $4610 wait_state_time 999999 ms 

:BANKJO4_27211
if 
   not Actor.Dead($4541)
jf @BANKJO4_27249 
0372: set_actor $4541 anim 0 wait_state_time 0 ms 
0372: set_actor $4541 anim $4609 wait_state_time 999999 ms 

:BANKJO4_27249
if 
   not Actor.Dead($4542)
jf @BANKJO4_27287 
0372: set_actor $4542 anim 0 wait_state_time 0 ms 
0372: set_actor $4542 anim $4610 wait_state_time 999999 ms 

:BANKJO4_27287
if 
   not Actor.Dead($4543)
jf @BANKJO4_27325 
0372: set_actor $4543 anim 0 wait_state_time 0 ms 
0372: set_actor $4543 anim $4610 wait_state_time 999999 ms 

:BANKJO4_27325
if 
   not Actor.Dead($4544)
jf @BANKJO4_27363 
0372: set_actor $4544 anim 0 wait_state_time 0 ms 
0372: set_actor $4544 anim $4609 wait_state_time 999999 ms 

:BANKJO4_27363
if 
   not Actor.Dead($4545)
jf @BANKJO4_27401 
0372: set_actor $4545 anim 0 wait_state_time 0 ms 
0372: set_actor $4545 anim $4610 wait_state_time 999999 ms 

:BANKJO4_27401
if 
   not Actor.Dead($4546)
jf @BANKJO4_27439 
0372: set_actor $4546 anim 0 wait_state_time 0 ms 
0372: set_actor $4546 anim $4609 wait_state_time 999999 ms 

:BANKJO4_27439
if 
   not Actor.Dead($4510)
jf @BANKJO4_27477 
0372: set_actor $4510 anim 0 wait_state_time 0 ms 
0372: set_actor $4510 anim $4611 wait_state_time 999999 ms 

:BANKJO4_27477
if 
   not Actor.Dead($4509)
jf @BANKJO4_27515 
0372: set_actor $4509 anim 0 wait_state_time 0 ms 
0372: set_actor $4509 anim $4611 wait_state_time 999999 ms 

:BANKJO4_27515
if 
   not Actor.Dead($4508)
jf @BANKJO4_27553 
0372: set_actor $4508 anim 0 wait_state_time 0 ms 
0372: set_actor $4508 anim $4611 wait_state_time 999999 ms 

:BANKJO4_27553
if 
   not Actor.Dead($4523)
jf @BANKJO4_27615 
if 
  $4607 == 1 // $ == int 
jf @BANKJO4_27606 
04EB: actor $4523 crouch 1 999999 ms 
jump @BANKJO4_27615 

:BANKJO4_27606
04EB: actor $4523 crouch 0 0 ms 

:BANKJO4_27615
$4612 = 1 // $ = int 

:BANKJO4_27622
return 

:BANKJO4_27624
if and
   Actor.Dead($4539)
  1@ == 0 // @ == int 
jf @BANKJO4_27661 
0@ += 1 // @ += int 
1@ = 1 // @ = int 

:BANKJO4_27661
if and
   Actor.Dead($4540)
  2@ == 0 // @ == int 
jf @BANKJO4_27698 
0@ += 1 // @ += int 
2@ = 1 // @ = int 

:BANKJO4_27698
if and
   Actor.Dead($4541)
  3@ == 0 // @ == int 
jf @BANKJO4_27735 
0@ += 1 // @ += int 
3@ = 1 // @ = int 

:BANKJO4_27735
if and
   Actor.Dead($4542)
  4@ == 0 // @ == int 
jf @BANKJO4_27772 
0@ += 1 // @ += int 
4@ = 1 // @ = int 

:BANKJO4_27772
if and
   Actor.Dead($4543)
  5@ == 0 // @ == int 
jf @BANKJO4_27809 
0@ += 1 // @ += int 
5@ = 1 // @ = int 

:BANKJO4_27809
if and
   Actor.Dead($4544)
  6@ == 0 // @ == int 
jf @BANKJO4_27846 
0@ += 1 // @ += int 
6@ = 1 // @ = int 

:BANKJO4_27846
if and
   Actor.Dead($4545)
  7@ == 0 // @ == int 
jf @BANKJO4_27883 
0@ += 1 // @ += int 
7@ = 1 // @ = int 

:BANKJO4_27883
if and
   Actor.Dead($4546)
  8@ == 0 // @ == int 
jf @BANKJO4_27920 
0@ += 1 // @ += int 
8@ = 1 // @ = int 

:BANKJO4_27920
if and
   Actor.Dead($4510)
  9@ == 0 // @ == int 
jf @BANKJO4_27957 
0@ += 1 // @ += int 
9@ = 1 // @ = int 

:BANKJO4_27957
if and
   Actor.Dead($4509)
  10@ == 0 // @ == int 
jf @BANKJO4_27994 
0@ += 1 // @ += int 
10@ = 1 // @ = int 

:BANKJO4_27994
if and
   Actor.Dead($4508)
  11@ == 0 // @ == int 
jf @BANKJO4_28031 
0@ += 1 // @ += int 
11@ = 1 // @ = int 

:BANKJO4_28031
if and
  0@ > 2 // @ > int 
  $4588 == 0 // $ == int 
jf @BANKJO4_28366 
0084: $4589 = $4539 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4540 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4541 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4542 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4543 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4544 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4545 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4546 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4508 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4509 // $ = $ int 
gosub @BANKJO4_28368 
0084: $4589 = $4510 // $ = $ int 
gosub @BANKJO4_28368 
if 
   not Actor.Dead($4529)
jf @BANKJO4_28267 
011A: set_actor $4529 search_threat 2048 
011A: set_actor $4529 search_threat 64 
0291: set_actor $4529 heed_threats 1 
01DF: tie_actor $4529 to_player $PLAYER_CHAR 

:BANKJO4_28267
if and
   not Actor.Dead($4531)
  $4564 == 0 // $ == int 
jf @BANKJO4_28320 
011A: set_actor $4531 search_threat 2048 
011A: set_actor $4531 search_threat 64 
0291: set_actor $4531 heed_threats 1 
01DF: tie_actor $4531 to_player $PLAYER_CHAR 

:BANKJO4_28320
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$4588 = 1 // $ = int 

:BANKJO4_28366
return 

:BANKJO4_28368
if 
   not Actor.Dead($4589)
jf @BANKJO4_28498 
0209: $4590 = random_int_in_ranges 0 2 
if 
  $4590 == 0 // $ == int 
jf @BANKJO4_28458 
if 
   not Actor.Dead($4529)
jf @BANKJO4_28451 
0372: set_actor $4589 anim 0 wait_state_time 0 ms 
01CB: actor $4589 kill_actor $4529 
0350: set_actor $4589 maintain_position_when_attacked 0 

:BANKJO4_28451
jump @BANKJO4_28498 

:BANKJO4_28458
if 
   not Actor.Dead($4531)
jf @BANKJO4_28498 
0372: set_actor $4589 anim 0 wait_state_time 0 ms 
01CB: actor $4589 kill_actor $4531 
0350: set_actor $4589 maintain_position_when_attacked 0 

:BANKJO4_28498
return 

:BANKJO4_28500
Marker.Disable($4532)
Marker.Disable($4534)
return 

:BANKJO4_28512
if 
0057:   player $PLAYER_CHAR 0 -926.3 -330.0 12.4 -929.0 -327.67 15.0 
jf @BANKJO4_28827 
if 
  $4607 == 0 // $ == int 
jf @BANKJO4_28820 
Actor.Create($4513, 4, #GDA, -918.7, -353.3, 16.8)
01ED: clear_actor $4513 threat_search 
011A: set_actor $4513 search_threat 1 
Actor.Angle($4513) = 60.0
04EB: actor $4513 crouch 1 300000 ms 
01B2: give_actor $4513 weapon 25 ammo 9999 // Load the weapon model before using this 
01BD: $662 = current_time_in_ms 
if 
   not Actor.Dead($4529)
jf @BANKJO4_28748 
01E2: add_route_point 2 at -921.0 -340.0 13.4 
01E2: add_route_point 2 at -921.0 -333.0 13.4 
Actor.PutAt($4529, -921.0, -340.0, 12.4)
01E1: set_actor $4529 follow_route 2 3 
0411: set_actor $4529 use_pednode_seek 0 
011A: set_actor $4529 search_threat 64 

:BANKJO4_28748
Actor.Create($4523, 4, #WMORI, -963.8, -336.43, 14.6)
0489: set_actor $4523 muted 1 
Actor.Angle($4523) = 205.0
01ED: clear_actor $4523 threat_search 
04EB: actor $4523 crouch 1 300000 ms 
0243: set_actor $4523 ped_stats_to 13 
$4607 = 1 // $ = int 

:BANKJO4_28820
gosub @BANKJO4_27117 

:BANKJO4_28827
return 

:BANKJO4_28829
if 
   Actor.Dead($4531)
jf @BANKJO4_28867 
$4506 = 1 // $ = int 
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!

:BANKJO4_28867
return 

:BANKJO4_28869
if 
   Actor.Dead($4529)
jf @BANKJO4_28907 
00BC: text_highpriority 'P_DEAD' time 5000 1  // ~r~Phil's dead!!
$4506 = 1 // $ = int 

:BANKJO4_28907
return 

:BANKJO4_28909
if 
   not Actor.Dead($4529)
jf @BANKJO4_29058 
if 
00FB:   player $PLAYER_CHAR 0 $4529 radius 10.0 10.0 10.0 
jf @BANKJO4_28998 
if 
  $4525 == 1 // $ == int 
jf @BANKJO4_28991 
Marker.Disable($4532)
$4525 = 0 // $ = int 

:BANKJO4_28991
jump @BANKJO4_29051 

:BANKJO4_28998
if 
  $4525 == 0 // $ == int 
jf @BANKJO4_29051 
Marker.Disable($4532)
Marker.CreateAboveActor($4532, $4529)
00BC: text_highpriority 'P_HIND' time 5000 1  // ~r~You've lost Phil!
$4525 = 1 // $ = int 

:BANKJO4_29051
jump @BANKJO4_29080 

:BANKJO4_29058
00BC: text_highpriority 'P_DEAD' time 5000 1  // ~r~Phil's dead!!
$4506 = 1 // $ = int 

:BANKJO4_29080
if 
   Actor.Dead($4531)
jf @BANKJO4_29103 
$4601 = 1 // $ = int 

:BANKJO4_29103
return 

:BANKJO4_29105
if 
   Actor.Dead($4523)
jf @BANKJO4_29143 
00BC: text_highpriority 'BM_DEAD' time 5000 1  // ~r~You needed the bank manager alive!!
$4506 = 1 // $ = int 

:BANKJO4_29143
return 

:BANKJO4_29145
if 
00F6:   player $PLAYER_CHAR 0 -954.5 -341.87 14.6 radius 1.5 1.5 2.0 
jf @BANKJO4_30078 
if 
  $4597 == 0 // $ == int 
jf @BANKJO4_30071 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 0 250 

:BANKJO4_29244
if 
fading 
jf @BANKJO4_29268 
wait 0 
jump @BANKJO4_29244 

:BANKJO4_29268
01BD: $662 = current_time_in_ms 
Camera.SetPosition(-916.4, -330.55, 15.86, 0.0, 0.0, 0.0)
Camera.PointAt(-922.5, -338.75, 13.44, 2)
04C7: toggle_camera_green_scanlines 1 
fade 1 250 

:BANKJO4_29335
if 
fading 
jf @BANKJO4_29359 
wait 0 
jump @BANKJO4_29335 

:BANKJO4_29359
00BC: text_highpriority 'EXIT_1' time 5000 1  // Tap ~h~::EXITCAM::~w~ to exit.

:BANKJO4_29374
if 
  $4595 == 0 // $ == int 
jf @BANKJO4_29943 
wait 0 
gosub @BANKJO4_26897 
if and
  $663 > 2000 // $ > int 
  $4596 == 0 // $ == int 
jf @BANKJO4_29487 
Camera.SetPosition(-910.7, -351.9, 16.0, 0.0, 0.0, 0.0)
Camera.PointAt(-901.5, -342.45, 13.7, 2)
$4596 = 1 // $ = int 

:BANKJO4_29487
if and
  $663 > 4000 // $ > int 
  $4596 == 1 // $ == int 
jf @BANKJO4_29571 
Camera.SetPosition(-926.3, -339.6, 20.5, 0.0, 0.0, 0.0)
Camera.PointAt(-931.0, -345.9, 17.47, 2)
$4596 = 2 // $ = int 

:BANKJO4_29571
if and
  $663 > 6000 // $ > int 
  $4596 == 2 // $ == int 
jf @BANKJO4_29655 
Camera.SetPosition(-959.0, -328.4, 17.85, 0.0, 0.0, 0.0)
Camera.PointAt(-963.5, -334.6, 15.6, 2)
$4596 = 3 // $ = int 

:BANKJO4_29655
if and
  $663 > 8000 // $ > int 
  $4596 == 3 // $ == int 
jf @BANKJO4_29739 
Camera.SetPosition(-933.4, -340.23, 9.5, 0.0, 0.0, 0.0)
Camera.PointAt(-936.67, -344.34, 7.8, 2)
$4596 = 4 // $ = int 

:BANKJO4_29739
if and
  $663 > 10000 // $ > int 
  $4596 == 4 // $ == int 
jf @BANKJO4_29823 
Camera.SetPosition(-936.8, -343.7, 9.1, 0.0, 0.0, 0.0)
Camera.PointAt(-942.15, -343.74, 7.4, 2)
$4596 = 5 // $ = int 

:BANKJO4_29823
if and
  $663 > 12000 // $ > int 
  $4596 == 5 // $ == int 
jf @BANKJO4_29912 
Camera.SetPosition(-916.4, -330.55, 15.86, 0.0, 0.0, 0.0)
Camera.PointAt(-922.5, -338.75, 13.44, 2)
01BD: $662 = current_time_in_ms 
$4596 = 0 // $ = int 

:BANKJO4_29912
if 
00E1:   player 0 pressed_button 16 
jf @BANKJO4_29936 
$4595 = 1 // $ = int 

:BANKJO4_29936
jump @BANKJO4_29374 

:BANKJO4_29943
if 
00E1:   player 0 pressed_button 16 
jf @BANKJO4_29971 
wait 0 
jump @BANKJO4_29943 

:BANKJO4_29971
fade 0 250 

:BANKJO4_29978
if 
fading 
jf @BANKJO4_30002 
wait 0 
jump @BANKJO4_29978 

:BANKJO4_30002
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
04C7: toggle_camera_green_scanlines 0 
$4595 = 0 // $ = int 
$4597 = 1 // $ = int 
fade 1 250 

:BANKJO4_30047
if 
fading 
jf @BANKJO4_30071 
wait 0 
jump @BANKJO4_30047 

:BANKJO4_30071
jump @BANKJO4_30085 

:BANKJO4_30078
$4597 = 0 // $ = int 

:BANKJO4_30085
return 

:BANKJO4_30087
if 
  $4588 == 0 // $ == int 
jf @BANKJO4_30110 
Player.ClearWantedLevel($PLAYER_CHAR)

:BANKJO4_30110
return 

:BANKJO4_30112
$4500 = 1 // $ = int 
if 
  $4554 == 0 // $ == int 
jf @BANKJO4_30230 
03CF: load_wav 'BNK4_1' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_1' time 10000 1  // I'll drive.
gosub @BANKJO4_27020 
03CF: load_wav 'BNK4_2' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_2' time 10000 1  // Great. A passenger. Wait 'til I tell the group about this.
gosub @BANKJO4_27020 
00BE: text_clear_all 
$4554 = 1 // $ = int 

:BANKJO4_30230
if and
   not Car.Wrecked($4536)
  $663 > 20000 // $ > int 
jf @BANKJO4_30806 
if and
00DC:   player $PLAYER_CHAR in_car $4536 
   not Actor.Dead($4529)
jf @BANKJO4_30806 
if and
   Actor.InCar($4529, $4536)
   not Actor.Dead($4530)
jf @BANKJO4_30806 
if and
   Actor.InCar($4530, $4536)
   not Actor.Dead($4531)
jf @BANKJO4_30806 
if 
   Actor.InCar($4531, $4536)
jf @BANKJO4_30744 
if 
  $4554 == 6 // $ == int 
jf @BANKJO4_30400 
if 
  1 > $4555 // int > $ 
jf @BANKJO4_30388 
$4555 = 1 // $ = int 

:BANKJO4_30388
$4554 = 7 // $ = int 
01BD: $662 = current_time_in_ms 

:BANKJO4_30400
if 
  $4554 == 5 // $ == int 
jf @BANKJO4_30469 
03CF: load_wav 'BNK4_3F' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3F' time 10000 1  // Yeah - HILARY.
gosub @BANKJO4_27020 
00BE: text_clear_all 
$4554 = 6 // $ = int 

:BANKJO4_30469
if 
  $4554 == 4 // $ == int 
jf @BANKJO4_30536 
03CF: load_wav 'BNK4_3E' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3E' time 10000 1  // Hey, shut up you two, or you can get out and walk.
gosub @BANKJO4_27020 
$4554 = 5 // $ = int 

:BANKJO4_30536
if 
  $4554 == 3 // $ == int 
jf @BANKJO4_30603 
03CF: load_wav 'BNK4_3D' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3D' time 10000 1  // Are too!
gosub @BANKJO4_27020 
$4554 = 4 // $ = int 

:BANKJO4_30603
if 
  $4554 == 2 // $ == int 
jf @BANKJO4_30670 
03CF: load_wav 'BNK4_3C' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3C' time 10000 1  // I am not!
gosub @BANKJO4_27020 
$4554 = 3 // $ = int 

:BANKJO4_30670
if 
  $4554 == 1 // $ == int 
jf @BANKJO4_30737 
03CF: load_wav 'BNK4_3B' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3B' time 10000 1  // Tommy, Hilary's taking up too much room!
gosub @BANKJO4_27020 
$4554 = 2 // $ = int 

:BANKJO4_30737
jump @BANKJO4_30806 

:BANKJO4_30744
if and
  6 > $4554 // int > $ 
  $4554 > 1 // $ > int 
jf @BANKJO4_30806 
$4554 = 7 // $ = int 
if 
  1 > $4555 // int > $ 
jf @BANKJO4_30806 
$4555 = 1 // $ = int 
01BD: $662 = current_time_in_ms 

:BANKJO4_30806
return 

:BANKJO4_30808
$4500 = 1 // $ = int 
if and
  $663 > 40000 // $ > int 
  $4555 > 0 // $ > int 
jf @BANKJO4_31086 
if 
   not Car.Wrecked($4536)
jf @BANKJO4_31086 
if and
00DC:   player $PLAYER_CHAR in_car $4536 
   not Actor.Dead($4529)
jf @BANKJO4_31086 
if and
   Actor.InCar($4529, $4536)
   not Actor.Dead($4530)
jf @BANKJO4_31086 
if and
   Actor.InCar($4530, $4536)
   not Actor.Dead($4531)
jf @BANKJO4_31086 
if 
   Actor.InCar($4531, $4536)
jf @BANKJO4_31086 
if 
  $4555 == 2 // $ == int 
jf @BANKJO4_31017 
03CF: load_wav 'BNK4_3J' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3J' time 10000 1  // Yeah, you'll have somebody's eye out!
gosub @BANKJO4_27020 
$4555 = 3 // $ = int 

:BANKJO4_31017
if 
  $4555 == 1 // $ == int 
jf @BANKJO4_31086 
03CF: load_wav 'BNK4_3I' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3I' time 10000 1  // For god's sake, Phil, stop waving that thing around!
gosub @BANKJO4_27020 
00BE: text_clear_all 
$4555 = 2 // $ = int 

:BANKJO4_31086
return 

:BANKJO4_31088
$4500 = 1 // $ = int 
0084: $4557 = $4554 // $ = $ int 
$4554 = 10 // $ = int 
0084: $4558 = $4555 // $ = $ int 
$4555 = 10 // $ = int 
if 
  $4556 == 7 // $ == int 
jf @BANKJO4_31215 
03CF: load_wav 'BNK4_3U' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3U' time 10000 1  // Don't mention it.
gosub @BANKJO4_27020 
$4561 = 1 // $ = int 
0084: $4554 = $4557 // $ = $ int 
0084: $4555 = $4558 // $ = $ int 
$4556 = 8 // $ = int 

:BANKJO4_31215
if 
  $4556 == 6 // $ == int 
jf @BANKJO4_31282 
03CF: load_wav 'BNK4_3T' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3T' time 10000 1  // You're right. Thanks, Cam.
gosub @BANKJO4_27020 
$4556 = 7 // $ = int 

:BANKJO4_31282
if 
  $4556 == 5 // $ == int 
jf @BANKJO4_31351 
03CF: load_wav 'BNK4_3S' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3S' time 10000 1  // All will pass or end and you must accept that.
gosub @BANKJO4_27020 
00BE: text_clear_all 
$4556 = 6 // $ = int 

:BANKJO4_31351
if 
  $4556 == 4 // $ == int 
jf @BANKJO4_31418 
03CF: load_wav 'BNK4_3R' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3R' time 10000 1  // Youth, loved ones, pizza,
gosub @BANKJO4_27020 
$4556 = 5 // $ = int 

:BANKJO4_31418
if 
  $4556 == 3 // $ == int 
jf @BANKJO4_31485 
03CF: load_wav 'BNK4_3Q' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3Q' time 10000 1  // You think all things will last.
gosub @BANKJO4_27020 
$4556 = 4 // $ = int 

:BANKJO4_31485
if 
  $4556 == 2 // $ == int 
jf @BANKJO4_31552 
03CF: load_wav 'BNK4_3P' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3P' time 10000 1  // What?
gosub @BANKJO4_27020 
$4556 = 3 // $ = int 

:BANKJO4_31552
if 
  $4556 == 1 // $ == int 
jf @BANKJO4_31619 
03CF: load_wav 'BNK4_3O' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3O' time 10000 1  // You cling to an illusion of permanence.
gosub @BANKJO4_27020 
$4556 = 2 // $ = int 

:BANKJO4_31619
if 
  $4556 == 0 // $ == int 
jf @BANKJO4_31686 
03CF: load_wav 'BNK4_3M' as $4500 
gosub @BANKJO4_26920 
00BC: text_highpriority 'BNK4_3M' time 10000 1  // The car's ruined. RUINED!
gosub @BANKJO4_27020 
$4556 = 1 // $ = int 

:BANKJO4_31686
return 

:BANKJO4_31688
0084: $4571 = $4565 // $ = $ int 
gosub @BANKJO4_31780 
0084: $4571 = $4566 // $ = $ int 
gosub @BANKJO4_31780 
0084: $4571 = $4567 // $ = $ int 
gosub @BANKJO4_31780 
0084: $4571 = $4568 // $ = $ int 
gosub @BANKJO4_31780 
0084: $4571 = $4569 // $ = $ int 
gosub @BANKJO4_31780 
0084: $4571 = $4570 // $ = $ int 
gosub @BANKJO4_31780 
return 

:BANKJO4_31780
Object.StorePos($4571, $4572, $4573, $4574)
0400: create_coordinate $4578 $4579 $4580 from_object $4571 offset 0.0 0.0 0.2 
0086: $4575 = $4578 // $ = $ float 
0061: $4575 -= $4572 // $ -= $ float 
0086: $4576 = $4579 // $ = $ float 
0061: $4576 -= $4573 // $ -= $ float 
0086: $4577 = $4580 // $ = $ float 
0061: $4577 -= $4574 // $ -= $ float 
0437: scatter_particle 23 0.3 at $4572 $4573 $4574 $4575 $4576 $4577 
return 

:BANKJO4_31900
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
fade 0 1500 

:BANKJO4_31929
if 
fading 
jf @BANKJO4_32027 
wait 0 
034E: move_object $4552 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4553 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_31929 

:BANKJO4_32027
0055: put_player $PLAYER_CHAR at -938.56 -351.5 16.8 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
fade 1 1500 

:BANKJO4_32066
if 
fading 
jf @BANKJO4_32164 
wait 0 
034E: move_object $4552 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4553 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_32066 

:BANKJO4_32164
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
return 

:BANKJO4_32180
0169: set_fade_color 0 0 1 
fade 0 1500 

:BANKJO4_32195
if 
fading 
jf @BANKJO4_32293 
wait 0 
034E: move_object $4552 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4553 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_32195 

:BANKJO4_32293
0055: put_player $PLAYER_CHAR at -937.84 -351.73 6.23 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
return 

:BANKJO4_32327
fade 1 1500 

:BANKJO4_32334
if 
fading 
jf @BANKJO4_32432 
wait 0 
034E: move_object $4552 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4553 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_32334 

:BANKJO4_32432
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
return 

//-------------Mission 25---------------
// Originally: Gun Runner

:PHIL1
script_name 'PHIL1' 
gosub @PHIL1_46 
if 
wasted_or_busted 
jf @PHIL1_37 
gosub @PHIL1_12428 

:PHIL1_37
gosub @PHIL1_12510 
terminate_this_script 

:PHIL1_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PHIL1' 
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 
$4663 = 0 // $ = int 
$4664 = 0 // $ = int 
$4665 = 0 // $ = int 
$4666 = 0 // $ = int 
$4667 = 0 // $ = int 
$4668 = 0 // $ = int 
$4669 = 0 // $ = int 
$4670 = 0 // $ = int 
$4671 = 0 // $ = int 
$4672 = 2 // $ = int 
$4673 = 2 // $ = int 
$4674 = 2 // $ = int 
$4675 = 2 // $ = int 
$4676 = 0 // $ = int 
$4677 = 0 // $ = int 
$4678 = 1 // $ = int 
$4679 = 1 // $ = int 
$4680 = 1 // $ = int 
$4681 = 1 // $ = int 
$4682 = 0 // $ = int 
$4683 = 0 // $ = int 
$4684 = 0 // $ = int 
$4685 = 0 // $ = int 
$4686 = 0 // $ = int 
$4687 = 0.0 // $ = float 
$4688 = 0 // $ = int 
$4689 = 0 // $ = int 
$4690 = 0 // $ = int 
$4691 = 0 // $ = int 
$4692 = 0 // $ = int 
$4693 = 0 // $ = int 
$4694 = 0 // $ = int 
$4695 = 0 // $ = int 
$4696 = 0 // $ = int 
$4697 = 0 // $ = int 
$4698 = 0 // $ = int 
$4699 = 0 // $ = int 
$4700 = 0 // $ = int 
$4701 = 0 // $ = int 
$4703 = 0 // $ = int 
$4704 = 0 // $ = int 
$4705 = 0 // $ = int 
$4706 = 0 // $ = int 
$4707 = 0 // $ = int 
$4708 = 0 // $ = int 
$4709 = 0 // $ = int 
$4710 = 0 // $ = int 
$4711 = 0 // $ = int 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
$4714 = 0.0 // $ = float 
$4715 = 0.0 // $ = float 
$4716 = 0.0 // $ = float 
$4717 = 0.0 // $ = float 
$4718 = 0.0 // $ = float 
$4719 = 0.0 // $ = float 
$4720 = 0.0 // $ = float 
$4721 = 0.0 // $ = float 
$4722 = 0.0 // $ = float 
$4723 = 0.0 // $ = float 
$4724 = 0.0 // $ = float 
$4725 = 0.0 // $ = float 
$4726 = 0.0 // $ = float 
$4727 = 0.0 // $ = float 
$4728 = 0.0 // $ = float 
$4729 = 0.0 // $ = float 
$4730 = 0.0 // $ = float 
$4731 = 0.0 // $ = float 
$4732 = 0.0 // $ = float 
$4733 = 0.0 // $ = float 
$4734 = 0.0 // $ = float 
$4735 = 0.0 // $ = float 
$4736 = 0.0 // $ = float 
$4737 = 0.0 // $ = float 
$4738 = 0.0 // $ = float 
$4739 = 0.0 // $ = float 
$4740 = 0.0 // $ = float 
$4741 = 0.0 // $ = float 
$4713 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
02F3: load_object #CUTOBJ01 'EXPLTRK' 
Camera.SetAtPos(-1099.62, 327.21, 10.23)
038B: load_requested_models 

:PHIL1_816
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PHIL1_846 
wait 0 
jump @PHIL1_816 

:PHIL1_846
if 
   not Model.Available(#CUTOBJ01)
jf @PHIL1_873 
wait 0 
jump @PHIL1_846 

:PHIL1_873
0395: clear_area 1 at -1083.1 321.1 11.2 range 300.0 
02E4: load_cutscene_data 'PHIL_1' 
0244: set_cutscene_pos -1099.62 327.21 10.23 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $440 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $440 'CSPHIL' 
02E5: $4742 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4742 'EXPLTRK' 
0395: clear_area 1 at -1098.8 342.6 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -1098.8 342.6 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 265.8 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PHIL1_1068
if 
  2823 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1103 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1068 

:PHIL1_1103
00BC: text_highpriority 'PHIL1_A' time 10000 1  // Phil?

:PHIL1_1118
if 
  3522 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1153 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1118 

:PHIL1_1153
00BC: text_highpriority 'PHIL1_B' time 10000 1  // RUN!

:PHIL1_1168
if 
  5525 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1203 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1168 

:PHIL1_1203
00BC: text_highpriority 'PHIL1_C' time 10000 1  // Run

:PHIL1_1218
if 
  8000 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1253 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1218 

:PHIL1_1253
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL1_1342 
020C: create_explosion 2 at -1091.6 327.6 10.5 
020C: create_explosion 11 at -1091.6 327.6 10.5 
020C: create_explosion 1 at -1091.6 327.6 10.5 
020C: create_explosion 6 at -1091.6 327.6 10.5 

:PHIL1_1342
if 
  13868 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1377 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1342 

:PHIL1_1377
00BC: text_highpriority 'PHIL1_O' time 10000 1  // Hoooooweeeeee!

:PHIL1_1392
if 
  17669 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1427 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1392 

:PHIL1_1427
00BC: text_highpriority 'PHIL1_D' time 10000 1  // Never get a naked flame too close to one of Phil Cassidy's Boomshine stills!

:PHIL1_1442
if 
  23022 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1442 

:PHIL1_1477
00BC: text_highpriority 'PHIL1_E' time 10000 1  // Shit Phil, you drink that stuff?

:PHIL1_1492
if 
  25871 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1527 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1492 

:PHIL1_1527
00BC: text_highpriority 'PHIL1_F' time 10000 1  // Hell, you don't have to drink it

:PHIL1_1542
if 
  28447 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1577 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1542 

:PHIL1_1577
00BC: text_highpriority 'PHIL1_G' time 10000 1  // - just a good whiff will set you off. Hoowwee!

:PHIL1_1592
if 
  30702 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1627 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1592 

:PHIL1_1627
00BC: text_highpriority 'PHIL1_H' time 10000 1  // Listen Phil, you said you could fix me up with some firepower...

:PHIL1_1642
if 
  34919 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1679 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1642 

:PHIL1_1679
00BC: text_highpriority 'PHIL1_I' time 10000 1  // Sure thing.

:PHIL1_1694
if 
  36645 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1731 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1694 

:PHIL1_1731
00BC: text_highpriority 'PHIL1_J' time 10000 1  // There's some Mexican gun-runner been doing me for business of late.

:PHIL1_1746
if 
  41023 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1783 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1746 

:PHIL1_1783
00BC: text_highpriority 'PHIL1_K' time 10000 1  // He does his weekly run about now.

:PHIL1_1798
if 
  45336 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1798 

:PHIL1_1835
00BC: text_highpriority 'PHIL1_L' time 10000 1  // Ram his hardware off the back of his trucks before he goes to ground.

:PHIL1_1850
if 
  49603 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1887 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1850 

:PHIL1_1887
00BC: text_highpriority 'PHIL1_M' time 10000 1  // And you'd be doing me a favor while you're at it.

:PHIL1_1902
if 
  52389 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1939 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1902 

:PHIL1_1939
00BC: text_highpriority 'PHIL1_N' time 10000 1  // Then finish him off.

:PHIL1_1954
if 
  53589 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1991 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1954 

:PHIL1_1991
00BE: text_clear_all 

:PHIL1_1993
if 
  54400 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_2030 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1993 

:PHIL1_2030
fade 0 1500 
00BE: text_clear_all 

:PHIL1_2039
if 
fading 
jf @PHIL1_2063 
wait 0 
jump @PHIL1_2039 

:PHIL1_2063
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#WALTON)
Model.Load(#WMYCR)
Model.Load(#FAGGIO)
Model.Load(#GUNBOX)
Model.Load(#PATRIOT)

:PHIL1_2147
if or
   not Model.Available(#WALTON)
   not Model.Available(#WMYCR)
   not Model.Available(#FAGGIO)
   not Model.Available(#GUNBOX)
   not Model.Available(#PATRIOT)
jf @PHIL1_2193 
wait 0 
jump @PHIL1_2147 

:PHIL1_2193
Model.Load(#PYTHON)
Model.Load(#SHOTGSPA)
Model.Load(#INGRAMSL)
Model.Load(#M60)
Model.Load(#UZI)

:PHIL1_2218
if or
   not Model.Available(#PYTHON)
   not Model.Available(#SHOTGSPA)
   not Model.Available(#INGRAMSL)
   not Model.Available(#M60)
   not Model.Available(#UZI)
jf @PHIL1_2265 
wait 0 
jump @PHIL1_2218 

:PHIL1_2265
03CF: load_wav 'PHIL1_2' as 1 
03CF: load_wav 'PHIL1_3' as 2 

:PHIL1_2289
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PHIL1_2319 
wait 0 
jump @PHIL1_2289 

:PHIL1_2319
00BC: text_highpriority 'PHI1_01' time 11000 1  // ~g~Go and knock the arms off the back of the dealers' trucks.
0481: set_enter_car_range_multiplier 3.0 
Car.Create($4653, #PATRIOT, -1073.4, 325.3, 10.2)
Car.Angle($4653) = 259.7
032B: $4654 = create_weapon_pickup #BOMB 3 ammo 15 at -1058.6 325.9 11.2 
fade 1 1500 
Car.Create($4627, #WALTON, -757.6, 23.9, 9.9)
0229: set_car $4627 color_to 1 1 
0428: set_car $4627 avoid_level_transitions 1 
039C: set_car $4627 watertight 1 
0129: $4631 = create_actor 4 #WMYCR in_car $4627 driverseat 
Car.SetMaxSpeed($4627, 15.0)
00AE: set_vehicle $4627 traffic_behavior_to 2 
Car.SetToPsychoDriver($4627)
0428: set_car $4627 avoid_level_transitions 1 
Marker.CreateAboveCar($4655, $4627)
Object.Create($4649, #GUNBOX, -757.6, 23.9, 10.0)
Object.CollisionDetection($4649, False)
Actor.Create($4647, 11, #WMYCR, -757.6, 23.9, 10.0)
011A: set_actor $4647 search_threat 256 
011A: set_actor $4647 search_threat 128 
011A: set_actor $4647 search_threat 64 
0464: put_actor $4647 into_turret_on_car $4627 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 
Car.Create($4628, #WALTON, -763.6, 12.9, 9.9)
0229: set_car $4628 color_to 1 1 
0428: set_car $4628 avoid_level_transitions 1 
039C: set_car $4628 watertight 1 
0129: $4632 = create_actor 4 #WMYCR in_car $4628 driverseat 
Car.SetMaxSpeed($4628, 15.0)
00AE: set_vehicle $4628 traffic_behavior_to 2 
Car.SetToPsychoDriver($4628)
0428: set_car $4628 avoid_level_transitions 1 
Marker.CreateAboveCar($4656, $4628)
Object.Create($4650, #GUNBOX, -763.6, 12.9, 10.0)
Object.CollisionDetection($4650, False)
Car.Create($4629, #WALTON, -674.9, 788.4, 10.3)
0229: set_car $4629 color_to 1 1 
0428: set_car $4629 avoid_level_transitions 1 
039C: set_car $4629 watertight 1 
0129: $4633 = create_actor 4 #WMYCR in_car $4629 driverseat 
0568: set_actor $4633 untargetable 2 
Car.SetMaxSpeed($4629, 15.0)
00AE: set_vehicle $4629 traffic_behavior_to 2 
Car.SetToPsychoDriver($4629)
0428: set_car $4629 avoid_level_transitions 1 
Marker.CreateAboveCar($4657, $4629)
Actor.Create($4648, 11, #WMYCR, -674.9, 788.4, 10.3)
011A: set_actor $4648 search_threat 256 
011A: set_actor $4648 search_threat 128 
011A: set_actor $4648 search_threat 64 
0464: put_actor $4648 into_turret_on_car $4629 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 
Object.Create($4651, #GUNBOX, -674.9, 788.4, 10.3)
Object.CollisionDetection($4651, False)
Car.Create($4630, #WALTON, -674.9, 777.1, 10.3)
0229: set_car $4630 color_to 1 1 
0428: set_car $4630 avoid_level_transitions 1 
039C: set_car $4630 watertight 1 
0129: $4634 = create_actor 4 #WMYCR in_car $4630 driverseat 
Car.SetMaxSpeed($4630, 15.0)
00AE: set_vehicle $4630 traffic_behavior_to 2 
Car.SetToPsychoDriver($4630)
0428: set_car $4630 avoid_level_transitions 1 
Marker.CreateAboveCar($4658, $4630)
0568: set_actor $4631 untargetable 2 
0568: set_actor $4647 untargetable 2 
0568: set_actor $4632 untargetable 2 
0568: set_actor $4633 untargetable 2 
0568: set_actor $4648 untargetable 2 
0568: set_actor $4634 untargetable 2 
Object.Create($4652, #GUNBOX, -674.9, 777.1, 10.3)
Object.CollisionDetection($4652, False)
if 
  $ONMISSION == 0 // $ == int 
jf @PHIL1_3301 
Car.Create($4639, #FAGGIO, -844.0, -325.0, 10.0)
0129: $4643 = create_actor 4 #WMYCR in_car $4639 driverseat 
Car.Create($4640, #FAGGIO, -844.0, -325.0, 10.0)
0129: $4644 = create_actor 4 #WMYCR in_car $4640 driverseat 
Car.Create($4641, #FAGGIO, -844.0, -325.0, 10.0)
0129: $4645 = create_actor 4 #WMYCR in_car $4641 driverseat 
Car.Create($4642, #FAGGIO, -844.0, -325.0, 10.0)
0129: $4646 = create_actor 4 #WMYCR in_car $4642 driverseat 
0568: set_actor $4643 untargetable 2 
0568: set_actor $4644 untargetable 2 
0568: set_actor $4645 untargetable 2 
0568: set_actor $4646 untargetable 2 

:PHIL1_3301
wait 0 
if 
   Player.WantedLevel($PLAYER_CHAR) > 2
jf @PHIL1_3330 
Player.WantedLevel($PLAYER_CHAR) = 2

:PHIL1_3330
if 
   Pickup.Picked_up($4654)
jf @PHIL1_3381 
if 
  $4712 == 0 // $ == int 
jf @PHIL1_3381 
03E5: text_box 'PHI1_HP'  // When using Detonator Grenades, throw a grenade then trigger the explosion at any time.
$4712 = 1 // $ = int 

:PHIL1_3381
if 
  $4663 == 0 // $ == int 
jf @PHIL1_6888 
if 
  $4688 == 4 // $ == int 
jf @PHIL1_3555 
if 
   not Car.Wrecked($4627)
jf @PHIL1_3446 
Marker.Disable($4655)
Marker.CreateAboveCar($4655, $4627)

:PHIL1_3446
if 
   not Car.Wrecked($4628)
jf @PHIL1_3475 
Marker.Disable($4656)
Marker.CreateAboveCar($4656, $4628)

:PHIL1_3475
if 
   not Car.Wrecked($4629)
jf @PHIL1_3504 
Marker.Disable($4657)
Marker.CreateAboveCar($4657, $4629)

:PHIL1_3504
if 
   not Car.Wrecked($4630)
jf @PHIL1_3533 
Marker.Disable($4658)
Marker.CreateAboveCar($4658, $4630)

:PHIL1_3533
00BC: text_highpriority 'PHI1_04' time 11000 1  // ~g~Now go and finish off the remaining arms dealers.
$4663 = 1 // $ = int 

:PHIL1_3555
if 
   not Car.Wrecked($4627)
jf @PHIL1_3930 
if 
  $4672 == 2 // $ == int 
jf @PHIL1_3612 
035C: place_object $4649 relative_to_car $4627 offset 0.0 -2.0 0.3 

:PHIL1_3612
$4664 = Car.Health($4627)
if 
  $4672 == 2 // $ == int 
jf @PHIL1_3807 
if or
  970 > $4664 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4627 
0366:   object $4649 damaged 
jf @PHIL1_3807 
if 
  $4693 == 0 // $ == int 
jf @PHIL1_3695 
$4693 = 1 // $ = int 

:PHIL1_3695
if 
  $4668 == 0 // $ == int 
jf @PHIL1_3807 
gosub @PHIL1_17148 
035C: place_object $4649 relative_to_car $4627 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4649, True)
Object.ToggleInMovingList($4649, True)
038C: object $4649 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4659, $4649)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4672 = 0 // $ = int 

:PHIL1_3807
if 
  300 > $4664 // int > $ 
jf @PHIL1_3923 
if 
   not Actor.Dead($4647)
jf @PHIL1_3880 
0465: remove_actor $4647 from_turret_mode 
if 
  $4710 == 0 // $ == int 
jf @PHIL1_3880 
01CC: actor $4647 kill_player $PLAYER_CHAR 
$4710 = 1 // $ = int 

:PHIL1_3880
if 
   not Actor.Dead($4631)
jf @PHIL1_3923 
if 
   Actor.InCar($4631, $4627)
jf @PHIL1_3923 
01D3: actor $4631 leave_car $4627 

:PHIL1_3923
jump @PHIL1_4062 

:PHIL1_3930
if 
  $4672 == 2 // $ == int 
jf @PHIL1_4062 
if 
  $4693 == 0 // $ == int 
jf @PHIL1_3973 
$4693 = 1 // $ = int 

:PHIL1_3973
if 
  $4668 == 0 // $ == int 
jf @PHIL1_4062 
gosub @PHIL1_17148 
Object.CollisionDetection($4649, True)
Object.ToggleInMovingList($4649, True)
038C: object $4649 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4659, $4649)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4672 = 0 // $ = int 

:PHIL1_4062
if 
   not Car.Wrecked($4628)
jf @PHIL1_4383 
if 
  $4673 == 2 // $ == int 
jf @PHIL1_4119 
035C: place_object $4650 relative_to_car $4628 offset 0.0 -2.0 0.3 

:PHIL1_4119
$4665 = Car.Health($4628)
if 
  $4673 == 2 // $ == int 
jf @PHIL1_4314 
if or
  970 > $4665 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4628 
0366:   object $4650 damaged 
jf @PHIL1_4314 
if 
  $4694 == 0 // $ == int 
jf @PHIL1_4202 
$4694 = 1 // $ = int 

:PHIL1_4202
if 
  $4669 == 0 // $ == int 
jf @PHIL1_4314 
gosub @PHIL1_17148 
035C: place_object $4650 relative_to_car $4628 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4650, True)
Object.ToggleInMovingList($4650, True)
038C: object $4650 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4660, $4650)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4673 = 0 // $ = int 

:PHIL1_4314
if 
  300 > $4665 // int > $ 
jf @PHIL1_4376 
if 
   not Actor.Dead($4632)
jf @PHIL1_4376 
if 
   Actor.InCar($4632, $4628)
jf @PHIL1_4376 
01D3: actor $4632 leave_car $4628 

:PHIL1_4376
jump @PHIL1_4515 

:PHIL1_4383
if 
  $4673 == 2 // $ == int 
jf @PHIL1_4515 
if 
  $4694 == 0 // $ == int 
jf @PHIL1_4426 
$4694 = 1 // $ = int 

:PHIL1_4426
if 
  $4669 == 0 // $ == int 
jf @PHIL1_4515 
gosub @PHIL1_17148 
Object.CollisionDetection($4650, True)
Object.ToggleInMovingList($4650, True)
038C: object $4650 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4660, $4650)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4673 = 0 // $ = int 

:PHIL1_4515
if 
   not Car.Wrecked($4629)
jf @PHIL1_4890 
if 
  $4674 == 2 // $ == int 
jf @PHIL1_4572 
035C: place_object $4651 relative_to_car $4629 offset 0.0 -2.0 0.3 

:PHIL1_4572
$4666 = Car.Health($4629)
if 
  $4674 == 2 // $ == int 
jf @PHIL1_4767 
if or
  970 > $4666 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4629 
0366:   object $4651 damaged 
jf @PHIL1_4767 
if 
  $4695 == 0 // $ == int 
jf @PHIL1_4655 
$4695 = 1 // $ = int 

:PHIL1_4655
if 
  $4670 == 0 // $ == int 
jf @PHIL1_4767 
gosub @PHIL1_17148 
035C: place_object $4651 relative_to_car $4629 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4651, True)
Object.ToggleInMovingList($4651, True)
038C: object $4651 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4661, $4651)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4674 = 0 // $ = int 

:PHIL1_4767
if 
  300 > $4666 // int > $ 
jf @PHIL1_4883 
if 
   not Actor.Dead($4648)
jf @PHIL1_4840 
0465: remove_actor $4648 from_turret_mode 
if 
  $4711 == 0 // $ == int 
jf @PHIL1_4840 
01CC: actor $4648 kill_player $PLAYER_CHAR 
$4711 = 1 // $ = int 

:PHIL1_4840
if 
   not Actor.Dead($4633)
jf @PHIL1_4883 
if 
   Actor.InCar($4633, $4629)
jf @PHIL1_4883 
01D3: actor $4633 leave_car $4629 

:PHIL1_4883
jump @PHIL1_5022 

:PHIL1_4890
if 
  $4674 == 2 // $ == int 
jf @PHIL1_5022 
if 
  $4695 == 0 // $ == int 
jf @PHIL1_4933 
$4695 = 1 // $ = int 

:PHIL1_4933
if 
  $4670 == 0 // $ == int 
jf @PHIL1_5022 
gosub @PHIL1_17148 
Object.CollisionDetection($4651, True)
Object.ToggleInMovingList($4651, True)
038C: object $4651 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4661, $4651)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4674 = 0 // $ = int 

:PHIL1_5022
if 
   not Car.Wrecked($4630)
jf @PHIL1_5343 
if 
  $4675 == 2 // $ == int 
jf @PHIL1_5079 
035C: place_object $4652 relative_to_car $4630 offset 0.0 -2.0 0.3 

:PHIL1_5079
$4667 = Car.Health($4630)
if 
  $4675 == 2 // $ == int 
jf @PHIL1_5274 
if or
  970 > $4667 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4630 
0366:   object $4652 damaged 
jf @PHIL1_5274 
if 
  $4696 == 0 // $ == int 
jf @PHIL1_5162 
$4696 = 1 // $ = int 

:PHIL1_5162
if 
  $4671 == 0 // $ == int 
jf @PHIL1_5274 
gosub @PHIL1_17148 
035C: place_object $4652 relative_to_car $4630 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4652, True)
Object.ToggleInMovingList($4652, True)
038C: object $4652 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4662, $4652)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4675 = 0 // $ = int 

:PHIL1_5274
if 
  300 > $4667 // int > $ 
jf @PHIL1_5336 
if 
   not Actor.Dead($4634)
jf @PHIL1_5336 
if 
   Actor.InCar($4634, $4630)
jf @PHIL1_5336 
01D3: actor $4634 leave_car $4630 

:PHIL1_5336
jump @PHIL1_5475 

:PHIL1_5343
if 
  $4675 == 2 // $ == int 
jf @PHIL1_5475 
if 
  $4696 == 0 // $ == int 
jf @PHIL1_5386 
$4696 = 1 // $ = int 

:PHIL1_5386
if 
  $4671 == 0 // $ == int 
jf @PHIL1_5475 
gosub @PHIL1_17148 
Object.CollisionDetection($4652, True)
Object.ToggleInMovingList($4652, True)
038C: object $4652 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4662, $4652)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4675 = 0 // $ = int 

:PHIL1_5475
if or
  $4693 == 1 // $ == int 
  $4694 == 1 // $ == int 
  $4695 == 1 // $ == int 
  $4696 == 1 // $ == int 
jf @PHIL1_5592 
Car.RemoveReferences($4653)
if 
   not Actor.Dead($4647)
jf @PHIL1_5543 
01CC: actor $4647 kill_player $PLAYER_CHAR 

:PHIL1_5543
if 
   not Actor.Dead($4648)
jf @PHIL1_5567 
01CC: actor $4648 kill_player $PLAYER_CHAR 

:PHIL1_5567
if 
  $4691 == 0 // $ == int 
jf @PHIL1_5592 
$4691 = 1 // $ = int 

:PHIL1_5592
if 
  $4668 == 0 // $ == int 
jf @PHIL1_5769 
if 
  $4672 == 0 // $ == int 
jf @PHIL1_5769 
if 
8366:   not object $4649 damaged 
jf @PHIL1_5718 
Object.StorePos($4649, $4730, $4731, $4732)
02CE: $4713 = ground_z $4730 $4731 $4732 
if 
  $4713 > 9.0 // $ > float 
jf @PHIL1_5711 
$4713 += 1.0 // $ += float 
0086: $4732 = $4713 // $ = $ float 

:PHIL1_5711
jump @PHIL1_5769 

:PHIL1_5718
Pickup.Create($4635, #PYTHON, 3, $4730, $4731, $4732)
Marker.Disable($4659)
03DC: $4659 = create_marker_above_pickup $4635 
Object.RemoveReferences($4649)
$4672 = 1 // $ = int 
$4676 += 1 // $ += int 

:PHIL1_5769
if 
  $4669 == 0 // $ == int 
jf @PHIL1_5946 
if 
  $4673 == 0 // $ == int 
jf @PHIL1_5946 
if 
8366:   not object $4650 damaged 
jf @PHIL1_5895 
Object.StorePos($4650, $4733, $4734, $4735)
02CE: $4713 = ground_z $4733 $4734 $4735 
if 
  $4713 > 9.0 // $ > float 
jf @PHIL1_5888 
$4713 += 1.0 // $ += float 
0086: $4735 = $4713 // $ = $ float 

:PHIL1_5888
jump @PHIL1_5946 

:PHIL1_5895
Pickup.Create($4636, #SHOTGSPA, 3, $4733, $4734, $4735)
Marker.Disable($4660)
03DC: $4660 = create_marker_above_pickup $4636 
Object.RemoveReferences($4650)
$4673 = 1 // $ = int 
$4676 += 1 // $ += int 

:PHIL1_5946
if 
  $4670 == 0 // $ == int 
jf @PHIL1_6123 
if 
  $4674 == 0 // $ == int 
jf @PHIL1_6123 
if 
8366:   not object $4651 damaged 
jf @PHIL1_6072 
Object.StorePos($4651, $4736, $4737, $4738)
02CE: $4713 = ground_z $4736 $4737 $4738 
if 
  $4713 > 9.0 // $ > float 
jf @PHIL1_6065 
$4713 += 1.0 // $ += float 
0086: $4738 = $4713 // $ = $ float 

:PHIL1_6065
jump @PHIL1_6123 

:PHIL1_6072
Pickup.Create($4637, #M60, 3, $4736, $4737, $4738)
Marker.Disable($4661)
03DC: $4661 = create_marker_above_pickup $4637 
Object.RemoveReferences($4651)
$4674 = 1 // $ = int 
$4676 += 1 // $ += int 

:PHIL1_6123
if 
  $4671 == 0 // $ == int 
jf @PHIL1_6300 
if 
  $4675 == 0 // $ == int 
jf @PHIL1_6300 
if 
8366:   not object $4652 damaged 
jf @PHIL1_6249 
Object.StorePos($4652, $4739, $4740, $4741)
02CE: $4713 = ground_z $4739 $4740 $4741 
if 
  $4713 > 9.0 // $ > float 
jf @PHIL1_6242 
$4713 += 1.0 // $ += float 
0086: $4741 = $4713 // $ = $ float 

:PHIL1_6242
jump @PHIL1_6300 

:PHIL1_6249
Pickup.Create($4638, #INGRAMSL, 3, $4739, $4740, $4741)
Marker.Disable($4662)
03DC: $4662 = create_marker_above_pickup $4638 
Object.RemoveReferences($4652)
$4675 = 1 // $ = int 
$4676 += 1 // $ += int 

:PHIL1_6300
if 
  $4676 > 0 // $ > int 
jf @PHIL1_6364 
if or
  $4672 == 1 // $ == int 
  $4673 == 1 // $ == int 
  $4674 == 1 // $ == int 
  $4675 == 1 // $ == int 
jf @PHIL1_6364 
gosub @PHIL1_12676 

:PHIL1_6364
if 
   not $4672 == 2 // $ == int 
jf @PHIL1_6411 
if 
  $4703 == 0 // $ == int 
jf @PHIL1_6411 
03D1: play_wav 1 
$4703 = 1 // $ = int 

:PHIL1_6411
if 
   not $4674 == 2 // $ == int 
jf @PHIL1_6458 
if 
  $4704 == 0 // $ == int 
jf @PHIL1_6458 
03D1: play_wav 2 
$4704 = 1 // $ = int 

:PHIL1_6458
if 
  $4676 == 0 // $ == int 
jf @PHIL1_6888 
if 
   not Car.Wrecked($4627)
jf @PHIL1_6579 
if 
00DC:   player $PLAYER_CHAR in_car $4627 
jf @PHIL1_6523 
Marker.Disable($4655)
jump @PHIL1_6579 

:PHIL1_6523
if 
  $4668 == 0 // $ == int 
jf @PHIL1_6579 
if 
  $4697 == 0 // $ == int 
jf @PHIL1_6579 
Marker.Disable($4655)
Marker.CreateAboveCar($4655, $4627)
$4697 = 1 // $ = int 

:PHIL1_6579
if 
   not Car.Wrecked($4628)
jf @PHIL1_6682 
if 
00DC:   player $PLAYER_CHAR in_car $4628 
jf @PHIL1_6626 
Marker.Disable($4656)
jump @PHIL1_6682 

:PHIL1_6626
if 
  $4669 == 0 // $ == int 
jf @PHIL1_6682 
if 
  $4698 == 0 // $ == int 
jf @PHIL1_6682 
Marker.Disable($4656)
Marker.CreateAboveCar($4656, $4628)
$4698 = 1 // $ = int 

:PHIL1_6682
if 
   not Car.Wrecked($4629)
jf @PHIL1_6785 
if 
00DC:   player $PLAYER_CHAR in_car $4629 
jf @PHIL1_6729 
Marker.Disable($4657)
jump @PHIL1_6785 

:PHIL1_6729
if 
  $4670 == 0 // $ == int 
jf @PHIL1_6785 
if 
  $4699 == 0 // $ == int 
jf @PHIL1_6785 
Marker.Disable($4657)
Marker.CreateAboveCar($4657, $4629)
$4699 = 1 // $ = int 

:PHIL1_6785
if 
   not Car.Wrecked($4630)
jf @PHIL1_6888 
if 
00DC:   player $PLAYER_CHAR in_car $4630 
jf @PHIL1_6832 
Marker.Disable($4658)
jump @PHIL1_6888 

:PHIL1_6832
if 
  $4671 == 0 // $ == int 
jf @PHIL1_6888 
if 
  $4700 == 0 // $ == int 
jf @PHIL1_6888 
Marker.Disable($4658)
Marker.CreateAboveCar($4658, $4630)
$4700 = 1 // $ = int 

:PHIL1_6888
if 
   not Car.Wrecked($4627)
jf @PHIL1_7001 
if 
   not Actor.Dead($4631)
jf @PHIL1_7001 
if 
   Actor.InCar($4631, $4627)
jf @PHIL1_6993 
0084: $4692 = $4693 // $ = $ int 
0084: $4709 = $4705 // $ = $ int 
0084: $4689 = $4627 // $ = $ int 
0084: $4690 = $4631 // $ = $ int 
gosub @PHIL1_13286 
0084: $4705 = $4709 // $ = $ int 
jump @PHIL1_7001 

:PHIL1_6993
01CC: actor $4631 kill_player $PLAYER_CHAR 

:PHIL1_7001
if 
   not Car.Wrecked($4628)
jf @PHIL1_7114 
if 
   not Actor.Dead($4632)
jf @PHIL1_7114 
if 
   Actor.InCar($4632, $4628)
jf @PHIL1_7106 
0084: $4692 = $4694 // $ = $ int 
0084: $4709 = $4706 // $ = $ int 
0084: $4689 = $4628 // $ = $ int 
0084: $4690 = $4632 // $ = $ int 
gosub @PHIL1_13286 
0084: $4706 = $4709 // $ = $ int 
jump @PHIL1_7114 

:PHIL1_7106
01CC: actor $4632 kill_player $PLAYER_CHAR 

:PHIL1_7114
if 
   not Car.Wrecked($4629)
jf @PHIL1_7227 
if 
   not Actor.Dead($4633)
jf @PHIL1_7227 
if 
   Actor.InCar($4633, $4629)
jf @PHIL1_7219 
0084: $4692 = $4695 // $ = $ int 
0084: $4709 = $4707 // $ = $ int 
0084: $4689 = $4629 // $ = $ int 
0084: $4690 = $4633 // $ = $ int 
gosub @PHIL1_13286 
0084: $4707 = $4709 // $ = $ int 
jump @PHIL1_7227 

:PHIL1_7219
01CC: actor $4633 kill_player $PLAYER_CHAR 

:PHIL1_7227
if 
   not Car.Wrecked($4630)
jf @PHIL1_7340 
if 
   not Actor.Dead($4634)
jf @PHIL1_7340 
if 
   Actor.InCar($4634, $4630)
jf @PHIL1_7332 
0084: $4692 = $4696 // $ = $ int 
0084: $4709 = $4708 // $ = $ int 
0084: $4689 = $4630 // $ = $ int 
0084: $4690 = $4634 // $ = $ int 
gosub @PHIL1_13286 
0084: $4708 = $4709 // $ = $ int 
jump @PHIL1_7340 

:PHIL1_7332
01CC: actor $4634 kill_player $PLAYER_CHAR 

:PHIL1_7340
if 
  $4688 == 2 // $ == int 
jf @PHIL1_7398 
if 
  $4677 == 0 // $ == int 
jf @PHIL1_7398 
00BB: text_lowpriority 'PHI1_03' time 7000 1  // ~g~Looks like they have called for back up.
$4677 = 1 // $ = int 

:PHIL1_7398
if 
  $4677 == 1 // $ == int 
jf @PHIL1_11452 
if 
  $4682 == 4 // $ == int 
jf @PHIL1_11445 
if 
   not Actor.Dead($4643)
jf @PHIL1_8312 
if 
   not Car.Wrecked($4639)
jf @PHIL1_8255 
if 
   Actor.InCar($4643, $4639)
jf @PHIL1_8183 
if 
  $4683 == 1 // $ == int 
jf @PHIL1_7524 
00AF: set_car $4639 driver_behaviour_to 5 
00AE: set_vehicle $4639 traffic_behavior_to 2 
$4683 = 0 // $ = int 

:PHIL1_7524
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_7834 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
01AD:   car $4639 sphere 0 near_point $397 $398 radius 12.0 12.0 
jf @PHIL1_7613 
Car.SetMaxSpeed($4639, 0.0)
01D3: actor $4643 leave_car $4639 
jump @PHIL1_7827 

:PHIL1_7613
if 
01AD:   car $4639 sphere 0 near_point $397 $398 radius 14.0 14.0 
jf @PHIL1_7664 
Car.SetMaxSpeed($4639, 1.0)
jump @PHIL1_7827 

:PHIL1_7664
if 
01AD:   car $4639 sphere 0 near_point $397 $398 radius 15.0 15.0 
jf @PHIL1_7715 
Car.SetMaxSpeed($4639, 2.0)
jump @PHIL1_7827 

:PHIL1_7715
if 
01AD:   car $4639 sphere 0 near_point $397 $398 radius 18.0 18.0 
jf @PHIL1_7766 
Car.SetMaxSpeed($4639, 3.0)
jump @PHIL1_7827 

:PHIL1_7766
if 
01AD:   car $4639 sphere 0 near_point $397 $398 radius 20.0 20.0 
jf @PHIL1_7817 
Car.SetMaxSpeed($4639, 4.0)
jump @PHIL1_7827 

:PHIL1_7817
Car.SetMaxSpeed($4639, 40.0)

:PHIL1_7827
jump @PHIL1_7890 

:PHIL1_7834
if 
00E9:   player $PLAYER_CHAR 0 $4643 radius 13.0 13.0 
jf @PHIL1_7880 
01CA: actor $4643 kill_player $PLAYER_CHAR 
jump @PHIL1_7890 

:PHIL1_7880
Car.SetMaxSpeed($4639, 40.0)

:PHIL1_7890
if 
   not Car.Wrecked($4639)
jf @PHIL1_8176 
if 
01AF:   car $4639 0 $4717 $4718 $4719 radius 5.0 5.0 5.0 
jf @PHIL1_8113 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_8113 
if 
82CA:   not car $4639 bounding_sphere_visible 
jf @PHIL1_8113 
Car.StorePos($4639, $4724, $4725, $4726)
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_8113 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_8113 
Car.PutAt($4639, $4724, $4725, $4726)
Car.Angle($4639) = $4729
TIMERA = 0 // @ = int 

:PHIL1_8113
if 
81AF:   not car $4639 0 $4717 $4718 $4719 radius 4.0 4.0 4.0 
jf @PHIL1_8176 
Car.StorePos($4639, $4717, $4718, $4719)
TIMERA = 0 // @ = int 

:PHIL1_8176
jump @PHIL1_8248 

:PHIL1_8183
Car.RemoveReferences($4639)
if 
00E9:   player $PLAYER_CHAR 0 $4643 radius 13.0 13.0 
jf @PHIL1_8234 
01CA: actor $4643 kill_player $PLAYER_CHAR 
jump @PHIL1_8248 

:PHIL1_8234
$4683 = 1 // $ = int 
gosub @PHIL1_15300 

:PHIL1_8248
jump @PHIL1_8305 

:PHIL1_8255
Car.RemoveReferences($4639)
if 
80E9:   not player $PLAYER_CHAR 0 $4643 radius 13.0 13.0 
jf @PHIL1_8305 
$4683 = 1 // $ = int 
gosub @PHIL1_15300 

:PHIL1_8305
jump @PHIL1_8435 

:PHIL1_8312
$4682 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_8418 
if 
  13 > $4702 // int > $ 
jf @PHIL1_8418 
if 
  $4701 == 1 // $ == int 
jf @PHIL1_8418 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100
$4702 += 1 // $ += int 

:PHIL1_8418
Actor.RemoveReferences($4643)
Car.RemoveReferences($4639)
$4678 = 1 // $ = int 

:PHIL1_8435
if 
   not Actor.Dead($4644)
jf @PHIL1_9313 
if 
   not Car.Wrecked($4640)
jf @PHIL1_9256 
if 
   Actor.InCar($4644, $4640)
jf @PHIL1_9184 
if 
  $4684 == 1 // $ == int 
jf @PHIL1_8525 
00AF: set_car $4640 driver_behaviour_to 5 
00AE: set_vehicle $4640 traffic_behavior_to 2 
$4684 = 0 // $ = int 

:PHIL1_8525
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_8835 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
01AD:   car $4640 sphere 0 near_point $397 $398 radius 12.0 12.0 
jf @PHIL1_8614 
Car.SetMaxSpeed($4640, 0.0)
01D3: actor $4644 leave_car $4640 
jump @PHIL1_8828 

:PHIL1_8614
if 
01AD:   car $4640 sphere 0 near_point $397 $398 radius 14.0 14.0 
jf @PHIL1_8665 
Car.SetMaxSpeed($4640, 1.0)
jump @PHIL1_8828 

:PHIL1_8665
if 
01AD:   car $4640 sphere 0 near_point $397 $398 radius 15.0 15.0 
jf @PHIL1_8716 
Car.SetMaxSpeed($4640, 2.0)
jump @PHIL1_8828 

:PHIL1_8716
if 
01AD:   car $4640 sphere 0 near_point $397 $398 radius 18.0 18.0 
jf @PHIL1_8767 
Car.SetMaxSpeed($4640, 3.0)
jump @PHIL1_8828 

:PHIL1_8767
if 
01AD:   car $4640 sphere 0 near_point $397 $398 radius 20.0 20.0 
jf @PHIL1_8818 
Car.SetMaxSpeed($4640, 4.0)
jump @PHIL1_8828 

:PHIL1_8818
Car.SetMaxSpeed($4640, 40.0)

:PHIL1_8828
jump @PHIL1_8891 

:PHIL1_8835
if 
00E9:   player $PLAYER_CHAR 0 $4644 radius 13.0 13.0 
jf @PHIL1_8881 
01CA: actor $4644 kill_player $PLAYER_CHAR 
jump @PHIL1_8891 

:PHIL1_8881
Car.SetMaxSpeed($4640, 40.0)

:PHIL1_8891
if 
   not Car.Wrecked($4640)
jf @PHIL1_9177 
if 
01AF:   car $4640 0 $4717 $4718 $4719 radius 5.0 5.0 5.0 
jf @PHIL1_9114 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_9114 
if 
82CA:   not car $4640 bounding_sphere_visible 
jf @PHIL1_9114 
Car.StorePos($4640, $4724, $4725, $4726)
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_9114 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_9114 
Car.PutAt($4640, $4724, $4725, $4726)
Car.Angle($4640) = $4729
TIMERA = 0 // @ = int 

:PHIL1_9114
if 
81AF:   not car $4640 0 $4717 $4718 $4719 radius 4.0 4.0 4.0 
jf @PHIL1_9177 
Car.StorePos($4640, $4717, $4718, $4719)
TIMERA = 0 // @ = int 

:PHIL1_9177
jump @PHIL1_9249 

:PHIL1_9184
Car.RemoveReferences($4640)
if 
00E9:   player $PLAYER_CHAR 0 $4644 radius 13.0 13.0 
jf @PHIL1_9235 
01CA: actor $4644 kill_player $PLAYER_CHAR 
jump @PHIL1_9249 

:PHIL1_9235
$4684 = 1 // $ = int 
gosub @PHIL1_15762 

:PHIL1_9249
jump @PHIL1_9306 

:PHIL1_9256
Car.RemoveReferences($4640)
if 
80E9:   not player $PLAYER_CHAR 0 $4644 radius 13.0 13.0 
jf @PHIL1_9306 
$4684 = 1 // $ = int 
gosub @PHIL1_15762 

:PHIL1_9306
jump @PHIL1_9436 

:PHIL1_9313
$4682 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_9419 
if 
  13 > $4702 // int > $ 
jf @PHIL1_9419 
if 
  $4701 == 1 // $ == int 
jf @PHIL1_9419 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100
$4702 += 1 // $ += int 

:PHIL1_9419
Actor.RemoveReferences($4644)
Car.RemoveReferences($4640)
$4679 = 1 // $ = int 

:PHIL1_9436
if 
   not Actor.Dead($4645)
jf @PHIL1_10314 
if 
   not Car.Wrecked($4641)
jf @PHIL1_10257 
if 
   Actor.InCar($4645, $4641)
jf @PHIL1_10185 
if 
  $4685 == 1 // $ == int 
jf @PHIL1_9526 
00AF: set_car $4641 driver_behaviour_to 5 
00AE: set_vehicle $4641 traffic_behavior_to 2 
$4685 = 0 // $ = int 

:PHIL1_9526
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_9836 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
01AD:   car $4641 sphere 0 near_point $397 $398 radius 12.0 12.0 
jf @PHIL1_9615 
Car.SetMaxSpeed($4641, 0.0)
01D3: actor $4645 leave_car $4641 
jump @PHIL1_9829 

:PHIL1_9615
if 
01AD:   car $4641 sphere 0 near_point $397 $398 radius 14.0 14.0 
jf @PHIL1_9666 
Car.SetMaxSpeed($4641, 1.0)
jump @PHIL1_9829 

:PHIL1_9666
if 
01AD:   car $4641 sphere 0 near_point $397 $398 radius 15.0 15.0 
jf @PHIL1_9717 
Car.SetMaxSpeed($4641, 2.0)
jump @PHIL1_9829 

:PHIL1_9717
if 
01AD:   car $4641 sphere 0 near_point $397 $398 radius 18.0 18.0 
jf @PHIL1_9768 
Car.SetMaxSpeed($4641, 3.0)
jump @PHIL1_9829 

:PHIL1_9768
if 
01AD:   car $4641 sphere 0 near_point $397 $398 radius 20.0 20.0 
jf @PHIL1_9819 
Car.SetMaxSpeed($4641, 4.0)
jump @PHIL1_9829 

:PHIL1_9819
Car.SetMaxSpeed($4641, 40.0)

:PHIL1_9829
jump @PHIL1_9892 

:PHIL1_9836
if 
00E9:   player $PLAYER_CHAR 0 $4645 radius 13.0 13.0 
jf @PHIL1_9882 
01CA: actor $4645 kill_player $PLAYER_CHAR 
jump @PHIL1_9892 

:PHIL1_9882
Car.SetMaxSpeed($4641, 40.0)

:PHIL1_9892
if 
   not Car.Wrecked($4641)
jf @PHIL1_10178 
if 
01AF:   car $4641 0 $4717 $4718 $4719 radius 5.0 5.0 5.0 
jf @PHIL1_10115 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_10115 
if 
82CA:   not car $4641 bounding_sphere_visible 
jf @PHIL1_10115 
Car.StorePos($4641, $4724, $4725, $4726)
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_10115 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_10115 
Car.PutAt($4641, $4724, $4725, $4726)
Car.Angle($4641) = $4729
TIMERA = 0 // @ = int 

:PHIL1_10115
if 
81AF:   not car $4641 0 $4717 $4718 $4719 radius 4.0 4.0 4.0 
jf @PHIL1_10178 
Car.StorePos($4641, $4717, $4718, $4719)
TIMERA = 0 // @ = int 

:PHIL1_10178
jump @PHIL1_10250 

:PHIL1_10185
Car.RemoveReferences($4641)
if 
00E9:   player $PLAYER_CHAR 0 $4645 radius 13.0 13.0 
jf @PHIL1_10236 
01CA: actor $4645 kill_player $PLAYER_CHAR 
jump @PHIL1_10250 

:PHIL1_10236
$4685 = 1 // $ = int 
gosub @PHIL1_16224 

:PHIL1_10250
jump @PHIL1_10307 

:PHIL1_10257
Car.RemoveReferences($4641)
if 
80E9:   not player $PLAYER_CHAR 0 $4645 radius 13.0 13.0 
jf @PHIL1_10307 
$4685 = 1 // $ = int 
gosub @PHIL1_16224 

:PHIL1_10307
jump @PHIL1_10437 

:PHIL1_10314
$4682 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_10420 
if 
  13 > $4702 // int > $ 
jf @PHIL1_10420 
if 
  $4701 == 1 // $ == int 
jf @PHIL1_10420 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100
$4702 += 1 // $ += int 

:PHIL1_10420
Actor.RemoveReferences($4645)
Car.RemoveReferences($4641)
$4680 = 1 // $ = int 

:PHIL1_10437
if 
   not Actor.Dead($4646)
jf @PHIL1_11315 
if 
   not Car.Wrecked($4642)
jf @PHIL1_11258 
if 
   Actor.InCar($4646, $4642)
jf @PHIL1_11186 
if 
  $4686 == 1 // $ == int 
jf @PHIL1_10527 
00AF: set_car $4642 driver_behaviour_to 5 
00AE: set_vehicle $4642 traffic_behavior_to 2 
$4686 = 0 // $ = int 

:PHIL1_10527
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_10837 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
01AD:   car $4642 sphere 0 near_point $397 $398 radius 12.0 12.0 
jf @PHIL1_10616 
Car.SetMaxSpeed($4642, 0.0)
01D3: actor $4646 leave_car $4642 
jump @PHIL1_10830 

:PHIL1_10616
if 
01AD:   car $4642 sphere 0 near_point $397 $398 radius 14.0 14.0 
jf @PHIL1_10667 
Car.SetMaxSpeed($4642, 1.0)
jump @PHIL1_10830 

:PHIL1_10667
if 
01AD:   car $4642 sphere 0 near_point $397 $398 radius 15.0 15.0 
jf @PHIL1_10718 
Car.SetMaxSpeed($4642, 2.0)
jump @PHIL1_10830 

:PHIL1_10718
if 
01AD:   car $4642 sphere 0 near_point $397 $398 radius 18.0 18.0 
jf @PHIL1_10769 
Car.SetMaxSpeed($4642, 3.0)
jump @PHIL1_10830 

:PHIL1_10769
if 
01AD:   car $4642 sphere 0 near_point $397 $398 radius 20.0 20.0 
jf @PHIL1_10820 
Car.SetMaxSpeed($4642, 4.0)
jump @PHIL1_10830 

:PHIL1_10820
Car.SetMaxSpeed($4642, 40.0)

:PHIL1_10830
jump @PHIL1_10893 

:PHIL1_10837
if 
00E9:   player $PLAYER_CHAR 0 $4646 radius 13.0 13.0 
jf @PHIL1_10883 
01CA: actor $4646 kill_player $PLAYER_CHAR 
jump @PHIL1_10893 

:PHIL1_10883
Car.SetMaxSpeed($4642, 40.0)

:PHIL1_10893
if 
   not Car.Wrecked($4642)
jf @PHIL1_11179 
if 
01AF:   car $4642 0 $4717 $4718 $4719 radius 5.0 5.0 5.0 
jf @PHIL1_11116 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_11116 
if 
82CA:   not car $4642 bounding_sphere_visible 
jf @PHIL1_11116 
Car.StorePos($4642, $4724, $4725, $4726)
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_11116 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_11116 
Car.PutAt($4642, $4724, $4725, $4726)
Car.Angle($4642) = $4729
TIMERA = 0 // @ = int 

:PHIL1_11116
if 
81AF:   not car $4642 0 $4717 $4718 $4719 radius 4.0 4.0 4.0 
jf @PHIL1_11179 
Car.StorePos($4642, $4717, $4718, $4719)
TIMERA = 0 // @ = int 

:PHIL1_11179
jump @PHIL1_11251 

:PHIL1_11186
Car.RemoveReferences($4642)
if 
00E9:   player $PLAYER_CHAR 0 $4646 radius 13.0 13.0 
jf @PHIL1_11237 
01CA: actor $4646 kill_player $PLAYER_CHAR 
jump @PHIL1_11251 

:PHIL1_11237
$4686 = 1 // $ = int 
gosub @PHIL1_16686 

:PHIL1_11251
jump @PHIL1_11308 

:PHIL1_11258
Car.RemoveReferences($4642)
if 
80E9:   not player $PLAYER_CHAR 0 $4646 radius 13.0 13.0 
jf @PHIL1_11308 
$4686 = 1 // $ = int 
gosub @PHIL1_16686 

:PHIL1_11308
jump @PHIL1_11438 

:PHIL1_11315
$4682 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_11421 
if 
  10 > $4702 // int > $ 
jf @PHIL1_11421 
if 
  $4701 == 1 // $ == int 
jf @PHIL1_11421 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100
$4702 += 1 // $ += int 

:PHIL1_11421
Actor.RemoveReferences($4646)
Car.RemoveReferences($4642)
$4681 = 1 // $ = int 

:PHIL1_11438
jump @PHIL1_11452 

:PHIL1_11445
gosub @PHIL1_14557 

:PHIL1_11452
if 
   Car.Wrecked($4627)
jf @PHIL1_11504 
if 
   not Actor.Dead($4647)
jf @PHIL1_11494 
0465: remove_actor $4647 from_turret_mode 
0321: kill_actor $4647 

:PHIL1_11494
Marker.Disable($4655)
Car.RemoveReferences($4627)

:PHIL1_11504
if 
   Car.Wrecked($4628)
jf @PHIL1_11530 
Marker.Disable($4656)
Car.RemoveReferences($4628)

:PHIL1_11530
if 
   Car.Wrecked($4629)
jf @PHIL1_11582 
if 
   not Actor.Dead($4648)
jf @PHIL1_11572 
0465: remove_actor $4648 from_turret_mode 
0321: kill_actor $4648 

:PHIL1_11572
Marker.Disable($4657)
Car.RemoveReferences($4629)

:PHIL1_11582
if 
   Car.Wrecked($4630)
jf @PHIL1_11608 
Marker.Disable($4658)
Car.RemoveReferences($4630)

:PHIL1_11608
if 
   not Actor.Dead($4647)
jf @PHIL1_11681 
if 
00DC:   player $PLAYER_CHAR in_car $4627 
jf @PHIL1_11681 
0465: remove_actor $4647 from_turret_mode 
if 
  $4710 == 0 // $ == int 
jf @PHIL1_11681 
01CC: actor $4647 kill_player $PLAYER_CHAR 
$4710 = 1 // $ = int 

:PHIL1_11681
if 
   not Actor.Dead($4648)
jf @PHIL1_11754 
if 
00DC:   player $PLAYER_CHAR in_car $4629 
jf @PHIL1_11754 
0465: remove_actor $4648 from_turret_mode 
if 
  $4711 == 0 // $ == int 
jf @PHIL1_11754 
01CC: actor $4648 kill_player $PLAYER_CHAR 
$4711 = 1 // $ = int 

:PHIL1_11754
if 
   Actor.Dead($4647)
jf @PHIL1_11780 
0465: remove_actor $4647 from_turret_mode 
Actor.RemoveReferences($4647)

:PHIL1_11780
if 
   Actor.Dead($4648)
jf @PHIL1_11806 
0465: remove_actor $4648 from_turret_mode 
Actor.RemoveReferences($4648)

:PHIL1_11806
if 
   Actor.Dead($4631)
jf @PHIL1_11827 
Actor.RemoveReferences($4631)

:PHIL1_11827
if 
   Actor.Dead($4632)
jf @PHIL1_11848 
Actor.RemoveReferences($4632)

:PHIL1_11848
if 
   Actor.Dead($4633)
jf @PHIL1_11869 
Actor.RemoveReferences($4633)

:PHIL1_11869
if 
   Actor.Dead($4634)
jf @PHIL1_11890 
Actor.RemoveReferences($4634)

:PHIL1_11890
if 
   Actor.Dead($4647)
jf @PHIL1_11911 
Actor.RemoveReferences($4647)

:PHIL1_11911
if 
   Actor.Dead($4648)
jf @PHIL1_11932 
Actor.RemoveReferences($4648)

:PHIL1_11932
if 
  $4663 == 1 // $ == int 
jf @PHIL1_12021 
if 
   Car.Wrecked($4627)
jf @PHIL1_12021 
if 
   Car.Wrecked($4628)
jf @PHIL1_12021 
if 
   Car.Wrecked($4629)
jf @PHIL1_12021 
if 
   Car.Wrecked($4630)
jf @PHIL1_12021 
jump @PHIL1_12445 

:PHIL1_12021
if 
   not Car.Wrecked($4627)
jf @PHIL1_12096 
if 
81FC:   not player $PLAYER_CHAR near_car $4627 radius 200.0 200.0 0 
jf @PHIL1_12082 
0574: freeze_car $4627 position_and_dont_load_collision 1 
jump @PHIL1_12089 

:PHIL1_12082
0574: freeze_car $4627 position_and_dont_load_collision 0 

:PHIL1_12089
jump @PHIL1_12121 

:PHIL1_12096
if 
  $4691 == 0 // $ == int 
jf @PHIL1_12121 
$4691 = 1 // $ = int 

:PHIL1_12121
if 
   not Car.Wrecked($4628)
jf @PHIL1_12196 
if 
81FC:   not player $PLAYER_CHAR near_car $4628 radius 200.0 200.0 0 
jf @PHIL1_12182 
0574: freeze_car $4628 position_and_dont_load_collision 1 
jump @PHIL1_12189 

:PHIL1_12182
0574: freeze_car $4628 position_and_dont_load_collision 0 

:PHIL1_12189
jump @PHIL1_12221 

:PHIL1_12196
if 
  $4691 == 0 // $ == int 
jf @PHIL1_12221 
$4691 = 1 // $ = int 

:PHIL1_12221
if 
   not Car.Wrecked($4629)
jf @PHIL1_12296 
if 
81FC:   not player $PLAYER_CHAR near_car $4629 radius 200.0 200.0 0 
jf @PHIL1_12282 
0574: freeze_car $4629 position_and_dont_load_collision 1 
jump @PHIL1_12289 

:PHIL1_12282
0574: freeze_car $4629 position_and_dont_load_collision 0 

:PHIL1_12289
jump @PHIL1_12321 

:PHIL1_12296
if 
  $4691 == 0 // $ == int 
jf @PHIL1_12321 
$4691 = 1 // $ = int 

:PHIL1_12321
if 
   not Car.Wrecked($4630)
jf @PHIL1_12396 
if 
81FC:   not player $PLAYER_CHAR near_car $4630 radius 200.0 200.0 0 
jf @PHIL1_12382 
0574: freeze_car $4630 position_and_dont_load_collision 1 
jump @PHIL1_12389 

:PHIL1_12382
0574: freeze_car $4630 position_and_dont_load_collision 0 

:PHIL1_12389
jump @PHIL1_12421 

:PHIL1_12396
if 
  $4691 == 0 // $ == int 
jf @PHIL1_12421 
$4691 = 1 // $ = int 

:PHIL1_12421
jump @PHIL1_3301 

:PHIL1_12428
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PHIL1_12445
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PHIL_1'  // Gun Runner
Marker.Disable($556)
$557 = 1 // $ = int 
return 

:PHIL1_12510
if 
   not Pickup.Picked_up($4654)
jf @PHIL1_12531 
Pickup.Destroy($4654)

:PHIL1_12531
Marker.Disable($4655)
Marker.Disable($4656)
Marker.Disable($4657)
Marker.Disable($4658)
Marker.Disable($4659)
Marker.Disable($4660)
Marker.Disable($4661)
Marker.Disable($4662)
Object.Destroy($4649)
Object.Destroy($4650)
Object.Destroy($4651)
Object.Destroy($4652)
Model.Destroy(#WALTON)
Model.Destroy(#WMYCR)
Model.Destroy(#FAGGIO)
Model.Destroy(#PYTHON)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#INGRAMSL)
Model.Destroy(#M60)
Model.Destroy(#GUNBOX)
Model.Destroy(#PATRIOT)
Model.Destroy(#UZI)
Pickup.Destroy($4635)
Pickup.Destroy($4636)
Pickup.Destroy($4637)
Pickup.Destroy($4638)
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:PHIL1_12676
if 
  $4668 == 0 // $ == int 
jf @PHIL1_12828 
if 
  $4672 == 1 // $ == int 
jf @PHIL1_12828 
if 
   Pickup.Picked_up($4635)
jf @PHIL1_12828 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4659)
$4688 += 1 // $ += int 
$4676 -= 1 // $ -= int 
$4668 = 1 // $ = int 
$4672 = 0 // $ = int 
if 
  $4676 == 0 // $ == int 
jf @PHIL1_12826 
$4697 = 0 // $ = int 
$4698 = 0 // $ = int 
$4699 = 0 // $ = int 
$4700 = 0 // $ = int 

:PHIL1_12826
return 

:PHIL1_12828
if 
  $4669 == 0 // $ == int 
jf @PHIL1_12980 
if 
  $4673 == 1 // $ == int 
jf @PHIL1_12980 
if 
   Pickup.Picked_up($4636)
jf @PHIL1_12980 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4660)
$4688 += 1 // $ += int 
$4676 -= 1 // $ -= int 
$4669 = 1 // $ = int 
$4673 = 0 // $ = int 
if 
  $4676 == 0 // $ == int 
jf @PHIL1_12978 
$4697 = 0 // $ = int 
$4698 = 0 // $ = int 
$4699 = 0 // $ = int 
$4700 = 0 // $ = int 

:PHIL1_12978
return 

:PHIL1_12980
if 
  $4670 == 0 // $ == int 
jf @PHIL1_13132 
if 
  $4674 == 1 // $ == int 
jf @PHIL1_13132 
if 
   Pickup.Picked_up($4637)
jf @PHIL1_13132 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4661)
$4688 += 1 // $ += int 
$4676 -= 1 // $ -= int 
$4670 = 1 // $ = int 
$4674 = 0 // $ = int 
if 
  $4676 == 0 // $ == int 
jf @PHIL1_13130 
$4697 = 0 // $ = int 
$4698 = 0 // $ = int 
$4699 = 0 // $ = int 
$4700 = 0 // $ = int 

:PHIL1_13130
return 

:PHIL1_13132
if 
  $4671 == 0 // $ == int 
jf @PHIL1_13284 
if 
  $4675 == 1 // $ == int 
jf @PHIL1_13284 
if 
   Pickup.Picked_up($4638)
jf @PHIL1_13284 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4662)
$4688 += 1 // $ += int 
$4676 -= 1 // $ -= int 
$4671 = 1 // $ = int 
$4675 = 0 // $ = int 
if 
  $4676 == 0 // $ == int 
jf @PHIL1_13282 
$4697 = 0 // $ = int 
$4698 = 0 // $ = int 
$4699 = 0 // $ = int 
$4700 = 0 // $ = int 

:PHIL1_13282
return 

:PHIL1_13284
return 

:PHIL1_13286
if 
  $4691 == 1 // $ == int 
jf @PHIL1_13548 
Car.StorePos($4689, $4714, $4715, $4716)
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
0086: $4721 = $397 // $ = $ float 
0061: $4721 -= $4714 // $ -= $ float 
0086: $4722 = $398 // $ = $ float 
0061: $4722 -= $4715 // $ -= $ float 
0069: $4721 *= $4721 // $ *= $ float 
0069: $4722 *= $4722 // $ *= $ float 
0086: $4723 = $4721 // $ = $ float 
0059: $4723 += $4722 // $ += $ float 
01FB: $4723 = square_root $4723 
$4687 = 640.0 // $ = float 
0071: $4687 /= $4723 // $ /= $ float 
if 
  $4687 > 20.0 // $ > float 
jf @PHIL1_13453 
$4687 = 20.0 // $ = float 

:PHIL1_13453
if 
  $4677 == 1 // $ == int 
jf @PHIL1_13509 
if 
  20.0 > $4687 // float > $ 
jf @PHIL1_13502 
$4687 = 20.0 // $ = float 

:PHIL1_13502
jump @PHIL1_13540 

:PHIL1_13509
if 
  10.0 > $4687 // float > $ 
jf @PHIL1_13540 
$4687 = 10.0 // $ = float 

:PHIL1_13540
Car.SetMaxSpeed($4689, $4687)

:PHIL1_13548
if 
  $4692 == 1 // $ == int 
jf @PHIL1_13765 
if 
   not Actor.Dead($4690)
jf @PHIL1_13765 
if 
   Actor.InCar($4690, $4689)
jf @PHIL1_13757 
if 
  $4709 == 0 // $ == int 
jf @PHIL1_13633 
00AF: set_car $4689 driver_behaviour_to 3 
$4709 = 1 // $ = int 

:PHIL1_13633
if 
  $4691 == 0 // $ == int 
jf @PHIL1_13750 
if 
   not Car.Wrecked($4627)
jf @PHIL1_13674 
00AE: set_vehicle $4627 traffic_behavior_to 2 

:PHIL1_13674
if 
   not Car.Wrecked($4628)
jf @PHIL1_13697 
00AE: set_vehicle $4628 traffic_behavior_to 2 

:PHIL1_13697
if 
   not Car.Wrecked($4629)
jf @PHIL1_13720 
00AE: set_vehicle $4629 traffic_behavior_to 2 

:PHIL1_13720
if 
   not Car.Wrecked($4630)
jf @PHIL1_13743 
00AE: set_vehicle $4630 traffic_behavior_to 2 

:PHIL1_13743
$4691 = 1 // $ = int 

:PHIL1_13750
jump @PHIL1_13765 

:PHIL1_13757
01CC: actor $4690 kill_player $PLAYER_CHAR 

:PHIL1_13765
if 
81FC:   not player $PLAYER_CHAR near_car $4689 radius 80.0 80.0 0 
jf @PHIL1_13810 
Car.ImmuneToNonPlayer($4689, True)
jump @PHIL1_13817 

:PHIL1_13810
Car.ImmuneToNonPlayer($4689, False)

:PHIL1_13817
if 
   not Actor.Dead($4690)
jf @PHIL1_14153 
if 
   Actor.InCar($4690, $4689)
jf @PHIL1_14145 
if 
   not Car.Wrecked($4689)
jf @PHIL1_14138 
if 
01AF:   car $4689 0 $4717 $4718 $4719 radius 5.0 5.0 5.0 
jf @PHIL1_14075 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_14075 
if 
82CA:   not car $4689 bounding_sphere_visible 
jf @PHIL1_14075 
Car.StorePos($4689, $4714, $4715, $4716)
03D3: point $4714 $4715 $4716 get_nearby_vector $4714 $4715 $4716 $4720 
if 
838A:   not car_in_cube $4714 $4715 $4716 5.0 5.0 5.0 
jf @PHIL1_14075 
if 
80C2:   not sphere_onscreen $4714 $4715 $4716 4.0 
jf @PHIL1_14075 
Car.PutAt($4689, $4714, $4715, $4716)
Car.Angle($4689) = $4720
TIMERA = 0 // @ = int 

:PHIL1_14075
if 
81AF:   not car $4689 0 $4717 $4718 $4719 radius 4.0 4.0 4.0 
jf @PHIL1_14138 
Car.StorePos($4689, $4717, $4718, $4719)
TIMERA = 0 // @ = int 

:PHIL1_14138
jump @PHIL1_14153 

:PHIL1_14145
01CC: actor $4690 kill_player $PLAYER_CHAR 

:PHIL1_14153
if 
   not Actor.Dead($4690)
jf @PHIL1_14368 
if 
   Actor.InCar($4690, $4689)
jf @PHIL1_14360 
if 
   Car.Wrecked($4689)
jf @PHIL1_14353 
if 
02BF:   car $4689 sunk 
jf @PHIL1_14353 
if 
81FC:   not player $PLAYER_CHAR near_car $4689 radius 50.0 50.0 0 
jf @PHIL1_14353 
if 
82CA:   not car $4689 bounding_sphere_visible 
jf @PHIL1_14353 
Car.StorePos($4689, $4714, $4715, $4716)
03D3: point $4714 $4715 $4716 get_nearby_vector $4714 $4715 $4716 $4720 
if 
80C2:   not sphere_onscreen $4714 $4715 $4716 3.0 
jf @PHIL1_14353 
Car.PutAt($4689, $4714, $4715, $4716)
Car.Angle($4689) = $4720

:PHIL1_14353
jump @PHIL1_14368 

:PHIL1_14360
01CC: actor $4690 kill_player $PLAYER_CHAR 

:PHIL1_14368
if 
   not Actor.Dead($4690)
jf @PHIL1_14555 
if 
   Actor.InCar($4690, $4689)
jf @PHIL1_14547 
if and
01F4:   car $4689 flipped 
01C1:   car $4689 stopped 
jf @PHIL1_14540 
if 
82CA:   not car $4689 bounding_sphere_visible 
jf @PHIL1_14540 
03ED: set_car $4689 not_damaged_when_upside_down 1 
Car.StorePos($4689, $4714, $4715, $4716)
03D3: point $4714 $4715 $4716 get_nearby_vector $4714 $4715 $4716 $4720 
if 
80C2:   not sphere_onscreen $4714 $4715 $4716 3.0 
jf @PHIL1_14540 
Car.PutAt($4689, $4714, $4715, $4716)
Car.Angle($4689) = $4720
03ED: set_car $4689 not_damaged_when_upside_down 0 

:PHIL1_14540
jump @PHIL1_14555 

:PHIL1_14547
01CC: actor $4690 kill_player $PLAYER_CHAR 

:PHIL1_14555
return 

:PHIL1_14557
if 
  $4678 == 1 // $ == int 
jf @PHIL1_14736 
Car.RemoveReferences($4639)
Actor.RemoveReferences($4643)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_14639 
Car.Create($4639, #FAGGIO, -984.7, -73.1, 9.9)
jump @PHIL1_14672 

:PHIL1_14639
Car.Create($4639, #FAGGIO, -679.5, 652.6, 9.9)
Car.Angle($4639) = 173.4

:PHIL1_14672
0129: $4643 = create_actor 4 #WMYCR in_car $4639 driverseat 
0568: set_actor $4643 untargetable 2 
01B2: give_actor $4643 weapon 23 ammo 30000 // Load the weapon model before using this 
Car.ImmuneToNonPlayer($4639, True)
00AF: set_car $4639 driver_behaviour_to 5 
00AE: set_vehicle $4639 traffic_behavior_to 2 
$4682 += 1 // $ += int 
$4678 = 0 // $ = int 

:PHIL1_14736
if 
  $4679 == 1 // $ == int 
jf @PHIL1_14915 
Car.RemoveReferences($4640)
Actor.RemoveReferences($4644)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_14818 
Car.Create($4640, #FAGGIO, -984.7, -78.1, 9.9)
jump @PHIL1_14851 

:PHIL1_14818
Car.Create($4640, #FAGGIO, -679.5, 657.6, 9.9)
Car.Angle($4640) = 173.4

:PHIL1_14851
0129: $4644 = create_actor 4 #WMYCR in_car $4640 driverseat 
0568: set_actor $4644 untargetable 2 
01B2: give_actor $4644 weapon 23 ammo 30000 // Load the weapon model before using this 
Car.ImmuneToNonPlayer($4640, True)
00AF: set_car $4640 driver_behaviour_to 5 
00AE: set_vehicle $4640 traffic_behavior_to 2 
$4682 += 1 // $ += int 
$4679 = 0 // $ = int 

:PHIL1_14915
if 
  $4680 == 1 // $ == int 
jf @PHIL1_15094 
Car.RemoveReferences($4641)
Actor.RemoveReferences($4645)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_14997 
Car.Create($4641, #FAGGIO, -984.7, -83.1, 9.9)
jump @PHIL1_15030 

:PHIL1_14997
Car.Create($4641, #FAGGIO, -679.5, 662.6, 9.9)
Car.Angle($4641) = 173.4

:PHIL1_15030
0129: $4645 = create_actor 4 #WMYCR in_car $4641 driverseat 
0568: set_actor $4645 untargetable 2 
01B2: give_actor $4645 weapon 23 ammo 30000 // Load the weapon model before using this 
Car.ImmuneToNonPlayer($4641, True)
00AF: set_car $4641 driver_behaviour_to 5 
00AE: set_vehicle $4641 traffic_behavior_to 2 
$4682 += 1 // $ += int 
$4680 = 0 // $ = int 

:PHIL1_15094
if 
  $4681 == 1 // $ == int 
jf @PHIL1_15273 
Car.RemoveReferences($4642)
Actor.RemoveReferences($4646)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_15176 
Car.Create($4642, #FAGGIO, -984.7, -88.1, 9.9)
jump @PHIL1_15209 

:PHIL1_15176
Car.Create($4642, #FAGGIO, -679.5, 667.6, 9.9)
Car.Angle($4642) = 173.4

:PHIL1_15209
0129: $4646 = create_actor 4 #WMYCR in_car $4642 driverseat 
0568: set_actor $4646 untargetable 2 
01B2: give_actor $4646 weapon 23 ammo 30000 // Load the weapon model before using this 
Car.ImmuneToNonPlayer($4642, True)
00AF: set_car $4642 driver_behaviour_to 5 
00AE: set_vehicle $4642 traffic_behavior_to 2 
$4682 += 1 // $ += int 
$4681 = 0 // $ = int 

:PHIL1_15273
if 
  $4701 == 0 // $ == int 
jf @PHIL1_15298 
$4701 = 1 // $ = int 

:PHIL1_15298
return 

:PHIL1_15300
if 
  $4683 == 1 // $ == int 
jf @PHIL1_15760 
if 
   not Actor.Dead($4643)
jf @PHIL1_15760 
Actor.StorePos($4643, $4724, $4725, $4726)
if 
00E9:   player $PLAYER_CHAR 0 $4643 radius 50.0 50.0 
jf @PHIL1_15547 
if 
80E9:   not player $PLAYER_CHAR 0 $4643 radius 13.0 13.0 
jf @PHIL1_15540 
0086: $4727 = $4724 // $ = $ float 
$4727 += 20.0 // $ += float 
0086: $4728 = $4725 // $ = $ float 
$4728 += 20.0 // $ += float 
$4724 -= 20.0 // $ -= float 
$4725 -= 20.0 // $ -= float 
Car.RemoveReferences($4639)
0327: $4639 = create_random_car_with_actors -1 in_area $4724 $4725 $4727 $4728 
if 
   not $4639 == -1 // $ == int 
jf @PHIL1_15540 
020A: set_car $4639 door_status_to 1 
Car.SetMaxSpeed($4639, 0.0)
01D5: actor $4643 go_to_and_drive_car $4639 
0319: set_actor $4643 running 1 

:PHIL1_15540
jump @PHIL1_15688 

:PHIL1_15547
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_15688 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_15688 
Car.RemoveReferences($4639)
Car.Create($4639, #FAGGIO, $4724, $4725, $4726)
Car.Angle($4639) = $4729
if 
   not Actor.Driving($4643)
jf @PHIL1_15688 
036A: put_actor $4643 in_car $4639 

:PHIL1_15688
if 
   not Car.Wrecked($4639)
jf @PHIL1_15760 
if 
   not Actor.Dead($4643)
jf @PHIL1_15760 
if 
   Actor.InCar($4643, $4639)
jf @PHIL1_15760 
00AF: set_car $4639 driver_behaviour_to 5 
00AE: set_vehicle $4639 traffic_behavior_to 2 
$4683 = 0 // $ = int 

:PHIL1_15760
return 

:PHIL1_15762
if 
  $4684 == 1 // $ == int 
jf @PHIL1_16222 
if 
   not Actor.Dead($4644)
jf @PHIL1_16222 
Actor.StorePos($4644, $4724, $4725, $4726)
if 
00E9:   player $PLAYER_CHAR 0 $4644 radius 50.0 50.0 
jf @PHIL1_16009 
if 
80E9:   not player $PLAYER_CHAR 0 $4644 radius 13.0 13.0 
jf @PHIL1_16002 
0086: $4727 = $4724 // $ = $ float 
$4727 += 20.0 // $ += float 
0086: $4728 = $4725 // $ = $ float 
$4728 += 20.0 // $ += float 
$4724 -= 20.0 // $ -= float 
$4725 -= 20.0 // $ -= float 
Car.RemoveReferences($4640)
0327: $4640 = create_random_car_with_actors -1 in_area $4724 $4725 $4727 $4728 
if 
   not $4640 == -1 // $ == int 
jf @PHIL1_16002 
020A: set_car $4640 door_status_to 1 
Car.SetMaxSpeed($4640, 0.0)
01D5: actor $4644 go_to_and_drive_car $4640 
0319: set_actor $4644 running 1 

:PHIL1_16002
jump @PHIL1_16150 

:PHIL1_16009
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_16150 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_16150 
Car.RemoveReferences($4640)
Car.Create($4640, #FAGGIO, $4724, $4725, $4726)
Car.Angle($4640) = $4729
if 
   not Actor.Driving($4644)
jf @PHIL1_16150 
036A: put_actor $4644 in_car $4640 

:PHIL1_16150
if 
   not Car.Wrecked($4640)
jf @PHIL1_16222 
if 
   not Actor.Dead($4644)
jf @PHIL1_16222 
if 
   Actor.InCar($4644, $4640)
jf @PHIL1_16222 
00AF: set_car $4640 driver_behaviour_to 5 
00AE: set_vehicle $4640 traffic_behavior_to 2 
$4684 = 0 // $ = int 

:PHIL1_16222
return 

:PHIL1_16224
if 
  $4685 == 1 // $ == int 
jf @PHIL1_16684 
if 
   not Actor.Dead($4645)
jf @PHIL1_16684 
Actor.StorePos($4645, $4724, $4725, $4726)
if 
00E9:   player $PLAYER_CHAR 0 $4645 radius 50.0 50.0 
jf @PHIL1_16471 
if 
80E9:   not player $PLAYER_CHAR 0 $4645 radius 13.0 13.0 
jf @PHIL1_16464 
0086: $4727 = $4724 // $ = $ float 
$4727 += 20.0 // $ += float 
0086: $4728 = $4725 // $ = $ float 
$4728 += 20.0 // $ += float 
$4724 -= 20.0 // $ -= float 
$4725 -= 20.0 // $ -= float 
Car.RemoveReferences($4641)
0327: $4641 = create_random_car_with_actors -1 in_area $4724 $4725 $4727 $4728 
if 
   not $4641 == -1 // $ == int 
jf @PHIL1_16464 
020A: set_car $4641 door_status_to 1 
Car.SetMaxSpeed($4641, 0.0)
01D5: actor $4645 go_to_and_drive_car $4641 
0319: set_actor $4645 running 1 

:PHIL1_16464
jump @PHIL1_16612 

:PHIL1_16471
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_16612 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_16612 
Car.RemoveReferences($4641)
Car.Create($4641, #FAGGIO, $4724, $4725, $4726)
Car.Angle($4641) = $4729
if 
   not Actor.Driving($4645)
jf @PHIL1_16612 
036A: put_actor $4645 in_car $4641 

:PHIL1_16612
if 
   not Car.Wrecked($4641)
jf @PHIL1_16684 
if 
   not Actor.Dead($4645)
jf @PHIL1_16684 
if 
   Actor.InCar($4645, $4641)
jf @PHIL1_16684 
00AF: set_car $4641 driver_behaviour_to 5 
00AE: set_vehicle $4641 traffic_behavior_to 2 
$4685 = 0 // $ = int 

:PHIL1_16684
return 

:PHIL1_16686
if 
  $4686 == 1 // $ == int 
jf @PHIL1_17146 
if 
   not Actor.Dead($4646)
jf @PHIL1_17146 
Actor.StorePos($4646, $4724, $4725, $4726)
if 
00E9:   player $PLAYER_CHAR 0 $4646 radius 50.0 50.0 
jf @PHIL1_16933 
if 
80E9:   not player $PLAYER_CHAR 0 $4646 radius 13.0 13.0 
jf @PHIL1_16926 
0086: $4727 = $4724 // $ = $ float 
$4727 += 20.0 // $ += float 
0086: $4728 = $4725 // $ = $ float 
$4728 += 20.0 // $ += float 
$4724 -= 20.0 // $ -= float 
$4725 -= 20.0 // $ -= float 
Car.RemoveReferences($4642)
0327: $4642 = create_random_car_with_actors -1 in_area $4724 $4725 $4727 $4728 
if 
   not $4642 == -1 // $ == int 
jf @PHIL1_16926 
020A: set_car $4642 door_status_to 1 
Car.SetMaxSpeed($4642, 0.0)
01D5: actor $4646 go_to_and_drive_car $4642 
0319: set_actor $4646 running 1 

:PHIL1_16926
jump @PHIL1_17074 

:PHIL1_16933
03D3: point $4724 $4725 $4726 get_nearby_vector $4724 $4725 $4726 $4729 
if 
80C2:   not sphere_onscreen $4724 $4725 $4726 3.0 
jf @PHIL1_17074 
if 
838A:   not car_in_cube $4724 $4725 $4726 3.0 3.0 2.0 
jf @PHIL1_17074 
Car.RemoveReferences($4642)
Car.Create($4642, #FAGGIO, $4724, $4725, $4726)
Car.Angle($4642) = $4729
if 
   not Actor.Driving($4646)
jf @PHIL1_17074 
036A: put_actor $4646 in_car $4642 

:PHIL1_17074
if 
   not Car.Wrecked($4642)
jf @PHIL1_17146 
if 
   not Actor.Dead($4646)
jf @PHIL1_17146 
if 
   Actor.InCar($4646, $4642)
jf @PHIL1_17146 
00AF: set_car $4642 driver_behaviour_to 5 
00AE: set_vehicle $4642 traffic_behavior_to 2 
$4686 = 0 // $ = int 

:PHIL1_17146
return 

:PHIL1_17148
if 
   not Car.Wrecked($4627)
jf @PHIL1_17176 
Marker.Disable($4655)
$4697 = 1 // $ = int 

:PHIL1_17176
if 
   not Car.Wrecked($4628)
jf @PHIL1_17204 
Marker.Disable($4656)
$4698 = 1 // $ = int 

:PHIL1_17204
if 
   not Car.Wrecked($4629)
jf @PHIL1_17232 
Marker.Disable($4657)
$4699 = 1 // $ = int 

:PHIL1_17232
if 
   not Car.Wrecked($4630)
jf @PHIL1_17260 
Marker.Disable($4658)
$4700 = 1 // $ = int 

:PHIL1_17260
return 

//-------------Mission 26---------------
// Originally: Boomshine Saigon

:PHIL2
script_name 'PHIL2' 
gosub @PHIL2_46 
if 
wasted_or_busted 
jf @PHIL2_37 
gosub @PHIL2_6994 

:PHIL2_37
gosub @PHIL2_7089 
terminate_this_script 

:PHIL2_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PHIL2' 
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 
$4753 = 0 // $ = int 
$4754 = 0 // $ = int 
$4755 = 0 // $ = int 
$4756 = 0 // $ = int 
$4757 = 0 // $ = int 
$4758 = 100 // $ = int 
$4759 = 0 // $ = int 
$4760 = 0 // $ = int 
$4761 = 8 // $ = int 
$4762 = 255 // $ = int 
$4763 = 0 // $ = int 
$4764 = 0 // $ = int 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
$4765 = 0.0 // $ = float 
$4766 = 0.0 // $ = float 
$4767 = 0.0 // $ = float 
$4768 = 0.0 // $ = float 
$4769 = 0.0 // $ = float 
$4770 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
02F3: load_object #CUTOBJ01 'PHILBMB' 
Camera.SetAtPos(-1099.62, 327.21, 10.23)
038B: load_requested_models 

:PHIL2_332
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PHIL2_362 
wait 0 
jump @PHIL2_332 

:PHIL2_362
if 
   not Model.Available(#CUTOBJ01)
jf @PHIL2_389 
wait 0 
jump @PHIL2_362 

:PHIL2_389
0395: clear_area 1 at -1083.1 321.1 11.2 range 300.0 
02E4: load_cutscene_data 'PHIL_2' 
0244: set_cutscene_pos -1099.62 327.21 10.23 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $440 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $440 'CSPHIL' 
02E5: $4771 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4771 'PHILBMB' 
0395: clear_area 1 at -1105.0 334.0 10.8 range 1.0 
0055: put_player $PLAYER_CHAR at -1105.0 334.0 10.8 
0171: set_player $PLAYER_CHAR z_angle_to 265.8 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PHIL2_584
if 
  1073 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_619 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_584 

:PHIL2_619
00BC: text_highpriority 'PHIL2_A' time 10000 1  // Hey Phil, how's it goin?

:PHIL2_634
if 
  2713 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_669 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_634 

:PHIL2_669
00BC: text_highpriority 'PHIL2_B' time 10000 1  // Heeyyyy, Tommy. Howyadoin'? Ish been too long...

:PHIL2_684
if 
  8842 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_719 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_684 

:PHIL2_719
00BC: text_highpriority 'PHIL2_C' time 10000 1  // I swear you should lay off that boomshine, man -

:PHIL2_734
if 
  10547 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_769 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_734 

:PHIL2_769
00BC: text_highpriority 'PHIL2_D' time 10000 1  // smells like paint stripper. Making my eyes burn...

:PHIL2_784
if 
  13397 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_819 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_784 

:PHIL2_819
00BC: text_highpriority 'PHIL2_E' time 10000 1  // Shshs shhh youshelf Tommy,

:PHIL2_834
if 
  16619 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_869 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_834 

:PHIL2_869
00BC: text_highpriority 'PHIL2_F' time 10000 1  // and come over here because there's someshin' I wanna show you.. someshin.

:PHIL2_884
if 
  20734 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_919 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_884 

:PHIL2_919
00BC: text_highpriority 'PHIL2_G' time 10000 1  // Woof! God! Should I be able to smell that from way over here? I'm feeling woozy.

:PHIL2_934
if 
  24299 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_969 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_934 

:PHIL2_969
00BC: text_highpriority 'PHIL2_H' time 10000 1  // Don'tchaworry about the shmell Tommy, you jush wash thish.

:PHIL2_984
if 
  32636 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1019 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_984 

:PHIL2_1019
00BC: text_highpriority 'PHIL2_I' time 10000 1  // Shittycheapbatteriesh or shumin'. There'sh shum more on the bench.

:PHIL2_1034
if 
  44824 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1071 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1034 

:PHIL2_1071
00BC: text_highpriority 'PHIL2_J' time 10000 1  // TA-DAAA!

:PHIL2_1086
if 
  46000 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1123 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1086 

:PHIL2_1123
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1193 
020C: create_explosion 2 at -1083.8 352.7 11.3 
020C: create_explosion 11 at -1083.8 352.7 11.3 
020C: create_explosion 6 at -1083.8 352.7 11.3 

:PHIL2_1193
if 
  48307 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1230 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1193 

:PHIL2_1230
00BC: text_highpriority 'PHIL2_K' time 10000 1  // Aww Damn!
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1294 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1294 
gosub @PHIL2_7155 
gosub @PHIL2_7155 
gosub @PHIL2_7155 

:PHIL2_1294
if 
  48807 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1331 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1294 

:PHIL2_1331
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1380 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1380 
gosub @PHIL2_7155 
gosub @PHIL2_7155 
gosub @PHIL2_7155 

:PHIL2_1380
if 
  49307 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1417 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1380 

:PHIL2_1417
00BE: text_clear_all 

:PHIL2_1419
if 
  49907 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1456 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1419 

:PHIL2_1456
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1505 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1505 
gosub @PHIL2_7155 
gosub @PHIL2_7155 
gosub @PHIL2_7155 

:PHIL2_1505
if 
  50007 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1542 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1505 

:PHIL2_1542
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1591 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1591 
gosub @PHIL2_7155 
gosub @PHIL2_7155 
gosub @PHIL2_7155 

:PHIL2_1591
if 
  51007 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1628 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1591 

:PHIL2_1628
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1677 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1677 
gosub @PHIL2_7155 
gosub @PHIL2_7155 
gosub @PHIL2_7155 

:PHIL2_1677
if 
  52207 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1714 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1677 

:PHIL2_1714
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1763 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1763 
gosub @PHIL2_7155 
gosub @PHIL2_7155 
gosub @PHIL2_7155 

:PHIL2_1763
00BE: text_clear_all 

:PHIL2_1765
if 
  53376 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1802 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1765 

:PHIL2_1802
fade 0 1500 
00BE: text_clear_all 

:PHIL2_1811
if 
fading 
jf @PHIL2_1835 
wait 0 
jump @PHIL2_1811 

:PHIL2_1835
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#PATRIOT)

:PHIL2_1900
if 
   not Model.Available(#PATRIOT)
jf @PHIL2_1927 
wait 0 
jump @PHIL2_1900 

:PHIL2_1927
03CF: load_wav 'PHIL2_1' as 2 

:PHIL2_1939
if 
83D0:   not wav 2 loaded 
jf @PHIL2_1965 
wait 0 
jump @PHIL2_1939 

:PHIL2_1965
if 
  $ONMISSION == 0 // $ == int 
jf @PHIL2_2003 
018A: $4752 = create_checkpoint_at -1183.0 -664.2 10.5 

:PHIL2_2003
023C: load_special_actor 1 'IGPHIL2' 

:PHIL2_2015
if 
823D:   not special_actor 1 loaded 
jf @PHIL2_2041 
wait 0 
jump @PHIL2_2015 

:PHIL2_2041
Car.Create($4743, #PATRIOT, -1097.0, 334.0, 10.8)
Car.Angle($4743) = 269.2
0369: put_player $PLAYER_CHAR in_car $4743 
Camera.SetBehindPlayer
01C8: $4744 = create_actor_pedtype 4 model #SPECIAL01 in_car $4743 passenger_seat 0 
04F5: set_actor $4744 as_player_friend $PLAYER_CHAR flag 1 
03FD: set_player $PLAYER_CHAR handling_responsiveness $4761 
052C: set_player $PLAYER_CHAR drunk_visuals 255 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_2146 
0332: set_actor $4744 bleeding_to 1 

:PHIL2_2146
039E: set_actor $4744 locked_while_in_vehicle 1 
0526: set_actor $4744 stay_in_car_when_jacked 1 
015D: set_gamespeed 1.0 
018A: $4751 = create_checkpoint_at -871.6 -469.5 9.9 
03C4: set_status_text_to $4758 1 'PHI2_04'  // PHIL'S HEALTH:
$4759 = Car.Health($4743)
$4759 /= 10 // $ /= int 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
fade 1 1500 
00BC: text_highpriority 'PHI2_01' time 5000 1  // ~g~Quick, get Phil to the hospital.

:PHIL2_2253
wait 0 
if 
   not Car.Wrecked($4743)
jf @PHIL2_4302 
if 
00DC:   player $PLAYER_CHAR in_car $4743 
jf @PHIL2_4302 
if 
  $4764 == 0 // $ == int 
jf @PHIL2_4298 
if 
  $4763 == 0 // $ == int 
jf @PHIL2_2593 
if 
  85 > $4758 // int > $ 
jf @PHIL2_2593 
03CF: load_wav 'PHIL2_4' as 1 

:PHIL2_2358
if 
83D0:   not wav 1 loaded 
jf @PHIL2_2453 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_2424 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2446 

:PHIL2_2424
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2446
jump @PHIL2_2358 

:PHIL2_2453
00BC: text_highpriority 'PHI2_08' time 5000 1  // Watch out! Charlie in the tree line!
03D1: play_wav 1 

:PHIL2_2472
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_2572 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_2543 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2565 

:PHIL2_2543
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2565
jump @PHIL2_2472 

:PHIL2_2572
040D: unload_wav 1 
03D5: remove_text 'PHI2_08'  // Watch out! Charlie in the tree line!
$4763 = 1 // $ = int 

:PHIL2_2593
if 
  $4763 == 1 // $ == int 
jf @PHIL2_2876 
if 
  75 > $4758 // int > $ 
jf @PHIL2_2876 
03CF: load_wav 'PHIL2_5' as 1 

:PHIL2_2641
if 
83D0:   not wav 1 loaded 
jf @PHIL2_2736 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_2707 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2729 

:PHIL2_2707
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2729
jump @PHIL2_2641 

:PHIL2_2736
00BC: text_highpriority 'PHI2_09' time 5000 1  // Is it me or are the roads made of jelly?
03D1: play_wav 1 

:PHIL2_2755
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_2855 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_2826 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2848 

:PHIL2_2826
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2848
jump @PHIL2_2755 

:PHIL2_2855
040D: unload_wav 1 
03D5: remove_text 'PHI2_09'  // Is it me or are the roads made of jelly?
$4763 = 2 // $ = int 

:PHIL2_2876
if 
  $4763 == 2 // $ == int 
jf @PHIL2_3159 
if 
  65 > $4758 // int > $ 
jf @PHIL2_3159 
03CF: load_wav 'PHIL2_6' as 1 

:PHIL2_2924
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3019 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_2990 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3012 

:PHIL2_2990
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3012
jump @PHIL2_2924 

:PHIL2_3019
00BC: text_highpriority 'PHI2_10' time 5000 1  // Broken Spoon to Mother Hen, you copy?
03D1: play_wav 1 

:PHIL2_3038
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_3138 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3109 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3131 

:PHIL2_3109
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3131
jump @PHIL2_3038 

:PHIL2_3138
040D: unload_wav 1 
03D5: remove_text 'PHI2_10'  // Broken Spoon to Mother Hen, you copy?
$4763 = 3 // $ = int 

:PHIL2_3159
if 
  $4763 == 3 // $ == int 
jf @PHIL2_3442 
if 
  55 > $4758 // int > $ 
jf @PHIL2_3442 
03CF: load_wav 'PHIL2_7' as 1 

:PHIL2_3207
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3302 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3273 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3295 

:PHIL2_3273
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3295
jump @PHIL2_3207 

:PHIL2_3302
00BC: text_highpriority 'PHI2_11' time 5000 1  // Spooney Wooney Woo Woo Woooo!
03D1: play_wav 1 

:PHIL2_3321
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_3421 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3392 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3414 

:PHIL2_3392
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3414
jump @PHIL2_3321 

:PHIL2_3421
040D: unload_wav 1 
03D5: remove_text 'PHI2_11'  // Spooney Wooney Woo Woo Woooo!
$4763 = 4 // $ = int 

:PHIL2_3442
if 
  $4763 == 4 // $ == int 
jf @PHIL2_3725 
if 
  45 > $4758 // int > $ 
jf @PHIL2_3725 
03CF: load_wav 'PHIL2_8' as 1 

:PHIL2_3490
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3585 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3556 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3578 

:PHIL2_3556
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3578
jump @PHIL2_3490 

:PHIL2_3585
00BC: text_highpriority 'PHI2_12' time 5000 1  // He's come for me boy!
03D1: play_wav 1 

:PHIL2_3604
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_3704 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3675 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3697 

:PHIL2_3675
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3697
jump @PHIL2_3604 

:PHIL2_3704
040D: unload_wav 1 
03D5: remove_text 'PHI2_12'  // He's come for me boy!
$4763 = 5 // $ = int 

:PHIL2_3725
if 
  $4763 == 5 // $ == int 
jf @PHIL2_4008 
if 
  35 > $4758 // int > $ 
jf @PHIL2_4008 
03CF: load_wav 'PHIL2_9' as 1 

:PHIL2_3773
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3868 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3839 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3861 

:PHIL2_3839
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3861
jump @PHIL2_3773 

:PHIL2_3868
00BC: text_highpriority 'PHI2_13' time 5000 1  // Black feathered wings beating all around...
03D1: play_wav 1 

:PHIL2_3887
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_3987 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_3958 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3980 

:PHIL2_3958
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3980
jump @PHIL2_3887 

:PHIL2_3987
040D: unload_wav 1 
03D5: remove_text 'PHI2_13'  // Black feathered wings beating all around...
$4763 = 6 // $ = int 

:PHIL2_4008
if 
  $4763 == 6 // $ == int 
jf @PHIL2_4291 
if 
  25 > $4758 // int > $ 
jf @PHIL2_4291 
03CF: load_wav 'PHIL210' as 1 

:PHIL2_4056
if 
83D0:   not wav 1 loaded 
jf @PHIL2_4151 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_4122 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_4144 

:PHIL2_4122
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_4144
jump @PHIL2_4056 

:PHIL2_4151
00BC: text_highpriority 'PHI2_14' time 5000 1  // It's beautiful, man ... it's beautiful ... but so cold ...
03D1: play_wav 1 

:PHIL2_4170
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_4270 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_4241 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_4263 

:PHIL2_4241
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_4263
jump @PHIL2_4170 

:PHIL2_4270
040D: unload_wav 1 
03D5: remove_text 'PHI2_14'  // It's beautiful, man ... it's beautiful ... but so cold ...
$4763 = 7 // $ = int 

:PHIL2_4291
jump @PHIL2_4302 

:PHIL2_4298
040D: unload_wav 1 

:PHIL2_4302
if 
   not Car.Wrecked($4743)
jf @PHIL2_6927 
if and
01F4:   car $4743 flipped 
01C1:   car $4743 stopped 
jf @PHIL2_4346 
$4755 = 1 // $ = int 

:PHIL2_4346
if and
80DC:   not player $PLAYER_CHAR in_car $4743 
  $4754 == 0 // $ == int 
  $4755 == 0 // $ == int 
jf @PHIL2_4419 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
Marker.CreateAboveCar($4750, $4743)
Marker.Disable($4751)
Marker.Disable($4752)
$4754 = 1 // $ = int 

:PHIL2_4419
if and
00DC:   player $PLAYER_CHAR in_car $4743 
  $4754 == 1 // $ == int 
jf @PHIL2_4545 
Marker.Disable($4750)
Marker.Disable($4751)
Marker.Disable($4752)
if 
  $4753 == 0 // $ == int 
jf @PHIL2_4498 
018A: $4751 = create_checkpoint_at -871.6 -469.5 9.9 

:PHIL2_4498
if 
  $4753 == 1 // $ == int 
jf @PHIL2_4536 
018A: $4752 = create_checkpoint_at -1183.0 -664.2 10.5 

:PHIL2_4536
00BE: text_clear_all 
$4754 = 0 // $ = int 

:PHIL2_4545
$4757 = Car.Health($4743)
$4757 /= 10 // $ /= int 
if 
001C:   $4759 > $4757 // $ > $ int 
jf @PHIL2_4603 
0084: $4760 = $4759 // $ = $ int 
0060: $4760 -= $4757 // $ -= $ int 
0060: $4758 -= $4760 // $ -= $ int 

:PHIL2_4603
0084: $4759 = $4757 // $ = $ int 
if 
  TIMERA > 1000 // @ > int 
jf @PHIL2_4644 
$4758 -= 1 // $ -= int 
TIMERA = 0 // @ = int 

:PHIL2_4644
if 
  1 > $4758 // int > $ 
jf @PHIL2_4705 
if 
   not Actor.Dead($4744)
jf @PHIL2_4683 
0321: kill_actor $4744 

:PHIL2_4683
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_6994 

:PHIL2_4705
if 
  TIMERB > 20000 // @ > int 
jf @PHIL2_4761 
$4761 -= 1 // $ -= int 
$4762 -= 30 // $ -= int 
03FD: set_player $PLAYER_CHAR handling_responsiveness $4761 
052C: set_player $PLAYER_CHAR drunk_visuals $4762 
TIMERB = 0 // @ = int 

:PHIL2_4761
02E3: $4769 = car $4743 speed 
if 
  $4769 > 5.0 // $ > float 
jf @PHIL2_5191 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @PHIL2_5191 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
0086: $4765 = $397 // $ = $ float 
$4765 += 10.0 // $ += float 
0086: $4766 = $398 // $ = $ float 
$4766 += 10.0 // $ += float 
0086: $4767 = $397 // $ = $ float 
$4767 -= 10.0 // $ -= float 
0086: $4768 = $398 // $ = $ float 
$4768 -= 10.0 // $ -= float 
0469: create_actor $4745 in area $4765 $4766 $4767 $4768 unknown 1 0 0 0 0 
if 
   not $4745 == -1 // $ == int 
jf @PHIL2_5186 
Player.WantedLevel($PLAYER_CHAR) = 1
03CF: load_wav 'PHIL211' as 1 

:PHIL2_4958
if 
83D0:   not wav 1 loaded 
jf @PHIL2_5053 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_5024 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_5046 

:PHIL2_5024
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_5046
jump @PHIL2_4958 

:PHIL2_5053
00BC: text_highpriority 'PHI2_15' time 5000 1  // 10-4 we've got a drunk driver.
03D1: play_wav 1 

:PHIL2_5072
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4744)
jf @PHIL2_5172 
wait 0 
if 
  $4753 == 0 // $ == int 
jf @PHIL2_5143 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_5165 

:PHIL2_5143
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_5165
jump @PHIL2_5072 

:PHIL2_5172
040D: unload_wav 1 
03D5: remove_text 'PHI2_15'  // 10-4 we've got a drunk driver.

:PHIL2_5186
Actor.RemoveReferences($4745)

:PHIL2_5191
if 
  $4753 == 0 // $ == int 
jf @PHIL2_5606 
if 
   not Car.Wrecked($4743)
jf @PHIL2_5606 
if 
00DC:   player $PLAYER_CHAR in_car $4743 
jf @PHIL2_5606 
if 
01B0:   car $4743 stopped 1 -871.6 -469.5 9.9 radius 7.0 7.0 7.0 
jf @PHIL2_5606 
Marker.Disable($4751)
018A: $4752 = create_checkpoint_at -1183.0 -664.2 10.5 
$4764 = 1 // $ = int 
00BC: text_highpriority 'PHI2_05' time 5000 1  // Not the hospital, man! Too many cops and Viet Cong!
03D1: play_wav 2 

:PHIL2_5343
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4744)
jf @PHIL2_5374 
wait 0 
jump @PHIL2_5343 

:PHIL2_5374
040D: unload_wav 2 
03D5: remove_text 'PHI2_05'  // Not the hospital, man! Too many cops and Viet Cong!
03CF: load_wav 'PHIL2_2' as 2 

:PHIL2_5400
if 
83D0:   not wav 2 loaded 
jf @PHIL2_5426 
wait 0 
jump @PHIL2_5400 

:PHIL2_5426
00BC: text_highpriority 'PHI2_06' time 5000 1  // There's an ex-army surgeon owes me a few favors and a lawnmower.
03D1: play_wav 2 

:PHIL2_5445
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4744)
jf @PHIL2_5476 
wait 0 
jump @PHIL2_5445 

:PHIL2_5476
040D: unload_wav 2 
03D5: remove_text 'PHI2_06'  // There's an ex-army surgeon owes me a few favors and a lawnmower.
03CF: load_wav 'PHIL2_3' as 2 

:PHIL2_5502
if 
83D0:   not wav 2 loaded 
jf @PHIL2_5528 
wait 0 
jump @PHIL2_5502 

:PHIL2_5528
00BC: text_highpriority 'PHI2_07' time 5000 1  // He's got a place down Little Havana - ooo look, a giant fish.
03D1: play_wav 2 

:PHIL2_5547
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4744)
jf @PHIL2_5578 
wait 0 
jump @PHIL2_5547 

:PHIL2_5578
040D: unload_wav 2 
03D5: remove_text 'PHI2_07'  // He's got a place down Little Havana - ooo look, a giant fish.
$4764 = 0 // $ = int 
$4753 = 1 // $ = int 

:PHIL2_5606
if 
  $4753 == 1 // $ == int 
jf @PHIL2_6920 
if 
   not Car.Wrecked($4743)
jf @PHIL2_6898 
if 
00DC:   player $PLAYER_CHAR in_car $4743 
jf @PHIL2_6891 
if 
01B0:   car $4743 stopped 1 -1183.0 -664.2 10.5 radius 7.0 7.0 7.0 
jf @PHIL2_6891 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
if 
   not Actor.Dead($4744)
jf @PHIL2_5789 
$4770 = Car.Angle($4743)
Car.PutAt($4743, -1183.0, -664.2, 10.5)
Car.Angle($4743) = $4770
03E2: actor $4744 leave_any_car 
0245: set_actor $4744 walk_style_to 48 

:PHIL2_5789
Camera.SetPosition(-1178.1, -676.3, 15.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1183.7, -656.7, 11.1, 2)
03BA: clear_cars_from_cube -1190.0 -671.2 17.5 -1174.0 -657.2 3.5 
if 
   not Actor.Dead($4744)
jf @PHIL2_5908 
011C: actor $4744 clear_objective 
0211: actor $4744 walk_to -1218.9 -665.1 

:PHIL2_5908
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:PHIL2_5922
wait 0 
if 
  TIMERB > 500 // @ > int 
jf @PHIL2_5990 
if 
   not Actor.Dead($4744)
jf @PHIL2_5983 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_5983 
gosub @PHIL2_8127 

:PHIL2_5983
TIMERB = 0 // @ = int 

:PHIL2_5990
if 
  TIMERA > 2000 // @ > int 
jf @PHIL2_6030 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
jump @PHIL2_6037 

:PHIL2_6030
jump @PHIL2_5922 

:PHIL2_6037
wait 0 
if 
   not Actor.Dead($4744)
jf @PHIL2_6174 
if 
  TIMERB > 500 // @ > int 
jf @PHIL2_6121 
if 
   not Actor.Dead($4744)
jf @PHIL2_6114 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_6114 
gosub @PHIL2_8127 

:PHIL2_6114
TIMERB = 0 // @ = int 

:PHIL2_6121
if or
00ED:   actor $4744 0 -1218.9 -665.1 radius 3.0 3.0 
  TIMERA > 3000 // @ > int 
jf @PHIL2_6174 
jump @PHIL2_6181 

:PHIL2_6174
jump @PHIL2_6037 

:PHIL2_6181
if 
   not Actor.Dead($4744)
jf @PHIL2_6237 
011C: actor $4744 clear_objective 
Actor.PutAt($4744, -1191.7, -664.3, 10.5)
0211: actor $4744 walk_to -1218.9 -665.1 

:PHIL2_6237
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
Camera.SetPosition(-1174.3, -664.2, 15.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1184.5, -664.1, 11.64, 2)

:PHIL2_6302
wait 0 
if 
   not Actor.Dead($4744)
jf @PHIL2_6439 
if 
  TIMERB > 500 // @ > int 
jf @PHIL2_6386 
if 
   not Actor.Dead($4744)
jf @PHIL2_6379 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_6379 
gosub @PHIL2_8127 

:PHIL2_6379
TIMERB = 0 // @ = int 

:PHIL2_6386
if or
00ED:   actor $4744 0 -1218.9 -665.1 radius 3.0 3.0 
  TIMERA > 3000 // @ > int 
jf @PHIL2_6439 
jump @PHIL2_6446 

:PHIL2_6439
jump @PHIL2_6302 

:PHIL2_6446
015D: set_gamespeed 1.0 
fade 0 500 

:PHIL2_6460
if 
fading 
jf @PHIL2_6484 
wait 0 
jump @PHIL2_6460 

:PHIL2_6484
Actor.DestroyInstantly($4744)
Pickup.Create($4746, #M60, 1, -1105.9, 335.3, 11.1)
Pickup.Create($4747, #ROCKETLA, 1, -1105.9, 330.3, 11.1)
Pickup.Create($4748, #MINIGUN, 1, -1105.9, 325.3, 11.1)
Pickup.Create($4749, #BOMB, 1, -1105.9, 320.3, 11.1)
Camera.SetAtPos(-1038.4, 309.7, 20.9)
Camera.SetPosition(-1038.4, 309.7, 20.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1065.6, 322.1, 21.7, 2)
fade 1 500 

:PHIL2_6664
if 
fading 
jf @PHIL2_6688 
wait 0 
jump @PHIL2_6664 

:PHIL2_6688
0394: play_music 1 
00BA: text_styled 'PHI_AS1' 5000 ms 6  // PHILS PLACE ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-1093.2, 345.0, 14.3)
Camera.SetPosition(-1093.2, 345.0, 14.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1110.1, 331.3, 11.0, 2)
00BC: text_highpriority 'PHI_AS2' time 6000 1  // ~g~New Weapons available to purchase from Phils Place.
wait 6000 
fade 0 500 

:PHIL2_6807
if 
fading 
jf @PHIL2_6831 
wait 0 
jump @PHIL2_6807 

:PHIL2_6831
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
fade 1 500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
052C: set_player $PLAYER_CHAR drunk_visuals $4762 
jump @PHIL2_7011 

:PHIL2_6891
jump @PHIL2_6920 

:PHIL2_6898
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_6994 

:PHIL2_6920
jump @PHIL2_6949 

:PHIL2_6927
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_6994 

:PHIL2_6949
if 
   Actor.Dead($4744)
jf @PHIL2_6987 
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_6994 

:PHIL2_6987
jump @PHIL2_2253 

:PHIL2_6994
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PHIL2_7011
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0318: set_latest_mission_passed 'PHIL_2'  // Boomshine Saigon
Marker.Disable($556)
04CE: $556 = create_icon_marker_without_sphere $727 at $796 $797 $798 
$558 = 1 // $ = int 
return 

:PHIL2_7089
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#PATRIOT)
Actor.RemoveReferences($4745)
Camera.Shake(0)
Actor.DestroyWithFade($4744)
0296: unload_special_actor 1 
Marker.Disable($4750)
Marker.Disable($4751)
Marker.Disable($4752)
0151: remove_status_text $4758 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:PHIL2_7155
if 
80E1:   not player 0 pressed_button 16 
jf @PHIL2_8125 
0400: create_coordinate $397 $398 $399 from_object $440 offset 0.3 0.3 0.3 
0437: scatter_particle 76 0.1 at $397 $398 $399 0.0 0.0 0.0 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 1.0 0.03 
0437: scatter_particle 41 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $397 $398 $399 0.0 0.0 0.03 

:PHIL2_8125
return 

:PHIL2_8127
04C4: create_coordinate $397 $398 $399 from_actor $4744 offset -0.3 0.3 0.3 
0437: scatter_particle 76 0.1 at $397 $398 $399 0.0 0.0 0.0 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $397 $398 $399 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $397 $398 $399 0.0 0.1 0.03 
return 

//-------------Mission 27---------------
// Originally: Recruitment Drive

:PORNO1
script_name 'PORNO1' 
gosub @PORNO1_46 
if 
wasted_or_busted 
jf @PORNO1_37 
gosub @PORNO1_11171 

:PORNO1_37
gosub @PORNO1_11256 
terminate_this_script 

:PORNO1_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN1' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$4788 = 0 // $ = int 
$4789 = 0 // $ = int 
$4787 = 0 // $ = int 
$4801 = 0.0 // $ = float 
$4790 = 0 // $ = int 
$4791 = 0 // $ = int 
$4792 = 0 // $ = int 
$4793 = 0 // $ = int 
$4794 = 0 // $ = int 
$4795 = 0 // $ = int 
$4796 = 0 // $ = int 
$4802 = 0.0 // $ = float 
$4803 = 0.0 // $ = float 
$4804 = 0.0 // $ = float 
$4805 = 0.0 // $ = float 
$4797 = 0 // $ = int 
$4798 = 0 // $ = int 
$4799 = 0 // $ = int 
$4800 = 0.0 // $ = float 
03CF: load_wav 'MONO_3' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSJUGGZ' 
023C: load_special_actor 4 'CMRAMAN' 
023C: load_special_actor 5 'MPORNA' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO1_369
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @PORNO1_411 
wait 0 
jump @PORNO1_369 

:PORNO1_411
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @PORNO1_443 
wait 0 
jump @PORNO1_411 

:PORNO1_443
02E4: load_cutscene_data 'PORN_1' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $466 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $466 'CSDIREC' 
02E5: $4806 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $4806 'CSJUGGZ' 
02E5: $500 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $500 'CMRAMAN' 
02E5: $467 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $467 'MPORNA' 
02E5: $512 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $512 'CS_CAM' 
02E5: $518 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $518 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO1_695
if 
  2533 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_730 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_695 

:PORNO1_730
00BC: text_highpriority 'POR1_A' time 10000 1  // Action.

:PORNO1_745
if 
  3343 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_780 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_745 

:PORNO1_780
00BC: text_highpriority 'POR1_B' time 10000 1  // Whoa! Now that's big.

:PORNO1_795
if 
  6008 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_830 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_795 

:PORNO1_830
00BC: text_highpriority 'POR1_C' time 10000 1  // 12 inches. That is regulation baby.

:PORNO1_845
if 
  11226 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_880 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_845 

:PORNO1_880
00BC: text_highpriority 'POR1_D' time 10000 1  // CUT!! Who IS this idiot? You! YOU! Why are you in my space? WHY?

:PORNO1_895
if 
  16462 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_930 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_895 

:PORNO1_930
00BC: text_highpriority 'POR1_E' time 10000 1  // What is all this crap?

:PORNO1_945
if 
  18076 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_980 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_945 

:PORNO1_980
00BC: text_highpriority 'POR1_F' time 10000 1  // Aliens? Fishing poles?

:PORNO1_995
if 
  20247 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1030 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_995 

:PORNO1_1030
00BC: text_highpriority 'POR1_G' time 10000 1  // Who's ever seen a shark that big?

:PORNO1_1045
if 
  22282 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1080 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1045 

:PORNO1_1080
00BC: text_highpriority 'POR1_H' time 10000 1  // All this stuff's gotta go.

:PORNO1_1095
if 
  24320 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1130 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1095 

:PORNO1_1130
00BC: text_highpriority 'POR1_I' time 10000 1  // Why'd you get in this business, ya prick?

:PORNO1_1145
if 
  26352 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1180 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1145 

:PORNO1_1180
00BC: text_highpriority 'POR1_J' time 10000 1  // Huh?

:PORNO1_1195
if 
  27126 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1230 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1195 

:PORNO1_1230
00BC: text_highpriority 'POR1_K' time 10000 1  // For the pussy, that's why! What is this??

:PORNO1_1245
if 
  30127 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1280 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1245 

:PORNO1_1280
00BC: text_highpriority 'POR1_L' time 10000 1  // This is my art - SECURITY!

:PORNO1_1295
if 
  34028 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1332 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1295 

:PORNO1_1332
00BC: text_highpriority 'POR1_M' time 10000 1  // Look, you pompous asshole, I own you now. I own all of this.

:PORNO1_1347
if 
  38273 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1384 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1347 

:PORNO1_1384
00BC: text_highpriority 'POR1_N' time 10000 1  // We're gonna turn this place around...

:PORNO1_1399
if 
  40013 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1436 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1399 

:PORNO1_1436
00BC: text_highpriority 'POR1_O' time 10000 1  // I'm gonna make you rich.

:PORNO1_1451
if 
  42086 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1488 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1451 

:PORNO1_1488
00BC: text_highpriority 'POR1_P' time 10000 1  // Uh. You're - You - you're Tommy Vercetti? But I thought that you were...

:PORNO1_1503
if 
  46091 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1540 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1503 

:PORNO1_1540
00BC: text_highpriority 'POR1_Q' time 10000 1  // That's right.

:PORNO1_1555
if 
  47169 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1592 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1555 

:PORNO1_1592
00BC: text_highpriority 'POR1_R' time 10000 1  // We're gonna be making some changes around here and start making some real money.

:PORNO1_1607
if 
  50143 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1644 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1607 

:PORNO1_1644
00BC: text_highpriority 'POR1_S' time 10000 1  // Actually, have you ever thought about, umm...

:PORNO1_1659
if 
  52720 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1696 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1659 

:PORNO1_1696
00BC: text_highpriority 'POR1_T' time 10000 1  // But first we're going to need some good-looking broads.

:PORNO1_1711
if 
  54090 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1748 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1711 

:PORNO1_1748
00BC: text_highpriority 'POR1_U' time 10000 1  // Yeh, girls are fine but you... whew!

:PORNO1_1763
if 
  56976 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1800 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1763 

:PORNO1_1800
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @PORNO1_1846 
if 
03D0:   wav 1 loaded 
jf @PORNO1_1846 
03D1: play_wav 1 

:PORNO1_1846
if 
fading 
jf @PORNO1_1870 
wait 0 
jump @PORNO1_1846 

:PORNO1_1870
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-67.0, 939.297, 10.94)
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#WMYPI)
Model.Load(#BMYCR)
Model.Load(#HMYRI)
Model.Load(#SENTINEL)
Model.Load(#BAT)
Model.Load(#TEC9)
Model.Load(#STRETCH)

:PORNO1_1996
if or
   not Model.Available(#WMYPI)
   not Model.Available(#BMYCR)
   not Model.Available(#HMYRI)
jf @PORNO1_2030 
wait 0 
jump @PORNO1_1996 

:PORNO1_2030
if or
   not Model.Available(#SENTINEL)
   not Model.Available(#BAT)
   not Model.Available(#TEC9)
   not Model.Available(#STRETCH)
jf @PORNO1_2072 
wait 0 
jump @PORNO1_2030 

:PORNO1_2072
023C: load_special_actor 1 'IGCANDY' 
023C: load_special_actor 2 'IGMERC' 

:PORNO1_2096
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PORNO1_2126 
wait 0 
jump @PORNO1_2096 

:PORNO1_2126
038B: load_requested_models 
018A: $4783 = create_checkpoint_at -448.3 1324.6 10.7 
fade 1 1500 
00BC: text_highpriority 'POR1_01' time 5000 1  // ~g~Candy Suxxx would be perfect for a starring role!
00BB: text_lowpriority 'POR1_23' time 5000 1  // ~g~Candy will be taking care of business ~h~Downtown~g~.
0481: set_enter_car_range_multiplier 3.0 

:PORNO1_2192
if 
80F6:   not player $PLAYER_CHAR 1 -448.3 1324.6 10.7 radius 1.0 1.0 2.0 
jf @PORNO1_2307 
wait 0 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -448.3 1324.6 10.7 radius 20.0 20.0 20.0 
jf @PORNO1_2300 
00DA: $4779 = player $PLAYER_CHAR car 

:PORNO1_2300
jump @PORNO1_2192 

:PORNO1_2307
03CF: load_wav 'PORN1_1' as 1 
03CF: load_wav 'PORN1_2' as 2 

:PORNO1_2331
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_2361 
wait 0 
jump @PORNO1_2331 

:PORNO1_2361
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked($4779)
jf @PORNO1_2456 
if 
01AD:   car $4779 sphere 0 near_point -448.3 1324.6 radius 30.0 30.0 
jf @PORNO1_2456 
Car.PutAt($4779, -441.9, 1337.0, 10.7)
Car.Angle($4779) = 289.8

:PORNO1_2456
03BA: clear_cars_from_cube -584.8 1320.7 5.5 -309.7 1360.2 15.5 
01EB: set_traffic_density_multiplier_to 0.0 
0055: put_player $PLAYER_CHAR at -448.3 1324.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 19.7 
Camera.SetPosition(-445.3, 1321.8, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(-450.3, 1327.7, 12.0, 2)
00BC: text_highpriority 'POR1_26' time 5000 1  // ~g~Here's Candy, looks like she has been with Congressman Shrub again.
Car.Create($4780, #STRETCH, -492.4, 1335.8, 10.4)
00AE: set_vehicle $4780 traffic_behavior_to 2 
Car.Angle($4780) = 276.1
0129: $4781 = create_actor 4 #HMYRI in_car $4780 driverseat 
0229: set_car $4780 color_to 34 34 
01C8: $4773 = create_actor_pedtype 5 model #SPECIAL01 in_car $4780 passenger_seat 2 
04F5: set_actor $4773 as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $4773 threat_search 
02A9: set_actor $4773 immune_to_nonplayer 1 
0245: set_actor $4773 walk_style_to 46 
0319: set_actor $4773 running 1 
0568: set_actor $4773 untargetable 1 
053C: set_actor $4773 in_players_group_can_fight 0 
04BA: set_car $4780 speed_instantly 15.0 
Car.SetMaxSpeed($4780, 15.0)
Car.DriveTo($4780, -448.4, 1340.6, 10.4)
TIMERB = 0 // @ = int 

:PORNO1_2763
wait 0 
if 
   not Car.Wrecked($4780)
jf @PORNO1_2901 
if 
  TIMERB > 7000 // @ > int 
jf @PORNO1_2809 
jump @PORNO1_2908 

:PORNO1_2809
if 
81AF:   not car $4780 0 -448.4 1340.6 10.4 radius 4.0 4.0 4.0 
jf @PORNO1_2884 
Car.DriveTo($4780, -448.4, 1340.6, 10.4)
jump @PORNO1_2901 

:PORNO1_2884
Car.SetMaxSpeed($4780, 0.0)
jump @PORNO1_2908 

:PORNO1_2901
jump @PORNO1_2763 

:PORNO1_2908
if 
   not Car.Wrecked($4780)
jf @PORNO1_2958 
if 
   not Actor.Dead($4773)
jf @PORNO1_2958 
Car.SetMaxSpeed($4780, 0.0)
01D3: actor $4773 leave_car $4780 

:PORNO1_2958
wait 0 
if 
   not Car.Wrecked($4780)
jf @PORNO1_3328 
01E9: $4796 = car $4780 num_passengers 
if 
  $4796 == 0 // $ == int 
jf @PORNO1_3321 
if 
   not Actor.Dead($4773)
jf @PORNO1_3300 
Camera.Restore_WithJumpCut
01D1: actor $4773 follow_actor $PLAYER_ACTOR 
01D1: actor $PLAYER_ACTOR follow_actor $4773 
if 
   not Car.Wrecked($4780)
jf @PORNO1_3084 
Car.SetMaxSpeed($4780, 15.0)
Car.DriveTo($4780, -338.6, 1133.1, 8.5)

:PORNO1_3084
Car.Create($4772, #SENTINEL, -492.4, 1335.8, 10.4)
Car.Angle($4772) = 276.1
00AE: set_vehicle $4772 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($4772, True)
0129: $4774 = create_actor 4 #WMYPI in_car $4772 driverseat 
0568: set_actor $4774 untargetable 2 
01B2: give_actor $4774 weapon 22 ammo 30000 // Load the weapon model before using this 
02A9: set_actor $4774 immune_to_nonplayer 1 
01C8: $4775 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 0 
01B2: give_actor $4775 weapon 6 ammo 1 // Load the weapon model before using this 
01ED: clear_actor $4775 threat_search 
01C8: $4776 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 1 
01B2: give_actor $4776 weapon 6 ammo 1 // Load the weapon model before using this 
01ED: clear_actor $4776 threat_search 
01C8: $4777 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 2 
01B2: give_actor $4777 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4777 threat_search 
Marker.CreateAboveActor($4784, $4774)
04BA: set_car $4780 speed_instantly 15.0 
Car.SetMaxSpeed($4772, 15.0)
Car.DriveTo($4772, -448.4, 1340.6, 10.4)

:PORNO1_3300
TIMERB = 0 // @ = int 
jump @PORNO1_3335 
jump @PORNO1_3328 

:PORNO1_3321
jump @PORNO1_2958 

:PORNO1_3328
jump @PORNO1_2958 

:PORNO1_3335
wait 0 
if 
  TIMERB > 7000 // @ > int 
jf @PORNO1_3365 
jump @PORNO1_3452 

:PORNO1_3365
if 
   not Actor.Dead($4773)
jf @PORNO1_3445 
if 
00E9:   player $PLAYER_CHAR 0 $4773 radius 2.0 2.0 
jf @PORNO1_3445 
011C: actor $4773 clear_objective 
011C: actor $PLAYER_ACTOR clear_objective 
020E: actor $PLAYER_ACTOR look_at_actor $4773 
020F: actor $4773 look_at_player $PLAYER_CHAR 
jump @PORNO1_3452 

:PORNO1_3445
jump @PORNO1_3335 

:PORNO1_3452
Camera.SetPosition(-450.2, 1328.1, 12.8, 0.0, 0.0, 0.0)
Camera.PointAt(-449.9, 1330.8, 12.2, 2)
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_04' time 4000 1  // Yo, Candy. I'm looking for movie talent - you interested?
03D1: play_wav 1 

:PORNO1_3532
if 
83D2:   not wav 1 ended 
jf @PORNO1_3558 
wait 0 
jump @PORNO1_3532 

:PORNO1_3558
040D: unload_wav 1 
03D5: remove_text 'POR1_04'  // Yo, Candy. I'm looking for movie talent - you interested?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($4773)
jf @PORNO1_3607 
0372: set_actor $4773 anim 19 wait_state_time 10000 ms 

:PORNO1_3607
if 
   not Actor.Dead($4774)
jf @PORNO1_3647 
if 
   not Car.Wrecked($4772)
jf @PORNO1_3647 
01D3: actor $4774 leave_car $4772 

:PORNO1_3647
00BC: text_highpriority 'POR1_05' time 4000 1  // Sure! But, you'd have to talk to my agent...
03D1: play_wav 2 

:PORNO1_3666
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4773)
jf @PORNO1_3721 
if 
   not Actor.Dead($4774)
jf @PORNO1_3710 
020E: actor $4774 look_at_actor $PLAYER_ACTOR 

:PORNO1_3710
wait 0 
jump @PORNO1_3666 

:PORNO1_3721
040D: unload_wav 2 
03D5: remove_text 'POR1_05'  // Sure! But, you'd have to talk to my agent...
03CF: load_wav 'PRN1_3A' as 1 
03CF: load_wav 'PORN1_3' as 2 

:PORNO1_3759
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_3789 
wait 0 
jump @PORNO1_3759 

:PORNO1_3789
if 
   not Actor.Dead($4773)
jf @PORNO1_3838 
0372: set_actor $4773 anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($4774)
jf @PORNO1_3838 
020E: actor $4773 look_at_actor $4774 

:PORNO1_3838
00BC: text_highpriority 'POR1_06' time 4000 1  // The HELL are you doin'?
03D1: play_wav 2 

:PORNO1_3857
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4774)
jf @PORNO1_3888 
wait 0 
jump @PORNO1_3857 

:PORNO1_3888
040D: unload_wav 2 
03D5: remove_text 'POR1_06'  // The HELL are you doin'?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4 1340.6 10.4 
0211: actor $PLAYER_ACTOR walk_to -448.4 1333.6 
00BC: text_highpriority 'POR1_07' time 4000 1  // You should have stayed at home today!
03D1: play_wav 1 

:PORNO1_3956
if 
83D2:   not wav 1 ended 
jf @PORNO1_3982 
wait 0 
jump @PORNO1_3956 

:PORNO1_3982
040D: unload_wav 1 
03D5: remove_text 'POR1_07'  // You should have stayed at home today!
03CF: load_wav 'PRN1_21' as 2 

:PORNO1_4008
if 
83D0:   not wav 2 loaded 
jf @PORNO1_4034 
wait 0 
jump @PORNO1_4008 

:PORNO1_4034
if 
   not Actor.Dead($4774)
jf @PORNO1_4074 
if 
   not Car.Wrecked($4772)
jf @PORNO1_4074 
01D5: actor $4774 go_to_and_drive_car $4772 

:PORNO1_4074
00BC: text_highpriority 'POR1_7B' time 4000 1  // Can you believe this asshole?
03D1: play_wav 2 

:PORNO1_4093
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4774)
jf @PORNO1_4124 
wait 0 
jump @PORNO1_4093 

:PORNO1_4124
040D: unload_wav 2 
03D5: remove_text 'POR1_7B'  // Can you believe this asshole?
if 
   not Actor.Dead($4775)
jf @PORNO1_4210 
if 
   not Actor.Dead($4776)
jf @PORNO1_4210 
if 
   not Actor.Dead($4777)
jf @PORNO1_4210 
01CA: actor $4775 kill_player $PLAYER_CHAR 
01CA: actor $4776 kill_player $PLAYER_CHAR 
01CA: actor $4777 kill_player $PLAYER_CHAR 

:PORNO1_4210
if 
   not Actor.Dead($4773)
jf @PORNO1_4247 
0350: set_actor $4773 maintain_position_when_attacked 1 
$4793 = 1 // $ = int 
jump @PORNO1_4269 

:PORNO1_4247
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_11171 

:PORNO1_4269
wait 1000 
if 
   not Car.Wrecked($4780)
jf @PORNO1_4332 
if 
82CA:   not car $4780 bounding_sphere_visible 
jf @PORNO1_4332 
if 
   not Actor.Dead($4781)
jf @PORNO1_4327 
Actor.DestroyInstantly($4781)

:PORNO1_4327
Car.Destroy($4780)

:PORNO1_4332
011C: actor $PLAYER_ACTOR clear_objective 
01EB: set_traffic_density_multiplier_to 1.0 
Car.RemoveReferences($4779)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Marker.Disable($4783)
00BC: text_highpriority 'POR1_02' time 7000 1  // ~g~ Go and take out Candy's pimp, then return and pick up Candy.
if 
   not Car.Wrecked($4772)
jf @PORNO1_4413 
03CC: add_stuck_car_check $4772 distance 1.5 time 4000 

:PORNO1_4413
wait 0 
if 
  $4787 == 0 // $ == int 
jf @PORNO1_5551 
if 
   not Actor.Dead($4774)
jf @PORNO1_5544 
if 
   not Car.Wrecked($4772)
jf @PORNO1_5537 
if 
81FC:   not player $PLAYER_CHAR near_car $4772 radius 80.0 80.0 0 
jf @PORNO1_4512 
Car.ImmuneToNonPlayer($4772, True)
jump @PORNO1_4519 

:PORNO1_4512
Car.ImmuneToNonPlayer($4772, False)

:PORNO1_4519
$4790 = Car.Health($4772)
if 
  $4790 > 300 // $ > int 
jf @PORNO1_5517 
if 
   Actor.InCar($4774, $4772)
jf @PORNO1_5498 
01E9: $4788 = car $4772 num_passengers 
if 
  $4788 == 3 // $ == int 
jf @PORNO1_4916 
if 
01FC:   player $PLAYER_CHAR near_car $4772 radius 50.0 50.0 0 
jf @PORNO1_4899 
if 
  $4792 == 0 // $ == int 
jf @PORNO1_4654 
TIMERA = 0 // @ = int 
$4792 = 1 // $ = int 

:PORNO1_4654
Car.SetMaxSpeed($4772, 0.0)
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PORNO1_4780 
if 
   not Actor.Dead($4775)
jf @PORNO1_4773 
if 
   not Actor.Dead($4776)
jf @PORNO1_4773 
if 
   not Actor.Dead($4777)
jf @PORNO1_4773 
01CA: actor $4775 kill_player $PLAYER_CHAR 
01CA: actor $4776 kill_player $PLAYER_CHAR 
01CA: actor $4777 kill_player $PLAYER_CHAR 
$4788 = 0 // $ = int 
$4791 = 0 // $ = int 
$4792 = 0 // $ = int 

:PORNO1_4773
jump @PORNO1_4892 

:PORNO1_4780
if 
  TIMERA > 3000 // @ > int 
jf @PORNO1_4892 
if 
   not Actor.Dead($4775)
jf @PORNO1_4892 
if 
   not Actor.Dead($4776)
jf @PORNO1_4892 
if 
   not Actor.Dead($4777)
jf @PORNO1_4892 
01CA: actor $4775 kill_player $PLAYER_CHAR 
01CA: actor $4776 kill_player $PLAYER_CHAR 
01CA: actor $4777 kill_player $PLAYER_CHAR 
$4788 = 0 // $ = int 
$4791 = 0 // $ = int 
$4792 = 0 // $ = int 

:PORNO1_4892
jump @PORNO1_4909 

:PORNO1_4899
Car.SetMaxSpeed($4772, 20.0)

:PORNO1_4909
jump @PORNO1_5411 

:PORNO1_4916
if 
  $4791 == 0 // $ == int 
jf @PORNO1_4946 
Car.SetToPsychoDriver($4772)
$4791 = 1 // $ = int 

:PORNO1_4946
Car.SetMaxSpeed($4772, 40.0)
if 
81FC:   not player $PLAYER_CHAR near_car $4772 radius 100.0 100.0 0 
jf @PORNO1_5411 
if 
82CA:   not car $4772 bounding_sphere_visible 
jf @PORNO1_5411 
if 
   not Actor.Dead($4775)
jf @PORNO1_5110 
if 
   not Actor.InCar($4775, $4772)
jf @PORNO1_5103 
if 
80E9:   not player $PLAYER_CHAR 0 $4775 radius 60.0 60.0 
jf @PORNO1_5103 
0321: kill_actor $4775 
Actor.RemoveReferences($4775)
01C8: $4775 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 0 
01B2: give_actor $4775 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5103
jump @PORNO1_5139 

:PORNO1_5110
Actor.RemoveReferences($4775)
01C8: $4775 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 0 
01B2: give_actor $4775 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5139
if 
   not Actor.Dead($4776)
jf @PORNO1_5246 
if 
   not Actor.InCar($4776, $4772)
jf @PORNO1_5239 
if 
80E9:   not player $PLAYER_CHAR 0 $4776 radius 60.0 60.0 
jf @PORNO1_5239 
0321: kill_actor $4776 
Actor.RemoveReferences($4776)
01C8: $4776 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 1 
01B2: give_actor $4776 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5239
jump @PORNO1_5275 

:PORNO1_5246
Actor.RemoveReferences($4776)
01C8: $4776 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 1 
01B2: give_actor $4776 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5275
if 
   not Actor.Dead($4777)
jf @PORNO1_5382 
if 
   not Actor.InCar($4777, $4772)
jf @PORNO1_5375 
if 
80E9:   not player $PLAYER_CHAR 0 $4777 radius 60.0 60.0 
jf @PORNO1_5375 
0321: kill_actor $4777 
Actor.RemoveReferences($4777)
01C8: $4777 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 2 
01B2: give_actor $4777 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5375
jump @PORNO1_5411 

:PORNO1_5382
Actor.RemoveReferences($4777)
01C8: $4777 = create_actor_pedtype 4 model #BMYCR in_car $4772 passenger_seat 2 
01B2: give_actor $4777 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_5411
if 
  $4787 == 0 // $ == int 
jf @PORNO1_5455 
if 
03CE:   car $4772 stuck 
jf @PORNO1_5455 
0477: set_car $4772 action 2 time 1000 

:PORNO1_5455
if 
01F4:   car $4772 flipped 
jf @PORNO1_5491 
01D3: actor $4774 leave_car $4772 
03CD: car $4772 remove_from_stuck_car_check 
$4787 = 1 // $ = int 

:PORNO1_5491
jump @PORNO1_5510 

:PORNO1_5498
03CD: car $4772 remove_from_stuck_car_check 
$4787 = 1 // $ = int 

:PORNO1_5510
jump @PORNO1_5537 

:PORNO1_5517
01D3: actor $4774 leave_car $4772 
03CD: car $4772 remove_from_stuck_car_check 
$4787 = 1 // $ = int 

:PORNO1_5537
jump @PORNO1_5551 

:PORNO1_5544
jump @PORNO1_6212 

:PORNO1_5551
if 
  $4787 == 1 // $ == int 
jf @PORNO1_6034 
if 
   not Actor.Dead($4774)
jf @PORNO1_6027 
if 
  $4789 == 0 // $ == int 
jf @PORNO1_5628 
Marker.Disable($4784)
Marker.CreateAboveActor($4784, $4774)
Car.RemoveReferences($4772)
$4789 = 1 // $ = int 

:PORNO1_5628
if 
8449:   not actor $4774 sitting_in_any_car 
jf @PORNO1_5950 
Car.RemoveReferences($4772)

:PORNO1_5649
wait 0 
if 
   not Actor.Dead($4774)
jf @PORNO1_5943 
Actor.StorePos($4774, $4801, $4802, $4805)
0086: $4803 = $4801 // $ = $ float 
$4803 += 20.0 // $ += float 
0086: $4804 = $4802 // $ = $ float 
$4804 += 20.0 // $ += float 
$4801 -= 20.0 // $ -= float 
$4802 -= 20.0 // $ -= float 
0327: $4772 = create_random_car_with_actors -1 in_area $4801 $4802 $4803 $4804 
if 
  $4772 == -1 // $ == int 
jf @PORNO1_5800 
Car.RemoveReferences($4772)
0193: set_actor $4774 objective_to_act_like_ped 
jump @PORNO1_5649 
jump @PORNO1_5943 

:PORNO1_5800
01EA: $4788 = car $4772 max_passengers 
if 
  3 > $4788 // int > $ 
jf @PORNO1_5855 
Car.RemoveReferences($4772)
011C: actor $4774 clear_objective 
0193: set_actor $4774 objective_to_act_like_ped 
jump @PORNO1_5649 
jump @PORNO1_5943 

:PORNO1_5855
$4790 = Car.Health($4772)
if 
  300 > $4790 // int > $ 
jf @PORNO1_5906 
Car.RemoveReferences($4772)
0193: set_actor $4774 objective_to_act_like_ped 
jump @PORNO1_5649 
jump @PORNO1_5943 

:PORNO1_5906
020A: set_car $4772 door_status_to 1 
Car.SetMaxSpeed($4772, 0.0)
011C: actor $4774 clear_objective 
01D5: actor $4774 go_to_and_drive_car $4772 
0319: set_actor $4774 running 1 

:PORNO1_5943
jump @PORNO1_6020 

:PORNO1_5950
Marker.Disable($4784)
if 
   not Car.Wrecked($4772)
jf @PORNO1_5999 
Marker.CreateAboveActor($4784, $4774)
00AE: set_vehicle $4772 traffic_behavior_to 2 
03CC: add_stuck_car_check $4772 distance 1.5 time 4000 

:PORNO1_5999
$4789 = 0 // $ = int 
$4787 = 0 // $ = int 
$4791 = 0 // $ = int 

:PORNO1_6020
jump @PORNO1_6034 

:PORNO1_6027
jump @PORNO1_6212 

:PORNO1_6034
if 
   not Actor.Dead($4773)
jf @PORNO1_6183 
if 
00F0:   actor $4773 stopped 0 -448.3 1324.6 radius 3.0 3.0 
jf @PORNO1_6147 
if 
  $4793 == 0 // $ == int 
jf @PORNO1_6140 
01BE: set_actor $4773 to_look_at_spot -448.4 1340.6 10.7 
0350: set_actor $4773 maintain_position_when_attacked 1 
$4793 = 1 // $ = int 

:PORNO1_6140
jump @PORNO1_6176 

:PORNO1_6147
0350: set_actor $4773 maintain_position_when_attacked 0 
0239: actor $4773 run_to -448.3 1324.6 
$4793 = 0 // $ = int 

:PORNO1_6176
jump @PORNO1_6205 

:PORNO1_6183
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_11171 

:PORNO1_6205
jump @PORNO1_4413 

:PORNO1_6212
00BC: text_highpriority 'POR1_24' time 7000 1  // ~g~Go back and collect Candy.
Marker.Disable($4784)
if 
   not Actor.Dead($4773)
jf @PORNO1_6294 
0372: set_actor $4773 anim 0 wait_state_time 1 ms 
Actor.Angle($4773) = 14.9
0350: set_actor $4773 maintain_position_when_attacked 0 
018A: $4783 = create_checkpoint_at -448.3 1324.6 10.7 

:PORNO1_6294
if 
80F6:   not player $PLAYER_CHAR 1 -448.3 1326.6 10.7 radius 1.0 1.0 2.0 
jf @PORNO1_6524 
wait 0 
if 
   Actor.Dead($4773)
jf @PORNO1_6391 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_11171 
jump @PORNO1_6517 

:PORNO1_6391
if 
00F0:   actor $4773 stopped 0 -448.3 1324.6 radius 3.0 3.0 
jf @PORNO1_6488 
if 
  $4793 == 0 // $ == int 
jf @PORNO1_6481 
01BE: set_actor $4773 to_look_at_spot -448.4 1340.6 10.7 
0350: set_actor $4773 maintain_position_when_attacked 1 
$4793 = 1 // $ = int 

:PORNO1_6481
jump @PORNO1_6517 

:PORNO1_6488
0350: set_actor $4773 maintain_position_when_attacked 0 
0239: actor $4773 run_to -448.3 1324.6 
$4793 = 0 // $ = int 

:PORNO1_6517
jump @PORNO1_6294 

:PORNO1_6524
01DF: tie_actor $4773 to_player $PLAYER_CHAR 
$4794 = 1 // $ = int 
Marker.Disable($4783)
03CF: load_wav 'PRN1_16' as 1 

:PORNO1_6556
if 
83D0:   not wav 1 loaded 
jf @PORNO1_6582 
wait 0 
jump @PORNO1_6556 

:PORNO1_6582
00BC: text_highpriority 'POR1_27' time 4000 1  // Come on, let's go.
03D1: play_wav 1 

:PORNO1_6601
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_6632 
wait 0 
jump @PORNO1_6601 

:PORNO1_6632
040D: unload_wav 1 
03D5: remove_text 'POR1_19'  // Hey!
00BB: text_lowpriority 'POR1_12' time 5000 1  // ~g~Take Candy with you to meet up with Mercedes.
Actor.RemoveReferences($4775)
Actor.RemoveReferences($4776)
Actor.RemoveReferences($4777)
Car.RemoveReferences($4772)
Actor.Create($4778, 5, #SPECIAL02, -902.3, 800.2, 10.4)
Actor.Angle($4778) = 95.9
04F5: set_actor $4778 as_player_friend $PLAYER_CHAR flag 1 
0245: set_actor $4778 walk_style_to 46 
0319: set_actor $4778 running 1 
053C: set_actor $4778 in_players_group_can_fight 0 
0372: set_actor $4778 anim 19 wait_state_time 86400000 ms 
0568: set_actor $4778 untargetable 1 
Car.Create($4772, #SENTINEL, -858.0, 796.5, 10.9)
Car.Angle($4772) = 187.1
0376: $4775 = create_random_actor -887.5 800.5 10.3 
0376: $4776 = create_random_actor -888.5 800.5 10.3 
0376: $4777 = create_random_actor -888.6 801.2 10.3 
03F9: make_actors $4775 $4776 converse_in 86400000 ms 
03F9: make_actors $4777 $4776 converse_in 86400000 ms 
018A: $4785 = create_checkpoint_at -900.8 796.0 10.3 

:PORNO1_6904
if 
80F6:   not player $PLAYER_CHAR $4794 -900.8 796.0 10.3 radius 1.0 1.0 2.0 
jf @PORNO1_7875 
wait 0 
if 
   not Actor.Dead($4773)
jf @PORNO1_7789 
if 
  $4794 == 1 // $ == int 
jf @PORNO1_7168 
if 
8320:   not actor $4773 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_7168 
03CF: load_wav 'PRN1_13' as 1 

:PORNO1_7022
if 
83D0:   not wav 1 loaded 
jf @PORNO1_7048 
wait 0 
jump @PORNO1_7022 

:PORNO1_7048
00BC: text_highpriority 'POR1_20' time 4000 1  // Tommy where are you going? Get back here!
03D1: play_wav 1 

:PORNO1_7067
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_7098 
wait 0 
jump @PORNO1_7067 

:PORNO1_7098
040D: unload_wav 1 
03D5: remove_text 'POR1_20'  // Tommy where are you going? Get back here!
00BB: text_lowpriority 'POR1_25' time 4000 1  // ~g~You have left Candy behind, go and get her.
Marker.Disable($4785)
Marker.Disable($4783)
if 
   not Actor.Dead($4773)
jf @PORNO1_7161 
Marker.CreateAboveActor($4783, $4773)

:PORNO1_7161
$4794 = 0 // $ = int 

:PORNO1_7168
if 
  $4794 == 0 // $ == int 
jf @PORNO1_7373 
if 
00FB:   player $PLAYER_CHAR 0 $4773 radius 8.0 8.0 8.0 
jf @PORNO1_7373 
01DF: tie_actor $4773 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_12' as 2 

:PORNO1_7242
if 
83D0:   not wav 2 loaded 
jf @PORNO1_7268 
wait 0 
jump @PORNO1_7242 

:PORNO1_7268
00BC: text_highpriority 'POR1_19' time 4000 1  // Hey!
03D1: play_wav 2 

:PORNO1_7287
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4773)
jf @PORNO1_7318 
wait 0 
jump @PORNO1_7287 

:PORNO1_7318
040D: unload_wav 2 
03D5: remove_text 'POR1_19'  // Hey!
Marker.Disable($4785)
Marker.Disable($4783)
if 
   not Actor.Dead($4778)
jf @PORNO1_7366 
Marker.CreateAboveActor($4785, $4778)

:PORNO1_7366
$4794 = 1 // $ = int 

:PORNO1_7373
if 
  2 > $4797 // int > $ 
jf @PORNO1_7782 
if 
0320:   actor $4773 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_7782 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO1_7782 
03C1: $4782 = player $PLAYER_CHAR car_no_save 
if 
   Actor.InCar($4773, $4782)
jf @PORNO1_7782 
$4799 = Car.Health($4782)
02E3: $4800 = car $4782 speed 
if 
  $4800 > 15.0 // $ > float 
jf @PORNO1_7782 
if 
  $4797 == 0 // $ == int 
jf @PORNO1_7636 
if 
  700 > $4799 // int > $ 
jf @PORNO1_7636 
03CF: load_wav 'PRN1_17' as 1 

:PORNO1_7539
if 
83D0:   not wav 1 loaded 
jf @PORNO1_7565 
wait 0 
jump @PORNO1_7539 

:PORNO1_7565
00BC: text_highpriority 'POR1_28' time 4000 1  // Tommy be careful! My implants aren't insured yet!
03D1: play_wav 1 

:PORNO1_7584
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_7615 
wait 0 
jump @PORNO1_7584 

:PORNO1_7615
040D: unload_wav 1 
03D5: remove_text 'POR1_28'  // Tommy be careful! My implants aren't insured yet!
$4797 = 1 // $ = int 

:PORNO1_7636
if 
  $4797 == 1 // $ == int 
jf @PORNO1_7782 
if 
  400 > $4799 // int > $ 
jf @PORNO1_7782 
03CF: load_wav 'PRN1_19' as 1 

:PORNO1_7685
if 
83D0:   not wav 1 loaded 
jf @PORNO1_7711 
wait 0 
jump @PORNO1_7685 

:PORNO1_7711
00BC: text_highpriority 'POR1_30' time 4000 1  // I can't do porno after this!
03D1: play_wav 1 

:PORNO1_7730
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_7761 
wait 0 
jump @PORNO1_7730 

:PORNO1_7761
040D: unload_wav 1 
03D5: remove_text 'POR1_30'  // I can't do porno after this!
$4797 = 2 // $ = int 

:PORNO1_7782
jump @PORNO1_7811 

:PORNO1_7789
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_11171 

:PORNO1_7811
if 
   Actor.Dead($4778)
jf @PORNO1_7856 
00BC: text_highpriority 'POR1_18' time 5000 1  // ~r~Mercedes is dead!
jump @PORNO1_11171 
jump @PORNO1_7868 

:PORNO1_7856
0372: set_actor $4778 anim 25 wait_state_time 86400000 ms 

:PORNO1_7868
jump @PORNO1_6904 

:PORNO1_7875
Marker.Disable($4785)
0055: put_player $PLAYER_CHAR at -900.8 796.0 10.3 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
   not Actor.Dead($4778)
jf @PORNO1_7943 
Actor.PutAt($4778, -902.3, 800.2, 10.4)

:PORNO1_7943
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-897.3, 799.7, 12.5, 0.0, 0.0, 0.0)
Camera.PointAt(-902.4, 798.0, 11.4, 2)
03CF: load_wav 'PORN1_4' as 1 
03CF: load_wav 'PORN1_5' as 2 

:PORNO1_8029
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_8059 
wait 0 
jump @PORNO1_8029 

:PORNO1_8059
if 
   not Actor.Dead($4778)
jf @PORNO1_8083 
020E: actor $PLAYER_ACTOR look_at_actor $4778 

:PORNO1_8083
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_08' time 4000 1  // Hey Mercedes!
03D1: play_wav 1 

:PORNO1_8112
if 
83D2:   not wav 1 ended 
jf @PORNO1_8138 
wait 0 
jump @PORNO1_8112 

:PORNO1_8138
040D: unload_wav 1 
03D5: remove_text 'POR1_08'  // Hey Mercedes!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($4778)
jf @PORNO1_8182 
053D: clear_actor $4778 wait_state 

:PORNO1_8182
wait 100 
if 
   not Actor.Dead($4778)
jf @PORNO1_8210 
01D1: actor $4778 follow_actor $PLAYER_ACTOR 

:PORNO1_8210
00BC: text_highpriority 'POR1_09' time 4000 1  // Hey Tommy! You wanna party?
03D1: play_wav 2 

:PORNO1_8229
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4778)
jf @PORNO1_8260 
wait 0 
jump @PORNO1_8229 

:PORNO1_8260
040D: unload_wav 2 
03D5: remove_text 'POR1_09'  // Hey Tommy! You wanna party?
03CF: load_wav 'PORN1_6' as 1 
03CF: load_wav 'PORN1_7' as 2 

:PORNO1_8298
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_8328 
wait 0 
jump @PORNO1_8298 

:PORNO1_8328
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_10' time 4000 1  // Not now sweets. You interested in doing some movies?
03D1: play_wav 1 

:PORNO1_8357
if 
83D2:   not wav 1 ended 
jf @PORNO1_8383 
wait 0 
jump @PORNO1_8357 

:PORNO1_8383
040D: unload_wav 1 
03D5: remove_text 'POR1_10'  // Not now sweets. You interested in doing some movies?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00BC: text_highpriority 'POR1_11' time 4000 1  // Of course. As long as it's cheap and sleazy.
03D1: play_wav 2 

:PORNO1_8425
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4778)
jf @PORNO1_8456 
wait 0 
jump @PORNO1_8425 

:PORNO1_8456
040D: unload_wav 2 
03D5: remove_text 'POR1_11'  // Of course. As long as it's cheap and sleazy.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'PORN1_8' as 1 

:PORNO1_8492
if 
83D0:   not wav 1 loaded 
jf @PORNO1_8518 
wait 0 
jump @PORNO1_8492 

:PORNO1_8518
00BC: text_highpriority 'POR1_14' time 4000 1  // Heh heh - you're hired!
03D1: play_wav 1 

:PORNO1_8537
if 
83D2:   not wav 1 ended 
jf @PORNO1_8563 
wait 0 
jump @PORNO1_8537 

:PORNO1_8563
040D: unload_wav 1 
03D5: remove_text 'POR1_14'  // Heh heh - you're hired!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
   not Actor.Dead($4778)
jf @PORNO1_8617 
01DF: tie_actor $4778 to_player $PLAYER_CHAR 

:PORNO1_8617
$4795 = 1 // $ = int 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BB: text_lowpriority 'POR1_13' time 5000 1  // ~g~Take the girls back to the Studio to meet Steve.
018A: $4786 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_8672
wait 0 
if 
   not Actor.Dead($4773)
jf @PORNO1_9101 
if 
  2 > $4798 // int > $ 
jf @PORNO1_9101 
if 
0320:   actor $4773 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_9101 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO1_9101 
03C1: $4782 = player $PLAYER_CHAR car_no_save 
if 
   Actor.InCar($4773, $4782)
jf @PORNO1_9101 
$4799 = Car.Health($4782)
02E3: $4800 = car $4782 speed 
if 
  $4800 > 15.0 // $ > float 
jf @PORNO1_9101 
if 
  $4798 == 0 // $ == int 
jf @PORNO1_8955 
if 
  700 > $4799 // int > $ 
jf @PORNO1_8955 
03CF: load_wav 'PRN1_18' as 1 

:PORNO1_8858
if 
83D0:   not wav 1 loaded 
jf @PORNO1_8884 
wait 0 
jump @PORNO1_8858 

:PORNO1_8884
00BC: text_highpriority 'POR1_29' time 4000 1  // You call that driving?
03D1: play_wav 1 

:PORNO1_8903
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_8934 
wait 0 
jump @PORNO1_8903 

:PORNO1_8934
040D: unload_wav 1 
03D5: remove_text 'POR1_29'  // You call that driving?
$4798 = 1 // $ = int 

:PORNO1_8955
if 
  $4798 == 1 // $ == int 
jf @PORNO1_9101 
if 
  400 > $4799 // int > $ 
jf @PORNO1_9101 
03CF: load_wav 'PRN1_20' as 1 

:PORNO1_9004
if 
83D0:   not wav 1 loaded 
jf @PORNO1_9030 
wait 0 
jump @PORNO1_9004 

:PORNO1_9030
00BC: text_highpriority 'POR1_31' time 4000 1  // What? Are you trying to kill me? I thought I was the star!
03D1: play_wav 1 

:PORNO1_9049
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_9080 
wait 0 
jump @PORNO1_9049 

:PORNO1_9080
040D: unload_wav 1 
03D5: remove_text 'POR1_31'  // What? Are you trying to kill me? I thought I was the star!
$4798 = 2 // $ = int 

:PORNO1_9101
if 
   not Actor.Dead($4773)
jf @PORNO1_9538 
if 
  $4794 == 1 // $ == int 
jf @PORNO1_9312 
if 
8320:   not actor $4773 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_9312 
03CF: load_wav 'PRN1_13' as 1 

:PORNO1_9166
if 
83D0:   not wav 1 loaded 
jf @PORNO1_9192 
wait 0 
jump @PORNO1_9166 

:PORNO1_9192
00BC: text_highpriority 'POR1_20' time 4000 1  // Tommy where are you going? Get back here!
03D1: play_wav 1 

:PORNO1_9211
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_9242 
wait 0 
jump @PORNO1_9211 

:PORNO1_9242
040D: unload_wav 1 
03D5: remove_text 'POR1_20'  // Tommy where are you going? Get back here!
00BB: text_lowpriority 'POR1_25' time 4000 1  // ~g~You have left Candy behind, go and get her.
Marker.Disable($4783)
Marker.Disable($4786)
if 
   not Actor.Dead($4773)
jf @PORNO1_9305 
Marker.CreateAboveActor($4783, $4773)

:PORNO1_9305
$4794 = 0 // $ = int 

:PORNO1_9312
if 
  $4794 == 0 // $ == int 
jf @PORNO1_9531 
if 
00FB:   player $PLAYER_CHAR 0 $4773 radius 8.0 8.0 8.0 
jf @PORNO1_9531 
01DF: tie_actor $4773 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_12' as 2 

:PORNO1_9386
if 
83D0:   not wav 2 loaded 
jf @PORNO1_9412 
wait 0 
jump @PORNO1_9386 

:PORNO1_9412
00BC: text_highpriority 'POR1_19' time 4000 1  // Hey!
03D1: play_wav 2 

:PORNO1_9431
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4773)
jf @PORNO1_9462 
wait 0 
jump @PORNO1_9431 

:PORNO1_9462
040D: unload_wav 2 
03D5: remove_text 'POR1_19'  // Hey!
Marker.Disable($4783)
Marker.Disable($4786)
if 
  $4795 == 1 // $ == int 
jf @PORNO1_9524 
018A: $4786 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_9524
$4794 = 1 // $ = int 

:PORNO1_9531
jump @PORNO1_9560 

:PORNO1_9538
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_11171 

:PORNO1_9560
if 
   not Actor.Dead($4778)
jf @PORNO1_9997 
if 
  $4795 == 1 // $ == int 
jf @PORNO1_9771 
if 
8320:   not actor $4778 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_9771 
03CF: load_wav 'PRN1_14' as 1 

:PORNO1_9625
if 
83D0:   not wav 1 loaded 
jf @PORNO1_9651 
wait 0 
jump @PORNO1_9625 

:PORNO1_9651
00BC: text_highpriority 'POR1_21' time 4000 1  // Where are you going?
03D1: play_wav 1 

:PORNO1_9670
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4778)
jf @PORNO1_9701 
wait 0 
jump @PORNO1_9670 

:PORNO1_9701
040D: unload_wav 1 
03D5: remove_text 'POR1_21'  // Where are you going?
00BC: text_highpriority 'TAXW3_1' time 4000 1  // ~g~Go and pick up Mercedes.
Marker.Disable($4785)
Marker.Disable($4786)
if 
   not Actor.Dead($4778)
jf @PORNO1_9764 
Marker.CreateAboveActor($4785, $4778)

:PORNO1_9764
$4795 = 0 // $ = int 

:PORNO1_9771
if 
  $4795 == 0 // $ == int 
jf @PORNO1_9990 
if 
00FB:   player $PLAYER_CHAR 0 $4778 radius 8.0 8.0 8.0 
jf @PORNO1_9990 
01DF: tie_actor $4778 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_15' as 2 

:PORNO1_9845
if 
83D0:   not wav 2 loaded 
jf @PORNO1_9871 
wait 0 
jump @PORNO1_9845 

:PORNO1_9871
00BC: text_highpriority 'POR1_22' time 4000 1  // Tommy, when are we going to spend some time alone together?
03D1: play_wav 2 

:PORNO1_9890
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4778)
jf @PORNO1_9921 
wait 0 
jump @PORNO1_9890 

:PORNO1_9921
040D: unload_wav 2 
03D5: remove_text 'POR1_22'  // Tommy, when are we going to spend some time alone together?
Marker.Disable($4785)
Marker.Disable($4786)
if 
  $4794 == 1 // $ == int 
jf @PORNO1_9983 
018A: $4786 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_9983
$4795 = 1 // $ = int 

:PORNO1_9990
jump @PORNO1_10019 

:PORNO1_9997
00BC: text_highpriority 'POR1_18' time 5000 1  // ~r~Mercedes is dead!
jump @PORNO1_11171 

:PORNO1_10019
if 
  $4795 == 1 // $ == int 
jf @PORNO1_10270 
if 
  $4794 == 1 // $ == int 
jf @PORNO1_10270 
if 
   not Actor.Dead($4773)
jf @PORNO1_10270 
if 
   not Actor.Dead($4778)
jf @PORNO1_10270 
if 
00F5:   player $PLAYER_CHAR 1 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
jf @PORNO1_10270 
if 
00FE:   actor $4773 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
jf @PORNO1_10270 
if 
00FE:   actor $4778 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
jf @PORNO1_10270 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO1_10263 
00DA: $4779 = player $PLAYER_CHAR car 
$399 = Car.Angle($4779)

:PORNO1_10263
jump @PORNO1_10277 

:PORNO1_10270
jump @PORNO1_8672 

:PORNO1_10277
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked($4779)
jf @PORNO1_10332 
Car.PutAt($4779, -54.0, 942.1, 9.8)
Car.Angle($4779) = $399

:PORNO1_10332
Camera.SetPosition(-50.7, 927.4, 10.1, 0.0, 0.0, 0.0)
Camera.PointAt(-85.3, 960.7, 22.7, 2)
03CF: load_wav 'PRN1_10' as 1 
03CF: load_wav 'PORN1_9' as 2 

:PORNO1_10407
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_10437 
wait 0 
jump @PORNO1_10407 

:PORNO1_10437
00BC: text_highpriority 'POR1_15' time 4000 1  // Tommy, you coming in for a warm-up?
03D1: play_wav 2 

:PORNO1_10456
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4778)
jf @PORNO1_10487 
wait 0 
jump @PORNO1_10456 

:PORNO1_10487
040D: unload_wav 2 
03D5: remove_text 'POR1_15'  // Tommy, you coming in for a warm-up?
00BC: text_highpriority 'POR1_16' time 4000 1  // Maybe later, babe...
03D1: play_wav 1 

:PORNO1_10520
if 
83D2:   not wav 1 ended 
jf @PORNO1_10546 
wait 0 
jump @PORNO1_10520 

:PORNO1_10546
040D: unload_wav 1 
03D5: remove_text 'POR1_16'  // Maybe later, babe...
if 
   not Actor.Dead($4773)
jf @PORNO1_10602 
01E0: clear_leader $4773 
if 
   Actor.Driving($4773)
jf @PORNO1_10602 
03E2: actor $4773 leave_any_car 

:PORNO1_10602
if 
   not Actor.Dead($4778)
jf @PORNO1_10644 
01E0: clear_leader $4778 
if 
   Actor.Driving($4778)
jf @PORNO1_10644 
03E2: actor $4778 leave_any_car 

:PORNO1_10644
if 
   not Actor.Dead($4773)
jf @PORNO1_10660 

:PORNO1_10660
if 
   Actor.Driving($4773)
jf @PORNO1_10703 
wait 0 
if 
   not Actor.Dead($4773)
jf @PORNO1_10696 

:PORNO1_10696
jump @PORNO1_10660 

:PORNO1_10703
if 
   not Actor.Dead($4778)
jf @PORNO1_10719 

:PORNO1_10719
if 
   Actor.Driving($4778)
jf @PORNO1_10762 
wait 0 
if 
   not Actor.Dead($4778)
jf @PORNO1_10755 

:PORNO1_10755
jump @PORNO1_10719 

:PORNO1_10762
if 
   not Actor.Dead($4773)
jf @PORNO1_10798 
011C: actor $4773 clear_objective 
0211: actor $4773 walk_to -75.25 930.9 

:PORNO1_10798
if 
   not Actor.Dead($4778)
jf @PORNO1_10834 
011C: actor $4778 clear_objective 
0211: actor $4778 walk_to -75.25 930.9 

:PORNO1_10834
Camera.SetPosition(-63.3, 933.9, 12.9, 0.0, 0.0, 0.0)
Camera.PointAt(-78.1, 930.8, 10.5, 2)
if 
   not Actor.Dead($4778)
jf @PORNO1_10921 
Actor.PutAt($4778, -62.3, 933.6, 9.9)

:PORNO1_10921
if 
   not Actor.Dead($4773)
jf @PORNO1_10957 
Actor.PutAt($4773, -62.3, 935.6, 9.9)

:PORNO1_10957
TIMERB = 0 // @ = int 

:PORNO1_10964
if and
80EC:   not actor $4773 0 -75.25 930.9 radius 1.0 1.0 
  8000 > TIMERB // int > @ 
jf @PORNO1_11037 
wait 0 
if 
   not Actor.Dead($4773)
jf @PORNO1_11030 

:PORNO1_11030
jump @PORNO1_10964 

:PORNO1_11037
03CF: load_wav 'PRN1_11' as 1 

:PORNO1_11049
if 
83D0:   not wav 1 loaded 
jf @PORNO1_11075 
wait 0 
jump @PORNO1_11049 

:PORNO1_11075
00BC: text_highpriority 'POR1_17' time 4000 1  // Whoa, cool shark!
03D1: play_wav 1 

:PORNO1_11094
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4773)
jf @PORNO1_11125 
wait 0 
jump @PORNO1_11094 

:PORNO1_11125
040D: unload_wav 1 
03D5: remove_text 'POR1_17'  // Whoa, cool shark!
Actor.DestroyInstantly($4773)
Actor.DestroyInstantly($4778)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @PORNO1_11188 

:PORNO1_11171
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PORNO1_11188
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_1'  // Recruitment Drive
start_new_script @PORN2 
$560 = 1 // $ = int 
return 

:PORNO1_11256
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#WMYPI)
Model.Destroy(#BMYCR)
Model.Destroy(#HMYRI)
Model.Destroy(#SENTINEL)
Model.Destroy(#BAT)
Model.Destroy(#TEC9)
Model.Destroy(#STRETCH)
Actor.DestroyWithFade($4773)
Actor.DestroyWithFade($4778)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Marker.Disable($4783)
Marker.Disable($4785)
Marker.Disable($4784)
Marker.Disable($4786)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 28---------------
// Originally: Dildo Dodo

:PORNO2
script_name 'PORNO2' 
gosub @PORNO2_46 
if 
wasted_or_busted 
jf @PORNO2_37 
gosub @PORNO2_7474 

:PORNO2_37
gosub @PORNO2_7570 
terminate_this_script 

:PORNO2_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN2' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$4815 = 6 // $ = int 
$4816 = 0 // $ = int 
$4817 = 0 // $ = int 
$4818 = 0 // $ = int 
$4819 = 0 // $ = int 
$4820 = 0 // $ = int 
$4821 = 0 // $ = int 
$4822 = 0 // $ = int 
$4823 = 100 // $ = int 
$4824 = 0 // $ = int 
$4825 = 0 // $ = int 
$4826 = 0 // $ = int 
$4837 = -703.0 // $ = float 
$4838 = -1496.0 // $ = float 
$4839 = 45.0 // $ = float 
$4840 = -601.0 // $ = float 
$4841 = 660.0 // $ = float 
$4842 = 44.0 // $ = float 
$4843 = -464.2 // $ = float 
$4844 = 1459.3 // $ = float 
$4845 = 40.0 // $ = float 
$4846 = -872.8 // $ = float 
$4847 = 805.8 // $ = float 
$4848 = 35.0 // $ = float 
$4849 = -1130.2 // $ = float 
$4850 = -182.7 // $ = float 
$4851 = 36.0 // $ = float 
$4852 = -867.4 // $ = float 
$4853 = -343.2 // $ = float 
$4854 = 40.0 // $ = float 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
$4828 = 0 // $ = int 
$4829 = 0 // $ = int 
$4830 = 0 // $ = int 
$4831 = 0 // $ = int 
$4832 = 0 // $ = int 
$4833 = 0 // $ = int 
$4834 = 0 // $ = int 
$4835 = 0 // $ = int 
$4836 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSMERC' 
023C: load_special_actor 4 'CREWA' 
023C: load_special_actor 5 'CREWB' 
02F3: load_object #CUTOBJ01 'SCENERY' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO2_563
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @PORNO2_605 
wait 0 
jump @PORNO2_563 

:PORNO2_605
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @PORNO2_637 
wait 0 
jump @PORNO2_605 

:PORNO2_637
02E4: load_cutscene_data 'PORN_2' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $466 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $466 'CSDIREC' 
02E5: $465 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $465 'CSMERC' 
02E5: $498 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $498 'CREWA' 
02E5: $499 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $499 'CREWB' 
02E5: $4855 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4855 'SCENERY' 
02E5: $518 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $518 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO2_889
if 
  6922 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_924 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_889 

:PORNO2_924
00BC: text_highpriority 'POR2_A' time 10000 1  // How's filming going, Steve?

:PORNO2_939
if 
  8243 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_974 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_939 

:PORNO2_974
00BC: text_highpriority 'POR2_B' time 10000 1  // Well, Candy is a natural and that new girl - she's insatiable!

:PORNO2_989
if 
  13374 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1024 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_989 

:PORNO2_1024
00BC: text_highpriority 'POR2_C' time 10000 1  // She went through half the cast and crew before I even took a light reading.

:PORNO2_1039
if 
  17692 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1074 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1039 

:PORNO2_1074
00BC: text_highpriority 'POR2_D' time 10000 1  // Anyway, hey, tomorrow we're going on location to shoot the boat scenes -

:PORNO2_1089
if 
  21037 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1124 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1089 

:PORNO2_1124
00BC: text_highpriority 'POR2_E' time 10000 1  // Boat scenes?! What boat scenes?

:PORNO2_1139
if 
  23916 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1174 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1139 

:PORNO2_1174
00BC: text_highpriority 'POR2_F' time 10000 1  // The fishermen are in the throes of passion when this giant shark comes in -

:PORNO2_1189
if 
  26964 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1189 

:PORNO2_1224
00BC: text_highpriority 'POR2_G' time 10000 1  // What'd I say about the giant shark?

:PORNO2_1239
if 
  28660 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1274 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1239 

:PORNO2_1274
00BC: text_highpriority 'POR2_Q' time 10000 1  // Oh, boy.

:PORNO2_1289
if 
  30017 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1324 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1289 

:PORNO2_1324
00BC: text_highpriority 'POR2_H' time 10000 1  // I said, 'NO GIANT SHARK', alright?

:PORNO2_1339
if 
  33395 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1376 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1339 

:PORNO2_1376
00BC: text_highpriority 'POR2_I' time 10000 1  // Just keep the cameras pointed at the poontang!

:PORNO2_1391
if 
  35819 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1428 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1391 

:PORNO2_1428
00BC: text_highpriority 'POR2_J' time 10000 1  // Ok ok, hey Tommy, a guy's gotta try, right?

:PORNO2_1443
if 
  38651 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1480 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1443 

:PORNO2_1480
00BC: text_highpriority 'POR2_K' time 10000 1  // Get those flyers printed up?

:PORNO2_1495
if 
  40472 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1532 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1495 

:PORNO2_1532
00BC: text_highpriority 'POR2_L' time 10000 1  // Yeah, but nobody's gonna let us distribute those things, I mean

:PORNO2_1547
if 
  43374 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1584 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1547 

:PORNO2_1584
00BC: text_highpriority 'POR2_M' time 10000 1  // They're just too, uh, they're unimaginative.

:PORNO2_1599
if 
  46300 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1636 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1599 

:PORNO2_1636
00BC: text_highpriority 'POR2_N' time 10000 1  // You don't worry about that.

:PORNO2_1651
if 
  47862 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1688 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1651 

:PORNO2_1688
00BC: text_highpriority 'POR2_O' time 10000 1  // I've got my own ideas for distribution.

:PORNO2_1703
if 
  49597 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1740 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1703 

:PORNO2_1740
if 
059A:   australian_game 
jf @PORNO2_1797 

:PORNO2_1753
if 
  49697 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1790 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1753 

:PORNO2_1790
jump @PORNO2_1910 

:PORNO2_1797
00BC: text_highpriority 'POR2_P' time 10000 1  // O.K. Hey, Candy, uh - in my trailer.

:PORNO2_1812
if 
  50597 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1849 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1812 

:PORNO2_1849
if 
  53376 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1849 

:PORNO2_1886
if 
82E9:   not cutscene_reached_end 
jf @PORNO2_1910 
wait 0 
jump @PORNO2_1886 

:PORNO2_1910
fade 0 1500 
00BE: text_clear_all 

:PORNO2_1919
if 
fading 
jf @PORNO2_1943 
wait 0 
jump @PORNO2_1919 

:PORNO2_1943
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-67.0, 939.297, 10.94)
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#SKIMMER)

:PORNO2_2042
if 
   not Model.Available(#SKIMMER)
jf @PORNO2_2069 
wait 0 
jump @PORNO2_2042 

:PORNO2_2069
set_weather 4 
Car.Create($4807, #SKIMMER, -141.1, 1030.4, 7.5)
Car.Angle($4807) = 180.0
Marker.CreateAboveCar($4808, $4807)
fade 1 1500 
00BC: text_highpriority 'POR2_01' time 7000 1  // ~g~There is a seaplane that was used as a prop in some old indie film round the back of the studios.
00BB: text_lowpriority 'POR2_05' time 5000 1  // ~g~Use it to distribute the flyers around town.

:PORNO2_2151
wait 0 
if 
   not Car.Wrecked($4807)
jf @PORNO2_2204 
if 
00DC:   player $PLAYER_CHAR in_car $4807 
jf @PORNO2_2197 
jump @PORNO2_2218 

:PORNO2_2197
jump @PORNO2_2211 

:PORNO2_2204
jump @PORNO2_7474 

:PORNO2_2211
jump @PORNO2_2151 

:PORNO2_2218
Marker.Disable($4808)
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 
TIMERA = 0 // @ = int 
03C4: set_status_text_to $4823 1 'DILDO'  // Skimmer Fuel:
TIMERB = 0 // @ = int 
$4856 = 0 // $ = int 

:PORNO2_2385
wait 0 
if and
  TIMERB > 5000 // @ > int 
  $4856 == 0 // $ == int 
jf @PORNO2_2452 
00BC: text_highpriority 'POR2_02' time 5000 1  // ~g~Pick one of the checkpoints to start dropping the flyers from.
00BB: text_lowpriority 'POR2_03' time 5000 1  // ~g~Drop the flyers all the way to the end checkpoint.
$4856 = 1 // $ = int 

:PORNO2_2452
if 
   not Car.Wrecked($4807)
jf @PORNO2_7024 
if 
00DC:   player $PLAYER_CHAR in_car $4807 
jf @PORNO2_2562 
if 
  $4827 == 0 // $ == int 
jf @PORNO2_2562 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @PORNO2_2545 
03E5: text_box 'PLANE_4'  // Use ~h~::ACCEL::~w~ to accelerate, Touch anywhere on the left side of the screen to control the plane.
jump @PORNO2_2555 

:PORNO2_2545
03E5: text_box 'PLANE_H'  // Use ~h~::ACCEL::~w~ to accelerate, Touch anywhere on the left side of the screen to control the plane.

:PORNO2_2555
$4827 = 1 // $ = int 

:PORNO2_2562
if 
  $4822 == 0 // $ == int 
jf @PORNO2_3835 
if 
  $4816 == 0 // $ == int 
jf @PORNO2_2788 
if 
80F5:   not player $PLAYER_CHAR 0 $4837 $4838 $4839 radius 10.0 10.0 10.0 
jf @PORNO2_2674 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4837 $4838 $4839 
jump @PORNO2_2788 

:PORNO2_2674
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
$4837 = -872.0 // $ = float 
$4838 = -574.0 // $ = float 
$4839 = 55.0 // $ = float 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 0 
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
$4822 = 1 // $ = int 
$4816 = 1 // $ = int 

:PORNO2_2788
if 
  $4817 == 0 // $ == int 
jf @PORNO2_2996 
if 
80F5:   not player $PLAYER_CHAR 0 $4840 $4841 $4842 radius 10.0 10.0 10.0 
jf @PORNO2_2882 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4840 $4841 $4842 
jump @PORNO2_2996 

:PORNO2_2882
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
Marker.Disable($4810)
$4840 = -354.2 // $ = float 
$4841 = 1088.0 // $ = float 
$4842 = 47.0 // $ = float 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 0 
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
$4822 = 1 // $ = int 
$4817 = 1 // $ = int 

:PORNO2_2996
if 
  $4818 == 0 // $ == int 
jf @PORNO2_3204 
if 
80F5:   not player $PLAYER_CHAR 0 $4843 $4844 $4845 radius 10.0 10.0 10.0 
jf @PORNO2_3090 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4843 $4844 $4845 
jump @PORNO2_3204 

:PORNO2_3090
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
$4843 = -861.4 // $ = float 
$4844 = 1084.8 // $ = float 
$4845 = 54.5 // $ = float 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 0 
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
$4822 = 1 // $ = int 
$4818 = 1 // $ = int 

:PORNO2_3204
if 
  $4819 == 0 // $ == int 
jf @PORNO2_3412 
if 
80F5:   not player $PLAYER_CHAR 0 $4846 $4847 $4848 radius 10.0 10.0 10.0 
jf @PORNO2_3298 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4846 $4847 $4848 
jump @PORNO2_3412 

:PORNO2_3298
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
$4846 = -1070.8 // $ = float 
$4847 = 88.0 // $ = float 
$4848 = 35.0 // $ = float 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 0 
Marker.Disable($4813)
Marker.Disable($4814)
$4822 = 1 // $ = int 
$4819 = 1 // $ = int 

:PORNO2_3412
if 
  $4820 == 0 // $ == int 
jf @PORNO2_3620 
if 
80F5:   not player $PLAYER_CHAR 0 $4849 $4850 $4851 radius 10.0 10.0 10.0 
jf @PORNO2_3506 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4849 $4850 $4851 
jump @PORNO2_3620 

:PORNO2_3506
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
$4849 = -1433.8 // $ = float 
$4850 = -807.1 // $ = float 
$4851 = 45.5 // $ = float 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 0 
Marker.Disable($4814)
$4822 = 1 // $ = int 
$4820 = 1 // $ = int 

:PORNO2_3620
if 
  $4821 == 0 // $ == int 
jf @PORNO2_3828 
if 
80F5:   not player $PLAYER_CHAR 0 $4852 $4853 $4854 radius 10.0 10.0 10.0 
jf @PORNO2_3714 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4852 $4853 $4854 
jump @PORNO2_3828 

:PORNO2_3714
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
$4852 = -771.9 // $ = float 
$4853 = 304.6 // $ = float 
$4854 = 50.1 // $ = float 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 0 
$4822 = 1 // $ = int 
$4821 = 1 // $ = int 

:PORNO2_3828
jump @PORNO2_5944 

:PORNO2_3835
0209: $4826 = random_int_in_ranges 1 7 
if 
  $4826 == 1 // $ == int 
jf @PORNO2_3869 
gosub @PORNO2_7645 

:PORNO2_3869
if 
  $4826 == 2 // $ == int 
jf @PORNO2_3901 
gosub @PORNO2_7645 
gosub @PORNO2_7645 

:PORNO2_3901
if 
  $4826 == 3 // $ == int 
jf @PORNO2_3940 
gosub @PORNO2_7645 
gosub @PORNO2_7645 
gosub @PORNO2_7645 

:PORNO2_3940
if 
  $4816 == 1 // $ == int 
jf @PORNO2_4274 
if 
80F5:   not player $PLAYER_CHAR 0 $4837 $4838 $4839 radius 10.0 10.0 10.0 
jf @PORNO2_4034 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4837 $4838 $4839 
jump @PORNO2_4274 

:PORNO2_4034
$4815 -= 1 // $ -= int 
if 
  $4817 == 0 // $ == int 
jf @PORNO2_4080 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 

:PORNO2_4080
if 
  $4818 == 0 // $ == int 
jf @PORNO2_4119 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 

:PORNO2_4119
if 
  $4819 == 0 // $ == int 
jf @PORNO2_4158 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 

:PORNO2_4158
if 
  $4820 == 0 // $ == int 
jf @PORNO2_4197 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 

:PORNO2_4197
if 
  $4821 == 0 // $ == int 
jf @PORNO2_4236 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 

:PORNO2_4236
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4809)
$4822 = 0 // $ = int 
$4816 = 2 // $ = int 

:PORNO2_4274
if 
  $4817 == 1 // $ == int 
jf @PORNO2_4608 
if 
80F5:   not player $PLAYER_CHAR 0 $4840 $4841 $4842 radius 10.0 10.0 10.0 
jf @PORNO2_4368 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4840 $4841 $4842 
jump @PORNO2_4608 

:PORNO2_4368
$4815 -= 1 // $ -= int 
if 
  $4816 == 0 // $ == int 
jf @PORNO2_4414 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 

:PORNO2_4414
if 
  $4818 == 0 // $ == int 
jf @PORNO2_4453 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 

:PORNO2_4453
if 
  $4819 == 0 // $ == int 
jf @PORNO2_4492 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 

:PORNO2_4492
if 
  $4820 == 0 // $ == int 
jf @PORNO2_4531 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 

:PORNO2_4531
if 
  $4821 == 0 // $ == int 
jf @PORNO2_4570 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 

:PORNO2_4570
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4810)
$4822 = 0 // $ = int 
$4817 = 2 // $ = int 

:PORNO2_4608
if 
  $4818 == 1 // $ == int 
jf @PORNO2_4942 
if 
80F5:   not player $PLAYER_CHAR 0 $4843 $4844 $4845 radius 10.0 10.0 10.0 
jf @PORNO2_4702 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4843 $4844 $4845 
jump @PORNO2_4942 

:PORNO2_4702
$4815 -= 1 // $ -= int 
if 
  $4816 == 0 // $ == int 
jf @PORNO2_4748 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 

:PORNO2_4748
if 
  $4817 == 0 // $ == int 
jf @PORNO2_4787 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 

:PORNO2_4787
if 
  $4819 == 0 // $ == int 
jf @PORNO2_4826 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 

:PORNO2_4826
if 
  $4820 == 0 // $ == int 
jf @PORNO2_4865 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 

:PORNO2_4865
if 
  $4821 == 0 // $ == int 
jf @PORNO2_4904 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 

:PORNO2_4904
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4811)
$4822 = 0 // $ = int 
$4818 = 2 // $ = int 

:PORNO2_4942
if 
  $4819 == 1 // $ == int 
jf @PORNO2_5276 
if 
80F5:   not player $PLAYER_CHAR 0 $4846 $4847 $4848 radius 10.0 10.0 10.0 
jf @PORNO2_5036 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4846 $4847 $4848 
jump @PORNO2_5276 

:PORNO2_5036
$4815 -= 1 // $ -= int 
if 
  $4816 == 0 // $ == int 
jf @PORNO2_5082 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 

:PORNO2_5082
if 
  $4817 == 0 // $ == int 
jf @PORNO2_5121 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 

:PORNO2_5121
if 
  $4818 == 0 // $ == int 
jf @PORNO2_5160 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 

:PORNO2_5160
if 
  $4820 == 0 // $ == int 
jf @PORNO2_5199 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 

:PORNO2_5199
if 
  $4821 == 0 // $ == int 
jf @PORNO2_5238 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 

:PORNO2_5238
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4812)
$4822 = 0 // $ = int 
$4819 = 2 // $ = int 

:PORNO2_5276
if 
  $4820 == 1 // $ == int 
jf @PORNO2_5610 
if 
80F5:   not player $PLAYER_CHAR 0 $4849 $4850 $4851 radius 10.0 10.0 10.0 
jf @PORNO2_5370 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4849 $4850 $4851 
jump @PORNO2_5610 

:PORNO2_5370
$4815 -= 1 // $ -= int 
if 
  $4816 == 0 // $ == int 
jf @PORNO2_5416 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 

:PORNO2_5416
if 
  $4817 == 0 // $ == int 
jf @PORNO2_5455 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 

:PORNO2_5455
if 
  $4818 == 0 // $ == int 
jf @PORNO2_5494 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 

:PORNO2_5494
if 
  $4819 == 0 // $ == int 
jf @PORNO2_5533 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 

:PORNO2_5533
if 
  $4821 == 0 // $ == int 
jf @PORNO2_5572 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 

:PORNO2_5572
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4813)
$4822 = 0 // $ = int 
$4820 = 2 // $ = int 

:PORNO2_5610
if 
  $4821 == 1 // $ == int 
jf @PORNO2_5944 
if 
80F5:   not player $PLAYER_CHAR 0 $4852 $4853 $4854 radius 10.0 10.0 10.0 
jf @PORNO2_5704 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4852 $4853 $4854 
jump @PORNO2_5944 

:PORNO2_5704
$4815 -= 1 // $ -= int 
if 
  $4816 == 0 // $ == int 
jf @PORNO2_5750 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 

:PORNO2_5750
if 
  $4817 == 0 // $ == int 
jf @PORNO2_5789 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 

:PORNO2_5789
if 
  $4818 == 0 // $ == int 
jf @PORNO2_5828 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 

:PORNO2_5828
if 
  $4819 == 0 // $ == int 
jf @PORNO2_5867 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 

:PORNO2_5867
if 
  $4820 == 0 // $ == int 
jf @PORNO2_5906 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 

:PORNO2_5906
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4814)
$4822 = 0 // $ = int 
$4821 = 2 // $ = int 

:PORNO2_5944
if 
80DC:   not player $PLAYER_CHAR in_car $4807 
jf @PORNO2_6216 
01BD: $4836 = current_time_in_ms 
0084: $4830 = $4823 // $ = $ int 
$4830 *= 5000 // $ *= int 
if 
  $4828 == 0 // $ == int 
jf @PORNO2_6056 
01BD: $4829 = current_time_in_ms 
if 
  $4830 > 10000 // $ > int 
jf @PORNO2_6041 
$4831 = 10000 // $ = int 
jump @PORNO2_6049 

:PORNO2_6041
0084: $4831 = $4830 // $ = $ int 

:PORNO2_6049
$4828 = 1 // $ = int 

:PORNO2_6056
01BD: $4832 = current_time_in_ms 
0084: $4833 = $4832 // $ = $ int 
0060: $4833 -= $4829 // $ -= $ int 
0060: $4831 -= $4833 // $ -= $ int 
0084: $4829 = $4832 // $ = $ int 
0084: $4834 = $4831 // $ = $ int 
$4834 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'PORN2_9' $4834 time 200 1  // ~g~You have ~1~ seconds to return to a Skimmer before the mission ends.
if 
  1 > $4834 // int > $ 
jf @PORNO2_6193 
if 
001C:   $4836 > $4835 // $ > $ int 
jf @PORNO2_6186 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @PORNO2_7474 

:PORNO2_6186
jump @PORNO2_6209 

:PORNO2_6193
0084: $4835 = $4836 // $ = $ int 
$4835 += 1000 // $ += int 

:PORNO2_6209
jump @PORNO2_6223 

:PORNO2_6216
$4828 = 0 // $ = int 

:PORNO2_6223
if and
01F4:   car $4807 flipped 
01C1:   car $4807 stopped 
jf @PORNO2_6251 
$4825 = 1 // $ = int 

:PORNO2_6251
if and
80DC:   not player $PLAYER_CHAR in_car $4807 
  $4824 == 0 // $ == int 
  $4825 == 0 // $ == int 
jf @PORNO2_6329 
Marker.CreateAboveCar($4808, $4807)
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
$4824 = 1 // $ = int 

:PORNO2_6329
if and
00DC:   player $PLAYER_CHAR in_car $4807 
  $4824 == 1 // $ == int 
jf @PORNO2_7017 
Marker.Disable($4808)
if 
  $4816 == 0 // $ == int 
jf @PORNO2_6399 
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 2 

:PORNO2_6399
if 
  $4817 == 0 // $ == int 
jf @PORNO2_6438 
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 2 

:PORNO2_6438
if 
  $4818 == 0 // $ == int 
jf @PORNO2_6477 
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 2 

:PORNO2_6477
if 
  $4819 == 0 // $ == int 
jf @PORNO2_6516 
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 2 

:PORNO2_6516
if 
  $4820 == 0 // $ == int 
jf @PORNO2_6555 
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 2 

:PORNO2_6555
if 
  $4821 == 0 // $ == int 
jf @PORNO2_6594 
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 2 

:PORNO2_6594
if 
  $4816 == 1 // $ == int 
jf @PORNO2_6663 
Marker.Disable($4809)
018A: $4809 = create_checkpoint_at $4837 $4838 $4839 
0165: set_marker $4809 color_to 0 
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)

:PORNO2_6663
if 
  $4817 == 1 // $ == int 
jf @PORNO2_6732 
Marker.Disable($4809)
Marker.Disable($4810)
018A: $4810 = create_checkpoint_at $4840 $4841 $4842 
0165: set_marker $4810 color_to 0 
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)

:PORNO2_6732
if 
  $4818 == 1 // $ == int 
jf @PORNO2_6801 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
018A: $4811 = create_checkpoint_at $4843 $4844 $4845 
0165: set_marker $4811 color_to 0 
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)

:PORNO2_6801
if 
  $4819 == 1 // $ == int 
jf @PORNO2_6870 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
018A: $4812 = create_checkpoint_at $4846 $4847 $4848 
0165: set_marker $4812 color_to 0 
Marker.Disable($4813)
Marker.Disable($4814)

:PORNO2_6870
if 
  $4820 == 1 // $ == int 
jf @PORNO2_6939 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
018A: $4813 = create_checkpoint_at $4849 $4850 $4851 
0165: set_marker $4813 color_to 0 
Marker.Disable($4814)

:PORNO2_6939
if 
  $4821 == 1 // $ == int 
jf @PORNO2_7008 
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
018A: $4814 = create_checkpoint_at $4852 $4853 $4854 
0165: set_marker $4814 color_to 0 

:PORNO2_7008
00BE: text_clear_all 
$4824 = 0 // $ = int 

:PORNO2_7017
jump @PORNO2_7031 

:PORNO2_7024
jump @PORNO2_7474 

:PORNO2_7031
if 
  $4823 == 0 // $ == int 
jf @PORNO2_7221 
if 
00DC:   player $PLAYER_CHAR in_car $4807 
jf @PORNO2_7075 
Player.CanMove($PLAYER_CHAR, False)

:PORNO2_7075
if 
  TIMERB > 3000 // @ > int 
jf @PORNO2_7221 
03F5: set_vehicle $4807 apply_damage_rules 1 
020B: explode_car $4807 
Car.StorePos($4807, $397, $398, $399)
020C: create_explosion 2 at $397 $398 $399 
020C: create_explosion 11 at $397 $398 $399 
020C: create_explosion 1 at $397 $398 $399 
020C: create_explosion 6 at $397 $398 $399 
039D: scatter_particles 17 0.8 0 0 0 11000 at $397 $398 $399 0.1 0.0 0.2 
jump @PORNO2_7474 

:PORNO2_7221
if 
  $4823 > 0 // $ > int 
jf @PORNO2_7279 
if 
  TIMERB > 5000 // @ > int 
jf @PORNO2_7272 
$4823 -= 1 // $ -= int 
TIMERB = 0 // @ = int 

:PORNO2_7272
jump @PORNO2_7286 

:PORNO2_7279
$4823 = 0 // $ = int 

:PORNO2_7286
if 
  $4823 > 0 // $ > int 
jf @PORNO2_7442 
if 
  10 > $4823 // int > $ 
jf @PORNO2_7442 
if 
   not Car.Wrecked($4807)
jf @PORNO2_7389 
if 
00DC:   player $PLAYER_CHAR in_car $4807 
jf @PORNO2_7379 
00BC: text_highpriority 'POR2_04' time 5000 1  // ~r~LOW FUEL!!!
jump @PORNO2_7389 

:PORNO2_7379
03D5: remove_text 'POR2_04'  // ~r~LOW FUEL!!!

:PORNO2_7389
if 
  TIMERA > 1000 // @ > int 
jf @PORNO2_7442 
Car.StorePos($4807, $397, $398, $399)
018C: play_sound 35 at $397 $398 $399 
TIMERA = 0 // @ = int 

:PORNO2_7442
if 
  $4815 == 0 // $ == int 
jf @PORNO2_7467 
jump @PORNO2_7491 

:PORNO2_7467
jump @PORNO2_2385 

:PORNO2_7474
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PORNO2_7491
00BE: text_clear_all 
055A: set_secondary_rubbish 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
014C: set_parked_car_generator $2330 cars_to_generate_to 101 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_2'  // Dildo Dodo
start_new_script @PORN3 
$561 = 1 // $ = int 
return 

:PORNO2_7570
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#SKIMMER)
0151: remove_status_text $4815 
0151: remove_status_text $4823 
Marker.Disable($4808)
Marker.Disable($4809)
Marker.Disable($4810)
Marker.Disable($4811)
Marker.Disable($4812)
Marker.Disable($4813)
Marker.Disable($4814)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B7: release_weather 
mission_cleanup 
return 

:PORNO2_7645
0407: create_coordinate $397 $398 $399 from_car $4807 offset 0.0 -2.0 -2.0 
0437: scatter_particle 11 0.8 at $397 $398 $399 0.0 0.0 0.0 
return 

//-------------Mission 29---------------
// Originally: Martha's Mug Shot

:PORNO3
script_name 'PORNO3' 
gosub @PORNO3_120 
if 
wasted_or_busted 
jf @PORNO3_111 
if 
  $4889 == 1 // $ == int 
jf @PORNO3_104 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_104
gosub @PORNO3_9208 

:PORNO3_111
gosub @PORNO3_9318 
terminate_this_script 

:PORNO3_120
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN3' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$4881 = 0 // $ = int 
$4882 = 0 // $ = int 
$4883 = 0 // $ = int 
$4884 = 0 // $ = int 
$4885 = 0 // $ = int 
$4886 = 0 // $ = int 
$4887 = 0 // $ = int 
$4888 = 0 // $ = int 
$4889 = 0 // $ = int 
$4892 = 0 // $ = int 
$4894 = 0 // $ = int 
$4895 = 0 // $ = int 
$4896 = 0 // $ = int 
$4897 = 0 // $ = int 
$4898 = 0 // $ = int 
$4899 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSCANDY' 
023C: load_special_actor 4 'MPORNA' 
023C: load_special_actor 5 'CMRAMAN' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO3_392
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @PORNO3_434 
wait 0 
jump @PORNO3_392 

:PORNO3_434
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @PORNO3_466 
wait 0 
jump @PORNO3_434 

:PORNO3_466
02E4: load_cutscene_data 'PORN_3' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $466 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $466 'CSDIREC' 
02E5: $468 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $468 'CSCANDY' 
02E5: $467 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $467 'MPORNA' 
02E5: $500 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $500 'CMRAMAN' 
02E5: $512 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $512 'CS_CAM' 
02E5: $518 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $518 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO3_718
if 
  5363 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_753 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_718 

:PORNO3_753
00BC: text_highpriority 'POR3_A' time 10000 1  // Ok, what's the problem now?

:PORNO3_768
if 
  7267 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_803 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_768 

:PORNO3_803
00BC: text_highpriority 'POR3_B' time 10000 1  // SSShhhh!

:PORNO3_818
if 
  8405 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_853 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_818 

:PORNO3_853
00BC: text_highpriority 'POR3_C' time 10000 1  // Well, after his close encounter with the nympho-invaders,

:PORNO3_868
if 
  11940 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_903 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_868 

:PORNO3_903
00BC: text_highpriority 'POR3_D' time 10000 1  // our hero finds himself unable to think of anything but this huge phallic mountain -

:PORNO3_918
if 
  17623 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_953 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_918 

:PORNO3_953
00BC: text_highpriority 'POR3_E' time 10000 1  // and that's when I want to do the scene with the vat of mashed potatoes, but then we, uh -

:PORNO3_968
if 
  20572 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1003 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_968 

:PORNO3_1003
00BC: text_highpriority 'POR3_F' time 10000 1  // I don't give a crap about that!

:PORNO3_1018
if 
  23405 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1053 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1018 

:PORNO3_1053
00BC: text_highpriority 'POR3_G' time 10000 1  // J - Just keep going, keep going!

:PORNO3_1068
if 
  24264 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1103 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1068 

:PORNO3_1103
if 
  25472 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1138 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1103 

:PORNO3_1138
00BC: text_highpriority 'POR3_I' time 10000 1  // You mentioned something about some legal problem on the phone?

:PORNO3_1153
if 
  29817 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1188 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1153 

:PORNO3_1188
00BC: text_highpriority 'POR3_J' time 10000 1  // Congressman Alex Shrub has jumped on the pre-election bandwagon, he's going after the puritan vote.

:PORNO3_1203
if 
  35410 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1240 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1203 

:PORNO3_1240
00BC: text_highpriority 'POR3_K' time 10000 1  // Rumors are he's gonna support measures to restrict, shall we say,

:PORNO3_1255
if 
  38788 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1292 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1255 

:PORNO3_1292
00BC: text_highpriority 'POR3_L' time 10000 1  // the more fleshy aspects of this nation's great entertainment industry.

:PORNO3_1307
if 
  44773 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1344 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1307 

:PORNO3_1344
00BC: text_highpriority 'POR3_M' time 10000 1  // Great.

:PORNO3_1359
if 
  47875 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1396 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1359 

:PORNO3_1396
00BC: text_highpriority 'POR3_N' time 10000 1  // Candy! You know Shrub,

:PORNO3_1411
if 
  50039 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1448 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1411 

:PORNO3_1448
00BC: text_highpriority 'POR3_O' time 10000 1  // you guys get up to anything kinky?

:PORNO3_1463
if 
  53487 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1500 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1463 

:PORNO3_1500
00BC: text_highpriority 'POR3_P' time 10000 1  // Oh yeah, oh yeah, oh yeah! Yes yes yes YES OOOoooh!

:PORNO3_1515
if 
  62879 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1552 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1515 

:PORNO3_1552
00BC: text_highpriority 'POR3_Q' time 10000 1  // Please - tell me you got that.

:PORNO3_1567
if 
  64505 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1604 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1567 

:PORNO3_1604
00BC: text_highpriority 'POR3_R' time 10000 1  // Was that part of the, uh... or was she talking to..?

:PORNO3_1619
if 
  66734 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1656 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1619 

:PORNO3_1656
00BC: text_highpriority 'POR3_S' time 10000 1  // Hey, I can never tell. Anyway...

:PORNO3_1671
if 
  69061 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1708 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1671 

:PORNO3_1708
00BC: text_highpriority 'POR3_T' time 10000 1  // You're probably best following her after the shoot,

:PORNO3_1723
if 
  72018 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1760 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1723 

:PORNO3_1760
00BC: text_highpriority 'POR3_U' time 10000 1  // see if she'll lead you to their new love nest.

:PORNO3_1775
if 
  74686 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1812 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1775 

:PORNO3_1812
00BC: text_highpriority 'POR3_V' time 10000 1  // You got a camera?

:PORNO3_1827
if 
  76802 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1864 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1827 

:PORNO3_1864
00BC: text_highpriority 'POR3_X' time 10000 1  // Yeah. Get him a camera.

:PORNO3_1879
if 
  77802 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1916 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1879 

:PORNO3_1916
00BE: text_clear_all 

:PORNO3_1918
if 
  78976 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1955 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1918 

:PORNO3_1955
fade 0 1500 
00BE: text_clear_all 

:PORNO3_1964
if 
fading 
jf @PORNO3_1988 
wait 0 
jump @PORNO3_1964 

:PORNO3_1988
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 0.75 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-67.0, 939.297, 10.94)
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
023C: load_special_actor 1 'IGCANDY' 
023C: load_special_actor 2 'IGALSCB' 

:PORNO3_2106
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PORNO3_2136 
wait 0 
jump @PORNO3_2106 

:PORNO3_2136
038B: load_requested_models 
Model.Load(#HMYRI)
Model.Load(#CAMERA)
Model.Load(#FBI)
Model.Load(#GDA)
Model.Load(#UZI)
Model.Load(#SPARROW)
Model.Load(#STRETCH)
Model.Load(#RANCHER)
Model.Load(#M4)

:PORNO3_2180
if or
   not Model.Available(#HMYRI)
   not Model.Available(#CAMERA)
   not Model.Available(#FBI)
   not Model.Available(#GDA)
   not Model.Available(#UZI)
jf @PORNO3_2224 
wait 0 
jump @PORNO3_2180 

:PORNO3_2224
if or
   not Model.Available(#SPARROW)
   not Model.Available(#STRETCH)
   not Model.Available(#RANCHER)
   not Model.Available(#M4)
jf @PORNO3_2266 
wait 0 
jump @PORNO3_2224 

:PORNO3_2266
Object.Destroy($2216)
Object.Init($4868, #SPAD_DR_OPEN2, 461.961, 31.436, 31.24)
Object.RemoveFromMissionCleanupList($4868)
Object.Destroy($2218)
Object.Init($4900, #PH_BUILD_DR_OPEN, 569.33, 52.737, 14.616)
Object.RemoveFromMissionCleanupList($4900)
034D: rotate_object $4900 from_angle 350.0 to_angle 350.0 flag 0 
01B1: give_player $PLAYER_CHAR weapon 36 ammo 12 // Load the weapon model before using this 
$4893 = 12 // $ = int 
Actor.Create($4858, 5, #SPECIAL01, -40.4, 945.0, 9.9)
04F5: set_actor $4858 as_player_friend $PLAYER_CHAR flag 1 
0245: set_actor $4858 walk_style_to 46 
01ED: clear_actor $4858 threat_search 
Actor.Angle($4858) = 296.8
02A9: set_actor $4858 immune_to_nonplayer 1 
0211: actor $4858 walk_to 9.2 964.4 
Marker.CreateAboveActor($4877, $4858)
0568: set_actor $4858 untargetable 1 
Car.Create($4859, #STRETCH, 18.8, 961.6, 10.6)
Car.Angle($4859) = 360.1
0229: set_car $4859 color_to 34 34 
00AE: set_vehicle $4859 traffic_behavior_to 2 
0129: $4860 = create_actor 4 #HMYRI in_car $4859 driverseat 
020A: set_car $4859 door_status_to 3 
Car.SetToNormalDriver($4859)
Car.ImmuneToNonPlayer($4859, True)
Car.Create($4867, #SPARROW, -61.7, 1019.0, 9.9)
Car.Angle($4867) = 356.2
Marker.CreateAboveCar($4880, $4867)
fade 1 1500 
Actor.Create($4857, 4, #SPECIAL02, 471.3, 27.0, 29.6)
01ED: clear_actor $4857 threat_search 
0350: set_actor $4857 maintain_position_when_attacked 1 
Actor.Angle($4857) = 90.5
Actor.Create($4863, 4, #FBI, 477.6, 30.1, 29.9)
Actor.Angle($4863) = 286.6
01B2: give_actor $4863 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4863 threat_search 
0243: set_actor $4863 ped_stats_to 16 
0291: set_actor $4863 heed_threats 1 
0350: set_actor $4863 maintain_position_when_attacked 1 
02A9: set_actor $4863 immune_to_nonplayer 1 
Actor.Create($4864, 4, #FBI, 458.8, 18.1, 32.0)
01B2: give_actor $4864 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4864 threat_search 
0243: set_actor $4864 ped_stats_to 16 
0291: set_actor $4864 heed_threats 1 
01E2: add_route_point 1 at 458.8 18.1 32.0 
01E2: add_route_point 1 at 472.0 18.1 32.0 
01E2: add_route_point 1 at 458.8 18.1 32.0 
01E1: set_actor $4864 follow_route 1 3 
02A9: set_actor $4864 immune_to_nonplayer 1 
Actor.Create($4865, 4, #FBI, 458.4, 42.9, 32.0)
01B2: give_actor $4865 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4865 threat_search 
0243: set_actor $4865 ped_stats_to 16 
0291: set_actor $4865 heed_threats 1 
01E2: add_route_point 2 at 458.4 42.9 32.0 
01E2: add_route_point 2 at 472.0 42.9 32.0 
01E2: add_route_point 2 at 458.4 42.9 32.0 
01E1: set_actor $4865 follow_route 2 3 
02A9: set_actor $4865 immune_to_nonplayer 1 
Actor.Create($4866, 4, #FBI, 455.0, 37.6, 33.8)
01B2: give_actor $4866 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4866 threat_search 
0243: set_actor $4866 ped_stats_to 16 
0291: set_actor $4866 heed_threats 1 
01E2: add_route_point 3 at 455.0 37.6 33.8 
01E2: add_route_point 3 at 455.0 23.8 33.8 
01E2: add_route_point 3 at 455.0 37.6 33.8 
01E1: set_actor $4866 follow_route 3 3 
02A9: set_actor $4866 immune_to_nonplayer 1 
Actor.Create($4861, 4, #GDA, 474.9, 31.9, 11.0)
Actor.Angle($4861) = 269.6
01B2: give_actor $4861 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4861 threat_search 
0243: set_actor $4861 ped_stats_to 16 
0291: set_actor $4861 heed_threats 1 
0350: set_actor $4861 maintain_position_when_attacked 1 
02A9: set_actor $4861 immune_to_nonplayer 1 
Actor.Create($4862, 4, #GDA, 474.9, 28.9, 11.0)
Actor.Angle($4862) = 269.6
01B2: give_actor $4862 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4862 threat_search 
0243: set_actor $4862 ped_stats_to 16 
0291: set_actor $4862 heed_threats 1 
0350: set_actor $4862 maintain_position_when_attacked 1 
02A9: set_actor $4862 immune_to_nonplayer 1 
TIMERA = 0 // @ = int 
0293: $319 = get_controller_mode 

:PORNO3_3285
wait 0 
if 
  $4890 == 0 // $ == int 
jf @PORNO3_3517 
if 
  7000 > TIMERA // int > @ 
jf @PORNO3_3491 
if 
  $4891 == 0 // $ == int 
jf @PORNO3_3484 
if 
  $319 == 0 // $ == int 
jf @PORNO3_3379 
03E5: text_box 'POR3_08'  // Tap ~h~::LOCKON::~w~ to ~h~target~w~ with the camera.
$4891 = 1 // $ = int 

:PORNO3_3379
if 
  $319 == 1 // $ == int 
jf @PORNO3_3414 
03E5: text_box 'POR3_08'  // Tap ~h~::LOCKON::~w~ to ~h~target~w~ with the camera.
$4891 = 1 // $ = int 

:PORNO3_3414
if 
  $319 == 2 // $ == int 
jf @PORNO3_3449 
03E5: text_box 'POR3_08'  // Tap ~h~::LOCKON::~w~ to ~h~target~w~ with the camera.
$4891 = 1 // $ = int 

:PORNO3_3449
if 
  $319 == 3 // $ == int 
jf @PORNO3_3484 
03E5: text_box 'POR3_09'  // Tap ~h~::LOCKON::~w~ to ~h~target~w~ with the camera.
$4891 = 1 // $ = int 

:PORNO3_3484
jump @PORNO3_3517 

:PORNO3_3491
0293: $319 = get_controller_mode 
$4890 = 1 // $ = int 
TIMERA = 0 // @ = int 
$4891 = 0 // $ = int 

:PORNO3_3517
if 
  $4890 == 1 // $ == int 
jf @PORNO3_3745 
if 
  7000 > TIMERA // int > @ 
jf @PORNO3_3719 
if 
  $4891 == 0 // $ == int 
jf @PORNO3_3712 
if 
  $319 == 0 // $ == int 
jf @PORNO3_3607 
03E5: text_box 'POR3_10'  // Pinch to zoom in or out with the camera
$4891 = 1 // $ = int 

:PORNO3_3607
if 
  $319 == 1 // $ == int 
jf @PORNO3_3642 
03E5: text_box 'POR3_10'  // Pinch to zoom in or out with the camera
$4891 = 1 // $ = int 

:PORNO3_3642
if 
  $319 == 2 // $ == int 
jf @PORNO3_3677 
03E5: text_box 'POR3_11'  // Pinch to zoom in or out with the camera
$4891 = 1 // $ = int 

:PORNO3_3677
if 
  $319 == 3 // $ == int 
jf @PORNO3_3712 
03E5: text_box 'POR3_10'  // Pinch to zoom in or out with the camera
$4891 = 1 // $ = int 

:PORNO3_3712
jump @PORNO3_3745 

:PORNO3_3719
0293: $319 = get_controller_mode 
$4890 = 2 // $ = int 
TIMERA = 0 // @ = int 
$4891 = 0 // $ = int 

:PORNO3_3745
if 
  $4890 == 2 // $ == int 
jf @PORNO3_3968 
if 
  7000 > TIMERA // int > @ 
jf @PORNO3_3947 
if 
  $4891 == 0 // $ == int 
jf @PORNO3_3940 
if 
  $319 == 0 // $ == int 
jf @PORNO3_3835 
03E5: text_box 'POR3_12'  // Tap ~h~::FIRE::~w~ to take a picture.
$4891 = 1 // $ = int 

:PORNO3_3835
if 
  $319 == 1 // $ == int 
jf @PORNO3_3870 
03E5: text_box 'POR3_12'  // Tap ~h~::FIRE::~w~ to take a picture.
$4891 = 1 // $ = int 

:PORNO3_3870
if 
  $319 == 2 // $ == int 
jf @PORNO3_3905 
03E5: text_box 'POR3_13'  // Tap ~h~::FIRE::~w~ to take a picture.
$4891 = 1 // $ = int 

:PORNO3_3905
if 
  $319 == 3 // $ == int 
jf @PORNO3_3940 
03E5: text_box 'POR3_14'  // Tap ~h~::FIRE::~w~ to take a picture.
$4891 = 1 // $ = int 

:PORNO3_3940
jump @PORNO3_3968 

:PORNO3_3947
$4890 = 3 // $ = int 
TIMERA = 0 // @ = int 
$4891 = 0 // $ = int 

:PORNO3_3968
if 
  $4890 == 3 // $ == int 
jf @PORNO3_4042 
if 
  TIMERA > 1000 // @ > int 
jf @PORNO3_4042 
00BC: text_highpriority 'POR3_01' time 7000 1  // ~g~Follow Candy's ~h~Stretch~g~.
00BB: text_lowpriority 'POR3_20' time 5000 1  // ~g~If you need transport, use the ~h~Sparrow~g~ round the back.
$4890 = 4 // $ = int 

:PORNO3_4042
if 
   not Car.Wrecked($4867)
jf @PORNO3_4096 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO3_4089 
Marker.Disable($4880)
03D5: remove_text 'POR3_20'  // ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:PORNO3_4089
jump @PORNO3_4111 

:PORNO3_4096
Marker.Disable($4880)
03D5: remove_text 'POR3_20'  // ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:PORNO3_4111
if 
   not Actor.Dead($4858)
jf @PORNO3_4556 
if 
   not Car.Wrecked($4859)
jf @PORNO3_4527 
if 
   not Actor.Dead($4860)
jf @PORNO3_4498 
if 
  $4882 == 0 // $ == int 
jf @PORNO3_4388 
if 
   Actor.InCar($4858, $4859)
jf @PORNO3_4328 
0362: put_actor $4858 at -862.0 -607.4 11.1 and_remove_from_car 
Actor.DestroyInstantly($4858)
01C8: $4858 = create_actor_pedtype 5 model #SPECIAL01 in_car $4859 passenger_seat 2 
04F5: set_actor $4858 as_player_friend $PLAYER_CHAR flag 1 
0245: set_actor $4858 walk_style_to 46 
01ED: clear_actor $4858 threat_search 
02A9: set_actor $4858 immune_to_nonplayer 1 
Car.DriveTo($4859, 485.9, 31.3, 10.7)
Car.SetMaxSpeed($4859, 20.0)
Marker.Disable($4877)
Marker.CreateAboveActor($4877, $4858)
TIMERA = 0 // @ = int 
$4882 = 1 // $ = int 
jump @PORNO3_4381 

:PORNO3_4328
if 
00ED:   actor $4858 0 9.2 964.4 radius 1.0 1.0 
jf @PORNO3_4381 
01D4: actor $4858 go_to_car $4859 and_enter_it_as_a_passenger 
0319: set_actor $4858 running 1 

:PORNO3_4381
jump @PORNO3_4491 

:PORNO3_4388
if and
82CA:   not car $4859 bounding_sphere_visible 
81FC:   not player $PLAYER_CHAR near_car $4859 radius 170.0 170.0 0 
jf @PORNO3_4446 
00BC: text_highpriority 'POR3_21' time 5000 1  // ~g~You lost Candy's Stretch!
jump @PORNO3_9208 

:PORNO3_4446
if 
01AD:   car $4859 sphere 0 near_point 485.9 31.3 radius 15.0 15.0 
jf @PORNO3_4491 
jump @PORNO3_4766 

:PORNO3_4491
jump @PORNO3_4520 

:PORNO3_4498
00BC: text_highpriority 'POR3_15' time 5000 1  // ~r~You trashed Candy's Stretch!
jump @PORNO3_9208 

:PORNO3_4520
jump @PORNO3_4549 

:PORNO3_4527
00BC: text_highpriority 'POR3_15' time 5000 1  // ~r~You trashed Candy's Stretch!
jump @PORNO3_9208 

:PORNO3_4549
jump @PORNO3_4578 

:PORNO3_4556
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_9208 

:PORNO3_4578
gosub @PORNO3_9979 
if 
  $4883 == 1 // $ == int 
jf @PORNO3_4625 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_9208 

:PORNO3_4625
if 
  $4883 == 2 // $ == int 
jf @PORNO3_4665 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
jump @PORNO3_9208 

:PORNO3_4665
if 
  $4883 == 3 // $ == int 
jf @PORNO3_4705 
00BC: text_highpriority 'POR3_03' time 5000 1  // ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
jump @PORNO3_9208 

:PORNO3_4705
gosub @PORNO3_10364 
gosub @PORNO3_10656 
if 
  $4883 == 4 // $ == int 
jf @PORNO3_4759 
00BC: text_highpriority 'POR3_19' time 5000 1  // ~r~You ran out of film!
jump @PORNO3_9208 

:PORNO3_4759
jump @PORNO3_3285 

:PORNO3_4766
0169: set_fade_color 0 0 1 
fade 0 500 

:PORNO3_4781
if 
fading 
jf @PORNO3_4805 
wait 0 
jump @PORNO3_4781 

:PORNO3_4805
if 
   not Car.Wrecked($4859)
jf @PORNO3_4851 
Car.PutAt($4859, 485.9, 31.3, 9.8)
Car.Angle($4859) = 196.8

:PORNO3_4851
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
$4896 = 0 // $ = int 
$4897 = 0 // $ = int 
if 
   not Car.Wrecked($4867)
jf @PORNO3_4918 
if 
00DC:   player $PLAYER_CHAR in_car $4867 
jf @PORNO3_4918 
Car.LockInCurrentPosition($4867, True)

:PORNO3_4918
Camera.SetAtPos(478.4, 30.4, 11.0)
03BA: clear_cars_from_cube 487.5 24.2 0.0 479.3 36.11 15.0 
fade 1 500 
Camera.SetPosition(473.99, 27.96, 13.03, 0.0, 0.0, 0.0)
Camera.PointAt(484.0, 31.4, 10.1, 2)
wait 500 
if 
   not Actor.Dead($4858)
jf @PORNO3_5070 
if 
   not Car.Wrecked($4859)
jf @PORNO3_5070 
01D3: actor $4858 leave_car $4859 

:PORNO3_5070
wait 0 
if 
   not Car.Wrecked($4859)
jf @PORNO3_5228 
01E9: $4888 = car $4859 num_passengers 
if 
  $4888 == 0 // $ == int 
jf @PORNO3_5221 
if 
   not Actor.Dead($4858)
jf @PORNO3_5214 
if 
   not Car.Wrecked($4859)
jf @PORNO3_5178 
Car.DriveTo($4859, 479.0, -174.4, 9.0)
Car.SetMaxSpeed($4859, 20.0)

:PORNO3_5178
0319: set_actor $4858 running 0 
0211: actor $4858 walk_to 475.9 30.2 
TIMERA = 0 // @ = int 
jump @PORNO3_5235 

:PORNO3_5214
jump @PORNO3_5228 

:PORNO3_5221
jump @PORNO3_5070 

:PORNO3_5228
jump @PORNO3_5070 

:PORNO3_5235
wait 0 
if 
   not Actor.Dead($4858)
jf @PORNO3_5313 
if or
00EC:   actor $4858 0 475.9 30.2 radius 1.0 1.0 
  TIMERA > 7000 // @ > int 
jf @PORNO3_5313 
0192: set_actor $4858 objective_to_stand_still 
jump @PORNO3_5320 

:PORNO3_5313
jump @PORNO3_5235 

:PORNO3_5320
Actor.PutAt($4858, 457.6, 30.6, 30.1)
Actor.Angle($4858) = 270.0
Camera.SetPosition(471.75, 25.95, 30.53, 0.0, 0.0, 0.0)
Camera.PointAt(429.69, 57.3, 24.51, 2)
TIMERA = 0 // @ = int 

:PORNO3_5408
wait 0 
if 
  TIMERA > 12000 // @ > int 
jf @PORNO3_5438 
jump @PORNO3_5780 

:PORNO3_5438
if 
   not Actor.Dead($4858)
jf @PORNO3_5773 
if 
   not Actor.Dead($4857)
jf @PORNO3_5773 
if 
  $4894 == 0 // $ == int 
jf @PORNO3_5665 
if 
00EC:   actor $4858 0 463.8 31.4 radius 1.0 1.0 
jf @PORNO3_5650 
04C2: actor $4858 walk_to_actor $4857 
03CF: load_wav 'PRN1_12' as 1 

:PORNO3_5546
if 
83D0:   not wav 1 loaded 
jf @PORNO3_5572 
wait 0 
jump @PORNO3_5546 

:PORNO3_5572
00BC: text_highpriority 'POR1_19' time 4000 1  // Hey!
03D1: play_wav 1 

:PORNO3_5591
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4858)
jf @PORNO3_5622 
wait 0 
jump @PORNO3_5591 

:PORNO3_5622
040D: unload_wav 1 
03D5: remove_text 'POR1_19'  // Hey!
$4894 = 1 // $ = int 
jump @PORNO3_5665 

:PORNO3_5650
0211: actor $4858 walk_to 463.8 31.4 

:PORNO3_5665
if 
  $4894 == 1 // $ == int 
jf @PORNO3_5773 
if 
   not Actor.Dead($4858)
jf @PORNO3_5773 
if 
   not Actor.Dead($4857)
jf @PORNO3_5773 
if 
00F2:   actor $4858 near_actor $4857 radius 2.0 2.0 0 
jf @PORNO3_5765 
0192: set_actor $4858 objective_to_stand_still 
jump @PORNO3_5780 
jump @PORNO3_5773 

:PORNO3_5765
04C2: actor $4858 walk_to_actor $4857 

:PORNO3_5773
jump @PORNO3_5408 

:PORNO3_5780
03CF: load_wav 'PORN3_1' as 1 
03CF: load_wav 'PORN3_2' as 2 

:PORNO3_5804
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO3_5834 
wait 0 
jump @PORNO3_5804 

:PORNO3_5834
if 
   not Actor.Dead($4857)
jf @PORNO3_5860 
0372: set_actor $4857 anim 19 wait_state_time 10000 ms 

:PORNO3_5860
00BC: text_highpriority 'POR3_04' time 4000 1  // Uh, Candy, could you call me Martha?
03D1: play_wav 1 

:PORNO3_5879
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4857)
jf @PORNO3_5910 
wait 0 
jump @PORNO3_5879 

:PORNO3_5910
040D: unload_wav 1 
03D5: remove_text 'POR3_04'  // Uh, Candy, could you call me Martha?
if 
   not Actor.Dead($4857)
jf @PORNO3_5949 
0372: set_actor $4857 anim 0 wait_state_time 10 ms 

:PORNO3_5949
if 
   not Actor.Dead($4858)
jf @PORNO3_5975 
0372: set_actor $4858 anim 19 wait_state_time 10000 ms 

:PORNO3_5975
00BC: text_highpriority 'POR3_05' time 4000 1  // Oh Alex - I mean Martha. Whatever you say...
03D1: play_wav 2 

:PORNO3_5994
if and
83D2:   not wav 2 ended 
   not Actor.Dead($4858)
jf @PORNO3_6025 
wait 0 
jump @PORNO3_5994 

:PORNO3_6025
040D: unload_wav 2 
03D5: remove_text 'POR3_05'  // Oh Alex - I mean Martha. Whatever you say...
if 
   not Actor.Dead($4858)
jf @PORNO3_6064 
0372: set_actor $4858 anim 0 wait_state_time 10 ms 

:PORNO3_6064
wait 1000 
if 
  $4896 == 0 // $ == int 
jf @PORNO3_6132 
03CF: load_wav 'CAML' as 1 

:PORNO3_6099
if 
83D0:   not wav 1 loaded 
jf @PORNO3_6125 
wait 0 
jump @PORNO3_6099 

:PORNO3_6125
$4896 = 1 // $ = int 

:PORNO3_6132
if 
  $4897 == 0 // $ == int 
jf @PORNO3_6195 
03CF: load_wav 'CAMR' as 2 

:PORNO3_6162
if 
83D0:   not wav 2 loaded 
jf @PORNO3_6188 
wait 0 
jump @PORNO3_6162 

:PORNO3_6188
$4897 = 1 // $ = int 

:PORNO3_6195
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
0169: set_fade_color 0 0 1 
fade 0 500 

:PORNO3_6235
if 
fading 
jf @PORNO3_6259 
wait 0 
jump @PORNO3_6235 

:PORNO3_6259
if 
   not Car.Wrecked($4867)
jf @PORNO3_6301 
if 
00DC:   player $PLAYER_CHAR in_car $4867 
jf @PORNO3_6301 
Car.LockInCurrentPosition($4867, False)

:PORNO3_6301
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
fade 1 500 
if 
   not Actor.Dead($4857)
jf @PORNO3_6413 
Actor.PutAt($4857, 463.3, 31.7, 29.9)
Actor.Angle($4857) = 245.8
if 
   not Actor.Dead($4858)
jf @PORNO3_6413 
Actor.PutAt($4858, 463.9, 30.3, 29.9)
Actor.Angle($4858) = 44.8

:PORNO3_6413
011C: actor $4857 clear_objective 
011C: actor $4858 clear_objective 
03F9: make_actors $4857 $4858 converse_in 86400000 ms 
018A: $4879 = create_checkpoint_at 559.0 17.6 51.7 
00BC: text_highpriority 'POR3_16' time 7000 1  // ~g~You need three good blackmail photographs of Alex Shrub with Candy.
00BB: text_lowpriority 'POR3_22' time 7000 1  // ~g~The WK Chariot Hotel across from his balcony should provide an ideal photo-grabbing location.
00BB: text_lowpriority 'POR3_23' time 7000 1  // ~g~There is a side door that will allow you access to the hotel.
03C4: set_status_text_to $4899 0 'POR3_24'  // PHOTOS TAKEN:
01EB: set_traffic_density_multiplier_to 1.0 

:PORNO3_6523
wait 0 
if 
   not Actor.Dead($4857)
jf @PORNO3_7023 
if 
04C5:   actor $4857 photographed 
jf @PORNO3_6585 
018C: play_sound 1 at 0.0 0.0 0.0 
$4899 += 1 // $ += int 

:PORNO3_6585
if 
  $4899 > 2 // $ > int 
jf @PORNO3_7023 
0151: remove_status_text $4899 
if 
   not Actor.Dead($4861)
jf @PORNO3_6684 
Actor.PutAt($4861, 571.4, 49.3, 13.3)
Actor.Angle($4861) = 185.6
011A: set_actor $4861 search_threat 1 
01CA: actor $4861 kill_player $PLAYER_CHAR 
02E2: set_actor $4861 weapon_accuracy_to 90 
Actor.Health($4861) = 150

:PORNO3_6684
if 
   not Actor.Dead($4862)
jf @PORNO3_6760 
Actor.PutAt($4862, 569.9, 49.0, 13.3)
Actor.Angle($4862) = 185.6
011A: set_actor $4862 search_threat 1 
01CA: actor $4862 kill_player $PLAYER_CHAR 
02E2: set_actor $4862 weapon_accuracy_to 90 
Actor.Health($4862) = 150

:PORNO3_6760
if 
  $4892 == 0 // $ == int 
jf @PORNO3_6962 
$4896 = 0 // $ = int 
03CF: load_wav 'PORN3_3' as 1 

:PORNO3_6797
if 
83D0:   not wav 1 loaded 
jf @PORNO3_6823 
wait 0 
jump @PORNO3_6797 

:PORNO3_6823
00BC: text_highpriority 'POR3_06' time 4000 1  // Martha, someone's watching.. how kinky.
03D1: play_wav 1 

:PORNO3_6842
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4858)
jf @PORNO3_6873 
wait 0 
jump @PORNO3_6842 

:PORNO3_6873
040D: unload_wav 1 
03D5: remove_text 'POR3_06'  // Martha, someone's watching.. how kinky.
if 
  $4896 == 0 // $ == int 
jf @PORNO3_6950 
03CF: load_wav 'CAML' as 1 

:PORNO3_6917
if 
83D0:   not wav 1 loaded 
jf @PORNO3_6943 
wait 0 
jump @PORNO3_6917 

:PORNO3_6943
$4896 = 1 // $ = int 

:PORNO3_6950
Marker.Disable($4879)
$4892 = 1 // $ = int 

:PORNO3_6962
Marker.Disable($4877)
018A: $4878 = create_checkpoint_at -52.5 941.9 9.9 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
00BC: text_highpriority 'POR3_17' time 7000 1  // ~g~Get back to the Porn Studios with the film.
$4894 = 0 // $ = int 
jump @PORNO3_7211 

:PORNO3_7023
gosub @PORNO3_9979 
if 
  $4883 == 1 // $ == int 
jf @PORNO3_7070 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_9208 

:PORNO3_7070
if 
  $4883 == 2 // $ == int 
jf @PORNO3_7110 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
jump @PORNO3_9208 

:PORNO3_7110
if 
  $4883 == 3 // $ == int 
jf @PORNO3_7150 
00BC: text_highpriority 'POR3_03' time 5000 1  // ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
jump @PORNO3_9208 

:PORNO3_7150
gosub @PORNO3_10656 
if 
  $4883 == 4 // $ == int 
jf @PORNO3_7197 
00BC: text_highpriority 'POR3_19' time 5000 1  // ~r~You ran out of film!
jump @PORNO3_9208 

:PORNO3_7197
gosub @PORNO3_10364 
jump @PORNO3_6523 

:PORNO3_7211
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 -52.5 941.9 9.9 radius 5.0 5.0 5.0 
jf @PORNO3_7270 
jump @PORNO3_9250 

:PORNO3_7270
if 
  $4898 == 0 // $ == int 
jf @PORNO3_7948 
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @PORNO3_7948 
Actor.RemoveReferences($4863)
Actor.RemoveReferences($4864)
Actor.RemoveReferences($4865)
Actor.RemoveReferences($4866)
Actor.RemoveReferences($4861)
Actor.RemoveReferences($4862)
Actor.Create($4869, 4, #FBI, 14.3, 966.0, 9.9)
Actor.Angle($4869) = 327.1
01B2: give_actor $4869 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4869 threat_search 
0243: set_actor $4869 ped_stats_to 16 
0291: set_actor $4869 heed_threats 1 
0350: set_actor $4869 maintain_position_when_attacked 1 
011A: set_actor $4869 search_threat 1 
01CA: actor $4869 kill_player $PLAYER_CHAR 
02E2: set_actor $4869 weapon_accuracy_to 90 
Actor.Health($4869) = 150
Actor.Create($4870, 4, #FBI, 13.2, 960.4, 9.9)
Actor.Angle($4870) = 191.9
01B2: give_actor $4870 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4870 threat_search 
0243: set_actor $4870 ped_stats_to 16 
0291: set_actor $4870 heed_threats 1 
0350: set_actor $4870 maintain_position_when_attacked 1 
011A: set_actor $4870 search_threat 1 
01CA: actor $4870 kill_player $PLAYER_CHAR 
02E2: set_actor $4870 weapon_accuracy_to 90 
Actor.Health($4870) = 150
Actor.Create($4873, 4, #FBI, 10.1, 965.7, 9.9)
Actor.Angle($4873) = 121.8
01B2: give_actor $4873 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4873 threat_search 
0243: set_actor $4873 ped_stats_to 16 
0291: set_actor $4873 heed_threats 1 
0350: set_actor $4873 maintain_position_when_attacked 1 
011A: set_actor $4873 search_threat 1 
01CA: actor $4873 kill_player $PLAYER_CHAR 
02E2: set_actor $4873 weapon_accuracy_to 90 
Actor.Health($4873) = 150
Car.Create($4874, #RANCHER, 15.5, 962.7, 10.0)
Car.Angle($4874) = 352.8
Actor.Create($4871, 4, #FBI, -6.9, 883.8, 9.7)
Actor.Angle($4871) = 254.8
01B2: give_actor $4871 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4871 threat_search 
0243: set_actor $4871 ped_stats_to 16 
0291: set_actor $4871 heed_threats 1 
0350: set_actor $4871 maintain_position_when_attacked 1 
011A: set_actor $4871 search_threat 1 
01CA: actor $4871 kill_player $PLAYER_CHAR 
02E2: set_actor $4871 weapon_accuracy_to 90 
Actor.Health($4871) = 150
Actor.Create($4872, 4, #FBI, -12.6, 877.7, 9.8)
Actor.Angle($4872) = 222.4
01B2: give_actor $4872 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4872 threat_search 
0243: set_actor $4872 ped_stats_to 16 
0291: set_actor $4872 heed_threats 1 
0350: set_actor $4872 maintain_position_when_attacked 1 
011A: set_actor $4872 search_threat 1 
01CA: actor $4872 kill_player $PLAYER_CHAR 
02E2: set_actor $4872 weapon_accuracy_to 90 
Actor.Health($4872) = 150
Car.Create($4875, #RANCHER, -5.8, 887.2, 9.8)
Car.Angle($4875) = 187.0
Car.Create($4876, #RANCHER, -8.5, 880.2, 9.8)
Car.Angle($4876) = 311.2
$4898 = 1 // $ = int 

:PORNO3_7948
if 
   not Actor.Dead($4863)
jf @PORNO3_8296 
if 
  $4884 == 0 // $ == int 
jf @PORNO3_8065 
if 
82CB:   not actor $4863 bounding_sphere_visible 
jf @PORNO3_8065 
Actor.PutAt($4863, 562.4, 29.6, 16.7)
Actor.Angle($4863) = 271.4
011A: set_actor $4863 search_threat 1 
01CA: actor $4863 kill_player $PLAYER_CHAR 
02E2: set_actor $4863 weapon_accuracy_to 90 
Actor.Health($4863) = 150
$4884 = 1 // $ = int 

:PORNO3_8065
if 
  $4884 == 1 // $ == int 
jf @PORNO3_8296 
if 
02CB:   actor $4863 bounding_sphere_visible 
jf @PORNO3_8296 
if 
  $4892 == 1 // $ == int 
jf @PORNO3_8296 
$4896 = 0 // $ = int 
03CF: load_wav 'PORN3_4' as 1 

:PORNO3_8136
if 
83D0:   not wav 1 loaded 
jf @PORNO3_8162 
wait 0 
jump @PORNO3_8136 

:PORNO3_8162
00BC: text_highpriority 'POR3_07' time 4000 1  // You! Give me that camera!
03D1: play_wav 1 

:PORNO3_8181
if and
83D2:   not wav 1 ended 
   not Actor.Dead($4863)
jf @PORNO3_8212 
wait 0 
jump @PORNO3_8181 

:PORNO3_8212
040D: unload_wav 1 
03D5: remove_text 'POR3_07'  // You! Give me that camera!
if 
  $4896 == 0 // $ == int 
jf @PORNO3_8289 
03CF: load_wav 'CAML' as 1 

:PORNO3_8256
if 
83D0:   not wav 1 loaded 
jf @PORNO3_8282 
wait 0 
jump @PORNO3_8256 

:PORNO3_8282
$4896 = 1 // $ = int 

:PORNO3_8289
$4892 = 2 // $ = int 

:PORNO3_8296
if 
   not Actor.Dead($4864)
jf @PORNO3_8420 
if 
  $4885 == 0 // $ == int 
jf @PORNO3_8420 
if 
82CB:   not actor $4864 bounding_sphere_visible 
jf @PORNO3_8420 
0350: set_actor $4864 maintain_position_when_attacked 1 
Actor.PutAt($4864, 561.7, 27.4, 16.7)
Actor.Angle($4864) = 302.4
011A: set_actor $4864 search_threat 1 
01CA: actor $4864 kill_player $PLAYER_CHAR 
02E2: set_actor $4864 weapon_accuracy_to 90 
Actor.Health($4864) = 150
$4885 = 1 // $ = int 

:PORNO3_8420
if 
   not Actor.Dead($4865)
jf @PORNO3_8544 
if 
  $4886 == 0 // $ == int 
jf @PORNO3_8544 
if 
82CB:   not actor $4865 bounding_sphere_visible 
jf @PORNO3_8544 
0350: set_actor $4865 maintain_position_when_attacked 1 
Actor.PutAt($4865, 574.2, 24.2, 11.7)
Actor.Angle($4865) = 89.0
011A: set_actor $4865 search_threat 1 
01CA: actor $4865 kill_player $PLAYER_CHAR 
02E2: set_actor $4865 weapon_accuracy_to 90 
Actor.Health($4865) = 150
$4886 = 1 // $ = int 

:PORNO3_8544
if 
   not Actor.Dead($4866)
jf @PORNO3_8668 
if 
  $4887 == 0 // $ == int 
jf @PORNO3_8668 
if 
82CB:   not actor $4866 bounding_sphere_visible 
jf @PORNO3_8668 
0350: set_actor $4866 maintain_position_when_attacked 1 
Actor.PutAt($4866, 574.8, 26.3, 11.7)
Actor.Angle($4866) = 107.0
011A: set_actor $4866 search_threat 1 
01CA: actor $4866 kill_player $PLAYER_CHAR 
02E2: set_actor $4866 weapon_accuracy_to 90 
Actor.Health($4866) = 150
$4887 = 1 // $ = int 

:PORNO3_8668
if 
   not Actor.Dead($4858)
jf @PORNO3_8868 
if 
  $4894 == 0 // $ == int 
jf @PORNO3_8784 
if 
00EC:   actor $4858 0 463.8 31.4 radius 1.0 1.0 
jf @PORNO3_8769 
0211: actor $4858 walk_to 457.6 30.6 
$4894 = 1 // $ = int 
jump @PORNO3_8784 

:PORNO3_8769
0211: actor $4858 walk_to 463.8 31.4 

:PORNO3_8784
if 
  $4894 == 1 // $ == int 
jf @PORNO3_8868 
if 
   not Actor.Dead($4858)
jf @PORNO3_8868 
if 
00EC:   actor $4858 0 457.6 30.6 radius 1.0 1.0 
jf @PORNO3_8868 
Actor.DestroyInstantly($4858)
$4894 = 2 // $ = int 

:PORNO3_8868
if 
   not Actor.Dead($4857)
jf @PORNO3_9068 
if 
  $4895 == 0 // $ == int 
jf @PORNO3_8984 
if 
00EC:   actor $4857 0 463.8 31.4 radius 1.0 1.0 
jf @PORNO3_8969 
0211: actor $4857 walk_to 457.6 30.6 
$4895 = 1 // $ = int 
jump @PORNO3_8984 

:PORNO3_8969
0211: actor $4857 walk_to 463.8 31.4 

:PORNO3_8984
if 
  $4895 == 1 // $ == int 
jf @PORNO3_9068 
if 
   not Actor.Dead($4857)
jf @PORNO3_9068 
if 
00EC:   actor $4857 0 457.6 30.6 radius 1.0 1.0 
jf @PORNO3_9068 
Actor.DestroyInstantly($4857)
$4895 = 2 // $ = int 

:PORNO3_9068
gosub @PORNO3_10364 
gosub @PORNO3_10656 
if 
   not $4894 == 2 // $ == int 
jf @PORNO3_9138 
if 
   Actor.Dead($4858)
jf @PORNO3_9138 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_9208 

:PORNO3_9138
if 
   not $4895 == 2 // $ == int 
jf @PORNO3_9201 
if 
   Actor.Dead($4857)
jf @PORNO3_9201 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
jump @PORNO3_9208 

:PORNO3_9201
jump @PORNO3_7211 

:PORNO3_9208
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
if 
  $4883 == 2 // $ == int 
jf @PORNO3_9248 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)

:PORNO3_9248
return 

:PORNO3_9250
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_3'  // Martha's Mug Shot
start_new_script @PORN4 
$562 = 1 // $ = int 
return 

:PORNO3_9318
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
$4890 = 3 // $ = int 
Actor.DestroyWithFade($4858)
Actor.DestroyWithFade($4857)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#HMYRI)
Model.Destroy(#STRETCH)
Model.Destroy(#CAMERA)
Model.Destroy(#FBI)
Model.Destroy(#GDA)
Model.Destroy(#UZI)
Model.Destroy(#SPARROW)
Model.Destroy(#RANCHER)
Model.Destroy(#M4)
0151: remove_status_text $4899 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
017A: set_player $PLAYER_CHAR weapon 36 ammo_to 0 
if 
0056:   player $PLAYER_CHAR 0 585.7 52.8 555.9 8.1 
jf @PORNO3_9660 
fade 0 400 
0055: put_player $PLAYER_CHAR at 568.7 55.2 13.3 
if 
  $4889 == 1 // $ == int 
jf @PORNO3_9596 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_9596
Object.Destroy($4900)
Object.Init($2218, #PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($2218)
034D: rotate_object $2218 from_angle 270.0 to_angle 270.0 flag 0 
fade 1 400 
jump @PORNO3_9785 

:PORNO3_9660
if 
   not $562 == 1 // $ == int 
jf @PORNO3_9735 
Object.Destroy($4900)
Object.Init($2218, #PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($2218)
034D: rotate_object $2218 from_angle 270.0 to_angle 270.0 flag 0 
jump @PORNO3_9785 

:PORNO3_9735
Object.Destroy($2218)
Object.Init($4900, #PH_BUILD_DR_OPEN, 569.33, 52.737, 14.616)
Object.RemoveFromMissionCleanupList($4900)
034D: rotate_object $4900 from_angle 350.0 to_angle 350.0 flag 0 

:PORNO3_9785
if 
0057:   player $PLAYER_CHAR 0 465.1 32.8 29.9 454.5 27.2 32.6 
jf @PORNO3_9912 
fade 0 400 
0055: put_player $PLAYER_CHAR at 463.4 29.5 30.1 
Object.Destroy($4868)
Object.Destroy($2216)
Object.Init($2216, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2216)
fade 1 400 
jump @PORNO3_9950 

:PORNO3_9912
Object.Destroy($4868)
Object.Destroy($2216)
Object.Init($2216, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($2216)

:PORNO3_9950
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($4877)
Marker.Disable($4878)
Marker.Disable($4879)
Marker.Disable($4880)
mission_cleanup 
return 

:PORNO3_9979
if 
   Actor.Dead($4858)
jf @PORNO3_10002 
$4883 = 1 // $ = int 

:PORNO3_10002
if 
   Actor.Dead($4857)
jf @PORNO3_10025 
$4883 = 2 // $ = int 

:PORNO3_10025
if 
   Actor.Dead($4861)
jf @PORNO3_10048 
$4883 = 3 // $ = int 

:PORNO3_10048
if 
   Actor.Dead($4862)
jf @PORNO3_10071 
$4883 = 3 // $ = int 

:PORNO3_10071
if 
   Actor.Dead($4863)
jf @PORNO3_10094 
$4883 = 3 // $ = int 

:PORNO3_10094
if 
   Actor.Dead($4864)
jf @PORNO3_10117 
$4883 = 3 // $ = int 

:PORNO3_10117
if 
   Actor.Dead($4865)
jf @PORNO3_10140 
$4883 = 3 // $ = int 

:PORNO3_10140
if 
   Actor.Dead($4866)
jf @PORNO3_10163 
$4883 = 3 // $ = int 

:PORNO3_10163
if 
0057:   player $PLAYER_CHAR 0 477.3 14.8 29.4 448.6 45.5 38.2 
jf @PORNO3_10362 
if 
   not Actor.Dead($4861)
jf @PORNO3_10235 
01CC: actor $4861 kill_player $PLAYER_CHAR 

:PORNO3_10235
if 
   not Actor.Dead($4862)
jf @PORNO3_10259 
01CC: actor $4862 kill_player $PLAYER_CHAR 

:PORNO3_10259
if 
   not Actor.Dead($4863)
jf @PORNO3_10283 
01CC: actor $4863 kill_player $PLAYER_CHAR 

:PORNO3_10283
if 
   not Actor.Dead($4864)
jf @PORNO3_10307 
01CC: actor $4864 kill_player $PLAYER_CHAR 

:PORNO3_10307
if 
   not Actor.Dead($4865)
jf @PORNO3_10331 
01CC: actor $4865 kill_player $PLAYER_CHAR 

:PORNO3_10331
if 
   not Actor.Dead($4866)
jf @PORNO3_10355 
01CC: actor $4866 kill_player $PLAYER_CHAR 

:PORNO3_10355
$4883 = 3 // $ = int 

:PORNO3_10362
return 

:PORNO3_10364
if 
  $4889 == 0 // $ == int 
jf @PORNO3_10509 
if 
00F5:   player $PLAYER_CHAR 0 563.4 26.8 47.6 radius 7.0 7.0 7.0 
jf @PORNO3_10509 
if 
   not Player.Wasted($PLAYER_CHAR)
jf @PORNO3_10502 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_CHARIOT to #OD_WTSIGN 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODCHARIOT to #LODD_BUILDNEW 

:PORNO3_10502
$4889 = 1 // $ = int 

:PORNO3_10509
if 
  $4889 == 1 // $ == int 
jf @PORNO3_10654 
if 
00F5:   player $PLAYER_CHAR 0 561.9 26.4 18.1 radius 7.0 7.0 7.0 
jf @PORNO3_10654 
if 
   not Player.Wasted($PLAYER_CHAR)
jf @PORNO3_10647 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_10647
$4889 = 0 // $ = int 

:PORNO3_10654
return 

:PORNO3_10656
0419: $4893 = player $PLAYER_CHAR weapon 36 ammo 
if 
  $4893 == 0 // $ == int 
jf @PORNO3_10691 
$4883 = 4 // $ = int 

:PORNO3_10691
if 
  TIMERB > 280 // @ > int 
jf @PORNO3_10897 
if 
  $4896 == 1 // $ == int 
jf @PORNO3_10897 
if 
  $4897 == 1 // $ == int 
jf @PORNO3_10897 
if 
02D7:   player $PLAYER_CHAR current_weapon == 36 
jf @PORNO3_10897 
if 
00E1:   player 0 pressed_button 6 
jf @PORNO3_10897 
if 
00E1:   player 0 pressed_button 17 
jf @PORNO3_10897 
03D1: play_wav 1 
$4896 = 0 // $ = int 
03D1: play_wav 2 
$4897 = 0 // $ = int 
TIMERB = 0 // @ = int 
if 
  $4883 == 4 // $ == int 
jf @PORNO3_10897 

:PORNO3_10845
if 
83D2:   not wav 1 ended 
jf @PORNO3_10871 
wait 0 
jump @PORNO3_10845 

:PORNO3_10871
if 
83D2:   not wav 2 ended 
jf @PORNO3_10897 
wait 0 
jump @PORNO3_10871 

:PORNO3_10897
if 
  $4896 == 0 // $ == int 
jf @PORNO3_10960 
03CF: load_wav 'CAML' as 1 

:PORNO3_10927
if 
83D0:   not wav 1 loaded 
jf @PORNO3_10953 
wait 0 
jump @PORNO3_10927 

:PORNO3_10953
$4896 = 1 // $ = int 

:PORNO3_10960
if 
  $4897 == 0 // $ == int 
jf @PORNO3_11023 
03CF: load_wav 'CAMR' as 2 

:PORNO3_10990
if 
83D0:   not wav 2 loaded 
jf @PORNO3_11016 
wait 0 
jump @PORNO3_10990 

:PORNO3_11016
$4897 = 1 // $ = int 

:PORNO3_11023
return 

//-------------Mission 30---------------
// Originally: G-spotlight

:PORNO4
script_name 'PORNO4' 
gosub @PORNO4_53 
if 
wasted_or_busted 
jf @PORNO4_37 
gosub @PORNO4_11406 

:PORNO4_37
gosub @PORNO4_11670 
terminate_this_script 
$4940 = 0 // $ = int 

:PORNO4_53
05AC: get_mission_replay $4940 // vcmobile opcodes 
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN4' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$4927 = 0 // $ = int 
$4928 = 0 // $ = int 
$4929 = 0 // $ = int 
$4930 = 0 // $ = int 
$4931 = 0 // $ = int 
$4932 = 1 // $ = int 
$4933 = 0 // $ = int 
$363 = 0 // $ = int 
$4934 = 0 // $ = int 
$1097 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSCANDY' 
023C: load_special_actor 4 'CMRAMAN' 
023C: load_special_actor 5 'MPORNA' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO4_288
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @PORNO4_330 
wait 0 
jump @PORNO4_288 

:PORNO4_330
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @PORNO4_362 
wait 0 
jump @PORNO4_330 

:PORNO4_362
02E4: load_cutscene_data 'PORN_4' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $466 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $466 'CSDIREC' 
02E5: $468 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $468 'CSCANDY' 
02E5: $500 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $500 'CMRAMAN' 
02E5: $467 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $467 'MPORNA' 
02E5: $512 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $512 'CS_CAM' 
02E5: $518 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $518 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
859A:   not australian_game 
jf @PORNO4_1728 

:PORNO4_627
if 
  47 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_661 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_627 

:PORNO4_661
00BC: text_highpriority 'POR4_A' time 10000 1  // I'm sorry, but I just can't swallow this right now.

:PORNO4_676
if 
  1741 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_711 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_676 

:PORNO4_711
00BC: text_highpriority 'POR4_B' time 10000 1  // Oh COME ON darling!

:PORNO4_726
if 
  3291 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_761 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_726 

:PORNO4_761
00BC: text_highpriority 'POR4_C' time 10000 1  // He's hung like a sperm whale for pity's sake,

:PORNO4_776
if 
  5700 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_811 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_776 

:PORNO4_811
00BC: text_highpriority 'POR4_D' time 10000 1  // how can you not feel the part?!

:PORNO4_826
if 
  7244 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_861 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_826 

:PORNO4_861
00BC: text_highpriority 'POR4_E' time 10000 1  // But Stevie...

:PORNO4_876
if 
  9917 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_911 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_876 

:PORNO4_911
00BC: text_highpriority 'POR4_F' time 10000 1  // How's my star director?

:PORNO4_926
if 
  10414 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_961 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_926 

:PORNO4_961
00BC: text_highpriority 'POR4_G' time 10000 1  // Oh, man. The struggle between the artistic integrity and

:PORNO4_976
if 
  13409 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1011 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_976 

:PORNO4_1011
00BC: text_highpriority 'POR4_H' time 10000 1  // the humping, pumping action continues unabated.

:PORNO4_1026
if 
  16161 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1026 

:PORNO4_1061
00BC: text_highpriority 'POR4_I' time 10000 1  // And before you ask, yes, all four videos will be released by their...

:PORNO4_1076
if 
  19667 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1111 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1076 

:PORNO4_1111
00BC: text_highpriority 'POR4_J' time 10000 1  // Honey, can you PLEASE keep the anaconda in the shot,

:PORNO4_1126
if 
  22706 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1161 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1126 

:PORNO4_1161
00BC: text_highpriority 'POR4_K' time 10000 1  // he costs more per hour than you do!

:PORNO4_1176
if 
  24572 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1211 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1176 

:PORNO4_1211
00BC: text_highpriority 'POR4_L' time 10000 1  // Oh, sorry Steve.

:PORNO4_1226
if 
  25843 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1261 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1226 

:PORNO4_1261
00BC: text_highpriority 'POR4_M' time 10000 1  // I was thinking, we need some kind of big stunt to really promote the launch.

:PORNO4_1276
if 
  29291 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1311 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1276 

:PORNO4_1311
00BC: text_highpriority 'POR4_N' time 10000 1  // Something that will make a real impact on the City - you got any ideas?

:PORNO4_1326
if 
  34272 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1326 

:PORNO4_1363
00BC: text_highpriority 'POR4_O' time 10000 1  // Well, in the old days they used to have gala events,

:PORNO4_1378
if 
  37360 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1415 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1378 

:PORNO4_1415
00BC: text_highpriority 'POR4_P' time 10000 1  // stars, limos, the night sky crisscrossed with searchlights...

:PORNO4_1430
if 
  42492 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1467 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1430 

:PORNO4_1467
00BC: text_highpriority 'POR4_Q' time 10000 1  // Searchlights! I've got an idea...

:PORNO4_1482
if 
  45162 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1519 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1482 

:PORNO4_1519
00BC: text_highpriority 'POR4_R' time 10000 1  // ...yeah, yeah, yeah. The little sequined numbers, and the limos, oh, premieres

:PORNO4_1534
if 
  50224 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1571 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1534 

:PORNO4_1571
00BC: text_highpriority 'POR4_S' time 10000 1  // Oh, yes ma'am, of course ma'am,

:PORNO4_1586
if 
  53220 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1623 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1586 

:PORNO4_1623
fade 0 3000 
00BC: text_highpriority 'POR4_T' time 10000 1  // and the press, and the barrage of lights...

:PORNO4_1645
if 
  54220 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1682 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1645 

:PORNO4_1682
00BE: text_clear_all 

:PORNO4_1684
if 
  56064 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1721 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1684 

:PORNO4_1721
jump @PORNO4_2374 

:PORNO4_1728
if 
  194 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1763 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1728 

:PORNO4_1763
00BC: text_highpriority 'POR4_F' time 10000 1  // How's my star director?

:PORNO4_1778
if 
  1394 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1813 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1778 

:PORNO4_1813
00BC: text_highpriority 'POR4_G' time 10000 1  // Oh, man. The struggle between the artistic integrity and

:PORNO4_1828
if 
  4344 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1863 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1828 

:PORNO4_1863
00BC: text_highpriority 'POR4_H' time 10000 1  // the humping, pumping action continues unabated.

:PORNO4_1878
if 
  7178 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1878 

:PORNO4_1913
00BC: text_highpriority 'POR4_I' time 10000 1  // And before you ask, yes, all four videos will be released by their...

:PORNO4_1928
if 
  10656 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1963 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1928 

:PORNO4_1963
00BC: text_highpriority 'POR4_J' time 10000 1  // Honey, can you PLEASE keep the anaconda in the shot,

:PORNO4_1978
if 
  13704 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2013 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1978 

:PORNO4_2013
00BC: text_highpriority 'POR4_K' time 10000 1  // he costs more per hour than you do!

:PORNO4_2028
if 
  15550 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2063 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2028 

:PORNO4_2063
00BC: text_highpriority 'POR4_L' time 10000 1  // Oh, sorry Steve.

:PORNO4_2078
if 
  16828 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2113 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2078 

:PORNO4_2113
00BC: text_highpriority 'POR4_M' time 10000 1  // I was thinking, we need some kind of big stunt to really promote the launch.

:PORNO4_2128
if 
  20256 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2163 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2128 

:PORNO4_2163
00BC: text_highpriority 'POR4_N' time 10000 1  // Something that will make a real impact on the City - you got any ideas?

:PORNO4_2178
if 
  25295 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2213 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2178 

:PORNO4_2213
00BC: text_highpriority 'POR4_O' time 10000 1  // Well, in the old days they used to have gala events,

:PORNO4_2228
if 
  28750 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2263 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2228 

:PORNO4_2263
00BC: text_highpriority 'POR4_P' time 10000 1  // stars, limos, the night sky crisscrossed with searchlights...

:PORNO4_2278
if 
  33584 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2278 

:PORNO4_2315
00BC: text_highpriority 'POR4_Q' time 10000 1  // Searchlights! I've got an idea...

:PORNO4_2330
if 
  36184 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2367 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2330 

:PORNO4_2367
fade 0 3000 

:PORNO4_2374
00BE: text_clear_all 

:PORNO4_2376
if 
fading 
jf @PORNO4_2400 
wait 0 
jump @PORNO4_2376 

:PORNO4_2400
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
Camera.SetAtPos(-67.0, 939.297, 10.94)
00C0: set_current_time 17 0 
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#HFYBU)
Model.Load(#WFYBU)
Model.Load(#WMYBU)
Model.Load(#WMOBU)
Model.Load(#PCJ600)
Model.Load(#GDA)

:PORNO4_2525
if or
   not Model.Available(#HFYBU)
   not Model.Available(#WFYBU)
   not Model.Available(#WMYBU)
   not Model.Available(#WMOBU)
jf @PORNO4_2563 
wait 0 
jump @PORNO4_2525 

:PORNO4_2563
if or
   not Model.Available(#PCJ600)
   not Model.Available(#GDA)
jf @PORNO4_2594 
wait 0 
jump @PORNO4_2563 

:PORNO4_2594
if 
  $ONMISSION == 0 // $ == int 
jf @PORNO4_2652 
018A: $4924 = create_checkpoint_at -483.5 853.0 9.9 
018A: $4926 = create_checkpoint_at -526.2 886.2 70.0 

:PORNO4_2652
Car.Create($4919, #PCJ600, -6.4, 957.1, 9.4)
Actor.Create($4920, 4, #GDA, 0.3, 958.3, 9.9)
fade 1 1500 
00BC: text_highpriority 'POR4_01' time 5000 1  // ~g~Go ~y~Downtown~g~ and adjust the spotlight on top of the building.
00BB: text_lowpriority 'POR4_02' time 5000 1  // ~g~A fast bike will be needed to jump from roof to roof. The Security Guard usually drives a ~y~PCJ 600~g~ to work...
018A: $4923 = create_checkpoint_at 6.8 953.5 9.4 

:PORNO4_2756
wait 0 
if or
  $4927 == 0 // $ == int 
  $4927 == 2 // $ == int 
jf @PORNO4_3184 
if 
00F5:   player $PLAYER_CHAR 1 -487.9 837.7 10.0 radius 5.0 5.0 5.0 
jf @PORNO4_3184 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-456.4, 851.2, 25.9, 0.0, 0.0, 0.0)
Camera.PointAt(-499.2, 837.7, 11.1, 2)
00BE: text_clear_all 
TIMERA = 0 // @ = int 

:PORNO4_2906
if 
  1000 > TIMERA // int > @ 
jf @PORNO4_3017 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_2985 
if 
  $363 == 1 // $ == int 
jf @PORNO4_2978 
$363 = 0 // $ = int 
jump @PORNO4_3150 

:PORNO4_2978
jump @PORNO4_3010 

:PORNO4_2985
if 
  $363 == 0 // $ == int 
jf @PORNO4_3010 
$363 = 1 // $ = int 

:PORNO4_3010
jump @PORNO4_2906 

:PORNO4_3017
00BC: text_highpriority 'POR4_05' time 5000 1  // ~g~These stairs will lead round to a lower office.
TIMERA = 0 // @ = int 

:PORNO4_3039
if 
  5000 > TIMERA // int > @ 
jf @PORNO4_3150 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_3118 
if 
  $363 == 1 // $ == int 
jf @PORNO4_3111 
$363 = 0 // $ = int 
jump @PORNO4_3150 

:PORNO4_3111
jump @PORNO4_3143 

:PORNO4_3118
if 
  $363 == 0 // $ == int 
jf @PORNO4_3143 
$363 = 1 // $ = int 

:PORNO4_3143
jump @PORNO4_3039 

:PORNO4_3150
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
0254: restore_current_time 
02A3: enable_widescreen 0 
Marker.Disable($4923)
Marker.Disable($4924)
$4927 = 3 // $ = int 

:PORNO4_3184
if 
  $4927 == 1 // $ == int 
jf @PORNO4_3234 
Marker.Disable($4923)
018A: $4924 = create_checkpoint_at -487.9 837.7 10.0 
$4927 = 2 // $ = int 

:PORNO4_3234
if 
  $4927 == 3 // $ == int 
jf @PORNO4_3279 
018A: $4921 = create_checkpoint_at -562.7 782.7 22.4 
$4927 = 4 // $ = int 

:PORNO4_3279
if 
  $4927 == 5 // $ == int 
jf @PORNO4_3324 
018A: $4925 = create_checkpoint_at -528.2 774.5 98.0 
$4927 = 6 // $ = int 

:PORNO4_3324
if 
  $4927 == 6 // $ == int 
jf @PORNO4_3972 
if 
  $4933 == 0 // $ == int 
jf @PORNO4_3942 
if 
00F5:   player $PLAYER_CHAR 1 -528.2 774.5 98.0 radius 5.0 5.0 5.0 
jf @PORNO4_3942 
Marker.Disable($4925)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-531.8, 817.6, 99.1, 0.0, 0.0, 0.0)
Camera.PointAt(-532.3, 825.6, 98.7, 2)
0055: put_player $PLAYER_CHAR at -537.3 897.3 67.4 
0171: set_player $PLAYER_CHAR z_angle_to 4.5 
00BE: text_clear_all 
wait 500 
00BC: text_highpriority 'POR4_08' time 5000 1  // ~g~Smash through the window to start the course. You have until 07:00 before it gets too light to get up there unseen.
TIMERA = 0 // @ = int 

:PORNO4_3536
if 
  5000 > TIMERA // int > @ 
jf @PORNO4_3647 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_3615 
if 
  $363 == 1 // $ == int 
jf @PORNO4_3608 
$363 = 0 // $ = int 
jump @PORNO4_3879 

:PORNO4_3608
jump @PORNO4_3640 

:PORNO4_3615
if 
  $363 == 0 // $ == int 
jf @PORNO4_3640 
$363 = 1 // $ = int 

:PORNO4_3640
jump @PORNO4_3536 

:PORNO4_3647
Camera.SetPosition(-530.2, 825.27, 98.4, 0.0, 0.0, 0.0)
Camera.PointAt(-529.6, 901.06, 72.1, 2)
00BC: text_highpriority 'POR4_09' time 5000 1  // ~g~The pink markers will show you which building to jump to next.
TIMERA = 0 // @ = int 

:PORNO4_3720
if 
  5000 > TIMERA // int > @ 
jf @PORNO4_3879 
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 
jf @PORNO4_3791 

:PORNO4_3791
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_3847 
if 
  $363 == 1 // $ == int 
jf @PORNO4_3840 
$363 = 0 // $ = int 
jump @PORNO4_3879 

:PORNO4_3840
jump @PORNO4_3872 

:PORNO4_3847
if 
  $363 == 0 // $ == int 
jf @PORNO4_3872 
$363 = 1 // $ = int 

:PORNO4_3872
jump @PORNO4_3720 

:PORNO4_3879
00BE: text_clear_all 
0055: put_player $PLAYER_CHAR at -528.2 774.5 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 4.5 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$4927 = 7 // $ = int 
$4933 = 1 // $ = int 

:PORNO4_3942
Marker.Disable($4925)
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -526.2 886.2 70.0 

:PORNO4_3972
if 
  $4927 == 7 // $ == int 
jf @PORNO4_4070 
if 
00F5:   player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 
jf @PORNO4_4070 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -552.6 1074.7 52.4 
$4927 = 8 // $ = int 

:PORNO4_4070
if 
  $4927 == 8 // $ == int 
jf @PORNO4_4187 
if 
00F5:   player $PLAYER_CHAR 1 -552.6 1074.7 52.4 radius 15.0 15.0 15.0 
jf @PORNO4_4187 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -645.7 1129.7 29.1 
$4927 = 9 // $ = int 

:PORNO4_4187
if 
  $4927 == 9 // $ == int 
jf @PORNO4_4304 
if 
00F5:   player $PLAYER_CHAR 1 -645.7 1129.7 29.1 radius 10.0 10.0 10.0 
jf @PORNO4_4304 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -695.5 1130.3 32.6 
$4927 = 10 // $ = int 

:PORNO4_4304
if 
  $4927 == 10 // $ == int 
jf @PORNO4_4421 
if 
00F5:   player $PLAYER_CHAR 1 -695.5 1130.3 32.6 radius 10.0 10.0 10.0 
jf @PORNO4_4421 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -800.6 1141.7 25.6 
$4927 = 11 // $ = int 

:PORNO4_4421
if 
  $4927 == 11 // $ == int 
jf @PORNO4_4538 
if 
00F5:   player $PLAYER_CHAR 1 -800.6 1141.7 25.6 radius 20.0 20.0 20.0 
jf @PORNO4_4538 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -840.1 1194.3 16.7 
$4927 = 12 // $ = int 

:PORNO4_4538
if 
  $4927 == 12 // $ == int 
jf @PORNO4_4636 
if 
00F5:   player $PLAYER_CHAR 1 -840.1 1194.3 16.7 radius 10.0 10.0 10.0 
jf @PORNO4_4636 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -792.4 1299.2 27.9 
$4927 = 13 // $ = int 

:PORNO4_4636
if 
  $4927 == 13 // $ == int 
jf @PORNO4_4753 
if 
00F5:   player $PLAYER_CHAR 1 -792.4 1299.2 27.9 radius 10.0 10.0 10.0 
jf @PORNO4_4753 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -710.1 1302.5 20.6 
$4927 = 14 // $ = int 

:PORNO4_4753
if 
  $4927 == 14 // $ == int 
jf @PORNO4_4870 
if 
00F5:   player $PLAYER_CHAR 1 -710.1 1302.5 20.6 radius 10.0 10.0 10.0 
jf @PORNO4_4870 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -681.8 1338.8 24.3 
$4927 = 15 // $ = int 

:PORNO4_4870
if 
  $4927 == 15 // $ == int 
jf @PORNO4_4987 
if 
00F5:   player $PLAYER_CHAR 1 -681.8 1338.8 24.3 radius 10.0 10.0 10.0 
jf @PORNO4_4987 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -573.5 1365.4 16.6 
$4927 = 16 // $ = int 

:PORNO4_4987
if 
  $4927 == 16 // $ == int 
jf @PORNO4_5104 
if 
00F5:   player $PLAYER_CHAR 1 -573.5 1365.4 16.6 radius 10.0 10.0 10.0 
jf @PORNO4_5104 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -482.0 1355.7 24.7 
$4927 = 17 // $ = int 

:PORNO4_5104
if 
  $4927 > 16 // $ > int 
jf @PORNO4_5368 
if 
029F:   player $PLAYER_CHAR stopped 
jf @PORNO4_5368 
if 
  $4937 == 0 // $ == int 
jf @PORNO4_5368 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-605.6, 1371.6, 23.1, 0.0, 0.0, 0.0)
Camera.PointAt(-562.94, 1373.14, 14.81, 2)
wait 1000 

:PORNO4_5225
if 
  $4939 >= -140.0 // $ >= float 
jf @PORNO4_5285 
wait 0 
0453: object $2208 set_rotation $4939 0.0 0.0 
007E: $4939 -= frame_delta_time * 1.0 // float 
jump @PORNO4_5225 

:PORNO4_5285
wait 1000 
Marker.Disable($4921)
00BC: text_highpriority 'POR4_11' time 7000 1  // ~g~Return to the ladder if you need access to the rooftops again.
Marker.Disable($4921)
0167: $4921 = create_marker_at -574.2 1373.35 16.1 color 5 display 2 
0166: set_marker $4921 brightness_to 1 
Camera.Restore_WithJumpCut
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$4937 = 1 // $ = int 

:PORNO4_5368
if 
  $4927 == 17 // $ == int 
jf @PORNO4_5485 
if 
00F5:   player $PLAYER_CHAR 1 -482.0 1355.7 24.7 radius 10.0 10.0 10.0 
jf @PORNO4_5485 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -410.6 1364.8 29.7 
$4927 = 18 // $ = int 

:PORNO4_5485
if 
  $4927 == 18 // $ == int 
jf @PORNO4_5602 
if 
00F5:   player $PLAYER_CHAR 1 -410.6 1364.8 29.7 radius 10.0 10.0 10.0 
jf @PORNO4_5602 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -354.3 1385.0 27.0 
$4927 = 19 // $ = int 

:PORNO4_5602
if 
  $4927 == 19 // $ == int 
jf @PORNO4_5719 
if 
00F5:   player $PLAYER_CHAR 1 -354.3 1385.0 27.0 radius 10.0 10.0 10.0 
jf @PORNO4_5719 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -283.3 1401.7 27.3 
$4927 = 20 // $ = int 

:PORNO4_5719
if 
  $4927 == 20 // $ == int 
jf @PORNO4_5836 
if 
00F5:   player $PLAYER_CHAR 1 -283.3 1401.7 27.3 radius 10.0 10.0 10.0 
jf @PORNO4_5836 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -280.5 1335.0 27.1 
$4927 = 21 // $ = int 

:PORNO4_5836
if 
  $4927 == 21 // $ == int 
jf @PORNO4_5953 
if 
00F5:   player $PLAYER_CHAR 1 -280.5 1335.0 27.1 radius 10.0 10.0 10.0 
jf @PORNO4_5953 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -277.1 1274.0 27.9 
$4927 = 22 // $ = int 

:PORNO4_5953
if 
  $4927 == 22 // $ == int 
jf @PORNO4_6070 
if 
00F5:   player $PLAYER_CHAR 1 -277.1 1274.0 27.9 radius 10.0 10.0 10.0 
jf @PORNO4_6070 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -277.3 1216.3 42.6 
$4927 = 23 // $ = int 

:PORNO4_6070
if 
  $4927 == 23 // $ == int 
jf @PORNO4_6187 
if 
00F5:   player $PLAYER_CHAR 1 -277.3 1216.3 42.6 radius 10.0 10.0 10.0 
jf @PORNO4_6187 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4926)
018A: $4926 = create_checkpoint_at -336.5 1047.8 38.7 
$4927 = 24 // $ = int 

:PORNO4_6187
if 
  $4927 == 24 // $ == int 
jf @PORNO4_6265 
if 
00F5:   player $PLAYER_CHAR 1 -336.5 1047.8 38.7 radius 10.0 10.0 10.0 
jf @PORNO4_6265 
Marker.Disable($4926)
$4927 = 25 // $ = int 

:PORNO4_6265
if 
  $4927 > 24 // $ > int 
jf @PORNO4_6539 
if 
029F:   player $PLAYER_CHAR stopped 
jf @PORNO4_6539 
if 
  $4938 == 0 // $ == int 
jf @PORNO4_6539 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
$4939 = 0.0 // $ = float 
Camera.SetPosition(-303.3, 858.4, 21.0, 0.0, 0.0, 0.0)
Camera.PointAt(-356.3, 919.0, 23.0, 2)
wait 3000 
Camera.SetPosition(-345.3, 914.7, 17.6, 0.0, 0.0, 0.0)
Camera.PointAt(-368.9, 909.8, 16.8, 2)
wait 1000 

:PORNO4_6452
if 
  $4939 >= -150.0 // $ >= float 
jf @PORNO4_6512 
wait 0 
0453: object $2209 set_rotation $4939 0.0 157.0 
007E: $4939 -= frame_delta_time * 1.0 // float 
jump @PORNO4_6452 

:PORNO4_6512
wait 1000 
Camera.Restore_WithJumpCut
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$4938 = 1 // $ = int 

:PORNO4_6539
if 
  $4927 == 25 // $ == int 
jf @PORNO4_6584 
018A: $4922 = create_checkpoint_at -358.0 992.2 46.3 
$4927 = 26 // $ = int 

:PORNO4_6584
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @PORNO4_6645 
if 
  $4927 == 0 // $ == int 
jf @PORNO4_6645 
00BE: text_clear_all 
00BC: text_highpriority 'POR4_03' time 5000 1  // ~g~You will need to get onto the roofs of the buildings. There should be a lift into one of the upper offices...
$4927 = 1 // $ = int 

:PORNO4_6645
if 
00F5:   player $PLAYER_CHAR 0 6.8 953.5 10.0 radius 80.0 80.0 80.0 
jf @PORNO4_6772 
if 
  $4932 == 0 // $ == int 
jf @PORNO4_6765 
Car.Create($4919, #PCJ600, -6.4, 957.1, 9.4)
Actor.Create($4920, 4, #GDA, 0.3, 958.3, 9.9)
$4932 = 1 // $ = int 

:PORNO4_6765
jump @PORNO4_6807 

:PORNO4_6772
if 
  $4932 == 1 // $ == int 
jf @PORNO4_6807 
Actor.RemoveReferences($4920)
Car.RemoveReferences($4919)
$4932 = 0 // $ = int 

:PORNO4_6807
if 
  $4927 == 0 // $ == int 
jf @PORNO4_6866 
if 
  $4932 == 1 // $ == int 
jf @PORNO4_6866 
if 
   Car.Wrecked($4919)
jf @PORNO4_6866 
$4927 = 1 // $ = int 

:PORNO4_6866
05AC: get_mission_replay $4940 // vcmobile opcodes 
if 
00F8:   player $PLAYER_CHAR stopped 1 -562.5 782.3 21.8 radius 2.0 2.0 2.0 
jf @PORNO4_9413 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PORNO4_6950 
00BC: text_highpriority 'POR4_07' time 5000 1  // ~g~You will need a bike so you can jump from building to building.

:PORNO4_6950
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PORNO4_9413 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @PORNO4_9413 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-565.4, 782.6, 23.7, 0.0, 0.0, 0.0)
Camera.PointAt(-556.8, 782.0, 22.8, 2)
00DA: $4917 = player $PLAYER_CHAR car 
Car.PutAt($4917, -562.5, 782.3, 21.8)
Car.Angle($4917) = 264.8
Actor.Create($4915, 5, #WMOBU, -556.2, 783.0, 21.8)
Actor.Angle($4915) = 204.7
Actor.Create($4916, 5, #WFYBU, -555.8, 781.3, 21.8)
Actor.Angle($4916) = 12.4
03F9: make_actors $4915 $4916 converse_in 86400000 ms 
if 
  $4940 > 0 // $ > int 
jf @PORNO4_7190 
jump @PORNO4_8953 

:PORNO4_7190
wait 1000 
03CF: load_wav 'LIFTOP' as 1 

:PORNO4_7207
if 
83D0:   not wav 1 loaded 
jf @PORNO4_7233 
wait 0 
jump @PORNO4_7207 

:PORNO4_7233
03CF: load_wav 'LIFTBEL' as 2 

:PORNO4_7245
if 
83D0:   not wav 2 loaded 
jf @PORNO4_7271 
wait 0 
jump @PORNO4_7245 

:PORNO4_7271
03D1: play_wav 2 

:PORNO4_7275
if 
83D2:   not wav 2 ended 
jf @PORNO4_7301 
wait 0 
jump @PORNO4_7275 

:PORNO4_7301
040D: unload_wav 2 
03CF: load_wav 'LIFTRUN' as 2 

:PORNO4_7317
if 
83D0:   not wav 2 loaded 
jf @PORNO4_7343 
wait 0 
jump @PORNO4_7317 

:PORNO4_7343
TIMERA = 0 // @ = int 

:PORNO4_7350
wait 0 
03D1: play_wav 1 
034E: move_object $2202 to -559.476 784.807 23.279 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $2203 to -559.476 779.64 23.279 speed 0.0 0.1 0.0 collision_check 0 
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_7458 
jump @PORNO4_7465 

:PORNO4_7458
jump @PORNO4_7350 

:PORNO4_7465
if 
   not Actor.Dead($4915)
jf @PORNO4_7515 
if 
   not Actor.Dead($4916)
jf @PORNO4_7515 
03F9: make_actors $4915 $4916 converse_in 10 ms 
022D: set_actor $4915 to_look_at_player $PLAYER_CHAR 

:PORNO4_7515
wait 80 
if 
   not Actor.Dead($4916)
jf @PORNO4_7543 
022D: set_actor $4916 to_look_at_player $PLAYER_CHAR 

:PORNO4_7543
wait 100 
03CF: load_wav 'INLIFT' as 1 

:PORNO4_7559
if 
83D0:   not wav 1 loaded 
jf @PORNO4_7585 
wait 0 
jump @PORNO4_7559 

:PORNO4_7585
if 
   not Car.Wrecked($4917)
jf @PORNO4_7629 
03A2: set_vehicle $4917 action 3 
00AE: set_vehicle $4917 traffic_behavior_to 3 
0477: set_car $4917 action 8 time 1100 
03D1: play_wav 1 

:PORNO4_7629
TIMERA = 0 // @ = int 

:PORNO4_7636
wait 0 
if 
   not Car.Wrecked($4917)
jf @PORNO4_7701 
if 
01AD:   car $4917 sphere 0 near_point -557.9 782.3 radius 1.3 1.3 
jf @PORNO4_7701 
jump @PORNO4_7734 

:PORNO4_7701
if 
  TIMERA > 900 // @ > int 
jf @PORNO4_7727 
jump @PORNO4_7734 

:PORNO4_7727
jump @PORNO4_7636 

:PORNO4_7734
0477: set_car $4917 action 5 time 1 
if 
   not Actor.Dead($4915)
jf @PORNO4_7784 
022F: set_actor $4915 stop_looking 
01BE: set_actor $4915 to_look_at_spot -562.5 782.3 21.8 

:PORNO4_7784
wait 80 
if 
   not Actor.Dead($4916)
jf @PORNO4_7829 
022F: set_actor $4916 stop_looking 
01BE: set_actor $4916 to_look_at_spot -562.5 782.3 21.8 

:PORNO4_7829
wait 1000 
TIMERA = 0 // @ = int 
03CF: load_wav 'LIFTCL' as 1 

:PORNO4_7853
if 
83D0:   not wav 1 loaded 
jf @PORNO4_7879 
wait 0 
jump @PORNO4_7853 

:PORNO4_7879
wait 0 
034E: move_object $2202 to -559.476 783.107 23.279 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $2203 to -559.476 781.34 23.279 speed 0.0 0.1 0.0 collision_check 0 
03D1: play_wav 1 
if 
  TIMERA > 1000 // @ > int 
jf @PORNO4_8129 
if 
  $4930 == 0 // $ == int 
jf @PORNO4_8129 
Actor.DestroyInstantly($4915)
Actor.DestroyInstantly($4916)
Actor.Create($4915, 5, #WMOBU, -550.0, 788.7, 96.5)
Actor.Angle($4915) = 90.6
Actor.Create($4916, 5, #WFYBU, -550.0, 787.2, 96.5)
Actor.Angle($4916) = 90.6
if 
   not Car.Wrecked($4917)
jf @PORNO4_8122 
Car.PutAt($4917, -551.5, 787.9, 96.5)
Car.Angle($4917) = 269.4

:PORNO4_8122
$4930 = 1 // $ = int 

:PORNO4_8129
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_8155 
jump @PORNO4_8162 

:PORNO4_8155
jump @PORNO4_7879 

:PORNO4_8162
03D1: play_wav 2 
Camera.SetPosition(-553.3, 786.1, 100.0, 0.0, 0.0, 0.0)
Camera.PointAt(-550.4, 788.4, 97.2, 2)
0507: set_camera_interference 1 
wait 5000 
040D: unload_wav 1 
03CF: load_wav 'LIFTBEL' as 2 

:PORNO4_8242
if 
83D0:   not wav 2 loaded 
jf @PORNO4_8268 
wait 0 
jump @PORNO4_8242 

:PORNO4_8268
03D1: play_wav 2 

:PORNO4_8272
if 
83D2:   not wav 2 ended 
jf @PORNO4_8298 
wait 0 
jump @PORNO4_8272 

:PORNO4_8298
040D: unload_wav 2 
Actor.Create($4907, 5, #HFYBU, -564.4, 784.4, 96.5)
Actor.Angle($4907) = 3.1
Actor.Create($4908, 5, #WFYBU, -552.6, 768.6, 96.5)
Actor.Angle($4908) = 179.0
Actor.Create($4909, 5, #HFYBU, -537.9, 787.6, 96.5)
Actor.Angle($4909) = 92.5
Actor.Create($4910, 5, #HFYBU, -524.0, 811.6, 96.5)
Actor.Angle($4910) = 108.6
Actor.Create($4911, 5, #WMOBU, -524.0, 810.0, 96.5)
Actor.Angle($4911) = 0.0
03F9: make_actors $4910 $4911 converse_in 86400000 ms 
Actor.Create($4912, 5, #WMYBU, -529.5, 826.9, 96.5)
Actor.Angle($4912) = 358.0
Actor.Create($4913, 5, #WMYBU, -539.2, 768.6, 96.5)
Actor.Angle($4913) = 6.5
Actor.Create($4914, 5, #HFYBU, -540.2, 769.3, 96.5)
Actor.Angle($4914) = 214.6
03F9: make_actors $4913 $4914 converse_in 86400000 ms 
$4929 = 1 // $ = int 
0507: set_camera_interference 0 
Camera.SetPosition(-557.0, 787.7, 99.0, 0.0, 0.0, 0.0)
Camera.PointAt(-550.6, 787.6, 97.5, 2)
TIMERA = 0 // @ = int 
03CF: load_wav 'LIFTOP' as 1 

:PORNO4_8681
if 
83D0:   not wav 1 loaded 
jf @PORNO4_8707 
wait 0 
jump @PORNO4_8681 

:PORNO4_8707
wait 0 
03D1: play_wav 1 
034E: move_object $2204 to -553.563 790.595 97.917 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $2205 to -553.563 785.427 97.917 speed 0.0 0.1 0.0 collision_check 0 
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_8815 
jump @PORNO4_8822 

:PORNO4_8815
jump @PORNO4_8707 

:PORNO4_8822
if 
   not Car.Wrecked($4917)
jf @PORNO4_8855 
0477: set_car $4917 action 2 time 10000 
TIMERA = 0 // @ = int 

:PORNO4_8855
wait 0 
if 
   not Car.Wrecked($4917)
jf @PORNO4_8920 
if 
01AD:   car $4917 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 
jf @PORNO4_8920 
jump @PORNO4_8953 

:PORNO4_8920
if 
  TIMERA > 2500 // @ > int 
jf @PORNO4_8946 
jump @PORNO4_8953 

:PORNO4_8946
jump @PORNO4_8855 

:PORNO4_8953
0477: set_car $4917 action 5 time 1 
if 
81AD:   not car $4917 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 
jf @PORNO4_9030 
Car.PutAt($4917, -560.5, 788.0, 96.0)
Car.Angle($4917) = 186.0

:PORNO4_9030
if 
  $4940 > 0 // $ > int 
jf @PORNO4_9055 
jump @PORNO4_9220 

:PORNO4_9055
wait 1000 
TIMERA = 0 // @ = int 
03CF: load_wav 'LIFTCL' as 1 

:PORNO4_9079
if 
83D0:   not wav 1 loaded 
jf @PORNO4_9105 
wait 0 
jump @PORNO4_9079 

:PORNO4_9105
wait 0 
034E: move_object $2204 to -553.563 788.895 97.917 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $2205 to -553.563 787.127 97.917 speed 0.0 0.1 0.0 collision_check 0 
03D1: play_wav 1 
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_9213 
jump @PORNO4_9220 

:PORNO4_9213
jump @PORNO4_9105 

:PORNO4_9220
Actor.RemoveReferences($4915)
Actor.RemoveReferences($4916)
if 
   not Car.Wrecked($4917)
jf @PORNO4_9253 
03A2: set_vehicle $4917 action 0 

:PORNO4_9253
$4930 = 0 // $ = int 
0507: set_camera_interference 0 
Camera.Restore_WithJumpCut
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if or
  $4927 == 1 // $ == int 
  $4927 == 2 // $ == int 
jf @PORNO4_9316 
Marker.Disable($4924)
$4927 = 4 // $ = int 

:PORNO4_9316
if 
  $4927 == 4 // $ == int 
jf @PORNO4_9401 
00BE: text_clear_all 
00BC: text_highpriority 'POR4_06' time 7000 1  // ~g~Return to the lower office if you need access to the rooftops again.
Marker.Disable($4921)
0167: $4921 = create_marker_at -562.7 782.7 22.4 color 5 display 2 
0166: set_marker $4921 brightness_to 1 
$4927 = 5 // $ = int 
jump @PORNO4_9413 

:PORNO4_9401
Marker.Disable($4922)
$4927 = 7 // $ = int 

:PORNO4_9413
if 
00F5:   player $PLAYER_CHAR 0 -568.0 793.2 22.0 radius 40.0 40.0 40.0 
jf @PORNO4_9771 
if 
0057:   player $PLAYER_CHAR 0 -576.9 836.2 15.0 -583.0 821.6 25.0 
jf @PORNO4_9764 
if 
  $4928 == 0 // $ == int 
jf @PORNO4_9764 
Actor.Create($4901, 5, #HFYBU, -571.5, 776.5, 21.8)
Actor.Angle($4901) = 355.4
Actor.Create($4902, 5, #WFYBU, -570.9, 779.1, 21.8)
Actor.Angle($4902) = 171.2
03F9: make_actors $4901 $4902 converse_in 86400000 ms 
Actor.Create($4903, 5, #WMYBU, -574.1, 788.0, 21.8)
Actor.Angle($4903) = 278.0
Actor.Create($4904, 5, #HFYBU, -571.2, 810.6, 21.8)
Actor.Angle($4904) = 272.9
Actor.Create($4905, 5, #HFYBU, -560.8, 787.5, 21.8)
Actor.Angle($4905) = 278.8
Actor.Create($4906, 5, #WMOBU, -569.4, 810.5, 21.8)
Actor.Angle($4906) = 114.1
03F9: make_actors $4904 $4906 converse_in 86400000 ms 
$4928 = 1 // $ = int 

:PORNO4_9764
jump @PORNO4_9826 

:PORNO4_9771
if 
  $4928 == 1 // $ == int 
jf @PORNO4_9826 
Actor.DestroyInstantly($4901)
Actor.DestroyInstantly($4902)
Actor.DestroyInstantly($4903)
Actor.DestroyInstantly($4904)
Actor.DestroyInstantly($4905)
Actor.DestroyInstantly($4906)
$4928 = 0 // $ = int 

:PORNO4_9826
if 
   not Actor.Dead($4903)
jf @PORNO4_9854 
0372: set_actor $4903 anim 24 wait_state_time 999999 ms 

:PORNO4_9854
if 
   not Actor.Dead($4905)
jf @PORNO4_9882 
0372: set_actor $4905 anim 25 wait_state_time 999999 ms 

:PORNO4_9882
if 
   not Actor.Dead($4906)
jf @PORNO4_9910 
0372: set_actor $4906 anim 24 wait_state_time 999999 ms 

:PORNO4_9910
if 
   not Actor.Dead($4907)
jf @PORNO4_9938 
0372: set_actor $4907 anim 24 wait_state_time 999999 ms 

:PORNO4_9938
if 
   not Actor.Dead($4908)
jf @PORNO4_9966 
0372: set_actor $4908 anim 25 wait_state_time 999999 ms 

:PORNO4_9966
if 
   not Actor.Dead($4909)
jf @PORNO4_9994 
0372: set_actor $4909 anim 24 wait_state_time 999999 ms 

:PORNO4_9994
if 
   not Actor.Dead($4913)
jf @PORNO4_10022 
0372: set_actor $4913 anim 24 wait_state_time 999999 ms 

:PORNO4_10022
if 
8057:   not player $PLAYER_CHAR 0 -568.6 765.4 90.9 -479.8 846.2 111.0 
jf @PORNO4_10135 
if 
  $4929 == 1 // $ == int 
jf @PORNO4_10135 
Actor.DestroyInstantly($4907)
Actor.DestroyInstantly($4908)
Actor.DestroyInstantly($4909)
Actor.DestroyInstantly($4910)
Actor.DestroyInstantly($4911)
Actor.DestroyInstantly($4912)
Actor.DestroyInstantly($4913)
Actor.DestroyInstantly($4914)
$4929 = 0 // $ = int 

:PORNO4_10135
if 
  $4927 == 26 // $ == int 
jf @PORNO4_11350 
if 
00F9:   player $PLAYER_CHAR stopped 1 -355.6 990.8 44.4 radius 1.0 1.0 2.0 
jf @PORNO4_11350 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
00BF: $4935 = current_time_hours, $4936 = current_time_minutes 
if 
  $4935 > 16 // $ > int 
jf @PORNO4_10262 
if 
  23 > $4935 // int > $ 
jf @PORNO4_10262 
00C0: set_current_time 23 0 

:PORNO4_10262
0395: clear_area 1 at -356.1 990.1 44.4 range 1.0 
0055: put_player $PLAYER_CHAR at -356.1 990.1 44.4 
0171: set_player $PLAYER_CHAR z_angle_to 260.5 
Camera.SetPosition(-358.1, 991.5, 46.8, 0.0, 0.0, 0.0)
Camera.PointAt(-355.2, 990.3, 46.1, 2)
02E4: load_cutscene_data 'GSPOT' 
02E7: start_cutscene 
wait 1000 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 
wait 2000 
053D: clear_actor $PLAYER_ACTOR wait_state 
Object.Destroy($2207)
wait 500 
Object.Init($2207, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 500 
Object.Destroy($2207)
wait 500 
Object.Init($2207, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 300 
Object.Destroy($2207)
wait 200 
Object.Init($2207, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 100 
Object.Destroy($2207)
wait 50 
Object.Init($2207, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 10 
Object.Destroy($2207)
wait 10 
Object.Init($2207, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 10 
Object.Destroy($2207)
wait 500 
Camera.SetPosition(-350.1, 991.07, 44.97, 0.0, 0.0, 0.0)
Camera.PointAt(-478.2, 969.8, 137.3, 2)
wait 1000 
0055: put_player $PLAYER_CHAR at -342.9 984.7 44.8 

:PORNO4_10675
if 
834D:   not rotate_object $2206 from_angle 360.0 to_angle 1.0 flag 0 
jf @PORNO4_10714 
wait 0 
jump @PORNO4_10675 

:PORNO4_10714
wait 500 
Object.Init($4918, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 10 
Object.Destroy($4918)
wait 10 
Object.Init($4918, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 10 
Object.Destroy($4918)
wait 50 
Object.Init($4918, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 100 
Object.Destroy($4918)
wait 200 
Object.Init($4918, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 300 
Object.Destroy($4918)
wait 500 
Object.Init($4918, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 500 
Object.Destroy($4918)
wait 500 
Object.Init($4918, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
Object.RemoveFromMissionCleanupList($4918)
wait 5000 
02EA: end_cutscene 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
fade 0 500 

:PORNO4_10959
if 
fading 
jf @PORNO4_10983 
wait 0 
jump @PORNO4_10959 

:PORNO4_10983
0055: put_player $PLAYER_CHAR at -2.8 985.9 10.9 
04A6: $936 = create_asset_money_pickup_at $880 $881 $882 money $935 rate $935 
Camera.SetAtPos(17.6, 957.6, 16.7)
Camera.SetPosition(39.5, 940.1, 21.8, 0.0, 0.0, 0.0)
Camera.PointAt(17.6, 957.6, 16.7, 2)
fade 1 500 

:PORNO4_11098
if 
fading 
jf @PORNO4_11122 
wait 0 
jump @PORNO4_11098 

:PORNO4_11122
0394: play_music 1 
00BA: text_styled 'POR_AS1' 5000 ms 6  // FILM STUDIO ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-4.0, 961.5, 9.7)
Camera.SetPosition(9.2, 964.6, 12.9, 0.0, 0.0, 0.0)
Camera.PointAt(-4.0, 961.5, 9.7, 2)
01E5: text_1number_highpriority 'POR_AS2' $935 time 6000 1  // ~g~Inter Global Films will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:PORNO4_11244
if 
fading 
jf @PORNO4_11268 
wait 0 
jump @PORNO4_11244 

:PORNO4_11268
0055: put_player $PLAYER_CHAR at -353.0 990.0 44.4 
0171: set_player $PLAYER_CHAR z_angle_to 102.5 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
fade 1 500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @PORNO4_11423 

:PORNO4_11350
00C1: $4931 = minutes_to_current_time 7 0 
if 
  $4931 == 0 // $ == int 
jf @PORNO4_11399 
00BC: text_highpriority 'POR4_10' time 5000 1  // ~r~It's too light to get up there unseen.
jump @PORNO4_11406 

:PORNO4_11399
jump @PORNO4_2756 

:PORNO4_11406
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PORNO4_11423
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 8000
014C: set_parked_car_generator $2396 cars_to_generate_to 101 
034E: move_object $2202 to -559.476 784.807 23.279 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $2203 to -559.476 779.64 23.279 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $2204 to -553.563 790.595 97.917 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $2205 to -553.563 785.427 97.917 speed 0.0 10.0 0.0 collision_check 0 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_4'  // G-spotlight
Marker.Disable($559)
04CE: $559 = create_icon_marker_without_sphere $728 at $880 $881 $882 
$1479 += 1 // $ += int 
$937 = 1 // $ = int 
$563 = 1 // $ = int 
return 

:PORNO4_11670
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($4921)
Marker.Disable($4922)
Marker.Disable($4923)
Marker.Disable($4924)
Marker.Disable($4925)
Marker.Disable($4926)
Model.Destroy(#HFYBU)
Model.Destroy(#WFYBU)
Model.Destroy(#WMYBU)
Model.Destroy(#WMOBU)
Model.Destroy(#PCJ600)
Model.Destroy(#GDA)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 31---------------
// Originally: Shakedown

:PROTEC1
script_name 'PROTEC1' 
gosub @PROTEC1_46 
if 
wasted_or_busted 
jf @PROTEC1_37 
gosub @PROTEC1_9217 

:PROTEC1_37
gosub @PROTEC1_9331 
terminate_this_script 

:PROTEC1_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PROT1' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$4968 = 0 // $ = int 
$4969 = 301000 // $ = int 
$4970 = 0 // $ = int 
$4971 = 0 // $ = int 
$4972 = 0 // $ = int 
$4973 = 0 // $ = int 
$4974 = 0 // $ = int 
$4975 = 0 // $ = int 
$4976 = 0 // $ = int 
$4977 = 0 // $ = int 
$4978 = 0 // $ = int 
$4979 = 0 // $ = int 
$4980 = 0 // $ = int 
$4981 = 0 // $ = int 
$4982 = 0 // $ = int 
$4983 = 0 // $ = int 
$4984 = 0 // $ = int 
$4985 = 0 // $ = int 
$4986 = 0 // $ = int 
$4987 = 0 // $ = int 
$4988 = 0 // $ = int 
$4989 = 0 // $ = int 
$4990 = 0 // $ = int 
$4991 = 0 // $ = int 
$4992 = 0 // $ = int 
$4993 = 0 // $ = int 
$4994 = 0 // $ = int 
$4995 = 0 // $ = int 
$4996 = 0 // $ = int 
$4997 = 0 // $ = int 
$4998 = 0 // $ = int 
$4999 = 0 // $ = int 
$5000 = 0 // $ = int 
$5001 = 0 // $ = int 
$5002 = 0 // $ = int 
$5003 = 0 // $ = int 
$5004 = 0 // $ = int 
$5005 = 0 // $ = int 
$5006 = 0 // $ = int 
select_interior 2 
$1295 = 1 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'CSAVERY' 
Camera.SetAtPos(-378.62, -552.676, 18.534)
038B: load_requested_models 

:PROTEC1_455
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @PROTEC1_493 
wait 0 
jump @PROTEC1_455 

:PROTEC1_493
02E4: load_cutscene_data 'BUD_1' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $452 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $452 'CSAVERY' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC1_684
if 
  498 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_719 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_684 

:PROTEC1_719
00BC: text_highpriority 'PRO1_A' time 10000 1  // Oh, we gotta redecorate this place. We gotta make it look older.

:PROTEC1_734
if 
  3470 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_769 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_734 

:PROTEC1_769
00BC: text_highpriority 'PRO1_B' time 10000 1  // I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in...

:PROTEC1_784
if 
  7473 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_819 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_784 

:PROTEC1_819
00BC: text_highpriority 'PRO1_C' time 10000 1  // You're my lawyer, Rosenberg, not my interior decorator. Got it?

:PROTEC1_834
if 
  11644 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_869 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_834 

:PROTEC1_869
00BC: text_highpriority 'PRO1_D' time 10000 1  // Listen to me,

:PROTEC1_884
if 
  12448 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_919 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_884 

:PROTEC1_919
00BC: text_highpriority 'PRO1_E' time 10000 1  // The time to take over this town is now. It's all out there waiting for us.

:PROTEC1_934
if 
  16477 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_969 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_934 

:PROTEC1_969
00BC: text_highpriority 'PRO1_F' time 10000 1  // We need to start seizing territory,

:PROTEC1_984
if 
  18657 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1019 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_984 

:PROTEC1_1019
00BC: text_highpriority 'PRO1_G' time 10000 1  // let Vice City know we're the new players in town, know what I'm saying?

:PROTEC1_1034
if 
  21849 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1069 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1034 

:PROTEC1_1069
00BC: text_highpriority 'PRO1_I' time 10000 1  // What you need is a legitimate front Tommy, real estate. It's never done me no harm.

:PROTEC1_1084
if 
  26212 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1119 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1084 

:PROTEC1_1119
00BC: text_highpriority 'PRO1_J' time 10000 1  // We need to start using some muscle or we can kiss all that hard work goodbye.

:PROTEC1_1134
if 
  30323 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1169 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1134 

:PROTEC1_1169
00BC: text_highpriority 'PRO1_K' time 10000 1  // Local businesses know Diaz is dead, and they're refusing to pay protection!

:PROTEC1_1184
if 
  34351 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1221 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1184 

:PROTEC1_1221
00BC: text_highpriority 'PRO1_L' time 10000 1  // Ooh! We could try bribery...

:PROTEC1_1236
if 
  36310 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1273 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1236 

:PROTEC1_1273
00BC: text_highpriority 'PRO1_M' time 10000 1  // Bribery? Screw bribery! I'll show you how to make 'em scared!

:PROTEC1_1288
if 
  40077 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1325 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1288 

:PROTEC1_1325
00BC: text_highpriority 'PRO1_N' time 10000 1  // I'll be back here in five minutes...

:PROTEC1_1340
if 
  41077 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1377 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1340 

:PROTEC1_1377
00BE: text_clear_all 

:PROTEC1_1379
if 
  42112 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1416 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1379 

:PROTEC1_1416
fade 0 1500 
00BE: text_clear_all 

:PROTEC1_1425
if 
fading 
jf @PROTEC1_1449 
wait 0 
jump @PROTEC1_1425 

:PROTEC1_1449
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
$1295 = 0 // $ = int 
select_interior 0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-375.9, -510.6, 16.2)
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 360.0 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Marker.Disable($738)
Marker.Disable($741)
Model.Load(#STINGER)

:PROTEC1_1585
if 
   not Model.Available(#STINGER)
jf @PROTEC1_1612 
wait 0 
jump @PROTEC1_1585 

:PROTEC1_1612
Car.Create($4941, #STINGER, -345.3, -524.6, 11.5)
032B: $4942 = create_weapon_pickup #UZI 3 ammo 250 at -347.8 -527.2 12.7 
fade 1 1500 
00BC: text_highpriority 'PRO1_11' time 5000 1  // ~g~Get to ~y~The North Point Mall~g~ in ~y~Vice Point~g~.
00BB: text_lowpriority 'PRO1_01' time 5000 1  // ~g~Do a hit and run on the shop fronts and the owners will be begging for protection.
00BB: text_lowpriority 'PRO1_13' time 5000 1  // ~g~You have five minutes to smash ten of them.
0540: set_player $PLAYER_CHAR auto_aim 0 
018A: $4943 = create_checkpoint_at 459.9 1004.1 18.1 
018A: $4944 = create_checkpoint_at 467.2 1012.0 18.1 
018A: $4945 = create_checkpoint_at 457.5 1197.6 18.1 
018A: $4946 = create_checkpoint_at 463.8 1207.4 18.1 
018A: $4947 = create_checkpoint_at 466.8 1211.8 18.1 
018A: $4948 = create_checkpoint_at 369.9 1222.0 18.1 
018A: $4949 = create_checkpoint_at 369.9 1212.2 18.1 
018A: $4950 = create_checkpoint_at 356.5 1120.0 24.5 
018A: $4951 = create_checkpoint_at 356.6 1115.5 24.5 
018A: $4952 = create_checkpoint_at 361.1 1110.2 24.5 
018A: $4953 = create_checkpoint_at 364.2 1107.2 24.5 
018A: $4954 = create_checkpoint_at 367.0 1104.2 24.5 
018A: $4955 = create_checkpoint_at 369.2 1101.7 24.5 
018A: $4956 = create_checkpoint_at 403.1 1022.0 24.5 
018A: $4957 = create_checkpoint_at 403.1 1033.0 24.5 
018A: $4958 = create_checkpoint_at 406.7 1041.0 24.5 
018A: $4959 = create_checkpoint_at 421.0 1041.0 24.5 
018A: $4960 = create_checkpoint_at 425.1 1035.7 24.5 
018A: $4961 = create_checkpoint_at 425.1 1021.8 24.5 
018A: $4962 = create_checkpoint_at 403.1 1024.6 18.1 
018A: $4963 = create_checkpoint_at 403.1 1033.0 18.1 
018A: $4964 = create_checkpoint_at 406.7 1041.0 18.1 
018A: $4965 = create_checkpoint_at 421.0 1041.0 18.1 
018A: $4966 = create_checkpoint_at 425.1 1035.7 18.1 
018A: $4967 = create_checkpoint_at 425.1 1021.8 18.1 
Model.Load(#FAKETARGET)
Object.Init($5007, #FAKETARGET, 459.9, 1004.1, 19.1)
Object.Init($5008, #FAKETARGET, 467.2, 1012.0, 19.1)
Object.Init($5009, #FAKETARGET, 457.5, 1197.6, 19.1)
Object.Init($5010, #FAKETARGET, 463.8, 1207.4, 19.1)
Object.Init($5011, #FAKETARGET, 466.8, 1211.8, 19.1)
Object.Init($5012, #FAKETARGET, 369.9, 1222.0, 19.1)
Object.Init($5013, #FAKETARGET, 369.9, 1212.2, 19.1)
Object.Init($5014, #FAKETARGET, 356.5, 1120.0, 25.5)
Object.Init($5015, #FAKETARGET, 356.6, 1115.5, 25.5)
Object.Init($5016, #FAKETARGET, 361.1, 1110.2, 25.5)
Object.Init($5017, #FAKETARGET, 364.2, 1107.2, 25.5)
Object.Init($5018, #FAKETARGET, 367.0, 1104.2, 25.5)
Object.Init($5019, #FAKETARGET, 369.2, 1101.7, 25.5)
Object.Init($5020, #FAKETARGET, 403.1, 1022.0, 25.5)
Object.Init($5021, #FAKETARGET, 403.1, 1033.0, 25.5)
Object.Init($5022, #FAKETARGET, 406.7, 1041.0, 25.5)
Object.Init($5023, #FAKETARGET, 421.0, 1041.0, 25.5)
Object.Init($5024, #FAKETARGET, 425.1, 1035.7, 25.5)
Object.Init($5025, #FAKETARGET, 425.1, 1021.8, 25.5)
Object.Init($5026, #FAKETARGET, 403.1, 1024.6, 19.1)
Object.Init($5027, #FAKETARGET, 403.1, 1033.0, 19.1)
Object.Init($5028, #FAKETARGET, 406.7, 1041.0, 19.1)
Object.Init($5029, #FAKETARGET, 421.0, 1041.0, 19.1)
Object.Init($5030, #FAKETARGET, 425.1, 1035.7, 19.1)
Object.Init($5031, #FAKETARGET, 425.1, 1021.8, 19.1)
035D: make_object $5007 targetable 
035D: make_object $5008 targetable 
035D: make_object $5009 targetable 
035D: make_object $5010 targetable 
035D: make_object $5011 targetable 
035D: make_object $5012 targetable 
035D: make_object $5013 targetable 
035D: make_object $5014 targetable 
035D: make_object $5015 targetable 
035D: make_object $5016 targetable 
035D: make_object $5017 targetable 
035D: make_object $5018 targetable 
035D: make_object $5019 targetable 
035D: make_object $5020 targetable 
035D: make_object $5021 targetable 
035D: make_object $5022 targetable 
035D: make_object $5023 targetable 
035D: make_object $5024 targetable 
035D: make_object $5025 targetable 
035D: make_object $5026 targetable 
035D: make_object $5027 targetable 
035D: make_object $5028 targetable 
035D: make_object $5029 targetable 
035D: make_object $5030 targetable 
035D: make_object $5031 targetable 
Object.CollisionDetection($5007, False)
Object.CollisionDetection($5008, False)
Object.CollisionDetection($5009, False)
Object.CollisionDetection($5010, False)
Object.CollisionDetection($5011, False)
Object.CollisionDetection($5012, False)
Object.CollisionDetection($5013, False)
Object.CollisionDetection($5014, False)
Object.CollisionDetection($5015, False)
Object.CollisionDetection($5016, False)
Object.CollisionDetection($5017, False)
Object.CollisionDetection($5018, False)
Object.CollisionDetection($5019, False)
Object.CollisionDetection($5020, False)
Object.CollisionDetection($5021, False)
Object.CollisionDetection($5022, False)
Object.CollisionDetection($5023, False)
Object.CollisionDetection($5024, False)
Object.CollisionDetection($5025, False)
Object.CollisionDetection($5026, False)
Object.CollisionDetection($5027, False)
Object.CollisionDetection($5028, False)
Object.CollisionDetection($5029, False)
Object.CollisionDetection($5030, False)
Object.CollisionDetection($5031, False)
014E: start_timer_at $4969 count_in_direction 1 

:PROTEC1_3109
wait 0 
if 
  $1307 == 1 // $ == int 
jf @PROTEC1_8072 
if 
03CA:   object $5007 exists 
jf @PROTEC1_3182 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 459.9 1004.1 19.1 

:PROTEC1_3182
if 
03CA:   object $5008 exists 
jf @PROTEC1_3233 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 467.2 1012.0 19.1 

:PROTEC1_3233
if 
03CA:   object $5009 exists 
jf @PROTEC1_3284 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 457.5 1197.6 19.1 

:PROTEC1_3284
if 
03CA:   object $5010 exists 
jf @PROTEC1_3335 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 463.8 1207.4 19.1 

:PROTEC1_3335
if 
03CA:   object $5011 exists 
jf @PROTEC1_3386 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 466.8 1211.8 19.1 

:PROTEC1_3386
if 
03CA:   object $5012 exists 
jf @PROTEC1_3437 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 369.9 1222.0 19.1 

:PROTEC1_3437
if 
03CA:   object $5013 exists 
jf @PROTEC1_3488 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 369.9 1212.2 19.1 

:PROTEC1_3488
if 
03CA:   object $5014 exists 
jf @PROTEC1_3539 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 356.5 1120.0 25.5 

:PROTEC1_3539
if 
03CA:   object $5015 exists 
jf @PROTEC1_3590 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 356.6 1115.5 25.5 

:PROTEC1_3590
if 
03CA:   object $5016 exists 
jf @PROTEC1_3641 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 361.1 1110.2 25.5 

:PROTEC1_3641
if 
03CA:   object $5017 exists 
jf @PROTEC1_3692 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 364.2 1107.2 25.5 

:PROTEC1_3692
if 
03CA:   object $5018 exists 
jf @PROTEC1_3743 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 367.0 1104.2 25.5 

:PROTEC1_3743
if 
03CA:   object $5019 exists 
jf @PROTEC1_3794 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 369.2 1101.7 25.5 

:PROTEC1_3794
if 
03CA:   object $5020 exists 
jf @PROTEC1_3845 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 403.1 1022.0 25.5 

:PROTEC1_3845
if 
03CA:   object $5021 exists 
jf @PROTEC1_3896 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 403.1 1033.0 25.5 

:PROTEC1_3896
if 
03CA:   object $5022 exists 
jf @PROTEC1_3947 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 406.7 1041.0 25.5 

:PROTEC1_3947
if 
03CA:   object $5023 exists 
jf @PROTEC1_3998 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 421.0 1041.0 25.5 

:PROTEC1_3998
if 
03CA:   object $5024 exists 
jf @PROTEC1_4049 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 425.1 1035.7 25.5 

:PROTEC1_4049
if 
03CA:   object $5025 exists 
jf @PROTEC1_4100 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 425.1 1021.8 25.5 

:PROTEC1_4100
if 
03CA:   object $5026 exists 
jf @PROTEC1_4151 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 403.1 1024.6 19.1 

:PROTEC1_4151
if 
03CA:   object $5027 exists 
jf @PROTEC1_4202 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 403.1 1033.0 19.1 

:PROTEC1_4202
if 
03CA:   object $5028 exists 
jf @PROTEC1_4253 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 406.7 1041.0 19.1 

:PROTEC1_4253
if 
03CA:   object $5029 exists 
jf @PROTEC1_4304 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 421.0 1041.0 19.1 

:PROTEC1_4304
if 
03CA:   object $5030 exists 
jf @PROTEC1_4355 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 425.1 1035.7 19.1 

:PROTEC1_4355
if 
03CA:   object $5031 exists 
jf @PROTEC1_4406 
024F: create_corona_with_radius 0.66 type 0 lensflares 0 with_color 240 149 191 at 425.1 1021.8 19.1 

:PROTEC1_4406
if 
  $5001 == 0 // $ == int 
jf @PROTEC1_4446 
00BC: text_highpriority 'PRO1_12' time 5000 1  // ~g~Smash the panes of glass in each shop front and the owners will be begging for new protection.
$5001 = 1 // $ = int 

:PROTEC1_4446
if 
  $4970 == 10 // $ == int 
jf @PROTEC1_4478 
$4968 = 1 // $ = int 
jump @PROTEC1_8072 

:PROTEC1_4478
if 
  2 > $4971 // int > $ 
jf @PROTEC1_4688 
if 
  $4976 == 0 // $ == int 
jf @PROTEC1_4592 
if 
0523:   glass_been_shattered_near 459.9 1004.1 19.7 
jf @PROTEC1_4592 
$4971 += 1 // $ += int 
$4976 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4943)
Object.Destroy($5007)

:PROTEC1_4592
if 
  $4977 == 0 // $ == int 
jf @PROTEC1_4688 
if 
0523:   glass_been_shattered_near 467.2 1012.0 19.7 
jf @PROTEC1_4688 
$4971 += 1 // $ += int 
$4977 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4944)
Object.Destroy($5008)

:PROTEC1_4688
if 
  $4971 == 2 // $ == int 
jf @PROTEC1_4810 
03CF: load_wav 'BUD1_1' as 1 

:PROTEC1_4718
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_4744 
wait 0 
jump @PROTEC1_4718 

:PROTEC1_4744
00BC: text_highpriority 'PRO1_04' time 4000 1  // My livelihood, destroyed!
03D1: play_wav 1 

:PROTEC1_4763
if 
83D2:   not wav 1 ended 
jf @PROTEC1_4789 
wait 0 
jump @PROTEC1_4763 

:PROTEC1_4789
040D: unload_wav 1 
03D5: remove_text 'PRO1_04'  // My livelihood, destroyed!
$4971 = 3 // $ = int 

:PROTEC1_4810
if 
  $4971 == 3 // $ == int 
jf @PROTEC1_4932 
03CF: load_wav 'BUD1_9' as 2 

:PROTEC1_4840
if 
83D0:   not wav 2 loaded 
jf @PROTEC1_4866 
wait 0 
jump @PROTEC1_4840 

:PROTEC1_4866
00BC: text_highpriority 'PRO1_09' time 4000 1  // Vercetti. Remember the name.
03D1: play_wav 2 

:PROTEC1_4885
if 
83D2:   not wav 2 ended 
jf @PROTEC1_4911 
wait 0 
jump @PROTEC1_4885 

:PROTEC1_4911
040D: unload_wav 2 
03D5: remove_text 'PRO1_09'  // Vercetti. Remember the name.
$4971 = 4 // $ = int 

:PROTEC1_4932
if 
  3 > $4972 // int > $ 
jf @PROTEC1_5238 
if 
  $4978 == 0 // $ == int 
jf @PROTEC1_5046 
if 
0523:   glass_been_shattered_near 457.5 1197.6 19.7 
jf @PROTEC1_5046 
$4972 += 1 // $ += int 
$4978 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4945)
Object.Destroy($5009)

:PROTEC1_5046
if 
  $4979 == 0 // $ == int 
jf @PROTEC1_5142 
if 
0523:   glass_been_shattered_near 463.8 1207.4 19.7 
jf @PROTEC1_5142 
$4972 += 1 // $ += int 
$4979 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4946)
Object.Destroy($5010)

:PROTEC1_5142
if 
  $4980 == 0 // $ == int 
jf @PROTEC1_5238 
if 
0523:   glass_been_shattered_near 466.8 1211.8 19.7 
jf @PROTEC1_5238 
$4972 += 1 // $ += int 
$4980 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4947)
Object.Destroy($5011)

:PROTEC1_5238
if 
  $4972 == 3 // $ == int 
jf @PROTEC1_5360 
03CF: load_wav 'BUD1_2' as 1 

:PROTEC1_5268
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_5294 
wait 0 
jump @PROTEC1_5268 

:PROTEC1_5294
00BC: text_highpriority 'PRO1_05' time 4000 1  // Ruined...RUINED!!
03D1: play_wav 1 

:PROTEC1_5313
if 
83D2:   not wav 1 ended 
jf @PROTEC1_5339 
wait 0 
jump @PROTEC1_5313 

:PROTEC1_5339
040D: unload_wav 1 
03D5: remove_text 'PRO1_05'  // Ruined...RUINED!!
$4972 = 4 // $ = int 

:PROTEC1_5360
if 
  2 > $4973 // int > $ 
jf @PROTEC1_5570 
if 
  $4981 == 0 // $ == int 
jf @PROTEC1_5474 
if 
0523:   glass_been_shattered_near 369.9 1222.0 19.7 
jf @PROTEC1_5474 
$4973 += 1 // $ += int 
$4981 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4948)
Object.Destroy($5012)

:PROTEC1_5474
if 
  $4982 == 0 // $ == int 
jf @PROTEC1_5570 
if 
0523:   glass_been_shattered_near 369.9 1212.2 19.7 
jf @PROTEC1_5570 
$4973 += 1 // $ += int 
$4982 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4949)
Object.Destroy($5013)

:PROTEC1_5570
if 
  $4973 == 2 // $ == int 
jf @PROTEC1_5692 
03CF: load_wav 'BUD1_3' as 1 

:PROTEC1_5600
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_5626 
wait 0 
jump @PROTEC1_5600 

:PROTEC1_5626
00BC: text_highpriority 'PRO1_06' time 4000 1  // I pay through the ass for protection!
03D1: play_wav 1 

:PROTEC1_5645
if 
83D2:   not wav 1 ended 
jf @PROTEC1_5671 
wait 0 
jump @PROTEC1_5645 

:PROTEC1_5671
040D: unload_wav 1 
03D5: remove_text 'PRO1_06'  // I pay through the ass for protection!
$4973 = 3 // $ = int 

:PROTEC1_5692
if 
  $4973 == 3 // $ == int 
jf @PROTEC1_5814 
03CF: load_wav 'BUD1_10' as 2 

:PROTEC1_5722
if 
83D0:   not wav 2 loaded 
jf @PROTEC1_5748 
wait 0 
jump @PROTEC1_5722 

:PROTEC1_5748
00BC: text_highpriority 'PRO1_10' time 4000 1  // I run this town now. ME!
03D1: play_wav 2 

:PROTEC1_5767
if 
83D2:   not wav 2 ended 
jf @PROTEC1_5793 
wait 0 
jump @PROTEC1_5767 

:PROTEC1_5793
040D: unload_wav 2 
03D5: remove_text 'PRO1_10'  // I run this town now. ME!
$4973 = 4 // $ = int 

:PROTEC1_5814
if 
  6 > $4974 // int > $ 
jf @PROTEC1_6408 
if 
  $4983 == 0 // $ == int 
jf @PROTEC1_5928 
if 
0523:   glass_been_shattered_near 356.5 1120.0 25.7 
jf @PROTEC1_5928 
$4974 += 1 // $ += int 
$4983 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4950)
Object.Destroy($5014)

:PROTEC1_5928
if 
  $4984 == 0 // $ == int 
jf @PROTEC1_6024 
if 
0523:   glass_been_shattered_near 356.6 1115.5 25.7 
jf @PROTEC1_6024 
$4974 += 1 // $ += int 
$4984 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4951)
Object.Destroy($5015)

:PROTEC1_6024
if 
  $4985 == 0 // $ == int 
jf @PROTEC1_6120 
if 
0523:   glass_been_shattered_near 361.1 1110.2 25.7 
jf @PROTEC1_6120 
$4974 += 1 // $ += int 
$4985 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4952)
Object.Destroy($5016)

:PROTEC1_6120
if 
  $4986 == 0 // $ == int 
jf @PROTEC1_6216 
if 
0523:   glass_been_shattered_near 364.2 1107.2 25.7 
jf @PROTEC1_6216 
$4974 += 1 // $ += int 
$4986 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4953)
Object.Destroy($5017)

:PROTEC1_6216
if 
  $4987 == 0 // $ == int 
jf @PROTEC1_6312 
if 
0523:   glass_been_shattered_near 367.0 1104.2 25.7 
jf @PROTEC1_6312 
$4974 += 1 // $ += int 
$4987 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4954)
Object.Destroy($5018)

:PROTEC1_6312
if 
  $4988 == 0 // $ == int 
jf @PROTEC1_6408 
if 
0523:   glass_been_shattered_near 369.2 1101.7 25.7 
jf @PROTEC1_6408 
$4974 += 1 // $ += int 
$4988 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4955)
Object.Destroy($5019)

:PROTEC1_6408
if 
  $4974 == 6 // $ == int 
jf @PROTEC1_6530 
03CF: load_wav 'BUD1_4' as 1 

:PROTEC1_6438
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_6464 
wait 0 
jump @PROTEC1_6438 

:PROTEC1_6464
00BC: text_highpriority 'PRO1_07' time 4000 1  // My beautiful window display!
03D1: play_wav 1 

:PROTEC1_6483
if 
83D2:   not wav 1 ended 
jf @PROTEC1_6509 
wait 0 
jump @PROTEC1_6483 

:PROTEC1_6509
040D: unload_wav 1 
03D5: remove_text 'PRO1_07'  // My beautiful window display!
$4974 = 7 // $ = int 

:PROTEC1_6530
if 
  12 > $4975 // int > $ 
jf @PROTEC1_7700 
if 
  $4989 == 0 // $ == int 
jf @PROTEC1_6644 
if 
0523:   glass_been_shattered_near 403.1 1022.0 25.7 
jf @PROTEC1_6644 
$4975 += 1 // $ += int 
$4989 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4956)
Object.Destroy($5020)

:PROTEC1_6644
if 
  $4990 == 0 // $ == int 
jf @PROTEC1_6740 
if 
0523:   glass_been_shattered_near 403.1 1033.0 25.7 
jf @PROTEC1_6740 
$4975 += 1 // $ += int 
$4990 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4957)
Object.Destroy($5021)

:PROTEC1_6740
if 
  $4991 == 0 // $ == int 
jf @PROTEC1_6836 
if 
0523:   glass_been_shattered_near 406.7 1041.0 25.7 
jf @PROTEC1_6836 
$4975 += 1 // $ += int 
$4991 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4958)
Object.Destroy($5022)

:PROTEC1_6836
if 
  $4992 == 0 // $ == int 
jf @PROTEC1_6932 
if 
0523:   glass_been_shattered_near 421.0 1041.0 25.7 
jf @PROTEC1_6932 
$4975 += 1 // $ += int 
$4992 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4959)
Object.Destroy($5023)

:PROTEC1_6932
if 
  $4993 == 0 // $ == int 
jf @PROTEC1_7028 
if 
0523:   glass_been_shattered_near 425.1 1035.7 25.7 
jf @PROTEC1_7028 
$4975 += 1 // $ += int 
$4993 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4960)
Object.Destroy($5024)

:PROTEC1_7028
if 
  $4994 == 0 // $ == int 
jf @PROTEC1_7124 
if 
0523:   glass_been_shattered_near 425.1 1021.8 25.7 
jf @PROTEC1_7124 
$4975 += 1 // $ += int 
$4994 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4961)
Object.Destroy($5025)

:PROTEC1_7124
if 
  $4995 == 0 // $ == int 
jf @PROTEC1_7220 
if 
0523:   glass_been_shattered_near 403.1 1024.6 19.7 
jf @PROTEC1_7220 
$4975 += 1 // $ += int 
$4995 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4962)
Object.Destroy($5026)

:PROTEC1_7220
if 
  $4996 == 0 // $ == int 
jf @PROTEC1_7316 
if 
0523:   glass_been_shattered_near 403.1 1033.0 19.7 
jf @PROTEC1_7316 
$4975 += 1 // $ += int 
$4996 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4963)
Object.Destroy($5027)

:PROTEC1_7316
if 
  $4997 == 0 // $ == int 
jf @PROTEC1_7412 
if 
0523:   glass_been_shattered_near 406.7 1041.0 19.7 
jf @PROTEC1_7412 
$4975 += 1 // $ += int 
$4997 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4964)
Object.Destroy($5028)

:PROTEC1_7412
if 
  $4998 == 0 // $ == int 
jf @PROTEC1_7508 
if 
0523:   glass_been_shattered_near 421.0 1041.0 19.7 
jf @PROTEC1_7508 
$4975 += 1 // $ += int 
$4998 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4965)
Object.Destroy($5029)

:PROTEC1_7508
if 
  $4999 == 0 // $ == int 
jf @PROTEC1_7604 
if 
0523:   glass_been_shattered_near 425.1 1035.7 19.7 
jf @PROTEC1_7604 
$4975 += 1 // $ += int 
$4999 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4966)
Object.Destroy($5030)

:PROTEC1_7604
if 
  $5000 == 0 // $ == int 
jf @PROTEC1_7700 
if 
0523:   glass_been_shattered_near 425.1 1021.8 19.7 
jf @PROTEC1_7700 
$4975 += 1 // $ += int 
$5000 = 1 // $ = int 
$4970 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4967)
Object.Destroy($5031)

:PROTEC1_7700
if 
  $4975 == 12 // $ == int 
jf @PROTEC1_7822 
03CF: load_wav 'BUD1_5' as 1 

:PROTEC1_7730
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_7756 
wait 0 
jump @PROTEC1_7730 

:PROTEC1_7756
00BC: text_highpriority 'PRO1_08' time 4000 1  // My store. My wonderful store.
03D1: play_wav 1 

:PROTEC1_7775
if 
83D2:   not wav 1 ended 
jf @PROTEC1_7801 
wait 0 
jump @PROTEC1_7775 

:PROTEC1_7801
040D: unload_wav 1 
03D5: remove_text 'PRO1_08'  // My store. My wonderful store.
$4975 = 13 // $ = int 

:PROTEC1_7822
if 
  $4970 > 4 // $ > int 
jf @PROTEC1_7872 
if 
  $5002 == 0 // $ == int 
jf @PROTEC1_7872 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$5002 = 1 // $ = int 

:PROTEC1_7872
if 
  $4970 > 9 // $ > int 
jf @PROTEC1_7922 
if 
  $5003 == 0 // $ == int 
jf @PROTEC1_7922 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$5003 = 1 // $ = int 

:PROTEC1_7922
if 
  $4970 > 14 // $ > int 
jf @PROTEC1_7972 
if 
  $5004 == 0 // $ == int 
jf @PROTEC1_7972 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$5004 = 1 // $ = int 

:PROTEC1_7972
if 
  $4970 > 19 // $ > int 
jf @PROTEC1_8022 
if 
  $5005 == 0 // $ == int 
jf @PROTEC1_8022 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
$5005 = 1 // $ = int 

:PROTEC1_8022
if 
  $4970 > 24 // $ > int 
jf @PROTEC1_8072 
if 
  $5006 == 0 // $ == int 
jf @PROTEC1_8072 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
$5006 = 1 // $ = int 

:PROTEC1_8072
if 
  $4969 == 0 // $ == int 
jf @PROTEC1_8112 
00BC: text_highpriority 'PRO1_03' time 5000 1  // ~r~This was supposed to be a hit and run, not a 'hit and have coffee'.
jump @PROTEC1_9217 

:PROTEC1_8112
if 
  $4968 == 1 // $ == int 
jf @PROTEC1_9210 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
fade 0 1500 

:PROTEC1_8646
if 
fading 
jf @PROTEC1_8670 
wait 0 
jump @PROTEC1_8646 

:PROTEC1_8670
02A3: enable_widescreen 1 
00C0: set_current_time 22 0 
if 
  $1307 == 1 // $ == int 
jf @PROTEC1_8702 
select_interior 0 

:PROTEC1_8702
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Camera.SetAtPos(475.4, -67.8, 19.6)
fade 1 1500 
Camera.SetPosition(524.9, -88.8, 15.6, 0.0, 0.0, 0.0)
Camera.PointAt(498.2, -74.0, 13.6, 2)
TIMERB = 0 // @ = int 

:PROTEC1_8813
if 
   not TIMERB > 8000 // @ > int 
jf @PROTEC1_8867 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC1_8860 
jump @PROTEC1_9070 

:PROTEC1_8860
jump @PROTEC1_8813 

:PROTEC1_8867
TIMERB = 0 // @ = int 
Camera.SetPosition(495.7, -79.5, 12.6, 0.0, 0.0, 0.0)
Camera.PointAt(488.6, -79.7, 12.3, 2)

:PROTEC1_8940
if 
   not TIMERB > 8000 // @ > int 
jf @PROTEC1_8994 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC1_8987 
jump @PROTEC1_9070 

:PROTEC1_8987
jump @PROTEC1_8940 

:PROTEC1_8994
TIMERB = 0 // @ = int 

:PROTEC1_9016
if 
   not TIMERB > 8000 // @ > int 
jf @PROTEC1_9070 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC1_9063 
jump @PROTEC1_9070 

:PROTEC1_9063
jump @PROTEC1_9016 

:PROTEC1_9070
fade 0 1000 

:PROTEC1_9077
if 
fading 
jf @PROTEC1_9101 
wait 0 
jump @PROTEC1_9077 

:PROTEC1_9101
if 
  $1307 == 1 // $ == int 
jf @PROTEC1_9123 
select_interior 4 

:PROTEC1_9123
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
fade 1 1000 
Player.ClearWantedLevel($PLAYER_CHAR)
jump @PROTEC1_9234 

:PROTEC1_9210
jump @PROTEC1_3109 

:PROTEC1_9217
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PROTEC1_9234
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 2000
030C: progress_made += 1 
0318: set_latest_mission_passed 'BUD_1'  // Shakedown
Marker.Disable($568)
02A7: $568 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7 
start_new_script @PRO2 
$1160 = 1 // $ = int 
$569 = 1 // $ = int 
return 

:PROTEC1_9331
$ONMISSION = 0 // $ = int 
0540: set_player $PLAYER_CHAR auto_aim 1 
Marker.Disable($738)
Marker.Disable($741)
04CE: $738 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $741 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
Marker.Disable($4943)
Marker.Disable($4944)
Marker.Disable($4945)
Marker.Disable($4946)
Marker.Disable($4947)
Marker.Disable($4948)
Marker.Disable($4949)
Marker.Disable($4950)
Marker.Disable($4951)
Marker.Disable($4952)
Marker.Disable($4953)
Marker.Disable($4954)
Marker.Disable($4955)
Marker.Disable($4956)
Marker.Disable($4957)
Marker.Disable($4958)
Marker.Disable($4959)
Marker.Disable($4960)
Marker.Disable($4961)
Marker.Disable($4962)
Marker.Disable($4963)
Marker.Disable($4964)
Marker.Disable($4965)
Marker.Disable($4966)
Marker.Disable($4967)
Object.Destroy($5007)
Object.Destroy($5008)
Object.Destroy($5009)
Object.Destroy($5010)
Object.Destroy($5011)
Object.Destroy($5012)
Object.Destroy($5013)
Object.Destroy($5014)
Object.Destroy($5015)
Object.Destroy($5016)
Object.Destroy($5017)
Object.Destroy($5018)
Object.Destroy($5019)
Object.Destroy($5020)
Object.Destroy($5021)
Object.Destroy($5022)
Object.Destroy($5023)
Object.Destroy($5024)
Object.Destroy($5025)
Object.Destroy($5026)
Object.Destroy($5027)
Object.Destroy($5028)
Object.Destroy($5029)
Object.Destroy($5030)
Object.Destroy($5031)
Model.Destroy(#FAKETARGET)
if 
   not Pickup.Picked_up($4942)
jf @PROTEC1_9675 
Pickup.Destroy($4942)

:PROTEC1_9675
Model.Destroy(#STINGER)
Player.CanMove($PLAYER_CHAR, True)
014F: stop_timer $4969 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 32---------------
// Originally: Bar Brawl

:PROTEC2
script_name 'PROTEC2' 
gosub @PROTEC2_46 
if 
wasted_or_busted 
jf @PROTEC2_37 
gosub @PROTEC2_12114 

:PROTEC2_37
gosub @PROTEC2_12233 
terminate_this_script 

:PROTEC2_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PROT2' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$5057 = 0 // $ = int 
$5059 = 0 // $ = int 
$5058 = 0 // $ = int 
$363 = 0 // $ = int 
$5060 = 0 // $ = int 
$5061 = 0 // $ = int 
$5062 = 0 // $ = int 
$5063 = 301000 // $ = int 
$5064 = 0 // $ = int 
$5065 = 0 // $ = int 
$5066 = 0 // $ = int 
$5067 = 0 // $ = int 
$5049 = 0 // $ = int 
$5050 = 0 // $ = int 
select_interior 2 
Pickup.Destroy($2462)
$1295 = 1 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'DGOONA' 
023C: load_special_actor 4 'DGOONC' 
023C: load_special_actor 5 'CSAVERY' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'DRINK' 
Camera.SetAtPos(-378.62, -552.676, 18.534)
038B: load_requested_models 

:PROTEC2_323
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @PROTEC2_365 
wait 0 
jump @PROTEC2_323 

:PROTEC2_365
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @PROTEC2_397 
wait 0 
jump @PROTEC2_365 

:PROTEC2_397
02E4: load_cutscene_data 'BUD_2' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $439 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $496 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $496 'DGOONA' 
02E5: $497 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $497 'DGOONC' 
02E5: $452 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $452 'CSAVERY' 
02E5: $506 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'DCFAN' to_loop 
02E6: set_cutscene_anim $506 'DCFAN' 
02E5: $5068 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $5068 'DRINK01' 
02E5: $5069 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $5069 'DRINK02' 
02E5: $5070 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $5070 'DRINK03' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC2_702
if 
  5914 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_737 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_702 

:PROTEC2_737
00BC: text_highpriority 'PRO2_A' time 10000 1  // What's the problem?

:PROTEC2_752
if 
  7399 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_787 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_752 

:PROTEC2_787
00BC: text_highpriority 'PRO2_B' time 10000 1  // Some bar is refusing to pay.

:PROTEC2_802
if 
  9756 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_837 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_802 

:PROTEC2_837
00BC: text_highpriority 'PRO2_C' time 10000 1  // They reckon they're protected by a local gang of thugs.

:PROTEC2_852
if 
  12705 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_887 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_852 

:PROTEC2_887
00BC: text_highpriority 'PRO2_D' time 10000 1  // But don't worry Tommy, I can handle it.

:PROTEC2_902
if 
  16592 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_937 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_902 

:PROTEC2_937
00BC: text_highpriority 'PRO2_E' time 10000 1  // You call this handling it?

:PROTEC2_952
if 
  19312 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_987 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_952 

:PROTEC2_987
00BC: text_highpriority 'PRO2_F' time 10000 1  // You two, off your asses...

:PROTEC2_1002
if 
  21275 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1037 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1002 

:PROTEC2_1037
00BC: text_highpriority 'PRO2_G' time 10000 1  // Let's go.

:PROTEC2_1052
if 
  22275 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1087 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1052 

:PROTEC2_1087
00BE: text_clear_all 

:PROTEC2_1089
if 
  22784 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1124 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1089 

:PROTEC2_1124
fade 0 1500 
00BE: text_clear_all 

:PROTEC2_1133
if 
fading 
jf @PROTEC2_1157 
wait 0 
jump @PROTEC2_1133 

:PROTEC2_1157
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Pickup.Create($2462, #HEALTH, 2, -406.2503, -566.4947, 19.5804)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
select_interior 0 
$1295 = 0 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 
Camera.SetAtPos(-375.9, -510.6, 16.2)
0171: set_player $PLAYER_CHAR z_angle_to 360.0 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
Model.Load(#UZI)
Model.Load(#BRASSKNUCKLE)
Model.Load(#M4)
Model.Load(#PCJ600)
Model.Load(#OCEANIC)
Model.Load(#SENTINEL)

:PROTEC2_1339
if or
   not Model.Available(#UZI)
   not Model.Available(#BRASSKNUCKLE)
   not Model.Available(#M4)
   not Model.Available(#PCJ600)
   not Model.Available(#OCEANIC)
   not Model.Available(#SENTINEL)
jf @PROTEC2_1391 
wait 0 
jump @PROTEC2_1339 

:PROTEC2_1391
Model.Load(#GDA)
Model.Load(#GDB)
Model.Load(#HMOST)
Model.Load(#SECURICA)

:PROTEC2_1408
if or
   not Model.Available(#GDA)
   not Model.Available(#GDB)
   not Model.Available(#HMOST)
   not Model.Available(#SECURICA)
jf @PROTEC2_1447 
wait 0 
jump @PROTEC2_1408 

:PROTEC2_1447
if 
  $ONMISSION == 0 // $ == int 
jf @PROTEC2_1485 
018A: $5056 = create_checkpoint_at 240.9 -1241.8 10.8 

:PROTEC2_1485
Actor.Create($5032, 13, #SPECIAL03, -368.8, -544.8, 16.2)
04F5: set_actor $5032 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5032 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5032 threat_search 
02A9: set_actor $5032 immune_to_nonplayer 1 
039E: set_actor $5032 locked_while_in_vehicle 1 
0243: set_actor $5032 ped_stats_to 16 
0291: set_actor $5032 heed_threats 1 
Actor.Angle($5032) = 281.0
Actor.Create($5033, 13, #SPECIAL04, -370.9, -546.8, 16.2)
04F5: set_actor $5033 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5033 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5033 threat_search 
02A9: set_actor $5033 immune_to_nonplayer 1 
039E: set_actor $5033 locked_while_in_vehicle 1 
0243: set_actor $5033 ped_stats_to 16 
0291: set_actor $5033 heed_threats 1 
Actor.Angle($5033) = 281.0
01DF: tie_actor $5032 to_player $PLAYER_CHAR 
01DF: tie_actor $5033 to_player $PLAYER_CHAR 
0319: set_actor $5032 running 1 
0319: set_actor $5033 running 1 
Car.Create($5043, #SENTINEL, -345.3, -524.6, 11.5)
fade 1 1500 
00BC: text_highpriority 'PRO2_01' time 11000 1  // ~g~Take out the guards protecting the Front Page Bar and find out who supplied them.
0376: $5038 = create_random_actor 236.8 -1244.0 10.9 
Actor.Angle($5038) = 320.4
0376: $5039 = create_random_actor 237.5 -1243.0 10.9 
Actor.Angle($5039) = 140.3
03F9: make_actors $5038 $5039 converse_in 86400000 ms 
Actor.Create($5035, 11, #GDA, 243.1, -1243.4, 10.0)
Actor.Angle($5035) = 0.9
01B2: give_actor $5035 weapon 23 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $5035 threat_search 
0243: set_actor $5035 ped_stats_to 16 
Marker.CreateAboveActor($5051, $5035)
0350: set_actor $5035 maintain_position_when_attacked 1 
Actor.Create($5036, 11, #GDB, 243.2, -1239.9, 10.0)
Actor.Angle($5036) = 194.6
01B2: give_actor $5036 weapon 23 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $5036 threat_search 
0243: set_actor $5036 ped_stats_to 16 
Marker.CreateAboveActor($5052, $5036)
0350: set_actor $5036 maintain_position_when_attacked 1 
03F9: make_actors $5036 $5035 converse_in 86400000 ms 
0568: set_actor $5035 untargetable 2 
0568: set_actor $5036 untargetable 2 

:PROTEC2_1976
wait 0 
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_2040 
if 
   not Actor.Dead($5038)
jf @PROTEC2_2019 
Actor.RemoveReferences($5038)

:PROTEC2_2019
if 
   not Actor.Dead($5039)
jf @PROTEC2_2040 
Actor.RemoveReferences($5038)

:PROTEC2_2040
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_2142 
if 
   not Actor.Dead($5035)
jf @PROTEC2_2100 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $5035 
jf @PROTEC2_2100 
$5057 = 1 // $ = int 

:PROTEC2_2100
if 
   not Actor.Dead($5036)
jf @PROTEC2_2142 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $5036 
jf @PROTEC2_2142 
$5057 = 1 // $ = int 

:PROTEC2_2142
if 
  $5060 == 0 // $ == int 
jf @PROTEC2_2368 
if 
   not Actor.Dead($5032)
jf @PROTEC2_2368 
if 
0320:   actor $5032 in_range_of_player $PLAYER_CHAR 
jf @PROTEC2_2368 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PROTEC2_2368 
if 
8449:   not actor $5032 sitting_in_any_car 
jf @PROTEC2_2368 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PROTEC2_2368 
if 
84AA:   not player $PLAYER_CHAR in_any_heli 
jf @PROTEC2_2368 
03CF: load_wav 'BUD2_1' as 1 

:PROTEC2_2271
if 
83D0:   not wav 1 loaded 
jf @PROTEC2_2297 
wait 0 
jump @PROTEC2_2271 

:PROTEC2_2297
00BC: text_highpriority 'PRO2_11' time 4000 1  // Get in the car, useless.
03D1: play_wav 1 

:PROTEC2_2316
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5032)
jf @PROTEC2_2347 
wait 0 
jump @PROTEC2_2316 

:PROTEC2_2347
040D: unload_wav 1 
03D5: remove_text 'PRO2_11'  // Get in the car, useless.
$5060 = 1 // $ = int 

:PROTEC2_2368
if 
   not Actor.Dead($5035)
jf @PROTEC2_2482 
if 
8184:   not actor $5035 health > 95 
jf @PROTEC2_2427 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_2427 
$5057 = 1 // $ = int 

:PROTEC2_2427
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_2475 
0350: set_actor $5035 maintain_position_when_attacked 0 
011A: set_actor $5035 search_threat 1 
011A: set_actor $5035 search_threat 8192 
01CA: actor $5035 kill_player $PLAYER_CHAR 

:PROTEC2_2475
jump @PROTEC2_2517 

:PROTEC2_2482
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_2507 
$5057 = 1 // $ = int 

:PROTEC2_2507
Marker.Disable($5051)
Actor.RemoveReferences($5035)

:PROTEC2_2517
if 
   not Actor.Dead($5036)
jf @PROTEC2_2801 
if 
8184:   not actor $5036 health > 95 
jf @PROTEC2_2576 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_2576 
$5057 = 1 // $ = int 

:PROTEC2_2576
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_2794 
0350: set_actor $5036 maintain_position_when_attacked 0 
if 
  $5058 == 0 // $ == int 
jf @PROTEC2_2701 
if 
80EC:   not actor $5036 0 240.2 -1241.8 radius 1.0 1.0 
jf @PROTEC2_2679 
0239: actor $5036 run_to 240.2 -1241.8 
jump @PROTEC2_2701 

:PROTEC2_2679
0239: actor $5036 run_to 242.9 -1241.5 
$5058 = 1 // $ = int 

:PROTEC2_2701
if 
  $5058 == 1 // $ == int 
jf @PROTEC2_2794 
if 
80EC:   not actor $5036 0 242.9 -1241.5 radius 1.0 1.0 
jf @PROTEC2_2779 
0239: actor $5036 run_to 242.9 -1241.5 
jump @PROTEC2_2794 

:PROTEC2_2779
01D0: actor $5036 avoid_player $PLAYER_CHAR 
$5058 = 2 // $ = int 

:PROTEC2_2794
jump @PROTEC2_2836 

:PROTEC2_2801
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_2826 
$5057 = 1 // $ = int 

:PROTEC2_2826
Marker.Disable($5052)
Actor.RemoveReferences($5036)

:PROTEC2_2836
if 
   Actor.Dead($5035)
jf @PROTEC2_4695 
if 
   Actor.Dead($5036)
jf @PROTEC2_4695 
if 
00F9:   player $PLAYER_CHAR stopped 1 240.9 -1241.8 10.8 radius 1.0 1.0 2.0 
jf @PROTEC2_4635 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Marker.Disable($5056)
03EB: clear_small_messages_only 
Actor.Create($5034, 4, #HMOST, 235.6, -1236.0, 13.3)
01ED: clear_actor $5034 threat_search 
01D1: actor $5034 follow_actor $PLAYER_ACTOR 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 233.1 -1240.6 11.9 
0568: set_actor $5034 untargetable 1 
Camera.SetPosition(245.88, -1241.78, 13.24, 0.0, 0.0, 0.0)
Camera.PointAt(240.75, -1241.51, 11.93, 2)
TIMERA = 0 // @ = int 

:PROTEC2_3056
wait 0 
if 
   not Actor.Dead($5034)
jf @PROTEC2_4621 
if 
   not Actor.Dead($5032)
jf @PROTEC2_3142 
if 
00F3:   actor $5032 near_actor_on_foot $5034 radius 5.0 5.0 0 
jf @PROTEC2_3142 
01E0: clear_leader $5032 
0291: set_actor $5032 heed_threats 0 
0350: set_actor $5032 maintain_position_when_attacked 1 

:PROTEC2_3142
if 
   not Actor.Dead($5033)
jf @PROTEC2_3208 
if 
00F3:   actor $5033 near_actor_on_foot $5034 radius 5.0 5.0 0 
jf @PROTEC2_3208 
01E0: clear_leader $5033 
0291: set_actor $5033 heed_threats 0 
0350: set_actor $5033 maintain_position_when_attacked 1 

:PROTEC2_3208
if or
00F3:   actor $PLAYER_ACTOR near_actor_on_foot $5034 radius 2.0 2.0 0 
  TIMERA > 2000 // @ > int 
jf @PROTEC2_4621 
wait 500 
if 
   not Actor.Dead($5034)
jf @PROTEC2_3289 
011C: actor $5034 clear_objective 
020F: actor $5034 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $5034 

:PROTEC2_3289
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'BUD2_2' as 1 
03CF: load_wav 'BUD2_3' as 2 

:PROTEC2_3323
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC2_3353 
wait 0 
jump @PROTEC2_3323 

:PROTEC2_3353
00BC: text_highpriority 'PRO2_02' time 4000 1  // Your protection needs a little more protection.
03D1: play_wav 1 

:PROTEC2_3372
if 
83D2:   not wav 1 ended 
jf @PROTEC2_3479 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_3447 
if 
  $363 == 1 // $ == int 
jf @PROTEC2_3440 
$363 = 0 // $ = int 
jump @PROTEC2_4426 

:PROTEC2_3440
jump @PROTEC2_3472 

:PROTEC2_3447
if 
  $363 == 0 // $ == int 
jf @PROTEC2_3472 
$363 = 1 // $ = int 

:PROTEC2_3472
jump @PROTEC2_3372 

:PROTEC2_3479
040D: unload_wav 1 
03D5: remove_text 'PRO2_02'  // Your protection needs a little more protection.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($5034)
jf @PROTEC2_3528 
0372: set_actor $5034 anim 19 wait_state_time 20000 ms 

:PROTEC2_3528
00BC: text_highpriority 'PRO2_03' time 4000 1  // Aw hell, not again! I don't need this crap!
03D1: play_wav 2 

:PROTEC2_3547
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5034)
jf @PROTEC2_3659 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_3627 
if 
  $363 == 1 // $ == int 
jf @PROTEC2_3620 
$363 = 0 // $ = int 
jump @PROTEC2_4426 

:PROTEC2_3620
jump @PROTEC2_3652 

:PROTEC2_3627
if 
  $363 == 0 // $ == int 
jf @PROTEC2_3652 
$363 = 1 // $ = int 

:PROTEC2_3652
jump @PROTEC2_3547 

:PROTEC2_3659
040D: unload_wav 2 
03D5: remove_text 'PRO2_03'  // Aw hell, not again! I don't need this crap!
03CF: load_wav 'BUD2_4' as 1 
03CF: load_wav 'BUD2_5' as 2 

:PROTEC2_3697
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC2_3727 
wait 0 
jump @PROTEC2_3697 

:PROTEC2_3727
00BC: text_highpriority 'PRO2_04' time 4000 1  // These idiots operate out of DBP Security around the block.
03D1: play_wav 1 

:PROTEC2_3746
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5034)
jf @PROTEC2_3858 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_3826 
if 
  $363 == 1 // $ == int 
jf @PROTEC2_3819 
$363 = 0 // $ = int 
jump @PROTEC2_4426 

:PROTEC2_3819
jump @PROTEC2_3851 

:PROTEC2_3826
if 
  $363 == 0 // $ == int 
jf @PROTEC2_3851 
$363 = 1 // $ = int 

:PROTEC2_3851
jump @PROTEC2_3746 

:PROTEC2_3858
040D: unload_wav 1 
03D5: remove_text 'PRO2_04'  // These idiots operate out of DBP Security around the block.
00BC: text_highpriority 'PRO2_05' time 4000 1  // You guys just sort it out amongst yourselves.
03D1: play_wav 2 

:PROTEC2_3891
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5034)
jf @PROTEC2_4003 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_3971 
if 
  $363 == 1 // $ == int 
jf @PROTEC2_3964 
$363 = 0 // $ = int 
jump @PROTEC2_4426 

:PROTEC2_3964
jump @PROTEC2_3996 

:PROTEC2_3971
if 
  $363 == 0 // $ == int 
jf @PROTEC2_3996 
$363 = 1 // $ = int 

:PROTEC2_3996
jump @PROTEC2_3891 

:PROTEC2_4003
040D: unload_wav 2 
03D5: remove_text 'PRO2_05'  // You guys just sort it out amongst yourselves.
if 
   not Actor.Dead($5034)
jf @PROTEC2_4042 
0372: set_actor $5034 anim 0 wait_state_time 100 ms 

:PROTEC2_4042
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'BUD2_6' as 1 
03CF: load_wav 'BUD2_7' as 2 

:PROTEC2_4076
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC2_4106 
wait 0 
jump @PROTEC2_4076 

:PROTEC2_4106
00BC: text_highpriority 'PRO2_06' time 4000 1  // I'll be seeing you later.
03D1: play_wav 1 

:PROTEC2_4125
if 
83D2:   not wav 1 ended 
jf @PROTEC2_4232 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_4200 
if 
  $363 == 1 // $ == int 
jf @PROTEC2_4193 
$363 = 0 // $ = int 
jump @PROTEC2_4426 

:PROTEC2_4193
jump @PROTEC2_4225 

:PROTEC2_4200
if 
  $363 == 0 // $ == int 
jf @PROTEC2_4225 
$363 = 1 // $ = int 

:PROTEC2_4225
jump @PROTEC2_4125 

:PROTEC2_4232
040D: unload_wav 1 
03D5: remove_text 'PRO2_06'  // I'll be seeing you later.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($5034)
jf @PROTEC2_4281 
0372: set_actor $5034 anim 19 wait_state_time 20000 ms 

:PROTEC2_4281
00BC: text_highpriority 'PRO2_07' time 4000 1  // Yeah, yeah, whatever.
03D1: play_wav 2 

:PROTEC2_4300
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5034)
jf @PROTEC2_4412 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_4380 
if 
  $363 == 1 // $ == int 
jf @PROTEC2_4373 
$363 = 0 // $ = int 
jump @PROTEC2_4426 

:PROTEC2_4373
jump @PROTEC2_4405 

:PROTEC2_4380
if 
  $363 == 0 // $ == int 
jf @PROTEC2_4405 
$363 = 1 // $ = int 

:PROTEC2_4405
jump @PROTEC2_4300 

:PROTEC2_4412
040D: unload_wav 2 
03D5: remove_text 'PRO2_07'  // Yeah, yeah, whatever.

:PROTEC2_4426
03EB: clear_small_messages_only 
040D: unload_wav 1 
040D: unload_wav 2 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($5034)
jf @PROTEC2_4470 
0372: set_actor $5034 anim 0 wait_state_time 100 ms 

:PROTEC2_4470
if 
   not Actor.Dead($5032)
jf @PROTEC2_4508 
0291: set_actor $5032 heed_threats 1 
0350: set_actor $5032 maintain_position_when_attacked 0 
01DF: tie_actor $5032 to_player $PLAYER_CHAR 

:PROTEC2_4508
if 
   not Actor.Dead($5033)
jf @PROTEC2_4546 
0291: set_actor $5033 heed_threats 1 
0350: set_actor $5033 maintain_position_when_attacked 0 
01DF: tie_actor $5033 to_player $PLAYER_CHAR 

:PROTEC2_4546
011C: actor $PLAYER_ACTOR clear_objective 
if 
   not Actor.Dead($5034)
jf @PROTEC2_4572 
011C: actor $5034 clear_objective 

:PROTEC2_4572
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'PRO2_08' time 11000 1  // ~g~DBP Security will know you are on your way, go and get them before they clear out.
014E: start_timer_at $5063 count_in_direction 1 
$5057 = 0 // $ = int 
jump @PROTEC2_4702 

:PROTEC2_4621
jump @PROTEC2_3056 
jump @PROTEC2_4695 

:PROTEC2_4635
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_4695 
00BC: text_highpriority 'PRO2_09' time 11000 1  // ~g~Go and speak to the Front Page Bar Owner.
018A: $5056 = create_checkpoint_at 240.9 -1241.8 10.8 
$5057 = 2 // $ = int 

:PROTEC2_4695
jump @PROTEC2_1976 

:PROTEC2_4702
Car.Create($5040, #OCEANIC, 346.8, -727.1, 9.1)
Car.Angle($5040) = 247.9
04E1: open_trunk_of_car_fully $5040 
Object.Create($5044, #BRIEFCASE, 346.8, -727.1, 9.1)
Object.Create($5045, #BRIEFCASE, 346.8, -727.1, 9.1)
Object.Create($5046, #BRIEFCASE, 346.8, -727.1, 9.1)
Object.CollisionDetection($5044, False)
Object.CollisionDetection($5045, False)
Object.CollisionDetection($5046, False)
Actor.Create($5035, 11, #GDB, 353.4, -732.9, 9.6)
Actor.Angle($5035) = 339.7
01B2: give_actor $5035 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5035 threat_search 
0243: set_actor $5035 ped_stats_to 16 
Marker.CreateAboveActor($5051, $5035)
0350: set_actor $5035 maintain_position_when_attacked 1 
02E2: set_actor $5035 weapon_accuracy_to 90 
Actor.Health($5035) = 150
Actor.Create($5036, 11, #GDA, 350.6, -731.9, 9.6)
Actor.Angle($5036) = 339.2
01B2: give_actor $5036 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5036 threat_search 
0243: set_actor $5036 ped_stats_to 16 
Marker.CreateAboveActor($5052, $5036)
0350: set_actor $5036 maintain_position_when_attacked 1 
02E2: set_actor $5036 weapon_accuracy_to 90 
Actor.Health($5036) = 150
Actor.Create($5037, 11, #GDA, 349.1, -726.2, 9.6)
Actor.Angle($5037) = 148.2
01B2: give_actor $5037 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5037 threat_search 
0243: set_actor $5037 ped_stats_to 16 
Marker.CreateAboveActor($5053, $5037)
02E2: set_actor $5037 weapon_accuracy_to 90 
Actor.Health($5037) = 150
04EB: actor $5037 crouch 1 86400000 ms 
Actor.Create($5038, 11, #GDB, 343.7, -725.2, 9.2)
Actor.Angle($5038) = 190.7
01B2: give_actor $5038 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5038 threat_search 
0243: set_actor $5038 ped_stats_to 16 
Marker.CreateAboveActor($5054, $5038)
02E2: set_actor $5038 weapon_accuracy_to 90 
Actor.Health($5038) = 150
Actor.Create($5039, 11, #GDA, 343.2, -726.4, 9.2)
Actor.Angle($5039) = 1.8
01B2: give_actor $5039 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5039 threat_search 
0243: set_actor $5039 ped_stats_to 16 
Marker.CreateAboveActor($5055, $5039)
02E2: set_actor $5039 weapon_accuracy_to 90 
Actor.Health($5039) = 150
03F9: make_actors $5038 $5039 converse_in 86400000 ms 
0568: set_actor $5035 untargetable 2 
0568: set_actor $5036 untargetable 2 
0568: set_actor $5037 untargetable 2 
0568: set_actor $5038 untargetable 2 
0568: set_actor $5039 untargetable 2 
TIMERB = 0 // @ = int 

:PROTEC2_5306
wait 0 
if 
  $5063 == 0 // $ == int 
jf @PROTEC2_5350 
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @PROTEC2_12114 

:PROTEC2_5350
if 
   not Car.Wrecked($5040)
jf @PROTEC2_5479 
if 
00DC:   player $PLAYER_CHAR in_car $5040 
jf @PROTEC2_5410 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_5410 
$5057 = 1 // $ = int 

:PROTEC2_5410
035C: place_object $5044 relative_to_car $5040 offset 0.0 -2.0 0.0 
035C: place_object $5045 relative_to_car $5040 offset 0.0 -2.2 0.0 
035C: place_object $5046 relative_to_car $5040 offset 0.0 -2.4 0.0 

:PROTEC2_5479
if 
   not Actor.Dead($5035)
jf @PROTEC2_5638 
if 
  TIMERA > 500 // @ > int 
jf @PROTEC2_5547 
if 
0123:   actor $5035 spotted_player $PLAYER_CHAR 
jf @PROTEC2_5547 
$5057 = 1 // $ = int 
TIMERB = 0 // @ = int 

:PROTEC2_5547
if 
8184:   not actor $5035 health > 95 
jf @PROTEC2_5590 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_5590 
$5057 = 1 // $ = int 

:PROTEC2_5590
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_5631 
011A: set_actor $5035 search_threat 1 
011A: set_actor $5035 search_threat 8192 
01CA: actor $5035 kill_player $PLAYER_CHAR 

:PROTEC2_5631
jump @PROTEC2_5655 

:PROTEC2_5638
$5057 = 1 // $ = int 
Marker.Disable($5051)
Actor.RemoveReferences($5035)

:PROTEC2_5655
if 
   not Actor.Dead($5036)
jf @PROTEC2_5762 
if 
8184:   not actor $5036 health > 95 
jf @PROTEC2_5714 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_5714 
$5057 = 1 // $ = int 

:PROTEC2_5714
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_5755 
011A: set_actor $5036 search_threat 1 
011A: set_actor $5036 search_threat 8192 
01CA: actor $5036 kill_player $PLAYER_CHAR 

:PROTEC2_5755
jump @PROTEC2_5779 

:PROTEC2_5762
$5057 = 1 // $ = int 
Marker.Disable($5052)
Actor.RemoveReferences($5036)

:PROTEC2_5779
if 
   not Actor.Dead($5037)
jf @PROTEC2_6026 
if 
8184:   not actor $5037 health > 95 
jf @PROTEC2_5838 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_5838 
$5057 = 1 // $ = int 

:PROTEC2_5838
if 
  $5064 == 0 // $ == int 
jf @PROTEC2_5903 
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_5903 
0350: set_actor $5037 maintain_position_when_attacked 0 
011A: set_actor $5037 search_threat 1 
011A: set_actor $5037 search_threat 8192 
$5064 = 1 // $ = int 

:PROTEC2_5903
if 
  $5064 == 1 // $ == int 
jf @PROTEC2_5943 
0239: actor $5037 run_to 355.6 -726.0 
$5064 = 2 // $ = int 

:PROTEC2_5943
if 
  $5064 == 2 // $ == int 
jf @PROTEC2_6019 
if 
00EC:   actor $5037 0 355.6 -726.0 radius 2.0 2.0 
jf @PROTEC2_6019 
011C: actor $5037 clear_objective 
01CA: actor $5037 kill_player $PLAYER_CHAR 
$5064 = 3 // $ = int 

:PROTEC2_6019
jump @PROTEC2_6043 

:PROTEC2_6026
$5057 = 1 // $ = int 
Marker.Disable($5053)
Actor.RemoveReferences($5037)

:PROTEC2_6043
if 
   not Actor.Dead($5038)
jf @PROTEC2_6290 
if 
8184:   not actor $5038 health > 95 
jf @PROTEC2_6102 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_6102 
$5057 = 1 // $ = int 

:PROTEC2_6102
if 
  $5065 == 0 // $ == int 
jf @PROTEC2_6167 
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_6167 
0350: set_actor $5038 maintain_position_when_attacked 0 
011A: set_actor $5038 search_threat 1 
011A: set_actor $5038 search_threat 8192 
$5065 = 1 // $ = int 

:PROTEC2_6167
if 
  $5065 == 1 // $ == int 
jf @PROTEC2_6207 
0239: actor $5038 run_to 355.6 -726.0 
$5065 = 2 // $ = int 

:PROTEC2_6207
if 
  $5065 == 2 // $ == int 
jf @PROTEC2_6283 
if 
00EC:   actor $5038 0 355.6 -726.0 radius 2.0 2.0 
jf @PROTEC2_6283 
011C: actor $5038 clear_objective 
01CA: actor $5038 kill_player $PLAYER_CHAR 
$5065 = 3 // $ = int 

:PROTEC2_6283
jump @PROTEC2_6307 

:PROTEC2_6290
$5057 = 1 // $ = int 
Marker.Disable($5054)
Actor.RemoveReferences($5038)

:PROTEC2_6307
if 
   not Actor.Dead($5039)
jf @PROTEC2_6554 
if 
8184:   not actor $5039 health > 95 
jf @PROTEC2_6366 
if 
  $5057 == 0 // $ == int 
jf @PROTEC2_6366 
$5057 = 1 // $ = int 

:PROTEC2_6366
if 
  $5066 == 0 // $ == int 
jf @PROTEC2_6431 
if 
  $5057 == 1 // $ == int 
jf @PROTEC2_6431 
0350: set_actor $5039 maintain_position_when_attacked 0 
011A: set_actor $5039 search_threat 1 
011A: set_actor $5039 search_threat 8192 
$5066 = 1 // $ = int 

:PROTEC2_6431
if 
  $5066 == 1 // $ == int 
jf @PROTEC2_6471 
0239: actor $5039 run_to 355.6 -726.0 
$5066 = 2 // $ = int 

:PROTEC2_6471
if 
  $5066 == 2 // $ == int 
jf @PROTEC2_6547 
if 
00EC:   actor $5039 0 355.6 -726.0 radius 2.0 2.0 
jf @PROTEC2_6547 
011C: actor $5039 clear_objective 
01CA: actor $5039 kill_player $PLAYER_CHAR 
$5066 = 3 // $ = int 

:PROTEC2_6547
jump @PROTEC2_6571 

:PROTEC2_6554
$5057 = 1 // $ = int 
Marker.Disable($5055)
Actor.RemoveReferences($5039)

:PROTEC2_6571
if 
   Actor.Dead($5035)
jf @PROTEC2_6670 
if 
   Actor.Dead($5036)
jf @PROTEC2_6670 
if 
   Actor.Dead($5037)
jf @PROTEC2_6670 
if 
   Actor.Dead($5038)
jf @PROTEC2_6670 
if 
   Actor.Dead($5039)
jf @PROTEC2_6670 
Car.RemoveReferences($5040)
$5057 = 0 // $ = int 
jump @PROTEC2_6677 

:PROTEC2_6670
jump @PROTEC2_5306 

:PROTEC2_6677
wait 2000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube 347.3 -703.4 5.0 397.4 -773.0 20.0 
Camera.SetPosition(353.54, -719.07, 13.89, 0.0, 0.0, 0.0)
Camera.PointAt(365.18, -730.36, 10.99, 2)
0239: actor $PLAYER_ACTOR run_to 356.8 -724.7 
wait 1000 
020C: create_explosion 2 at 366.4 -730.3 9.0 
020C: create_explosion 11 at 366.4 -730.3 9.0 
020C: create_explosion 6 at 366.4 -730.3 9.0 
039D: scatter_particles 17 0.8 0 0 0 11000 at 366.4 -730.3 9.0 0.1 0.0 0.2 
wait 500 
Car.Create($5041, #PCJ600, 359.0, -742.1, 10.0)
Car.Angle($5041) = 332.8
00AE: set_vehicle $5041 traffic_behavior_to 2 
Car.SetMaxSpeed($5041, 0.0)
Car.ImmuneToNonPlayer($5041, True)
Car.SetImmunities($5041, 1, 1, 1, 1, 1)
0129: $5035 = create_actor 5 #GDB in_car $5041 driverseat 
01B2: give_actor $5035 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5035 threat_search 
0243: set_actor $5035 ped_stats_to 16 
011A: set_actor $5035 search_threat 1 
011A: set_actor $5035 search_threat 8192 
0319: set_actor $5035 running 1 
02AB: set_actor $5035 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor $5035 immune_to_nonplayer 1 
Actor.Health($5035) = 150
Marker.CreateAboveActor($5051, $5035)
0291: set_actor $5035 heed_threats 1 
Car.Create($5042, #PCJ600, 357.5, -745.2, 10.0)
Car.Angle($5042) = 332.8
00AE: set_vehicle $5042 traffic_behavior_to 3 
Car.SetMaxSpeed($5042, 0.0)
Car.ImmuneToNonPlayer($5042, True)
Car.SetImmunities($5042, 1, 1, 1, 1, 1)
0129: $5036 = create_actor 5 #GDA in_car $5042 driverseat 
01B2: give_actor $5036 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5036 threat_search 
0243: set_actor $5036 ped_stats_to 16 
011A: set_actor $5036 search_threat 1 
011A: set_actor $5036 search_threat 8192 
0319: set_actor $5036 running 1 
02AB: set_actor $5036 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor $5036 immune_to_nonplayer 1 
Actor.Health($5035) = 150
Marker.CreateAboveActor($5052, $5036)
0568: set_actor $5035 untargetable 2 
0568: set_actor $5036 untargetable 2 
04BD: set_car $5041 is_part_of_convoy 1 
04E0: car $5041 abandon_path_radius 255 
04BD: set_car $5042 is_part_of_convoy 1 
04E0: car $5042 abandon_path_radius 255 
0291: set_actor $5036 heed_threats 1 
Car.Create($5047, #SECURICA, 250.8, -1292.2, 10.0)
Car.Angle($5047) = 347.7
00AE: set_vehicle $5047 traffic_behavior_to 2 
Car.SetMaxSpeed($5047, 0.0)
04E0: car $5047 abandon_path_radius 15 
020A: set_car $5047 door_status_to 2 
0129: $5048 = create_actor 5 #GDA in_car $5047 driverseat 
01B2: give_actor $5048 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5048 threat_search 
0243: set_actor $5048 ped_stats_to 16 
011A: set_actor $5048 search_threat 1 
011A: set_actor $5048 search_threat 8192 
0319: set_actor $5048 running 1 
if 
   not Car.Wrecked($5041)
jf @PROTEC2_7462 
Car.DriveTo($5041, 368.4, -726.3, 10.1)
Car.SetMaxSpeed($5041, 25.0)

:PROTEC2_7462
if 
   not Car.Wrecked($5042)
jf @PROTEC2_7508 
Car.DriveTo($5042, 368.4, -726.3, 10.1)
Car.SetMaxSpeed($5042, 15.0)

:PROTEC2_7508
if 
   not Car.Wrecked($5041)
jf @PROTEC2_7533 
Camera.OnVehicle($5041, 15, 2)

:PROTEC2_7533
TIMERA = 0 // @ = int 

:PROTEC2_7540
wait 0 
if 
   not Car.Wrecked($5041)
jf @PROTEC2_7625 
if 
01AD:   car $5041 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 
jf @PROTEC2_7625 
Car.DriveTo($5041, 391.7, -743.9, 10.9)
$5061 = 1 // $ = int 

:PROTEC2_7625
if 
   not Car.Wrecked($5042)
jf @PROTEC2_7716 
if 
01AD:   car $5042 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 
jf @PROTEC2_7716 
Car.DriveTo($5042, 391.7, -743.9, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5062 = 1 // $ = int 

:PROTEC2_7716
if and
  $5061 == 1 // $ == int 
  $5062 == 1 // $ == int 
jf @PROTEC2_7748 
jump @PROTEC2_7781 

:PROTEC2_7748
if 
  TIMERA > 5000 // @ > int 
jf @PROTEC2_7774 
jump @PROTEC2_7781 

:PROTEC2_7774
jump @PROTEC2_7540 

:PROTEC2_7781
$5057 = 0 // $ = int 
if 
  $5061 == 0 // $ == int 
jf @PROTEC2_7826 
Car.DriveTo($5041, 391.7, -743.9, 10.9)

:PROTEC2_7826
if 
  $5062 == 0 // $ == int 
jf @PROTEC2_7864 
Car.DriveTo($5042, 391.7, -743.9, 10.9)

:PROTEC2_7864
$5061 = 0 // $ = int 
$5062 = 0 // $ = int 
if 
   not Car.Wrecked($5041)
jf @PROTEC2_7909 
Car.SetImmunities($5041, 0, 0, 0, 0, 0)

:PROTEC2_7909
if 
   not Car.Wrecked($5042)
jf @PROTEC2_7940 
Car.SetImmunities($5042, 0, 0, 0, 0, 0)

:PROTEC2_7940
if 
   not Actor.Dead($5035)
jf @PROTEC2_7971 
02AB: set_actor $5035 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC2_7971
if 
   not Actor.Dead($5036)
jf @PROTEC2_8002 
02AB: set_actor $5036 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC2_8002
wait 2000 
011C: actor $PLAYER_ACTOR clear_objective 
00BC: text_highpriority 'PRO2_10' time 5000 1  // ~g~Two more have made a run for it. Track them down and finish this.
0481: set_enter_car_range_multiplier 3.5 
011C: actor $PLAYER_ACTOR clear_objective 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
   not Car.Wrecked($5047)
jf @PROTEC2_8085 
Car.SetMaxSpeed($5047, 100.0)
00AF: set_car $5047 driver_behaviour_to 2 

:PROTEC2_8085
wait 0 
if 
  $5067 == 0 // $ == int 
jf @PROTEC2_8175 
if 
   Car.Wrecked($5047)
jf @PROTEC2_8175 
01E3: text_1number_styled 'BONUS' number 1000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 1000
$5067 = 1 // $ = int 

:PROTEC2_8175
if 
  $5063 == 0 // $ == int 
jf @PROTEC2_8215 
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @PROTEC2_12114 

:PROTEC2_8215
if 
   not Car.Wrecked($5040)
jf @PROTEC2_8300 
035C: place_object $5044 relative_to_car $5040 offset 0.0 -2.0 0.0 
035C: place_object $5045 relative_to_car $5040 offset 0.0 -2.2 0.0 
035C: place_object $5046 relative_to_car $5040 offset 0.0 -2.4 0.0 

:PROTEC2_8300
if 
   not Actor.Dead($5035)
jf @PROTEC2_10179 
if 
   not Car.Wrecked($5041)
jf @PROTEC2_10159 
if 
   Actor.InCar($5035, $5041)
jf @PROTEC2_9742 
if 
  $5061 == 0 // $ == int 
jf @PROTEC2_8494 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_8429 
011C: actor $5035 clear_objective 
Car.DriveTo($5041, 391.7, -743.9, 10.9)
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_8429
if 
01AD:   car $5041 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 
jf @PROTEC2_8494 
02C2: car $5041 drive_to_point 300.3 -955.4 10.8 
$5061 = 1 // $ = int 

:PROTEC2_8494
if 
  $5061 == 1 // $ == int 
jf @PROTEC2_8637 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_8572 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 300.3 -955.4 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_8572
if 
01AD:   car $5041 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 
jf @PROTEC2_8637 
02C2: car $5041 drive_to_point 285.3 -1048.8 11.3 
$5061 = 2 // $ = int 

:PROTEC2_8637
if 
  $5061 == 2 // $ == int 
jf @PROTEC2_8780 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_8715 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 285.3 -1048.8 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_8715
if 
01AD:   car $5041 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 
jf @PROTEC2_8780 
02C2: car $5041 drive_to_point 257.9 -1206.8 11.3 
$5061 = 3 // $ = int 

:PROTEC2_8780
if 
  $5061 == 3 // $ == int 
jf @PROTEC2_8923 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_8858 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 257.9 -1206.8 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_8858
if 
01AD:   car $5041 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 
jf @PROTEC2_8923 
02C2: car $5041 drive_to_point 234.4 -1326.1 11.3 
$5061 = 4 // $ = int 

:PROTEC2_8923
if 
  $5061 == 4 // $ == int 
jf @PROTEC2_9066 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_9001 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 234.4 -1326.1 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_9001
if 
01AD:   car $5041 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 
jf @PROTEC2_9066 
02C2: car $5041 drive_to_point 220.7 -1398.6 11.3 
$5061 = 5 // $ = int 

:PROTEC2_9066
if 
  $5061 == 5 // $ == int 
jf @PROTEC2_9209 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_9144 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 220.7 -1398.6 11.3 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_9144
if 
01AD:   car $5041 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 
jf @PROTEC2_9209 
02C2: car $5041 drive_to_point 169.0 -1525.2 11.3 
$5061 = 6 // $ = int 

:PROTEC2_9209
if 
  $5061 == 6 // $ == int 
jf @PROTEC2_9352 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_9287 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 169.0 -1525.2 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_9287
if 
01AD:   car $5041 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 
jf @PROTEC2_9352 
02C2: car $5041 drive_to_point 192.8 -1583.0 11.3 
$5061 = 7 // $ = int 

:PROTEC2_9352
if 
  $5061 == 7 // $ == int 
jf @PROTEC2_9505 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_9430 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 192.8 -1583.0 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_9430
if 
01AD:   car $5041 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 
jf @PROTEC2_9505 
02C2: car $5041 drive_to_point 240.5 -1689.2 11.3 
Car.SetMaxSpeed($5041, 15.0)
$5061 = 8 // $ = int 

:PROTEC2_9505
if 
  $5061 == 8 // $ == int 
jf @PROTEC2_9655 
if 
  $5049 == 1 // $ == int 
jf @PROTEC2_9583 
011C: actor $5035 clear_objective 
02C2: car $5041 drive_to_point 240.5 -1689.2 10.8 
Car.SetMaxSpeed($5041, 25.0)
$5049 = 0 // $ = int 

:PROTEC2_9583
if 
01AD:   car $5041 sphere 0 near_point 240.5 -1689.2 radius 7.0 7.0 
jf @PROTEC2_9655 
0477: set_car $5041 action 5 time 10000 
Car.SetMaxSpeed($5041, 0.0)
Car.ImmuneToNonPlayer($5041, False)
$5061 = 9 // $ = int 

:PROTEC2_9655
if 
  $5061 == 9 // $ == int 
jf @PROTEC2_9710 
01D3: actor $5035 leave_car $5041 
0239: actor $5035 run_to 258.7 -1703.0 
TIMERA = 0 // @ = int 
$5061 = 10 // $ = int 

:PROTEC2_9710
if 
  $5061 > 9 // $ > int 
jf @PROTEC2_9735 
$5061 = 9 // $ = int 

:PROTEC2_9735
jump @PROTEC2_10152 

:PROTEC2_9742
if 
  9 > $5061 // int > $ 
jf @PROTEC2_9874 
if 
00E9:   player $PLAYER_CHAR 0 $5035 radius 10.0 10.0 
jf @PROTEC2_9806 
01CC: actor $5035 kill_player $PLAYER_CHAR 
jump @PROTEC2_9860 

:PROTEC2_9806
if 
0202:   actor $5035 near_car $5041 radius 30.0 30.0 sphere 0 
jf @PROTEC2_9852 
01D5: actor $5035 go_to_and_drive_car $5041 
jump @PROTEC2_9860 

:PROTEC2_9852
01CC: actor $5035 kill_player $PLAYER_CHAR 

:PROTEC2_9860
$5049 = 1 // $ = int 
jump @PROTEC2_10152 

:PROTEC2_9874
if 
  $5062 == 9 // $ == int 
jf @PROTEC2_9948 
if 
   Actor.InCar($5035, $5041)
jf @PROTEC2_9919 
01D3: actor $5035 leave_car $5041 

:PROTEC2_9919
0239: actor $5035 run_to 258.7 -1703.0 
TIMERA = 0 // @ = int 
$5062 = 10 // $ = int 

:PROTEC2_9948
if 
  $5061 == 10 // $ == int 
jf @PROTEC2_10119 
if 
80EC:   not actor $5035 0 454.3 -1727.9 radius 5.0 5.0 
jf @PROTEC2_10100 
if 
  TIMERA > 500 // @ > int 
jf @PROTEC2_10093 
if 
8510:   not actor $5035 path_is_clear 454.3 -1727.9 9.0 radius 1.0 
jf @PROTEC2_10086 
009E: set_actor $5035 path 454.3 -1727.9 9.0 unknown 1.0 1 

:PROTEC2_10086
TIMERA = 0 // @ = int 

:PROTEC2_10093
jump @PROTEC2_10119 

:PROTEC2_10100
011C: actor $5035 clear_objective 
0350: set_actor $5035 maintain_position_when_attacked 1 
$5061 = 11 // $ = int 

:PROTEC2_10119
if 
  $5061 == 11 // $ == int 
jf @PROTEC2_10152 
01CA: actor $5035 kill_player $PLAYER_CHAR 
$5061 = 12 // $ = int 

:PROTEC2_10152
jump @PROTEC2_10172 

:PROTEC2_10159
Car.RemoveReferences($5041)
01CC: actor $5035 kill_player $PLAYER_CHAR 

:PROTEC2_10172
jump @PROTEC2_10184 

:PROTEC2_10179
Marker.Disable($5051)

:PROTEC2_10184
if 
   not Actor.Dead($5036)
jf @PROTEC2_12063 
if 
   not Car.Wrecked($5042)
jf @PROTEC2_12043 
if 
   Actor.InCar($5036, $5042)
jf @PROTEC2_11626 
if 
  $5062 == 0 // $ == int 
jf @PROTEC2_10378 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_10313 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 391.7, -743.9, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_10313
if 
01AD:   car $5042 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 
jf @PROTEC2_10378 
02C2: car $5042 drive_to_point 300.3 -955.4 10.8 
$5062 = 1 // $ = int 

:PROTEC2_10378
if 
  $5062 == 1 // $ == int 
jf @PROTEC2_10521 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_10456 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 300.3, -955.4, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_10456
if 
01AD:   car $5042 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 
jf @PROTEC2_10521 
02C2: car $5042 drive_to_point 285.3 -1048.8 11.3 
$5062 = 2 // $ = int 

:PROTEC2_10521
if 
  $5062 == 2 // $ == int 
jf @PROTEC2_10664 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_10599 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 285.3, -1048.8, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_10599
if 
01AD:   car $5042 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 
jf @PROTEC2_10664 
02C2: car $5042 drive_to_point 257.9 -1206.8 11.3 
$5062 = 3 // $ = int 

:PROTEC2_10664
if 
  $5062 == 3 // $ == int 
jf @PROTEC2_10807 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_10742 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 257.9, -1206.8, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_10742
if 
01AD:   car $5042 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 
jf @PROTEC2_10807 
02C2: car $5042 drive_to_point 234.4 -1326.1 11.3 
$5062 = 4 // $ = int 

:PROTEC2_10807
if 
  $5062 == 4 // $ == int 
jf @PROTEC2_10950 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_10885 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 234.4, -1326.1, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_10885
if 
01AD:   car $5042 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 
jf @PROTEC2_10950 
02C2: car $5042 drive_to_point 220.7 -1398.6 11.3 
$5062 = 5 // $ = int 

:PROTEC2_10950
if 
  $5062 == 5 // $ == int 
jf @PROTEC2_11093 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_11028 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 220.7, -1398.6, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_11028
if 
01AD:   car $5042 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 
jf @PROTEC2_11093 
02C2: car $5042 drive_to_point 169.0 -1525.2 11.3 
$5062 = 6 // $ = int 

:PROTEC2_11093
if 
  $5062 == 6 // $ == int 
jf @PROTEC2_11246 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_11171 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 169.0, -1525.2, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_11171
if 
01AD:   car $5042 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 
jf @PROTEC2_11246 
02C2: car $5042 drive_to_point 192.8 -1583.0 11.3 
Car.SetMaxSpeed($5042, 15.0)
$5062 = 7 // $ = int 

:PROTEC2_11246
if 
  $5062 == 7 // $ == int 
jf @PROTEC2_11389 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_11324 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 192.8, -1583.0, 10.9)
Car.SetMaxSpeed($5042, 23.0)
$5050 = 0 // $ = int 

:PROTEC2_11324
if 
01AD:   car $5042 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 
jf @PROTEC2_11389 
02C2: car $5042 drive_to_point 240.5 -1689.2 11.3 
$5062 = 8 // $ = int 

:PROTEC2_11389
if 
  $5062 == 8 // $ == int 
jf @PROTEC2_11539 
if 
  $5050 == 1 // $ == int 
jf @PROTEC2_11467 
011C: actor $5036 clear_objective 
Car.DriveTo($5042, 240.5, -1689.2, 10.9)
Car.SetMaxSpeed($5042, 15.0)
$5050 = 0 // $ = int 

:PROTEC2_11467
if 
01AD:   car $5042 sphere 0 near_point 240.5 -1689.2 radius 9.0 9.0 
jf @PROTEC2_11539 
0477: set_car $5042 action 5 time 10000 
Car.SetMaxSpeed($5042, 0.0)
Car.ImmuneToNonPlayer($5042, False)
$5062 = 9 // $ = int 

:PROTEC2_11539
if 
  $5062 == 9 // $ == int 
jf @PROTEC2_11594 
01D3: actor $5036 leave_car $5042 
0239: actor $5036 run_to 258.7 -1703.0 
TIMERA = 0 // @ = int 
$5062 = 10 // $ = int 

:PROTEC2_11594
if 
  $5062 > 9 // $ > int 
jf @PROTEC2_11619 
$5062 = 9 // $ = int 

:PROTEC2_11619
jump @PROTEC2_12036 

:PROTEC2_11626
if 
  9 > $5062 // int > $ 
jf @PROTEC2_11758 
if 
00E9:   player $PLAYER_CHAR 0 $5036 radius 10.0 10.0 
jf @PROTEC2_11690 
01CC: actor $5036 kill_player $PLAYER_CHAR 
jump @PROTEC2_11744 

:PROTEC2_11690
if 
0202:   actor $5036 near_car $5042 radius 30.0 30.0 sphere 0 
jf @PROTEC2_11736 
01D5: actor $5036 go_to_and_drive_car $5042 
jump @PROTEC2_11744 

:PROTEC2_11736
01CC: actor $5036 kill_player $PLAYER_CHAR 

:PROTEC2_11744
$5050 = 1 // $ = int 
jump @PROTEC2_12036 

:PROTEC2_11758
if 
  $5062 == 9 // $ == int 
jf @PROTEC2_11832 
if 
   Actor.InCar($5036, $5042)
jf @PROTEC2_11803 
01D3: actor $5036 leave_car $5042 

:PROTEC2_11803
0239: actor $5036 run_to 258.7 -1703.0 
TIMERA = 0 // @ = int 
$5062 = 10 // $ = int 

:PROTEC2_11832
if 
  $5062 == 10 // $ == int 
jf @PROTEC2_12003 
if 
80EC:   not actor $5036 0 454.3 -1727.9 radius 5.0 5.0 
jf @PROTEC2_11984 
if 
  TIMERA > 500 // @ > int 
jf @PROTEC2_11977 
if 
8510:   not actor $5036 path_is_clear 454.3 -1727.9 9.0 radius 1.0 
jf @PROTEC2_11970 
009E: set_actor $5036 path 454.3 -1727.9 9.0 unknown 1.0 1 

:PROTEC2_11970
TIMERA = 0 // @ = int 

:PROTEC2_11977
jump @PROTEC2_12003 

:PROTEC2_11984
011C: actor $5036 clear_objective 
0350: set_actor $5036 maintain_position_when_attacked 1 
$5062 = 11 // $ = int 

:PROTEC2_12003
if 
  $5062 == 11 // $ == int 
jf @PROTEC2_12036 
01CA: actor $5036 kill_player $PLAYER_CHAR 
$5062 = 12 // $ = int 

:PROTEC2_12036
jump @PROTEC2_12056 

:PROTEC2_12043
Car.RemoveReferences($5042)
01CC: actor $5036 kill_player $PLAYER_CHAR 

:PROTEC2_12056
jump @PROTEC2_12068 

:PROTEC2_12063
Marker.Disable($5052)

:PROTEC2_12068
if 
   Actor.Dead($5035)
jf @PROTEC2_12107 
if 
   Actor.Dead($5036)
jf @PROTEC2_12107 
jump @PROTEC2_12131 

:PROTEC2_12107
jump @PROTEC2_8085 

:PROTEC2_12114
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PROTEC2_12131
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
0318: set_latest_mission_passed 'BUD_2'  // Bar Brawl
030C: progress_made += 1 
Marker.Disable($568)
02A7: $568 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4 
start_new_script @PRO3 
$570 = 1 // $ = int 
$1152 = 1 // $ = int 
return 

:PROTEC2_12233
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
014F: stop_timer $5063 
Model.Destroy(#UZI)
Model.Destroy(#BRASSKNUCKLE)
Model.Destroy(#M4)
Model.Destroy(#PCJ600)
Model.Destroy(#GDA)
Model.Destroy(#GDB)
Model.Destroy(#HMOST)
Model.Destroy(#OCEANIC)
Model.Destroy(#SENTINEL)
Model.Destroy(#SECURICA)
Actor.DestroyWithFade($5032)
Actor.DestroyWithFade($5033)
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Marker.Disable($5051)
Marker.Disable($5052)
Marker.Disable($5053)
Marker.Disable($5054)
Marker.Disable($5055)
Marker.Disable($5056)
Object.Destroy($5044)
Object.Destroy($5045)
Object.Destroy($5046)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 33---------------
// Originally: Cop Land

:PROTEC3
script_name 'PROTEC3' 
gosub @PROTEC3_46 
if 
wasted_or_busted 
jf @PROTEC3_37 
gosub @PROTEC3_11909 

:PROTEC3_37
gosub @PROTEC3_12104 
terminate_this_script 

:PROTEC3_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
Player.ClearWantedLevel($PLAYER_CHAR)
$ONMISSION = 1 // $ = int 
$2004 = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PROT3' 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_143 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_143 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_143
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$5108 = 0 // $ = int 
$5109 = 0 // $ = int 
$5110 = 1 // $ = int 
$5111 = 0 // $ = int 
$5112 = 0 // $ = int 
$5113 = 0 // $ = int 
$5114 = 0 // $ = int 
$5115 = 0 // $ = int 
$5116 = 0 // $ = int 
$5118 = 0 // $ = int 
$5119 = 0 // $ = int 
$5120 = 0 // $ = int 
$5093 = 0 // $ = int 
$5094 = 0 // $ = int 
$5095 = 0 // $ = int 
$5096 = 0 // $ = int 
$5102 = 0 // $ = int 
$5103 = 0 // $ = int 
$5117 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'DGOONA' 
Camera.SetAtPos(-378.62, -552.676, 18.534)
038B: load_requested_models 

:PROTEC3_356
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @PROTEC3_390 
wait 0 
jump @PROTEC3_356 

:PROTEC3_390
02E4: load_cutscene_data 'BUD_3' 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $439 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $496 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $496 'DGOONA' 
0395: clear_area 1 at -379.0 -539.6 19.8 range 60.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC3_537
if 
  640 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_572 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_537 

:PROTEC3_572
00BC: text_highpriority 'PRO3_A' time 10000 1  // You moron! What were you thinking?!

:PROTEC3_587
if 
  3260 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_622 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_587 

:PROTEC3_622
00BC: text_highpriority 'PRO3_B' time 10000 1  // Do you realize what this means?!

:PROTEC3_637
if 
  5037 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_672 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_637 

:PROTEC3_672
00BC: text_highpriority 'PRO3_C' time 10000 1  // We could all be sunk!

:PROTEC3_687
if 
  6257 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_722 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_687 

:PROTEC3_722
00BC: text_highpriority 'PRO3_D' time 10000 1  // The timer must have got screwed.

:PROTEC3_737
if 
  8063 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_772 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_737 

:PROTEC3_772
00BC: text_highpriority 'PRO3_E' time 10000 1  // That place was wired to go up like a firework factory.

:PROTEC3_787
if 
  10576 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_822 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_787 

:PROTEC3_822
00BC: text_highpriority 'PRO3_F' time 10000 1  // Then somebody tipped off the cops...

:PROTEC3_837
if 
  12294 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_872 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_837 

:PROTEC3_872
00BC: text_highpriority 'PRO3_G' time 10000 1  // What's the problem, fellas?

:PROTEC3_887
if 
  13350 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_922 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_887 

:PROTEC3_922
00BC: text_highpriority 'PRO3_H' time 10000 1  // Mike was supposed to torch some place in the mall,

:PROTEC3_937
if 
  15890 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_972 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_937 

:PROTEC3_972
00BC: text_highpriority 'PRO3_I' time 10000 1  // but he screwed the fuses and now the cops are crawling all over it.

:PROTEC3_987
if 
  19687 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1022 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_987 

:PROTEC3_1022
00BC: text_highpriority 'PRO3_J' time 10000 1  // We gotta get our stuff and get out of here!

:PROTEC3_1037
if 
  21037 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1072 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1037 

:PROTEC3_1072
00BC: text_highpriority 'PRO3_K' time 10000 1  // Relax, both of you, let me think for a second!

:PROTEC3_1087
if 
  23717 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1122 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1087 

:PROTEC3_1122
00BC: text_highpriority 'PRO3_L' time 10000 1  // Tommy Vercetti just doesn't cut and run.

:PROTEC3_1137
if 
  29837 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1137 

:PROTEC3_1172
00BC: text_highpriority 'PRO3_M' time 10000 1  // The cops are gonna be going over that building with a fine toothed comb, right?

:PROTEC3_1187
if 
  33146 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1187 

:PROTEC3_1224
00BC: text_highpriority 'PRO3_N' time 10000 1  // But that takes time.

:PROTEC3_1239
if 
  34850 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1276 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1239 

:PROTEC3_1276
00BC: text_highpriority 'PRO3_O' time 10000 1  // We gotta go in and torch that place ourselves.

:PROTEC3_1291
if 
  36855 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1328 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1291 

:PROTEC3_1328
00BC: text_highpriority 'PRO3_P' time 10000 1  // Yeah, but...

:PROTEC3_1343
if 
  37233 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1380 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1343 

:PROTEC3_1380
00BC: text_highpriority 'PRO3_Q' time 10000 1  // No one but a cop could get within a mile of that place!

:PROTEC3_1395
if 
  39659 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1432 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1395 

:PROTEC3_1432
00BC: text_highpriority 'PRO3_R' time 10000 1  // So we go as cops.

:PROTEC3_1447
if 
  41424 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1484 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1447 

:PROTEC3_1484
00BC: text_highpriority 'PRO3_S' time 10000 1  // We gotta get uniforms - and we're gonna need a squad car.

:PROTEC3_1499
if 
  44643 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1536 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1499 

:PROTEC3_1536
00BC: text_highpriority 'PRO3_T' time 10000 1  // All thanks to you Mike.

:PROTEC3_1551
if 
  45615 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1588 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1551 

:PROTEC3_1588
00BC: text_highpriority 'PRO3_U' time 10000 1  // I'm sorry.

:PROTEC3_1603
if 
  46434 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1640 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1603 

:PROTEC3_1640
00BC: text_highpriority 'PRO3_V' time 10000 1  // I got it.

:PROTEC3_1655
if 
  48010 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1692 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1655 

:PROTEC3_1692
00BC: text_highpriority 'PRO3_W' time 10000 1  // What we got to do is lure the cops in with the finger,

:PROTEC3_1707
if 
  50758 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1744 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1707 

:PROTEC3_1744
00BC: text_highpriority 'PRO3_X' time 10000 1  // put them in a lock-up

:PROTEC3_1759
if 
  52122 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1796 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1759 

:PROTEC3_1796
00BC: text_highpriority 'PRO3_Y' time 10000 1  // and jump 'em.

:PROTEC3_1811
if 
  52864 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1848 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1811 

:PROTEC3_1848
00BC: text_highpriority 'PRO3_Z' time 10000 1  // Good plan. Let's go!

:PROTEC3_1863
if 
  54506 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1900 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1863 

:PROTEC3_1900
00BC: text_highpriority 'PRO3_A1' time 10000 1  // Alright.

:PROTEC3_1915
if 
  55506 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1915 

:PROTEC3_1952
00BE: text_clear_all 

:PROTEC3_1954
if 
  56320 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1991 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1954 

:PROTEC3_1991
fade 0 1500 
00BE: text_clear_all 

:PROTEC3_2000
if 
fading 
jf @PROTEC3_2024 
wait 0 
jump @PROTEC3_2000 

:PROTEC3_2024
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
$1295 = 0 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
0055: put_player $PLAYER_CHAR at -353.1 -526.4 11.7 
Camera.SetAtPos(-353.1, -510.4, 11.7)
0171: set_player $PLAYER_CHAR z_angle_to 304.3 
Player.CanMove($PLAYER_CHAR, True)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Pickup.Destroy($1601)
Pickup.Destroy($1602)
Pickup.Destroy($1588)
Pickup.Destroy($1589)
Pickup.Destroy($1590)
Pickup.Destroy($1591)
Pickup.Destroy($1592)
Pickup.Destroy($1593)
Pickup.Destroy($1594)
Pickup.Destroy($1595)
Pickup.Destroy($1596)
Pickup.Destroy($1600)
Model.Load(#DYNAMITE)
Model.Load(#COP)
Model.Load(#ARMY)
Model.Load(#NITESTICK)
Model.Load(#BUDDYSHOT)
Model.Load(#M4)
Model.Load(#SENTINEL)
Model.Load(#POLICE)
Model.Load(#COLT45)

:PROTEC3_2247
if or
   not Model.Available(#COP)
   not Model.Available(#ARMY)
   not Model.Available(#DYNAMITE)
   not Model.Available(#NITESTICK)
jf @PROTEC3_2287 
wait 0 
jump @PROTEC3_2247 

:PROTEC3_2287
if or
   not Model.Available(#BUDDYSHOT)
   not Model.Available(#M4)
   not Model.Available(#SENTINEL)
   not Model.Available(#POLICE)
   not Model.Available(#COLT45)
jf @PROTEC3_2334 
wait 0 
jump @PROTEC3_2287 

:PROTEC3_2334
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGBUDY2' 
023C: load_special_actor 3 'PLAYER6' 
038B: load_requested_models 

:PROTEC3_2372
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @PROTEC3_2406 
wait 0 
jump @PROTEC3_2372 

:PROTEC3_2406
038B: load_requested_models 
03CF: load_wav 'BUD3_1A' as 1 
03CF: load_wav 'BUD3_1B' as 2 

:PROTEC3_2432
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_2462 
wait 0 
jump @PROTEC3_2432 

:PROTEC3_2462
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 
04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 30 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'SHOP1' 0 20 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'SHOP1' 1 15 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'SHOP1' 0 13 0 0 0 0 0 0 0 0 0 1000 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
if 
  $ONMISSION == 0 // $ == int 
jf @PROTEC3_3047 
018A: $5104 = create_checkpoint_at 471.0 1028.0 19.1 
0469: create_actor $5072 in area 587.7 -70.7 551.6 -110.6 unknown 1 0 0 0 0 
018A: $5106 = create_checkpoint_at 157.4 -1277.0 9.4 

:PROTEC3_3047
Actor.Create($LANCE_VANCE, 13, #SPECIAL01, -351.3, -525.1, 11.7)
Actor.Angle($LANCE_VANCE) = 124.3
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
Actor.Health($LANCE_VANCE) = 120
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 
0319: set_actor $LANCE_VANCE running 1 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
Actor.Create($5075, 4, #ARMY, 464.3, 1010.9, 17.2)
Actor.Angle($5075) = 37.9
02A9: set_actor $5075 immune_to_nonplayer 1 
01B2: give_actor $5075 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $5075 weapon_accuracy_to 90 
0350: set_actor $5075 maintain_position_when_attacked 1 
Actor.Create($5076, 4, #ARMY, 462.5, 1009.0, 17.2)
Actor.Angle($5076) = 54.3
02A9: set_actor $5076 immune_to_nonplayer 1 
01B2: give_actor $5076 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $5076 maintain_position_when_attacked 1 
02E2: set_actor $5075 weapon_accuracy_to 90 
Object.Create($5097, #DYNAMITE, 467.9, 1004.8, 18.9)
Object.CollisionDetection($5097, False)
Object.ToggleInMovingList($5097, False)
Object.Create($5098, #DYNAMITE, 468.5, 1004.4, 18.9)
Object.CollisionDetection($5098, False)
Object.ToggleInMovingList($5098, False)
Object.Create($5099, #DYNAMITE, 468.1, 1004.8, 18.9)
Object.CollisionDetection($5099, False)
Object.ToggleInMovingList($5099, False)
Object.Create($5100, #DYNAMITE, 468.3, 1004.5, 18.9)
Object.CollisionDetection($5100, False)
Object.ToggleInMovingList($5100, False)
Object.Create($5101, #DYNAMITE, 468.4, 1004.3, 18.9)
Object.CollisionDetection($5101, False)
Object.ToggleInMovingList($5101, False)
0514: set_actor $LANCE_VANCE can_be_damaged_by_members_of_gang 6 0 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 0 
0360: open_garage $994 
03DA: set_garage $994 camera_follows_player 
Car.Create($5091, #SENTINEL, -345.3, -524.6, 11.5)
Car.Create($5092, #POLICE, 469.6, 336.6, 11.4)
020A: set_car $5092 door_status_to 1 
fade 1 1500 
wait 1000 
00BC: text_highpriority 'PRO3_01' time 5000 1  // Ok Lance, let's get the cops' attention!
03D1: play_wav 1 

:PROTEC3_3576
if 
83D2:   not wav 1 ended 
jf @PROTEC3_3602 
wait 0 
jump @PROTEC3_3576 

:PROTEC3_3602
040D: unload_wav 1 
03D5: remove_text 'PRO3_01'  // Ok Lance, let's get the cops' attention!
00BB: text_lowpriority 'PRO3_21' time 5000 1  // ~g~Get a wanted level so the cops will follow you into the lock-up.
018A: $5105 = create_checkpoint_at 459.1 332.5 9.4 
TIMERA = 0 // @ = int 

:PROTEC3_3658
wait 0 
if 
  $5108 == 0 // $ == int 
jf @PROTEC3_6707 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_5360 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
jf @PROTEC3_3853 
if 
  $5113 == 0 // $ == int 
jf @PROTEC3_3853 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_3853 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_3853 
00BC: text_highpriority 'PRO3_19' time 5000 1  // Now that got them really irritated.
00BB: text_lowpriority 'PRO3_20' time 5000 1  // ~g~ Get two cops to follow you into the garage.
03D1: play_wav 2 

:PROTEC3_3801
if and
83D2:   not wav 2 ended 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_3832 
wait 0 
jump @PROTEC3_3801 

:PROTEC3_3832
040D: unload_wav 2 
03D5: remove_text 'PRO3_19'  // Now that got them really irritated.
$5113 = 1 // $ = int 

:PROTEC3_3853
if 
0056:   player $PLAYER_CHAR 0 466.1 325.5 448.1 335.2 
jf @PROTEC3_5301 
if 
   not $5109 == 2 // $ == int 
jf @PROTEC3_4139 
if 
   Player.WantedLevel($PLAYER_CHAR) > 1
jf @PROTEC3_4139 
if 
  $5119 == 0 // $ == int 
jf @PROTEC3_4033 
if 
80C2:   not sphere_onscreen 444.6 348.4 10.7 2.0 
jf @PROTEC3_4033 
Actor.Create($5073, 4, #COP, 444.6, 348.4, 10.7)
01CA: actor $5073 kill_player $PLAYER_CHAR 
011A: set_actor $5073 search_threat 1 
01B2: give_actor $5073 weapon 4 ammo 1 // Load the weapon model before using this 
$5119 = 1 // $ = int 

:PROTEC3_4033
if 
  $5120 == 0 // $ == int 
jf @PROTEC3_4139 
if 
80C2:   not sphere_onscreen 472.1 347.8 10.6 2.0 
jf @PROTEC3_4139 
Actor.Create($5074, 4, #COP, 472.1, 347.8, 10.6)
01CA: actor $5074 kill_player $PLAYER_CHAR 
011A: set_actor $5074 search_threat 1 
01B2: give_actor $5074 weapon 4 ammo 1 // Load the weapon model before using this 
$5120 = 1 // $ = int 

:PROTEC3_4139
if 
00A3:   actor $LANCE_VANCE 0 466.1 325.5 448.1 339.2 
jf @PROTEC3_5235 
if 
  $5109 == 0 // $ == int 
jf @PROTEC3_4669 
if 
  $5119 == 1 // $ == int 
jf @PROTEC3_4350 
if 
   not Actor.Dead($5073)
jf @PROTEC3_4331 
if 
00A3:   actor $5073 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_4324 
if 
  $5095 == 0 // $ == int 
jf @PROTEC3_4324 
if 
  $5096 == 0 // $ == int 
jf @PROTEC3_4324 
$5109 += 1 // $ += int 
$5095 = 1 // $ = int 
$5102 = 1 // $ = int 

:PROTEC3_4324
jump @PROTEC3_4350 

:PROTEC3_4331
Actor.RemoveReferences($5073)
$5119 = 0 // $ = int 
$5102 = 0 // $ = int 

:PROTEC3_4350
if 
  $5120 == 1 // $ == int 
jf @PROTEC3_4505 
if 
   not Actor.Dead($5074)
jf @PROTEC3_4486 
if 
00A3:   actor $5074 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_4479 
if 
  $5095 == 0 // $ == int 
jf @PROTEC3_4479 
if 
  $5096 == 0 // $ == int 
jf @PROTEC3_4479 
$5109 += 1 // $ += int 
$5096 = 1 // $ = int 
$5103 = 1 // $ = int 

:PROTEC3_4479
jump @PROTEC3_4505 

:PROTEC3_4486
Actor.RemoveReferences($5074)
$5120 = 0 // $ = int 
$5103 = 0 // $ = int 

:PROTEC3_4505
0469: create_actor $5071 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 
if 
   not $5071 == -1 // $ == int 
jf @PROTEC3_4669 
if 
   not Actor.Dead($5071)
jf @PROTEC3_4652 
if 
02F2:   actor $5071 model == #COP 
jf @PROTEC3_4645 
if 
  $5093 == 0 // $ == int 
jf @PROTEC3_4624 
$5109 += 1 // $ += int 
$5093 = 1 // $ = int 

:PROTEC3_4624
if 
   Actor.Driving($5071)
jf @PROTEC3_4645 
03E2: actor $5071 leave_any_car 

:PROTEC3_4645
jump @PROTEC3_4669 

:PROTEC3_4652
Actor.RemoveReferences($5071)
Actor.RemoveReferences($5072)
$5109 = 0 // $ = int 

:PROTEC3_4669
if 
  $5109 == 1 // $ == int 
jf @PROTEC3_5228 
if 
  $5119 == 1 // $ == int 
jf @PROTEC3_4853 
if 
   not Actor.Dead($5073)
jf @PROTEC3_4834 
if 
00A3:   actor $5073 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_4827 
if 
  $5102 == 0 // $ == int 
jf @PROTEC3_4827 
if 
  2 > $5095 // int > $ 
jf @PROTEC3_4827 
if 
  2 > $5096 // int > $ 
jf @PROTEC3_4827 
$5109 += 1 // $ += int 
$5095 = 2 // $ = int 

:PROTEC3_4827
jump @PROTEC3_4853 

:PROTEC3_4834
Actor.RemoveReferences($5073)
$5119 = 0 // $ = int 
$5102 = 0 // $ = int 

:PROTEC3_4853
if 
  $5120 == 1 // $ == int 
jf @PROTEC3_5019 
if 
   not Actor.Dead($5074)
jf @PROTEC3_5000 
if 
00A3:   actor $5074 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_4993 
if 
  $5103 == 0 // $ == int 
jf @PROTEC3_4993 
if 
  2 > $5095 // int > $ 
jf @PROTEC3_4993 
if 
  2 > $5096 // int > $ 
jf @PROTEC3_4993 
$5109 += 1 // $ += int 
$5096 = 2 // $ = int 

:PROTEC3_4993
jump @PROTEC3_5019 

:PROTEC3_5000
Actor.RemoveReferences($5074)
$5120 = 0 // $ = int 
$5103 = 0 // $ = int 

:PROTEC3_5019
0469: create_actor $5072 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 
if 
   not $5072 == -1 // $ == int 
jf @PROTEC3_5228 
if 
   not Actor.Dead($5072)
jf @PROTEC3_5211 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_5182 
if 
02F2:   actor $5072 model == #COP 
jf @PROTEC3_5175 
if 
  $5094 == 0 // $ == int 
jf @PROTEC3_5154 
$5109 += 1 // $ += int 
$5094 = 1 // $ = int 

:PROTEC3_5154
if 
   Actor.Driving($5072)
jf @PROTEC3_5175 
03E2: actor $5072 leave_any_car 

:PROTEC3_5175
jump @PROTEC3_5204 

:PROTEC3_5182
00BC: text_highpriority 'PRO3_05' time 5000 1  // ~r~You killed Lance!
jump @PROTEC3_11909 

:PROTEC3_5204
jump @PROTEC3_5228 

:PROTEC3_5211
Actor.RemoveReferences($5071)
Actor.RemoveReferences($5072)
$5109 = 0 // $ = int 

:PROTEC3_5228
jump @PROTEC3_5294 

:PROTEC3_5235
Actor.RemoveReferences($5071)
Actor.RemoveReferences($5072)
$5109 = 0 // $ = int 
$5093 = 0 // $ = int 
$5094 = 0 // $ = int 
$5095 = 0 // $ = int 
$5096 = 0 // $ = int 
$5102 = 0 // $ = int 
$5103 = 0 // $ = int 

:PROTEC3_5294
jump @PROTEC3_5360 

:PROTEC3_5301
Actor.RemoveReferences($5071)
Actor.RemoveReferences($5072)
$5109 = 0 // $ = int 
$5093 = 0 // $ = int 
$5094 = 0 // $ = int 
$5095 = 0 // $ = int 
$5096 = 0 // $ = int 
$5102 = 0 // $ = int 
$5103 = 0 // $ = int 

:PROTEC3_5360
if 
  $5109 == 2 // $ == int 
jf @PROTEC3_6620 
if 
8339:   not anything_in_cube_cornerA 465.2 339.8 5.0 cornerB 451.5 341.0 15.5 solid 0 car 1 actor 0 object 0 particle 0 
jf @PROTEC3_6595 
if 
   not Actor.Dead($5071)
jf @PROTEC3_5460 
01ED: clear_actor $5071 threat_search 
01D2: actor $5071 follow_player $PLAYER_CHAR 

:PROTEC3_5460
if 
   not Actor.Dead($5072)
jf @PROTEC3_5489 
01ED: clear_actor $5072 threat_search 
01D2: actor $5072 follow_player $PLAYER_CHAR 

:PROTEC3_5489
if 
   not Actor.Dead($5073)
jf @PROTEC3_5518 
01ED: clear_actor $5073 threat_search 
01D2: actor $5073 follow_player $PLAYER_CHAR 

:PROTEC3_5518
if 
   not Actor.Dead($5074)
jf @PROTEC3_5547 
01ED: clear_actor $5074 threat_search 
01D2: actor $5074 follow_player $PLAYER_CHAR 

:PROTEC3_5547
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01F0: set_max_wanted_level_to 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(460.0, 350.5, 14.1, 0.0, 0.0, 0.0)
Camera.PointAt(458.85, 342.56, 11.7, 2)
0361: close_garage $994 

:PROTEC3_5632
if 
83B1:   not garage $994 door_closed 
jf @PROTEC3_5659 
wait 0 
jump @PROTEC3_5632 

:PROTEC3_5659
if 
  $5093 > 0 // $ > int 
jf @PROTEC3_5698 
if 
   not Actor.Dead($5071)
jf @PROTEC3_5698 
0321: kill_actor $5071 

:PROTEC3_5698
if 
  $5094 > 0 // $ > int 
jf @PROTEC3_5737 
if 
   not Actor.Dead($5072)
jf @PROTEC3_5737 
0321: kill_actor $5072 

:PROTEC3_5737
if 
  $5095 > 0 // $ > int 
jf @PROTEC3_5776 
if 
   not Actor.Dead($5073)
jf @PROTEC3_5776 
0321: kill_actor $5073 

:PROTEC3_5776
if 
  $5096 > 0 // $ > int 
jf @PROTEC3_5815 
if 
   not Actor.Dead($5074)
jf @PROTEC3_5815 
0321: kill_actor $5074 

:PROTEC3_5815
0591: unlock_all_car_doors_in_area 466.1 325.5 448.1 339.2 
042B: clear_peds_from_cube 466.1 325.5 5.0 448.0 340.1 15.0 
03CF: load_wav 'BUD3_1' as 1 
03CF: load_wav 'BUD3_2' as 2 

:PROTEC3_5893
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_5923 
wait 0 
jump @PROTEC3_5893 

:PROTEC3_5923
Marker.Disable($5105)
wait 2000 
00BC: text_highpriority 'PRO3_09' time 5000 1  // Tie 'em up and gag 'em!
03D1: play_wav 1 

:PROTEC3_5952
if 
83D2:   not wav 1 ended 
jf @PROTEC3_5978 
wait 0 
jump @PROTEC3_5952 

:PROTEC3_5978
040D: unload_wav 1 
03D5: remove_text 'PRO3_09'  // Tie 'em up and gag 'em!
00BC: text_highpriority 'PRO3_10' time 5000 1  // Ooo. Fits perfectly!
03D1: play_wav 2 

:PROTEC3_6011
if and
83D2:   not wav 2 ended 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_6042 
wait 0 
jump @PROTEC3_6011 

:PROTEC3_6042
040D: unload_wav 2 
03D5: remove_text 'PRO3_10'  // Ooo. Fits perfectly!
Actor.DestroyInstantly($LANCE_VANCE)
Actor.Create($LANCE_VANCE, 4, #SPECIAL02, 456.4, 338.7, 10.8)
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
Actor.Health($LANCE_VANCE) = 120
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 
0319: set_actor $LANCE_VANCE running 1 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PROTEC3_6196 
0362: put_actor $PLAYER_ACTOR at 458.5 338.9 10.8 and_remove_from_car 
jump @PROTEC3_6216 

:PROTEC3_6196
0055: put_player $PLAYER_CHAR at 458.5 338.9 10.8 

:PROTEC3_6216
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_6268 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_6268 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_6268
03CF: load_wav 'BUD3_3' as 1 
03CF: load_wav 'BUD3_4' as 2 

:PROTEC3_6292
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_6322 
wait 0 
jump @PROTEC3_6292 

:PROTEC3_6322
00BC: text_highpriority 'PRO3_11' time 5000 1  // Bit tight around the crotch though...
03D1: play_wav 1 

:PROTEC3_6341
if 
83D2:   not wav 1 ended 
jf @PROTEC3_6367 
wait 0 
jump @PROTEC3_6341 

:PROTEC3_6367
040D: unload_wav 1 
03D5: remove_text 'PRO3_11'  // Bit tight around the crotch though...
00BC: text_highpriority 'PRO3_12' time 5000 1  // Oh yeah yeah, mine too. Mine too.
03D1: play_wav 2 

:PROTEC3_6400
if and
83D2:   not wav 2 ended 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_6431 
wait 0 
jump @PROTEC3_6400 

:PROTEC3_6431
040D: unload_wav 2 
03D5: remove_text 'PRO3_12'  // Oh yeah yeah, mine too. Mine too.
03CF: load_wav 'BUD3_1C' as 1 
03CF: load_wav 'BUD3_5' as 2 

:PROTEC3_6469
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_6499 
wait 0 
jump @PROTEC3_6469 

:PROTEC3_6499
Actor.DestroyInstantly($5071)
Actor.DestroyInstantly($5072)
Actor.DestroyInstantly($5073)
Actor.DestroyInstantly($5074)
wait 2000 
0360: open_garage $994 

:PROTEC3_6529
if 
83B0:   not garage $994 door_open 
jf @PROTEC3_6556 
wait 0 
jump @PROTEC3_6529 

:PROTEC3_6556
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Marker.Disable($5104)
$5113 = 0 // $ = int 
$5108 = 1 // $ = int 
jump @PROTEC3_6620 

:PROTEC3_6595
Actor.RemoveReferences($5071)
Actor.RemoveReferences($5072)
00BC: text_highpriority 'PRO3_22' time 5000 1  // ~g~The lock-up door is blocked! You need to clear the door so it can close.

:PROTEC3_6620
if 
  $1307 == 1 // $ == int 
jf @PROTEC3_6707 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
if 
   not Actor.Dead($5075)
jf @PROTEC3_6676 
0243: set_actor $5075 ped_stats_to 16 
01CC: actor $5075 kill_player $PLAYER_CHAR 

:PROTEC3_6676
if 
   not Actor.Dead($5076)
jf @PROTEC3_6707 
0243: set_actor $5076 ped_stats_to 16 
01CC: actor $5076 kill_player $PLAYER_CHAR 

:PROTEC3_6707
if 
  $5108 == 1 // $ == int 
jf @PROTEC3_7188 
Actor.Create($5077, 4, #COP, 452.1, 994.0, 17.2)
Actor.Angle($5077) = 171.9
02A9: set_actor $5077 immune_to_nonplayer 1 
01B2: give_actor $5077 weapon 26 ammo 30000 // Load the weapon model before using this 
Actor.Create($5078, 4, #COP, 377.3, 993.8, 17.2)
Actor.Angle($5078) = 172.1
02A9: set_actor $5078 immune_to_nonplayer 1 
01B2: give_actor $5078 weapon 26 ammo 30000 // Load the weapon model before using this 
Actor.Create($5079, 4, #COP, 348.9, 1122.3, 17.2)
Actor.Angle($5079) = 86.1
02A9: set_actor $5079 immune_to_nonplayer 1 
01B2: give_actor $5079 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($5080, 4, #COP, 478.9, 1125.5, 17.5)
Actor.Angle($5080) = 259.1
02A9: set_actor $5080 immune_to_nonplayer 1 
01B2: give_actor $5080 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($5081, 4, #COP, 368.9, 1208.5, 24.5)
Actor.Angle($5081) = 90.1
02A9: set_actor $5081 immune_to_nonplayer 1 
01B2: give_actor $5081 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($5082, 4, #COP, 380.5, 1257.9, 16.4)
Actor.Angle($5082) = 353.1
02A9: set_actor $5082 immune_to_nonplayer 1 
01B2: give_actor $5082 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($5083, 4, #COP, 447.7, 1257.1, 17.3)
Actor.Angle($5083) = 2.6
02A9: set_actor $5083 immune_to_nonplayer 1 
01B2: give_actor $5083 weapon 17 ammo 30000 // Load the weapon model before using this 
04C0: create_police_roadblock_at 556.5 763.3 10.2 538.5 763.3 10.2 
04C0: create_police_roadblock_at 306.3 881.2 10.2 325.5 881.2 10.2 
018A: $5104 = create_checkpoint_at 468.0 1005.9 18.1 
00BB: text_lowpriority 'PRO3_02' time 7000 1  // ~g~ Take a cop car and go and plant the bomb at the Tarbrush Coffee Shop in the Mall.
$5108 = 2 // $ = int 

:PROTEC3_7188
if 
  $5108 == 2 // $ == int 
jf @PROTEC3_10493 
if 
  $1307 == 1 // $ == int 
jf @PROTEC3_7264 
if 
  $5118 == 0 // $ == int 
jf @PROTEC3_7264 
00BC: text_highpriority 'PRO3_23' time 5000 1  // ~g~Walk into the marker to plant the bomb.
$5118 = 1 // $ = int 

:PROTEC3_7264
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_7526 
if or
00F5:   player $PLAYER_CHAR 0 556.5 763.3 10.2 radius 20.0 20.0 20.0 
00F5:   player $PLAYER_CHAR 0 306.3 881.2 10.2 radius 20.0 20.0 20.0 
jf @PROTEC3_7526 
if 
  $5113 == 0 // $ == int 
jf @PROTEC3_7526 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_7526 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PROTEC3_7526 
00DA: $5089 = player $PLAYER_CHAR car 
02E3: $5117 = car $5089 speed 
if 
  $5117 > 10.0 // $ > float 
jf @PROTEC3_7526 
00BC: text_highpriority 'PRO3_13' time 5000 1  // Easy brother! No cop drives this bad!
03D1: play_wav 1 

:PROTEC3_7474
if and
83D2:   not wav 1 ended 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_7505 
wait 0 
jump @PROTEC3_7474 

:PROTEC3_7505
040D: unload_wav 1 
03D5: remove_text 'PRO3_13'  // Easy brother! No cop drives this bad!
$5113 = 1 // $ = int 

:PROTEC3_7526
if or
0057:   player $PLAYER_CHAR 0 436.2 995.1 17.3 468.7 988.7 19.7 
00F5:   player $PLAYER_CHAR 0 377.3 993.8 18.2 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 348.9 1122.3 18.2 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 478.9 1125.5 17.5 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 368.9 1208.5 25.5 radius 15.0 15.0 15.0 
jf @PROTEC3_8204 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
jf @PROTEC3_8204 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_7875 
if 
  $5114 == 0 // $ == int 
jf @PROTEC3_7875 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_7875 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PROTEC3_7875 
00BC: text_highpriority 'PRO3_14' time 5000 1  // Remember - smile at the other cops
03D1: play_wav 2 

:PROTEC3_7828
if 
83D2:   not wav 2 ended 
jf @PROTEC3_7854 
wait 0 
jump @PROTEC3_7828 

:PROTEC3_7854
040D: unload_wav 2 
03D5: remove_text 'PRO3_14'  // Remember - smile at the other cops
$5114 = 1 // $ = int 

:PROTEC3_7875
if 
  $5114 == 1 // $ == int 
jf @PROTEC3_8069 
03CF: load_wav 'BUD3_6' as 1 
03CF: load_wav 'BUD3_7' as 2 

:PROTEC3_7917
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_7947 
wait 0 
jump @PROTEC3_7917 

:PROTEC3_7947
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8069 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_8069 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PROTEC3_8069 
00BC: text_highpriority 'PRO3_15' time 5000 1  // Hey there officer. Nice badge, nice badge.
03D1: play_wav 1 

:PROTEC3_8017
if and
83D2:   not wav 1 ended 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8048 
wait 0 
jump @PROTEC3_8017 

:PROTEC3_8048
040D: unload_wav 1 
03D5: remove_text 'PRO3_15'  // Hey there officer. Nice badge, nice badge.
$5114 = 2 // $ = int 

:PROTEC3_8069
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8204 
if 
  $5114 == 2 // $ == int 
jf @PROTEC3_8204 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_8204 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PROTEC3_8204 
00BC: text_highpriority 'PRO3_16' time 5000 1  // Real smooth, Lance.
03D1: play_wav 2 

:PROTEC3_8157
if 
83D2:   not wav 2 ended 
jf @PROTEC3_8183 
wait 0 
jump @PROTEC3_8157 

:PROTEC3_8183
040D: unload_wav 2 
03D5: remove_text 'PRO3_16'  // Real smooth, Lance.
$5114 = 3 // $ = int 

:PROTEC3_8204
if 
  $5112 == 0 // $ == int 
jf @PROTEC3_8306 
if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER6' 
jf @PROTEC3_8271 
if 
  $1307 == 1 // $ == int 
jf @PROTEC3_8271 
$5112 = 1 // $ = int 

:PROTEC3_8271
if or
   Actor.Dead($5075)
   Actor.Dead($5076)
jf @PROTEC3_8299 
$5112 = 1 // $ = int 

:PROTEC3_8299
jump @PROTEC3_8629 

:PROTEC3_8306
00BB: text_lowpriority 'PRO3_07' time 5000 1  // ~g~ You have blown your cover. Hurry up and plant the bomb!
if 
  $5111 == 0 // $ == int 
jf @PROTEC3_8350 
01F0: set_max_wanted_level_to 6 
Player.WantedLevel($PLAYER_CHAR) = 4

:PROTEC3_8350
if 
   not Actor.Dead($5077)
jf @PROTEC3_8381 
0243: set_actor $5077 ped_stats_to 16 
01CC: actor $5077 kill_player $PLAYER_CHAR 

:PROTEC3_8381
if 
   not Actor.Dead($5078)
jf @PROTEC3_8412 
0243: set_actor $5078 ped_stats_to 16 
01CC: actor $5078 kill_player $PLAYER_CHAR 

:PROTEC3_8412
if 
   not Actor.Dead($5079)
jf @PROTEC3_8443 
0243: set_actor $5079 ped_stats_to 16 
01CC: actor $5079 kill_player $PLAYER_CHAR 

:PROTEC3_8443
if 
   not Actor.Dead($5080)
jf @PROTEC3_8474 
0243: set_actor $5080 ped_stats_to 16 
01CC: actor $5080 kill_player $PLAYER_CHAR 

:PROTEC3_8474
if 
   not Actor.Dead($5081)
jf @PROTEC3_8505 
0243: set_actor $5081 ped_stats_to 16 
01CC: actor $5081 kill_player $PLAYER_CHAR 

:PROTEC3_8505
if 
   not Actor.Dead($5082)
jf @PROTEC3_8536 
0243: set_actor $5082 ped_stats_to 16 
01CC: actor $5082 kill_player $PLAYER_CHAR 

:PROTEC3_8536
if 
   not Actor.Dead($5083)
jf @PROTEC3_8567 
0243: set_actor $5083 ped_stats_to 16 
01CC: actor $5083 kill_player $PLAYER_CHAR 

:PROTEC3_8567
if 
   not Actor.Dead($5075)
jf @PROTEC3_8598 
0243: set_actor $5075 ped_stats_to 16 
01CC: actor $5075 kill_player $PLAYER_CHAR 

:PROTEC3_8598
if 
   not Actor.Dead($5076)
jf @PROTEC3_8629 
0243: set_actor $5076 ped_stats_to 16 
01CC: actor $5076 kill_player $PLAYER_CHAR 

:PROTEC3_8629
if 
  $5111 == 0 // $ == int 
jf @PROTEC3_8881 
if 
00F6:   player $PLAYER_CHAR 1 468.0 1005.9 18.1 radius 1.0 1.0 2.0 
jf @PROTEC3_8881 
Marker.Disable($5104)
Player.CanMove($PLAYER_CHAR, False)
03CF: load_wav 'BUD3_8A' as 1 
03CF: load_wav 'BUD3_9A' as 2 

:PROTEC3_8731
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_8761 
wait 0 
jump @PROTEC3_8731 

:PROTEC3_8761
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Actor.Angle($PLAYER_ACTOR) = 232.0
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 1000 ms 
Camera.SetBehindPlayer
wait 1000 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_8828 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 

:PROTEC3_8828
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_8867 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 

:PROTEC3_8867
TIMERB = 0 // @ = int 
$5111 = 1 // $ = int 

:PROTEC3_8881
if 
  $5111 == 1 // $ == int 
jf @PROTEC3_10493 
if 
  $5115 == 0 // $ == int 
jf @PROTEC3_9114 
00BC: text_highpriority 'PRO3_17' time 5000 1  // Ok, timers are set, 5 seconds and ticking.
03D1: play_wav 1 

:PROTEC3_8936
if 
83D2:   not wav 1 ended 
jf @PROTEC3_9017 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
jf @PROTEC3_9010 
jump @PROTEC3_9170 

:PROTEC3_9010
jump @PROTEC3_8936 

:PROTEC3_9017
040D: unload_wav 1 
03D5: remove_text 'PRO3_17'  // Ok, timers are set, 5 seconds and ticking.
TIMERB = 0 // @ = int 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_9107 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_9107 
00BC: text_highpriority 'PRO3_18' time 5000 1  // 5 seconds?!! We got to get the hell out of here!
00BB: text_lowpriority 'PRO3_24' time 5000 1  // ~g~Get clear of the Cafe!
03D1: play_wav 2 

:PROTEC3_9107
$5115 = 1 // $ = int 

:PROTEC3_9114
if or
  TIMERB > 6000 // @ > int 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
jf @PROTEC3_10493 

:PROTEC3_9170
if 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
jf @PROTEC3_9269 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PROTEC3_9239 
0579: stop_actor $PLAYER_ACTOR 

:PROTEC3_9239
0055: put_player $PLAYER_CHAR at 449.4 1007.1 18.1 
0171: set_player $PLAYER_CHAR z_angle_to 182.3 

:PROTEC3_9269
if 
8057:   not player $PLAYER_CHAR 0 458.7 1002.1 25.0 398.2 1095.3 15.7 
jf @PROTEC3_9358 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PROTEC3_9338 
0579: stop_actor $PLAYER_ACTOR 

:PROTEC3_9338
0055: put_player $PLAYER_CHAR at 435.1 1030.4 18.1 

:PROTEC3_9358
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
$398 += 1.0 // $ += float 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_9412 
Actor.PutAt($LANCE_VANCE, $397, $398, $399)

:PROTEC3_9412
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_9463 
02AB: set_actor $LANCE_VANCE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:PROTEC3_9463
Camera.SetPosition(450.5358, 1023.133, 22.5928, 0.0, 0.0, 0.0)
Camera.PointAt(451.2465, 1022.443, 22.4529, 2)
020C: create_explosion 2 at 471.5 1009.5 18.1 
020C: create_explosion 11 at 471.5 1009.5 18.1 
020C: create_explosion 1 at 471.5 1009.5 18.1 
020C: create_explosion 6 at 471.5 1009.5 18.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at 468.5 1010.1 18.1 
020C: create_explosion 11 at 468.5 1010.1 18.1 
020C: create_explosion 1 at 468.5 1010.1 18.1 
020C: create_explosion 6 at 468.5 1010.1 18.1 
039D: scatter_particles 17 0.6 5 156 165 11000 at 468.5 1010.1 18.1 0.1 0.0 0.2 
020C: create_explosion 2 at 466.5 1012.5 18.1 
020C: create_explosion 11 at 466.5 1012.5 18.1 
020C: create_explosion 1 at 466.5 1012.5 18.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at 465.3 1005.6 18.1 
020C: create_explosion 11 at 465.3 1005.6 18.1 
020C: create_explosion 1 at 465.3 1005.6 18.1 
020C: create_explosion 2 at 461.7 1002.3 18.1 
020C: create_explosion 11 at 461.7 1002.3 18.1 
020C: create_explosion 1 at 461.7 1002.3 18.1 
020C: create_explosion 6 at 461.7 1002.3 18.1 
039D: scatter_particles 17 0.8 0 0 0 11000 at 461.7 1002.3 18.1 0.1 0.0 0.2 
Camera.Shake(1800)
wait 2000 
020C: create_explosion 6 at 463.9 1008.0 18.1 
020C: create_explosion 6 at 464.3 1008.0 18.1 
020C: create_explosion 6 at 464.9 1008.0 18.1 
020C: create_explosion 6 at 465.3 1008.0 18.1 
020C: create_explosion 6 at 465.9 1008.0 18.1 
039D: scatter_particles 4 3.0 0 0 0 11000 at 463.9 1008.0 18.1 0.2 0.0 0.1 
020C: create_explosion 6 at 452.5358 1023.133 22.5928 
Camera.Shake(1000)
0169: set_fade_color 255 255 255 
fade 0 400 
if 
   not Player.Wasted($PLAYER_CHAR)
jf @PROTEC3_10254 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_10254 
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSH to #ML_TARBRUSHDAMAGE 
if 
  $5116 == 0 // $ == int 
jf @PROTEC3_10254 
$5116 = 1 // $ = int 

:PROTEC3_10254
fade 1 400 
02CF: $5084 = create_fire_at 471.5 1009.5 18.1 
02CF: $5085 = create_fire_at 468.5 1010.1 18.1 
02CF: $5086 = create_fire_at 465.3 1005.6 18.1 
02CF: $5087 = create_fire_at 461.7 1002.3 18.1 
02CF: $5088 = create_fire_at 463.9 1008.0 18.1 
wait 3000 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0336: set_player $PLAYER_CHAR visible 1 
01F0: set_max_wanted_level_to 6 
Player.WantedLevel($PLAYER_CHAR) = 5
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_10435 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC3_10435
$5112 = 1 // $ = int 
00BC: text_highpriority 'PRO3_08' time 5000 1  // ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.
018A: $5106 = create_checkpoint_at -378.2 -549.8 17.6 
04C1: remove_references_to_roadblocks 
$5108 = 3 // $ = int 
$5111 = 1 // $ = int 

:PROTEC3_10493
if 
  $5108 == 3 // $ == int 
jf @PROTEC3_11519 
if 
00F9:   player $PLAYER_CHAR stopped 1 -378.2 -549.8 17.6 radius 3.0 3.0 3.0 
jf @PROTEC3_11519 
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_11519 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_11519 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at -381.4 -532.3 16.1 
Actor.Create($5071, 4, #SPECIAL03, -378.2, -549.8, 17.6)
Actor.Angle($5071) = 184.6
if 
   not Actor.Dead($5071)
jf @PROTEC3_10690 
0239: actor $5071 run_to -378.4 -561.1 

:PROTEC3_10690
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_10756 
Actor.PutAt($LANCE_VANCE, -377.4, -547.9, 16.7)
Actor.Angle($LANCE_VANCE) = 184.6
01E0: clear_leader $LANCE_VANCE 
0239: actor $LANCE_VANCE run_to -378.4 -561.1 

:PROTEC3_10756
Camera.SetPosition(-378.5, -546.1, 21.2, 0.0, 0.0, 0.0)
Camera.PointAt(-378.7, -553.7, 19.6, 2)
wait 1000 
if 
   not Actor.Dead($5071)
jf @PROTEC3_10843 
0239: actor $5071 run_to -378.4 -561.1 

:PROTEC3_10843
TIMERA = 0 // @ = int 

:PROTEC3_10850
if and
80ED:   not actor $5071 0 -378.4 -561.1 radius 1.0 1.0 
   not TIMERA > 7000 // @ > int 
jf @PROTEC3_10923 
wait 0 
if 
   not Actor.Dead($5071)
jf @PROTEC3_10916 

:PROTEC3_10916
jump @PROTEC3_10850 

:PROTEC3_10923
if 
   not Actor.Dead($5071)
jf @PROTEC3_10944 
Actor.DestroyInstantly($5071)

:PROTEC3_10944
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_10996 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_10996 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_10996
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_11017 
Actor.DestroyInstantly($LANCE_VANCE)

:PROTEC3_11017
Actor.Create($5071, 4, #NULL, -378.4, -561.1, 18.5)
if 
   not Actor.Dead($5071)
jf @PROTEC3_11072 
0239: actor $5071 run_to -378.2 -549.8 

:PROTEC3_11072
TIMERA = 0 // @ = int 

:PROTEC3_11079
if and
80ED:   not actor $5071 0 -378.2 -549.8 radius 1.0 1.0 
   not TIMERA > 7000 // @ > int 
jf @PROTEC3_11152 
wait 0 
if 
   not Actor.Dead($5071)
jf @PROTEC3_11145 

:PROTEC3_11145
jump @PROTEC3_11079 

:PROTEC3_11152
wait 2000 
Actor.DestroyInstantly($5071)
0055: put_player $PLAYER_CHAR at -378.2 -549.8 17.6 
0171: set_player $PLAYER_CHAR z_angle_to 9.3 
Camera.SetBehindPlayer
Marker.Disable($5106)
fade 0 500 

:PROTEC3_11206
if 
fading 
jf @PROTEC3_11230 
wait 0 
jump @PROTEC3_11206 

:PROTEC3_11230
04A6: $5090 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $925 rate $925 
Camera.SetPosition(-369.1, -467.9, 22.7, 0.0, 0.0, 0.0)
Camera.PointAt(-370.6, -533.8, 18.0, 2)
fade 1 500 

:PROTEC3_11314
if 
fading 
jf @PROTEC3_11338 
wait 0 
jump @PROTEC3_11314 

:PROTEC3_11338
0394: play_music 1 
00BA: text_styled 'PRO_AS1' 5000 ms 6  // PROTECTION RING ASSET COMPLETED
wait 5000 
Camera.SetPosition(-377.1, -526.9, 19.4, 0.0, 0.0, 0.0)
Camera.PointAt(-377.6, -536.6, 17.5, 2)
01E5: text_1number_highpriority 'PRO_AS2' $925 time 6000 1  // ~g~Vercetti Estate will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:PROTEC3_11443
if 
fading 
jf @PROTEC3_11467 
wait 0 
jump @PROTEC3_11443 

:PROTEC3_11467
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
fade 1 500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @PROTEC3_11972 

:PROTEC3_11519
if 
   not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_11880 
if 
  $5110 == 1 // $ == int 
jf @PROTEC3_11636 
if 
8320:   not actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_11636 
if 
  TIMERA > 3000 // @ > int 
jf @PROTEC3_11606 
00BC: text_highpriority 'PRO3_03' time 5000 1  // ~g~ You've left Lance behind, go and get him.

:PROTEC3_11606
Marker.Disable($5105)
Marker.Disable($5104)
Marker.Disable($5106)
Marker.CreateAboveActor($5107, $LANCE_VANCE)
$5110 = 0 // $ = int 

:PROTEC3_11636
if 
  $5110 == 0 // $ == int 
jf @PROTEC3_11873 
if 
00FB:   player $PLAYER_CHAR 0 $LANCE_VANCE radius 8.0 8.0 8.0 
jf @PROTEC3_11873 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
if 
  TIMERA > 3000 // @ > int 
jf @PROTEC3_11732 
00BC: text_highpriority 'PRO3_04' time 5000 1  // ~g~ Let's go.

:PROTEC3_11732
Marker.Disable($5107)
Marker.Disable($5105)
Marker.Disable($5104)
Marker.Disable($5106)
if 
  $5108 == 0 // $ == int 
jf @PROTEC3_11790 
018A: $5105 = create_checkpoint_at 457.4 335.28 9.4 

:PROTEC3_11790
if 
  $5108 == 2 // $ == int 
jf @PROTEC3_11828 
018A: $5104 = create_checkpoint_at 471.5 1009.5 18.1 

:PROTEC3_11828
if 
  $5108 == 3 // $ == int 
jf @PROTEC3_11866 
018A: $5106 = create_checkpoint_at -378.2 -549.8 17.6 

:PROTEC3_11866
$5110 = 1 // $ = int 

:PROTEC3_11873
jump @PROTEC3_11902 

:PROTEC3_11880
00BC: text_highpriority 'PRO3_05' time 5000 1  // ~r~You killed Lance!
jump @PROTEC3_11909 

:PROTEC3_11902
jump @PROTEC3_3658 

:PROTEC3_11909
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
if 
  $5116 == 1 // $ == int 
jf @PROTEC3_11970 
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSHDAMAGE to #ML_TARBRUSH 

:PROTEC3_11970
return 

:PROTEC3_11972
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
055B: $1593 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
$1573 = 1 // $ = int 
start_new_script @CLOTH5 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 
0318: set_latest_mission_passed 'BUD_3'  // Cop Land
Marker.Disable($568)
Marker.Disable($537)
04CE: $537 = create_icon_marker_without_sphere 29 at -378.4 -536.9 17.2 
$1479 += 1 // $ += int 
$571 = 1 // $ = int 
return 

:PROTEC3_12104
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
01F0: set_max_wanted_level_to 6 
Actor.DestroyWithFade($LANCE_VANCE)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#COP)
Model.Destroy(#ARMY)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#M4)
Model.Destroy(#SENTINEL)
Model.Destroy(#POLICE)
Model.Destroy(#DYNAMITE)
Model.Destroy(#NITESTICK)
Model.Destroy(#COLT45)
Object.Destroy($5097)
Object.Destroy($5098)
Object.Destroy($5099)
Object.Destroy($5100)
Object.Destroy($5101)
Marker.Disable($5106)
Marker.Disable($5105)
Marker.Disable($5104)
Marker.Disable($5107)
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 30 0 0 50 0 50 0 0 0 0 10 
015C: set_zone_gang_info 'SHOP1' 0 20 0 0 50 0 50 0 0 0 0 10 
0152: set_zone_car_info 'SHOP1' 1 15 0 0 50 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SHOP1' 0 13 0 0 50 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
if 
  $1582 == 1 // $ == int 
jf @PROTEC3_12751 
055B: $1601 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:PROTEC3_12751
if 
  $1581 == 1 // $ == int 
jf @PROTEC3_12791 
055B: $1588 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:PROTEC3_12791
if 
  $1604 == 1 // $ == int 
jf @PROTEC3_12831 
055B: $1602 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:PROTEC3_12831
if 
  $1569 == 1 // $ == int 
jf @PROTEC3_12871 
055B: $1589 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:PROTEC3_12871
if 
  $1570 == 1 // $ == int 
jf @PROTEC3_12911 
055B: $1590 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:PROTEC3_12911
if 
  $1571 == 1 // $ == int 
jf @PROTEC3_12951 
055B: $1591 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:PROTEC3_12951
if 
  $1572 == 1 // $ == int 
jf @PROTEC3_12991 
055B: $1592 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 

:PROTEC3_12991
if 
  $571 == 0 // $ == int 
jf @PROTEC3_13049 
if 
  $1573 == 1 // $ == int 
jf @PROTEC3_13049 
055B: $1593 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:PROTEC3_13049
if 
  $1574 == 1 // $ == int 
jf @PROTEC3_13089 
055B: $1594 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:PROTEC3_13089
if 
  $1575 == 1 // $ == int 
jf @PROTEC3_13129 
055B: $1595 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:PROTEC3_13129
if 
  $1576 == 1 // $ == int 
jf @PROTEC3_13169 
055B: $1596 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:PROTEC3_13169
if 
  $1580 == 1 // $ == int 
jf @PROTEC3_13209 
055B: $1600 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:PROTEC3_13209
03AE: remove_objects_from_cube 466.0 1023.0 14.1 476.0 1033.0 24.1 
031A: remove_all_fires 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$2004 = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 34---------------
// Originally: Spilling the Beans

:COUNT1
script_name 'COUNT1' 
gosub @COUNT1_46 
if 
wasted_or_busted 
jf @COUNT1_37 
gosub @COUNT1_6530 

:COUNT1_37
gosub @COUNT1_6613 
terminate_this_script 

:COUNT1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$1298 = 1 // $ = int 
$5122 = 0 // $ = int 
$5125 = 0 // $ = int 
$5123 = 0 // $ = int 
$5127 = 0 // $ = int 
$5128 = 0 // $ = int 
$5129 = 0 // $ = int 
$5126 = 0 // $ = int 
$5132 = 0 // $ = int 
$5131 = 0 // $ = int 
$5133 = 0 // $ = int 
$5136 = 0 // $ = int 
$5135 = 0 // $ = int 
$5137 = 0 // $ = int 
$5140 = 0 // $ = int 
$5139 = 0 // $ = int 
$5141 = 0 // $ = int 
$5144 = 0 // $ = int 
$5143 = 0 // $ = int 
$5145 = 0 // $ = int 
$5148 = 0 // $ = int 
$5147 = 0 // $ = int 
$5149 = 0 // $ = int 
$5152 = 0 // $ = int 
$5151 = 0 // $ = int 
$5153 = 0 // $ = int 
$5156 = 0 // $ = int 
$5155 = 0 // $ = int 
$5157 = 0 // $ = int 
$5160 = 0 // $ = int 
$5159 = 0 // $ = int 
$5161 = 0 // $ = int 
$5164 = 0 // $ = int 
$5163 = 0 // $ = int 
$5165 = 0 // $ = int 
$5167 = 0 // $ = int 
$5168 = 0 // $ = int 
$5169 = 0 // $ = int 
$5175 = 0 // $ = int 
$5171 = 0 // $ = int 
$5172 = 0.0 // $ = float 
$5173 = 0.0 // $ = float 
$5174 = 0.0 // $ = float 
$5178 = 0 // $ = int 
$5179 = 0 // $ = int 
$5180 = 0 // $ = int 
$5183 = 0 // $ = int 
$5185 = 0 // $ = int 
$5187 = 0 // $ = int 
$5189 = 0 // $ = int 
$5191 = 0 // $ = int 
$5193 = 0 // $ = int 
$5195 = 0 // $ = int 
$5197 = 0 // $ = int 
$5198 = 0 // $ = int 
$5199 = 0 // $ = int 
$5200 = 0 // $ = int 
$5203 = 0 // $ = int 
$5204 = 0 // $ = int 
$5205 = 0 // $ = int 
$5206 = 0 // $ = int 
$5207 = 0 // $ = int 
$5208 = 0 // $ = int 
$5209 = 0 // $ = int 
$5210 = 0 // $ = int 
$5213 = 0 // $ = int 
$5214 = 0 // $ = int 
$5176 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'COUNT1' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
select_interior 18 
Camera.SetAtPos(-1070.05, -280.06, 11.09)
038B: load_requested_models 

:COUNT1_623
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COUNT1_653 
wait 0 
jump @COUNT1_623 

:COUNT1_653
02E4: load_cutscene_data 'CNT_1A' 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $470 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $470 'CSKELLY' 
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT1_803
if 
  11104 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_803 

:COUNT1_838
00BC: text_highpriority 'CM1_A' time 10000 1  // Mr. Vercetti? Hey. You bought the old print works?

:COUNT1_853
if 
  15668 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_853 

:COUNT1_888
00BC: text_highpriority 'CM1_B' time 10000 1  // Yeah, my old man used to work on these.

:COUNT1_903
if 
  18152 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_903 

:COUNT1_938
00BC: text_highpriority 'CM1_N' time 10000 1  // I used to spend the evenings with him, cleaning the rollers...

:COUNT1_953
if 
  21286 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_953 

:COUNT1_988
00BC: text_highpriority 'CM1_C' time 10000 1  // I was going to follow him in his trade, but...I lived a different life.

:COUNT1_1003
if 
  25141 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1003 

:COUNT1_1038
00BC: text_highpriority 'CM1_D' time 10000 1  // You planning on selling the old machinery, breaking it down?

:COUNT1_1053
if 
  28808 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1088 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1053 

:COUNT1_1088
00BC: text_highpriority 'CM1_E' time 10000 1  // I'm thinking we might print something - a newspaper, a magazine...

:COUNT1_1103
if 
  31680 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1138 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1103 

:COUNT1_1138
00BC: text_highpriority 'CM1_F' time 10000 1  // Oh, crap, sonny, low grade crap. I've always fancied printing money. It ain't too hard.

:COUNT1_1153
if 
  37694 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1190 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1153 

:COUNT1_1190
00BC: text_highpriority 'CM1_G' time 10000 1  // You know, I've been doing it on a small scale for years.

:COUNT1_1205
if 
  40520 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1242 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1205 

:COUNT1_1242
00BC: text_highpriority 'CM1_H' time 10000 1  // Really?

:COUNT1_1257
if 
  41862 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1294 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1257 

:COUNT1_1294
00BC: text_highpriority 'CM1_I' time 10000 1  // Sure. But we'd need some good quality plates.

:COUNT1_1309
if 
  46771 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1346 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1309 

:COUNT1_1346
00BC: text_highpriority 'CM1_J' time 10000 1  // Of course! There's a counterfeiting syndicate already operating in Florida.

:COUNT1_1361
if 
  51081 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1398 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1361 

:COUNT1_1398
00BC: text_highpriority 'CM1_K' time 10000 1  // A syndicate?

:COUNT1_1413
if 
  51973 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1450 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1413 

:COUNT1_1450
00BC: text_highpriority 'CM1_L' time 10000 1  // Yeah. Just rumors is all I've heard.

:COUNT1_1465
if 
  54422 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1502 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1465 

:COUNT1_1502
00BC: text_highpriority 'CM1_M' time 10000 1  // I know a man who's good with rumors...

:COUNT1_1517
if 
  56704 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1554 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1517 

:COUNT1_1554
00BE: text_clear_all 

:COUNT1_1556
if 
  57968 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1593 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1556 

:COUNT1_1593
fade 0 2000 
00BE: text_clear_all 

:COUNT1_1602
if 
fading 
jf @COUNT1_1626 
wait 0 
jump @COUNT1_1602 

:COUNT1_1626
select_interior 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Pickup.Create($6975, #BODYARMOUR, 3, -689.3327, -1251.063, 31.15651)
0556: create_cab -1047.664 -298.188 11.0 266.28 512.591 -74.9 9.573 189.24 
if 
  $1981 == 0 // $ == int 
jf @COUNT1_1781 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 

:COUNT1_1781
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Model.Load(#GDA)
Model.Load(#GDB)
Model.Load(#MP5LNG)
Model.Load(#M4)
03CF: load_wav 'CNT1_1' as 2 

:COUNT1_1831
if or
   not Model.Available(#GDA)
   not Model.Available(#GDB)
   not Model.Available(#MP5LNG)
   not Model.Available(#M4)
83D0:   not wav 2 loaded 
jf @COUNT1_1875 
wait 0 
jump @COUNT1_1831 

:COUNT1_1875
if 
fading 
jf @COUNT1_1899 
wait 0 
jump @COUNT1_1875 

:COUNT1_1899
if 
  $1981 == 0 // $ == int 
jf @COUNT1_2094 
wait 100 
0395: clear_area 0 at -1042.921 -304.553 12.463 range 1.0 
Camera.SetPosition(-1042.921, -304.553, 12.463, 0.0, 0.0, 0.0)
Camera.PointAt(-1043.434, -303.718, 12.266, 2)
00BC: text_highpriority 'TAXSHRT' time 10000 1  // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
TIMERA = 0 // @ = int 

:COUNT1_2018
if 
  6000 > TIMERA // int > @ 
jf @COUNT1_2048 
wait 0 
jump @COUNT1_2018 

:COUNT1_2048
03D5: remove_text 'TAXSHRT'  // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$1981 = 1 // $ = int 

:COUNT1_2094
00BC: text_highpriority 'CM1_5' time 5000 1  // ~g~Go and meet Kent Paul at the Malibu Club!
018A: $5177 = create_checkpoint_at 491.0 -77.7 10.4 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
$1316 = 1 // $ = int 
$1315 = 0 // $ = int 

:COUNT1_2171
if 
80F5:   not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 3.0 3.0 3.0 
jf @COUNT1_2230 
wait 0 
jump @COUNT1_2171 

:COUNT1_2230
Player.CanMove($PLAYER_CHAR, False)
Marker.Disable($5177)
0169: set_fade_color 0 0 0 
fade 0 1500 

:COUNT1_2257
if 
fading 
jf @COUNT1_2281 
wait 0 
jump @COUNT1_2257 

:COUNT1_2281
01BD: $330 = current_time_in_ms 
$331 = 0 // $ = int 

:COUNT1_2293
if and
   not Player.Controllable($PLAYER_CHAR)
  5000 > $331 // int > $ 
jf @COUNT1_2349 
wait 0 
01BD: $329 = current_time_in_ms 
0084: $331 = $329 // $ = $ int 
0060: $331 -= $330 // $ -= $ int 
jump @COUNT1_2293 

:COUNT1_2349
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
023C: load_special_actor 3 'FLOOZYA' 
select_interior 17 
Camera.SetAtPos(470.495, -57.014, 10.04)
038B: load_requested_models 

:COUNT1_2421
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @COUNT1_2455 
wait 0 
jump @COUNT1_2421 

:COUNT1_2455
04F9: set_extra_colors 1 fade 0 
02E4: load_cutscene_data 'CNT_1B' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $445 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $445 'CSKENT' 
02E5: $477 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $477 'FLOOZYA' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT1_2686 
00D9: $5212 = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
   not Car.Wrecked($5212)
jf @COUNT1_2649 
Car.PutAt($5212, 496.3, -82.8, 9.0)
Car.Angle($5212) = 116.6

:COUNT1_2649
0362: put_actor $PLAYER_ACTOR at 493.1 -82.4 9.8 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
jump @COUNT1_2716 

:COUNT1_2686
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:COUNT1_2716
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT1_2738
if 
  7872 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_2773 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2738 

:COUNT1_2773
00BC: text_highpriority 'CM1_2A' time 10000 1  // Look at the arse on that!

:COUNT1_2788
if 
  12284 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_2823 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2788 

:COUNT1_2823
00BC: text_highpriority 'CM1_2B' time 10000 1  // Awright girl, it's your loss mate init!

:COUNT1_2838
if 
  14399 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_2873 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2838 

:COUNT1_2873
00BC: text_highpriority 'CM1_2C' time 10000 1  // Awright me ol'china, how's it hangin'?

:COUNT1_2888
if 
  17102 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_2923 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2888 

:COUNT1_2923
00BC: text_highpriority 'CM1_2D' time 10000 1  // What do you know about counterfeiting?

:COUNT1_2938
if 
  18528 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_2973 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2938 

:COUNT1_2973
00BC: text_highpriority 'CM1_2E' time 10000 1  // Oh I'm fine Paul, how 'bout you?

:COUNT1_2988
if 
  20285 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3023 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2988 

:COUNT1_3023
00BC: text_highpriority 'CM1_2F' time 10000 1  // Come 'ere!

:COUNT1_3038
if 
  21336 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3073 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3038 

:COUNT1_3073
00BC: text_highpriority 'CM1_2G' time 10000 1  // Awright! Awright! Awright!! You're obviously a busy man.

:COUNT1_3088
if 
  24945 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3123 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3088 

:COUNT1_3123
00BC: text_highpriority 'CM1_2H' time 10000 1  // All I know about dodgy readys is the Triads supply the plates.

:COUNT1_3138
if 
  31191 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3173 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3138 

:COUNT1_3173
00BC: text_highpriority 'CM1_2I' time 10000 1  // They've got a shipping company down the docks,

:COUNT1_3188
if 
  33488 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3225 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3188 

:COUNT1_3225
00BC: text_highpriority 'CM1_2J' time 10000 1  // the boss man would know when the plates are coming in next!

:COUNT1_3240
if 
  37791 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3277 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3240 

:COUNT1_3277
00BC: text_highpriority 'CM1_2K' time 10000 1  // Thanks Paul.

:COUNT1_3292
if 
  40783 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3329 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3292 

:COUNT1_3329
00BC: text_highpriority 'CM1_2L' time 10000 1  // What's the matter with you, you maniac!

:COUNT1_3344
if 
  43496 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3381 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3344 

:COUNT1_3381
00BC: text_highpriority 'CM1_2M' time 10000 1  // Give me another drink, lively!

:COUNT1_3396
if 
  45120 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3433 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3396 

:COUNT1_3433
00BE: text_clear_all 

:COUNT1_3435
if 
  47160 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3472 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3435 

:COUNT1_3472
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1315 = 1 // $ = int 
$1316 = 0 // $ = int 
$1298 = 0 // $ = int 
$1290 = 0 // $ = int 
fade 0 2000 
00BE: text_clear_all 

:COUNT1_3542
if 
fading 
jf @COUNT1_3566 
wait 0 
jump @COUNT1_3542 

:COUNT1_3566
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Camera.SetAtPos(493.1, -82.4, 9.8)
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
00BC: text_highpriority 'CM1_1' time 5000 1  // ~g~Go to the Chartered Libertine Lines boat at the docks.
00BB: text_lowpriority 'CM1_2' time 5000 1  // ~g~The Shipping Officer will have the information that is required.
018A: $5121 = create_checkpoint_at -686.85 -1245.43 30.14 
03BC: $5201 = create_sphere -686.85 -1245.43 30.14 1.5 
$400 = 0.0 // $ = float 

:COUNT1_3743
if 
  10.0 > $400 // float > $ 
jf @COUNT1_3795 
wait 0 
02CE: $400 = ground_z -686.85 -1245.43 30.14 
jump @COUNT1_3743 

:COUNT1_3795
Actor.Create($5124, 11, #GDA, -662.12, -1326.81, 15.26)
$5179 += 1 // $ += int 
01ED: clear_actor $5124 threat_search 
01B2: give_actor $5124 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5124 search_threat 1 
01E2: add_route_point 0 at -666.06 -1318.48 15.26 
01E2: add_route_point 0 at -673.8 -1302.02 15.26 
01E2: add_route_point 0 at -683.28 -1282.11 15.26 
01E2: add_route_point 0 at -693.41 -1258.63 15.24 
01E2: add_route_point 0 at -699.76 -1245.01 15.26 
01E2: add_route_point 0 at -693.41 -1258.63 15.24 
01E2: add_route_point 0 at -683.28 -1282.11 15.26 
01E2: add_route_point 0 at -673.8 -1302.02 15.26 
01E2: add_route_point 0 at -666.06 -1318.48 15.26 
01E2: add_route_point 0 at -662.12 -1326.81 15.26 
01E1: set_actor $5124 follow_route 0 3 
Actor.Create($5130, 11, #GDB, -659.26, -1330.93, 15.26)
$5179 += 1 // $ += int 
01ED: clear_actor $5130 threat_search 
01B2: give_actor $5130 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5130 search_threat 1 
01E2: add_route_point 1 at -653.93 -1342.18 15.26 
01E2: add_route_point 1 at -647.19 -1355.4 15.27 
01E2: add_route_point 1 at -632.47 -1382.57 15.29 
01E2: add_route_point 1 at -647.19 -1355.4 15.27 
01E2: add_route_point 1 at -653.93 -1342.18 15.26 
01E2: add_route_point 1 at -659.26 -1330.93 15.26 
01E1: set_actor $5130 follow_route 1 3 
Actor.Create($5134, 11, #GDA, -609.85, -1381.29, 15.25)
$5179 += 1 // $ += int 
01ED: clear_actor $5134 threat_search 
01B2: give_actor $5134 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5134 search_threat 1 
01E2: add_route_point 2 at -615.43 -1367.41 15.28 
01E2: add_route_point 2 at -620.06 -1355.03 15.28 
01E2: add_route_point 2 at -635.64 -1363.45 15.28 
01E2: add_route_point 2 at -620.06 -1355.03 15.28 
01E2: add_route_point 2 at -615.43 -1367.41 15.28 
01E2: add_route_point 2 at -609.85 -1381.29 15.25 
01E1: set_actor $5134 follow_route 2 3 
Actor.Create($5138, 11, #GDB, -627.04, -1339.79, 15.27)
$5179 += 1 // $ += int 
01ED: clear_actor $5138 threat_search 
01B2: give_actor $5138 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5138 search_threat 1 
01E2: add_route_point 3 at -630.43 -1333.91 15.27 
01E2: add_route_point 3 at -634.26 -1322.39 15.27 
01E2: add_route_point 3 at -639.33 -1307.99 15.26 
01E2: add_route_point 3 at -642.71 -1303.6 15.26 
01E2: add_route_point 3 at -639.33 -1307.99 15.26 
01E2: add_route_point 3 at -634.26 -1322.39 15.27 
01E2: add_route_point 3 at -630.43 -1333.91 15.27 
01E2: add_route_point 3 at -627.04 -1339.79 15.27 
01E1: set_actor $5138 follow_route 3 3 
Actor.Create($5142, 11, #GDA, -653.46, -1279.55, 15.26)
$5179 += 1 // $ += int 
01ED: clear_actor $5142 threat_search 
01B2: give_actor $5142 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5142 search_threat 1 
01E2: add_route_point 4 at -656.61 -1271.76 15.26 
01E2: add_route_point 4 at -660.34 -1262.76 15.26 
01E2: add_route_point 4 at -664.83 -1254.11 15.26 
01E2: add_route_point 4 at -660.34 -1262.76 15.26 
01E2: add_route_point 4 at -656.61 -1271.76 15.26 
01E2: add_route_point 4 at -653.46 -1279.55 15.26 
01E1: set_actor $5142 follow_route 4 3 
Actor.Create($5146, 11, #GDB, -691.13, -1260.5, 31.93)
$5179 += 1 // $ += int 
Actor.Angle($5146) = 180.0
01ED: clear_actor $5146 threat_search 
01B2: give_actor $5146 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5146 search_threat 1 
0350: set_actor $5146 maintain_position_when_attacked 1 
Actor.Create($5150, 11, #GDA, -667.68, -1249.14, 31.93)
$5179 += 1 // $ += int 
Actor.Angle($5150) = 180.0
01ED: clear_actor $5150 threat_search 
01B2: give_actor $5150 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5150 search_threat 1 
0350: set_actor $5150 maintain_position_when_attacked 1 
Actor.Create($5154, 11, #GDB, -690.94, -1218.18, 15.28)
$5179 += 1 // $ += int 
01ED: clear_actor $5154 threat_search 
01B2: give_actor $5154 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5154 search_threat 1 
01E2: add_route_point 5 at -698.0 -1221.23 15.28 
01E2: add_route_point 5 at -690.94 -1218.18 15.28 
01E1: set_actor $5154 follow_route 5 3 
Actor.Create($5158, 11, #GDB, -690.69, -1229.06, 22.46)
$5179 += 1 // $ += int 
Actor.Angle($5158) = 33.0
01ED: clear_actor $5158 threat_search 
01B2: give_actor $5158 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5158 search_threat 1 
0350: set_actor $5158 maintain_position_when_attacked 1 
Actor.Create($5162, 11, #GDB, -689.14, -1242.03, 30.14)
$5179 += 1 // $ += int 
Actor.Angle($5162) = 100.0
01ED: clear_actor $5162 threat_search 
01B2: give_actor $5162 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5162 search_threat 1 
0350: set_actor $5162 maintain_position_when_attacked 1 
Actor.Create($5166, 11, #GDA, -670.709, -1296.564, 18.94)
$5179 += 1 // $ += int 
Actor.Angle($5166) = 146.102
01ED: clear_actor $5166 threat_search 
01B2: give_actor $5166 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5166 search_threat 1 
0350: set_actor $5166 maintain_position_when_attacked 1 

:COUNT1_5239
if 
  2 > $5200 // int > $ 
jf @COUNT1_6138 
wait 0 
$5210 += 1 // $ += int 
if 
  $5210 > 17 // $ > int 
jf @COUNT1_5293 
$5210 = 0 // $ = int 

:COUNT1_5293
if 
  $5200 >= 1 // $ >= int 
jf @COUNT1_5431 
if and
82B3:   not player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
82B3:   not player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
jf @COUNT1_5431 
if 
  $5214 == 0 // $ == int 
jf @COUNT1_5431 
gosub @COUNT1_16485 

:COUNT1_5431
01BD: $5203 = current_time_in_ms 
if 
  $5200 == 1 // $ == int 
jf @COUNT1_5570 
if or
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
jf @COUNT1_5563 
$5200 = 1 // $ = int 
jump @COUNT1_5570 

:COUNT1_5563
$5200 = 2 // $ = int 

:COUNT1_5570
0054: store_player $PLAYER_CHAR position_to $5172 $5173 $5174 
if or
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
jf @COUNT1_5686 
$5171 = 1 // $ = int 

:COUNT1_5686
if 
  $5122 == 0 // $ == int 
jf @COUNT1_5759 
if 
00E4:   player $PLAYER_CHAR 0 -686.85 -1245.43 radius 0.5 0.5 
jf @COUNT1_5759 
03BD: destroy_sphere $5201 
Marker.Disable($5121)
$5122 = 1 // $ = int 

:COUNT1_5759
if 
  $5122 == 1 // $ == int 
jf @COUNT1_5930 
if 
  $5199 == 0 // $ == int 
jf @COUNT1_5809 
gosub @COUNT1_14358 
jump @COUNT1_5930 

:COUNT1_5809
if 
  $5200 == 0 // $ == int 
jf @COUNT1_5930 
00BC: text_highpriority 'CM1_6' time 5000 1  // ~g~Get the information back to the Print Works!
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
018A: $5202 = create_checkpoint_at -1052.579 -282.013 10.279 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_5923 
018D: $5170 = create_sound 0 at -692.33 -1258.94 15.25 
$5175 = 1 // $ = int 
$5169 = 1 // $ = int 

:COUNT1_5923
$5200 = 1 // $ = int 

:COUNT1_5930
gosub @COUNT1_6759 
if 
  $5176 == 1 // $ == int 
jf @COUNT1_5969 
TIMERA = 0 // @ = int 
$5176 = 2 // $ = int 

:COUNT1_5969
if 
  $5176 == 2 // $ == int 
jf @COUNT1_6060 
if 
  TIMERA >= 30000 // @ >= int 
jf @COUNT1_6060 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_6060 
018D: $5170 = create_sound 0 at -692.33 -1258.94 15.25 
$5175 = 1 // $ = int 
$5169 = 1 // $ = int 

:COUNT1_6060
if 
  $5169 == 1 // $ == int 
jf @COUNT1_6131 
if 
  $5198 == 0 // $ == int 
jf @COUNT1_6110 
TIMERB = 0 // @ = int 
$5198 = 1 // $ = int 

:COUNT1_6110
gosub @COUNT1_12351 
gosub @COUNT1_13366 
gosub @COUNT1_13500 

:COUNT1_6131
jump @COUNT1_5239 

:COUNT1_6138
$426 = 1 // $ = int 

:COUNT1_6145
if 
80F8:   not player $PLAYER_CHAR stopped $426 -1052.579 -282.013 10.279 radius 3.0 3.0 3.0 
jf @COUNT1_6205 
wait 0 
jump @COUNT1_6145 

:COUNT1_6205
Marker.Disable($5202)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 0 at -1063.095 -286.61 14.163 range 1.0 
Camera.SetPosition(-1063.095, -286.61, 14.163, 0.0, 0.0, 0.0)
Camera.PointAt(-1062.265, -286.498, 13.616, 2)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT1_6395 
00DA: $5211 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $5211 

:COUNT1_6342
if 
00DC:   player $PLAYER_CHAR in_car $5211 
jf @COUNT1_6395 
wait 0 
if 
   Car.Wrecked($5211)
jf @COUNT1_6388 
jump @COUNT1_6530 

:COUNT1_6388
jump @COUNT1_6342 

:COUNT1_6395
0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:COUNT1_6424
if 
  4000 > TIMERA // int > @ 
jf @COUNT1_6454 
wait 0 
jump @COUNT1_6424 

:COUNT1_6454
Camera.Restore_WithJumpCut
009F: set_actor $PLAYER_ACTOR idle 
0055: put_player $PLAYER_CHAR at -1059.214 -285.815 10.22 
0171: set_player $PLAYER_CHAR z_angle_to 289.0 
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
wait 300 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @COUNT1_6547 

:COUNT1_6530
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:COUNT1_6547
$575 = 1 // $ = int 
0318: set_latest_mission_passed 'CNT_1'  // Spilling the Beans
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
start_new_script @COU2 
return 

:COUNT1_6613
$ONMISSION = 0 // $ = int 
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
03AC: clear_route 4 
03AC: clear_route 5 
Object.Destroy($1317)
Object.Init($1317, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1317)
$1315 = 1 // $ = int 
$1316 = 0 // $ = int 
$1298 = 0 // $ = int 
$1290 = 0 // $ = int 
0557: release_cab 
Model.Destroy(#GDA)
Model.Destroy(#GDB)
Model.Destroy(#MP5LNG)
Model.Destroy(#M4)
Marker.Disable($5202)
03BD: destroy_sphere $5201 
018E: stop_sound $5170 
Marker.Disable($5121)
Marker.Disable($5177)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:COUNT1_6759
if 
  $5210 == 0 // $ == int 
jf @COUNT1_7510 
if 
  $5125 == 0 // $ == int 
jf @COUNT1_7510 
if 
   Actor.Dead($5124)
jf @COUNT1_7060 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_7041 
if or
031D:   actor $5124 hit_by_weapon 12 
031D:   actor $5124 hit_by_weapon 13 
031D:   actor $5124 hit_by_weapon 15 
031D:   actor $5124 hit_by_weapon 16 
031D:   actor $5124 hit_by_weapon 17 
031D:   actor $5124 hit_by_weapon 18 
jf @COUNT1_6896 
$5176 = 1 // $ = int 

:COUNT1_6896
if or
031D:   actor $5124 hit_by_weapon 19 
031D:   actor $5124 hit_by_weapon 20 
031D:   actor $5124 hit_by_weapon 21 
031D:   actor $5124 hit_by_weapon 27 
031D:   actor $5124 hit_by_weapon 22 
031D:   actor $5124 hit_by_weapon 26 
jf @COUNT1_6956 
$5176 = 1 // $ = int 

:COUNT1_6956
if or
031D:   actor $5124 hit_by_weapon 25 
031D:   actor $5124 hit_by_weapon 23 
031D:   actor $5124 hit_by_weapon 42 
031D:   actor $5124 hit_by_weapon 31 
031D:   actor $5124 hit_by_weapon 32 
031D:   actor $5124 hit_by_weapon 33 
jf @COUNT1_7016 
$5176 = 1 // $ = int 

:COUNT1_7016
if 
031D:   actor $5124 hit_by_weapon 11 
jf @COUNT1_7041 
$5176 = 1 // $ = int 

:COUNT1_7041
Actor.RemoveReferences($5124)
$5125 = 1 // $ = int 
jump @COUNT1_7510 

:COUNT1_7060
if 
  $5171 == 1 // $ == int 
jf @COUNT1_7510 
if or
0123:   actor $5124 spotted_player $PLAYER_CHAR 
0480:   actor $5124 looking_at_death_of_actor_with_pedtype 11 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_7510 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_7427 
if 
  $5123 == 0 // $ == int 
jf @COUNT1_7183 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5175 = 1 // $ = int 
$5123 = 1 // $ = int 

:COUNT1_7183
if or
  $5127 == 0 // $ == int 
  $5126 == 1 // $ == int 
jf @COUNT1_7420 
if 
  $5128 == 0 // $ == int 
jf @COUNT1_7260 
009E: set_actor $5124 path -697.39 -1250.62 15.24 unknown 0.5 1 
$5128 = 1 // $ = int 

:COUNT1_7260
if 
  $5128 == 1 // $ == int 
jf @COUNT1_7420 
if 
00ED:   actor $5124 0 -697.39 -1250.62 radius 1.0 1.0 
jf @COUNT1_7420 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_7363 
018D: $5170 = create_sound 0 at -692.33 -1258.94 15.25 
$5169 = 1 // $ = int 

:COUNT1_7363
009E: set_actor $5124 path $5172 $5173 $5174 unknown 0.5 1 
011A: set_actor $5124 search_threat 1 
01CA: actor $5124 kill_player $PLAYER_CHAR 
$5175 = 1 // $ = int 
$5127 = 1 // $ = int 
$5128 = 2 // $ = int 

:COUNT1_7420
jump @COUNT1_7510 

:COUNT1_7427
if 
  $5129 == 0 // $ == int 
jf @COUNT1_7481 
009E: set_actor $5124 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5124 kill_player $PLAYER_CHAR 
$5129 = 1 // $ = int 

:COUNT1_7481
009E: set_actor $5124 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5124 kill_player $PLAYER_CHAR 

:COUNT1_7510
if 
  $5210 == 1 // $ == int 
jf @COUNT1_8024 
if 
  $5132 == 0 // $ == int 
jf @COUNT1_8024 
if 
   Actor.Dead($5130)
jf @COUNT1_7811 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_7792 
if or
031D:   actor $5130 hit_by_weapon 12 
031D:   actor $5130 hit_by_weapon 13 
031D:   actor $5130 hit_by_weapon 15 
031D:   actor $5130 hit_by_weapon 16 
031D:   actor $5130 hit_by_weapon 17 
031D:   actor $5130 hit_by_weapon 18 
jf @COUNT1_7647 
$5176 = 1 // $ = int 

:COUNT1_7647
if or
031D:   actor $5130 hit_by_weapon 19 
031D:   actor $5130 hit_by_weapon 20 
031D:   actor $5130 hit_by_weapon 21 
031D:   actor $5130 hit_by_weapon 27 
031D:   actor $5130 hit_by_weapon 22 
031D:   actor $5130 hit_by_weapon 26 
jf @COUNT1_7707 
$5176 = 1 // $ = int 

:COUNT1_7707
if or
031D:   actor $5130 hit_by_weapon 25 
031D:   actor $5130 hit_by_weapon 23 
031D:   actor $5130 hit_by_weapon 42 
031D:   actor $5130 hit_by_weapon 31 
031D:   actor $5130 hit_by_weapon 32 
031D:   actor $5130 hit_by_weapon 33 
jf @COUNT1_7767 
$5176 = 1 // $ = int 

:COUNT1_7767
if 
031D:   actor $5130 hit_by_weapon 11 
jf @COUNT1_7792 
$5176 = 1 // $ = int 

:COUNT1_7792
Actor.RemoveReferences($5130)
$5132 = 1 // $ = int 
jump @COUNT1_8024 

:COUNT1_7811
if 
  $5171 == 1 // $ == int 
jf @COUNT1_8024 
if or
0480:   actor $5130 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5130 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_8024 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_7941 
if 
  $5133 == 0 // $ == int 
jf @COUNT1_7941 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5133 = 1 // $ = int 

:COUNT1_7941
if 
  $5131 == 0 // $ == int 
jf @COUNT1_7995 
009E: set_actor $5130 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5130 kill_player $PLAYER_CHAR 
$5131 = 1 // $ = int 

:COUNT1_7995
009E: set_actor $5130 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5130 kill_player $PLAYER_CHAR 

:COUNT1_8024
if 
  $5210 == 2 // $ == int 
jf @COUNT1_8538 
if 
  $5136 == 0 // $ == int 
jf @COUNT1_8538 
if 
   Actor.Dead($5134)
jf @COUNT1_8325 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_8306 
if or
031D:   actor $5134 hit_by_weapon 12 
031D:   actor $5134 hit_by_weapon 13 
031D:   actor $5134 hit_by_weapon 15 
031D:   actor $5134 hit_by_weapon 16 
031D:   actor $5134 hit_by_weapon 17 
031D:   actor $5134 hit_by_weapon 18 
jf @COUNT1_8161 
$5176 = 1 // $ = int 

:COUNT1_8161
if or
031D:   actor $5134 hit_by_weapon 19 
031D:   actor $5134 hit_by_weapon 20 
031D:   actor $5134 hit_by_weapon 21 
031D:   actor $5134 hit_by_weapon 27 
031D:   actor $5134 hit_by_weapon 22 
031D:   actor $5134 hit_by_weapon 26 
jf @COUNT1_8221 
$5176 = 1 // $ = int 

:COUNT1_8221
if or
031D:   actor $5134 hit_by_weapon 25 
031D:   actor $5134 hit_by_weapon 23 
031D:   actor $5134 hit_by_weapon 42 
031D:   actor $5134 hit_by_weapon 31 
031D:   actor $5134 hit_by_weapon 32 
031D:   actor $5134 hit_by_weapon 33 
jf @COUNT1_8281 
$5176 = 1 // $ = int 

:COUNT1_8281
if 
031D:   actor $5134 hit_by_weapon 11 
jf @COUNT1_8306 
$5176 = 1 // $ = int 

:COUNT1_8306
Actor.RemoveReferences($5134)
$5136 = 1 // $ = int 
jump @COUNT1_8538 

:COUNT1_8325
if 
  $5171 == 1 // $ == int 
jf @COUNT1_8538 
if or
0480:   actor $5134 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5134 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_8538 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_8455 
if 
  $5137 == 0 // $ == int 
jf @COUNT1_8455 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5137 = 1 // $ = int 

:COUNT1_8455
if 
  $5135 == 0 // $ == int 
jf @COUNT1_8509 
009E: set_actor $5134 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5134 kill_player $PLAYER_CHAR 
$5135 = 1 // $ = int 

:COUNT1_8509
009E: set_actor $5134 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5134 kill_player $PLAYER_CHAR 

:COUNT1_8538
if 
  $5210 == 3 // $ == int 
jf @COUNT1_9052 
if 
  $5140 == 0 // $ == int 
jf @COUNT1_9052 
if 
   Actor.Dead($5138)
jf @COUNT1_8839 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_8820 
if or
031D:   actor $5138 hit_by_weapon 12 
031D:   actor $5138 hit_by_weapon 13 
031D:   actor $5138 hit_by_weapon 15 
031D:   actor $5138 hit_by_weapon 16 
031D:   actor $5138 hit_by_weapon 17 
031D:   actor $5138 hit_by_weapon 18 
jf @COUNT1_8675 
$5176 = 1 // $ = int 

:COUNT1_8675
if or
031D:   actor $5138 hit_by_weapon 19 
031D:   actor $5138 hit_by_weapon 20 
031D:   actor $5138 hit_by_weapon 21 
031D:   actor $5138 hit_by_weapon 27 
031D:   actor $5138 hit_by_weapon 22 
031D:   actor $5138 hit_by_weapon 26 
jf @COUNT1_8735 
$5176 = 1 // $ = int 

:COUNT1_8735
if or
031D:   actor $5138 hit_by_weapon 25 
031D:   actor $5138 hit_by_weapon 23 
031D:   actor $5138 hit_by_weapon 42 
031D:   actor $5138 hit_by_weapon 31 
031D:   actor $5138 hit_by_weapon 32 
031D:   actor $5138 hit_by_weapon 33 
jf @COUNT1_8795 
$5176 = 1 // $ = int 

:COUNT1_8795
if 
031D:   actor $5138 hit_by_weapon 11 
jf @COUNT1_8820 
$5176 = 1 // $ = int 

:COUNT1_8820
Actor.RemoveReferences($5138)
$5140 = 1 // $ = int 
jump @COUNT1_9052 

:COUNT1_8839
if 
  $5171 == 1 // $ == int 
jf @COUNT1_9052 
if or
0480:   actor $5138 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5138 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_9052 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_8969 
if 
  $5141 == 0 // $ == int 
jf @COUNT1_8969 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5141 = 1 // $ = int 

:COUNT1_8969
if 
  $5139 == 0 // $ == int 
jf @COUNT1_9023 
009E: set_actor $5138 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5138 kill_player $PLAYER_CHAR 
$5139 = 1 // $ = int 

:COUNT1_9023
009E: set_actor $5138 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5138 kill_player $PLAYER_CHAR 

:COUNT1_9052
if 
  $5210 == 4 // $ == int 
jf @COUNT1_9566 
if 
  $5144 == 0 // $ == int 
jf @COUNT1_9566 
if 
   Actor.Dead($5142)
jf @COUNT1_9353 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_9334 
if or
031D:   actor $5142 hit_by_weapon 12 
031D:   actor $5142 hit_by_weapon 13 
031D:   actor $5142 hit_by_weapon 15 
031D:   actor $5142 hit_by_weapon 16 
031D:   actor $5142 hit_by_weapon 17 
031D:   actor $5142 hit_by_weapon 18 
jf @COUNT1_9189 
$5176 = 1 // $ = int 

:COUNT1_9189
if or
031D:   actor $5142 hit_by_weapon 19 
031D:   actor $5142 hit_by_weapon 20 
031D:   actor $5142 hit_by_weapon 21 
031D:   actor $5142 hit_by_weapon 27 
031D:   actor $5142 hit_by_weapon 22 
031D:   actor $5142 hit_by_weapon 26 
jf @COUNT1_9249 
$5176 = 1 // $ = int 

:COUNT1_9249
if or
031D:   actor $5142 hit_by_weapon 25 
031D:   actor $5142 hit_by_weapon 23 
031D:   actor $5142 hit_by_weapon 42 
031D:   actor $5142 hit_by_weapon 31 
031D:   actor $5142 hit_by_weapon 32 
031D:   actor $5142 hit_by_weapon 33 
jf @COUNT1_9309 
$5176 = 1 // $ = int 

:COUNT1_9309
if 
031D:   actor $5142 hit_by_weapon 11 
jf @COUNT1_9334 
$5176 = 1 // $ = int 

:COUNT1_9334
Actor.RemoveReferences($5142)
$5144 = 1 // $ = int 
jump @COUNT1_9566 

:COUNT1_9353
if 
  $5171 == 1 // $ == int 
jf @COUNT1_9566 
if or
0480:   actor $5142 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5142 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_9566 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_9483 
if 
  $5145 == 0 // $ == int 
jf @COUNT1_9483 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5145 = 1 // $ = int 

:COUNT1_9483
if 
  $5143 == 0 // $ == int 
jf @COUNT1_9537 
009E: set_actor $5142 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5142 kill_player $PLAYER_CHAR 
$5143 = 1 // $ = int 

:COUNT1_9537
009E: set_actor $5142 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5142 kill_player $PLAYER_CHAR 

:COUNT1_9566
if 
  $5210 == 5 // $ == int 
jf @COUNT1_10030 
if 
  $5148 == 0 // $ == int 
jf @COUNT1_10030 
if 
   Actor.Dead($5146)
jf @COUNT1_9867 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_9848 
if or
031D:   actor $5146 hit_by_weapon 12 
031D:   actor $5146 hit_by_weapon 13 
031D:   actor $5146 hit_by_weapon 15 
031D:   actor $5146 hit_by_weapon 16 
031D:   actor $5146 hit_by_weapon 17 
031D:   actor $5146 hit_by_weapon 18 
jf @COUNT1_9703 
$5176 = 1 // $ = int 

:COUNT1_9703
if or
031D:   actor $5146 hit_by_weapon 19 
031D:   actor $5146 hit_by_weapon 20 
031D:   actor $5146 hit_by_weapon 21 
031D:   actor $5146 hit_by_weapon 27 
031D:   actor $5146 hit_by_weapon 22 
031D:   actor $5146 hit_by_weapon 26 
jf @COUNT1_9763 
$5176 = 1 // $ = int 

:COUNT1_9763
if or
031D:   actor $5146 hit_by_weapon 25 
031D:   actor $5146 hit_by_weapon 23 
031D:   actor $5146 hit_by_weapon 42 
031D:   actor $5146 hit_by_weapon 31 
031D:   actor $5146 hit_by_weapon 32 
031D:   actor $5146 hit_by_weapon 33 
jf @COUNT1_9823 
$5176 = 1 // $ = int 

:COUNT1_9823
if 
031D:   actor $5146 hit_by_weapon 11 
jf @COUNT1_9848 
$5176 = 1 // $ = int 

:COUNT1_9848
Actor.RemoveReferences($5146)
$5148 = 1 // $ = int 
jump @COUNT1_10030 

:COUNT1_9867
if 
  $5171 == 1 // $ == int 
jf @COUNT1_10030 
if or
0480:   actor $5146 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5146 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_10030 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_9997 
if 
  $5149 == 0 // $ == int 
jf @COUNT1_9997 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5149 = 1 // $ = int 

:COUNT1_9997
if 
  $5147 == 0 // $ == int 
jf @COUNT1_10030 
01CA: actor $5146 kill_player $PLAYER_CHAR 
$5147 = 1 // $ = int 

:COUNT1_10030
if 
  $5210 == 6 // $ == int 
jf @COUNT1_10494 
if 
  $5152 == 0 // $ == int 
jf @COUNT1_10494 
if 
   Actor.Dead($5150)
jf @COUNT1_10331 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_10312 
if or
031D:   actor $5150 hit_by_weapon 12 
031D:   actor $5150 hit_by_weapon 13 
031D:   actor $5150 hit_by_weapon 15 
031D:   actor $5150 hit_by_weapon 16 
031D:   actor $5150 hit_by_weapon 17 
031D:   actor $5150 hit_by_weapon 18 
jf @COUNT1_10167 
$5176 = 1 // $ = int 

:COUNT1_10167
if or
031D:   actor $5150 hit_by_weapon 19 
031D:   actor $5150 hit_by_weapon 20 
031D:   actor $5150 hit_by_weapon 21 
031D:   actor $5150 hit_by_weapon 27 
031D:   actor $5150 hit_by_weapon 22 
031D:   actor $5150 hit_by_weapon 26 
jf @COUNT1_10227 
$5176 = 1 // $ = int 

:COUNT1_10227
if or
031D:   actor $5150 hit_by_weapon 25 
031D:   actor $5150 hit_by_weapon 23 
031D:   actor $5150 hit_by_weapon 42 
031D:   actor $5150 hit_by_weapon 31 
031D:   actor $5150 hit_by_weapon 32 
031D:   actor $5150 hit_by_weapon 33 
jf @COUNT1_10287 
$5176 = 1 // $ = int 

:COUNT1_10287
if 
031D:   actor $5150 hit_by_weapon 11 
jf @COUNT1_10312 
$5176 = 1 // $ = int 

:COUNT1_10312
Actor.RemoveReferences($5150)
$5152 = 1 // $ = int 
jump @COUNT1_10494 

:COUNT1_10331
if 
  $5171 == 1 // $ == int 
jf @COUNT1_10494 
if or
0480:   actor $5150 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5150 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_10494 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_10461 
if 
  $5153 == 0 // $ == int 
jf @COUNT1_10461 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5153 = 1 // $ = int 

:COUNT1_10461
if 
  $5151 == 0 // $ == int 
jf @COUNT1_10494 
01CA: actor $5150 kill_player $PLAYER_CHAR 
$5151 = 1 // $ = int 

:COUNT1_10494
if 
  $5210 == 7 // $ == int 
jf @COUNT1_11008 
if 
  $5156 == 0 // $ == int 
jf @COUNT1_11008 
if 
   Actor.Dead($5154)
jf @COUNT1_10795 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_10776 
if or
031D:   actor $5154 hit_by_weapon 12 
031D:   actor $5154 hit_by_weapon 13 
031D:   actor $5154 hit_by_weapon 15 
031D:   actor $5154 hit_by_weapon 16 
031D:   actor $5154 hit_by_weapon 17 
031D:   actor $5154 hit_by_weapon 18 
jf @COUNT1_10631 
$5176 = 1 // $ = int 

:COUNT1_10631
if or
031D:   actor $5154 hit_by_weapon 19 
031D:   actor $5154 hit_by_weapon 20 
031D:   actor $5154 hit_by_weapon 21 
031D:   actor $5154 hit_by_weapon 27 
031D:   actor $5154 hit_by_weapon 22 
031D:   actor $5154 hit_by_weapon 26 
jf @COUNT1_10691 
$5176 = 1 // $ = int 

:COUNT1_10691
if or
031D:   actor $5154 hit_by_weapon 25 
031D:   actor $5154 hit_by_weapon 23 
031D:   actor $5154 hit_by_weapon 42 
031D:   actor $5154 hit_by_weapon 31 
031D:   actor $5154 hit_by_weapon 32 
031D:   actor $5154 hit_by_weapon 33 
jf @COUNT1_10751 
$5176 = 1 // $ = int 

:COUNT1_10751
if 
031D:   actor $5154 hit_by_weapon 11 
jf @COUNT1_10776 
$5176 = 1 // $ = int 

:COUNT1_10776
Actor.RemoveReferences($5154)
$5156 = 1 // $ = int 
jump @COUNT1_11008 

:COUNT1_10795
if 
  $5171 == 1 // $ == int 
jf @COUNT1_11008 
if or
0480:   actor $5154 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5154 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_11008 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_10925 
if 
  $5157 == 0 // $ == int 
jf @COUNT1_10925 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5157 = 1 // $ = int 

:COUNT1_10925
if 
  $5155 == 0 // $ == int 
jf @COUNT1_10979 
009E: set_actor $5154 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5154 kill_player $PLAYER_CHAR 
$5155 = 1 // $ = int 

:COUNT1_10979
009E: set_actor $5154 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5154 kill_player $PLAYER_CHAR 

:COUNT1_11008
if 
  $5210 == 8 // $ == int 
jf @COUNT1_11472 
if 
  $5160 == 0 // $ == int 
jf @COUNT1_11472 
if 
   Actor.Dead($5158)
jf @COUNT1_11309 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_11290 
if or
031D:   actor $5158 hit_by_weapon 12 
031D:   actor $5158 hit_by_weapon 13 
031D:   actor $5158 hit_by_weapon 15 
031D:   actor $5158 hit_by_weapon 16 
031D:   actor $5158 hit_by_weapon 17 
031D:   actor $5158 hit_by_weapon 18 
jf @COUNT1_11145 
$5176 = 1 // $ = int 

:COUNT1_11145
if or
031D:   actor $5158 hit_by_weapon 19 
031D:   actor $5158 hit_by_weapon 20 
031D:   actor $5158 hit_by_weapon 21 
031D:   actor $5158 hit_by_weapon 27 
031D:   actor $5158 hit_by_weapon 22 
031D:   actor $5158 hit_by_weapon 26 
jf @COUNT1_11205 
$5176 = 1 // $ = int 

:COUNT1_11205
if or
031D:   actor $5158 hit_by_weapon 25 
031D:   actor $5158 hit_by_weapon 23 
031D:   actor $5158 hit_by_weapon 42 
031D:   actor $5158 hit_by_weapon 31 
031D:   actor $5158 hit_by_weapon 32 
031D:   actor $5158 hit_by_weapon 33 
jf @COUNT1_11265 
$5176 = 1 // $ = int 

:COUNT1_11265
if 
031D:   actor $5158 hit_by_weapon 11 
jf @COUNT1_11290 
$5176 = 1 // $ = int 

:COUNT1_11290
Actor.RemoveReferences($5158)
$5160 = 1 // $ = int 
jump @COUNT1_11472 

:COUNT1_11309
if 
  $5171 == 1 // $ == int 
jf @COUNT1_11472 
if or
0480:   actor $5158 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5158 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_11472 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_11439 
if 
  $5161 == 0 // $ == int 
jf @COUNT1_11439 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5161 = 1 // $ = int 

:COUNT1_11439
if 
  $5159 == 0 // $ == int 
jf @COUNT1_11472 
01CA: actor $5158 kill_player $PLAYER_CHAR 
$5159 = 1 // $ = int 

:COUNT1_11472
if 
  $5210 == 9 // $ == int 
jf @COUNT1_11936 
if 
  $5164 == 0 // $ == int 
jf @COUNT1_11936 
if 
   Actor.Dead($5162)
jf @COUNT1_11773 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_11754 
if or
031D:   actor $5162 hit_by_weapon 12 
031D:   actor $5162 hit_by_weapon 13 
031D:   actor $5162 hit_by_weapon 15 
031D:   actor $5162 hit_by_weapon 16 
031D:   actor $5162 hit_by_weapon 17 
031D:   actor $5162 hit_by_weapon 18 
jf @COUNT1_11609 
$5176 = 1 // $ = int 

:COUNT1_11609
if or
031D:   actor $5162 hit_by_weapon 19 
031D:   actor $5162 hit_by_weapon 20 
031D:   actor $5162 hit_by_weapon 21 
031D:   actor $5162 hit_by_weapon 27 
031D:   actor $5162 hit_by_weapon 22 
031D:   actor $5162 hit_by_weapon 26 
jf @COUNT1_11669 
$5176 = 1 // $ = int 

:COUNT1_11669
if or
031D:   actor $5162 hit_by_weapon 25 
031D:   actor $5162 hit_by_weapon 23 
031D:   actor $5162 hit_by_weapon 42 
031D:   actor $5162 hit_by_weapon 31 
031D:   actor $5162 hit_by_weapon 32 
031D:   actor $5162 hit_by_weapon 33 
jf @COUNT1_11729 
$5176 = 1 // $ = int 

:COUNT1_11729
if 
031D:   actor $5162 hit_by_weapon 11 
jf @COUNT1_11754 
$5176 = 1 // $ = int 

:COUNT1_11754
Actor.RemoveReferences($5162)
$5164 = 1 // $ = int 
jump @COUNT1_11936 

:COUNT1_11773
if 
  $5171 == 1 // $ == int 
jf @COUNT1_11936 
if or
0480:   actor $5162 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5162 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_11936 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_11903 
if 
  $5165 == 0 // $ == int 
jf @COUNT1_11903 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5165 = 1 // $ = int 

:COUNT1_11903
if 
  $5163 == 0 // $ == int 
jf @COUNT1_11936 
01CA: actor $5162 kill_player $PLAYER_CHAR 
$5163 = 1 // $ = int 

:COUNT1_11936
if 
  $5167 == 0 // $ == int 
jf @COUNT1_12349 
if 
   Actor.Dead($5166)
jf @COUNT1_12219 
$5179 -= 1 // $ -= int 
if 
  $5176 == 0 // $ == int 
jf @COUNT1_12200 
if or
031D:   actor $5166 hit_by_weapon 12 
031D:   actor $5166 hit_by_weapon 13 
031D:   actor $5166 hit_by_weapon 15 
031D:   actor $5166 hit_by_weapon 16 
031D:   actor $5166 hit_by_weapon 17 
031D:   actor $5166 hit_by_weapon 18 
jf @COUNT1_12055 
$5176 = 1 // $ = int 

:COUNT1_12055
if or
031D:   actor $5166 hit_by_weapon 19 
031D:   actor $5166 hit_by_weapon 20 
031D:   actor $5166 hit_by_weapon 21 
031D:   actor $5166 hit_by_weapon 27 
031D:   actor $5166 hit_by_weapon 22 
031D:   actor $5166 hit_by_weapon 26 
jf @COUNT1_12115 
$5176 = 1 // $ = int 

:COUNT1_12115
if or
031D:   actor $5166 hit_by_weapon 25 
031D:   actor $5166 hit_by_weapon 23 
031D:   actor $5166 hit_by_weapon 42 
031D:   actor $5166 hit_by_weapon 31 
031D:   actor $5166 hit_by_weapon 32 
031D:   actor $5166 hit_by_weapon 33 
jf @COUNT1_12175 
$5176 = 1 // $ = int 

:COUNT1_12175
if 
031D:   actor $5166 hit_by_weapon 11 
jf @COUNT1_12200 
$5176 = 1 // $ = int 

:COUNT1_12200
Actor.RemoveReferences($5166)
$5167 = 1 // $ = int 
jump @COUNT1_12349 

:COUNT1_12219
if 
  $5171 == 1 // $ == int 
jf @COUNT1_12349 
if or
0480:   actor $5166 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $5166 spotted_player $PLAYER_CHAR 
  $5169 == 1 // $ == int 
  $5175 == 1 // $ == int 
jf @COUNT1_12349 
if 
  $5169 == 0 // $ == int 
jf @COUNT1_12349 
if 
  $5168 == 0 // $ == int 
jf @COUNT1_12349 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
$5126 = 1 // $ = int 
$5175 = 1 // $ = int 
$5168 = 1 // $ = int 

:COUNT1_12349
return 

:COUNT1_12351
if 
  40 >= $5178 // int >= $ 
jf @COUNT1_13364 
if 
  6 > $5179 // int > $ 
jf @COUNT1_13364 
if 
  $5180 == 2 // $ == int 
jf @COUNT1_12419 
TIMERB = 0 // @ = int 
$5180 = 0 // $ = int 

:COUNT1_12419
if 
8339:   not anything_in_cube_cornerA -693.25 -1257.23 14.0 cornerB -685.06 -1261.67 17.0 solid 0 car 1 actor 1 object 0 particle 0 
jf @COUNT1_13364 
$5213 = 3000 // $ = int 
if 
002F:   TIMERB >= $5213 // @ >= $ int 
jf @COUNT1_13364 
if 
  $5180 == 0 // $ == int 
jf @COUNT1_13364 
$5181 = -1 // $ = int 
if or
  $5183 == 0 // $ == int 
  $5183 == 2 // $ == int 
jf @COUNT1_12619 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5182, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5182 // $ = $ int 
$5183 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_12619
if or
  $5185 == 0 // $ == int 
  $5185 == 2 // $ == int 
jf @COUNT1_12714 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5184, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5184 // $ = $ int 
$5185 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_12714
if or
  $5187 == 0 // $ == int 
  $5187 == 2 // $ == int 
jf @COUNT1_12809 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5186, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5186 // $ = $ int 
$5187 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_12809
if or
  $5189 == 0 // $ == int 
  $5189 == 2 // $ == int 
jf @COUNT1_12904 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5188, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5188 // $ = $ int 
$5189 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_12904
if or
  $5191 == 0 // $ == int 
  $5191 == 2 // $ == int 
jf @COUNT1_12999 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5190, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5190 // $ = $ int 
$5191 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_12999
if or
  $5193 == 0 // $ == int 
  $5193 == 2 // $ == int 
jf @COUNT1_13094 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5192, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5192 // $ = $ int 
$5193 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_13094
if or
  $5195 == 0 // $ == int 
  $5195 == 2 // $ == int 
jf @COUNT1_13189 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5194, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5194 // $ = $ int 
$5195 = 1 // $ = int 
jump @COUNT1_13277 

:COUNT1_13189
if or
  $5197 == 0 // $ == int 
  $5197 == 2 // $ == int 
jf @COUNT1_13277 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($5196, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $5181 = $5196 // $ = $ int 
$5197 = 1 // $ = int 

:COUNT1_13277
if 
   not Actor.Dead($5181)
jf @COUNT1_13364 
if 
   not $5181 == -1 // $ == int 
jf @COUNT1_13364 
0243: set_actor $5181 ped_stats_to 16 
Actor.Angle($5181) = 204.71
0239: actor $5181 run_to -688.4 -1262.07 
$5179 += 1 // $ += int 
$5178 += 1 // $ += int 
$5180 = 1 // $ = int 

:COUNT1_13364
return 

:COUNT1_13366
if 
  $5180 == 1 // $ == int 
jf @COUNT1_13498 
if 
   not Actor.Dead($5181)
jf @COUNT1_13491 
if 
00ED:   actor $5181 0 -688.4 -1262.07 radius 1.0 1.0 
jf @COUNT1_13484 
01B2: give_actor $5181 weapon 25 ammo 30000 // Load the weapon model before using this 
009E: set_actor $5181 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5181 kill_player $PLAYER_CHAR 
$5180 = 2 // $ = int 

:COUNT1_13484
jump @COUNT1_13498 

:COUNT1_13491
$5180 = 2 // $ = int 

:COUNT1_13498
return 

:COUNT1_13500
if 
  $5210 == 10 // $ == int 
jf @COUNT1_13607 
if 
  $5183 == 1 // $ == int 
jf @COUNT1_13607 
if 
   Actor.Dead($5182)
jf @COUNT1_13578 
Actor.DestroyWithFade($5182)
$5179 -= 1 // $ -= int 
$5183 = 2 // $ = int 
jump @COUNT1_13607 

:COUNT1_13578
009E: set_actor $5182 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5182 kill_player $PLAYER_CHAR 

:COUNT1_13607
if 
  $5210 == 11 // $ == int 
jf @COUNT1_13714 
if 
  $5185 == 1 // $ == int 
jf @COUNT1_13714 
if 
   Actor.Dead($5184)
jf @COUNT1_13685 
Actor.DestroyWithFade($5184)
$5179 -= 1 // $ -= int 
$5185 = 2 // $ = int 
jump @COUNT1_13714 

:COUNT1_13685
009E: set_actor $5184 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5184 kill_player $PLAYER_CHAR 

:COUNT1_13714
if 
  $5210 == 12 // $ == int 
jf @COUNT1_13821 
if 
  $5187 == 1 // $ == int 
jf @COUNT1_13821 
if 
   Actor.Dead($5186)
jf @COUNT1_13792 
Actor.DestroyWithFade($5186)
$5179 -= 1 // $ -= int 
$5187 = 2 // $ = int 
jump @COUNT1_13821 

:COUNT1_13792
009E: set_actor $5186 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5186 kill_player $PLAYER_CHAR 

:COUNT1_13821
if 
  $5210 == 13 // $ == int 
jf @COUNT1_13928 
if 
  $5189 == 1 // $ == int 
jf @COUNT1_13928 
if 
   Actor.Dead($5188)
jf @COUNT1_13899 
Actor.DestroyWithFade($5188)
$5179 -= 1 // $ -= int 
$5189 = 2 // $ = int 
jump @COUNT1_13928 

:COUNT1_13899
009E: set_actor $5188 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5188 kill_player $PLAYER_CHAR 

:COUNT1_13928
if 
  $5210 == 14 // $ == int 
jf @COUNT1_14035 
if 
  $5191 == 1 // $ == int 
jf @COUNT1_14035 
if 
   Actor.Dead($5190)
jf @COUNT1_14006 
Actor.DestroyWithFade($5190)
$5179 -= 1 // $ -= int 
$5191 = 2 // $ = int 
jump @COUNT1_14035 

:COUNT1_14006
009E: set_actor $5190 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5190 kill_player $PLAYER_CHAR 

:COUNT1_14035
if 
  $5210 == 15 // $ == int 
jf @COUNT1_14142 
if 
  $5193 == 1 // $ == int 
jf @COUNT1_14142 
if 
   Actor.Dead($5192)
jf @COUNT1_14113 
Actor.DestroyWithFade($5192)
$5179 -= 1 // $ -= int 
$5193 = 2 // $ = int 
jump @COUNT1_14142 

:COUNT1_14113
009E: set_actor $5192 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5192 kill_player $PLAYER_CHAR 

:COUNT1_14142
if 
  $5210 == 16 // $ == int 
jf @COUNT1_14249 
if 
  $5195 == 1 // $ == int 
jf @COUNT1_14249 
if 
   Actor.Dead($5194)
jf @COUNT1_14220 
Actor.DestroyWithFade($5194)
$5179 -= 1 // $ -= int 
$5195 = 2 // $ = int 
jump @COUNT1_14249 

:COUNT1_14220
009E: set_actor $5194 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5194 kill_player $PLAYER_CHAR 

:COUNT1_14249
if 
  $5210 == 17 // $ == int 
jf @COUNT1_14356 
if 
  $5197 == 1 // $ == int 
jf @COUNT1_14356 
if 
   Actor.Dead($5196)
jf @COUNT1_14327 
Actor.DestroyWithFade($5196)
$5179 -= 1 // $ -= int 
$5197 = 2 // $ = int 
jump @COUNT1_14356 

:COUNT1_14327
009E: set_actor $5196 path $5172 $5173 $5174 unknown 0.5 1 
01CA: actor $5196 kill_player $PLAYER_CHAR 

:COUNT1_14356
return 

:COUNT1_14358
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0395: clear_area 0 at -684.9 -1248.98 30.14 range 2.0 
0395: clear_area 0 at -686.85 -1245.43 30.14 range 2.0 
Camera.SetPosition(-691.09, -1242.906, 31.45, 0.0, 0.0, 0.0)
Camera.PointAt(-690.182, -1243.3, 31.46, 2)
0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98 
TIMERA = 0 // @ = int 

:COUNT1_14512
if 
80ED:   not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 
jf @COUNT1_14925 
wait 0 
01BD: $5203 = current_time_in_ms 
if 
  $5175 == 1 // $ == int 
jf @COUNT1_14763 
if 
  $5206 == 0 // $ == int 
jf @COUNT1_14610 
0084: $5204 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_14610
if 
  $5206 == 1 // $ == int 
jf @COUNT1_14670 
0084: $5205 = $5203 // $ = $ int 
0060: $5205 -= $5204 // $ -= $ int 
if 
  $5205 >= 1000 // $ >= int 
jf @COUNT1_14670 
$5206 = 2 // $ = int 

:COUNT1_14670
if 
  $5207 == 0 // $ == int 
jf @COUNT1_14703 
0084: $5209 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_14703
if 
  $5207 == 1 // $ == int 
jf @COUNT1_14763 
0084: $5208 = $5203 // $ = $ int 
0060: $5208 -= $5209 // $ -= $ int 
if 
  $5208 >= 1000 // $ >= int 
jf @COUNT1_14763 
$5207 = 2 // $ = int 

:COUNT1_14763
if 
  TIMERA >= 6000 // @ >= int 
jf @COUNT1_14840 
if 
80ED:   not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 
jf @COUNT1_14840 
Actor.PutAt($PLAYER_ACTOR, -684.9, -1248.98, 30.14)

:COUNT1_14840
gosub @COUNT1_6759 
if 
  $5169 == 1 // $ == int 
jf @COUNT1_14918 
if 
  $5198 == 0 // $ == int 
jf @COUNT1_14897 
TIMERB = 0 // @ = int 
$5198 = 1 // $ = int 

:COUNT1_14897
gosub @COUNT1_12351 
gosub @COUNT1_13366 
gosub @COUNT1_13500 

:COUNT1_14918
jump @COUNT1_14512 

:COUNT1_14925
03D1: play_wav 2 
00BC: text_highpriority 'CNT1_1' time 5000 1  // Who are you? Oooof! Aaiieee! Not the face! Not the face!
03CF: load_wav 'CNT1_2' as 1 

:COUNT1_14956
if 
83D2:   not wav 2 ended 
jf @COUNT1_15269 
wait 0 
01BD: $5203 = current_time_in_ms 
if 
  $5175 == 1 // $ == int 
jf @COUNT1_15184 
if 
  $5206 == 0 // $ == int 
jf @COUNT1_15031 
0084: $5204 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_15031
if 
  $5206 == 1 // $ == int 
jf @COUNT1_15091 
0084: $5205 = $5203 // $ = $ int 
0060: $5205 -= $5204 // $ -= $ int 
if 
  $5205 >= 1000 // $ >= int 
jf @COUNT1_15091 
$5206 = 2 // $ = int 

:COUNT1_15091
if 
  $5207 == 0 // $ == int 
jf @COUNT1_15124 
0084: $5209 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_15124
if 
  $5207 == 1 // $ == int 
jf @COUNT1_15184 
0084: $5208 = $5203 // $ = $ int 
0060: $5208 -= $5209 // $ -= $ int 
if 
  $5208 >= 1000 // $ >= int 
jf @COUNT1_15184 
$5207 = 2 // $ = int 

:COUNT1_15184
gosub @COUNT1_6759 
if 
  $5169 == 1 // $ == int 
jf @COUNT1_15262 
if 
  $5198 == 0 // $ == int 
jf @COUNT1_15241 
TIMERB = 0 // @ = int 
$5198 = 1 // $ = int 

:COUNT1_15241
gosub @COUNT1_12351 
gosub @COUNT1_13366 
gosub @COUNT1_13500 

:COUNT1_15262
jump @COUNT1_14956 

:COUNT1_15269
03D5: remove_text 'CNT1_1'  // Who are you? Oooof! Aaiieee! Not the face! Not the face!

:COUNT1_15279
if 
83D0:   not wav 1 loaded 
jf @COUNT1_15592 
wait 0 
01BD: $5203 = current_time_in_ms 
if 
  $5175 == 1 // $ == int 
jf @COUNT1_15507 
if 
  $5206 == 0 // $ == int 
jf @COUNT1_15354 
0084: $5204 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_15354
if 
  $5206 == 1 // $ == int 
jf @COUNT1_15414 
0084: $5205 = $5203 // $ = $ int 
0060: $5205 -= $5204 // $ -= $ int 
if 
  $5205 >= 1000 // $ >= int 
jf @COUNT1_15414 
$5206 = 2 // $ = int 

:COUNT1_15414
if 
  $5207 == 0 // $ == int 
jf @COUNT1_15447 
0084: $5209 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_15447
if 
  $5207 == 1 // $ == int 
jf @COUNT1_15507 
0084: $5208 = $5203 // $ = $ int 
0060: $5208 -= $5209 // $ -= $ int 
if 
  $5208 >= 1000 // $ >= int 
jf @COUNT1_15507 
$5207 = 2 // $ = int 

:COUNT1_15507
gosub @COUNT1_6759 
if 
  $5169 == 1 // $ == int 
jf @COUNT1_15585 
if 
  $5198 == 0 // $ == int 
jf @COUNT1_15564 
TIMERB = 0 // @ = int 
$5198 = 1 // $ = int 

:COUNT1_15564
gosub @COUNT1_12351 
gosub @COUNT1_13366 
gosub @COUNT1_13500 

:COUNT1_15585
jump @COUNT1_15279 

:COUNT1_15592
03D1: play_wav 1 
00BC: text_highpriority 'CNT1_2' time 5000 1  // Ok, I talk! I talk!

:COUNT1_15611
if 
83D2:   not wav 1 ended 
jf @COUNT1_15924 
wait 0 
01BD: $5203 = current_time_in_ms 
if 
  $5175 == 1 // $ == int 
jf @COUNT1_15839 
if 
  $5206 == 0 // $ == int 
jf @COUNT1_15686 
0084: $5204 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_15686
if 
  $5206 == 1 // $ == int 
jf @COUNT1_15746 
0084: $5205 = $5203 // $ = $ int 
0060: $5205 -= $5204 // $ -= $ int 
if 
  $5205 >= 1000 // $ >= int 
jf @COUNT1_15746 
$5206 = 2 // $ = int 

:COUNT1_15746
if 
  $5207 == 0 // $ == int 
jf @COUNT1_15779 
0084: $5209 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_15779
if 
  $5207 == 1 // $ == int 
jf @COUNT1_15839 
0084: $5208 = $5203 // $ = $ int 
0060: $5208 -= $5209 // $ -= $ int 
if 
  $5208 >= 1000 // $ >= int 
jf @COUNT1_15839 
$5207 = 2 // $ = int 

:COUNT1_15839
gosub @COUNT1_6759 
if 
  $5169 == 1 // $ == int 
jf @COUNT1_15917 
if 
  $5198 == 0 // $ == int 
jf @COUNT1_15896 
TIMERB = 0 // @ = int 
$5198 = 1 // $ = int 

:COUNT1_15896
gosub @COUNT1_12351 
gosub @COUNT1_13366 
gosub @COUNT1_13500 

:COUNT1_15917
jump @COUNT1_15611 

:COUNT1_15924
03D5: remove_text 'CNT1_2'  // Ok, I talk! I talk!
Actor.PutAt($PLAYER_ACTOR, -685.59, -1247.87, 30.14)
Actor.Angle($PLAYER_ACTOR) = 32.24
0395: clear_area 0 at -686.85 -1245.43 30.14 range 2.0 
0395: clear_area 0 at -684.9 -1248.98 30.14 range 2.0 
0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43 
TIMERB = 0 // @ = int 

:COUNT1_16034
if 
80ED:   not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 
jf @COUNT1_16447 
wait 0 
01BD: $5203 = current_time_in_ms 
if 
  $5175 == 1 // $ == int 
jf @COUNT1_16285 
if 
  $5206 == 0 // $ == int 
jf @COUNT1_16132 
0084: $5204 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_16132
if 
  $5206 == 1 // $ == int 
jf @COUNT1_16192 
0084: $5205 = $5203 // $ = $ int 
0060: $5205 -= $5204 // $ -= $ int 
if 
  $5205 >= 1000 // $ >= int 
jf @COUNT1_16192 
$5206 = 2 // $ = int 

:COUNT1_16192
if 
  $5207 == 0 // $ == int 
jf @COUNT1_16225 
0084: $5209 = $5203 // $ = $ int 
$5206 = 1 // $ = int 

:COUNT1_16225
if 
  $5207 == 1 // $ == int 
jf @COUNT1_16285 
0084: $5208 = $5203 // $ = $ int 
0060: $5208 -= $5209 // $ -= $ int 
if 
  $5208 >= 1000 // $ >= int 
jf @COUNT1_16285 
$5207 = 2 // $ = int 

:COUNT1_16285
if 
  TIMERB >= 4000 // @ >= int 
jf @COUNT1_16362 
if 
80ED:   not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 
jf @COUNT1_16362 
Actor.PutAt($PLAYER_ACTOR, -686.85, -1245.43, 30.14)

:COUNT1_16362
gosub @COUNT1_6759 
if 
  $5169 == 1 // $ == int 
jf @COUNT1_16440 
if 
  $5198 == 0 // $ == int 
jf @COUNT1_16419 
TIMERB = 0 // @ = int 
$5198 = 1 // $ = int 

:COUNT1_16419
gosub @COUNT1_12351 
gosub @COUNT1_13366 
gosub @COUNT1_13500 

:COUNT1_16440
jump @COUNT1_16034 

:COUNT1_16447
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
$5199 = 1 // $ = int 
return 

:COUNT1_16485
018E: stop_sound $5170 
Actor.RemoveReferences($5124)
Actor.RemoveReferences($5130)
Actor.RemoveReferences($5134)
Actor.RemoveReferences($5138)
Actor.RemoveReferences($5142)
Actor.RemoveReferences($5146)
Actor.RemoveReferences($5150)
Actor.RemoveReferences($5154)
Actor.RemoveReferences($5158)
Actor.RemoveReferences($5162)
Actor.RemoveReferences($5166)
Actor.RemoveReferences($5182)
Actor.RemoveReferences($5184)
Actor.RemoveReferences($5186)
Actor.RemoveReferences($5188)
Actor.RemoveReferences($5190)
Actor.RemoveReferences($5192)
Actor.RemoveReferences($5194)
Actor.RemoveReferences($5196)
$5214 = 1 // $ = int 
return 

//-------------Mission 35---------------
// Originally: Hit the Courier

:COUNT2
gosub @COUNT2_36 
if 
wasted_or_busted 
jf @COUNT2_27 
gosub @COUNT2_18859 

:COUNT2_27
gosub @COUNT2_19393 
terminate_this_script 

:COUNT2_36
$ONMISSION = 1 // $ = int 
script_name 'COUNT2' 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'COUNT2' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
$5239 = 0 // $ = int 
$5240 = 0 // $ = int 
$5247 = 0 // $ = int 
$5251 = 0 // $ = int 
$5252 = 0 // $ = int 
$5241 = 0 // $ = int 
$5256 = 0 // $ = int 
$5263 = 0 // $ = int 
$5243 = 0 // $ = int 
$5244 = 0 // $ = int 
$5245 = 0 // $ = int 
$5262 = 0 // $ = int 
$5242 = 0 // $ = int 
$5246 = 0 // $ = int 
$5248 = 0 // $ = int 
$5249 = 0 // $ = int 
$5250 = 0 // $ = int 
$5270 = 0 // $ = int 
$5253 = 0 // $ = int 
$5254 = 0 // $ = int 
$5255 = 0 // $ = int 
$5257 = 0 // $ = int 
$5258 = 0 // $ = int 
$5259 = 0 // $ = int 
$5260 = 0 // $ = int 
$5261 = 0 // $ = int 
$5264 = 0 // $ = int 
$5265 = 0 // $ = int 
$5266 = 0 // $ = int 
$5267 = 0 // $ = int 
$5268 = 0 // $ = int 
$5269 = 0 // $ = int 
$5271 = 0 // $ = int 
$5272 = 0 // $ = int 
$5273 = 0 // $ = int 
$5274 = 0 // $ = int 
$5275 = 0 // $ = int 
$5276 = 0 // $ = int 
$5277 = 0 // $ = int 
$5278 = 0 // $ = int 
$5281 = 0.0 // $ = float 
$5282 = 0.0 // $ = float 
$5283 = 0.0 // $ = float 
$5284 = 0.0 // $ = float 
$5285 = 0.0 // $ = float 
$5286 = 0.0 // $ = float 
$5287 = 0.0 // $ = float 
$5288 = 0.0 // $ = float 
$5289 = 0.0 // $ = float 
$5314 = 0.0 // $ = float 
9@ = 0.0 // @ = float 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
$5300 = 0.0 // $ = float 
$5301 = 0.0 // $ = float 
$5302 = 0.0 // $ = float 
12@ = 0.0 // @ = float 
13@ = 0.0 // @ = float 
$5279 = 0 // $ = int 
$3011 = 0 // $ = int 
$2964 = 0 // $ = int 
$2965 = 0 // $ = int 
$2966 = 0 // $ = int 
$2967 = 0 // $ = int 
$2969 = 0 // $ = int 
$7394 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
023C: load_special_actor 3 'CSBUDDY' 
select_interior 18 
Camera.SetAtPos(-1071.56, -278.9497, 12.3606)
038B: load_requested_models 

:COUNT2_669
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @COUNT2_703 
wait 0 
jump @COUNT2_669 

:COUNT2_703
02E4: load_cutscene_data 'CNT_2' 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKELLY' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'CSBUDDY' 
0395: clear_area 1 at -1071.579 -281.4316 12.3068 range 3.0 
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT2_905
if 
  1444 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_940 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_905 

:COUNT2_940
00BC: text_highpriority 'CNT2_B1' time 10000 1  // Alright, the courier's moving the plates from the docks today.

:COUNT2_955
if 
  3750 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_990 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_955 

:COUNT2_990
00BC: text_highpriority 'CNT2_B2' time 10000 1  // I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here.

:COUNT2_1005
if 
  7974 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1040 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1005 

:COUNT2_1040
00BC: text_highpriority 'CNT2_B3' time 10000 1  // Now. Depending how well this goes,

:COUNT2_1055
if 
  9975 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1090 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1055 

:COUNT2_1090
00BC: text_highpriority 'CNT2_B4' time 10000 1  // we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year.

:COUNT2_1105
if 
  14465 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1140 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1105 

:COUNT2_1140
00BC: text_highpriority 'CNT2_B5' time 10000 1  // Either way, I want green rolling off the presses five minutes after I get back. Got it?

:COUNT2_1155
if 
  18722 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1190 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1155 

:COUNT2_1190
00BC: text_highpriority 'CNT2_B6' time 10000 1  // Don't you worry Tommy. We'll be ready.

:COUNT2_1205
if 
  22232 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1240 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1205 

:COUNT2_1240
00BC: text_highpriority 'CNT2_B7' time 10000 1  // Me an'the boys will be around in the neighborhood case you need any heat taken care of.

:COUNT2_1255
if 
  28537 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1290 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1255 

:COUNT2_1290
00BC: text_highpriority 'CNT2_B8' time 10000 1  // All right, everybody cool? All right. I'll catch you later...

:COUNT2_1305
if 
  30268 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1340 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1305 

:COUNT2_1340
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COUNT2_1357
if 
fading 
jf @COUNT2_1381 
wait 0 
jump @COUNT2_1357 

:COUNT2_1381
if 
82E9:   not cutscene_reached_end 
jf @COUNT2_1405 
wait 0 
jump @COUNT2_1381 

:COUNT2_1405
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
select_interior 0 
Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#SENTINEL)
Model.Load(#COLT45)
Model.Load(#BRIEFCASE)
Model.Load(#MAVERICK)
Model.Load(#SNIPER)
Model.Load(#TEC9)
Model.Load(#HFORI)
Model.Load(#HFYBU)
Model.Load(#WFYRI)
Model.Load(#WFORI)
Model.Load(#BFYST)
Model.Load(#WFYBU)
Model.Load(#UZI)
Model.Load(#CHROMEGUN)
038B: load_requested_models 

:COUNT2_1526
if or
   not Model.Available(#SENTINEL)
   not Model.Available(#COLT45)
   not Model.Available(#HFORI)
   not Model.Available(#HFYBU)
   not Model.Available(#WFYRI)
   not Model.Available(#WFORI)
jf @COUNT2_1574 
wait 0 
jump @COUNT2_1526 

:COUNT2_1574
if or
   not Model.Available(#BRIEFCASE)
   not Model.Available(#MAVERICK)
   not Model.Available(#SNIPER)
   not Model.Available(#TEC9)
   not Model.Available(#BFYST)
   not Model.Available(#WFYBU)
jf @COUNT2_1624 
wait 0 
jump @COUNT2_1574 

:COUNT2_1624
if or
   not Model.Available(#CHROMEGUN)
   not Model.Available(#UZI)
jf @COUNT2_1656 
wait 0 
jump @COUNT2_1624 

:COUNT2_1656
Car.Create($5219, #MAVERICK, 408.198, -1726.195, 50.0)
0587: set_load_collision_for_car $5219 flag 0 
04BA: set_car $5219 speed_instantly 10.0 
0129: $5227 = create_actor 9 #WFORI in_car $5219 driverseat 
01B2: give_actor $5227 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5227 threat_search 
011A: set_actor $5227 search_threat 1 
011A: set_actor $5227 search_threat 4194304 
0243: set_actor $5227 ped_stats_to 16 
0319: set_actor $5227 running 1 
0245: set_actor $5227 walk_style_to 46 
0588: set_load_collision_for_actor $5227 flag 0 
01C8: $5228 = create_actor_pedtype 9 model #HFYBU in_car $5219 passenger_seat 0 
0568: set_actor $5228 untargetable 2 
01B2: give_actor $5228 weapon 23 ammo 6 // Load the weapon model before using this 
01ED: clear_actor $5228 threat_search 
011A: set_actor $5228 search_threat 1 
011A: set_actor $5228 search_threat 4194304 
0243: set_actor $5228 ped_stats_to 16 
0319: set_actor $5228 running 1 
0245: set_actor $5228 walk_style_to 46 
0588: set_load_collision_for_actor $5228 flag 0 
Marker.CreateAboveActor($4592, $5228)
0168: set_marker $4592 size 3 
04A2: heli $5219 fly_to -649.6716 -1590.727 40.0 speed 15 
04BA: set_car $5219 speed_instantly 15.0 
$5240 = 1 // $ = int 
fade 1 1500 

:COUNT2_1909
if 
fading 
jf @COUNT2_1933 
wait 0 
jump @COUNT2_1909 

:COUNT2_1933
00BC: text_highpriority 'CNT2_01' time 30000 1  // ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
018A: $5280 = create_checkpoint_at -683.1377 -1566.971 11.4 
0481: set_enter_car_range_multiplier 10.0 
0482: set_threat_reaction_range_multiplier 3.0 
Car.Create($5215, #SENTINEL, -707.2035, -1549.606, 11.4769)
0229: set_car $5215 color_to 10 0 
Car.Angle($5215) = 66.0
Car.SetMaxSpeed($5215, 15.0)
2@ = 0.0 // @ = float 
00AE: set_vehicle $5215 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($5215, True)
0466: set_car $5215 change_lane 0 
03ED: set_car $5215 not_damaged_when_upside_down 1 
Car.SetToNormalDriver($5215)
04BD: set_car $5215 is_part_of_convoy 1 
00AF: set_car $5215 driver_behaviour_to 11 
Car.Create($5216, #SENTINEL, -708.85, -1553.722, 11.4936)
0229: set_car $5216 color_to 0 0 
Car.Angle($5216) = 66.0
Car.SetMaxSpeed($5216, 15.0)
5@ = 0.0 // @ = float 
00AE: set_vehicle $5216 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($5216, True)
0466: set_car $5216 change_lane 0 
03ED: set_car $5216 not_damaged_when_upside_down 1 
020A: set_car $5216 door_status_to 3 
Car.SetToNormalDriver($5216)
04BD: set_car $5216 is_part_of_convoy 1 
00AF: set_car $5216 driver_behaviour_to 11 
Car.Create($5217, #SENTINEL, -710.5004, -1557.811, 11.5109)
0229: set_car $5217 color_to 10 0 
Car.Angle($5217) = 66.0
Car.SetMaxSpeed($5217, 15.0)
8@ = 0.0 // @ = float 
00AE: set_vehicle $5217 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($5217, True)
0466: set_car $5217 change_lane 0 
03ED: set_car $5217 not_damaged_when_upside_down 1 
Car.SetToNormalDriver($5217)
04BD: set_car $5217 is_part_of_convoy 1 
00AF: set_car $5217 driver_behaviour_to 11 
Actor.Create($5221, 9, #HFORI, -718.9443, -1530.91, 11.2232)
Actor.Angle($5221) = 299.6208
01B2: give_actor $5221 weapon 23 ammo 2 // Load the weapon model before using this 
01ED: clear_actor $5221 threat_search 
011A: set_actor $5221 search_threat 1 
011A: set_actor $5221 search_threat 4194304 
011A: set_actor $5221 search_threat 1048576 
0243: set_actor $5221 ped_stats_to 16 
0319: set_actor $5221 running 1 
0194: set_actor $5221 objective_to_guard_point -718.9443 -1530.91 11.2232 
0245: set_actor $5221 walk_style_to 46 
Actor.Create($5222, 9, #HFORI, -716.1127, -1533.785, 11.2238)
Actor.Angle($5222) = 258.1555
01B2: give_actor $5222 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5222 threat_search 
011A: set_actor $5222 search_threat 1 
011A: set_actor $5222 search_threat 4194304 
011A: set_actor $5222 search_threat 1048576 
0243: set_actor $5222 ped_stats_to 16 
0319: set_actor $5222 running 1 
0372: set_actor $5222 anim 24 wait_state_time 60000000 ms 
0194: set_actor $5222 objective_to_guard_point -716.1127 -1533.785 11.2238 
0245: set_actor $5222 walk_style_to 46 
Actor.Create($5223, 9, #WFORI, -715.5613, -1535.627, 11.2565)
Actor.Angle($5223) = 16.6536
01B2: give_actor $5223 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5223 threat_search 
011A: set_actor $5223 search_threat 1 
011A: set_actor $5223 search_threat 4194304 
011A: set_actor $5223 search_threat 1048576 
0243: set_actor $5223 ped_stats_to 16 
0319: set_actor $5223 running 1 
0372: set_actor $5223 anim 19 wait_state_time 60000000 ms 
0194: set_actor $5223 objective_to_guard_point -715.5613 -1535.627 11.2565 
0245: set_actor $5223 walk_style_to 46 
Actor.Create($5224, 9, #WFYRI, -710.0019, -1543.779, 11.4329)
Actor.Angle($5224) = 22.8506
01B2: give_actor $5224 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5224 threat_search 
011A: set_actor $5224 search_threat 1 
011A: set_actor $5224 search_threat 4194304 
011A: set_actor $5224 search_threat 1048576 
0243: set_actor $5224 ped_stats_to 16 
0319: set_actor $5224 running 1 
0372: set_actor $5224 anim 13 wait_state_time 60000000 ms 
0194: set_actor $5224 objective_to_guard_point -710.0019 -1543.779 11.4329 
0245: set_actor $5224 walk_style_to 46 
Actor.Create($5225, 9, #WFORI, -681.0981, -1557.247, 11.4438)
Actor.Angle($5225) = 334.7375
01B2: give_actor $5225 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5225 threat_search 
011A: set_actor $5225 search_threat 1 
011A: set_actor $5225 search_threat 4194304 
011A: set_actor $5225 search_threat 1048576 
0243: set_actor $5225 ped_stats_to 16 
0319: set_actor $5225 running 1 
0194: set_actor $5225 objective_to_guard_point -681.0981 -1557.247 11.4438 
0245: set_actor $5225 walk_style_to 46 
Actor.Create($5226, 9, #WFYBU, -679.4094, -1559.045, 11.4483)
Actor.Angle($5226) = 223.2479
01B2: give_actor $5226 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5226 threat_search 
011A: set_actor $5226 search_threat 1 
011A: set_actor $5226 search_threat 4194304 
011A: set_actor $5226 search_threat 1048576 
0243: set_actor $5226 ped_stats_to 16 
0319: set_actor $5226 running 1 
0194: set_actor $5226 objective_to_guard_point -679.4094 -1559.045 11.4483 
0245: set_actor $5226 walk_style_to 46 
Actor.Create($5230, 9, #HFORI, -718.4953, -1560.214, 13.858)
Actor.Angle($5230) = 14.0515
01B2: give_actor $5230 weapon 23 ammo 2 // Load the weapon model before using this 
01ED: clear_actor $5230 threat_search 
011A: set_actor $5230 search_threat 1 
011A: set_actor $5230 search_threat 4194304 
011A: set_actor $5230 search_threat 1048576 
0243: set_actor $5230 ped_stats_to 16 
0319: set_actor $5230 running 1 
0194: set_actor $5230 objective_to_guard_point -718.4953 -1560.214 13.858 
0245: set_actor $5230 walk_style_to 46 
Actor.Create($5231, 9, #WFYBU, -722.6389, -1557.029, 13.8587)
Actor.Angle($5231) = 344.0981
01B2: give_actor $5231 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5231 threat_search 
011A: set_actor $5231 search_threat 1 
011A: set_actor $5231 search_threat 4194304 
011A: set_actor $5231 search_threat 1048576 
0243: set_actor $5231 ped_stats_to 16 
0319: set_actor $5231 running 1 
0194: set_actor $5231 objective_to_guard_point -722.6389 -1557.029 13.8587 
0245: set_actor $5231 walk_style_to 46 
Actor.Create($5232, 9, #WFYRI, -721.5871, -1542.477, 13.8572)
Actor.Angle($5232) = 344.0981
01B2: give_actor $5232 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5232 threat_search 
011A: set_actor $5232 search_threat 1 
011A: set_actor $5232 search_threat 4194304 
011A: set_actor $5232 search_threat 1048576 
0243: set_actor $5232 ped_stats_to 16 
0319: set_actor $5232 running 1 
0194: set_actor $5232 objective_to_guard_point -721.5871 -1542.477 13.8572 
0245: set_actor $5232 walk_style_to 46 
Actor.Create($5233, 9, #WFYRI, -721.0208, -1548.822, 11.4844)
Actor.Angle($5233) = 263.0088
01B2: give_actor $5233 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5233 threat_search 
011A: set_actor $5233 search_threat 1 
011A: set_actor $5233 search_threat 4194304 
011A: set_actor $5233 search_threat 1048576 
0243: set_actor $5233 ped_stats_to 16 
0319: set_actor $5233 running 1 
0194: set_actor $5233 objective_to_guard_point -721.0208 -1548.822 11.4844 
0245: set_actor $5233 walk_style_to 46 
Actor.Create($5234, 9, #BFYST, -703.3905, -1573.135, 15.6165)
Actor.Angle($5234) = 312.8055
01B2: give_actor $5234 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5234 threat_search 
011A: set_actor $5234 search_threat 1 
011A: set_actor $5234 search_threat 4194304 
011A: set_actor $5234 search_threat 1048576 
0243: set_actor $5234 ped_stats_to 16 
0319: set_actor $5234 running 1 
04C6: actor $5234 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $5234 maintain_position_when_attacked 1 
0291: set_actor $5234 heed_threats 1 
Actor.Create($5235, 9, #BFYST, -671.947, -1553.906, 22.7296)
Actor.Angle($5235) = 3.9435
01B2: give_actor $5235 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5235 threat_search 
011A: set_actor $5235 search_threat 1 
011A: set_actor $5235 search_threat 4194304 
011A: set_actor $5235 search_threat 1048576 
0243: set_actor $5235 ped_stats_to 16 
0319: set_actor $5235 running 1 
04C6: actor $5235 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $5235 maintain_position_when_attacked 1 
0291: set_actor $5235 heed_threats 1 
Actor.Create($5236, 9, #BFYST, -722.8923, -1528.647, 15.904)
Actor.Angle($5236) = 331.8096
01B2: give_actor $5236 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5236 threat_search 
011A: set_actor $5236 search_threat 1 
011A: set_actor $5236 search_threat 4194304 
011A: set_actor $5236 search_threat 1048576 
0243: set_actor $5236 ped_stats_to 16 
0319: set_actor $5236 running 1 
04C6: actor $5236 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $5236 maintain_position_when_attacked 1 
0291: set_actor $5236 heed_threats 1 
Actor.Create($5237, 9, #BFYST, -728.5547, -1554.013, 21.8729)
Actor.Angle($5237) = 275.5398
01B2: give_actor $5237 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5237 threat_search 
011A: set_actor $5237 search_threat 1 
011A: set_actor $5237 search_threat 4194304 
011A: set_actor $5237 search_threat 1048576 
0243: set_actor $5237 ped_stats_to 16 
0319: set_actor $5237 running 1 
04C6: actor $5237 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $5237 maintain_position_when_attacked 1 
0291: set_actor $5237 heed_threats 1 
Actor.Create($5238, 9, #WFYRI, -721.8732, -1500.1, 10.3946)
Actor.Angle($5238) = 44.3659
01B2: give_actor $5238 weapon 23 ammo 9999 // Load the weapon model before using this 
0319: set_actor $5238 running 1 
0243: set_actor $5238 ped_stats_to 16 
TIMERA = 3000 // @ = int 
TIMERB = 3000 // @ = int 
if 
  $ONMISSION == 0 // $ == int 
jf @COUNT2_4083 
Car.Create($5219, #MAVERICK, 408.198, -1726.195, 84.1376)

:COUNT2_4083
wait 0 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
01BD: $5239 = current_time_in_ms 
$2969 += 1 // $ += int 
if 
  $2969 > 3 // $ > int 
jf @COUNT2_4138 
$2969 = 0 // $ = int 

:COUNT2_4138
if 
  $2969 == 0 // $ == int 
jf @COUNT2_6215 
if 
  $5271 == 0 // $ == int 
jf @COUNT2_4284 
if 
   not Car.Wrecked($5219)
jf @COUNT2_4284 
if 
00DC:   player $PLAYER_CHAR in_car $5219 
jf @COUNT2_4284 
if 
   not Actor.Dead($5234)
jf @COUNT2_4243 
01B2: give_actor $5234 weapon 23 ammo 999 // Load the weapon model before using this 
01D9: actor $5234 destroy_car $5219 

:COUNT2_4243
if 
   not Actor.Dead($5235)
jf @COUNT2_4277 
01B2: give_actor $5235 weapon 23 ammo 999 // Load the weapon model before using this 
01D9: actor $5235 destroy_car $5219 

:COUNT2_4277
$5271 = 1 // $ = int 

:COUNT2_4284
if 
   not Actor.Dead($5221)
jf @COUNT2_5928 
if 
   Actor.Driving($5221)
jf @COUNT2_5592 
Car.RemoveReferences($5215)
$5215 = Actor.CurrentCar($5221)
Car.StorePos($5215, 0@, 1@, $751)
if 
  $5244 == -1 // $ == int 
jf @COUNT2_4375 
TIMERA = 0 // @ = int 
$5244 = 0 // $ = int 

:COUNT2_4375
if 
  $5244 == 0 // $ == int 
jf @COUNT2_4725 
if 
  $5240 > 4 // $ > int 
jf @COUNT2_4725 
if 
  TIMERA > 2500 // @ > int 
jf @COUNT2_4725 
if 
  $5242 == 1 // $ == int 
jf @COUNT2_4552 
Car.SetMaxSpeed($5215, 100.0)
2@ = 100.0 // @ = float 
00AE: set_vehicle $5215 traffic_behavior_to 2 
00AF: set_car $5215 driver_behaviour_to 2 
0084: $5257 = $5239 // $ = $ int 
$5244 = 1 // $ = int 
$5248 = 0 // $ = int 
if 
  $5240 == 7 // $ == int 
jf @COUNT2_4545 
0084: $5252 = $5239 // $ = $ int 
$5252 += 250 // $ += int 
$5240 = 8 // $ = int 

:COUNT2_4545
jump @COUNT2_4725 

:COUNT2_4552
if 
  $5240 > 6 // $ > int 
jf @COUNT2_4725 
Car.SetMaxSpeed($5215, 15.0)
2@ = 15.0 // @ = float 
00AE: set_vehicle $5215 traffic_behavior_to 2 
if 
  $5264 == 0 // $ == int 
jf @COUNT2_4642 
Car.DriveTo($5215, -1133.062, -342.2911, 9.8989)
jump @COUNT2_4662 

:COUNT2_4642
02C2: car $5215 drive_to_point -963.9817 322.1035 10.1818 

:COUNT2_4662
$5244 = 2 // $ = int 
$5248 = 0 // $ = int 
0084: $5257 = $5239 // $ = $ int 
if 
  $5240 == 7 // $ == int 
jf @COUNT2_4725 
$5240 = 8 // $ = int 
0084: $5252 = $5239 // $ = $ int 
$5252 += 750 // $ += int 

:COUNT2_4725
if 
01FC:   player $PLAYER_CHAR near_car $5215 radius 15.0 15.0 0 
jf @COUNT2_4770 
Car.ImmuneToNonPlayer($5215, False)
jump @COUNT2_4777 

:COUNT2_4770
Car.ImmuneToNonPlayer($5215, True)

:COUNT2_4777
if 
00DC:   player $PLAYER_CHAR in_car $5215 
jf @COUNT2_4804 
01CA: actor $5221 kill_player $PLAYER_CHAR 

:COUNT2_4804
if 
  $5267 == 0 // $ == int 
jf @COUNT2_4867 
if 
01AD:   car $5215 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0 
jf @COUNT2_4867 
$5267 = 1 // $ = int 

:COUNT2_4867
if 
  $5267 == 0 // $ == int 
jf @COUNT2_5034 
if 
   not 2@ == 0.0 // @ == float 
jf @COUNT2_5034 
0084: $5308 = $5215 // $ = $ int 
0084: $5309 = $5248 // $ = $ int 
0084: $5310 = $5257 // $ = $ int 
0086: $5305 = $5281 // $ = $ float 
0086: $5306 = $5282 // $ = $ float 
0086: $5307 = $5283 // $ = $ float 
gosub @COUNT2_20405 
0084: $5248 = $5309 // $ = $ int 
0084: $5257 = $5310 // $ = $ int 
0086: $5281 = $5305 // $ = $ float 
0086: $5282 = $5306 // $ = $ float 
0086: $5283 = $5307 // $ = $ float 
if 
  $5248 == -9 // $ == int 
jf @COUNT2_5034 
046B: actor $5221 leave_car $5215 and_flee 
$5248 = 0 // $ = int 

:COUNT2_5034
if 
  $5244 > 0 // $ > int 
jf @COUNT2_5585 
$5253 = Car.Health($5215)
if 
  $5242 > 0 // $ > int 
jf @COUNT2_5103 
if 
  $5244 == 2 // $ == int 
jf @COUNT2_5103 
$5244 = 0 // $ = int 

:COUNT2_5103
if 
  900 > $5253 // int > $ 
jf @COUNT2_5172 
if 
  $5242 == 0 // $ == int 
jf @COUNT2_5172 
if 
  $5244 == 2 // $ == int 
jf @COUNT2_5172 
$5244 = 0 // $ = int 
$5242 = 1 // $ = int 

:COUNT2_5172
if 
  300 > $5253 // int > $ 
jf @COUNT2_5199 
046B: actor $5221 leave_car $5215 and_flee 

:COUNT2_5199
Car.StorePos($5215, 0@, 1@, $751)
0088: $7390 = 0@ // $ = @ float 
$7390 -= -963.9817 // $ -= float 
0088: $7391 = 1@ // $ = @ float 
$7391 -= 322.1035 // $ -= float 
0069: $7390 *= $7390 // $ *= $ float 
0069: $7391 *= $7391 // $ *= $ float 
0059: $7390 += $7391 // $ += $ float 
01FB: 9@ = square_root $7390 
if 
  $5242 == 0 // $ == int 
jf @COUNT2_5475 
if 
  $5264 == 0 // $ == int 
jf @COUNT2_5382 
if 
01AD:   car $5215 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
jf @COUNT2_5382 
02C2: car $5215 drive_to_point -963.9817 322.1035 10.1818 
$5264 = 1 // $ = int 

:COUNT2_5382
0088: $5293 = 10@ // $ = @ float 
0067: $5293 -= 9@ // $ -= @ float 
if 
  $5293 > 20.0 // $ > float 
jf @COUNT2_5455 
Car.SetMaxSpeed($5215, 0.0)
0477: set_car $5215 action 1 time 100 
2@ = 0.0 // @ = float 
jump @COUNT2_5475 

:COUNT2_5455
Car.SetMaxSpeed($5215, 15.0)
2@ = 15.0 // @ = float 

:COUNT2_5475
if 
  $5244 == 1 // $ == int 
jf @COUNT2_5578 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_5578 
0084: $5295 = $5215 // $ = $ int 
$5296 = -1 // $ = int 
gosub @COUNT2_19503 
0089: 2@ = $7394 // @ = $ float 
if 
01FC:   player $PLAYER_CHAR near_car $5215 radius 15.0 15.0 0 
jf @COUNT2_5578 
01CA: actor $5221 kill_player $PLAYER_CHAR 

:COUNT2_5578
gosub @COUNT2_21103 

:COUNT2_5585
jump @COUNT2_5921 

:COUNT2_5592
$5244 = -1 // $ = int 
if 
  $5240 > 4 // $ > int 
jf @COUNT2_5921 
if 
00E9:   player $PLAYER_CHAR 0 $5221 radius 40.0 40.0 
jf @COUNT2_5823 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_5679 
01CA: actor $5221 kill_player $PLAYER_CHAR 
jump @COUNT2_5816 

:COUNT2_5679
if 
00E9:   player $PLAYER_CHAR 0 $5221 radius 25.0 25.0 
jf @COUNT2_5725 
01CA: actor $5221 kill_player $PLAYER_CHAR 
jump @COUNT2_5816 

:COUNT2_5725
0084: $5297 = $5221 // $ = $ int 
if 
   not Car.Wrecked($5215)
jf @COUNT2_5809 
if 
0202:   actor $5221 near_car $5215 radius 20.0 20.0 sphere 0 
jf @COUNT2_5795 
01D5: actor $5221 go_to_and_drive_car $5215 
jump @COUNT2_5802 

:COUNT2_5795
gosub @COUNT2_19770 

:COUNT2_5802
jump @COUNT2_5816 

:COUNT2_5809
gosub @COUNT2_19770 

:COUNT2_5816
jump @COUNT2_5914 

:COUNT2_5823
0084: $5297 = $5221 // $ = $ int 
if 
   not Car.Wrecked($5215)
jf @COUNT2_5907 
if 
0202:   actor $5221 near_car $5215 radius 20.0 20.0 sphere 0 
jf @COUNT2_5893 
01D5: actor $5221 go_to_and_drive_car $5215 
jump @COUNT2_5900 

:COUNT2_5893
gosub @COUNT2_19770 

:COUNT2_5900
jump @COUNT2_5914 

:COUNT2_5907
gosub @COUNT2_19770 

:COUNT2_5914
gosub @COUNT2_21103 

:COUNT2_5921
jump @COUNT2_6215 

:COUNT2_5928
Actor.RemoveReferences($5221)
if 
   not Actor.Dead($5222)
jf @COUNT2_6073 
0084: $5221 = $5222 // $ = $ int 
$5222 = -1 // $ = int 
if 
   not Actor.Dead($5223)
jf @COUNT2_6015 
01DE: tie_actor $5223 to_actor $5221 
if 
831F:   not actor $5223 in_range_of_actor $5221 
jf @COUNT2_6015 
01CC: actor $5223 kill_player $PLAYER_CHAR 

:COUNT2_6015
if 
   not Actor.Dead($5224)
jf @COUNT2_6066 
01DE: tie_actor $5224 to_actor $5221 
if 
831F:   not actor $5224 in_range_of_actor $5221 
jf @COUNT2_6066 
01CC: actor $5224 kill_player $PLAYER_CHAR 

:COUNT2_6066
jump @COUNT2_6215 

:COUNT2_6073
Actor.RemoveReferences($5222)
if 
   not Actor.Dead($5223)
jf @COUNT2_6167 
0084: $5221 = $5223 // $ = $ int 
$5223 = -1 // $ = int 
if 
   not Actor.Dead($5224)
jf @COUNT2_6160 
01DE: tie_actor $5224 to_actor $5221 
if 
831F:   not actor $5224 in_range_of_actor $5221 
jf @COUNT2_6160 
01CC: actor $5224 kill_player $PLAYER_CHAR 

:COUNT2_6160
jump @COUNT2_6215 

:COUNT2_6167
Actor.RemoveReferences($5223)
if 
   not Actor.Dead($5224)
jf @COUNT2_6210 
0084: $5221 = $5224 // $ = $ int 
$5224 = -1 // $ = int 
jump @COUNT2_6215 

:COUNT2_6210
Actor.RemoveReferences($5224)

:COUNT2_6215
if 
  $2969 == 1 // $ == int 
jf @COUNT2_10244 
if 
  $5240 > 4 // $ > int 
jf @COUNT2_6867 
if 
   not Actor.Dead($5221)
jf @COUNT2_6534 
if 
  $5260 == 0 // $ == int 
jf @COUNT2_6443 
if 
   not Car.Wrecked($5215)
jf @COUNT2_6411 
if 
   not Actor.Dead($5222)
jf @COUNT2_6325 
01DE: tie_actor $5222 to_actor $5221 

:COUNT2_6325
if 
   not Actor.Dead($5223)
jf @COUNT2_6349 
01DE: tie_actor $5223 to_actor $5221 

:COUNT2_6349
if 
   not Actor.Dead($5224)
jf @COUNT2_6373 
01DE: tie_actor $5224 to_actor $5221 

:COUNT2_6373
if 
   not Actor.Driving($5221)
jf @COUNT2_6404 
01D5: actor $5221 go_to_and_drive_car $5215 
$5260 = 1 // $ = int 

:COUNT2_6404
jump @COUNT2_6436 

:COUNT2_6411
if 
  $5242 == 0 // $ == int 
jf @COUNT2_6436 
$5242 = 1 // $ = int 

:COUNT2_6436
jump @COUNT2_6527 

:COUNT2_6443
if 
  $5242 == 1 // $ == int 
jf @COUNT2_6527 
if 
   Actor.Driving($5221)
jf @COUNT2_6484 
$5260 = 2 // $ = int 

:COUNT2_6484
if 
  $5260 == 1 // $ == int 
jf @COUNT2_6527 
011C: actor $5221 clear_objective 
009F: set_actor $5221 idle 
01CA: actor $5221 kill_player $PLAYER_CHAR 
$5260 = 2 // $ = int 

:COUNT2_6527
jump @COUNT2_6559 

:COUNT2_6534
if 
  $5242 == 0 // $ == int 
jf @COUNT2_6559 
$5242 = 1 // $ = int 

:COUNT2_6559
if 
   not Actor.Dead($5230)
jf @COUNT2_6842 
if 
  $5261 == 0 // $ == int 
jf @COUNT2_6751 
if 
   not Car.Wrecked($5217)
jf @COUNT2_6719 
if 
   not Actor.Dead($5231)
jf @COUNT2_6633 
01DE: tie_actor $5231 to_actor $5230 

:COUNT2_6633
if 
   not Actor.Dead($5232)
jf @COUNT2_6657 
01DE: tie_actor $5232 to_actor $5230 

:COUNT2_6657
if 
   not Actor.Dead($5233)
jf @COUNT2_6681 
01DE: tie_actor $5233 to_actor $5230 

:COUNT2_6681
if 
   not Actor.Driving($5230)
jf @COUNT2_6712 
01D5: actor $5230 go_to_and_drive_car $5217 
$5261 = 1 // $ = int 

:COUNT2_6712
jump @COUNT2_6744 

:COUNT2_6719
if 
  $5242 == 0 // $ == int 
jf @COUNT2_6744 
$5242 = 1 // $ = int 

:COUNT2_6744
jump @COUNT2_6835 

:COUNT2_6751
if 
  $5242 == 1 // $ == int 
jf @COUNT2_6835 
if 
   Actor.Driving($5230)
jf @COUNT2_6792 
$5261 = 2 // $ = int 

:COUNT2_6792
if 
  $5261 == 1 // $ == int 
jf @COUNT2_6835 
011C: actor $5230 clear_objective 
009F: set_actor $5230 idle 
01CA: actor $5230 kill_player $PLAYER_CHAR 
$5261 = 2 // $ = int 

:COUNT2_6835
jump @COUNT2_6867 

:COUNT2_6842
if 
  $5242 == 0 // $ == int 
jf @COUNT2_6867 
$5242 = 1 // $ = int 

:COUNT2_6867
if 
   not Actor.Dead($5238)
jf @COUNT2_7230 
if 
00E4:   player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 
jf @COUNT2_7002 
if 
  $5279 == 0 // $ == int 
jf @COUNT2_6995 
if 
  $2967 == 0 // $ == int 
jf @COUNT2_6980 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 6000 // $ += int 

:COUNT2_6980
01D2: actor $5238 follow_player $PLAYER_CHAR 
$5279 = 1 // $ = int 

:COUNT2_6995
jump @COUNT2_7112 

:COUNT2_7002
if or
00E4:   player $PLAYER_CHAR 0 -706.433 -1512.958 radius 15.0 15.0 
00E4:   player $PLAYER_CHAR 0 -723.606 -1515.598 radius 15.0 15.0 
jf @COUNT2_7082 
01CA: actor $5238 kill_player $PLAYER_CHAR 
jump @COUNT2_7112 

:COUNT2_7082
if 
  $5279 == 1 // $ == int 
jf @COUNT2_7112 
011C: actor $5238 clear_objective 
$5279 = 0 // $ = int 

:COUNT2_7112
if 
00E5:   player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 
jf @COUNT2_7223 
if 
   not $5279 == 2 // $ == int 
jf @COUNT2_7223 
01ED: clear_actor $5238 threat_search 
011A: set_actor $5238 search_threat 1 
011A: set_actor $5238 search_threat 4194304 
011A: set_actor $5238 search_threat 1048576 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
01D9: actor $5238 destroy_car $5218 
$5279 = 2 // $ = int 

:COUNT2_7223
jump @COUNT2_7260 

:COUNT2_7230
Actor.RemoveReferences($5238)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7260 
$5242 = 1 // $ = int 

:COUNT2_7260
if 
   Actor.Dead($5221)
jf @COUNT2_7313 
Actor.RemoveReferences($5221)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7306 
$5242 = 1 // $ = int 

:COUNT2_7306
jump @COUNT2_7346 

:COUNT2_7313
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7346 
01CA: actor $5221 kill_player $PLAYER_CHAR 

:COUNT2_7346
if 
   Actor.Dead($5222)
jf @COUNT2_7399 
Actor.RemoveReferences($5222)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7392 
$5242 = 1 // $ = int 

:COUNT2_7392
jump @COUNT2_7432 

:COUNT2_7399
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7432 
01CA: actor $5222 kill_player $PLAYER_CHAR 

:COUNT2_7432
if 
   Actor.Dead($5223)
jf @COUNT2_7485 
Actor.RemoveReferences($5223)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7478 
$5242 = 1 // $ = int 

:COUNT2_7478
jump @COUNT2_7518 

:COUNT2_7485
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7518 
01CA: actor $5223 kill_player $PLAYER_CHAR 

:COUNT2_7518
if 
   Actor.Dead($5224)
jf @COUNT2_7571 
Actor.RemoveReferences($5224)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7564 
$5242 = 1 // $ = int 

:COUNT2_7564
jump @COUNT2_7604 

:COUNT2_7571
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7604 
01CA: actor $5224 kill_player $PLAYER_CHAR 

:COUNT2_7604
if 
   Actor.Dead($5225)
jf @COUNT2_7657 
Actor.RemoveReferences($5225)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7650 
$5242 = 1 // $ = int 

:COUNT2_7650
jump @COUNT2_7690 

:COUNT2_7657
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7690 
01CA: actor $5225 kill_player $PLAYER_CHAR 

:COUNT2_7690
if 
   Actor.Dead($5226)
jf @COUNT2_7743 
Actor.RemoveReferences($5226)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7736 
$5242 = 1 // $ = int 

:COUNT2_7736
jump @COUNT2_7776 

:COUNT2_7743
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7776 
01CA: actor $5226 kill_player $PLAYER_CHAR 

:COUNT2_7776
if 
   Actor.Dead($5230)
jf @COUNT2_7829 
Actor.RemoveReferences($5230)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7822 
$5242 = 1 // $ = int 

:COUNT2_7822
jump @COUNT2_7862 

:COUNT2_7829
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7862 
01CA: actor $5230 kill_player $PLAYER_CHAR 

:COUNT2_7862
if 
   Actor.Dead($5231)
jf @COUNT2_7915 
Actor.RemoveReferences($5231)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7908 
$5242 = 1 // $ = int 

:COUNT2_7908
jump @COUNT2_7948 

:COUNT2_7915
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_7948 
01CA: actor $5231 kill_player $PLAYER_CHAR 

:COUNT2_7948
if 
   Actor.Dead($5232)
jf @COUNT2_8001 
Actor.RemoveReferences($5232)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_7994 
$5242 = 1 // $ = int 

:COUNT2_7994
jump @COUNT2_8034 

:COUNT2_8001
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_8034 
01CA: actor $5232 kill_player $PLAYER_CHAR 

:COUNT2_8034
if 
   Actor.Dead($5233)
jf @COUNT2_8087 
Actor.RemoveReferences($5233)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_8080 
$5242 = 1 // $ = int 

:COUNT2_8080
jump @COUNT2_8120 

:COUNT2_8087
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_8120 
01CA: actor $5233 kill_player $PLAYER_CHAR 

:COUNT2_8120
if 
   Actor.Dead($5234)
jf @COUNT2_8173 
Actor.RemoveReferences($5234)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_8166 
$5242 = 1 // $ = int 

:COUNT2_8166
jump @COUNT2_8206 

:COUNT2_8173
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_8206 
01CA: actor $5234 kill_player $PLAYER_CHAR 

:COUNT2_8206
if 
   Actor.Dead($5235)
jf @COUNT2_8259 
Actor.RemoveReferences($5235)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_8252 
$5242 = 1 // $ = int 

:COUNT2_8252
jump @COUNT2_8292 

:COUNT2_8259
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_8292 
01CA: actor $5235 kill_player $PLAYER_CHAR 

:COUNT2_8292
if 
   Actor.Dead($5236)
jf @COUNT2_8345 
Actor.RemoveReferences($5236)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_8338 
$5242 = 1 // $ = int 

:COUNT2_8338
jump @COUNT2_8378 

:COUNT2_8345
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_8378 
01CA: actor $5236 kill_player $PLAYER_CHAR 

:COUNT2_8378
if 
   Actor.Dead($5237)
jf @COUNT2_8431 
Actor.RemoveReferences($5237)
if 
  $5242 == 0 // $ == int 
jf @COUNT2_8424 
$5242 = 1 // $ = int 

:COUNT2_8424
jump @COUNT2_8464 

:COUNT2_8431
if and
  $5242 == 1 // $ == int 
  7 > $5240 // int > $ 
jf @COUNT2_8464 
01CA: actor $5237 kill_player $PLAYER_CHAR 

:COUNT2_8464
if 
   not Actor.Dead($5228)
jf @COUNT2_9989 
if 
   Actor.Driving($5228)
jf @COUNT2_8540 
if 
050D:   actor $5228 leaving_car_to_die 
jf @COUNT2_8526 
$5251 = 0 // $ = int 
jump @COUNT2_8533 

:COUNT2_8526
$5251 = 1 // $ = int 

:COUNT2_8533
jump @COUNT2_8573 

:COUNT2_8540
$5251 = 0 // $ = int 
if 
001C:   $5256 > $5239 // $ > $ int 
jf @COUNT2_8573 
gosub @COUNT2_21005 

:COUNT2_8573
if 
  $5240 == 1 // $ == int 
jf @COUNT2_8684 
if 
0100:   actor $5228 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_8684 
if 
   not Car.Wrecked($5219)
jf @COUNT2_8677 
04A2: heli $5219 fly_to -664.9825 -1579.252 25.0 speed 15 

:COUNT2_8677
$5240 = 2 // $ = int 

:COUNT2_8684
if 
  $5240 == 2 // $ == int 
jf @COUNT2_8795 
if 
0100:   actor $5228 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_8795 
if 
   not Car.Wrecked($5219)
jf @COUNT2_8788 
04A2: heli $5219 fly_to -679.126 -1569.792 17.7605 speed 10 

:COUNT2_8788
$5240 = 3 // $ = int 

:COUNT2_8795
if 
  $5240 == 3 // $ == int 
jf @COUNT2_8906 
if 
0100:   actor $5228 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_8906 
if 
   not Car.Wrecked($5219)
jf @COUNT2_8899 
04A2: heli $5219 fly_to -683.1377 -1566.971 11.4 speed 5 

:COUNT2_8899
$5240 = 4 // $ = int 

:COUNT2_8906
if 
  $5240 == 4 // $ == int 
jf @COUNT2_9201 
if 
   not Car.Wrecked($5219)
jf @COUNT2_9201 
if 
00FE:   actor $5228 0 -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0 
jf @COUNT2_9201 
if 
81F3:   not car $5219 airborne 
jf @COUNT2_9201 
if 
   not Car.Wrecked($5216)
jf @COUNT2_9131 
03E2: actor $5228 leave_any_car 
if 
   not Actor.Dead($5225)
jf @COUNT2_9049 
01DE: tie_actor $5225 to_actor $5228 

:COUNT2_9049
if 
   not Actor.Dead($5226)
jf @COUNT2_9073 
01DE: tie_actor $5226 to_actor $5228 

:COUNT2_9073
if 
   not Actor.Dead($5227)
jf @COUNT2_9097 
01DE: tie_actor $5227 to_actor $5228 

:COUNT2_9097
$5240 = 5 // $ = int 
00BC: text_highpriority 'CNT2_08' time 5000 1  // ~g~The ~r~courier~g~ with the plates has arrived at the docks.
Marker.Disable($5280)
jump @COUNT2_9201 

:COUNT2_9131
if 
   not Car.Wrecked($5219)
jf @COUNT2_9169 
04A2: heli $5219 fly_to -679.126 -1569.792 17.7605 speed 60 

:COUNT2_9169
$5240 = -1 // $ = int 
if 
   not $5242 == 1 // $ == int 
jf @COUNT2_9201 
$5242 = 1 // $ = int 

:COUNT2_9201
if 
  $5240 == 5 // $ == int 
jf @COUNT2_9345 
if 
   not Actor.Driving($5228)
jf @COUNT2_9345 
if 
   not Car.Wrecked($5216)
jf @COUNT2_9273 
01D5: actor $5228 go_to_and_drive_car $5216 
$5240 = 6 // $ = int 
jump @COUNT2_9345 

:COUNT2_9273
if 
  $2966 == 0 // $ == int 
jf @COUNT2_9314 
$2966 = 1 // $ = int 
0084: $2991 = $5239 // $ = $ int 
$2991 += 6000 // $ += int 

:COUNT2_9314
if 
   not Car.Wrecked($5219)
jf @COUNT2_9345 
01D5: actor $5228 go_to_and_drive_car $5219 
$5240 = -1 // $ = int 

:COUNT2_9345
if 
  $5240 == 6 // $ == int 
jf @COUNT2_9386 
if 
   Actor.Driving($5228)
jf @COUNT2_9386 
$5240 = 7 // $ = int 

:COUNT2_9386
if 
  $5240 == -1 // $ == int 
jf @COUNT2_9468 
if 
   not Car.Wrecked($5219)
jf @COUNT2_9468 
if 
   Actor.InCar($5228, $5219)
jf @COUNT2_9468 
04A2: heli $5219 fly_to -664.9825 -1579.252 31.0306 speed 60 
$5240 = -2 // $ = int 

:COUNT2_9468
if 
  $5240 == -2 // $ == int 
jf @COUNT2_9594 
if 
0100:   actor $5228 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_9594 
if 
   not Car.Wrecked($5219)
jf @COUNT2_9594 
04A2: heli $5219 fly_to -649.6716 -1590.727 40.0 speed 60 
00BC: text_highpriority 'CNT2_02' time 5000 1  // ~r~The plates courier has fled in the helicopter.
jump @COUNT2_18859 

:COUNT2_9594
if 
  $5247 == 1 // $ == int 
jf @COUNT2_9709 
01E0: clear_leader $5228 
if 
   not Actor.Dead($5225)
jf @COUNT2_9638 
01E0: clear_leader $5225 

:COUNT2_9638
if 
   not Actor.Dead($5226)
jf @COUNT2_9659 
01E0: clear_leader $5226 

:COUNT2_9659
if 
   not Actor.Dead($5227)
jf @COUNT2_9680 
01E0: clear_leader $5227 

:COUNT2_9680
0239: actor $5228 run_to -973.956 317.3278 
0411: set_actor $5228 use_pednode_seek 0 
$5247 = 2 // $ = int 

:COUNT2_9709
if 
  $5247 == 2 // $ == int 
jf @COUNT2_9794 
if 
00ED:   actor $5228 0 -973.956 317.3278 radius 1.5 1.5 
jf @COUNT2_9794 
0239: actor $5228 run_to -974.5215 266.5887 
0411: set_actor $5228 use_pednode_seek 0 
$5247 = 3 // $ = int 

:COUNT2_9794
if 
  $5247 == 3 // $ == int 
jf @COUNT2_9879 
if 
00ED:   actor $5228 0 -974.5215 266.5887 radius 1.5 1.5 
jf @COUNT2_9879 
0239: actor $5228 run_to -987.1808 266.6001 
0411: set_actor $5228 use_pednode_seek 0 
$5247 = 4 // $ = int 

:COUNT2_9879
if 
  $5247 == 4 // $ == int 
jf @COUNT2_9982 
if 
00F0:   actor $5228 stopped 0 -987.1808 266.6001 radius 1.5 1.5 
jf @COUNT2_9982 
0194: set_actor $5228 objective_to_guard_point -987.1808 266.6001 7.7758 
01B2: give_actor $5228 weapon 23 ammo 9999 // Load the weapon model before using this 
Actor.Angle($5228) = 270.0
$5247 = 5 // $ = int 

:COUNT2_9982
jump @COUNT2_10244 

:COUNT2_9989
if 
  $5251 == 1 // $ == int 
jf @COUNT2_10036 
00BC: text_highpriority 'CNT2_04' time 5000 1  // ~r~You destroyed the plates in the explosion!
jump @COUNT2_18859 
jump @COUNT2_10244 

:COUNT2_10036
if 
84AD:   not actor $5228 in_water 
jf @COUNT2_10222 
if 
   not $5242 == 1 // $ == int 
jf @COUNT2_10077 
$5242 = 1 // $ = int 

:COUNT2_10077
if 
  $5262 == 0 // $ == int 
jf @COUNT2_10215 
Marker.Disable($4592)
if 
056D:   actor $5228 defined 
jf @COUNT2_10137 
Actor.StoreDeadActorPos($5228, $749, $750, $751)
jump @COUNT2_10159 

:COUNT2_10137
00BC: text_highpriority 'CNT2_04' time 5000 1  // ~r~You destroyed the plates in the explosion!
jump @COUNT2_18859 

:COUNT2_10159
Pickup.Create($5220, #BRIEFCASE, 3, $749, $750, $751)
03DC: $4592 = create_marker_above_pickup $5220 
00BC: text_highpriority 'CNT2_06' time 5000 1  // ~g~The courier has died and dropped the plates, get to them before anyone else.
$5251 = 2 // $ = int 
$5262 = 1 // $ = int 

:COUNT2_10215
jump @COUNT2_10244 

:COUNT2_10222
00BC: text_highpriority 'CNT2_11' time 5000 1  // ~r~The plates are at the bottom of the sea!
jump @COUNT2_18859 

:COUNT2_10244
if 
  $5251 == 2 // $ == int 
jf @COUNT2_11070 
if 
   not Pickup.Picked_up($5220)
jf @COUNT2_11063 
if 
  $2965 == 0 // $ == int 
jf @COUNT2_10319 
$2965 = 1 // $ = int 
0084: $2990 = $5239 // $ = $ int 
$2990 += 6000 // $ += int 

:COUNT2_10319
if 
   not Actor.Dead($5225)
jf @COUNT2_10567 
01E0: clear_leader $5225 
011C: actor $5225 clear_objective 
0239: actor $5225 run_to $749 $750 
0411: set_actor $5225 use_pednode_seek 0 
if 
00ED:   actor $5225 0 $749 $750 radius 1.0 1.0 
jf @COUNT2_10560 
Marker.Disable($4592)
Pickup.Destroy($5220)
00BC: text_highpriority 'CNT2_07' time 5000 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
$5262 = 0 // $ = int 
0084: $5228 = $5225 // $ = $ int 
$5225 = -1 // $ = int 
$5251 = 0 // $ = int 
$5246 = 1 // $ = int 
$5247 = 0 // $ = int 
Marker.CreateAboveActor($4592, $5228)
if 
   not Car.Wrecked($5216)
jf @COUNT2_10545 
if 
0185:   car $5216 health > 400 
jf @COUNT2_10523 
01D5: actor $5228 go_to_and_drive_car $5216 
jump @COUNT2_10538 

:COUNT2_10523
0084: $5297 = $5228 // $ = $ int 
gosub @COUNT2_19770 

:COUNT2_10538
jump @COUNT2_10560 

:COUNT2_10545
0084: $5297 = $5228 // $ = $ int 
gosub @COUNT2_19770 

:COUNT2_10560
jump @COUNT2_11056 

:COUNT2_10567
if 
   not Actor.Dead($5226)
jf @COUNT2_10815 
01E0: clear_leader $5226 
011C: actor $5226 clear_objective 
0239: actor $5226 run_to $749 $750 
0411: set_actor $5226 use_pednode_seek 0 
if 
00ED:   actor $5226 0 $749 $750 radius 1.0 1.0 
jf @COUNT2_10808 
Marker.Disable($4592)
Pickup.Destroy($5220)
00BC: text_highpriority 'CNT2_07' time 5000 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
$5262 = 0 // $ = int 
0084: $5228 = $5226 // $ = $ int 
$5226 = -1 // $ = int 
$5251 = 0 // $ = int 
$5246 = 1 // $ = int 
$5247 = 0 // $ = int 
Marker.CreateAboveActor($4592, $5228)
if 
   not Car.Wrecked($5216)
jf @COUNT2_10793 
if 
0185:   car $5216 health > 400 
jf @COUNT2_10771 
01D5: actor $5228 go_to_and_drive_car $5216 
jump @COUNT2_10786 

:COUNT2_10771
0084: $5297 = $5228 // $ = $ int 
gosub @COUNT2_19770 

:COUNT2_10786
jump @COUNT2_10808 

:COUNT2_10793
0084: $5297 = $5228 // $ = $ int 
gosub @COUNT2_19770 

:COUNT2_10808
jump @COUNT2_11056 

:COUNT2_10815
if 
   not Actor.Dead($5227)
jf @COUNT2_11056 
01E0: clear_leader $5227 
011C: actor $5227 clear_objective 
0239: actor $5227 run_to $749 $750 
0411: set_actor $5227 use_pednode_seek 0 
if 
00ED:   actor $5227 0 $749 $750 radius 1.0 1.0 
jf @COUNT2_11056 
Marker.Disable($4592)
Pickup.Destroy($5220)
00BC: text_highpriority 'CNT2_07' time 5000 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
$5262 = 0 // $ = int 
0084: $5228 = $5227 // $ = $ int 
$5227 = -1 // $ = int 
$5251 = 0 // $ = int 
$5246 = 1 // $ = int 
$5247 = 0 // $ = int 
Marker.CreateAboveActor($4592, $5228)
if 
   not Car.Wrecked($5216)
jf @COUNT2_11041 
if 
0185:   car $5216 health > 400 
jf @COUNT2_11019 
01D5: actor $5228 go_to_and_drive_car $5216 
jump @COUNT2_11034 

:COUNT2_11019
0084: $5297 = $5228 // $ = $ int 
gosub @COUNT2_19770 

:COUNT2_11034
jump @COUNT2_11056 

:COUNT2_11041
0084: $5297 = $5228 // $ = $ int 
gosub @COUNT2_19770 

:COUNT2_11056
jump @COUNT2_11070 

:COUNT2_11063
$5251 = 3 // $ = int 

:COUNT2_11070
if and
  $5246 == 1 // $ == int 
  $5251 == 1 // $ == int 
jf @COUNT2_11245 
if 
   not Actor.Dead($5228)
jf @COUNT2_11245 
Car.RemoveReferences($5216)
$5216 = -1 // $ = int 
00D9: $5216 = actor $5228 car // add to mission cleanup 
Car.SetMaxSpeed($5216, 15.0)
5@ = 15.0 // @ = float 
00AE: set_vehicle $5216 traffic_behavior_to 2 
if 
  $5265 == 0 // $ == int 
jf @COUNT2_11203 
Car.DriveTo($5216, -1133.062, -342.2911, 9.8989)
jump @COUNT2_11223 

:COUNT2_11203
02C2: car $5216 drive_to_point -971.6564 322.1157 10.1667 

:COUNT2_11223
$5249 = 0 // $ = int 
0084: $5258 = $5239 // $ = $ int 
$5246 = 0 // $ = int 

:COUNT2_11245
if 
  $5251 == 3 // $ == int 
jf @COUNT2_11323 
Marker.Disable($4592)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'CNT2_05' time 5000 1  // ~g~You have the counterfeit plates. Take them to the print works.
018A: $4592 = create_checkpoint_at $778 $779 $780 
$5251 = 4 // $ = int 

:COUNT2_11323
if 
  $5251 == 4 // $ == int 
jf @COUNT2_11390 
if 
00F5:   player $PLAYER_CHAR 1 $778 $779 $780 radius 1.5 2.0 2.0 
jf @COUNT2_11390 
jump @COUNT2_18876 

:COUNT2_11390
if 
  $5240 > 6 // $ > int 
jf @COUNT2_11636 
if 
   not Actor.Dead($5234)
jf @COUNT2_11636 
if 
   not Car.Wrecked($5219)
jf @COUNT2_11636 
if 
  $5270 == 0 // $ == int 
jf @COUNT2_11540 
if 
80DC:   not player $PLAYER_CHAR in_car $5219 
jf @COUNT2_11540 
if 
01AF:   car $5219 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0 
jf @COUNT2_11540 
01D5: actor $5234 go_to_and_drive_car $5219 
$5270 = 1 // $ = int 

:COUNT2_11540
if 
  $5270 == 1 // $ == int 
jf @COUNT2_11636 
if 
   Actor.InCar($5234, $5219)
jf @COUNT2_11636 
04A2: heli $5219 fly_to 408.198 -1726.195 84.1376 speed 50 
Car.RemoveReferences($5219)
Actor.RemoveReferences($5234)
Actor.RemoveReferences($5235)
Actor.RemoveReferences($5236)
Actor.RemoveReferences($5237)
Actor.RemoveReferences($5238)
$5270 = 2 // $ = int 

:COUNT2_11636
if 
  $2969 == 2 // $ == int 
jf @COUNT2_14231 
if 
   not Car.Wrecked($5216)
jf @COUNT2_14209 
Car.StorePos($5216, 3@, 4@, $751)
if 
  $5263 == 1 // $ == int 
jf @COUNT2_12140 
if 
  $5243 == 1 // $ == int 
jf @COUNT2_11727 
$5243 = 2 // $ = int 

:COUNT2_11727
if 
  $5243 == 0 // $ == int 
jf @COUNT2_11965 
if 
001C:   $5239 > $5272 // $ > $ int 
jf @COUNT2_11965 
if 
   not Actor.Dead($5227)
jf @COUNT2_11807 
if 
   Actor.InCar($5227, $5216)
jf @COUNT2_11807 
0084: $5229 = $5227 // $ = $ int 

:COUNT2_11807
if 
   not Actor.Dead($5226)
jf @COUNT2_11850 
if 
   Actor.InCar($5226, $5216)
jf @COUNT2_11850 
0084: $5229 = $5226 // $ = $ int 

:COUNT2_11850
if 
   not Actor.Dead($5225)
jf @COUNT2_11893 
if 
   Actor.InCar($5225, $5216)
jf @COUNT2_11893 
0084: $5229 = $5225 // $ = $ int 

:COUNT2_11893
if 
   not Actor.Dead($5229)
jf @COUNT2_11965 
if 
   Actor.InCar($5229, $5216)
jf @COUNT2_11965 
Car.StorePos($5216, $749, $750, $751)
0362: put_actor $5229 at $749 $750 -10.0 and_remove_from_car 
$5243 = 1 // $ = int 

:COUNT2_11965
if 
  $5243 == 3 // $ == int 
jf @COUNT2_12060 
if 
   not Actor.Dead($5229)
jf @COUNT2_12053 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT2_12038 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
01D9: actor $5229 destroy_car $5218 
jump @COUNT2_12046 

:COUNT2_12038
01CA: actor $5229 kill_player $PLAYER_CHAR 

:COUNT2_12046
jump @COUNT2_12060 

:COUNT2_12053
$5263 = 0 // $ = int 

:COUNT2_12060
if 
  $5243 == 2 // $ == int 
jf @COUNT2_12133 
if 
   not Actor.Dead($5229)
jf @COUNT2_12133 
0464: put_actor $5229 into_turret_on_car $5216 at_car_offset 0.0 -0.3 0.8 position 2 angle 360.0 with_weapon 22 
$5243 = 3 // $ = int 

:COUNT2_12133
jump @COUNT2_12458 

:COUNT2_12140
if 
  $5243 > 0 // $ > int 
jf @COUNT2_12458 
if 
   not Actor.Dead($5229)
jf @COUNT2_12446 
0465: remove_actor $5229 from_turret_mode 
$5241 = 0 // $ = int 

:COUNT2_12186
if 
8431:   not car $5216 car_passenger_seat_free $5241 
jf @COUNT2_12219 
$5241 += 1 // $ += int 
jump @COUNT2_12186 

:COUNT2_12219
if 
003A:   $5229 == $5225 // $ == $ int 
jf @COUNT2_12266 
Actor.DestroyInstantly($5225)
01C8: $5225 = create_actor_pedtype 9 model #WFORI in_car $5216 passenger_seat $5241 
0084: $5229 = $5225 // $ = $ int 

:COUNT2_12266
if 
003A:   $5229 == $5226 // $ == $ int 
jf @COUNT2_12313 
Actor.DestroyInstantly($5226)
01C8: $5226 = create_actor_pedtype 9 model #WFYBU in_car $5216 passenger_seat $5241 
0084: $5229 = $5226 // $ = $ int 

:COUNT2_12313
if 
003A:   $5229 == $5227 // $ == $ int 
jf @COUNT2_12360 
Actor.DestroyInstantly($5227)
01C8: $5227 = create_actor_pedtype 9 model #WFORI in_car $5216 passenger_seat $5241 
0084: $5229 = $5227 // $ = $ int 

:COUNT2_12360
01B2: give_actor $5229 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5229 threat_search 
011A: set_actor $5229 search_threat 1 
011A: set_actor $5229 search_threat 4194304 
011A: set_actor $5229 search_threat 1048576 
0243: set_actor $5229 ped_stats_to 16 
0319: set_actor $5229 running 1 
0084: $5272 = $5239 // $ = $ int 
$5272 += 500 // $ += int 
$5243 = 0 // $ = int 
jump @COUNT2_12458 

:COUNT2_12446
0465: remove_actor $5229 from_turret_mode 
$5243 = 0 // $ = int 

:COUNT2_12458
if 
   not Actor.Dead($5228)
jf @COUNT2_12518 
if 
   Actor.InCar($5228, $5216)
jf @COUNT2_12518 
if 
  $5242 == 1 // $ == int 
jf @COUNT2_12518 
$5240 = 8 // $ = int 

:COUNT2_12518
if 
  $5240 == 8 // $ == int 
jf @COUNT2_12697 
if or
001C:   $5239 > $5252 // $ > $ int 
  $5242 == 1 // $ == int 
jf @COUNT2_12697 
Car.SetMaxSpeed($5216, 15.0)
5@ = 15.0 // @ = float 
00AE: set_vehicle $5216 traffic_behavior_to 2 
if 
  $5265 == 0 // $ == int 
jf @COUNT2_12639 
Car.DriveTo($5216, -1133.062, -342.2911, 9.8989)
Actor.RemoveReferences($5238)
jump @COUNT2_12659 

:COUNT2_12639
02C2: car $5216 drive_to_point -971.6564 322.1157 10.1667 

:COUNT2_12659
$5249 = 0 // $ = int 
0084: $5258 = $5239 // $ = $ int 
0084: $5252 = $5239 // $ = $ int 
$5252 += 750 // $ += int 
$5240 = 9 // $ = int 

:COUNT2_12697
if 
01FC:   player $PLAYER_CHAR near_car $5216 radius 15.0 15.0 0 
jf @COUNT2_12742 
Car.ImmuneToNonPlayer($5216, False)
jump @COUNT2_12749 

:COUNT2_12742
Car.ImmuneToNonPlayer($5216, True)

:COUNT2_12749
if 
  $5265 == 0 // $ == int 
jf @COUNT2_12832 
if 
01AD:   car $5216 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
jf @COUNT2_12832 
02C2: car $5216 drive_to_point -971.6564 322.1157 10.1667 
$5265 = 1 // $ = int 

:COUNT2_12832
if 
  $5240 > 8 // $ > int 
jf @COUNT2_13146 
if 
  $5268 == 0 // $ == int 
jf @COUNT2_12913 
if 
01AD:   car $5216 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0 
jf @COUNT2_12913 
$5268 = 1 // $ = int 

:COUNT2_12913
if 
  $5268 == 0 // $ == int 
jf @COUNT2_13121 
if 
   not 5@ == 0.0 // @ == float 
jf @COUNT2_13114 
0084: $5308 = $5216 // $ = $ int 
0084: $5309 = $5249 // $ = $ int 
0084: $5310 = $5258 // $ = $ int 
0086: $5305 = $5284 // $ = $ float 
0086: $5306 = $5285 // $ = $ float 
0086: $5307 = $5286 // $ = $ float 
gosub @COUNT2_20405 
0084: $5249 = $5309 // $ = $ int 
0084: $5258 = $5310 // $ = $ int 
0086: $5284 = $5305 // $ = $ float 
0086: $5285 = $5306 // $ = $ float 
0086: $5286 = $5307 // $ = $ float 
if 
  $5242 > 0 // $ > int 
jf @COUNT2_13114 
if 
  $5249 == -9 // $ == int 
jf @COUNT2_13114 
if 
   not Actor.Dead($5228)
jf @COUNT2_13107 
046B: actor $5228 leave_car $5216 and_flee 

:COUNT2_13107
$5249 = 0 // $ = int 

:COUNT2_13114
jump @COUNT2_13146 

:COUNT2_13121
if 
  $5247 == 0 // $ == int 
jf @COUNT2_13146 
$5247 = 1 // $ = int 

:COUNT2_13146
$5254 = Car.Health($5216)
if 
  990 > $5254 // int > $ 
jf @COUNT2_13198 
if 
  $5242 == 0 // $ == int 
jf @COUNT2_13198 
$5242 = 1 // $ = int 

:COUNT2_13198
if 
  $5240 > 8 // $ > int 
jf @COUNT2_14195 
if 
  300 > $5254 // int > $ 
jf @COUNT2_13311 
Car.SetMaxSpeed($5216, 0.0)
0477: set_car $5216 action 1 time 100 
5@ = 0.0 // @ = float 
if 
   not Actor.Dead($5228)
jf @COUNT2_13288 
046B: actor $5228 leave_car $5216 and_flee 

:COUNT2_13288
0084: $5256 = $5239 // $ = $ int 
$5256 += 5000 // $ += int 
$5242 = 1 // $ = int 

:COUNT2_13311
if 
  $5242 == 0 // $ == int 
jf @COUNT2_13789 
if 
   not Car.Wrecked($5215)
jf @COUNT2_13676 
0084: $5295 = $5216 // $ = $ int 
0084: $5296 = $5215 // $ = $ int 
gosub @COUNT2_19503 
0089: 5@ = $7394 // @ = $ float 
Car.StorePos($5216, 3@, 4@, $751)
0088: $7390 = 3@ // $ = @ float 
$7390 -= -963.9817 // $ -= float 
0088: $7391 = 4@ // $ = @ float 
$7391 -= 322.1035 // $ -= float 
0069: $7390 *= $7390 // $ *= $ float 
0069: $7391 *= $7391 // $ *= $ float 
0059: $7390 += $7391 // $ += $ float 
01FB: 10@ = square_root $7390 
02F8: get_vehicle $5216 Z_angle_sine_to $7408 
02F9: get_vehicle $5216 Z_angle_cosine_to $7409 
if 
   not Car.Wrecked($5215)
jf @COUNT2_13504 
Car.StorePos($5215, 0@, 1@, $751)

:COUNT2_13504
Car.StorePos($5216, 3@, 4@, $751)
0088: $7390 = 3@ // $ = @ float 
0067: $7390 -= 0@ // $ -= @ float 
0069: $7408 *= $7390 // $ *= $ float 
0088: $7391 = 4@ // $ = @ float 
0067: $7391 -= 1@ // $ -= @ float 
0069: $7409 *= $7391 // $ *= $ float 
0086: $5292 = $7408 // $ = $ float 
0059: $5292 += $7409 // $ += $ float 
0088: $7411 = 1@ // $ = @ float 
$7411 -= 20.0 // $ -= float 
if 
  $5292 > 0.0 // $ > float 
jf @COUNT2_13669 
if 
0027:   4@ > $7411 // @ > $ float 
jf @COUNT2_13669 
Car.SetMaxSpeed($5216, 0.0)
0477: set_car $5216 action 1 time 100 
5@ = 0.0 // @ = float 

:COUNT2_13669
jump @COUNT2_13696 

:COUNT2_13676
Car.SetMaxSpeed($5216, 15.0)
5@ = 15.0 // @ = float 

:COUNT2_13696
0088: $5294 = 11@ // $ = @ float 
0067: $5294 -= 10@ // $ -= @ float 
if 
  $5294 > 20.0 // $ > float 
jf @COUNT2_13769 
Car.SetMaxSpeed($5216, 0.0)
0477: set_car $5216 action 1 time 100 
5@ = 0.0 // @ = float 
jump @COUNT2_13789 

:COUNT2_13769
Car.SetMaxSpeed($5216, 15.0)
5@ = 15.0 // @ = float 

:COUNT2_13789
if 
  $5242 == 1 // $ == int 
jf @COUNT2_14181 
0086: $5290 = $397 // $ = $ float 
0067: $5290 -= 3@ // $ -= @ float 
0086: $5291 = $398 // $ = $ float 
0067: $5291 -= 4@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
5@ = 1000.0 // @ = float 
0077: 5@ /= $5292 // $ /= @ float 
if 
  5@ > 50.0 // @ > float 
jf @COUNT2_13928 
5@ = 50.0 // @ = float 

:COUNT2_13928
if 
  20.0 > 5@ // float > @ 
jf @COUNT2_13959 
5@ = 20.0 // @ = float 

:COUNT2_13959
Car.SetMaxSpeed($5216, 5@)
if 
01FE:   player $PLAYER_CHAR near_car_in_car $5216 radius 20.0 20.0 0 
jf @COUNT2_14167 
if 
020D:   car $5216 flipped 
jf @COUNT2_14153 
if 
81C1:   not car $5216 stopped 
jf @COUNT2_14139 
if 
  5@ > 15.0 // @ > float 
jf @COUNT2_14125 
if and
031E:   vehicle $5216 hit_by_weapon 39 
8185:   not car $5216 health > $5273 
jf @COUNT2_14091 
$5263 = 0 // $ = int 
jump @COUNT2_14098 

:COUNT2_14091
$5263 = 1 // $ = int 

:COUNT2_14098
0468: set_vehicle $5216 clear_last_weapon_damage 
$5273 = Car.Health($5216)
$5273 -= 25 // $ -= int 
jump @COUNT2_14132 

:COUNT2_14125
$5263 = 0 // $ = int 

:COUNT2_14132
jump @COUNT2_14146 

:COUNT2_14139
$5263 = 0 // $ = int 

:COUNT2_14146
jump @COUNT2_14160 

:COUNT2_14153
$5263 = 0 // $ = int 

:COUNT2_14160
jump @COUNT2_14174 

:COUNT2_14167
$5263 = 0 // $ = int 

:COUNT2_14174
jump @COUNT2_14188 

:COUNT2_14181
$5263 = 0 // $ = int 

:COUNT2_14188
jump @COUNT2_14202 

:COUNT2_14195
$5263 = 0 // $ = int 

:COUNT2_14202
jump @COUNT2_14231 

:COUNT2_14209
0465: remove_actor $5225 from_turret_mode 
0465: remove_actor $5226 from_turret_mode 
0465: remove_actor $5227 from_turret_mode 
$5263 = 0 // $ = int 

:COUNT2_14231
if 
  $2969 == 3 // $ == int 
jf @COUNT2_18016 
if 
   not Actor.Dead($5230)
jf @COUNT2_16039 
if 
   Actor.Driving($5230)
jf @COUNT2_15703 
Car.RemoveReferences($5217)
$5217 = Actor.CurrentCar($5230)
Car.StorePos($5217, 6@, 7@, $751)
if 
  $5245 == -1 // $ == int 
jf @COUNT2_14340 
TIMERB = 0 // @ = int 
$5245 = 0 // $ = int 

:COUNT2_14340
if 
  $5240 == 9 // $ == int 
jf @COUNT2_14491 
if 
001C:   $5239 > $5252 // $ > $ int 
jf @COUNT2_14491 
Car.SetMaxSpeed($5217, 15.0)
8@ = 15.0 // @ = float 
00AE: set_vehicle $5217 traffic_behavior_to 2 
if 
  $5266 == 0 // $ == int 
jf @COUNT2_14449 
Car.DriveTo($5217, -1133.062, -342.2911, 9.8989)
jump @COUNT2_14469 

:COUNT2_14449
02C2: car $5217 drive_to_point -984.1348 322.0096 10.1792 

:COUNT2_14469
$5250 = 0 // $ = int 
0084: $5259 = $5239 // $ = $ int 
$5240 = 10 // $ = int 

:COUNT2_14491
if 
01FC:   player $PLAYER_CHAR near_car $5217 radius 15.0 15.0 0 
jf @COUNT2_14536 
Car.ImmuneToNonPlayer($5217, False)
jump @COUNT2_14543 

:COUNT2_14536
Car.ImmuneToNonPlayer($5217, True)

:COUNT2_14543
if 
  $5245 == 0 // $ == int 
jf @COUNT2_14796 
if or
  $5240 > 4 // $ > int 
  $5242 == 1 // $ == int 
jf @COUNT2_14796 
if 
  TIMERB > 2500 // @ > int 
jf @COUNT2_14796 
if 
  $5242 == 1 // $ == int 
jf @COUNT2_14679 
Car.SetMaxSpeed($5217, 100.0)
8@ = 100.0 // @ = float 
00AE: set_vehicle $5217 traffic_behavior_to 2 
00AF: set_car $5217 driver_behaviour_to 2 
0084: $5259 = $5239 // $ = $ int 
$5245 = 1 // $ = int 
jump @COUNT2_14796 

:COUNT2_14679
if 
  $5240 > 9 // $ > int 
jf @COUNT2_14796 
Car.SetMaxSpeed($5217, 15.0)
8@ = 15.0 // @ = float 
00AE: set_vehicle $5217 traffic_behavior_to 2 
if 
  $5266 == 0 // $ == int 
jf @COUNT2_14769 
Car.DriveTo($5217, -1133.062, -342.2911, 9.8989)
jump @COUNT2_14789 

:COUNT2_14769
02C2: car $5217 drive_to_point -984.1348 322.0096 10.1792 

:COUNT2_14789
$5245 = 2 // $ = int 

:COUNT2_14796
if 
  $5245 > 0 // $ > int 
jf @COUNT2_15696 
if 
00DC:   player $PLAYER_CHAR in_car $5217 
jf @COUNT2_14841 
01CA: actor $5230 kill_player $PLAYER_CHAR 

:COUNT2_14841
if 
  $5240 > 9 // $ > int 
jf @COUNT2_15221 
if 
  $5269 == 0 // $ == int 
jf @COUNT2_14922 
if 
01AD:   car $5217 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0 
jf @COUNT2_14922 
$5269 = 1 // $ = int 

:COUNT2_14922
if 
  $5269 == 0 // $ == int 
jf @COUNT2_15089 
if 
   not 8@ == 0.0 // @ == float 
jf @COUNT2_15089 
0084: $5308 = $5217 // $ = $ int 
0084: $5309 = $5250 // $ = $ int 
0084: $5310 = $5259 // $ = $ int 
0086: $5305 = $5287 // $ = $ float 
0086: $5306 = $5288 // $ = $ float 
0086: $5307 = $5289 // $ = $ float 
gosub @COUNT2_20405 
0084: $5250 = $5309 // $ = $ int 
0084: $5259 = $5310 // $ = $ int 
0086: $5287 = $5305 // $ = $ float 
0086: $5288 = $5306 // $ = $ float 
0086: $5289 = $5307 // $ = $ float 
if 
  $5250 == -9 // $ == int 
jf @COUNT2_15089 
046B: actor $5230 leave_car $5217 and_flee 
$5250 = 0 // $ = int 

:COUNT2_15089
if 
  $5242 == 0 // $ == int 
jf @COUNT2_15221 
if 
  $5266 == 0 // $ == int 
jf @COUNT2_15190 
if 
01AD:   car $5217 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
jf @COUNT2_15190 
02C2: car $5217 drive_to_point -984.1348 322.0096 10.1792 
$5266 = 1 // $ = int 

:COUNT2_15190
0084: $5295 = $5217 // $ = $ int 
0084: $5296 = $5216 // $ = $ int 
gosub @COUNT2_19503 
0089: 8@ = $7394 // @ = $ float 

:COUNT2_15221
$5255 = Car.Health($5217)
if 
  $5242 == 1 // $ == int 
jf @COUNT2_15279 
if 
  $5245 == 2 // $ == int 
jf @COUNT2_15272 
$5245 = 0 // $ = int 

:COUNT2_15272
jump @COUNT2_15490 

:COUNT2_15279
02F8: get_vehicle $5217 Z_angle_sine_to $7408 
02F9: get_vehicle $5217 Z_angle_cosine_to $7409 
if 
   not Car.Wrecked($5216)
jf @COUNT2_15325 
Car.StorePos($5216, 3@, 4@, $751)

:COUNT2_15325
Car.StorePos($5217, 6@, 7@, $751)
0088: $7390 = 6@ // $ = @ float 
0067: $7390 -= 3@ // $ -= @ float 
0069: $7408 *= $7390 // $ *= $ float 
0088: $7391 = 7@ // $ = @ float 
0067: $7391 -= 4@ // $ -= @ float 
0069: $7409 *= $7391 // $ *= $ float 
0086: $5292 = $7408 // $ = $ float 
0059: $5292 += $7409 // $ += $ float 
0088: $7411 = 4@ // $ = @ float 
$7411 -= 20.0 // $ -= float 
if 
  $5292 > 0.0 // $ > float 
jf @COUNT2_15490 
if 
0027:   7@ > $7411 // @ > $ float 
jf @COUNT2_15490 
Car.SetMaxSpeed($5217, 0.0)
0477: set_car $5217 action 1 time 100 
8@ = 0.0 // @ = float 

:COUNT2_15490
if 
  900 > $5255 // int > $ 
jf @COUNT2_15559 
if 
  $5242 == 0 // $ == int 
jf @COUNT2_15559 
if 
  $5245 == 2 // $ == int 
jf @COUNT2_15559 
$5245 = 0 // $ = int 
$5242 = 1 // $ = int 

:COUNT2_15559
if 
  300 > $5255 // int > $ 
jf @COUNT2_15586 
046B: actor $5230 leave_car $5217 and_flee 

:COUNT2_15586
if 
  $5245 == 1 // $ == int 
jf @COUNT2_15689 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_15689 
0084: $5295 = $5217 // $ = $ int 
$5296 = -1 // $ = int 
gosub @COUNT2_19503 
0089: 8@ = $7394 // @ = $ float 
if 
01FC:   player $PLAYER_CHAR near_car $5217 radius 15.0 15.0 0 
jf @COUNT2_15689 
01CA: actor $5230 kill_player $PLAYER_CHAR 

:COUNT2_15689
gosub @COUNT2_21424 

:COUNT2_15696
jump @COUNT2_16032 

:COUNT2_15703
$5245 = -1 // $ = int 
if 
  $5240 > 4 // $ > int 
jf @COUNT2_16032 
if 
00E9:   player $PLAYER_CHAR 0 $5230 radius 40.0 40.0 
jf @COUNT2_15934 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_15790 
01CA: actor $5230 kill_player $PLAYER_CHAR 
jump @COUNT2_15927 

:COUNT2_15790
if 
00E9:   player $PLAYER_CHAR 0 $5230 radius 25.0 25.0 
jf @COUNT2_15836 
01CA: actor $5230 kill_player $PLAYER_CHAR 
jump @COUNT2_15927 

:COUNT2_15836
0084: $5297 = $5230 // $ = $ int 
if 
   not Car.Wrecked($5217)
jf @COUNT2_15920 
if 
0202:   actor $5230 near_car $5217 radius 20.0 20.0 sphere 0 
jf @COUNT2_15906 
01D5: actor $5230 go_to_and_drive_car $5217 
jump @COUNT2_15913 

:COUNT2_15906
gosub @COUNT2_19770 

:COUNT2_15913
jump @COUNT2_15927 

:COUNT2_15920
gosub @COUNT2_19770 

:COUNT2_15927
jump @COUNT2_16025 

:COUNT2_15934
0084: $5297 = $5230 // $ = $ int 
if 
   not Car.Wrecked($5217)
jf @COUNT2_16018 
if 
0202:   actor $5230 near_car $5217 radius 20.0 20.0 sphere 0 
jf @COUNT2_16004 
01D5: actor $5230 go_to_and_drive_car $5217 
jump @COUNT2_16011 

:COUNT2_16004
gosub @COUNT2_19770 

:COUNT2_16011
jump @COUNT2_16025 

:COUNT2_16018
gosub @COUNT2_19770 

:COUNT2_16025
gosub @COUNT2_21424 

:COUNT2_16032
jump @COUNT2_16326 

:COUNT2_16039
Actor.RemoveReferences($5230)
if 
   not Actor.Dead($5231)
jf @COUNT2_16184 
0084: $5230 = $5231 // $ = $ int 
$5231 = -1 // $ = int 
if 
   not Actor.Dead($5232)
jf @COUNT2_16126 
01DE: tie_actor $5232 to_actor $5230 
if 
831F:   not actor $5232 in_range_of_actor $5230 
jf @COUNT2_16126 
01CC: actor $5232 kill_player $PLAYER_CHAR 

:COUNT2_16126
if 
   not Actor.Dead($5233)
jf @COUNT2_16177 
01DE: tie_actor $5233 to_actor $5230 
if 
831F:   not actor $5233 in_range_of_actor $5230 
jf @COUNT2_16177 
01CC: actor $5233 kill_player $PLAYER_CHAR 

:COUNT2_16177
jump @COUNT2_16326 

:COUNT2_16184
Actor.RemoveReferences($5231)
if 
   not Actor.Dead($5232)
jf @COUNT2_16278 
0084: $5230 = $5232 // $ = $ int 
$5232 = -1 // $ = int 
if 
   not Actor.Dead($5233)
jf @COUNT2_16271 
01DE: tie_actor $5233 to_actor $5230 
if 
831F:   not actor $5233 in_range_of_actor $5230 
jf @COUNT2_16271 
01CC: actor $5233 kill_player $PLAYER_CHAR 

:COUNT2_16271
jump @COUNT2_16326 

:COUNT2_16278
Actor.RemoveReferences($5232)
if 
   not Actor.Dead($5233)
jf @COUNT2_16321 
0084: $5230 = $5233 // $ = $ int 
$5233 = -1 // $ = int 
jump @COUNT2_16326 

:COUNT2_16321
Actor.RemoveReferences($5233)

:COUNT2_16326
if 
  $5265 == 1 // $ == int 
jf @COUNT2_16737 
if 
  $5278 == 0 // $ == int 
jf @COUNT2_16737 
Actor.RemoveReferences($5234)
Actor.Create($5234, 9, #BFYST, -987.1808, 266.6001, 7.7758)
01B2: give_actor $5234 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5234 threat_search 
011A: set_actor $5234 search_threat 1 
011A: set_actor $5234 search_threat 4194304 
011A: set_actor $5234 search_threat 1048576 
0243: set_actor $5234 ped_stats_to 16 
0319: set_actor $5234 running 1 
0245: set_actor $5234 walk_style_to 46 
Actor.RemoveReferences($5235)
Actor.Create($5235, 9, #BFYST, -985.7646, 266.4785, 7.7755)
01B2: give_actor $5235 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5235 threat_search 
011A: set_actor $5235 search_threat 1 
011A: set_actor $5235 search_threat 4194304 
011A: set_actor $5235 search_threat 1048576 
0243: set_actor $5235 ped_stats_to 16 
0319: set_actor $5235 running 1 
0245: set_actor $5235 walk_style_to 46 
Actor.RemoveReferences($5236)
Actor.Create($5236, 9, #BFYST, -984.2117, 266.6248, 7.7751)
01B2: give_actor $5236 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5236 threat_search 
011A: set_actor $5236 search_threat 1 
011A: set_actor $5236 search_threat 4194304 
011A: set_actor $5236 search_threat 1048576 
0243: set_actor $5236 ped_stats_to 16 
0319: set_actor $5236 running 1 
0245: set_actor $5236 walk_style_to 46 
Actor.RemoveReferences($5237)
Actor.Create($5237, 9, #BFYST, -982.5906, 266.5252, 7.7803)
01B2: give_actor $5237 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5237 threat_search 
011A: set_actor $5237 search_threat 1 
011A: set_actor $5237 search_threat 4194304 
011A: set_actor $5237 search_threat 1048576 
0243: set_actor $5237 ped_stats_to 16 
0319: set_actor $5237 running 1 
0245: set_actor $5237 walk_style_to 46 
$5278 = 1 // $ = int 

:COUNT2_16737
if 
  $5278 == 1 // $ == int 
jf @COUNT2_16922 
12@ += 3.0 // @ += float 
if 
  12@ > 90.0 // @ > float 
jf @COUNT2_16796 
12@ = 90.0 // @ = float 

:COUNT2_16796
Object.Angle($2213) = 12@
13@ -= 3.0 // @ -= float 
if 
  0.0 > 13@ // float > @ 
jf @COUNT2_16845 
13@ += 360.0 // @ += float 

:COUNT2_16845
if 
  270.0 > 13@ // float > @ 
jf @COUNT2_16876 
13@ = 270.0 // @ = float 

:COUNT2_16876
Object.Angle($2214) = 13@
if and
  12@ == 90.0 // @ == float 
  13@ == 270.0 // @ == float 
jf @COUNT2_16922 
$5278 = 2 // $ = int 

:COUNT2_16922
if 
  $5278 == 2 // $ == int 
jf @COUNT2_18016 
if 
   not Actor.Dead($5228)
jf @COUNT2_17208 
if 
00A4:   actor $5228 0 -991.591 261.036 7.775 -983.0 271.96 11.506 
jf @COUNT2_17208 
if 
8057:   not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506 
jf @COUNT2_17208 
12@ -= 3.0 // @ -= float 
if 
  0.0 > 12@ // float > @ 
jf @COUNT2_17093 
12@ = 0.0 // @ = float 

:COUNT2_17093
Object.Angle($2213) = 12@
13@ += 3.0 // @ += float 
if 
  13@ > 360.0 // @ > float 
jf @COUNT2_17142 
13@ = 0.0 // @ = float 

:COUNT2_17142
Object.Angle($2214) = 13@
if and
  12@ == 0.0 // @ == float 
  13@ == 0.0 // @ == float 
jf @COUNT2_17208 
00BC: text_highpriority 'CNT2_03' time 5000 1  // ~r~The courier has arrived at his destination safely, you're too late!
Actor.DestroyInstantly($5228)
jump @COUNT2_18859 

:COUNT2_17208
if 
   not Actor.Dead($5234)
jf @COUNT2_17410 
if 
  $5274 == 0 // $ == int 
jf @COUNT2_17302 
0211: actor $5234 walk_to -973.5972 266.4069 
if 
00ED:   actor $5234 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_17302 
$5274 = 1 // $ = int 

:COUNT2_17302
if 
  $5274 == 1 // $ == int 
jf @COUNT2_17410 
0211: actor $5234 walk_to -974.2487 262.6737 
if 
00F0:   actor $5234 stopped 0 -974.2487 262.6737 radius 1.0 1.0 
jf @COUNT2_17410 
0194: set_actor $5234 objective_to_guard_point -974.2487 262.6737 10.2265 
Actor.Angle($5234) = 321.3187
$5274 = 2 // $ = int 

:COUNT2_17410
if 
   not Actor.Dead($5235)
jf @COUNT2_17612 
if 
  $5275 == 0 // $ == int 
jf @COUNT2_17504 
0211: actor $5235 walk_to -973.5972 266.4069 
if 
00ED:   actor $5235 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_17504 
$5275 = 1 // $ = int 

:COUNT2_17504
if 
  $5275 == 1 // $ == int 
jf @COUNT2_17612 
0211: actor $5235 walk_to -969.084 282.6923 
if 
00F0:   actor $5235 stopped 0 -969.084 282.6923 radius 1.0 1.0 
jf @COUNT2_17612 
0194: set_actor $5235 objective_to_guard_point -969.084 282.6923 10.2265 
Actor.Angle($5235) = 159.319
$5275 = 2 // $ = int 

:COUNT2_17612
if 
   not Actor.Dead($5236)
jf @COUNT2_17814 
if 
  $5276 == 0 // $ == int 
jf @COUNT2_17706 
0211: actor $5236 walk_to -973.5972 266.4069 
if 
00ED:   actor $5236 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_17706 
$5276 = 1 // $ = int 

:COUNT2_17706
if 
  $5276 == 1 // $ == int 
jf @COUNT2_17814 
0211: actor $5236 walk_to -969.8824 263.6498 
if 
00F0:   actor $5236 stopped 0 -969.8824 263.6498 radius 1.0 1.0 
jf @COUNT2_17814 
0194: set_actor $5236 objective_to_guard_point -969.8824 263.6498 10.2265 
Actor.Angle($5236) = 12.6357
$5276 = 2 // $ = int 

:COUNT2_17814
if 
   not Actor.Dead($5237)
jf @COUNT2_18016 
if 
  $5277 == 0 // $ == int 
jf @COUNT2_17908 
0211: actor $5237 walk_to -973.5972 266.4069 
if 
00ED:   actor $5237 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_17908 
$5277 = 1 // $ = int 

:COUNT2_17908
if 
  $5277 == 1 // $ == int 
jf @COUNT2_18016 
0211: actor $5237 walk_to -977.6256 277.8756 
if 
00F0:   actor $5237 stopped 0 -977.6256 277.8756 radius 1.0 1.0 
jf @COUNT2_18016 
0194: set_actor $5237 objective_to_guard_point -977.6256 277.8756 10.2265 
Actor.Angle($5237) = 3.8761
$5277 = 2 // $ = int 

:COUNT2_18016
if 
  $5242 == 1 // $ == int 
jf @COUNT2_18194 
if 
  $2964 == 3 // $ == int 
jf @COUNT2_18088 
if 
03D2:   wav 1 ended 
jf @COUNT2_18088 
$2964 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COUNT2_4083 

:COUNT2_18088
if 
  $2964 == 2 // $ == int 
jf @COUNT2_18132 
if 
03D0:   wav 1 loaded 
jf @COUNT2_18132 
03D1: play_wav 1 
$2964 = 3 // $ = int 

:COUNT2_18132
if 
  $2964 == 0 // $ == int 
jf @COUNT2_18194 
if 
  $3011 == 0 // $ == int 
jf @COUNT2_18194 
03CF: load_wav 'CNT2_1' as 1 
$2964 = 2 // $ = int 
$3011 = 1 // $ = int 

:COUNT2_18194
if 
  $2965 > 0 // $ > int 
jf @COUNT2_18405 
if 
  $2965 == 3 // $ == int 
jf @COUNT2_18266 
if 
03D2:   wav 1 ended 
jf @COUNT2_18266 
$2965 = 4 // $ = int 
$3011 = 0 // $ = int 
jump @COUNT2_4083 

:COUNT2_18266
if 
  $2965 == 2 // $ == int 
jf @COUNT2_18310 
if 
03D0:   wav 1 loaded 
jf @COUNT2_18310 
03D1: play_wav 1 
$2965 = 3 // $ = int 

:COUNT2_18310
if 
  $2965 == 1 // $ == int 
jf @COUNT2_18405 
if 
  $3011 == 0 // $ == int 
jf @COUNT2_18379 
03CF: load_wav 'CNT2_2' as 1 
$2965 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COUNT2_18405 

:COUNT2_18379
if 
001C:   $5239 > $2990 // $ > $ int 
jf @COUNT2_18405 
$2965 = 0 // $ = int 

:COUNT2_18405
if 
  $2966 > 0 // $ > int 
jf @COUNT2_18616 
if 
  $2966 == 3 // $ == int 
jf @COUNT2_18477 
if 
03D2:   wav 1 ended 
jf @COUNT2_18477 
$2966 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COUNT2_4083 

:COUNT2_18477
if 
  $2966 == 2 // $ == int 
jf @COUNT2_18521 
if 
03D0:   wav 1 loaded 
jf @COUNT2_18521 
03D1: play_wav 1 
$2966 = 3 // $ = int 

:COUNT2_18521
if 
  $2966 == 1 // $ == int 
jf @COUNT2_18616 
if 
  $3011 == 0 // $ == int 
jf @COUNT2_18590 
03CF: load_wav 'CNT2_3' as 1 
$2966 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COUNT2_18616 

:COUNT2_18590
if 
001C:   $5239 > $2991 // $ > $ int 
jf @COUNT2_18616 
$2966 = 0 // $ = int 

:COUNT2_18616
if 
  $2967 > 0 // $ > int 
jf @COUNT2_18852 
if 
  $2967 == 3 // $ == int 
jf @COUNT2_18698 
if 
03D2:   wav 1 ended 
jf @COUNT2_18698 
03D5: remove_text 'CNT2_4'  // Private business. You're not welcome!
$2967 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @COUNT2_4083 

:COUNT2_18698
if 
  $2967 == 2 // $ == int 
jf @COUNT2_18757 
if 
03D0:   wav 1 loaded 
jf @COUNT2_18757 
00BC: text_highpriority 'CNT2_4' time 5000 1  // Private business. You're not welcome!
03D1: play_wav 1 
$2967 = 3 // $ = int 

:COUNT2_18757
if 
  $2967 == 1 // $ == int 
jf @COUNT2_18852 
if 
  $3011 == 0 // $ == int 
jf @COUNT2_18826 
03CF: load_wav 'CNT2_4' as 1 
$2967 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @COUNT2_18852 

:COUNT2_18826
if 
001C:   $5239 > $2992 // $ > $ int 
jf @COUNT2_18852 
$2967 = 0 // $ = int 

:COUNT2_18852
jump @COUNT2_4083 

:COUNT2_18859
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:COUNT2_18876
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0395: clear_area 1 at $853 $854 $855 range 4.0 

:COUNT2_18927
if 
fading 
jf @COUNT2_18951 
wait 0 
jump @COUNT2_18927 

:COUNT2_18951
04A6: $941 = create_asset_money_pickup_at $853 $854 $855 money $940 rate $940 
02A3: enable_widescreen 1 
Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0)
Camera.PointAt(-1028.162, -281.0542, 16.273, 2)
0169: set_fade_color 0 0 1 
fade 1 500 

:COUNT2_19041
if 
fading 
jf @COUNT2_19065 
wait 0 
jump @COUNT2_19041 

:COUNT2_19065
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
00BA: text_styled 'CNT2_09' 5000 ms 6  // PRINT WORKS ASSET COMPLETED
wait 5000 
Camera.SetPosition(-1056.369, -273.4923, 12.0057, 0.0, 0.0, 0.0)
Camera.PointAt(-1057.288, -273.828, 11.8015, 2)
01E5: text_1number_highpriority 'CNT2_10' $940 time 6000 1  // ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
0169: set_fade_color 0 0 1 
fade 0 500 

:COUNT2_19183
if 
fading 
jf @COUNT2_19207 
wait 0 
jump @COUNT2_19183 

:COUNT2_19207
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
Marker.Disable($574)
04CE: $574 = create_icon_marker_without_sphere $730 at $778 $779 $780 
$576 = 1 // $ = int 
$1479 += 1 // $ += int 
0318: set_latest_mission_passed 'CNT_2'  // Hit the Courier
030C: progress_made += 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 5000 time 2500 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
0169: set_fade_color 0 0 1 
fade 1 500 
wait 0 
return 

:COUNT2_19393
$ONMISSION = 0 // $ = int 
Marker.Disable($4592)
Marker.Disable($5280)
Model.Destroy(#UZI)
Model.Destroy(#SENTINEL)
Model.Destroy(#COLT45)
Model.Destroy(#BRIEFCASE)
Model.Destroy(#MAVERICK)
Model.Destroy(#SNIPER)
Model.Destroy(#TEC9)
Model.Destroy(#HFORI)
Model.Destroy(#HFYBU)
Model.Destroy(#WFYRI)
Model.Destroy(#WFORI)
Model.Destroy(#BFYST)
Model.Destroy(#WFYBU)
Model.Destroy(#CHROMEGUN)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Object.Angle($2213) = 0.0
Object.Angle($2214) = 0.0
mission_cleanup 
return 

:COUNT2_19503
if 
  $5296 == -1 // $ == int 
jf @COUNT2_19542 
0054: store_player $PLAYER_CHAR position_to $7392 $7393 $7390 
jump @COUNT2_19572 

:COUNT2_19542
if 
   not Car.Wrecked($5296)
jf @COUNT2_19572 
Car.StorePos($5296, $7392, $7393, $7390)

:COUNT2_19572
Car.StorePos($5295, $7388, $7389, $7390)
0086: $7390 = $7388 // $ = $ float 
0061: $7390 -= $7392 // $ -= $ float 
0086: $7391 = $7389 // $ = $ float 
0061: $7391 -= $7393 // $ -= $ float 
0069: $7390 *= $7390 // $ *= $ float 
0069: $7391 *= $7391 // $ *= $ float 
0059: $7390 += $7391 // $ += $ float 
01FB: $7390 = square_root $7390 
0086: $7394 = $7390 // $ = $ float 
$7394 += 3.0 // $ += float 
if 
  $7394 > 100.0 // $ > float 
jf @COUNT2_19699 
$7394 = 100.0 // $ = float 

:COUNT2_19699
if 
  0.0 > $7394 // float > $ 
jf @COUNT2_19730 
$7394 = 0.0 // $ = float 

:COUNT2_19730
Car.SetMaxSpeed($5295, $7394)
if 
  $7394 == 0.0 // $ == float 
jf @COUNT2_19768 
0477: set_car $5295 action 1 time 100 

:COUNT2_19768
return 

:COUNT2_19770
if 
  $5314 == 919.9 // $ == float 
jf @COUNT2_19808 
Car.Create($755, #SENTINEL, $5300, $5301, $5302)

:COUNT2_19808
Actor.StorePos($5297, $5300, $5301, $5302)
if 
00E9:   player $PLAYER_CHAR 0 $5297 radius 40.0 40.0 
jf @COUNT2_20166 
0086: $5303 = $5300 // $ = $ float 
$5303 += 20.0 // $ += float 
0086: $5304 = $5301 // $ = $ float 
$5304 += 20.0 // $ += float 
$5300 -= 20.0 // $ -= float 
$5301 -= 20.0 // $ -= float 
Car.RemoveReferences($755)
0327: $755 = create_random_car_with_actors -1 in_area $5300 $5301 $5303 $5304 
if 
  $755 == -1 // $ == int 
jf @COUNT2_19982 
if 
   not Actor.Dead($5297)
jf @COUNT2_19975 
01CA: actor $5297 kill_player $PLAYER_CHAR 

:COUNT2_19975
jump @COUNT2_20159 

:COUNT2_19982
$5298 = Car.Model($755)
$5299 = Car.Health($755)
if 
  $5299 > 300 // $ > int 
jf @COUNT2_20151 
if or
  $5298 == 116 // $ == int 
  $5298 == 106 // $ == int 
  $5298 == 122 // $ == int 
  $5298 == 117 // $ == int 
  $5298 == 97 // $ == int 
  $5298 == 107 // $ == int 
jf @COUNT2_20101 
if 
   not Actor.Dead($5297)
jf @COUNT2_20094 
01CA: actor $5297 kill_player $PLAYER_CHAR 

:COUNT2_20094
jump @COUNT2_20144 

:COUNT2_20101
Car.SetMaxSpeed($755, 0.0)
0477: set_car $755 action 1 time 100 
if 
   not Actor.Dead($5297)
jf @COUNT2_20144 
01D5: actor $5297 go_to_and_drive_car $755 

:COUNT2_20144
jump @COUNT2_20159 

:COUNT2_20151
01CA: actor $5297 kill_player $PLAYER_CHAR 

:COUNT2_20159
jump @COUNT2_20403 

:COUNT2_20166
03D3: point $5300 $5301 $5302 get_nearby_vector $5300 $5301 $5302 $5314 
if 
80C2:   not sphere_onscreen $5300 $5301 $5302 3.0 
jf @COUNT2_20403 
if 
838A:   not car_in_cube $5300 $5301 $5302 3.0 3.0 2.0 
jf @COUNT2_20314 
Car.RemoveReferences($755)
Car.Create($755, #SENTINEL, $5300, $5301, $5302)
Car.Angle($755) = $5314
if 
   not Actor.Dead($5297)
jf @COUNT2_20307 
01D5: actor $5297 go_to_and_drive_car $755 

:COUNT2_20307
jump @COUNT2_20403 

:COUNT2_20314
if 
   not Actor.Dead($5297)
jf @COUNT2_20403 
if 
00FF:   actor $5297 0 $5300 $5301 $5302 radius 3.0 3.0 2.0 
jf @COUNT2_20403 
02C0: set $5300 $5301 $5302 to_ped_path_coords_closest_to $5300 $5301 $5302 
0239: actor $5297 run_to $5300 $5301 

:COUNT2_20403
return 

:COUNT2_20405
01BD: $5315 = current_time_in_ms 
if 
   not Car.Wrecked($5308)
jf @COUNT2_21003 
if and
01F4:   car $5308 flipped 
01C1:   car $5308 stopped 
jf @COUNT2_20601 
if 
01FC:   player $PLAYER_CHAR near_car $5308 radius 90.0 90.0 0 
jf @COUNT2_20499 
03ED: set_car $5308 not_damaged_when_upside_down 0 
$5309 = -9 // $ = int 
jump @COUNT2_20601 

:COUNT2_20499
if 
82CA:   not car $5308 bounding_sphere_visible 
jf @COUNT2_20601 
Car.StorePos($5308, $5311, $5312, $5313)
03D3: point $5311 $5312 $5313 get_nearby_vector $5311 $5312 $5313 $5314 
if 
80C2:   not sphere_onscreen $5311 $5312 $5313 4.0 
jf @COUNT2_20601 
Car.PutAt($5308, $5311, $5312, $5313)
Car.Angle($5308) = $5314

:COUNT2_20601
if 
01AF:   car $5308 0 $5305 $5306 $5307 radius 4.0 4.0 4.0 
jf @COUNT2_20940 
if 
  $5309 == 0 // $ == int 
jf @COUNT2_20676 
0084: $5310 = $5315 // $ = $ int 
$5309 = 1 // $ = int 

:COUNT2_20676
0060: $5315 -= $5310 // $ -= $ int 
if 
  $5309 == 1 // $ == int 
jf @COUNT2_20940 
if 
  $5315 > 8000 // $ > int 
jf @COUNT2_20940 
if 
01FC:   player $PLAYER_CHAR near_car $5308 radius 90.0 90.0 0 
jf @COUNT2_20781 
03ED: set_car $5308 not_damaged_when_upside_down 0 
0084: $5310 = $5315 // $ = $ int 
$5309 = -9 // $ = int 
jump @COUNT2_20940 

:COUNT2_20781
if 
82CA:   not car $5308 bounding_sphere_visible 
jf @COUNT2_20940 
Car.StorePos($5308, $5311, $5312, $5313)
03D3: point $5311 $5312 $5313 get_nearby_vector $5311 $5312 $5313 $5314 
if 
838A:   not car_in_cube $5311 $5312 $5313 4.0 4.0 4.0 
jf @COUNT2_20940 
if 
80C2:   not sphere_onscreen $5311 $5312 $5313 4.0 
jf @COUNT2_20940 
Car.PutAt($5308, $5311, $5312, $5313)
Car.Angle($5308) = $5314
0450: car $5308 warp_to_player 
0084: $5310 = $5315 // $ = $ int 
$5309 = 0 // $ = int 

:COUNT2_20940
if 
81AF:   not car $5308 0 $5305 $5306 $5307 radius 4.0 4.0 4.0 
jf @COUNT2_21003 
Car.StorePos($5308, $5305, $5306, $5307)
$5309 = 0 // $ = int 

:COUNT2_21003
return 

:COUNT2_21005
if 
   not Actor.Dead($5225)
jf @COUNT2_21029 
01CA: actor $5225 kill_player $PLAYER_CHAR 

:COUNT2_21029
if 
   not Actor.Dead($5226)
jf @COUNT2_21053 
01CA: actor $5226 kill_player $PLAYER_CHAR 

:COUNT2_21053
if 
   not Actor.Dead($5227)
jf @COUNT2_21077 
01CA: actor $5227 kill_player $PLAYER_CHAR 

:COUNT2_21077
if 
   not Actor.Dead($5228)
jf @COUNT2_21101 
01CA: actor $5228 kill_player $PLAYER_CHAR 

:COUNT2_21101
return 

:COUNT2_21103
if 
   not Actor.Dead($5221)
jf @COUNT2_21422 
if 
   not Actor.Dead($5222)
jf @COUNT2_21215 
if 
831F:   not actor $5222 in_range_of_actor $5221 
jf @COUNT2_21208 
if 
00F2:   actor $5222 near_actor $5221 radius 30.0 30.0 0 
jf @COUNT2_21200 
01DE: tie_actor $5222 to_actor $5221 
jump @COUNT2_21208 

:COUNT2_21200
01CC: actor $5222 kill_player $PLAYER_CHAR 

:COUNT2_21208
jump @COUNT2_21220 

:COUNT2_21215
Actor.RemoveReferences($5222)

:COUNT2_21220
if 
   not Actor.Dead($5223)
jf @COUNT2_21316 
if 
831F:   not actor $5223 in_range_of_actor $5221 
jf @COUNT2_21309 
if 
00F2:   actor $5223 near_actor $5221 radius 30.0 30.0 0 
jf @COUNT2_21301 
01DE: tie_actor $5223 to_actor $5221 
jump @COUNT2_21309 

:COUNT2_21301
01CC: actor $5223 kill_player $PLAYER_CHAR 

:COUNT2_21309
jump @COUNT2_21321 

:COUNT2_21316
Actor.RemoveReferences($5223)

:COUNT2_21321
if 
   not Actor.Dead($5224)
jf @COUNT2_21417 
if 
831F:   not actor $5224 in_range_of_actor $5221 
jf @COUNT2_21410 
if 
00F2:   actor $5224 near_actor $5221 radius 30.0 30.0 0 
jf @COUNT2_21402 
01DE: tie_actor $5224 to_actor $5221 
jump @COUNT2_21410 

:COUNT2_21402
01CC: actor $5224 kill_player $PLAYER_CHAR 

:COUNT2_21410
jump @COUNT2_21422 

:COUNT2_21417
Actor.RemoveReferences($5224)

:COUNT2_21422
return 

:COUNT2_21424
if 
   not Actor.Dead($5230)
jf @COUNT2_21743 
if 
   not Actor.Dead($5231)
jf @COUNT2_21536 
if 
831F:   not actor $5231 in_range_of_actor $5230 
jf @COUNT2_21529 
if 
00F2:   actor $5231 near_actor $5230 radius 30.0 30.0 0 
jf @COUNT2_21521 
01DE: tie_actor $5231 to_actor $5230 
jump @COUNT2_21529 

:COUNT2_21521
01CC: actor $5231 kill_player $PLAYER_CHAR 

:COUNT2_21529
jump @COUNT2_21541 

:COUNT2_21536
Actor.RemoveReferences($5231)

:COUNT2_21541
if 
   not Actor.Dead($5232)
jf @COUNT2_21637 
if 
831F:   not actor $5232 in_range_of_actor $5230 
jf @COUNT2_21630 
if 
00F2:   actor $5232 near_actor $5230 radius 30.0 30.0 0 
jf @COUNT2_21622 
01DE: tie_actor $5232 to_actor $5230 
jump @COUNT2_21630 

:COUNT2_21622
01CC: actor $5232 kill_player $PLAYER_CHAR 

:COUNT2_21630
jump @COUNT2_21642 

:COUNT2_21637
Actor.RemoveReferences($5232)

:COUNT2_21642
if 
   not Actor.Dead($5233)
jf @COUNT2_21738 
if 
831F:   not actor $5233 in_range_of_actor $5230 
jf @COUNT2_21731 
if 
00F2:   actor $5233 near_actor $5230 radius 30.0 30.0 0 
jf @COUNT2_21723 
01DE: tie_actor $5233 to_actor $5230 
jump @COUNT2_21731 

:COUNT2_21723
01CC: actor $5233 kill_player $PLAYER_CHAR 

:COUNT2_21731
jump @COUNT2_21743 

:COUNT2_21738
Actor.RemoveReferences($5233)

:COUNT2_21743
return 

//-------------Mission 36---------------
// Originally: Printworks Buy

:BUYPRO1
script_name 'BUYPRO1' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($574)
Marker.Disable($938)
030C: progress_made += 1 
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 1000 0 0 0 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO1_170
if 
fading 
jf @BUYPRO1_237 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_230 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_230
jump @BUYPRO1_170 

:BUYPRO1_237
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0)
Camera.PointAt(-1028.162, -281.0542, 16.273, 2)

:BUYPRO1_361
if 
fading 
jf @BUYPRO1_428 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_421 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_421
jump @BUYPRO1_361 

:BUYPRO1_428
01E3: text_1number_styled 'CNTBUY1' number $939 time 4000 style 6  // Printworks purchased: $~1~
0529: add $939 to_money_spent_on_property_stats 
0542: add_property 1 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_515 
043C: set_game_sounds_disable_on_fade 1 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_515
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO1_530
if 
fading 
jf @BUYPRO1_601 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_594 
043C: set_game_sounds_disable_on_fade 1 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_594
jump @BUYPRO1_530 

:BUYPRO1_601
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $574 = create_icon_marker_and_sphere $730 at $778 $779 $780 
start_new_script @COU1 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO1_667
if 
fading 
jf @BUYPRO1_713 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_706 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO1_706
jump @BUYPRO1_667 

:BUYPRO1_713
043C: set_game_sounds_disable_on_fade 1 
start_new_script @PSAVE8 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 37---------------
// Originally: Sunshine Autos

:CARBUY1
$ONMISSION = 1 // $ = int 
script_name 'CARBUY1' 
wait 0 
054C: use_GXT_table 'CARBUY' 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBJ' 
02F3: load_object #CUTOBJ01 'HLRYCAR' 
Model.Load(#SENTINEL)
038B: load_requested_models 

:CARBUY1_75
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#SENTINEL)
jf @CARBUY1_115 
wait 0 
jump @CARBUY1_75 

:CARBUY1_115
Car.Create($5318, #SENTINEL, -1033.211, -856.8564, 12.0452)
Car.Angle($5318) = 210.278
Model.Destroy(#SENTINEL)
02E4: load_cutscene_data 'CAR_1' 
0244: set_cutscene_pos -1018.647 -877.935 12.045 
02E5: $5317 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $5317 'CSPLAY' 
02E5: $5316 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $5316 'CSBJ' 
02E5: $517 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $517 'HLRYCAR' 
0395: clear_area 1 at -1007.303 -869.9353 11.8668 range 1.0 
0055: put_player $PLAYER_CHAR at -1007.303 -869.9353 11.8668 
0171: set_player $PLAYER_CHAR z_angle_to 30.0 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CARBUY1_325
if 
  976 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_360 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_325 

:CARBUY1_360
00BC: text_highpriority 'CAR1_1' time 10000 1  // B.J. Smith. And you must be Mr. Vercetti.

:CARBUY1_375
if 
  4506 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_410 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_375 

:CARBUY1_410
00BC: text_highpriority 'CAR1_2' time 10000 1  // Would you like the tour?

:CARBUY1_425
if 
  6299 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_460 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_425 

:CARBUY1_460
00BC: text_highpriority 'CAR1_3' time 10000 1  // Might as well.

:CARBUY1_475
if 
  7695 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_510 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_475 

:CARBUY1_510
00BC: text_highpriority 'CAR1_4' time 10000 1  // Well, I'm very sad to be selling the dealership to y'all.

:CARBUY1_525
if 
  10390 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_560 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_525 

:CARBUY1_560
00BC: text_highpriority 'CAR1_5' time 10000 1  // This was my first investment after I turned pro.

:CARBUY1_575
if 
  13170 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_610 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_575 

:CARBUY1_610
00BC: text_highpriority 'CAR1_6' time 10000 1  // But now it's time for me to move on.

:CARBUY1_625
if 
  14855 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_660 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_625 

:CARBUY1_660
00BC: text_highpriority 'CAR1_7' time 10000 1  // You're leaving town?

:CARBUY1_675
if 
  16114 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_710 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_675 

:CARBUY1_710
00BC: text_highpriority 'CAR1_8' time 10000 1  // Not in too much of a hurry, I hope?

:CARBUY1_725
if 
  18118 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_760 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_725 

:CARBUY1_760
00BC: text_highpriority 'CAR1_9' time 10000 1  // No. I'm just coming out of retirement, and preparing for my future comeback.

:CARBUY1_775
if 
  22505 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_810 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_775 

:CARBUY1_810
00BC: text_highpriority 'CAR1_10' time 10000 1  // The business wasn't too strong,

:CARBUY1_825
if 
  23989 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_860 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_825 

:CARBUY1_860
00BC: text_highpriority 'CAR1_11' time 10000 1  // and my staff took it upon themselves to get a bit more

:CARBUY1_875
if 
  26958 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_910 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_875 

:CARBUY1_910
00BC: text_highpriority 'CAR1_12' time 10000 1  // creative with the generation of wealth.

:CARBUY1_925
if 
  35538 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_962 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_925 

:CARBUY1_962
00BC: text_highpriority 'CAR1_13' time 10000 1  // Obviously, I could wind down the business before I hand it over.

:CARBUY1_977
if 
  39241 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1014 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_977 

:CARBUY1_1014
00BC: text_highpriority 'CAR1_14' time 10000 1  // Hell, I could burn the place down if I wanted to.

:CARBUY1_1029
if 
  43374 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1066 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1029 

:CARBUY1_1066
00BC: text_highpriority 'CAR1_15' time 10000 1  // This is prime development land.

:CARBUY1_1081
if 
  45142 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1118 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1081 

:CARBUY1_1118
00BC: text_highpriority 'CAR1_16' time 10000 1  // Oh, I wouldn't worry about any of that.

:CARBUY1_1133
if 
  48422 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1170 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1133 

:CARBUY1_1170
00BC: text_highpriority 'CAR1_17' time 10000 1  // This place seems perfect.

:CARBUY1_1185
if 
  50000 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1222 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1185 

:CARBUY1_1222
00BC: text_highpriority 'CAR1_18' time 10000 1  // Yeh it does, So I take it we have a deal?

:CARBUY1_1237
if 
  53504 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1274 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1237 

:CARBUY1_1274
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:CARBUY1_1291
if 
fading 
jf @CARBUY1_1315 
wait 0 
jump @CARBUY1_1291 

:CARBUY1_1315
if 
82E9:   not cutscene_reached_end 
jf @CARBUY1_1339 
wait 0 
jump @CARBUY1_1315 

:CARBUY1_1339
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
Camera.SetBehindPlayer
Model.Destroy(#CUTOBJ01)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
wait 0 
wait 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(-1017.024, -922.2878, 19.0987, 0.0, 0.0, 0.0)
Camera.PointAt(-1017.044, -921.3013, 18.9361, 2)
03EA: generate_cars_around_camera 1 
0169: set_fade_color 0 0 1 
fade 1 1500 

:CARBUY1_1455
if 
fading 
jf @CARBUY1_1479 
wait 0 
jump @CARBUY1_1455 

:CARBUY1_1479
0394: play_music 1 
01E3: text_1number_styled 'CARBUY' number $929 time 7000 style 6  // Car Showroom purchased: $~1~
0529: add $929 to_money_spent_on_property_stats 
0542: add_property 4 to_property_own_stats 
02FA: garage $996 change_to_type 27 
02FA: garage $997 change_to_type 28 
02FA: garage $998 change_to_type 29 
02FA: garage $999 change_to_type 30 
wait 5000 
0169: set_fade_color 0 0 1 
fade 0 1500 

:CARBUY1_1558
if 
fading 
jf @CARBUY1_1582 
wait 0 
jump @CARBUY1_1558 

:CARBUY1_1582
0189: $5319 = create_checkpoint_and_sphere_at -967.705 -827.3005 5.7702 
018B: set_marker $5319 display 1 
030C: progress_made += 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($928)
0570: $928 = create_asset_radar_marker_with_icon 26 at $856 $857 $858 
018B: set_marker $928 display 2 
Object.Init($1418, #LH_IMP_EXP01, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1418)
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 1000 0 0 0 
start_new_script @RACES 
start_new_script @PSAVE3 
start_new_script @IMPORT1 
02FA: garage $991 change_to_type 8 
0169: set_fade_color 0 0 1 
fade 1 1500 
03EA: generate_cars_around_camera 0 
Camera.Restore_WithJumpCut
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 

//-------------Mission 38---------------
// Originally: Interglobal Films Buy

:BUYPRO2
script_name 'BUYPRO2' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($559)
Marker.Disable($933)
030C: progress_made += 1 
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 1000 0 0 0 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO2_170
if 
fading 
jf @BUYPRO2_237 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_230 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_230
jump @BUYPRO2_170 

:BUYPRO2_237
Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED)
Object.Destroy($FILM_STUDIO_BACK_GATE_CLOSED)
Object.Init($FILM_STUDIO_FRONT_GATE_OPEN, #CI_GATESOPEN, 10.273, 963.308, 12.258)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_OPEN)
Object.Init($FILM_STUDIO_BACK_GATE_OPEN, #CI_BACKGATEOPEN, -14.381, 884.12, 13.542)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_OPEN)
Object.Destroy($2212)
Object.Init($2211, #CI_JETYGATESOPEN, -115.825, 1028.55, 11.334)
Object.RemoveFromMissionCleanupList($2211)
0395: clear_area 1 at 10.1629 963.4605 9.8996 range 1.0 
0055: put_player $PLAYER_CHAR at 10.1629 963.4605 9.8996 
0171: set_player $PLAYER_CHAR z_angle_to 84.6334 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(75.8516, 976.8268, 41.9825, 0.0, 0.0, 0.0)
Camera.PointAt(74.8664, 976.7122, 41.855, 2)

:BUYPRO2_460
if 
fading 
jf @BUYPRO2_527 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_520 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_520
jump @BUYPRO2_460 

:BUYPRO2_527
01E3: text_1number_styled 'PORNBUY' number $934 time 5000 style 6  // Film Studio purchased: $~1~
0529: add $934 to_money_spent_on_property_stats 
0542: add_property 2 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_614 
043C: set_game_sounds_disable_on_fade 1 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_614
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO2_629
if 
fading 
jf @BUYPRO2_700 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_693 
043C: set_game_sounds_disable_on_fade 1 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_693
jump @BUYPRO2_629 

:BUYPRO2_700
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $559 = create_icon_marker_and_sphere $728 at $775 $776 $777 
start_new_script @PORN1 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO2_766
if 
fading 
jf @BUYPRO2_812 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_805 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO2_805
jump @BUYPRO2_766 

:BUYPRO2_812
043C: set_game_sounds_disable_on_fade 1 
start_new_script @PSAVE9 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 39---------------
// Originally: Cherry Popper Icecreams Buy

:ICECUT
script_name 'ICECUT' 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ICECUT' 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
03AF: set_streaming 0 
03AD: set_rubbish 0 
03CF: load_wav 'MONO_5' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSMAUDE' 
02F3: load_object #CUTOBJ01 'MCANE' 
038B: load_requested_models 
Camera.SetAtPos(-873.5121, -574.0815, 10.1528)

:ICECUT_121
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
jf @ICECUT_156 
wait 0 
jump @ICECUT_121 

:ICECUT_156
Model.Load(#MRWHOOP)

:ICECUT_161
if 
   not Model.Available(#MRWHOOP)
jf @ICECUT_188 
wait 0 
jump @ICECUT_161 

:ICECUT_188
Car.Create($5322, #MRWHOOP, -877.8974, -562.5469, 10.2353)
Car.Angle($5322) = 184.4191
02E4: load_cutscene_data 'ICE_1' 
0244: set_cutscene_pos -873.5121 -574.0815 10.1528 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $5320 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $5320 'CSMAUDE' 
02E5: $5321 = create_cutscene_object #CUTOBJ01 
0524: attach_cutscene_object $5321 to_bone $5320 34 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_328
if 
  6929 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_328 

:ICECUT_363
00BC: text_highpriority 'ICC1_A' time 10000 1  // Who are you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_383
if 
  8306 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_418 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_383 

:ICECUT_418
00BC: text_highpriority 'ICC1_B' time 10000 1  // Your new owner.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_438
if 
  10381 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_473 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_438 

:ICECUT_473
00BC: text_highpriority 'ICC1_C' time 10000 1  // Were you now, or at any time, a child?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_493
if 
  13633 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_528 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_493 

:ICECUT_528
00BC: text_highpriority 'ICC1_D' time 10000 1  // What are you talking about?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_548
if 
  14189 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_583 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_548 

:ICECUT_583
00BC: text_highpriority 'ICC1_E' time 10000 1  // Were you a child?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_603
if 
  15441 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_638 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_603 

:ICECUT_638
00BC: text_highpriority 'ICC1_F' time 10000 1  // Yes! Calm down! What's wrong with you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_658
if 
  16881 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_693 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_658 

:ICECUT_693
00BC: text_highpriority 'ICC1_G' time 10000 1  // I knew it. A child.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_713
if 
  20281 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_748 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_713 

:ICECUT_748
00BC: text_highpriority 'ICC1_H' time 10000 1  // A dirty, stinking, sniveling, snotting, vile, puking, crying little baby!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_768
if 
  25045 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_803 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_768 

:ICECUT_803
00BC: text_highpriority 'ICC1_I' time 10000 1  // A baby.. an awful, horrible, disgusting little boo hoo.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_823
if 
  29698 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_858 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_823 

:ICECUT_858
00BC: text_highpriority 'ICC1_J' time 10000 1  // Mommy doesn't love you. You little shit!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_878
if 
  32513 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_878 

:ICECUT_913
00BC: text_highpriority 'ICC1_K' time 10000 1  // Ow! Calm down.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_933
if 
  35215 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_970 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_933 

:ICECUT_970
00BC: text_highpriority 'ICC1_L' time 10000 1  // I HATE babies, and I hate children.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_990
if 
  38544 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1027 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_990 

:ICECUT_1027
00BC: text_highpriority 'ICC1_M' time 10000 1  // They're dirty, sniveling, snotting, vile, puking little..
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1047
if 
  40042 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1084 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1047 

:ICECUT_1084
00BC: text_highpriority 'ICC1_N' time 10000 1  // Enough already!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1104
if 
  41685 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1141 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1104 

:ICECUT_1141
00BC: text_highpriority 'ICC1_O' time 10000 1  // What is wrong with you??
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1161
if 
  43879 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1198 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1161 

:ICECUT_1198
00BC: text_highpriority 'ICC1_P' time 10000 1  // You make soft ice cream, okay? It's purely for kids.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1218
if 
  48927 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1255 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1218 

:ICECUT_1255
00BC: text_highpriority 'ICC1_Q' time 10000 1  // What kind of psycho are you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1275
if 
  51501 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1312 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1275 

:ICECUT_1312
00BC: text_highpriority 'ICC1_R' time 10000 1  // Just so I understand this, why make children happy if you hate them?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1332
if 
  55814 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1369 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1332 

:ICECUT_1369
00BC: text_highpriority 'ICC1_S' time 10000 1  // Oh, you stupid, sniveling, snotty-
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1389
if 
  59535 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1426 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1389 

:ICECUT_1426
00BC: text_highpriority 'ICC1_T' time 10000 1  // Shut up!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1446
if 
  60379 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1483 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1446 

:ICECUT_1483
00BC: text_highpriority 'ICC1_U' time 10000 1  // - Brat!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1503
if 
  62496 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1540 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1503 

:ICECUT_1540
00BC: text_highpriority 'ICC1_V' time 10000 1  // The ice cream is a front.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1560
if 
  64801 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1597 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1560 

:ICECUT_1597
00BC: text_highpriority 'ICC1_W' time 10000 1  // We distribute other, non-dairy products.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1617
if 
  68699 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1654 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1617 

:ICECUT_1654
00BC: text_highpriority 'ICC1_X' time 10000 1  // And if I see a kid, I put him to good use.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1674
if 
  72778 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1711 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1674 

:ICECUT_1711
00BC: text_highpriority 'ICC1_Y' time 10000 1  // Don't I, kiddies? Yes - yes, I do. Mummy doesn't love you.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1731
if 
  78390 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1768 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1731 

:ICECUT_1768
00BC: text_highpriority 'ICC1_Z' time 10000 1  // She HATES you!

:ICECUT_1783
if 
  81000 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1820 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1783 

:ICECUT_1820
03AD: set_rubbish 1 
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @ICECUT_1870 
if 
03D0:   wav 1 loaded 
jf @ICECUT_1870 
03D1: play_wav 1 

:ICECUT_1870
00BE: text_clear_all 

:ICECUT_1872
if 
fading 
jf @ICECUT_1896 
wait 0 
jump @ICECUT_1872 

:ICECUT_1896
03AD: set_rubbish 1 
Camera.SetAtPos(-839.512, -582.021, 24.777)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Car.RemoveReferences($5322)
Car.Destroy($5322)
$642 = 1 // $ = int 
0529: add $913 to_money_spent_on_property_stats 
014C: set_parked_car_generator $2242 cars_to_generate_to 101 
Marker.Disable($912)
0570: $912 = create_asset_radar_marker_with_icon 21 at -878.5 -575.1 11.2 
018B: set_marker $912 display 2 
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 1000 0 0 0 
0542: add_property 3 to_property_own_stats 
start_new_script @PSAVE7 
wait 1000 
fade 1 1500 
034E: move_object $2220 to -866.689 -572.095 15.573 speed 0.0 0.0 4.5 collision_check 0 
0395: clear_area 1 at -874.324 -565.683 11.194 range 1.0 
0055: put_player $PLAYER_CHAR at -874.324 -565.683 11.194 
0171: set_player $PLAYER_CHAR z_angle_to 183.398 
Object.RemoveReferences($2220)
Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0)
Camera.PointAt(-840.451, -581.759, 24.553, 2)
0394: play_music 1 
01E3: text_1number_styled 'ICEBUY' number $913 time 7000 style 6  // Ice Cream Factory purchased: $~1~
wait 7000 
$ONMISSION = 0 // $ = int 
030C: progress_made += 1 
02EA: end_cutscene 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 40---------------
// Originally: Kaufman Cabs Buy

:TAXCUT
$ONMISSION = 1 // $ = int 
Object.Destroy($2186)
script_name 'TAXCUT' 
wait 0 
054C: use_GXT_table 'TAXICUT' 
if 
  $ONMISSION == 0 // $ == int 
jf @TAXCUT_70 
0570: $923 = create_asset_radar_marker_with_icon 25 at $865 $866 $867 

:TAXCUT_70
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
03AF: set_streaming 0 
03AD: set_rubbish 0 
0522: disable_cutscene_shadows 
Model.Load(#KAUFMAN)

:TAXCUT_99
if 
   not Model.Available(#KAUFMAN)
jf @TAXCUT_126 
wait 0 
jump @TAXCUT_99 

:TAXCUT_126
0395: clear_area 1 at -1001.7 198.8 11.4 range 4.0 
Car.Create(3@, #KAUFMAN, -1001.7, 198.8, 11.3)
Car.Angle(3@) = 180.0
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDORIS' 
023C: load_special_actor 3 'CDRIVRA' 
023C: load_special_actor 4 'CDRIVRB' 
038B: load_requested_models 

:TAXCUT_233
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @TAXCUT_271 
wait 0 
jump @TAXCUT_233 

:TAXCUT_271
02E4: load_cutscene_data 'TAX_1' 
0244: set_cutscene_pos -1002.4 202.0 10.4 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: 0@ = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim 0@ 'CSDORIS' 
02E5: 1@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 1@ 'CDRIVRA' 
02E5: 2@ = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim 2@ 'CDRIVRB' 
0395: clear_area 1 at -999.1 193.0 10.4 range 1.0 
0055: put_player $PLAYER_CHAR at -999.1 193.0 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
wait 700 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:TAXCUT_466
if 
  10228 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_501 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_466 

:TAXCUT_501
00BC: text_highpriority 'TAXC_A' time 10000 1  // Guess you're the new owner.

:TAXCUT_516
if 
  11538 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_551 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_516 

:TAXCUT_551
00BC: text_highpriority 'TAXC_B' time 10000 1  // What are you, mob? Cartel? You don't look Mexican...

:TAXCUT_566
if 
  15232 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_601 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_566 

:TAXCUT_601
00BC: text_highpriority 'TAXC_C' time 10000 1  // Anyhoo, I guess you better get on with the 'things are gonna change around here' crap,

:TAXCUT_616
if 
  19887 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_651 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_616 

:TAXCUT_651
00BC: text_highpriority 'TAXC_D' time 10000 1  // maybe threaten one of the drivers -

:TAXCUT_666
if 
  22198 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_701 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_666 

:TAXCUT_701
00BC: text_highpriority 'TAXC_E' time 10000 1  // go steady on Ted over there, he's just had his hernia fixed.

:TAXCUT_716
if 
  27570 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_751 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_716 

:TAXCUT_751
00BC: text_highpriority 'TAXC_F' time 10000 1  // Well, yeah. Things are going to change around here, lady.

:TAXCUT_766
if 
  30477 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_801 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_766 

:TAXCUT_801
00BC: text_highpriority 'TAXC_G' time 10000 1  // Oh crap, sonny. Might as well leave this to me -

:TAXCUT_816
if 
  33933 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_853 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_816 

:TAXCUT_853
00BC: text_highpriority 'TAXC_H' time 10000 1  // I've been doing this for years.

:TAXCUT_868
if 
  36327 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_905 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_868 

:TAXCUT_905
00BC: text_highpriority 'TAXC_I' time 10000 1  // Now hear this.

:TAXCUT_920
if 
  38262 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_957 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_920 

:TAXCUT_957
00BC: text_highpriority 'TAXC_J' time 10000 1  // We are now under new management and things are going to change around here again.

:TAXCUT_972
if 
  43042 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1009 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_972 

:TAXCUT_1009
00BC: text_highpriority 'TAXC_K' time 10000 1  // Our new management, the

:TAXCUT_1024
if 
  45254 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1024 

:TAXCUT_1061
00BC: text_highpriority 'TAXC_L' time 10000 1  // - Which gang are you?

:TAXCUT_1076
if 
  46583 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1113 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1076 

:TAXCUT_1113
00BC: text_highpriority 'TAXC_M' time 10000 1  // Well, I'm not part of any gang actually.

:TAXCUT_1128
if 
  48993 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1128 

:TAXCUT_1165
00BC: text_highpriority 'TAXC_N' time 10000 1  // What's your goddamned name, kid?

:TAXCUT_1180
if 
  51083 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1217 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1180 

:TAXCUT_1217
00BC: text_highpriority 'TAXC_O' time 10000 1  // Vercetti, Tommy Vercetti.

:TAXCUT_1232
if 
  52858 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1269 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1232 

:TAXCUT_1269
00BC: text_highpriority 'TAXC_P' time 10000 1  // Our new management, the Vercetti Gang,

:TAXCUT_1284
if 
  55674 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1321 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1284 

:TAXCUT_1321
00BC: text_highpriority 'TAXC_Q' time 10000 1  // is gonna make sure we get no trouble.

:TAXCUT_1336
if 
  57991 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1373 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1336 

:TAXCUT_1373
00BC: text_highpriority 'TAXC_R' time 10000 1  // Capiche? Out!

:TAXCUT_1388
if 
  59837 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1425 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1388 

:TAXCUT_1425
00BC: text_highpriority 'TAXC_S' time 10000 1  // Did you like the 'capiche'? I liked the 'capiche'.

:TAXCUT_1440
if 
  62496 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1440 

:TAXCUT_1477
00BC: text_highpriority 'TAXC_T' time 10000 1  // So this is how it's worked in the past,

:TAXCUT_1492
if 
  64179 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1529 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1492 

:TAXCUT_1529
00BC: text_highpriority 'TAXC_U' time 10000 1  // We run the firm as usual.

:TAXCUT_1544
if 
  65671 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1581 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1544 

:TAXCUT_1581
00BC: text_highpriority 'TAXC_V' time 10000 1  // If we get any trouble from rival firms, you beat the crap out of them.

:TAXCUT_1596
if 
  68752 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1633 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1596 

:TAXCUT_1633
00BC: text_highpriority 'TAXC_W' time 10000 1  // Then they beat the crap out of us,

:TAXCUT_1648
if 
  70262 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1685 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1648 

:TAXCUT_1685
00BC: text_highpriority 'TAXC_X' time 10000 1  // then you beat the crap out of them,

:TAXCUT_1700
if 
  71555 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1737 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1700 

:TAXCUT_1737
00BC: text_highpriority 'TAXC_Y' time 10000 1  // etcetera, etcetera. You got it?

:TAXCUT_1752
if 
  73865 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1789 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1752 

:TAXCUT_1789
00BC: text_highpriority 'TAXC_Z' time 10000 1  // Uh, yeah, I guess...

:TAXCUT_1804
if 
  76173 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1841 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1804 

:TAXCUT_1841
00BC: text_highpriority 'TAXC_A1' time 10000 1  // Just grab a taxi from the garage if you feel like jumping in.

:TAXCUT_1856
if 
  77173 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1893 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1856 

:TAXCUT_1893
if 
  81852 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1930 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1893 

:TAXCUT_1930
fade 0 1500 
00BE: text_clear_all 

:TAXCUT_1939
if 
fading 
jf @TAXCUT_1963 
wait 0 
jump @TAXCUT_1939 

:TAXCUT_1963
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetAtPos(-999.1, 193.0, 10.4)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#KAUFMAN)
$610 = 1 // $ = int 
wait 1000 
02A3: enable_widescreen 1 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetAtPos(-1017.904, 207.165, 15.09)
Camera.SetPosition(-1018.54, 207.931, 15.185, 0.0, 0.0, 0.0)
Camera.PointAt(-1017.904, 207.165, 15.09, 2)
0394: play_music 1 
01E3: text_1number_styled 'TAXIBUY' number $924 time 7000 style 6  // Taxi Firm purchased: $~1~
0529: add $924 to_money_spent_on_property_stats 
0542: add_property 5 to_property_own_stats 
wait 7000 
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($923)
Marker.Disable($609)
02A7: $609 = create_icon_marker_and_sphere $736 at $793 $794 $795 
start_new_script @PSAVE4 
030C: progress_made += 1 
Camera.Restore_WithJumpCut
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 1000 0 0 0 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 41---------------
// Originally: Malibu Club Buy

:BUYPRO3
script_name 'BUYPRO3' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($550)
Marker.Disable($942)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO3_68
if 
fading 
jf @BUYPRO3_142 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_135 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
start_new_script @BANK1 
$1396 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_135
jump @BUYPRO3_68 

:BUYPRO3_142
0395: clear_area 1 at 495.651 -84.2263 8.9929 range 1.0 
0055: put_player $PLAYER_CHAR at 495.651 -84.2263 8.9929 
0171: set_player $PLAYER_CHAR z_angle_to 47.6086 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(505.4001, -107.8699, 12.9888, 0.0, 0.0, 0.0)
Camera.PointAt(504.9025, -107.0028, 12.9664, 2)

:BUYPRO3_266
if 
fading 
jf @BUYPRO3_340 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_333 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
start_new_script @BANK1 
$1396 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_333
jump @BUYPRO3_266 

:BUYPRO3_340
01E3: text_1number_styled 'BANKBUY' number $943 time 5000 style 6  // The Malibu purchased: $~1~
0529: add $943 to_money_spent_on_property_stats 
0542: add_property 0 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_434 
043C: set_game_sounds_disable_on_fade 1 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
start_new_script @BANK1 
$1396 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_434
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO3_449
if 
fading 
jf @BUYPRO3_527 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_520 
043C: set_game_sounds_disable_on_fade 1 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
start_new_script @BANK1 
$1396 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_520
jump @BUYPRO3_449 

:BUYPRO3_527
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $550 = create_icon_marker_and_sphere $726 at $772 $773 $774 
start_new_script @BANK1 
$1396 = 1 // $ = int 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO3_600
if 
fading 
jf @BUYPRO3_646 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_639 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO3_639
jump @BUYPRO3_600 

:BUYPRO3_646
043C: set_game_sounds_disable_on_fade 1 
start_new_script @PSAVE10 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 42---------------
// Originally: The Boatyard Buy

:BOATBY
$ONMISSION = 1 // $ = int 
script_name 'BOATBY' 
wait 0 
Object.Destroy($2187)
054C: use_GXT_table 'BOATBUY' 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDWAYN' 
023C: load_special_actor 3 'CSJETRO' 
Object.Init(0@, #DK_REEF, -651.0, -1481.21, 16.647)
Object.RemoveFromMissionCleanupList(0@)
if 
  $ONMISSION == 0 // $ == int 
jf @BOATBY_140 
04CE: $907 = create_icon_marker_without_sphere 9 at -664.1 -1476.3 13.8 

:BOATBY_140
wait 0 
Camera.SetAtPos(-649.7202, -1482.1, 14.9076)
038B: load_requested_models 

:BOATBY_163
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BOATBY_197 
wait 0 
jump @BOATBY_163 

:BOATBY_197
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDWAYN' 
0569: load_uncompressed_animation 'CSJETRO' 
02E4: load_cutscene_data 'DRUG_1' 
0244: set_cutscene_pos -690.0 -1568.0 11.4 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: 1@ = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim 1@ 'CSDWAYN' 
02E5: 2@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 2@ 'CSJETRO' 
0395: clear_area 1 at -633.2 -1488.8 12.7 range 1.0 
0055: put_player $PLAYER_CHAR at -633.2 -1488.8 12.7 
0171: set_player $PLAYER_CHAR z_angle_to 250.0 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BOATBY_405
if 
  142 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_440 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_405 

:BOATBY_440
00BC: text_highpriority 'DRUG_1' time 10000 1  // Hello? Hel-lo?! Hello?

:BOATBY_455
if 
  9838 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_490 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_455 

:BOATBY_490
00BC: text_highpriority 'DRUG_2' time 10000 1  // Put it out. There's a dude here.

:BOATBY_505
if 
  12335 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_540 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_505 

:BOATBY_540
00BC: text_highpriority 'DRUG_3' time 10000 1  // Hey suit dude! I guess you're the new owner?

:BOATBY_555
if 
  14831 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_590 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_555 

:BOATBY_590
00BC: text_highpriority 'DRUG_4' time 10000 1  // Yeah. Which one of the boats is the fastest?

:BOATBY_605
if 
  17624 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_640 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_605 

:BOATBY_640
00BC: text_highpriority 'DRUG_5' time 10000 1  // It's already in the water, dude,

:BOATBY_655
if 
  19626 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_690 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_655 

:BOATBY_690
00BC: text_highpriority 'DRUG_6' time 10000 1  // I though you might want to try her out.

:BOATBY_705
if 
  21916 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_740 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_705 

:BOATBY_740
00BC: text_highpriority 'DRUG_7' time 10000 1  // Dude, she's already running with a 300 horse power engine...

:BOATBY_755
if 
  24845 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_790 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_755 

:BOATBY_790
00BC: text_highpriority 'DRUG_8' time 10000 1  // ...and the fiberglass hull, she just shoots through the waves.!

:BOATBY_805
if 
  29051 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_840 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_805 

:BOATBY_840
00BC: text_highpriority 'DRUG_9' time 10000 1  // She can do like zero to sixty in four seconds flat dude...

:BOATBY_855
if 
  33053 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_892 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_855 

:BOATBY_892
00BC: text_highpriority 'DRUG_10' time 10000 1  // and she can hold like twenty bales of the best Jamaican smoke right in the hull!

:BOATBY_907
if 
  37627 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_944 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_907 

:BOATBY_944
00BC: text_highpriority 'DRUG_11' time 10000 1  // So go ahead dude, she's ready to fly!

:BOATBY_959
if 
  40309 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_996 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_959 

:BOATBY_996
00BC: text_highpriority 'DRUG_12' time 10000 1  // Yo yo, uh, suit dude, you gotta light?

:BOATBY_1011
if 
  44071 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_1048 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_1011 

:BOATBY_1048
00BC: text_highpriority 'DRUG_13' time 10000 1  // Dude?

:BOATBY_1063
if 
  45000 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_1100 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_1063 

:BOATBY_1100
0169: set_fade_color 0 0 1 
fade 0 1500 

:BOATBY_1115
if 
fading 
jf @BOATBY_1139 
wait 0 
jump @BOATBY_1115 

:BOATBY_1139
if 
82E9:   not cutscene_reached_end 
jf @BOATBY_1163 
wait 0 
jump @BOATBY_1139 

:BOATBY_1163
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Load(#JETMAX)
Model.Load(#SQUALO)
038B: load_requested_models 

:BOATBY_1207
if or
   not Model.Available(#JETMAX)
   not Model.Available(#SQUALO)
jf @BOATBY_1239 
wait 0 
jump @BOATBY_1207 

:BOATBY_1239
Car.Create(3@, #JETMAX, -586.6, -1512.2, 5.0)
Car.Angle(3@) = 253.0
Car.Create(4@, #SQUALO, -581.2, -1503.2, 5.0)
Car.Angle(4@) = 250.0
wait 0 
wait 0 
0169: set_fade_color 0 0 1 
fade 1 1500 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetAtPos(-565.647, -1506.333, 8.906)
Camera.SetPosition(-564.65, -1506.31, 8.99, 0.0, 0.0, 0.0)
Camera.PointAt(-565.647, -1506.333, 8.906, 2)

:BOATBY_1407
if 
fading 
jf @BOATBY_1431 
wait 0 
jump @BOATBY_1407 

:BOATBY_1431
0394: play_music 1 
01E3: text_1number_styled 'BOATBUY' number $908 time 7000 style 6  // Boatyard purchased: $~1~
0529: add $908 to_money_spent_on_property_stats 
0542: add_property 6 to_property_own_stats 
wait 7000 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
030C: progress_made += 1 
014C: set_parked_car_generator $2383 cars_to_generate_to 101 
014C: set_parked_car_generator $2384 cars_to_generate_to 101 
Marker.Disable($907)
0570: $907 = create_asset_radar_marker_with_icon 12 at -664.1 -1476.3 13.8 
018B: set_marker $907 display 2 
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 1000 0 0 0 
start_new_script @PSAVE6 
start_new_script @COKRUN 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 0 
Model.Destroy(#JETMAX)
Model.Destroy(#SQUALO)
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 

//-------------Mission 43---------------
// Originally: Pole Position Club Buy

:BUYPRO4
script_name 'BUYPRO4' 
$ONMISSION = 1 // $ = int 
if 
  $ONMISSION == 0 // $ == int 
jf @BUYPRO4_58 
0570: $917 = create_asset_radar_marker_with_icon 20 at $874 $875 $876 
018B: set_marker $917 display 2 

:BUYPRO4_58
wait 0 
Marker.Disable($917)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO4_104
if 
fading 
jf @BUYPRO4_176 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_169 
0570: $917 = create_asset_radar_marker_with_icon 20 at $874 $875 $876 
018B: set_marker $917 display 2 
$1303 = 1 // $ = int 
terminate_this_script 

:BUYPRO4_169
jump @BUYPRO4_104 

:BUYPRO4_176
0570: $917 = create_asset_radar_marker_with_icon 20 at $874 $875 $876 
018B: set_marker $917 display 2 
start_new_script @PSAVE5 
$1303 = 1 // $ = int 
055B: $1595 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 
$1575 = 1 // $ = int 
start_new_script @CLOTH7 
0395: clear_area 1 at 100.9297 -1470.622 9.3871 range 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(112.9674, -1486.218, 11.2691, 0.0, 0.0, 0.0)
Camera.PointAt(112.1791, -1485.63, 11.4509, 2)

:BUYPRO4_375
if 
fading 
jf @BUYPRO4_417 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_410 
terminate_this_script 

:BUYPRO4_410
jump @BUYPRO4_375 

:BUYPRO4_417
01E3: text_1number_styled 'STRPBUY' number $918 time 5000 style 6  // Pole Position Club purchased: $~1~
0529: add $918 to_money_spent_on_property_stats 
0542: add_property 7 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_479 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO4_479
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO4_494
if 
fading 
jf @BUYPRO4_540 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_533 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO4_533
jump @BUYPRO4_494 

:BUYPRO4_540
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO4_581
if 
fading 
jf @BUYPRO4_605 
wait 0 
jump @BUYPRO4_581 

:BUYPRO4_605
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 44---------------
// Originally: El Swanko Casa Buy

:BUYPRO5
script_name 'BUYPRO5' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($964)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO5_63
if 
fading 
jf @BUYPRO5_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO5_129 
0570: $964 = create_asset_radar_marker_with_icon 19 at $877 $878 $879 
018B: set_marker $964 display 2 
start_new_script @SAVE1 
terminate_this_script 

:BUYPRO5_129
jump @BUYPRO5_63 

:BUYPRO5_136
0570: $964 = create_asset_radar_marker_with_icon 19 at $877 $878 $879 
018B: set_marker $964 display 2 
start_new_script @SAVE1 
0395: clear_area 1 at 428.373 608.9806 11.6898 range 1.0 
0055: put_player $PLAYER_CHAR at 428.373 608.9806 11.6898 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(415.9304, 640.0891, 12.9833, 0.0, 0.0, 0.0)
Camera.PointAt(416.2365, 639.1425, 13.0847, 2)

:BUYPRO5_291
if 
fading 
jf @BUYPRO5_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO5_326 
terminate_this_script 

:BUYPRO5_326
jump @BUYPRO5_291 

:BUYPRO5_333
$2199 = 1 // $ = int 
$1607 = 1 // $ = int 
01E3: text_1number_styled 'NBMNBUY' number $965 time 5000 style 6  // El Swanko Casa purchased: $~1~
0529: add $965 to_money_spent_on_property_stats 
0542: add_property 10 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(427.813, 650.6702, 15.3209, 0.0, 0.0, 0.0)
Camera.PointAt(428.6758, 650.2003, 15.1346, 2)
00BC: text_highpriority 'BUYGARG' time 3000 1  // ~g~You can also store vehicles in this garage.
02FA: garage $967 change_to_type 16 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO5_500
if 
fading 
jf @BUYPRO5_546 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @BUYPRO5_539 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO5_539
jump @BUYPRO5_500 

:BUYPRO5_546
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 45---------------
// Originally: Links View Apartment Buy

:LNKVBUY
script_name 'LNKVBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($956)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:LNKVBUY_63
if 
fading 
jf @LNKVBUY_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @LNKVBUY_129 
0570: $956 = create_asset_radar_marker_with_icon 19 at $889 $890 $891 
018B: set_marker $956 display 2 
start_new_script @SAVE2 
terminate_this_script 

:LNKVBUY_129
jump @LNKVBUY_63 

:LNKVBUY_136
0570: $956 = create_asset_radar_marker_with_icon 19 at $889 $890 $891 
018B: set_marker $956 display 2 
start_new_script @SAVE2 
0395: clear_area 1 at 306.5728 376.2928 12.1856 range 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(241.4097, 420.0691, 10.388, 0.0, 0.0, 0.0)
Camera.PointAt(242.141, 419.4232, 10.6071, 2)

:LNKVBUY_291
if 
fading 
jf @LNKVBUY_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @LNKVBUY_326 
terminate_this_script 

:LNKVBUY_326
jump @LNKVBUY_291 

:LNKVBUY_333
$2200 = 1 // $ = int 
$1608 = 1 // $ = int 
01E3: text_1number_styled 'LNKVBUY' number $957 time 5000 style 6  // Links View Apartment purchased: $~1~
0529: add $957 to_money_spent_on_property_stats 
0542: add_property 9 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(313.6496, 390.976, 14.5314, 0.0, 0.0, 0.0)
Camera.PointAt(313.0024, 391.738, 14.5534, 2)
00BC: text_highpriority 'BUYGARG' time 3000 1  // ~g~You can also store vehicles in this garage.
02FA: garage $959 change_to_type 26 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:LNKVBUY_500
if 
fading 
jf @LNKVBUY_546 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @LNKVBUY_539 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:LNKVBUY_539
jump @LNKVBUY_500 

:LNKVBUY_546
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 46---------------
// Originally: Hyman Condo Buy

:HYCOBUY
script_name 'HYCOBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($968)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:HYCOBUY_63
if 
fading 
jf @HYCOBUY_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HYCOBUY_129 
0570: $968 = create_asset_radar_marker_with_icon 19 at $892 $893 $894 
018B: set_marker $968 display 2 
start_new_script @SAVE3 
terminate_this_script 

:HYCOBUY_129
jump @HYCOBUY_63 

:HYCOBUY_136
0570: $968 = create_asset_radar_marker_with_icon 19 at $892 $893 $894 
018B: set_marker $968 display 2 
start_new_script @SAVE3 
0395: clear_area 1 at -833.811 1304.07 10.5131 range 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-905.0276, 1352.564, 50.7682, 0.0, 0.0, 0.0)
Camera.PointAt(-904.088, 1352.261, 50.9287, 2)

:HYCOBUY_291
if 
fading 
jf @HYCOBUY_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HYCOBUY_326 
terminate_this_script 

:HYCOBUY_326
jump @HYCOBUY_291 

:HYCOBUY_333
$2196 = 1 // $ = int 
055B: $1602 = create_clothes_pickup 1 at -820.2 1364.1 66.4 
$1604 = 1 // $ = int 
01E3: text_1number_styled 'HYCOBUY' number $969 time 5000 style 6  // Hyman Condo purchased: $~1~
0529: add $969 to_money_spent_on_property_stats 
0542: add_property 14 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(-848.3207, 1292.835, 11.4866, 0.0, 0.0, 0.0)
Camera.PointAt(-847.6996, 1293.611, 11.5998, 2)
00BC: text_highpriority 'BUYGARS' time 3000 1  // ~g~You can also store vehicles in these garages.
02FA: garage $971 change_to_type 17 
02FA: garage $972 change_to_type 18 
02FA: garage $973 change_to_type 24 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:HYCOBUY_536
if 
fading 
jf @HYCOBUY_582 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @HYCOBUY_575 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:HYCOBUY_575
jump @HYCOBUY_536 

:HYCOBUY_582
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 47---------------
// Originally: Ocean Heighs Aprt. Buy

:OCHEBUY
script_name 'OCHEBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($960)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:OCHEBUY_63
if 
fading 
jf @OCHEBUY_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @OCHEBUY_129 
0570: $960 = create_asset_radar_marker_with_icon 19 at $895 $896 $897 
018B: set_marker $960 display 2 
start_new_script @SAVE5 
terminate_this_script 

:OCHEBUY_129
jump @OCHEBUY_63 

:OCHEBUY_136
0570: $960 = create_asset_radar_marker_with_icon 19 at $895 $896 $897 
018B: set_marker $960 display 2 
start_new_script @SAVE5 
0395: clear_area 1 at 14.4571 -1498.594 12.1974 range 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-9.9202, -1467.05, 10.114, 0.0, 0.0, 0.0)
Camera.PointAt(-9.376, -1467.813, 10.4639, 2)

:OCHEBUY_291
if 
fading 
jf @OCHEBUY_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @OCHEBUY_326 
terminate_this_script 

:OCHEBUY_326
jump @OCHEBUY_291 

:OCHEBUY_333
$2201 = 1 // $ = int 
$1609 = 1 // $ = int 
01E3: text_1number_styled 'OCHEBUY' number $961 time 5000 style 6  // Ocean Heights Apartment purchased: $~1~
0529: add $961 to_money_spent_on_property_stats 
0542: add_property 12 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(17.7346, -1467.674, 18.6329, 0.0, 0.0, 0.0)
Camera.PointAt(18.0802, -1468.512, 18.2106, 2)
00BC: text_highpriority 'BUYGARG' time 3000 1  // ~g~You can also store vehicles in this garage.
02FA: garage $963 change_to_type 25 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:OCHEBUY_500
if 
fading 
jf @OCHEBUY_546 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @OCHEBUY_539 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:OCHEBUY_539
jump @OCHEBUY_500 

:OCHEBUY_546
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 48---------------
// Originally: 1102 Washington Street Buy

:WASHBUY
script_name 'WASHBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($953)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:WASHBUY_63
if 
fading 
jf @WASHBUY_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @WASHBUY_129 
0570: $953 = create_asset_radar_marker_with_icon 19 at $898 $899 $900 
018B: set_marker $953 display 2 
start_new_script @SAVE4 
terminate_this_script 

:WASHBUY_129
jump @WASHBUY_63 

:WASHBUY_136
0570: $953 = create_asset_radar_marker_with_icon 19 at $898 $899 $900 
018B: set_marker $953 display 2 
start_new_script @SAVE4 
0395: clear_area 1 at 90.781 -806.1213 10.3349 range 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(57.5999, -681.8762, 10.4095, 0.0, 0.0, 0.0)
Camera.PointAt(57.8653, -682.802, 10.6787, 2)

:WASHBUY_291
if 
fading 
jf @WASHBUY_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @WASHBUY_326 
terminate_this_script 

:WASHBUY_326
jump @WASHBUY_291 

:WASHBUY_333
$2197 = 1 // $ = int 
$1605 = 1 // $ = int 
01E3: text_1number_styled 'WASHBUY' number $954 time 5000 style 6  // 1102 Washington Street purchased: $~1~
0529: add $954 to_money_spent_on_property_stats 
0542: add_property 11 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:WASHBUY_422
if 
fading 
jf @WASHBUY_468 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @WASHBUY_461 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:WASHBUY_461
jump @WASHBUY_422 

:WASHBUY_468
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 49---------------
// Originally: Vice Point Buy

:VCPTBUY
script_name 'VCPTBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($950)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:VCPTBUY_63
if 
fading 
jf @VCPTBUY_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @VCPTBUY_129 
0570: $950 = create_asset_radar_marker_with_icon 19 at $901 $902 $903 
018B: set_marker $950 display 2 
start_new_script @SAVE6 
terminate_this_script 

:VCPTBUY_129
jump @VCPTBUY_63 

:VCPTBUY_136
0570: $950 = create_asset_radar_marker_with_icon 19 at $901 $902 $903 
018B: set_marker $950 display 2 
start_new_script @SAVE6 
0395: clear_area 1 at 529.6626 1272.155 16.822 range 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(468.3571, 1259.458, 21.8848, 0.0, 0.0, 0.0)
Camera.PointAt(469.2978, 1259.797, 21.8834, 2)

:VCPTBUY_291
if 
fading 
jf @VCPTBUY_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @VCPTBUY_326 
terminate_this_script 

:VCPTBUY_326
jump @VCPTBUY_291 

:VCPTBUY_333
$2198 = 1 // $ = int 
$1606 = 1 // $ = int 
01E3: text_1number_styled 'VCPTBUY' number $951 time 5000 style 6  // 3321 Vice Point purchased: $~1~
0529: add $951 to_money_spent_on_property_stats 
0542: add_property 8 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:VCPTBUY_422
if 
fading 
jf @VCPTBUY_468 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @VCPTBUY_461 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:VCPTBUY_461
jump @VCPTBUY_422 

:VCPTBUY_468
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 50---------------
// Originally: Skumole Shack Buy

:SKUMBUY
script_name 'SKUMBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($947)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:SKUMBUY_63
if 
fading 
jf @SKUMBUY_136 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SKUMBUY_129 
0570: $947 = create_asset_radar_marker_with_icon 19 at $904 $905 $906 
018B: set_marker $947 display 2 
start_new_script @SAVE7 
terminate_this_script 

:SKUMBUY_129
jump @SKUMBUY_63 

:SKUMBUY_136
0570: $947 = create_asset_radar_marker_with_icon 19 at $904 $905 $906 
018B: set_marker $947 display 2 
start_new_script @SAVE7 
0395: clear_area 1 at -559.9 705.4 19.8 range 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-570.4593, 708.1309, 24.3593, 0.0, 0.0, 0.0)
Camera.PointAt(-569.6928, 707.5626, 24.0599, 2)

:SKUMBUY_291
if 
fading 
jf @SKUMBUY_333 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SKUMBUY_326 
terminate_this_script 

:SKUMBUY_326
jump @SKUMBUY_291 

:SKUMBUY_333
$2195 = 1 // $ = int 
$1603 = 1 // $ = int 
01E3: text_1number_styled 'SKUMBUY' number $948 time 5000 style 6  // Skumole Shack purchased: $~1~
0529: add $948 to_money_spent_on_property_stats 
0542: add_property 13 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:SKUMBUY_422
if 
fading 
jf @SKUMBUY_468 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @SKUMBUY_461 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:SKUMBUY_461
jump @SKUMBUY_422 

:SKUMBUY_468
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 51---------------
// Originally: Cap the Collector

:CAP_1
gosub @CAP_1_36 
if 
wasted_or_busted 
jf @CAP_1_27 
gosub @CAP_1_9201 

:CAP_1_27
gosub @CAP_1_9323 
terminate_this_script 

:CAP_1_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'CAP_1' 
wait 0 
054C: use_GXT_table 'CAP_1' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
$5323 = -1 // $ = int 
$5324 = -1 // $ = int 
$5325 = -1 // $ = int 
$5368 = 0 // $ = int 
$5369 = 0 // $ = int 
$5370 = 0 // $ = int 
$5371 = 0 // $ = int 
$5372 = 0 // $ = int 
$5373 = 0 // $ = int 
$5394 = 0.0 // $ = float 
$5395 = 0.0 // $ = float 
$5396 = 0.0 // $ = float 
$5397 = 0.0 // $ = float 
$5398 = 0.0 // $ = float 
$5326 = -1 // $ = int 
$5327 = -1 // $ = int 
$5328 = -1 // $ = int 
$5374 = 0 // $ = int 
$5375 = 0 // $ = int 
$5376 = 0 // $ = int 
$5377 = 0 // $ = int 
$5378 = 0 // $ = int 
$5379 = 0 // $ = int 
0@ = 0.0 // @ = float 
1@ = 0.0 // @ = float 
2@ = 0.0 // @ = float 
3@ = 0.0 // @ = float 
4@ = 0.0 // @ = float 
$5329 = -1 // $ = int 
$5330 = -1 // $ = int 
$5331 = -1 // $ = int 
$5380 = 0 // $ = int 
$5381 = 0 // $ = int 
$5382 = 0 // $ = int 
$5383 = 0 // $ = int 
$5384 = 0 // $ = int 
$5385 = 0 // $ = int 
5@ = 0.0 // @ = float 
6@ = 0.0 // @ = float 
7@ = 0.0 // @ = float 
8@ = 0.0 // @ = float 
9@ = 0.0 // @ = float 
$5332 = -1 // $ = int 
$5333 = -1 // $ = int 
$5334 = -1 // $ = int 
$5387 = 0 // $ = int 
$5388 = 0 // $ = int 
$5389 = 0 // $ = int 
$5390 = 0 // $ = int 
$5391 = 0 // $ = int 
$5392 = 0 // $ = int 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
12@ = 0.0 // @ = float 
13@ = 0.0 // @ = float 
14@ = 0.0 // @ = float 
$5344 = 0 // $ = int 
$5345 = 0 // $ = int 
$5346 = 0 // $ = int 
$5347 = 0 // $ = int 
$5348 = 0 // $ = int 
$5349 = 0 // $ = int 
$5350 = 0 // $ = int 
$5353 = 0 // $ = int 
$5354 = 0 // $ = int 
$5355 = 0 // $ = int 
$5356 = 0 // $ = int 
$5357 = 0 // $ = int 
$5358 = 0 // $ = int 
$5359 = 0 // $ = int 
$5360 = 0 // $ = int 
$5361 = 0 // $ = int 
$5362 = 0 // $ = int 
$5351 = 0 // $ = int 
$3011 = 0 // $ = int 
$2964 = 0 // $ = int 
$2965 = 0 // $ = int 
$2966 = 0 // $ = int 
$2967 = 0 // $ = int 
$2968 = 0 // $ = int 
$2971 = 0 // $ = int 
$2972 = 0 // $ = int 
$2973 = 0 // $ = int 
$2974 = 0 // $ = int 
$2975 = 0 // $ = int 
$2977 = 0 // $ = int 
$5363 = 0 // $ = int 
$5364 = 0 // $ = int 
$5365 = 0 // $ = int 
$5366 = 0 // $ = int 
$3201 = 0 // $ = int 
$5300 = 0.0 // $ = float 
$5301 = 0.0 // $ = float 
$5302 = 0.0 // $ = float 
$2989 = 0 // $ = int 
$2990 = 0 // $ = int 
$2991 = 0 // $ = int 
$2992 = 0 // $ = int 
$2993 = 0 // $ = int 
$2994 = 0 // $ = int 
$2995 = 0 // $ = int 
$2996 = 0 // $ = int 
$2997 = 0 // $ = int 
$2998 = 0 // $ = int 
$3000 = 0 // $ = int 
$5386 = 0 // $ = int 
$5393 = 0 // $ = int 
$5352 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
023C: load_special_actor 3 'PRINTRA' 
023C: load_special_actor 4 'PRINTRB' 
023C: load_special_actor 5 'PRINTRC' 
select_interior 18 
Camera.SetAtPos(-1071.56, -278.9497, 12.3606)
038B: load_requested_models 

:CAP_1_999
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @CAP_1_1041 
wait 0 
jump @CAP_1_999 

:CAP_1_1041
02E4: load_cutscene_data 'CAP_1' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $470 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $470 'CSKELLY' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'PRINTRA' 
02E5: $441 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $441 'PRINTRB' 
02E5: $432 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $432 'PRINTRC' 
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CAP_1_1259
if 
  2420 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1294 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1259 

:CAP_1_1294
00BC: text_highpriority 'CAP_01' time 10000 1  // Ok, what's the emergency?

:CAP_1_1309
if 
  5636 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1344 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1309 

:CAP_1_1344
00BC: text_highpriority 'CAP_02' time 10000 1  // WHO?

:CAP_1_1359
if 
  6065 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1394 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1359 

:CAP_1_1394
00BC: text_highpriority 'CAP_03' time 10000 1  // Tommy...some mob thugs ...said they'd come to take their cut...

:CAP_1_1409
if 
  10876 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1444 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1409 

:CAP_1_1444
00BC: text_highpriority 'CAP_04' time 10000 1  // ...said it was a Mr. Forello's money...I feel like crap.

:CAP_1_1459
if 
  14640 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1494 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1459 

:CAP_1_1494
00BC: text_highpriority 'CAP_05' time 10000 1  // Forelli? SONNY Forelli?

:CAP_1_1509
if 
  17053 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1544 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1509 

:CAP_1_1544
00BC: text_highpriority 'CAP_06' time 10000 1  // Yeah, that's the guy...I think...they were very insistent...

:CAP_1_1559
if 
  20816 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1594 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1559 

:CAP_1_1594
00BC: text_highpriority 'CAP_07' time 10000 1  // Don't you worry, pop, I'm not angry with you.

:CAP_1_1609
if 
  22129 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1644 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1609 

:CAP_1_1644
00BC: text_highpriority 'CAP_08' time 10000 1  // Get him to the hospital.

:CAP_1_1659
if 
  24218 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1694 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1659 

:CAP_1_1694
00BC: text_highpriority 'CAP_09' time 10000 1  // Tommy...rip that guy a new asshole for me...

:CAP_1_1709
if 
  27085 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1744 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1709 

:CAP_1_1744
00BC: text_highpriority 'CAP_10' time 10000 1  // I'm gonna rip him two!

:CAP_1_1759
if 
  27367 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1794 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1759 

:CAP_1_1794
0169: set_fade_color 0 0 1 
fade 0 1500 
wait 1000 
00BE: text_clear_all 

:CAP_1_1816
if 
fading 
jf @CAP_1_1840 
wait 0 
jump @CAP_1_1816 

:CAP_1_1840
if 
82E9:   not cutscene_reached_end 
jf @CAP_1_1864 
wait 0 
jump @CAP_1_1840 

:CAP_1_1864
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
select_interior 0 
Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
023C: load_special_actor 1 'MBA' 
023C: load_special_actor 2 'MBB' 
Model.Load(#M4)
Model.Load(#CHROMEGUN)
Model.Load(#SANCHEZ)
038B: load_requested_models 

:CAP_1_1954
if or
   not Model.Available(#M4)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#SANCHEZ)
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @CAP_1_1999 
wait 0 
jump @CAP_1_1954 

:CAP_1_1999
if 
  $946 == 1 // $ == int 
jf @CAP_1_2060 
04CE: $5342 = create_icon_marker_without_sphere 13 at 499.791 -63.8411 10.4539 
0168: set_marker $5342 size 2 
0165: set_marker $5342 color_to 5 
jump @CAP_1_2067 

:CAP_1_2060
$5344 = 2 // $ = int 

:CAP_1_2067
if 
  $937 == 1 // $ == int 
jf @CAP_1_2119 
04CE: $5343 = create_icon_marker_without_sphere 15 at 8.5461 968.7767 9.8996 
Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED)
jump @CAP_1_2126 

:CAP_1_2119
$5347 = 2 // $ = int 

:CAP_1_2126
if 
  $916 == 1 // $ == int 
jf @CAP_1_2173 
04CE: $5338 = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646 
jump @CAP_1_2180 

:CAP_1_2173
$5348 = 2 // $ = int 

:CAP_1_2180
if 
  $927 == 1 // $ == int 
jf @CAP_1_2227 
04CE: $5339 = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916 
jump @CAP_1_2234 

:CAP_1_2227
$5349 = 2 // $ = int 

:CAP_1_2234
if 
  $911 == 1 // $ == int 
jf @CAP_1_2281 
04CE: $5340 = create_icon_marker_without_sphere 12 at -640.8567 -1491.843 12.758 
jump @CAP_1_2288 

:CAP_1_2281
$5345 = 2 // $ = int 

:CAP_1_2288
if 
  $932 == 1 // $ == int 
jf @CAP_1_2335 
04CE: $5341 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452 
jump @CAP_1_2342 

:CAP_1_2335
$5346 = 2 // $ = int 

:CAP_1_2342
if 
  $ONMISSION == 0 // $ == int 
jf @CAP_1_2480 
04A6: $926 = create_asset_money_pickup_at $749 $750 $751 money $935 rate $935 
04A6: $936 = create_asset_money_pickup_at $749 $750 $751 money $935 rate $935 
04A6: $945 = create_asset_money_pickup_at $749 $750 $751 money $935 rate $935 
04A6: $915 = create_asset_money_pickup_at $749 $750 $751 money $935 rate $935 
04A6: $910 = create_asset_money_pickup_at $749 $750 $751 money $935 rate $935 
04A6: $931 = create_asset_money_pickup_at $749 $750 $751 money $935 rate $935 

:CAP_1_2480
Car.Create($5327, #SANCHEZ, -866.8224, -448.586, 9.8801)
Car.Angle($5327) = 198.0
Car.ImmuneToNonPlayer($5327, True)
0466: set_car $5327 change_lane 0 
04BA: set_car $5327 speed_instantly 10.0 
0129: $5326 = create_actor 4 #SPECIAL01 in_car $5327 driverseat 
0568: set_actor $5326 untargetable 2 
01B2: give_actor $5326 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5326 threat_search 
011A: set_actor $5326 search_threat 1 
0243: set_actor $5326 ped_stats_to 16 
Actor.Health($5326) = 250
0483: set_actor $5326 cease_attack_timer 1150 
0291: set_actor $5326 heed_threats 1 
0350: set_actor $5326 maintain_position_when_attacked 1 
0319: set_actor $5326 running 1 
01C8: $5328 = create_actor_pedtype 4 model #SPECIAL02 in_car $5327 passenger_seat 0 
0568: set_actor $5328 untargetable 2 
01B2: give_actor $5328 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5328 threat_search 
011A: set_actor $5328 search_threat 1 
0243: set_actor $5328 ped_stats_to 16 
Actor.Health($5328) = 250
0291: set_actor $5328 heed_threats 1 
0350: set_actor $5328 maintain_position_when_attacked 1 
0319: set_actor $5328 running 1 
01DE: tie_actor $5328 to_actor $5326 
gosub @CAP_1_17861 
0089: 0@ = $5394 // @ = $ float 
0089: 1@ = $5395 // @ = $ float 
0089: 2@ = $5396 // @ = $ float 
if 
   not Car.Wrecked($5327)
jf @CAP_1_2787 
02C2: car $5327 drive_to_point 0@ 1@ 2@ 
Car.SetMaxSpeed($5327, 100.0)
00AE: set_vehicle $5327 traffic_behavior_to 2 

:CAP_1_2787
0481: set_enter_car_range_multiplier 10.0 

:CAP_1_2794
wait 0 
01BD: $5239 = current_time_in_ms 
if 
  $5351 == 3 // $ == int 
jf @CAP_1_2954 
if 
   not fading 
jf @CAP_1_2954 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0054: store_player $PLAYER_CHAR position_to $749 $750 $751 
Camera.SetAtPos($749, $750, $751)
0169: set_fade_color 0 0 1 
fade 1 1500 
if 
   not Actor.Dead($5326)
jf @CAP_1_2935 
Marker.CreateAboveActor($5335, $5326)
0165: set_marker $5335 color_to 0 

:CAP_1_2935
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
$5351 = 4 // $ = int 

:CAP_1_2954
if 
  $5351 == 2 // $ == int 
jf @CAP_1_3013 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @CAP_1_3013 
0169: set_fade_color 0 0 1 
fade 0 1500 
$5351 = 3 // $ = int 

:CAP_1_3013
if 
  $5351 == 1 // $ == int 
jf @CAP_1_3098 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @CAP_1_3098 
if 
   not Car.Wrecked($5327)
jf @CAP_1_3091 
Camera.OnVehicle($5327, 18, 2)
0084: $3201 = $5239 // $ = $ int 
$3201 += 2000 // $ += int 

:CAP_1_3091
$5351 = 2 // $ = int 

:CAP_1_3098
if 
  $5351 == 0 // $ == int 
jf @CAP_1_3328 
if 
001C:   $5239 > $3201 // $ > $ int 
jf @CAP_1_3328 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
03EA: generate_cars_around_camera 1 
Camera.SetPosition(-856.1546, -497.3885, 10.7677, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($5327)
jf @CAP_1_3218 
Camera.OnVehicle($5327, 15, 2)

:CAP_1_3218
if 
   not Actor.Dead($5326)
jf @CAP_1_3248 
Actor.StorePos($5326, $749, $750, $751)

:CAP_1_3248
Camera.SetAtPos($749, $750, $751)
0084: $3201 = $5239 // $ = $ int 
$3201 += 4000 // $ += int 
0169: set_fade_color 0 0 1 
fade 1 1500 
00BC: text_highpriority 'CAP1_B1' time 20000 1  // ~g~The Mafia is taxing your businesses. Find them and kill them.
0084: $2951 = $5239 // $ = $ int 
$2951 += 20000 // $ += int 
$5351 = 1 // $ = int 

:CAP_1_3328
if 
   not Actor.Dead($5326)
jf @CAP_1_3582 
0084: $5323 = $5326 // $ = $ int 
0084: $5324 = $5327 // $ = $ int 
0084: $5368 = $5374 // $ = $ int 
0088: $5394 = 0@ // $ = @ float 
0088: $5395 = 1@ // $ = @ float 
0088: $5396 = 2@ // $ = @ float 
0084: $5369 = $5375 // $ = $ int 
0088: $5397 = 3@ // $ = @ float 
0088: $5398 = 4@ // $ = @ float 
0084: $5370 = $5376 // $ = $ int 
0084: $5371 = $5377 // $ = $ int 
0084: $5325 = $5328 // $ = $ int 
0084: $5372 = $5378 // $ = $ int 
0084: $5373 = $5379 // $ = $ int 
gosub @CAP_1_9704 
0084: $5326 = $5323 // $ = $ int 
0084: $5327 = $5324 // $ = $ int 
0084: $5374 = $5368 // $ = $ int 
0089: 0@ = $5394 // @ = $ float 
0089: 1@ = $5395 // @ = $ float 
0089: 2@ = $5396 // @ = $ float 
0084: $5375 = $5369 // $ = $ int 
0089: 3@ = $5397 // @ = $ float 
0089: 4@ = $5398 // @ = $ float 
0084: $5376 = $5370 // $ = $ int 
0084: $5377 = $5371 // $ = $ int 
0084: $5328 = $5325 // $ = $ int 
0084: $5378 = $5372 // $ = $ int 
0084: $5379 = $5373 // $ = $ int 
jump @CAP_1_4244 

:CAP_1_3582
Marker.Disable($5335)
if 
   not Actor.Dead($5328)
jf @CAP_1_3730 
if 
056D:   actor $5326 defined 
jf @CAP_1_3633 
Actor.StoreDeadActorPos($5326, $749, $750, $751)

:CAP_1_3633
if 
00EC:   actor $5328 0 $749 $750 radius 30.0 30.0 
jf @CAP_1_3711 
0084: $5326 = $5328 // $ = $ int 
$5328 = -1 // $ = int 
$5378 = 0 // $ = int 
Marker.CreateAboveActor($5335, $5326)
0165: set_marker $5335 color_to 0 
jump @CAP_1_3723 

:CAP_1_3711
Actor.RemoveReferences($5328)
$5328 = -1 // $ = int 

:CAP_1_3723
jump @CAP_1_4244 

:CAP_1_3730
if 
   not 0@ == 1E09 // @ == float 
jf @CAP_1_4244 
if 
  0@ == -852.5533 // @ == float 
jf @CAP_1_3829 
if 
  $5348 == 1 // $ == int 
jf @CAP_1_3797 
$5348 = 0 // $ = int 

:CAP_1_3797
if and
  $5357 == 0 // $ == int 
  $5348 == 2 // $ == int 
jf @CAP_1_3829 
$5348 = 0 // $ = int 

:CAP_1_3829
if 
  0@ == -1016.265 // @ == float 
jf @CAP_1_3907 
if 
  $5349 == 1 // $ == int 
jf @CAP_1_3875 
$5349 = 0 // $ = int 

:CAP_1_3875
if and
  $5358 == 0 // $ == int 
  $5349 == 2 // $ == int 
jf @CAP_1_3907 
$5349 = 0 // $ = int 

:CAP_1_3907
if 
  0@ == -726.0752 // @ == float 
jf @CAP_1_3985 
if 
  $5345 == 1 // $ == int 
jf @CAP_1_3953 
$5345 = 0 // $ = int 

:CAP_1_3953
if and
  $5359 == 0 // $ == int 
  $5345 == 2 // $ == int 
jf @CAP_1_3985 
$5345 = 0 // $ = int 

:CAP_1_3985
if 
  0@ == -1025.169 // @ == float 
jf @CAP_1_4063 
if 
  $5346 == 1 // $ == int 
jf @CAP_1_4031 
$5346 = 0 // $ = int 

:CAP_1_4031
if and
  $5361 == 0 // $ == int 
  $5346 == 2 // $ == int 
jf @CAP_1_4063 
$5346 = 0 // $ = int 

:CAP_1_4063
if 
  0@ == 506.2871 // @ == float 
jf @CAP_1_4141 
if 
  $5344 == 1 // $ == int 
jf @CAP_1_4109 
$5344 = 0 // $ = int 

:CAP_1_4109
if and
  $5360 == 0 // $ == int 
  $5344 == 2 // $ == int 
jf @CAP_1_4141 
$5344 = 0 // $ = int 

:CAP_1_4141
if 
  0@ == 17.6185 // @ == float 
jf @CAP_1_4219 
if 
  $5347 == 1 // $ == int 
jf @CAP_1_4187 
$5347 = 0 // $ = int 

:CAP_1_4187
if and
  $5362 == 0 // $ == int 
  $5347 == 2 // $ == int 
jf @CAP_1_4219 
$5347 = 0 // $ = int 

:CAP_1_4219
0@ = 1E09 // @ = float 
00BC: text_highpriority 'CAP1B10' time 5000 1  // You've capped the Collectors. More are on their way.

:CAP_1_4244
if 
  $5386 == 0 // $ == int 
jf @CAP_1_4607 
if 
   Actor.Dead($5326)
jf @CAP_1_4607 
Car.Create($5330, #SANCHEZ, -830.2028, 756.1009, 9.8816)
Car.Angle($5330) = 264.7463
Car.ImmuneToNonPlayer($5330, True)
0466: set_car $5330 change_lane 0 
04BA: set_car $5330 speed_instantly 10.0 
0129: $5329 = create_actor 4 #SPECIAL01 in_car $5330 driverseat 
0568: set_actor $5329 untargetable 2 
01B2: give_actor $5329 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5329 threat_search 
011A: set_actor $5329 search_threat 1 
0243: set_actor $5329 ped_stats_to 16 
Actor.Health($5329) = 250
0483: set_actor $5329 cease_attack_timer 1150 
0291: set_actor $5329 heed_threats 1 
0350: set_actor $5329 maintain_position_when_attacked 1 
0319: set_actor $5329 running 1 
Marker.CreateAboveActor($5336, $5329)
0165: set_marker $5336 color_to 0 
01C8: $5331 = create_actor_pedtype 4 model #SPECIAL02 in_car $5330 passenger_seat 0 
0568: set_actor $5331 untargetable 2 
01B2: give_actor $5331 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5331 threat_search 
011A: set_actor $5331 search_threat 1 
0243: set_actor $5331 ped_stats_to 16 
Actor.Health($5331) = 250
0291: set_actor $5331 heed_threats 1 
0350: set_actor $5331 maintain_position_when_attacked 1 
0319: set_actor $5331 running 1 
01DE: tie_actor $5331 to_actor $5329 
gosub @CAP_1_17861 
0089: 5@ = $5394 // @ = $ float 
0089: 6@ = $5395 // @ = $ float 
0089: 7@ = $5396 // @ = $ float 
if 
   not Car.Wrecked($5330)
jf @CAP_1_4600 
02C2: car $5330 drive_to_point 5@ 6@ 7@ 
Car.SetMaxSpeed($5330, 100.0)
00AE: set_vehicle $5330 traffic_behavior_to 2 

:CAP_1_4600
$5386 = 1 // $ = int 

:CAP_1_4607
if 
   Actor.Dead($5326)
jf @CAP_1_5539 
if 
   not Actor.Dead($5329)
jf @CAP_1_4877 
0084: $5323 = $5329 // $ = $ int 
0084: $5324 = $5330 // $ = $ int 
0084: $5368 = $5380 // $ = $ int 
0088: $5394 = 5@ // $ = @ float 
0088: $5395 = 6@ // $ = @ float 
0088: $5396 = 7@ // $ = @ float 
0084: $5369 = $5381 // $ = $ int 
0088: $5397 = 8@ // $ = @ float 
0088: $5398 = 9@ // $ = @ float 
0084: $5370 = $5382 // $ = $ int 
0084: $5371 = $5383 // $ = $ int 
0084: $5325 = $5331 // $ = $ int 
0084: $5372 = $5384 // $ = $ int 
0084: $5373 = $5385 // $ = $ int 
gosub @CAP_1_9704 
0084: $5329 = $5323 // $ = $ int 
0084: $5330 = $5324 // $ = $ int 
0084: $5380 = $5368 // $ = $ int 
0089: 5@ = $5394 // @ = $ float 
0089: 6@ = $5395 // @ = $ float 
0089: 7@ = $5396 // @ = $ float 
0084: $5381 = $5369 // $ = $ int 
0089: 8@ = $5397 // @ = $ float 
0089: 9@ = $5398 // @ = $ float 
0084: $5382 = $5370 // $ = $ int 
0084: $5383 = $5371 // $ = $ int 
0084: $5331 = $5325 // $ = $ int 
0084: $5384 = $5372 // $ = $ int 
0084: $5385 = $5373 // $ = $ int 
jump @CAP_1_5539 

:CAP_1_4877
Marker.Disable($5336)
if 
   not Actor.Dead($5331)
jf @CAP_1_5025 
if 
056D:   actor $5329 defined 
jf @CAP_1_4928 
Actor.StoreDeadActorPos($5329, $749, $750, $751)

:CAP_1_4928
if 
00EC:   actor $5331 0 $749 $750 radius 30.0 30.0 
jf @CAP_1_5006 
0084: $5329 = $5331 // $ = $ int 
$5331 = -1 // $ = int 
$5384 = 0 // $ = int 
Marker.CreateAboveActor($5336, $5329)
0165: set_marker $5336 color_to 0 
jump @CAP_1_5018 

:CAP_1_5006
Actor.RemoveReferences($5331)
$5331 = -1 // $ = int 

:CAP_1_5018
jump @CAP_1_5539 

:CAP_1_5025
if 
   not 5@ == 1E09 // @ == float 
jf @CAP_1_5539 
if 
  5@ == -852.5533 // @ == float 
jf @CAP_1_5124 
if 
  $5348 == 1 // $ == int 
jf @CAP_1_5092 
$5348 = 0 // $ = int 

:CAP_1_5092
if and
  $5357 == 0 // $ == int 
  $5348 == 2 // $ == int 
jf @CAP_1_5124 
$5348 = 0 // $ = int 

:CAP_1_5124
if 
  5@ == -1016.265 // @ == float 
jf @CAP_1_5202 
if 
  $5349 == 1 // $ == int 
jf @CAP_1_5170 
$5349 = 0 // $ = int 

:CAP_1_5170
if and
  $5358 == 0 // $ == int 
  $5349 == 2 // $ == int 
jf @CAP_1_5202 
$5349 = 0 // $ = int 

:CAP_1_5202
if 
  5@ == -726.0752 // @ == float 
jf @CAP_1_5280 
if 
  $5345 == 1 // $ == int 
jf @CAP_1_5248 
$5345 = 0 // $ = int 

:CAP_1_5248
if and
  $5359 == 0 // $ == int 
  $5345 == 2 // $ == int 
jf @CAP_1_5280 
$5345 = 0 // $ = int 

:CAP_1_5280
if 
  5@ == -1025.169 // @ == float 
jf @CAP_1_5358 
if 
  $5346 == 1 // $ == int 
jf @CAP_1_5326 
$5346 = 0 // $ = int 

:CAP_1_5326
if and
  $5361 == 0 // $ == int 
  $5346 == 2 // $ == int 
jf @CAP_1_5358 
$5346 = 0 // $ = int 

:CAP_1_5358
if 
  5@ == 506.2871 // @ == float 
jf @CAP_1_5436 
if 
  $5344 == 1 // $ == int 
jf @CAP_1_5404 
$5344 = 0 // $ = int 

:CAP_1_5404
if and
  $5360 == 0 // $ == int 
  $5344 == 2 // $ == int 
jf @CAP_1_5436 
$5344 = 0 // $ = int 

:CAP_1_5436
if 
  5@ == 17.6185 // @ == float 
jf @CAP_1_5514 
if 
  $5347 == 1 // $ == int 
jf @CAP_1_5482 
$5347 = 0 // $ = int 

:CAP_1_5482
if and
  $5362 == 0 // $ == int 
  $5347 == 2 // $ == int 
jf @CAP_1_5514 
$5347 = 0 // $ = int 

:CAP_1_5514
5@ = 1E09 // @ = float 
00BC: text_highpriority 'CAP1B10' time 5000 1  // You've capped the Collectors. More are on their way.

:CAP_1_5539
if 
  $5393 == 0 // $ == int 
jf @CAP_1_5907 
if and
   Actor.Dead($5326)
   Actor.Dead($5329)
jf @CAP_1_5907 
Car.Create($5333, #SANCHEZ, -301.5698, 1245.774, 9.8718)
Car.Angle($5333) = 181.6262
Car.ImmuneToNonPlayer($5333, True)
0466: set_car $5333 change_lane 0 
04BA: set_car $5333 speed_instantly 10.0 
0129: $5332 = create_actor 4 #SPECIAL01 in_car $5333 driverseat 
0568: set_actor $5332 untargetable 2 
01B2: give_actor $5332 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5332 threat_search 
011A: set_actor $5332 search_threat 1 
0243: set_actor $5332 ped_stats_to 16 
Actor.Health($5332) = 250
0483: set_actor $5332 cease_attack_timer 1150 
0291: set_actor $5332 heed_threats 1 
0350: set_actor $5332 maintain_position_when_attacked 1 
0319: set_actor $5332 running 1 
Marker.CreateAboveActor($5337, $5332)
0165: set_marker $5337 color_to 0 
01C8: $5334 = create_actor_pedtype 4 model #SPECIAL02 in_car $5333 passenger_seat 0 
0568: set_actor $5334 untargetable 2 
01B2: give_actor $5334 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5334 threat_search 
011A: set_actor $5334 search_threat 1 
0243: set_actor $5334 ped_stats_to 16 
Actor.Health($5334) = 250
0291: set_actor $5334 heed_threats 1 
0350: set_actor $5334 maintain_position_when_attacked 1 
0319: set_actor $5334 running 1 
01DE: tie_actor $5334 to_actor $5332 
gosub @CAP_1_17861 
0089: 10@ = $5394 // @ = $ float 
0089: 11@ = $5395 // @ = $ float 
0089: 12@ = $5396 // @ = $ float 
if 
   not Car.Wrecked($5333)
jf @CAP_1_5900 
02C2: car $5333 drive_to_point 10@ 11@ 12@ 
Car.SetMaxSpeed($5333, 100.0)
00AE: set_vehicle $5333 traffic_behavior_to 2 

:CAP_1_5900
$5393 = 1 // $ = int 

:CAP_1_5907
if and
   Actor.Dead($5326)
   Actor.Dead($5329)
jf @CAP_1_6337 
if 
   not Actor.Dead($5332)
jf @CAP_1_6182 
0084: $5323 = $5332 // $ = $ int 
0084: $5324 = $5333 // $ = $ int 
0084: $5368 = $5387 // $ = $ int 
0088: $5394 = 10@ // $ = @ float 
0088: $5395 = 11@ // $ = @ float 
0088: $5396 = 12@ // $ = @ float 
0084: $5369 = $5388 // $ = $ int 
0088: $5397 = 13@ // $ = @ float 
0088: $5398 = 14@ // $ = @ float 
0084: $5370 = $5389 // $ = $ int 
0084: $5371 = $5390 // $ = $ int 
0084: $5325 = $5334 // $ = $ int 
0084: $5372 = $5391 // $ = $ int 
0084: $5373 = $5392 // $ = $ int 
gosub @CAP_1_9704 
0084: $5332 = $5323 // $ = $ int 
0084: $5333 = $5324 // $ = $ int 
0084: $5387 = $5368 // $ = $ int 
0089: 10@ = $5394 // @ = $ float 
0089: 11@ = $5395 // @ = $ float 
0089: 12@ = $5396 // @ = $ float 
0084: $5388 = $5369 // $ = $ int 
0089: 13@ = $5397 // @ = $ float 
0089: 14@ = $5398 // @ = $ float 
0084: $5389 = $5370 // $ = $ int 
0084: $5390 = $5371 // $ = $ int 
0084: $5334 = $5325 // $ = $ int 
0084: $5391 = $5372 // $ = $ int 
0084: $5392 = $5373 // $ = $ int 
jump @CAP_1_6337 

:CAP_1_6182
Marker.Disable($5337)
if 
   not Actor.Dead($5334)
jf @CAP_1_6330 
if 
056D:   actor $5332 defined 
jf @CAP_1_6233 
Actor.StoreDeadActorPos($5332, $749, $750, $751)

:CAP_1_6233
if 
00EC:   actor $5334 0 $749 $750 radius 30.0 30.0 
jf @CAP_1_6311 
0084: $5332 = $5334 // $ = $ int 
$5334 = -1 // $ = int 
$5391 = 0 // $ = int 
Marker.CreateAboveActor($5337, $5332)
0165: set_marker $5337 color_to 0 
jump @CAP_1_6323 

:CAP_1_6311
Actor.RemoveReferences($5334)
$5334 = -1 // $ = int 

:CAP_1_6323
jump @CAP_1_6337 

:CAP_1_6330
jump @CAP_1_9218 

:CAP_1_6337
if and
  $5346 == 2 // $ == int 
  $5345 == 2 // $ == int 
  $5348 == 2 // $ == int 
  $5349 == 2 // $ == int 
jf @CAP_1_6390 
$5355 = 1 // $ = int 
jump @CAP_1_6397 

:CAP_1_6390
$5355 = 0 // $ = int 

:CAP_1_6397
if and
  $5344 == 2 // $ == int 
  $5347 == 2 // $ == int 
  $5368 == 0 // $ == int 
jf @CAP_1_6443 
$5356 = 1 // $ = int 
jump @CAP_1_6450 

:CAP_1_6443
$5356 = 0 // $ = int 

:CAP_1_6450
if and
  $5355 == 1 // $ == int 
  $5356 == 1 // $ == int 
jf @CAP_1_6513 
00BC: text_highpriority 'CAP1_B8' time 5000 1  // ~r~The collector has taxed all of your businesses.
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
jump @CAP_1_9201 

:CAP_1_6513
if 
  $2964 > 0 // $ > int 
jf @CAP_1_6753 
if 
  $2964 == 3 // $ == int 
jf @CAP_1_6595 
if 
03D2:   wav 1 ended 
jf @CAP_1_6595 
03D5: remove_text 'CAP1_2'  // You know the rules, Vercetti!
$2964 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_6595
if 
  $2964 == 2 // $ == int 
jf @CAP_1_6658 
if 
03D0:   wav 1 loaded 
jf @CAP_1_6658 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_6651 

:CAP_1_6651
$2964 = 3 // $ = int 

:CAP_1_6658
if 
  $2964 == 1 // $ == int 
jf @CAP_1_6753 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_6727 
03CF: load_wav 'CAP1_2' as 1 
$2964 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_6753 

:CAP_1_6727
if 
001C:   $5239 > $2989 // $ > $ int 
jf @CAP_1_6753 
$2964 = 0 // $ = int 

:CAP_1_6753
if 
  $2965 > 0 // $ > int 
jf @CAP_1_6993 
if 
  $2965 == 3 // $ == int 
jf @CAP_1_6835 
if 
03D2:   wav 1 ended 
jf @CAP_1_6835 
03D5: remove_text 'CAP1_3'  // Mr. Forelli sends his regards!
$2965 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_6835
if 
  $2965 == 2 // $ == int 
jf @CAP_1_6898 
if 
03D0:   wav 1 loaded 
jf @CAP_1_6898 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_6891 

:CAP_1_6891
$2965 = 3 // $ = int 

:CAP_1_6898
if 
  $2965 == 1 // $ == int 
jf @CAP_1_6993 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_6967 
03CF: load_wav 'CAP1_3' as 1 
$2965 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_6993 

:CAP_1_6967
if 
001C:   $5239 > $2990 // $ > $ int 
jf @CAP_1_6993 
$2965 = 0 // $ = int 

:CAP_1_6993
if 
  $2966 > 0 // $ > int 
jf @CAP_1_7233 
if 
  $2966 == 3 // $ == int 
jf @CAP_1_7075 
if 
03D2:   wav 1 ended 
jf @CAP_1_7075 
03D5: remove_text 'CAP1_4'  // It's the Harwood Butcher!
$2966 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_7075
if 
  $2966 == 2 // $ == int 
jf @CAP_1_7138 
if 
03D0:   wav 1 loaded 
jf @CAP_1_7138 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_7131 

:CAP_1_7131
$2966 = 3 // $ = int 

:CAP_1_7138
if 
  $2966 == 1 // $ == int 
jf @CAP_1_7233 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_7207 
03CF: load_wav 'CAP1_4' as 1 
$2966 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_7233 

:CAP_1_7207
if 
001C:   $5239 > $2991 // $ > $ int 
jf @CAP_1_7233 
$2966 = 0 // $ = int 

:CAP_1_7233
if 
  $2967 > 0 // $ > int 
jf @CAP_1_7473 
if 
  $2967 == 3 // $ == int 
jf @CAP_1_7315 
if 
03D2:   wav 1 ended 
jf @CAP_1_7315 
03D5: remove_text 'CAP1_5'  // You tell Sonny - stay away!
$2967 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_7315
if 
  $2967 == 2 // $ == int 
jf @CAP_1_7378 
if 
03D0:   wav 1 loaded 
jf @CAP_1_7378 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_7371 

:CAP_1_7371
$2967 = 3 // $ = int 

:CAP_1_7378
if 
  $2967 == 1 // $ == int 
jf @CAP_1_7473 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_7447 
03CF: load_wav 'CAP1_5' as 1 
$2967 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_7473 

:CAP_1_7447
if 
001C:   $5239 > $2992 // $ > $ int 
jf @CAP_1_7473 
$2967 = 0 // $ = int 

:CAP_1_7473
if 
  $2968 > 0 // $ > int 
jf @CAP_1_7754 
if 
  $2968 == 3 // $ == int 
jf @CAP_1_7555 
if 
03D2:   wav 1 ended 
jf @CAP_1_7555 
03D5: remove_text 'CAP1_6'  // Vice City is MINE now, NOT his.
$2968 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_7555
if 
  $2968 == 2 // $ == int 
jf @CAP_1_7618 
if 
03D0:   wav 1 loaded 
jf @CAP_1_7618 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_7611 

:CAP_1_7611
$2968 = 3 // $ = int 

:CAP_1_7618
if 
  $2968 == 1 // $ == int 
jf @CAP_1_7713 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_7687 
03CF: load_wav 'CAP1_6' as 1 
$2968 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_7713 

:CAP_1_7687
if 
001C:   $5239 > $2993 // $ > $ int 
jf @CAP_1_7713 
$2968 = 0 // $ = int 

:CAP_1_7713
if 
  $2968 == 0 // $ == int 
jf @CAP_1_7754 
0084: $2993 = $5239 // $ = $ int 
$2993 += 6000 // $ += int 
$2968 = 1 // $ = int 

:CAP_1_7754
if 
  $2971 > 0 // $ > int 
jf @CAP_1_7994 
if 
  $2971 == 3 // $ == int 
jf @CAP_1_7836 
if 
03D2:   wav 1 ended 
jf @CAP_1_7836 
03D5: remove_text 'CAP1_7'  // You think you can take me down, Vercetti?
$2971 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_7836
if 
  $2971 == 2 // $ == int 
jf @CAP_1_7899 
if 
03D0:   wav 1 loaded 
jf @CAP_1_7899 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_7892 

:CAP_1_7892
$2971 = 3 // $ = int 

:CAP_1_7899
if 
  $2971 == 1 // $ == int 
jf @CAP_1_7994 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_7968 
03CF: load_wav 'CAP1_7' as 1 
$2971 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_7994 

:CAP_1_7968
if 
001C:   $5239 > $2994 // $ > $ int 
jf @CAP_1_7994 
$2971 = 0 // $ = int 

:CAP_1_7994
if 
  $2972 > 0 // $ > int 
jf @CAP_1_8234 
if 
  $2972 == 3 // $ == int 
jf @CAP_1_8076 
if 
03D2:   wav 1 ended 
jf @CAP_1_8076 
03D5: remove_text 'CAP1_8'  // We'll keep coming after you until you die, Vercetti.
$2972 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_8076
if 
  $2972 == 2 // $ == int 
jf @CAP_1_8139 
if 
03D0:   wav 1 loaded 
jf @CAP_1_8139 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_8132 

:CAP_1_8132
$2972 = 3 // $ = int 

:CAP_1_8139
if 
  $2972 == 1 // $ == int 
jf @CAP_1_8234 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_8208 
03CF: load_wav 'CAP1_8' as 1 
$2972 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_8234 

:CAP_1_8208
if 
001C:   $5239 > $2995 // $ > $ int 
jf @CAP_1_8234 
$2972 = 0 // $ = int 

:CAP_1_8234
if 
  $2973 > 0 // $ > int 
jf @CAP_1_8474 
if 
  $2973 == 3 // $ == int 
jf @CAP_1_8316 
if 
03D2:   wav 1 ended 
jf @CAP_1_8316 
03D5: remove_text 'CAP1_9'  // You don't stand a chance, you psychotic prick.
$2973 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_8316
if 
  $2973 == 2 // $ == int 
jf @CAP_1_8379 
if 
03D0:   wav 1 loaded 
jf @CAP_1_8379 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_8372 

:CAP_1_8372
$2973 = 3 // $ = int 

:CAP_1_8379
if 
  $2973 == 1 // $ == int 
jf @CAP_1_8474 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_8448 
03CF: load_wav 'CAP1_9' as 1 
$2973 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_8474 

:CAP_1_8448
if 
001C:   $5239 > $2996 // $ > $ int 
jf @CAP_1_8474 
$2973 = 0 // $ = int 

:CAP_1_8474
if 
  $2974 > 0 // $ > int 
jf @CAP_1_8714 
if 
  $2974 == 3 // $ == int 
jf @CAP_1_8556 
if 
03D2:   wav 1 ended 
jf @CAP_1_8556 
03D5: remove_text 'CAP1_10'  // I'll murder you Vercetti.
$2974 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_8556
if 
  $2974 == 2 // $ == int 
jf @CAP_1_8619 
if 
03D0:   wav 1 loaded 
jf @CAP_1_8619 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_8612 

:CAP_1_8612
$2974 = 3 // $ = int 

:CAP_1_8619
if 
  $2974 == 1 // $ == int 
jf @CAP_1_8714 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_8688 
03CF: load_wav 'CAP1_10' as 1 
$2974 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_8714 

:CAP_1_8688
if 
001C:   $5239 > $2997 // $ > $ int 
jf @CAP_1_8714 
$2974 = 0 // $ = int 

:CAP_1_8714
if 
  $2975 > 0 // $ > int 
jf @CAP_1_8954 
if 
  $2975 == 3 // $ == int 
jf @CAP_1_8796 
if 
03D2:   wav 1 ended 
jf @CAP_1_8796 
03D5: remove_text 'CAP1_11'  // You always were a jerk.
$2975 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_8796
if 
  $2975 == 2 // $ == int 
jf @CAP_1_8859 
if 
03D0:   wav 1 loaded 
jf @CAP_1_8859 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_8852 

:CAP_1_8852
$2975 = 3 // $ = int 

:CAP_1_8859
if 
  $2975 == 1 // $ == int 
jf @CAP_1_8954 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_8928 
03CF: load_wav 'CAP1_11' as 1 
$2975 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_8954 

:CAP_1_8928
if 
001C:   $5239 > $2998 // $ > $ int 
jf @CAP_1_8954 
$2975 = 0 // $ = int 

:CAP_1_8954
if 
  $2977 > 0 // $ > int 
jf @CAP_1_9194 
if 
  $2977 == 3 // $ == int 
jf @CAP_1_9036 
if 
03D2:   wav 1 ended 
jf @CAP_1_9036 
03D5: remove_text 'CAP1_12'  // You're going to die, Vercetti.
$2977 = 0 // $ = int 
$3011 = 0 // $ = int 
jump @CAP_1_2794 

:CAP_1_9036
if 
  $2977 == 2 // $ == int 
jf @CAP_1_9099 
if 
03D0:   wav 1 loaded 
jf @CAP_1_9099 
03D1: play_wav 1 
if 
001C:   $5239 > $2951 // $ > $ int 
jf @CAP_1_9092 

:CAP_1_9092
$2977 = 3 // $ = int 

:CAP_1_9099
if 
  $2977 == 1 // $ == int 
jf @CAP_1_9194 
if 
  $3011 == 0 // $ == int 
jf @CAP_1_9168 
03CF: load_wav 'CAP1_12' as 1 
$2977 = 2 // $ = int 
$3011 = 1 // $ = int 
jump @CAP_1_9194 

:CAP_1_9168
if 
001C:   $5239 > $3000 // $ > $ int 
jf @CAP_1_9194 
$2977 = 0 // $ = int 

:CAP_1_9194
jump @CAP_1_2794 

:CAP_1_9201
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:CAP_1_9218
$572 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'CAP_1'  // Cap the Collector
030C: progress_made += 1 
Marker.Disable($574)
04CE: $574 = create_icon_marker_without_sphere $730 at $778 $779 $780 
Pickup.Destroy($941)
04A6: $941 = create_asset_money_pickup_at $853 $854 $855 money $940 rate $940 
return 

:CAP_1_9323
if 
  $5357 == 1 // $ == int 
jf @CAP_1_9366 
Pickup.Destroy($915)
04A6: $915 = create_asset_money_pickup_at $862 $863 $864 money $914 rate $914 

:CAP_1_9366
if 
  $5358 == 1 // $ == int 
jf @CAP_1_9409 
Pickup.Destroy($926)
04A6: $926 = create_asset_money_pickup_at $886 $887 $888 money $925 rate $925 

:CAP_1_9409
if 
  $5359 == 1 // $ == int 
jf @CAP_1_9452 
Pickup.Destroy($910)
04A6: $910 = create_asset_money_pickup_at $883 $884 $885 money $909 rate $909 

:CAP_1_9452
if 
  $5360 == 1 // $ == int 
jf @CAP_1_9495 
Pickup.Destroy($945)
04A6: $945 = create_asset_money_pickup_at $868 $869 $870 money $944 rate $944 

:CAP_1_9495
if 
  $5361 == 1 // $ == int 
jf @CAP_1_9538 
Pickup.Destroy($931)
04A6: $931 = create_asset_money_pickup_at $856 $857 $858 money $930 rate $930 

:CAP_1_9538
if 
  $5362 == 1 // $ == int 
jf @CAP_1_9581 
Pickup.Destroy($936)
04A6: $936 = create_asset_money_pickup_at $880 $881 $882 money $935 rate $935 

:CAP_1_9581
Actor.DestroyWithFade($5326)
Actor.DestroyWithFade($5328)
Actor.DestroyWithFade($5329)
Actor.DestroyWithFade($5331)
Actor.DestroyWithFade($5332)
Actor.DestroyWithFade($5334)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#M4)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SANCHEZ)
Marker.Disable($5335)
Marker.Disable($5336)
Marker.Disable($5337)
Marker.Disable($5338)
Marker.Disable($5339)
Marker.Disable($5340)
Marker.Disable($5341)
Marker.Disable($5342)
Marker.Disable($5343)
03EA: generate_cars_around_camera 0 
03CD: car $5327 remove_from_stuck_car_check 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:CAP_1_9704
if 
0449:   actor $5323 sitting_in_any_car 
jf @CAP_1_11635 
$5324 = Actor.CurrentCar($5323)
Car.ImmuneToNonPlayer($5324, True)
0466: set_car $5324 change_lane 0 
if and
  $5346 == 2 // $ == int 
  $5345 == 2 // $ == int 
  $5348 == 2 // $ == int 
  $5349 == 2 // $ == int 
jf @CAP_1_9795 
$5353 = 1 // $ = int 
jump @CAP_1_9802 

:CAP_1_9795
$5353 = 0 // $ = int 

:CAP_1_9802
if and
  $5344 == 2 // $ == int 
  $5347 == 2 // $ == int 
  $5368 == 0 // $ == int 
jf @CAP_1_9848 
$5354 = 1 // $ = int 
jump @CAP_1_9855 

:CAP_1_9848
$5354 = 0 // $ = int 

:CAP_1_9855
if 
   not Actor.Dead($5325)
jf @CAP_1_9948 
if 
80F2:   not actor $5323 near_actor $5325 radius 20.0 20.0 0 
jf @CAP_1_9941 
if 
031F:   actor $5325 in_range_of_actor $5323 
jf @CAP_1_9941 
01E0: clear_leader $5325 
01CC: actor $5325 kill_player $PLAYER_CHAR 
0483: set_actor $5325 cease_attack_timer 0 

:CAP_1_9941
jump @CAP_1_9953 

:CAP_1_9948
Actor.RemoveReferences($5325)

:CAP_1_9953
if 
  $5368 == 100 // $ == int 
jf @CAP_1_10386 
if and
  $5353 == 1 // $ == int 
  $5354 == 1 // $ == int 
jf @CAP_1_10008 
Car.SetToPsychoDriver($5324)
jump @CAP_1_10362 

:CAP_1_10008
02C2: car $5324 drive_to_point $5394 $5395 $5396 
if 
  $5394 == -852.5533 // $ == float 
jf @CAP_1_10074 
00BC: text_highpriority 'CAP1_D3' time 5000 1  // ~g~The Mafia is leaving the Ice Cream Factory!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 

:CAP_1_10074
if 
  $5394 == -1016.265 // $ == float 
jf @CAP_1_10126 
00BC: text_highpriority 'CAP1_D5' time 5000 1  // ~g~The Mafia is leaving the Taxi Firm!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 

:CAP_1_10126
if 
  $5394 == -726.0752 // $ == float 
jf @CAP_1_10178 
00BC: text_highpriority 'CAP1_D2' time 5000 1  // ~g~The Mafia is leaving the Boatyard!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 

:CAP_1_10178
if 
  $5394 == -1025.169 // $ == float 
jf @CAP_1_10230 
00BC: text_highpriority 'CAP1_D4' time 5000 1  // ~g~The Mafia is leaving the Car Showroom!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 

:CAP_1_10230
if 
  $5394 == 506.2871 // $ == float 
jf @CAP_1_10282 
00BC: text_highpriority 'CAP1_D9' time 5000 1  // ~g~The Mafia is leaving The Malibu!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 

:CAP_1_10282
if 
  $5394 == 17.6185 // $ == float 
jf @CAP_1_10334 
00BC: text_highpriority 'CAP1_D0' time 5000 1  // ~g~The Mafia is leaving the film studio!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 

:CAP_1_10334
gosub @CAP_1_17861 
00AF: set_car $5324 driver_behaviour_to 8 
02C2: car $5324 drive_to_point $5394 $5395 $5396 

:CAP_1_10362
Car.SetMaxSpeed($5324, 100.0)
00AE: set_vehicle $5324 traffic_behavior_to 2 
$5368 = 0 // $ = int 

:CAP_1_10386
if 
  $5369 == 1 // $ == int 
jf @CAP_1_10472 
if and
  $5353 == 1 // $ == int 
  $5354 == 1 // $ == int 
jf @CAP_1_10441 
Car.SetToPsychoDriver($5324)
jump @CAP_1_10455 

:CAP_1_10441
02C2: car $5324 drive_to_point $5394 $5395 $5396 

:CAP_1_10455
Car.SetMaxSpeed($5324, 100.0)
00AE: set_vehicle $5324 traffic_behavior_to 2 

:CAP_1_10472
$5369 = 0 // $ = int 
if 
00FE:   actor $5323 0 $5394 $5395 $5396 radius 35.0 35.0 35.0 
jf @CAP_1_11194 
Car.SetMaxSpeed($5324, 8.0)
if 
  $5368 == 0 // $ == int 
jf @CAP_1_11187 
if 
00FE:   actor $5323 0 $5394 $5395 $5396 radius 6.0 6.0 6.0 
jf @CAP_1_10601 
0477: set_car $5324 action 1 time 400 

:CAP_1_10601
if 
0101:   actor $5323 stopped_near_point $5394 $5395 $5396 radius 6.0 6.0 6.0 sphere 0 
jf @CAP_1_11187 
0477: set_car $5324 action 1 time 200 
if 
  $5348 == 1 // $ == int 
jf @CAP_1_10742 
if 
  $5394 == -852.5533 // $ == float 
jf @CAP_1_10742 
00BC: text_highpriority 'CAP1_C3' time 5000 1  // ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 1 // $ = int 
03E2: actor $5323 leave_any_car 
$5348 = 2 // $ = int 

:CAP_1_10742
if 
  $5349 == 1 // $ == int 
jf @CAP_1_10831 
if 
  $5394 == -1016.265 // $ == float 
jf @CAP_1_10831 
00BC: text_highpriority 'CAP1_C5' time 5000 1  // ~g~The Mafia has arrived at the Taxi Firm!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 2 // $ = int 
03E2: actor $5323 leave_any_car 
$5349 = 2 // $ = int 

:CAP_1_10831
if 
  $5345 == 1 // $ == int 
jf @CAP_1_10920 
if 
  $5394 == -726.0752 // $ == float 
jf @CAP_1_10920 
00BC: text_highpriority 'CAP1_C2' time 5000 1  // ~g~The Mafia has arrived at the Boatyard!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 3 // $ = int 
03E2: actor $5323 leave_any_car 
$5345 = 2 // $ = int 

:CAP_1_10920
if 
  $5346 == 1 // $ == int 
jf @CAP_1_11009 
if 
  $5394 == -1025.169 // $ == float 
jf @CAP_1_11009 
00BC: text_highpriority 'CAP1_C4' time 5000 1  // ~g~The Mafia has arrived at the Car Showroom!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 4 // $ = int 
03E2: actor $5323 leave_any_car 
$5346 = 2 // $ = int 

:CAP_1_11009
if 
  $5344 == 1 // $ == int 
jf @CAP_1_11098 
if 
  $5394 == 506.2871 // $ == float 
jf @CAP_1_11098 
00BC: text_highpriority 'CAP1_C9' time 5000 1  // ~g~The Mafia has arrived at The Malibu!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 5 // $ = int 
03E2: actor $5323 leave_any_car 
$5344 = 2 // $ = int 

:CAP_1_11098
if 
  $5347 == 1 // $ == int 
jf @CAP_1_11187 
if 
  $5394 == 17.6185 // $ == float 
jf @CAP_1_11187 
00BC: text_highpriority 'CAP1_C0' time 5000 1  // ~g~The Mafia has arrived at the film studio!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 6 // $ = int 
03E2: actor $5323 leave_any_car 
$5347 = 2 // $ = int 

:CAP_1_11187
jump @CAP_1_11628 

:CAP_1_11194
if 
  $5368 == 0 // $ == int 
jf @CAP_1_11628 
if 
00EC:   actor $5323 0 $5397 $5398 radius 4.0 4.0 
jf @CAP_1_11495 
if 
001C:   $5239 > $5370 // $ > $ int 
jf @CAP_1_11488 
if 
82CA:   not car $5324 bounding_sphere_visible 
jf @CAP_1_11488 
Car.StorePos($5324, $7897, $7898, $7899)
02C1: set $7897 $7898 $7899 to_car_path_coords_closest_to $7897 $7898 $7899 
if 
838A:   not car_in_cube $7897 $7898 $7899 4.0 4.0 3.0 
jf @CAP_1_11488 
if 
80C2:   not sphere_onscreen $7897 $7898 $7899 4.0 
jf @CAP_1_11488 
Car.PutAt($5324, $7897, $7898, $7899)
039F: car $5324 race_to $5394 $5395 
Car.SetMaxSpeed($5324, 100.0)
00AE: set_vehicle $5324 traffic_behavior_to 2 
0084: $5370 = $5239 // $ = $ int 
$5370 += 4000 // $ += int 
if and
  $5353 == 1 // $ == int 
  $5354 == 1 // $ == int 
jf @CAP_1_11474 
Car.SetToPsychoDriver($5324)
jump @CAP_1_11488 

:CAP_1_11474
02C2: car $5324 drive_to_point $5394 $5395 $5396 

:CAP_1_11488
jump @CAP_1_11525 

:CAP_1_11495
Car.StorePos($5324, $5397, $5398, $751)
0084: $5370 = $5239 // $ = $ int 
$5370 += 4000 // $ += int 

:CAP_1_11525
if 
001C:   $5239 > $5371 // $ > $ int 
jf @CAP_1_11628 
Car.SetMaxSpeed($5324, 100.0)
00AE: set_vehicle $5324 traffic_behavior_to 2 
if and
  $5353 == 1 // $ == int 
  $5354 == 1 // $ == int 
jf @CAP_1_11598 
Car.SetToPsychoDriver($5324)
jump @CAP_1_11612 

:CAP_1_11598
02C2: car $5324 drive_to_point $5394 $5395 $5396 

:CAP_1_11612
0084: $5371 = $5239 // $ = $ int 
$5371 += 2000 // $ += int 

:CAP_1_11628
jump @CAP_1_16856 

:CAP_1_11635
if 
001C:   $5239 > $5352 // $ > $ int 
jf @CAP_1_11675 
011C: actor $5323 clear_objective 
0084: $5352 = $5239 // $ = $ int 
$5352 += 1500 // $ += int 

:CAP_1_11675
if or
  $5368 == 0 // $ == int 
  $5368 == 100 // $ == int 
jf @CAP_1_12943 
if 
  $5369 == 0 // $ == int 
jf @CAP_1_12484 
if and
00FE:   actor $5323 0 $5394 $5395 $5396 radius 6.0 6.0 6.0 
  $5368 == 0 // $ == int 
jf @CAP_1_12278 
if 
  $5348 == 1 // $ == int 
jf @CAP_1_11851 
if 
  $5394 == -852.5533 // $ == float 
jf @CAP_1_11851 
00BC: text_highpriority 'CAP1_C3' time 5000 1  // ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 1 // $ = int 
$5348 = 2 // $ = int 

:CAP_1_11851
if 
  $5349 == 1 // $ == int 
jf @CAP_1_11935 
if 
  $5394 == -1016.265 // $ == float 
jf @CAP_1_11935 
00BC: text_highpriority 'CAP1_C5' time 5000 1  // ~g~The Mafia has arrived at the Taxi Firm!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 2 // $ = int 
$5349 = 2 // $ = int 

:CAP_1_11935
if 
  $5345 == 1 // $ == int 
jf @CAP_1_12019 
if 
  $5394 == -726.0752 // $ == float 
jf @CAP_1_12019 
00BC: text_highpriority 'CAP1_C2' time 5000 1  // ~g~The Mafia has arrived at the Boatyard!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 3 // $ = int 
$5345 = 2 // $ = int 

:CAP_1_12019
if 
  $5346 == 1 // $ == int 
jf @CAP_1_12103 
if 
  $5394 == -1025.169 // $ == float 
jf @CAP_1_12103 
00BC: text_highpriority 'CAP1_C4' time 5000 1  // ~g~The Mafia has arrived at the Car Showroom!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 4 // $ = int 
$5346 = 2 // $ = int 

:CAP_1_12103
if 
  $5344 == 1 // $ == int 
jf @CAP_1_12187 
if 
  $5394 == 506.2871 // $ == float 
jf @CAP_1_12187 
00BC: text_highpriority 'CAP1_C9' time 5000 1  // ~g~The Mafia has arrived at The Malibu!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 5 // $ = int 
$5344 = 2 // $ = int 

:CAP_1_12187
if 
  $5347 == 1 // $ == int 
jf @CAP_1_12271 
if 
  $5394 == 17.6185 // $ == float 
jf @CAP_1_12271 
00BC: text_highpriority 'CAP1_C0' time 5000 1  // ~g~The Mafia has arrived at the film studio!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
$5368 = 6 // $ = int 
$5347 = 2 // $ = int 

:CAP_1_12271
jump @CAP_1_12484 

:CAP_1_12278
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 30.0 30.0 
jf @CAP_1_12476 
if 
   not Car.Wrecked($5324)
jf @CAP_1_12454 
if 
82BF:   not car $5324 sunk 
jf @CAP_1_12432 
if 
0203:   actor $5323 near_car_on_foot $5324 radius 30.0 30.0 unknown 0 
jf @CAP_1_12410 
01D5: actor $5323 go_to_and_drive_car $5324 
0084: $5373 = $5239 // $ = $ int 
$5373 += 8000 // $ += int 
$5369 = 1 // $ = int 
jump @CAP_1_12425 

:CAP_1_12410
0084: $5297 = $5323 // $ = $ int 
gosub @CAP_1_18212 

:CAP_1_12425
jump @CAP_1_12447 

:CAP_1_12432
0084: $5297 = $5323 // $ = $ int 
gosub @CAP_1_18212 

:CAP_1_12447
jump @CAP_1_12469 

:CAP_1_12454
0084: $5297 = $5323 // $ = $ int 
gosub @CAP_1_18212 

:CAP_1_12469
jump @CAP_1_12484 

:CAP_1_12476
01CC: actor $5323 kill_player $PLAYER_CHAR 

:CAP_1_12484
if 
  $5369 == 1 // $ == int 
jf @CAP_1_12936 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 30.0 30.0 
jf @CAP_1_12928 
if 
   not Car.Wrecked($5324)
jf @CAP_1_12906 
if 
82BF:   not car $5324 sunk 
jf @CAP_1_12884 
if 
0203:   actor $5323 near_car_on_foot $5324 radius 30.0 30.0 unknown 0 
jf @CAP_1_12862 
01D5: actor $5323 go_to_and_drive_car $5324 
if 
001C:   $5239 > $5373 // $ > $ int 
jf @CAP_1_12855 
if 
82CA:   not car $5324 bounding_sphere_visible 
jf @CAP_1_12855 
if 
82CB:   not actor $5323 bounding_sphere_visible 
jf @CAP_1_12855 
011C: actor $5323 clear_objective 
Car.StorePos($5324, $749, $750, $751)
$5314 = Car.Angle($5324)
Car.Destroy($5324)
Car.Create($5324, #SANCHEZ, $749, $750, $751)
Car.Angle($5324) = $5314
Car.ImmuneToNonPlayer($5324, True)
0466: set_car $5324 change_lane 0 
036A: put_actor $5323 in_car $5324 
if 
   not Actor.Dead($5325)
jf @CAP_1_12855 
if 
0431:   car $5324 car_passenger_seat_free 0 
jf @CAP_1_12855 
01C8: $5325 = create_actor_pedtype 4 model #SPECIAL02 in_car $5324 passenger_seat 0 
0568: set_actor $5325 untargetable 2 
01B2: give_actor $5325 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5325 threat_search 
011A: set_actor $5325 search_threat 1 
0243: set_actor $5325 ped_stats_to 16 
Actor.Health($5325) = 250
0291: set_actor $5325 heed_threats 1 
0350: set_actor $5325 maintain_position_when_attacked 1 
0319: set_actor $5325 running 1 
01DE: tie_actor $5325 to_actor $5323 

:CAP_1_12855
jump @CAP_1_12877 

:CAP_1_12862
0084: $5297 = $5323 // $ = $ int 
gosub @CAP_1_18212 

:CAP_1_12877
jump @CAP_1_12899 

:CAP_1_12884
0084: $5297 = $5323 // $ = $ int 
gosub @CAP_1_18212 

:CAP_1_12899
jump @CAP_1_12921 

:CAP_1_12906
0084: $5297 = $5323 // $ = $ int 
gosub @CAP_1_18212 

:CAP_1_12921
jump @CAP_1_12936 

:CAP_1_12928
01CC: actor $5323 kill_player $PLAYER_CHAR 

:CAP_1_12936
jump @CAP_1_16856 

:CAP_1_12943
if 
   not Car.Wrecked($5324)
jf @CAP_1_12968 
0477: set_car $5324 action 1 time 17 

:CAP_1_12968
if 
  $5368 == 1 // $ == int 
jf @CAP_1_13011 
0239: actor $5323 run_to $862 $863 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 30 // $ = int 

:CAP_1_13011
if 
  $5368 == 30 // $ == int 
jf @CAP_1_13238 
if 
0571:   actor $5323 stuck 
jf @CAP_1_13092 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 120.0 120.0 
jf @CAP_1_13092 
Actor.PutAt($5323, $862, $863, 10.5)

:CAP_1_13092
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_13126 
0239: actor $5323 run_to $862 $863 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_13126
if 
00ED:   actor $5323 0 $862 $863 radius 1.0 1.0 
jf @CAP_1_13238 
00BC: text_highpriority 'CAP1_B3' time 5000 1  // ~g~The Mafia has taxed the Ice Cream Factory!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
Marker.Disable($5338)
0058: $5372 += $914 // $ += $ int 
03FE: set_actor $5323 money $5372 
$5357 = 1 // $ = int 
Pickup.Destroy($915)
$5369 = 0 // $ = int 
$5368 = 100 // $ = int 

:CAP_1_13238
if 
  $5368 == 2 // $ == int 
jf @CAP_1_13301 
0239: actor $5323 run_to -1009.286 196.7185 
0411: set_actor $5323 use_pednode_seek 0 
0084: $2678 = $5239 // $ = $ int 
$2678 += 5000 // $ += int 
$5368 = 7 // $ = int 

:CAP_1_13301
if 
  $5368 == 7 // $ == int 
jf @CAP_1_13487 
if 
0571:   actor $5323 stuck 
jf @CAP_1_13386 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 120.0 120.0 
jf @CAP_1_13386 
Actor.PutAt($5323, -1009.286, 196.7185, 10.5)

:CAP_1_13386
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_13424 
0239: actor $5323 run_to -1009.286 196.7185 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_13424
if 
00ED:   actor $5323 0 -1009.286 196.7185 radius 1.0 1.0 
jf @CAP_1_13487 
0239: actor $5323 run_to $886 $887 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 8 // $ = int 

:CAP_1_13487
if 
  $5368 == 8 // $ == int 
jf @CAP_1_13659 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_13539 
0239: actor $5323 run_to $886 $887 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_13539
if 
00ED:   actor $5323 0 $886 $887 radius 1.0 1.0 
jf @CAP_1_13659 
00BC: text_highpriority 'CAP1_B5' time 5000 1  // ~g~The Mafia has taxed the Taxi Firm!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
Marker.Disable($5339)
0058: $5372 += $925 // $ += $ int 
03FE: set_actor $5323 money $5372 
$5358 = 1 // $ = int 
Pickup.Destroy($926)
0239: actor $5323 run_to -1009.286 196.7185 
$5368 = 9 // $ = int 

:CAP_1_13659
if 
  $5368 == 9 // $ == int 
jf @CAP_1_13767 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_13715 
0239: actor $5323 run_to -1009.286 196.7185 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_13715
if 
00ED:   actor $5323 0 -1009.286 196.7185 radius 1.0 1.0 
jf @CAP_1_13767 
$5369 = 0 // $ = int 
$5368 = 100 // $ = int 

:CAP_1_13767
if 
  $5368 == 3 // $ == int 
jf @CAP_1_13814 
0239: actor $5323 run_to -725.3655 -1501.66 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 10 // $ = int 

:CAP_1_13814
if 
  $5368 == 10 // $ == int 
jf @CAP_1_14004 
if 
0571:   actor $5323 stuck 
jf @CAP_1_13899 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 120.0 120.0 
jf @CAP_1_13899 
Actor.PutAt($5323, -725.3655, -1501.66, 10.8)

:CAP_1_13899
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_13937 
0239: actor $5323 run_to -725.3655 -1501.66 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_13937
if 
00ED:   actor $5323 0 -725.3655 -1501.66 radius 1.0 1.0 
jf @CAP_1_14004 
0239: actor $5323 run_to -681.0613 -1490.428 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 11 // $ = int 

:CAP_1_14004
if 
  $5368 == 11 // $ == int 
jf @CAP_1_14127 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14060 
0239: actor $5323 run_to -681.0613 -1490.428 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14060
if 
00ED:   actor $5323 0 -681.0613 -1490.428 radius 1.0 1.0 
jf @CAP_1_14127 
0239: actor $5323 run_to -636.2616 -1500.152 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 12 // $ = int 

:CAP_1_14127
if 
  $5368 == 12 // $ == int 
jf @CAP_1_14250 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14183 
0239: actor $5323 run_to -636.2616 -1500.152 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14183
if 
00ED:   actor $5323 0 -636.2616 -1500.152 radius 1.0 1.0 
jf @CAP_1_14250 
0239: actor $5323 run_to -642.8112 -1496.429 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 13 // $ = int 

:CAP_1_14250
if 
  $5368 == 13 // $ == int 
jf @CAP_1_14369 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14306 
0239: actor $5323 run_to -642.8112 -1496.429 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14306
if 
00ED:   actor $5323 0 -642.8112 -1496.429 radius 1.0 1.0 
jf @CAP_1_14369 
0239: actor $5323 run_to $883 $884 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 14 // $ = int 

:CAP_1_14369
if 
  $5368 == 14 // $ == int 
jf @CAP_1_14541 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14421 
0239: actor $5323 run_to $883 $884 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14421
if 
00ED:   actor $5323 0 $883 $884 radius 1.0 1.0 
jf @CAP_1_14541 
0239: actor $5323 run_to -642.8112 -1496.429 
00BC: text_highpriority 'CAP1_B2' time 5000 1  // ~g~The Mafia has taxed the Boatyard!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
Pickup.Destroy($910)
$5359 = 1 // $ = int 
0058: $5372 += $909 // $ += $ int 
03FE: set_actor $5323 money $5372 
Marker.Disable($5340)
$5368 = 15 // $ = int 

:CAP_1_14541
if 
  $5368 == 15 // $ == int 
jf @CAP_1_14664 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14597 
0239: actor $5323 run_to -642.8112 -1496.429 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14597
if 
00ED:   actor $5323 0 -642.8112 -1496.429 radius 1.0 1.0 
jf @CAP_1_14664 
0239: actor $5323 run_to -636.2616 -1500.152 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 16 // $ = int 

:CAP_1_14664
if 
  $5368 == 16 // $ == int 
jf @CAP_1_14787 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14720 
0239: actor $5323 run_to -636.2616 -1500.152 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14720
if 
00ED:   actor $5323 0 -636.2616 -1500.152 radius 1.0 1.0 
jf @CAP_1_14787 
0239: actor $5323 run_to -681.0613 -1490.428 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 17 // $ = int 

:CAP_1_14787
if 
  $5368 == 17 // $ == int 
jf @CAP_1_14910 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14843 
0239: actor $5323 run_to -681.0613 -1490.428 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14843
if 
00ED:   actor $5323 0 -681.0613 -1490.428 radius 1.0 1.0 
jf @CAP_1_14910 
0239: actor $5323 run_to -725.3655 -1501.66 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 18 // $ = int 

:CAP_1_14910
if 
  $5368 == 18 // $ == int 
jf @CAP_1_15018 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_14966 
0239: actor $5323 run_to -725.3655 -1501.66 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_14966
if 
00ED:   actor $5323 0 -725.3655 -1501.66 radius 1.0 1.0 
jf @CAP_1_15018 
$5369 = 0 // $ = int 
$5368 = 100 // $ = int 

:CAP_1_15018
if 
  $5368 == 4 // $ == int 
jf @CAP_1_15065 
0239: actor $5323 run_to -1023.79 -901.9847 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 40 // $ = int 

:CAP_1_15065
if 
  $5368 == 40 // $ == int 
jf @CAP_1_15251 
if 
0571:   actor $5323 stuck 
jf @CAP_1_15150 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 120.0 120.0 
jf @CAP_1_15150 
Actor.PutAt($5323, -1023.79, -901.9847, 13.8)

:CAP_1_15150
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_15188 
0239: actor $5323 run_to -1023.79 -901.9847 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_15188
if 
00ED:   actor $5323 0 -1023.79 -901.9847 radius 1.0 1.0 
jf @CAP_1_15251 
0239: actor $5323 run_to $856 $857 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 41 // $ = int 

:CAP_1_15251
if 
  $5368 == 41 // $ == int 
jf @CAP_1_15430 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_15303 
0239: actor $5323 run_to $856 $857 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_15303
if 
00ED:   actor $5323 0 $856 $857 radius 1.0 1.0 
jf @CAP_1_15430 
0239: actor $5323 run_to -1023.79 -901.9847 
00BC: text_highpriority 'CAP1_B4' time 5000 1  // ~g~The Mafia has taxed the Car Showroom!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
Pickup.Destroy($931)
$5361 = 1 // $ = int 
0058: $5372 += $930 // $ += $ int 
03FE: set_actor $5323 money $5372 
Marker.Disable($5341)
$5369 = 0 // $ = int 
$5368 = 42 // $ = int 

:CAP_1_15430
if 
  $5368 == 42 // $ == int 
jf @CAP_1_15538 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_15486 
0239: actor $5323 run_to -1023.79 -901.9847 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_15486
if 
00ED:   actor $5323 0 -1023.79 -901.9847 radius 1.0 1.0 
jf @CAP_1_15538 
$5369 = 0 // $ = int 
$5368 = 100 // $ = int 

:CAP_1_15538
if 
  $5368 == 5 // $ == int 
jf @CAP_1_15601 
0239: actor $5323 run_to 501.5787 -81.769 
0411: set_actor $5323 use_pednode_seek 0 
0084: $2678 = $5239 // $ = $ int 
$2678 += 5000 // $ += int 
$5368 = 20 // $ = int 

:CAP_1_15601
if 
  $5368 == 20 // $ == int 
jf @CAP_1_15791 
if 
0571:   actor $5323 stuck 
jf @CAP_1_15686 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 120.0 120.0 
jf @CAP_1_15686 
Actor.PutAt($5323, 501.5787, -81.769, 9.5)

:CAP_1_15686
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_15724 
0239: actor $5323 run_to 501.5787 -81.769 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_15724
if 
00ED:   actor $5323 0 501.5787 -81.769 radius 1.0 1.0 
jf @CAP_1_15791 
0239: actor $5323 run_to 491.7617 -78.5777 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 21 // $ = int 

:CAP_1_15791
if 
  $5368 == 21 // $ == int 
jf @CAP_1_15910 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_15847 
0239: actor $5323 run_to 491.7617 -78.5777 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_15847
if 
00ED:   actor $5323 0 491.7617 -78.5777 radius 1.0 1.0 
jf @CAP_1_15910 
0239: actor $5323 run_to $868 $869 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 23 // $ = int 

:CAP_1_15910
if 
  $5368 == 23 // $ == int 
jf @CAP_1_16089 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_15962 
0239: actor $5323 run_to $868 $869 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_15962
if 
00ED:   actor $5323 0 $868 $869 radius 1.0 1.0 
jf @CAP_1_16089 
00BC: text_highpriority 'CAP1_B9' time 5000 1  // ~g~The mafia has taxed The Malibu!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
Marker.Disable($5342)
Pickup.Destroy($945)
0058: $5372 += $944 // $ += $ int 
03FE: set_actor $5323 money $5372 
$5360 = 1 // $ = int 
0239: actor $5323 run_to 491.7617 -78.5777 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 25 // $ = int 

:CAP_1_16089
if 
  $5368 == 25 // $ == int 
jf @CAP_1_16212 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_16145 
0239: actor $5323 run_to 491.7617 -78.5777 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_16145
if 
00ED:   actor $5323 0 491.7617 -78.5777 radius 1.0 1.0 
jf @CAP_1_16212 
0239: actor $5323 run_to 501.5787 -81.769 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 26 // $ = int 

:CAP_1_16212
if 
  $5368 == 26 // $ == int 
jf @CAP_1_16320 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_16268 
0239: actor $5323 run_to 501.5787 -81.769 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_16268
if 
00ED:   actor $5323 0 501.5787 -81.769 radius 1.0 1.0 
jf @CAP_1_16320 
$5369 = 0 // $ = int 
$5368 = 100 // $ = int 

:CAP_1_16320
if 
  $5368 == 6 // $ == int 
jf @CAP_1_16383 
0239: actor $5323 run_to 12.285 963.0108 
0411: set_actor $5323 use_pednode_seek 0 
0084: $2678 = $5239 // $ = $ int 
$2678 += 5000 // $ += int 
$5368 = 27 // $ = int 

:CAP_1_16383
if 
  $5368 == 27 // $ == int 
jf @CAP_1_16569 
if 
0571:   actor $5323 stuck 
jf @CAP_1_16468 
if 
80E9:   not player $PLAYER_CHAR 0 $5323 radius 120.0 120.0 
jf @CAP_1_16468 
Actor.PutAt($5323, 12.285, 963.0108, 10.5)

:CAP_1_16468
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_16506 
0239: actor $5323 run_to 12.285 963.0108 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_16506
if 
00ED:   actor $5323 0 12.285 963.0108 radius 1.0 1.0 
jf @CAP_1_16569 
0239: actor $5323 run_to $880 $881 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 28 // $ = int 

:CAP_1_16569
if 
  $5368 == 28 // $ == int 
jf @CAP_1_16748 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_16621 
0239: actor $5323 run_to $880 $881 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_16621
if 
00ED:   actor $5323 0 $880 $881 radius 1.0 1.0 
jf @CAP_1_16748 
00BC: text_highpriority 'CAP1_B0' time 5000 1  // ~g~The mafia has taxed the film studio!
0084: $2951 = $5239 // $ = $ int 
$2951 += 5000 // $ += int 
0058: $5372 += $935 // $ += $ int 
03FE: set_actor $5323 money $5372 
Marker.Disable($5343)
Pickup.Destroy($936)
$5362 = 1 // $ = int 
0239: actor $5323 run_to 12.285 963.0108 
0411: set_actor $5323 use_pednode_seek 0 
$5368 = 29 // $ = int 

:CAP_1_16748
if 
  $5368 == 29 // $ == int 
jf @CAP_1_16856 
if 
04FF:   actor $5323 no_objective 
jf @CAP_1_16804 
0239: actor $5323 run_to 12.285 963.0108 
0411: set_actor $5323 use_pednode_seek 0 

:CAP_1_16804
if 
00ED:   actor $5323 0 12.285 963.0108 radius 1.0 1.0 
jf @CAP_1_16856 
$5369 = 0 // $ = int 
$5368 = 100 // $ = int 

:CAP_1_16856
if 
00EA:   player $PLAYER_CHAR 0 $5323 radius 40.0 40.0 
jf @CAP_1_17859 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @CAP_1_17086 
if 
001C:   $5239 > $5363 // $ > $ int 
jf @CAP_1_17086 
if 
  $5364 == 1 // $ == int 
jf @CAP_1_17004 
if 
  $2968 == 0 // $ == int 
jf @CAP_1_16981 
$2968 = 1 // $ = int 
0084: $2993 = $5239 // $ = $ int 
$2993 += 6000 // $ += int 

:CAP_1_16981
$5364 += 1 // $ += int 
0084: $5363 = $5239 // $ = $ int 
$5363 += 3000 // $ += int 

:CAP_1_17004
if 
  $5364 == 0 // $ == int 
jf @CAP_1_17086 
if 
  $2967 == 0 // $ == int 
jf @CAP_1_17063 
$2967 = 1 // $ = int 
0084: $2992 = $5239 // $ = $ int 
$2992 += 6000 // $ += int 

:CAP_1_17063
$5364 += 1 // $ += int 
0084: $5363 = $5239 // $ = $ int 
$5363 += 3000 // $ += int 

:CAP_1_17086
if 
02E0:   actor $5323 firing_weapon 
jf @CAP_1_17859 
if 
001C:   $5239 > $5365 // $ > $ int 
jf @CAP_1_17859 
if 
  $5366 == 8 // $ == int 
jf @CAP_1_17203 
if 
  $2975 == 0 // $ == int 
jf @CAP_1_17180 
$2975 = 1 // $ = int 
0084: $2998 = $5239 // $ = $ int 
$2998 += 6000 // $ += int 

:CAP_1_17180
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17203
if 
  $5366 == 7 // $ == int 
jf @CAP_1_17285 
if 
  $2974 == 0 // $ == int 
jf @CAP_1_17262 
$2974 = 1 // $ = int 
0084: $2997 = $5239 // $ = $ int 
$2997 += 6000 // $ += int 

:CAP_1_17262
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17285
if 
  $5366 == 6 // $ == int 
jf @CAP_1_17367 
if 
  $2971 == 0 // $ == int 
jf @CAP_1_17344 
$2971 = 1 // $ = int 
0084: $2994 = $5239 // $ = $ int 
$2994 += 6000 // $ += int 

:CAP_1_17344
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17367
if 
  $5366 == 5 // $ == int 
jf @CAP_1_17449 
if 
  $2973 == 0 // $ == int 
jf @CAP_1_17426 
$2973 = 1 // $ = int 
0084: $2996 = $5239 // $ = $ int 
$2996 += 6000 // $ += int 

:CAP_1_17426
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17449
if 
  $5366 == 4 // $ == int 
jf @CAP_1_17531 
if 
  $2972 == 0 // $ == int 
jf @CAP_1_17508 
$2972 = 1 // $ = int 
0084: $2995 = $5239 // $ = $ int 
$2995 += 6000 // $ += int 

:CAP_1_17508
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17531
if 
  $5366 == 3 // $ == int 
jf @CAP_1_17613 
if 
  $2965 == 0 // $ == int 
jf @CAP_1_17590 
$2965 = 1 // $ = int 
0084: $2990 = $5239 // $ = $ int 
$2990 += 6000 // $ += int 

:CAP_1_17590
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17613
if 
  $5366 == 2 // $ == int 
jf @CAP_1_17695 
if 
  $2964 == 0 // $ == int 
jf @CAP_1_17672 
$2964 = 1 // $ = int 
0084: $2989 = $5239 // $ = $ int 
$2989 += 6000 // $ += int 

:CAP_1_17672
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17695
if 
  $5366 == 1 // $ == int 
jf @CAP_1_17777 
if 
  $2977 == 0 // $ == int 
jf @CAP_1_17754 
$2977 = 1 // $ = int 
0084: $3000 = $5239 // $ = $ int 
$3000 += 6000 // $ += int 

:CAP_1_17754
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17777
if 
  $5366 == 0 // $ == int 
jf @CAP_1_17859 
if 
  $2966 == 0 // $ == int 
jf @CAP_1_17836 
$2966 = 1 // $ = int 
0084: $2991 = $5239 // $ = $ int 
$2991 += 6000 // $ += int 

:CAP_1_17836
$5366 += 1 // $ += int 
0084: $5365 = $5239 // $ = $ int 
$5365 += 3000 // $ += int 

:CAP_1_17859
return 

:CAP_1_17861
if 
  $5345 == 0 // $ == int 
jf @CAP_1_17918 
$5394 = -726.0752 // $ = float 
$5395 = -1494.487 // $ = float 
$5396 = 10.3799 // $ = float 
$5345 = 1 // $ = int 
return 

:CAP_1_17918
if 
  $5346 == 0 // $ == int 
jf @CAP_1_17975 
$5394 = -1025.169 // $ = float 
$5395 = -904.9712 // $ = float 
$5396 = 13.2096 // $ = float 
$5346 = 1 // $ = int 
return 

:CAP_1_17975
if 
  $5344 == 0 // $ == int 
jf @CAP_1_18032 
$5394 = 506.2871 // $ = float 
$5395 = -82.8296 // $ = float 
$5396 = 9.2532 // $ = float 
$5344 = 1 // $ = int 
return 

:CAP_1_18032
if 
  $5348 == 0 // $ == int 
jf @CAP_1_18089 
$5394 = -852.5533 // $ = float 
$5395 = -568.4194 // $ = float 
$5396 = 10.0567 // $ = float 
$5348 = 1 // $ = int 
return 

:CAP_1_18089
if 
  $5349 == 0 // $ == int 
jf @CAP_1_18146 
$5394 = -1016.265 // $ = float 
$5395 = 199.9105 // $ = float 
$5396 = 10.2062 // $ = float 
$5349 = 1 // $ = int 
return 

:CAP_1_18146
if 
  $5347 == 0 // $ == int 
jf @CAP_1_18203 
$5394 = 17.6185 // $ = float 
$5395 = 962.106 // $ = float 
$5396 = 9.727 // $ = float 
$5347 = 1 // $ = int 
return 

:CAP_1_18203
$5350 = 5 // $ = int 
return 

:CAP_1_18212
if 
   not Actor.Dead($5297)
jf @CAP_1_18754 
if 
  $5314 == 919.9 // $ == float 
jf @CAP_1_18266 
Car.Create($755, #SANCHEZ, $5300, $5301, $5302)

:CAP_1_18266
Actor.StorePos($5297, $5300, $5301, $5302)
if 
00E9:   player $PLAYER_CHAR 0 $5297 radius 30.0 30.0 
jf @CAP_1_18533 
0086: $5303 = $5300 // $ = $ float 
$5303 += 40.0 // $ += float 
0086: $5304 = $5301 // $ = $ float 
$5304 += 40.0 // $ += float 
$5300 -= 40.0 // $ -= float 
$5301 -= 40.0 // $ -= float 
Car.RemoveReferences($755)
$755 = -1 // $ = int 
0327: $755 = create_random_car_with_actors -1 in_area $5300 $5301 $5303 $5304 
if or
  $755 == -1 // $ == int 
003A:   $5327 == $755 // $ == $ int 
jf @CAP_1_18439 
01CC: actor $5297 kill_player $PLAYER_CHAR 
jump @CAP_1_18526 

:CAP_1_18439
if 
0185:   car $755 health > 400 
jf @CAP_1_18506 
046D: $7330 = actor $5297 car_free_seats // members_in_group 
01EA: $5367 = car $755 max_passengers 
020A: set_car $755 door_status_to 1 
Car.SetMaxSpeed($755, 0.0)
01D5: actor $5297 go_to_and_drive_car $755 
jump @CAP_1_18526 

:CAP_1_18506
01CC: actor $5297 kill_player $PLAYER_CHAR 
Car.RemoveReferences($755)
$755 = -1 // $ = int 

:CAP_1_18526
jump @CAP_1_18754 

:CAP_1_18533
03D3: point $5300 $5301 $5302 get_nearby_vector $5300 $5301 $5302 $5314 
if 
80C2:   not sphere_onscreen $5300 $5301 $5302 3.0 
jf @CAP_1_18754 
if 
838A:   not car_in_cube $5300 $5301 $5302 3.0 3.0 2.0 
jf @CAP_1_18681 
if 
   Model.Available(#SANCHEZ)
jf @CAP_1_18674 
Car.RemoveReferences($755)
Car.Create($755, #SANCHEZ, $5300, $5301, $5302)
Car.Angle($755) = $5314
01D5: actor $5297 go_to_and_drive_car $755 

:CAP_1_18674
jump @CAP_1_18754 

:CAP_1_18681
if 
00FF:   actor $5297 0 $5300 $5301 $5302 radius 3.0 3.0 2.0 
jf @CAP_1_18754 
02C0: set $5300 $5301 $5302 to_ped_path_coords_closest_to $5300 $5301 $5302 
0239: actor $5297 run_to $5300 $5301 

:CAP_1_18754
return 

//-------------Mission 52---------------
// Originally: Keep your Friends Close...

:FIN_1
gosub @FIN_1_36 
if 
wasted_or_busted 
jf @FIN_1_27 
gosub @FIN_1_27138 

:FIN_1_27
gosub @FIN_1_27469 
terminate_this_script 

:FIN_1_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'FIN_1' 
wait 0 
Object.Destroy($2189)
054C: use_GXT_table 'FINALE' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$5442 = -373.2288 // $ = float 
$5443 = -597.0028 // $ = float 
$5444 = 24.7818 // $ = float 
$5446 = 0 // $ = int 
$5447 = -1 // $ = int 
$5452 = 0 // $ = int 
$5453 = 0 // $ = int 
$5455 = -1 // $ = int 
$5456 = 0 // $ = int 
$5457 = 0 // $ = int 
$5458 = 0 // $ = int 
$5459 = 0 // $ = int 
$5461 = 0.0 // $ = float 
$5462 = 0.0 // $ = float 
$5463 = 0.0 // $ = float 
$5495 = -1 // $ = int 
$5496 = 0 // $ = int 
$5497 = 0 // $ = int 
$5498 = 0 // $ = int 
$5500 = -1 // $ = int 
$5501 = 0 // $ = int 
$5502 = 0 // $ = int 
$5503 = 0 // $ = int 
$5505 = -1 // $ = int 
$5506 = 0 // $ = int 
$5507 = 0 // $ = int 
$5508 = 0 // $ = int 
$5510 = -1 // $ = int 
$5511 = 0 // $ = int 
$5512 = 0 // $ = int 
$5513 = 0 // $ = int 
$5515 = -1 // $ = int 
$5516 = 0 // $ = int 
$5517 = 0 // $ = int 
$5518 = 0 // $ = int 
$5520 = -1 // $ = int 
$5521 = 0 // $ = int 
$5522 = 0 // $ = int 
$5523 = 0 // $ = int 
$5525 = -1 // $ = int 
$5526 = 0 // $ = int 
$5527 = 0 // $ = int 
$5528 = 0 // $ = int 
$5530 = -1 // $ = int 
$5531 = 0 // $ = int 
$5532 = 0 // $ = int 
$5533 = 0 // $ = int 
$5535 = -1 // $ = int 
$5536 = 0 // $ = int 
$5537 = 0 // $ = int 
$5538 = 0 // $ = int 
$5402 = 0 // $ = int 
$5411 = 0 // $ = int 
$5412 = 0 // $ = int 
$5407 = 0 // $ = int 
$5403 = 0 // $ = int 
$5417 = 0 // $ = int 
$5418 = 0 // $ = int 
$5419 = 0 // $ = int 
$5420 = 0 // $ = int 
$5480 = 0 // $ = int 
$5482 = 0 // $ = int 
$5484 = 0 // $ = int 
$5485 = 0 // $ = int 
$5486 = 0 // $ = int 
$5487 = 0 // $ = int 
$5488 = 0 // $ = int 
$5490 = 0 // $ = int 
$5491 = 0 // $ = int 
$5492 = 0 // $ = int 
$5493 = 0 // $ = int 
$5499 = 0 // $ = int 
$5504 = 0 // $ = int 
$5509 = 0 // $ = int 
$5514 = 0 // $ = int 
$5519 = 0 // $ = int 
$5524 = 0 // $ = int 
$5529 = 0 // $ = int 
$5534 = 0 // $ = int 
$5539 = 0 // $ = int 
0@ = 0.0 // @ = float 
1@ = 0.0 // @ = float 
2@ = 0.0 // @ = float 
3@ = 0.0 // @ = float 
4@ = 0.0 // @ = float 
5@ = 0.0 // @ = float 
6@ = 0.0 // @ = float 
7@ = 0.0 // @ = float 
8@ = 0.0 // @ = float 
9@ = 0.0 // @ = float 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
12@ = 0.0 // @ = float 
13@ = 0.0 // @ = float 
14@ = 0.0 // @ = float 
$5540 = 0.0 // $ = float 
$5541 = 0.0 // $ = float 
$5542 = 0.0 // $ = float 
$5543 = 0.0 // $ = float 
$5544 = 0.0 // $ = float 
$5545 = 0.0 // $ = float 
$5546 = 0.0 // $ = float 
$5547 = 0.0 // $ = float 
$5548 = 0.0 // $ = float 
$5549 = 0.0 // $ = float 
$5550 = 0.0 // $ = float 
$5551 = 0.0 // $ = float 
$5448 = 0 // $ = int 
$5404 = 0 // $ = int 
$5467 = 0 // $ = int 
$5468 = 0 // $ = int 
$5454 = 0 // $ = int 
$5449 = 0 // $ = int 
$5450 = 0 // $ = int 
$5413 = Player.Money($PLAYER_CHAR)
select_interior 2 
$1295 = 1 // $ = int 
03AD: set_rubbish 0 
04F9: set_extra_colors 7 fade 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
038B: load_requested_models 

:FIN_1_1140
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @FIN_1_1174 
wait 0 
jump @FIN_1_1140 

:FIN_1_1174
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSKEN' 
0569: load_uncompressed_animation 'CSBUDDY' 
02E4: load_cutscene_data 'FIN' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'CSBUDDY' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_1328
if 
  1085 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1328 

:FIN_1_1363
00BC: text_highpriority 'FIN1_01' time 10000 1  // What's going on?

:FIN_1_1378
if 
  1924 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1413 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1378 

:FIN_1_1413
00BC: text_highpriority 'FIN1_02' time 10000 1  // Tommy! Oh good, good. Listen, listen. Uh, listen,

:FIN_1_1428
if 
  5027 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1463 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1428 

:FIN_1_1463
00BC: text_highpriority 'FIN1_03' time 10000 1  // I like fish. I love fish.

:FIN_1_1478
if 
  7525 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1513 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1478 

:FIN_1_1513
00BC: text_highpriority 'FIN1_04' time 10000 1  // I love them as pets in bowls, or as food on a plate,

:FIN_1_1528
if 
  10739 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1563 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1528 

:FIN_1_1563
00BC: text_highpriority 'FIN1_05' time 10000 1  // but as much as I love em, I don't want to sleep with them.

:FIN_1_1578
if 
  13469 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1613 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1578 

:FIN_1_1613
00BC: text_highpriority 'FIN1_06' time 10000 1  // Okay, but right now your Italian brothers are coming from up there to fit me with some cement shoes, and I...

:FIN_1_1628
if 
  19005 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1663 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1628 

:FIN_1_1663
00BC: text_highpriority 'FIN1_07' time 10000 1  // Shut up Ken. Sit down.

:FIN_1_1678
if 
  24137 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1713 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1678 

:FIN_1_1713
00BC: text_highpriority 'FIN1_08' time 10000 1  // Lance, what the hell's going on?

:FIN_1_1728
if 
  26080 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1763 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1728 

:FIN_1_1763
00BC: text_highpriority 'FIN1_09' time 10000 1  // It's your friends up north Tommy. They ain't too happy you capped their man.

:FIN_1_1778
if 
  30104 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1813 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1778 

:FIN_1_1813
00BC: text_highpriority 'FIN1_10' time 10000 1  // They're coming down to see the business today.

:FIN_1_1828
if 
  32108 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1863 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1828 

:FIN_1_1863
00BC: text_highpriority 'FIN1_11' time 10000 1  // They took longer than I thought...

:FIN_1_1878
if 
  34187 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1878 

:FIN_1_1915
00BC: text_highpriority 'FIN1_12' time 10000 1  // Guys, we gotta make this final we gotta leave no doubt that this is my operation. Mine!

:FIN_1_1930
if 
  39927 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1967 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1930 

:FIN_1_1967
00BC: text_highpriority 'FIN1_13' time 10000 1  // Ken, you get the first run of counterfeit cash and put three mil in briefcases.

:FIN_1_1982
if 
  45104 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2019 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1982 

:FIN_1_2019
00BC: text_highpriority 'FIN1_14' time 10000 1  // Lance, you get the guys together...

:FIN_1_2034
if 
  52998 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2071 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2034 

:FIN_1_2071
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:FIN_1_2088
if 
fading 
jf @FIN_1_2112 
wait 0 
jump @FIN_1_2088 

:FIN_1_2112
if 
82E9:   not cutscene_reached_end 
jf @FIN_1_2136 
wait 0 
jump @FIN_1_2112 

:FIN_1_2136
03AD: set_rubbish 1 
02EA: end_cutscene 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'CSSONNY' 
023C: load_special_actor 5 'SFRENDA' 
023C: load_special_actor 6 'SGOONA' 
023C: load_special_actor 7 'SGOONB' 
02F3: load_object #CUTOBJ01 'DELCASE' 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
038B: load_requested_models 

:FIN_1_2258
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
jf @FIN_1_2304 
wait 0 
jump @FIN_1_2258 

:FIN_1_2304
if or
823D:   not special_actor 7 loaded 
   not Model.Available(#CUTOBJ01)
jf @FIN_1_2335 
wait 0 
jump @FIN_1_2304 

:FIN_1_2335
02E4: load_cutscene_data 'FIN_2' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $439 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $439 'CSBUDDY' 
02E5: $441 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $441 'CSSONNY' 
02E5: $430 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $430 'SFRENDA' 
02E5: $432 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $432 'SGOONA' 
02E5: $433 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $433 'SGOONB' 
02E5: $494 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $494 'DELCASE' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_2560
if 
  3853 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2595 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2560 

:FIN_1_2595
00BC: text_highpriority 'FIN2_01' time 10000 1  // Tommy!

:FIN_1_2610
if 
  6297 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2645 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2610 

:FIN_1_2645
00BC: text_highpriority 'FIN2_02' time 10000 1  // What? No big hugs for your old buddy?

:FIN_1_2660
if 
  8417 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2695 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2660 

:FIN_1_2695
00BC: text_highpriority 'FIN2_03' time 10000 1  // I've had fifteen years out of the loop,

:FIN_1_2710
if 
  10472 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2745 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2710 

:FIN_1_2745
00BC: text_highpriority 'FIN2_04' time 10000 1  // I'm a bit rusty on family etiquette.

:FIN_1_2760
if 
  12387 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2795 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2760 

:FIN_1_2795
00BC: text_highpriority 'FIN2_05' time 10000 1  // Always angry, eh Tommy.

:FIN_1_2810
if 
  13627 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2845 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2810 

:FIN_1_2845
00BC: text_highpriority 'FIN2_06' time 10000 1  // Didn't I say your temper would get you into trouble, huh?

:FIN_1_2860
if 
  16943 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2895 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2860 

:FIN_1_2895
00BC: text_highpriority 'FIN2_07' time 10000 1  // There's three mil in the cases...

:FIN_1_2910
if 
  18730 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2945 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2910 

:FIN_1_2945
00BC: text_highpriority 'FIN2_08' time 10000 1  // How many was it? Ten? No, eleven men.

:FIN_1_2960
if 
  22330 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2995 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2960 

:FIN_1_2995
00BC: text_highpriority 'FIN2_09' time 10000 1  // That's how you get to be called the Harwood Butcher! Heh-heh-heh!

:FIN_1_3010
if 
  25267 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3045 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3010 

:FIN_1_3045
00BC: text_highpriority 'FIN2_10' time 10000 1  // You sent me to kill one man, ONE MAN. They knew I was coming Sonny...

:FIN_1_3060
if 
  30987 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3095 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3060 

:FIN_1_3095
00BC: text_highpriority 'FIN2_11' time 10000 1  // Tommy, Tommy, watch your tone.

:FIN_1_3110
if 
  32780 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3147 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3110 

:FIN_1_3147
00BC: text_highpriority 'FIN2_12' time 10000 1  // Anyone would think you blame me for that unfortunate set of circumstances.

:FIN_1_3162
if 
  36617 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3199 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3162 

:FIN_1_3199
00BC: text_highpriority 'FIN2_13' time 10000 1  // Just take the money...

:FIN_1_3214
if 
  37728 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3251 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3214 

:FIN_1_3251
00BC: text_highpriority 'FIN2_14' time 10000 1  // Get the damn cash.

:FIN_1_3266
if 
  40994 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3303 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3266 

:FIN_1_3303
00BC: text_highpriority 'FIN2_15' time 10000 1  // You know, Tommy? I did what I could for you, I pulled strings, called in favors.

:FIN_1_3318
if 
  45718 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3355 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3318 

:FIN_1_3355
00BC: text_highpriority 'FIN2_16' time 10000 1  // I was your friend, Tommy. I hoped you'd see sense, see what's good for business.

:FIN_1_3370
if 
  49615 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3407 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3370 

:FIN_1_3407
00BC: text_highpriority 'FIN2_17' time 10000 1  // I trusted you, Tommy, and you disappointed me.

:FIN_1_3422
if 
  53574 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3459 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3422 

:FIN_1_3459
00BC: text_highpriority 'FIN2_18' time 10000 1  // But at least someone in your chicken shit organization knows how to do business,

:FIN_1_3474
if 
  58188 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3511 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3474 

:FIN_1_3511
00BC: text_highpriority 'FIN2_19' time 10000 1  // Isn't that right, Lance?

:FIN_1_3526
if 
  60272 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3563 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3526 

:FIN_1_3563
00BC: text_highpriority 'FIN2_20' time 10000 1  // I'm sorry Tommy. This is Vice City. This is business.

:FIN_1_3578
if 
  66249 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3615 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3578 

:FIN_1_3615
00BC: text_highpriority 'FIN2_21' time 10000 1  // You sold us out...

:FIN_1_3630
if 
  68133 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3667 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3630 

:FIN_1_3667
00BC: text_highpriority 'FIN2_22' time 10000 1  // No. I sold YOU out, Tommy, I sold YOU out.

:FIN_1_3682
if 
  73431 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3719 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3682 

:FIN_1_3719
00BC: text_highpriority 'FIN2_23' time 10000 1  // The real cash is upstairs in the safe.

:FIN_1_3734
if 
  76741 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3771 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3734 

:FIN_1_3771
00BC: text_highpriority 'FIN2_24' time 10000 1  // Tommy, what was the big plan?

:FIN_1_3786
if 
  78116 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3823 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3786 

:FIN_1_3823
00BC: text_highpriority 'FIN2_25' time 10000 1  // You think I'd just take the fake cash?

:FIN_1_3838
if 
  80094 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3875 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3838 

:FIN_1_3875
00BC: text_highpriority 'FIN2_26' time 10000 1  // Save face and run away with my tail between my legs?!

:FIN_1_3890
if 
  83916 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3927 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3890 

:FIN_1_3927
00BC: text_highpriority 'FIN2_27' time 10000 1  // No.

:FIN_1_3942
if 
  84910 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3979 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3942 

:FIN_1_3979
00BC: text_highpriority 'FIN2_28' time 10000 1  // I just wanted to piss you off before I kill you.

:FIN_1_3994
if 
  86980 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_4031 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3994 

:FIN_1_4031
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:FIN_1_4048
if 
fading 
jf @FIN_1_4072 
wait 0 
jump @FIN_1_4048 

:FIN_1_4072
if 
82E9:   not cutscene_reached_end 
jf @FIN_1_4096 
wait 0 
jump @FIN_1_4072 

:FIN_1_4096
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
Model.Destroy(#CUTOBJ01)
03DE: set_pedestrians_density_multiplier_to 1.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
Model.Load(#STRETCH)
Model.Load(#RUGER)
Model.Load(#TEC9)
Model.Load(#COLT45)
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGSONNY' 
023C: load_special_actor 3 'MBA' 
023C: load_special_actor 4 'MBB' 
038B: load_requested_models 

:FIN_1_4236
if or
   not Model.Available(#STRETCH)
   not Model.Available(#TEC9)
   not Model.Available(#RUGER)
   not Model.Available(#COLT45)
jf @FIN_1_4278 
wait 0 
jump @FIN_1_4236 

:FIN_1_4278
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @FIN_1_4316 
wait 0 
jump @FIN_1_4278 

:FIN_1_4316
015C: set_zone_gang_info 'GANG1' 1 14 0 0 300 0 0 0 700 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 14 0 0 300 0 0 0 700 0 0 0 
03F1: pedtype 13 add_threat 512 
03F1: pedtype 9 add_threat 8192 
03F1: pedtype 9 add_threat 1 
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 17 
0235: set_gang 2 models_to #SPECIAL03 #SPECIAL04 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 0 
select_interior 2 
$1295 = 1 // $ = int 
03AD: set_rubbish 0 
04F9: set_extra_colors 7 fade 0 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
0482: set_threat_reaction_range_multiplier 2.0 
0395: clear_area 1 at -378.466 -596.1799 24.7818 range 1.0 
0055: put_player $PLAYER_CHAR at -378.466 -596.1799 24.7818 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
0225: $7883 = player $PLAYER_CHAR health 
if 
   not $7883 > 100 // $ > int 
jf @FIN_1_4575 
0222: set_player $PLAYER_CHAR health_to 100 

:FIN_1_4575
035E: set_player $PLAYER_CHAR armour_to 200 
Car.Create($5399, #STRETCH, -386.1734, -515.6445, 11.7682)
Car.Angle($5399) = 123.5502
Car.ImmuneToNonPlayer($5399, True)
Car.Create($5400, #STRETCH, -375.7929, -514.4023, 11.7776)
Car.Angle($5400) = 75.6302
Car.ImmuneToNonPlayer($5400, True)
Car.Create($5401, #STRETCH, -366.1754, -517.2399, 11.7561)
Car.Angle($5401) = 60.5286
Car.ImmuneToNonPlayer($5401, True)
Car.SetToNormalDriver($5399)
Car.SetToNormalDriver($5400)
Car.SetToNormalDriver($5401)
00AF: set_car $5399 driver_behaviour_to 11 
00AF: set_car $5400 driver_behaviour_to 11 
00AF: set_car $5401 driver_behaviour_to 11 
0169: set_fade_color 0 0 1 
fade 1 1500 
if 
  $ONMISSION == 0 // $ == int 
jf @FIN_1_5220 
01C8: $5455 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5495 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5500 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5505 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5510 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5515 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5520 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5525 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5530 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5535 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5469 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5470 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5471 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5472 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5473 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5474 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5475 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5476 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5477 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5478 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
01C8: $5479 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
Pickup.Create($2462, #HEALTH, 2, -336.6208, -568.994, 11.6022)
Pickup.Create($5405, #BODYARMOUR, 2, -336.6208, -570.994, 11.6022)
032B: $5406 = create_weapon_pickup #TEC9 2 ammo 120 at -336.6208 -572.994 11.6022 
032B: $5408 = create_weapon_pickup #TEC9 2 ammo 120 at -336.6208 -572.994 11.6022 
Pickup.Create($5416, #HEALTH, 2, -336.6208, -568.994, 11.6022)
Pickup.Create($5421, #HEALTH, 2, -336.6208, -568.994, 11.6022)

:FIN_1_5220
Pickup.Destroy($2462)
Pickup.Destroy($5405)
Pickup.Destroy($5406)
Pickup.Destroy($5408)
Pickup.Create($2462, #HEALTH, 2, -406.2503, -566.4947, 19.5804)
Pickup.Create($5405, #BODYARMOUR, 2, -406.2992, -564.582, 19.5804)
032B: $5406 = create_weapon_pickup #PYTHON 2 ammo 120 at -401.7512 -566.0168 19.5804 
032B: $5408 = create_weapon_pickup #PYTHON 3 ammo 120 at -374.4366 -587.5957 25.3355 
01BD: $5239 = current_time_in_ms 
0084: $5446 = $5239 // $ = $ int 
$5446 += 60000 // $ += int 
0084: $5452 = $5239 // $ = $ int 
$5452 += 120000 // $ += int 

:FIN_1_5385
if 
fading 
jf @FIN_1_5409 
wait 0 
jump @FIN_1_5385 

:FIN_1_5409
00BC: text_highpriority 'FIN_B3' time 5000 1  // ~g~The Mafia are trying to steal your money. Defend the safe.
$5413 = Player.Money($PLAYER_CHAR)
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 

:FIN_1_5444
wait 0 
01BD: $5239 = current_time_in_ms 
if 
00F5:   player $PLAYER_CHAR 0 -354.419 -569.529 30.0 radius 200.0 120.0 30.0 
jf @FIN_1_5540 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
  $5420 == 0 // $ == int 
jf @FIN_1_5533 
$5420 = 1 // $ = int 

:FIN_1_5533
jump @FIN_1_5565 

:FIN_1_5540
if 
  $5420 == 1 // $ == int 
jf @FIN_1_5565 
$5420 = 0 // $ = int 

:FIN_1_5565
if 
8183:   not player $PLAYER_CHAR health > 70 
jf @FIN_1_5709 
if 
  $5411 == 1 // $ == int 
jf @FIN_1_5702 
00BC: text_highpriority 'FIN_B4' time 6000 1  // ~g~You are close to death, get some ~w~health~g~ from downstairs.
if 
  $5407 == 0 // $ == int 
jf @FIN_1_5695 
018A: $5414 = create_checkpoint_at -406.2503 -566.4947 19.5804 
0165: set_marker $5414 color_to 3 
018A: $5410 = create_checkpoint_at -335.625 -571.77 11.0 
0165: set_marker $5410 color_to 3 
$5407 = 1 // $ = int 

:FIN_1_5695
$5411 = 0 // $ = int 

:FIN_1_5702
jump @FIN_1_5734 

:FIN_1_5709
if 
  $5411 == 0 // $ == int 
jf @FIN_1_5734 
$5411 = 1 // $ = int 

:FIN_1_5734
if or
  $5498 == 2 // $ == int 
  $5503 == 2 // $ == int 
  $5508 == 2 // $ == int 
  $5513 == 2 // $ == int 
  $5518 == 2 // $ == int 
jf @FIN_1_5794 
$5417 = 1 // $ = int 
jump @FIN_1_5801 

:FIN_1_5794
$5417 = 0 // $ = int 

:FIN_1_5801
if or
  $5523 == 2 // $ == int 
  $5528 == 2 // $ == int 
  $5533 == 2 // $ == int 
  $5538 == 2 // $ == int 
jf @FIN_1_5854 
$5418 = 1 // $ = int 
jump @FIN_1_5861 

:FIN_1_5854
$5418 = 0 // $ = int 

:FIN_1_5861
if or
  $5417 == 1 // $ == int 
  $5418 == 1 // $ == int 
jf @FIN_1_5954 
if 
  $5412 == 1 // $ == int 
jf @FIN_1_5947 
00BC: text_highpriority 'FIN_B5' time 5000 1  // ~g~The Mafia is stealing your money, defend the ~c~safe
018A: $5415 = create_checkpoint_at $5442 $5443 $5444 
0165: set_marker $5415 color_to 6 
$5412 = 0 // $ = int 

:FIN_1_5947
jump @FIN_1_5984 

:FIN_1_5954
if 
  $5412 == 0 // $ == int 
jf @FIN_1_5984 
Marker.Disable($5415)
$5412 = 1 // $ = int 

:FIN_1_5984
if 
  $5447 == -1 // $ == int 
jf @FIN_1_6168 
if 
001C:   $5239 > $5446 // $ > $ int 
jf @FIN_1_6168 
if 
00F5:   player $PLAYER_CHAR 0 -378.523 -579.67 27.284 radius 6.0 4.0 3.0 
jf @FIN_1_6083 
$5447 = 0 // $ = int 
jump @FIN_1_6168 

:FIN_1_6083
if 
00F5:   player $PLAYER_CHAR 0 -378.551 -591.784 28.232 radius 8.114 8.0 3.44 
jf @FIN_1_6153 
00BC: text_highpriority 'FIN_B1' time 200 1  // ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
jump @FIN_1_6168 

:FIN_1_6153
00BC: text_highpriority 'DEFSAFE' time 200 1  // ~g~Get back to the safe and defend it.

:FIN_1_6168
if 
  $5447 == 0 // $ == int 
jf @FIN_1_6547 
Actor.DestroyInstantly($5495)
Actor.DestroyInstantly($5500)
Actor.DestroyInstantly($5505)
Actor.DestroyInstantly($5510)
Actor.DestroyInstantly($5515)
Actor.DestroyInstantly($5520)
Actor.DestroyInstantly($5525)
Actor.DestroyInstantly($5530)
Actor.DestroyInstantly($5535)
Actor.DestroyInstantly($5469)
Actor.DestroyInstantly($5470)
Actor.DestroyInstantly($5471)
Actor.DestroyInstantly($5472)
Actor.DestroyInstantly($5473)
Actor.DestroyInstantly($5474)
Actor.DestroyInstantly($5475)
Actor.DestroyInstantly($5476)
Actor.DestroyInstantly($5477)
Actor.DestroyInstantly($5478)
Actor.DestroyInstantly($5479)
Actor.Create($5445, 21, #SPECIAL01, -357.6711, -559.5632, 26.5411)
gosub @FIN_1_18560 
03CF: load_wav 'FIN_3' as 1 
03CF: load_wav 'FIN_1B' as 2 
0239: actor $5445 run_to -362.1062 -559.4869 
0411: set_actor $5445 use_pednode_seek 0 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
$5404 = 1 // $ = int 
0395: clear_area 1 at -378.0434 -579.1422 18.5385 range 2.0 
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 
Actor.Create($5409, 4, #NULL, -378.4288, -582.1033, 24.2735)
01B2: give_actor $5409 weapon 18 ammo 9 // Load the weapon model before using this 
020E: actor $5409 look_at_actor $5445 
01ED: clear_actor $5409 threat_search 
0489: set_actor $5409 muted 1 
Camera.SetPosition(-379.238, -583.7946, 26.1261, 0.0, 0.0, 0.0)
Camera.PointAt(-378.7026, -582.9524, 26.0619, 2)
$5447 = 1 // $ = int 

:FIN_1_6547
if 
  $5447 > 0 // $ > int 
jf @FIN_1_11216 
if 
   not Actor.Dead($5445)
jf @FIN_1_11076 
if and
  12 > $5447 // int > $ 
  $5447 > 4 // $ > int 
jf @FIN_1_6656 
if 
001C:   $5239 > $5446 // $ > $ int 
jf @FIN_1_6656 
00BC: text_highpriority 'FIN_B1' time 5000 1  // ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0084: $5446 = $5239 // $ = $ int 
$5446 += 10000 // $ += int 

:FIN_1_6656
if 
  $5447 == 1 // $ == int 
jf @FIN_1_6793 
if 
00F0:   actor $5445 stopped 0 -362.1062 -559.4869 radius 1.0 1.0 
jf @FIN_1_6793 
if 
03D0:   wav 1 loaded 
jf @FIN_1_6793 
if 
   not Actor.Dead($5409)
jf @FIN_1_6751 
04C6: actor $5445 aim_gun_at_actor $5409 

:FIN_1_6751
03D1: play_wav 1 
00BC: text_highpriority 'FIN_3' time 5000 1  // No one to cover your ass now, eh Tommy?
0084: $5446 = $5239 // $ = $ int 
$5446 += 500 // $ += int 
$5447 = 2 // $ = int 

:FIN_1_6793
if 
  $5447 == 2 // $ == int 
jf @FIN_1_7013 
if 
001C:   $5239 > $5446 // $ > $ int 
jf @FIN_1_7013 
if 
   not Actor.Dead($5409)
jf @FIN_1_6854 
$1279 = Actor.Angle($5409)

:FIN_1_6854
$1279 += 12.0 // $ += float 
if 
  $1279 > 325.2151 // $ > float 
jf @FIN_1_6976 
$1279 = 325.2151 // $ = float 
if and
03D2:   wav 1 ended 
03D0:   wav 2 loaded 
jf @FIN_1_6976 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_1B' time 5000 1  // You're going down, you back stabbing prick!
if 
   not Actor.Dead($5409)
jf @FIN_1_6957 
04C6: actor $5409 aim_gun_at_actor $5445 

:FIN_1_6957
03CF: load_wav 'FIN_2B' as 1 
$5447 = 3 // $ = int 

:FIN_1_6976
if 
   not Actor.Dead($5409)
jf @FIN_1_7013 
Actor.Angle($5409) = $1279
022F: set_actor $5409 stop_looking 
022C: set_actor $5409 to_look_at_actor $5445 

:FIN_1_7013
if 
  $5447 == 3 // $ == int 
jf @FIN_1_7176 
if and
03D2:   wav 2 ended 
03D0:   wav 1 loaded 
jf @FIN_1_7176 
Camera.SetPosition(-362.8571, -557.6577, 28.198, 0.0, 0.0, 0.0)
Camera.PointAt(-362.9028, -558.6328, 27.9812, 2)
03D1: play_wav 1 
00BC: text_highpriority 'FIN_2B' time 5000 1  // Oh you think so!
03CF: load_wav 'FIN_1A' as 2 
if 
   not Actor.Dead($5409)
jf @FIN_1_7153 
022F: set_actor $5409 stop_looking 

:FIN_1_7153
0084: $5446 = $5239 // $ = $ int 
$5446 += 1100 // $ += int 
$5447 = 4 // $ = int 

:FIN_1_7176
if 
  $5447 == 4 // $ == int 
jf @FIN_1_7252 
if 
03D2:   wav 1 ended 
jf @FIN_1_7252 
if 
001C:   $5239 > $5446 // $ > $ int 
jf @FIN_1_7252 
011C: actor $PLAYER_ACTOR clear_objective 
03CF: load_wav 'FIN_4' as 1 
$5447 = 5 // $ = int 

:FIN_1_7252
if 
  $5447 == 5 // $ == int 
jf @FIN_1_7568 
if 
  $5448 == 2 // $ == int 
jf @FIN_1_7425 
Actor.DestroyInstantly($5409)
0395: clear_area 1 at -378.4288 -582.1033 24.2735 range 2.0 
0055: put_player $PLAYER_CHAR at -378.4288 -582.1033 24.2735 
0171: set_player $PLAYER_CHAR z_angle_to $1279 
Player.CanMove($PLAYER_CHAR, True)
0222: set_player $PLAYER_CHAR health_to 200 
035E: set_player $PLAYER_CHAR armour_to 200 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0084: $5454 = $5239 // $ = $ int 
$5454 += 400 // $ += int 
$5404 = 0 // $ = int 
00BC: text_highpriority 'FIN_B1' time 10000 1  // ~g~Go and kill ~y~Lance Vance~g~ the backstabber.

:FIN_1_7425
$5448 += 1 // $ += int 
if 
  $5448 > 2 // $ > int 
jf @FIN_1_7568 
if or
031D:   actor $5445 hit_by_weapon 47 
00F5:   player $PLAYER_CHAR 0 -378.523 -561.41 29.034 radius 18.0 6.0 2.5 
jf @FIN_1_7541 
0502: set_actor $5445 sprint_to -335.4508 -560.4796 
0411: set_actor $5445 use_pednode_seek 0 
$5447 = 6 // $ = int 
jump @FIN_1_7568 

:FIN_1_7541
if 
001C:   $5239 > $5454 // $ > $ int 
jf @FIN_1_7568 
01CA: actor $5445 kill_player $PLAYER_CHAR 

:FIN_1_7568
if 
  $5447 == 6 // $ == int 
jf @FIN_1_7675 
if 
00ED:   actor $5445 0 -347.6153 -559.3744 radius 2.0 2.0 
jf @FIN_1_7675 
Actor.DestroyInstantly($5445)
Actor.Create($5445, 21, #SPECIAL01, -335.4508, -560.4796, 26.538)
gosub @FIN_1_18560 
01CA: actor $5445 kill_player $PLAYER_CHAR 
$5447 = 7 // $ = int 

:FIN_1_7675
if 
  $5447 == 7 // $ == int 
jf @FIN_1_7878 
if 
02E0:   actor $5445 firing_weapon 
jf @FIN_1_7716 
$5447 = 8 // $ = int 

:FIN_1_7716
if or
00F5:   player $PLAYER_CHAR 0 -347.4754 -559.3594 27.5816 radius 2.0 2.0 2.0 
031D:   actor $5445 hit_by_weapon 47 
jf @FIN_1_7778 
$5447 = 8 // $ = int 

:FIN_1_7778
if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
jf @FIN_1_7878 
$5446 = -9999 // $ = int 
$5447 = 12 // $ = int 

:FIN_1_7878
if 
  $5447 == 8 // $ == int 
jf @FIN_1_8080 
if or
00F5:   player $PLAYER_CHAR 0 -347.4754 -559.3594 27.5816 radius 2.0 2.0 2.0 
031D:   actor $5445 hit_by_weapon 47 
jf @FIN_1_7980 
0502: set_actor $5445 sprint_to -334.3681 -579.2608 
0411: set_actor $5445 use_pednode_seek 0 
$5447 = 9 // $ = int 

:FIN_1_7980
if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
jf @FIN_1_8080 
$5446 = -9999 // $ = int 
$5447 = 12 // $ = int 

:FIN_1_8080
if 
  $5447 == 9 // $ == int 
jf @FIN_1_8187 
if 
00ED:   actor $5445 0 -336.135 -567.6742 radius 2.0 2.0 
jf @FIN_1_8187 
Actor.DestroyInstantly($5445)
Actor.Create($5445, 21, #SPECIAL01, -334.3681, -579.2608, 26.5109)
gosub @FIN_1_18560 
01CA: actor $5445 kill_player $PLAYER_CHAR 
$5447 = 10 // $ = int 

:FIN_1_8187
if 
  $5447 == 10 // $ == int 
jf @FIN_1_8390 
if 
02E0:   actor $5445 firing_weapon 
jf @FIN_1_8228 
$5447 = 11 // $ = int 

:FIN_1_8228
if or
00F5:   player $PLAYER_CHAR 0 -336.1548 -565.9336 27.5698 radius 2.0 2.0 2.0 
031D:   actor $5445 hit_by_weapon 47 
jf @FIN_1_8290 
$5447 = 11 // $ = int 

:FIN_1_8290
if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
jf @FIN_1_8390 
$5446 = -9999 // $ = int 
$5447 = 12 // $ = int 

:FIN_1_8390
if 
  $5447 == 11 // $ == int 
jf @FIN_1_8592 
if or
00F5:   player $PLAYER_CHAR 0 -336.1548 -565.9336 27.5698 radius 2.0 2.0 2.0 
031D:   actor $5445 hit_by_weapon 47 
jf @FIN_1_8492 
0502: set_actor $5445 sprint_to -325.5564 -578.9694 
0411: set_actor $5445 use_pednode_seek 0 
$5447 = 12 // $ = int 

:FIN_1_8492
if or
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
jf @FIN_1_8592 
$5446 = -9999 // $ = int 
$5447 = 12 // $ = int 

:FIN_1_8592
if 
  $5447 == 12 // $ == int 
jf @FIN_1_8729 
if or
00ED:   actor $5445 0 -330.0031 -578.982 radius 2.0 2.0 
  $5446 == -9999 // $ == int 
jf @FIN_1_8729 
Actor.DestroyInstantly($5445)
Actor.Create($5445, 21, #SPECIAL01, -317.6072, -580.8336, 32.5255)
Actor.Angle($5445) = 80.6458
04EB: actor $5445 crouch 1 999999 ms 
gosub @FIN_1_18560 
01CA: actor $5445 kill_player $PLAYER_CHAR 
$5447 = 13 // $ = int 

:FIN_1_8729
if 
  $5447 == 13 // $ == int 
jf @FIN_1_8934 
if or
00F5:   player $PLAYER_CHAR 0 -323.0355 -573.3547 28.5367 radius 2.0 2.0 2.0 
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
031D:   actor $5445 hit_by_weapon 47 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
jf @FIN_1_8934 
04EB: actor $5445 crouch 0 200 ms 
0084: $5446 = $5239 // $ = $ int 
$5446 -= 1000 // $ -= int 
$5447 = 14 // $ = int 
if 
  $5419 == 0 // $ == int 
jf @FIN_1_8934 
$5419 = 1 // $ = int 

:FIN_1_8934
if 
  $5447 == 14 // $ == int 
jf @FIN_1_9145 
if or
00F5:   player $PLAYER_CHAR 0 -323.0355 -573.3547 28.5367 radius 2.0 2.0 2.0 
00F5:   player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 
031D:   actor $5445 hit_by_weapon 47 
00F5:   player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 
jf @FIN_1_9145 
04EB: actor $5445 crouch 0 200 ms 
0502: set_actor $5445 sprint_to -318.4535 -583.2459 
0411: set_actor $5445 use_pednode_seek 0 
if 
  $5419 == 0 // $ == int 
jf @FIN_1_9138 
$5419 = 1 // $ = int 

:FIN_1_9138
$5447 = 15 // $ = int 

:FIN_1_9145
if 
  $5447 == 15 // $ == int 
jf @FIN_1_9230 
if 
00ED:   actor $5445 0 -318.4535 -583.2459 radius 1.0 1.0 
jf @FIN_1_9230 
0502: set_actor $5445 sprint_to -330.377 -582.4593 
0411: set_actor $5445 use_pednode_seek 0 
$5447 = 16 // $ = int 

:FIN_1_9230
if 
  $5447 == 16 // $ == int 
jf @FIN_1_9315 
if 
00ED:   actor $5445 0 -330.377 -582.4593 radius 1.0 1.0 
jf @FIN_1_9315 
0502: set_actor $5445 sprint_to -330.2176 -576.3726 
0411: set_actor $5445 use_pednode_seek 0 
$5447 = 17 // $ = int 

:FIN_1_9315
if and
  $5447 > 4 // $ > int 
  18 > $5447 // int > $ 
jf @FIN_1_9390 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
  $399 > 35.9013 // $ > float 
jf @FIN_1_9390 
$5446 = -9999 // $ = int 
$5447 = 17 // $ = int 

:FIN_1_9390
if 
  $5447 == 17 // $ == int 
jf @FIN_1_10446 
if or
00ED:   actor $5445 0 -330.2176 -576.3726 radius 2.0 2.0 
  $5446 == -9999 // $ == int 
jf @FIN_1_10446 
Actor.DestroyInstantly($5469)
Actor.DestroyInstantly($5470)
Actor.DestroyInstantly($5471)
Actor.DestroyInstantly($5472)
Actor.DestroyInstantly($5473)
Actor.DestroyInstantly($5474)
Actor.DestroyInstantly($5475)
Actor.DestroyInstantly($5476)
Actor.DestroyInstantly($5477)
Actor.DestroyInstantly($5478)
Actor.DestroyInstantly($5479)
Actor.DestroyInstantly($5445)
Actor.Create($5445, 21, #SPECIAL01, -361.9369, -571.6255, 35.9036)
gosub @FIN_1_18560 
Actor.Health($5445) = 500
01CA: actor $5445 kill_player $PLAYER_CHAR 
Actor.Create($5469, 9, #SPECIAL03, -358.986, -573.551, 35.9023)
0084: $5455 = $5469 // $ = $ int 
gosub @FIN_1_18659 
0350: set_actor $5469 maintain_position_when_attacked 0 
01CA: actor $5469 kill_player $PLAYER_CHAR 
Actor.Create($5470, 9, #SPECIAL04, -360.4153, -581.7871, 35.9036)
0084: $5455 = $5470 // $ = $ int 
gosub @FIN_1_18659 
01CA: actor $5470 kill_player $PLAYER_CHAR 
Actor.Create($5472, 9, #SPECIAL04, -358.8662, -572.5509, 35.9024)
0084: $5455 = $5472 // $ = $ int 
gosub @FIN_1_18659 
04EB: actor $5472 crouch 1 99999999 ms 
01CA: actor $5472 kill_player $PLAYER_CHAR 
Actor.Create($5473, 9, #SPECIAL03, -360.1348, -576.5894, 35.9036)
0084: $5455 = $5473 // $ = $ int 
gosub @FIN_1_18659 
01CA: actor $5473 kill_player $PLAYER_CHAR 
Actor.Create($5474, 9, #SPECIAL04, -369.1239, -578.4683, 35.9022)
0084: $5455 = $5474 // $ = $ int 
gosub @FIN_1_18659 
0350: set_actor $5474 maintain_position_when_attacked 0 
01CA: actor $5474 kill_player $PLAYER_CHAR 
Actor.Create($5475, 9, #SPECIAL03, -367.0746, -575.2473, 35.9037)
0084: $5455 = $5475 // $ = $ int 
gosub @FIN_1_18659 
01CA: actor $5475 kill_player $PLAYER_CHAR 
Object.Init($5422, #BARREL2, -359.73, -580.773, 36.291)
Object.ToggleInMovingList($5422, False)
Object.Init($5423, #BARREL2, -358.514, -581.288, 36.291)
Object.ToggleInMovingList($5423, False)
Object.Init($5424, #BARREL2, -358.991, -582.344, 36.291)
Object.ToggleInMovingList($5424, False)
Object.Init($5425, #BARREL2, -360.921, -573.17, 37.412)
Object.ToggleInMovingList($5425, False)
Object.Init($5426, #BARREL2, -361.612, -573.052, 36.291)
Object.ToggleInMovingList($5426, False)
Object.Init($5427, #BARREL2, -360.718, -573.451, 36.291)
Object.ToggleInMovingList($5427, False)
Object.Init($5428, #BARREL2, -361.612, -573.947, 36.291)
Object.ToggleInMovingList($5428, False)
Object.Init($5429, #BARREL2, -360.917, -572.457, 36.291)
Object.ToggleInMovingList($5429, False)
Object.Init($5430, #BARREL2, -360.024, -571.964, 36.291)
Object.ToggleInMovingList($5430, False)
Object.Init($5431, #BARREL2, -360.917, -571.564, 36.291)
Object.ToggleInMovingList($5431, False)
Object.Init($5432, #BARREL4, -365.268, -581.761, 36.281)
Object.ToggleInMovingList($5432, False)
Object.Init($5435, #BARREL2, -344.03, -574.41, 36.291)
Object.ToggleInMovingList($5435, False)
Object.Init($5436, #BARREL2, -344.646, -575.077, 36.291)
Object.ToggleInMovingList($5436, False)
Object.Init($5437, #BARREL2, -344.081, -575.753, 36.291)
Object.ToggleInMovingList($5437, False)
Object.Init($5438, #BARREL2, -343.878, -576.62, 36.291)
Object.ToggleInMovingList($5438, False)
Object.Init($5439, #BARREL2, -344.491, -577.278, 36.291)
Object.ToggleInMovingList($5439, False)
Object.Init($5440, #BARREL2, -344.317, -576.168, 37.412)
Object.ToggleInMovingList($5440, False)
Object.Init($5441, #BARREL2, -344.691, -576.371, 36.291)
Object.ToggleInMovingList($5441, False)
Pickup.Destroy($5421)
Pickup.Create($5421, #HEALTH, 2, -342.03, -580.41, 37.291)
$5447 = 18 // $ = int 

:FIN_1_10446
if 
  $5447 == 18 // $ == int 
jf @FIN_1_10507 
if 
031D:   actor $5445 hit_by_weapon 47 
jf @FIN_1_10507 
if 
  $5419 == 3 // $ == int 
jf @FIN_1_10507 
$5419 = 4 // $ = int 

:FIN_1_10507
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10546 
if 
   Actor.Dead($5469)
jf @FIN_1_10546 
Actor.RemoveReferences($5469)

:FIN_1_10546
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10585 
if 
   Actor.Dead($5470)
jf @FIN_1_10585 
Actor.RemoveReferences($5470)

:FIN_1_10585
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10624 
if 
   Actor.Dead($5471)
jf @FIN_1_10624 
Actor.RemoveReferences($5471)

:FIN_1_10624
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10663 
if 
   Actor.Dead($5472)
jf @FIN_1_10663 
Actor.RemoveReferences($5472)

:FIN_1_10663
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10702 
if 
   Actor.Dead($5473)
jf @FIN_1_10702 
Actor.RemoveReferences($5473)

:FIN_1_10702
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10741 
if 
   Actor.Dead($5474)
jf @FIN_1_10741 
Actor.RemoveReferences($5474)

:FIN_1_10741
if 
  $5447 > 17 // $ > int 
jf @FIN_1_10780 
if 
   Actor.Dead($5475)
jf @FIN_1_10780 
Actor.RemoveReferences($5475)

:FIN_1_10780
if 
  $5419 == 1 // $ == int 
jf @FIN_1_10839 
if 
03D0:   wav 2 loaded 
jf @FIN_1_10839 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_1A' time 5000 1  // Come here you double-crossing piece of shit!
$5419 = 2 // $ = int 

:FIN_1_10839
if 
  $5419 == 2 // $ == int 
jf @FIN_1_10914 
if and
03D2:   wav 2 ended 
03D0:   wav 1 loaded 
jf @FIN_1_10914 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_4' time 5000 1  // You're history, Tommy, history
03CF: load_wav 'FIN_1C' as 2 
$5419 = 3 // $ = int 

:FIN_1_10914
if 
  $5419 == 4 // $ == int 
jf @FIN_1_10989 
if and
03D2:   wav 1 ended 
03D0:   wav 2 loaded 
jf @FIN_1_10989 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_1C' time 5000 1  // This is the last dance for lance vance!
03CF: load_wav 'FIN_2C' as 1 
$5419 = 5 // $ = int 

:FIN_1_10989
if 
  $5419 == 5 // $ == int 
jf @FIN_1_11064 
if and
03D2:   wav 2 ended 
03D0:   wav 1 loaded 
jf @FIN_1_11064 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_2C' time 5000 1  // I said I had enough of that at school!
03CF: load_wav 'FIN_5' as 2 
$5419 = 6 // $ = int 

:FIN_1_11064
0467: set_actor $5445 clear_last_weapon_damage 
jump @FIN_1_11216 

:FIN_1_11076
if 
   not $5447 == -11 // $ == int 
jf @FIN_1_11216 
if 
  $5419 == 6 // $ == int 
jf @FIN_1_11153 
if 
03D0:   wav 2 loaded 
jf @FIN_1_11153 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_5' time 5000 1  // You picked the wrong side, Lance...
$5419 = 7 // $ = int 

:FIN_1_11153
Actor.RemoveReferences($5445)
Actor.RemoveReferences($5469)
Actor.RemoveReferences($5470)
Actor.RemoveReferences($5471)
Actor.RemoveReferences($5472)
Actor.RemoveReferences($5473)
Actor.RemoveReferences($5474)
Actor.RemoveReferences($5475)
0084: $5446 = $5239 // $ = $ int 
$5446 += 3000 // $ += int 
$5447 = -11 // $ = int 

:FIN_1_11216
if or
  $5488 > 1 // $ > int 
  $5488 == -1 // $ == int 
jf @FIN_1_11510 
if 
  $5490 == 0 // $ == int 
jf @FIN_1_11362 
Actor.Create($5476, 9, #SPECIAL03, -357.9117, -560.4049, 18.5529)
0350: set_actor $5476 maintain_position_when_attacked 1 
01B2: give_actor $5476 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5476 weapon_accuracy_to 75 
01ED: clear_actor $5476 threat_search 
011A: set_actor $5476 search_threat 1 
0291: set_actor $5476 heed_threats 1 
0243: set_actor $5476 ped_stats_to 16 
0239: actor $5476 run_to -365.2909 -557.8369 
0411: set_actor $5476 use_pednode_seek 0 
$5490 = 1 // $ = int 

:FIN_1_11362
if 
   not Actor.Dead($5476)
jf @FIN_1_11498 
if 
  $5490 == 1 // $ == int 
jf @FIN_1_11465 
if 
00F0:   actor $5476 stopped 0 -365.2909 -557.8369 radius 1.0 1.0 
jf @FIN_1_11465 
if 
   not Actor.Dead($5409)
jf @FIN_1_11458 
04C6: actor $5476 aim_gun_at_actor $5409 

:FIN_1_11458
$5490 = 2 // $ = int 

:FIN_1_11465
if 
  $5490 == 10 // $ == int 
jf @FIN_1_11491 
01CA: actor $5476 kill_player $PLAYER_CHAR 

:FIN_1_11491
jump @FIN_1_11510 

:FIN_1_11498
Actor.RemoveReferences($5476)
$5490 = -1 // $ = int 

:FIN_1_11510
if or
  $5488 > 1 // $ > int 
  $5488 == -1 // $ == int 
jf @FIN_1_11804 
if 
  $5491 == 0 // $ == int 
jf @FIN_1_11656 
Actor.Create($5477, 9, #SPECIAL04, -358.561, -560.1335, 26.5396)
0350: set_actor $5477 maintain_position_when_attacked 1 
01B2: give_actor $5477 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5477 weapon_accuracy_to 75 
01ED: clear_actor $5477 threat_search 
011A: set_actor $5477 search_threat 1 
0291: set_actor $5477 heed_threats 1 
0243: set_actor $5477 ped_stats_to 16 
0239: actor $5477 run_to -380.1727 -560.6678 
0411: set_actor $5477 use_pednode_seek 0 
$5491 = 1 // $ = int 

:FIN_1_11656
if 
   not Actor.Dead($5477)
jf @FIN_1_11792 
if 
  $5491 == 1 // $ == int 
jf @FIN_1_11759 
if 
00F0:   actor $5477 stopped 0 -380.1727 -560.6678 radius 1.0 1.0 
jf @FIN_1_11759 
if 
   not Actor.Dead($5409)
jf @FIN_1_11752 
04C6: actor $5477 aim_gun_at_actor $5409 

:FIN_1_11752
$5491 = 2 // $ = int 

:FIN_1_11759
if 
  $5491 == 10 // $ == int 
jf @FIN_1_11785 
01CA: actor $5477 kill_player $PLAYER_CHAR 

:FIN_1_11785
jump @FIN_1_11804 

:FIN_1_11792
Actor.RemoveReferences($5477)
$5491 = -1 // $ = int 

:FIN_1_11804
if or
  $5491 > 0 // $ > int 
  $5491 == -1 // $ == int 
jf @FIN_1_12159 
if 
  $5492 == 0 // $ == int 
jf @FIN_1_11993 
if 
838A:   not car_in_cube -358.561 -560.1335 26.5396 1.0 1.0 2.0 
jf @FIN_1_11993 
Actor.Create($5478, 9, #SPECIAL03, -358.561, -560.1335, 26.5396)
0350: set_actor $5478 maintain_position_when_attacked 1 
01B2: give_actor $5478 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5478 weapon_accuracy_to 75 
01ED: clear_actor $5478 threat_search 
011A: set_actor $5478 search_threat 1 
0291: set_actor $5478 heed_threats 1 
0243: set_actor $5478 ped_stats_to 16 
0239: actor $5478 run_to -375.5527 -560.7495 
0411: set_actor $5478 use_pednode_seek 0 
$5492 = 1 // $ = int 

:FIN_1_11993
if 
  $5492 > 0 // $ > int 
jf @FIN_1_12159 
if 
   not Actor.Dead($5478)
jf @FIN_1_12147 
if 
  $5492 == 1 // $ == int 
jf @FIN_1_12114 
if 
00F0:   actor $5478 stopped 0 -375.5527 -560.7495 radius 1.0 1.0 
jf @FIN_1_12114 
if 
   not Actor.Dead($5409)
jf @FIN_1_12107 
04C6: actor $5478 aim_gun_at_actor $5409 

:FIN_1_12107
$5492 = 2 // $ = int 

:FIN_1_12114
if 
  $5492 == 10 // $ == int 
jf @FIN_1_12140 
01CA: actor $5478 kill_player $PLAYER_CHAR 

:FIN_1_12140
jump @FIN_1_12159 

:FIN_1_12147
Actor.RemoveReferences($5478)
$5492 = -1 // $ = int 

:FIN_1_12159
if or
  $5492 > 1 // $ > int 
  $5492 == -1 // $ == int 
jf @FIN_1_12523 
if 
  $5493 == 0 // $ == int 
jf @FIN_1_12305 
Actor.Create($5479, 9, #SPECIAL04, -358.561, -560.1335, 26.5396)
0350: set_actor $5479 maintain_position_when_attacked 1 
01B2: give_actor $5479 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5479 weapon_accuracy_to 75 
01ED: clear_actor $5479 threat_search 
011A: set_actor $5479 search_threat 1 
0291: set_actor $5479 heed_threats 1 
0243: set_actor $5479 ped_stats_to 16 
0239: actor $5479 run_to -365.4941 -560.3325 
0411: set_actor $5479 use_pednode_seek 0 
$5493 = 1 // $ = int 

:FIN_1_12305
if 
   not Actor.Dead($5479)
jf @FIN_1_12511 
if 
  $5493 == 1 // $ == int 
jf @FIN_1_12410 
if 
00F0:   actor $5479 stopped 0 -365.4941 -560.3325 radius 1.0 1.0 
jf @FIN_1_12410 
04EB: actor $5479 crouch 1 15000 ms 
0084: $5494 = $5239 // $ = $ int 
$5494 += 800 // $ += int 
$5493 = 2 // $ = int 

:FIN_1_12410
if 
  $5493 == 2 // $ == int 
jf @FIN_1_12478 
if 
001C:   $5239 > $5494 // $ > $ int 
jf @FIN_1_12478 
if 
   not Actor.Dead($5409)
jf @FIN_1_12471 
04C6: actor $5479 aim_gun_at_actor $5409 

:FIN_1_12471
$5493 = 3 // $ = int 

:FIN_1_12478
if 
  $5493 == 10 // $ == int 
jf @FIN_1_12504 
01CA: actor $5479 kill_player $PLAYER_CHAR 

:FIN_1_12504
jump @FIN_1_12523 

:FIN_1_12511
Actor.RemoveReferences($5479)
$5493 = -1 // $ = int 

:FIN_1_12523
if and
  $5453 == 0 // $ == int 
  $5447 == -11 // $ == int 
jf @FIN_1_13407 
if 
001C:   $5239 > $5452 // $ > $ int 
jf @FIN_1_13407 
if 
00F5:   player $PLAYER_CHAR 0 -378.671 -588.595 28.17 radius 8.5 13.0 4.0 
jf @FIN_1_13407 
Actor.DestroyInstantly($5495)
Actor.DestroyInstantly($5500)
Actor.DestroyInstantly($5505)
Actor.DestroyInstantly($5510)
Actor.DestroyInstantly($5515)
Actor.DestroyInstantly($5520)
Actor.DestroyInstantly($5525)
Actor.DestroyInstantly($5530)
Actor.DestroyInstantly($5535)
Actor.DestroyInstantly($5469)
Actor.DestroyInstantly($5470)
Actor.DestroyInstantly($5471)
Actor.DestroyInstantly($5472)
Actor.DestroyInstantly($5473)
Actor.DestroyInstantly($5474)
Actor.DestroyInstantly($5475)
Actor.DestroyInstantly($5476)
Actor.DestroyInstantly($5477)
Actor.DestroyInstantly($5478)
Actor.DestroyInstantly($5479)
$5404 = 1 // $ = int 
Actor.Create($5451, 21, #SPECIAL02, -378.4445, -556.8553, 18.5385)
Actor.Angle($5451) = 180.0
01ED: clear_actor $5451 threat_search 
0243: set_actor $5451 ped_stats_to 16 
01B2: give_actor $5451 weapon 27 ammo 9999 // Load the weapon model before using this 
0350: set_actor $5451 maintain_position_when_attacked 1 
Actor.Health($5451) = 1000
02E2: set_actor $5451 weapon_accuracy_to 100 
02A9: set_actor $5451 immune_to_nonplayer 1 
0291: set_actor $5451 heed_threats 1 
04F5: set_actor $5451 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $5451 dismemberment_possible 0 
054A: set_actor $5451 can_be_shot_in_a_car 0 
0514: set_actor $5451 can_be_damaged_by_members_of_gang 6 0 
0514: set_actor $5451 can_be_damaged_by_members_of_gang 2 0 
03CF: load_wav 'FIN_11A' as 1 
03CF: load_wav 'FIN_11B' as 2 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
0395: clear_area 1 at -378.0434 -579.1422 18.5385 range 2.0 
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 
Actor.Create($5409, 4, #NULL, -378.7225, -581.9664, 24.2737)
01B2: give_actor $5409 weapon 18 ammo 9 // Load the weapon model before using this 
01ED: clear_actor $5409 threat_search 
0211: actor $5409 walk_to -378.7615 -578.0532 
0411: set_actor $5409 use_pednode_seek 0 
0489: set_actor $5409 muted 1 
Actor.Create($5469, 9, #SPECIAL03, -377.4021, -556.0059, 18.6338)
0350: set_actor $5469 maintain_position_when_attacked 1 
01B2: give_actor $5469 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5469 weapon_accuracy_to 75 
01ED: clear_actor $5469 threat_search 
011A: set_actor $5469 search_threat 1 
0291: set_actor $5469 heed_threats 1 
0243: set_actor $5469 ped_stats_to 16 
04C6: actor $5469 aim_gun_at_actor $5409 
Actor.Create($5470, 9, #SPECIAL04, -379.5223, -556.0323, 18.6338)
0350: set_actor $5470 maintain_position_when_attacked 1 
01B2: give_actor $5470 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5470 weapon_accuracy_to 75 
01ED: clear_actor $5470 threat_search 
011A: set_actor $5470 search_threat 1 
0291: set_actor $5470 heed_threats 1 
0243: set_actor $5470 ped_stats_to 16 
03CF: load_wav 'FIN_11A' as 1 
03CF: load_wav 'FIN_11B' as 2 
04C6: actor $5470 aim_gun_at_actor $5409 
Camera.SetPosition(-380.8234, -580.5767, 26.8352, 0.0, 0.0, 0.0)
Camera.PointAt(-380.5664, -579.6381, 26.6052, 2)
$5480 = 1 // $ = int 
0084: $5481 = $5239 // $ = $ int 
$5481 += 1500 // $ += int 
$5482 = 1 // $ = int 
0084: $5483 = $5239 // $ = $ int 
$5483 += 2000 // $ += int 
$5484 = 0 // $ = int 
$5485 = 0 // $ = int 
$5486 = 0 // $ = int 
$5487 = 0 // $ = int 
$5488 = 0 // $ = int 
$5490 = 0 // $ = int 
$5491 = 0 // $ = int 
$5492 = 0 // $ = int 
$5493 = 0 // $ = int 
01CA: actor $5451 kill_player $PLAYER_CHAR 
$5453 = 1 // $ = int 

:FIN_1_13407
if 
  $5453 > 0 // $ > int 
jf @FIN_1_14857 
if 
   not Actor.Dead($5451)
jf @FIN_1_14756 
if 
  $5453 == 1 // $ == int 
jf @FIN_1_13520 
if 
   not Actor.Dead($5409)
jf @FIN_1_13520 
if 
00ED:   actor $5409 0 -378.7615 -578.0532 radius 1.0 1.0 
jf @FIN_1_13520 
$5453 = 2 // $ = int 

:FIN_1_13520
if 
  $5453 == 2 // $ == int 
jf @FIN_1_13579 
if 
03D0:   wav 1 loaded 
jf @FIN_1_13579 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_11A' time 5000 1  // You took fifteen years from me Sonny...
$5453 = 3 // $ = int 

:FIN_1_13579
if 
  $5453 == 3 // $ == int 
jf @FIN_1_13678 
if and
03D0:   wav 2 loaded 
03D2:   wav 1 ended 
jf @FIN_1_13678 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_11B' time 5000 1  // And now I'm gonna make you pay!
if 
   not Actor.Dead($5409)
jf @FIN_1_13659 
04C6: actor $5409 aim_gun_at_actor $5451 

:FIN_1_13659
03CF: load_wav 'FIN_12A' as 1 
$5453 = 4 // $ = int 

:FIN_1_13678
if 
  $5453 == 4 // $ == int 
jf @FIN_1_13819 
if and
03D0:   wav 1 loaded 
03D2:   wav 2 ended 
jf @FIN_1_13819 
Camera.SetPosition(-382.2642, -559.3823, 20.6255, 0.0, 0.0, 0.0)
Camera.PointAt(-381.31, -559.3243, 20.3318, 2)
0211: actor $5451 walk_to -378.5504 -558.9965 
03D1: play_wav 1 
00BC: text_highpriority 'FIN_12A' time 5000 1  // You still don't get it do you!
03CF: load_wav 'FIN_12B' as 2 
$5453 = 5 // $ = int 

:FIN_1_13819
if 
  $5453 == 5 // $ == int 
jf @FIN_1_13894 
if and
03D0:   wav 2 loaded 
03D2:   wav 1 ended 
jf @FIN_1_13894 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_12B' time 5000 1  // I OWN you, Tommy.
03CF: load_wav 'FIN_12C' as 1 
$5453 = 6 // $ = int 

:FIN_1_13894
if 
  $5453 == 6 // $ == int 
jf @FIN_1_14035 
if and
03D0:   wav 1 loaded 
03D2:   wav 2 ended 
jf @FIN_1_14035 
0211: actor $5451 walk_to -378.5504 -558.9965 
03D1: play_wav 1 
Camera.SetPosition(-381.7876, -555.27, 20.6022, 0.0, 0.0, 0.0)
Camera.PointAt(-381.1512, -556.0339, 20.4956, 2)
00BC: text_highpriority 'FIN_12C' time 5000 1  // Those fifteen years were mine to spend!
03CF: load_wav 'FIN_13' as 2 
$5453 = 7 // $ = int 

:FIN_1_14035
if 
  $5453 == 7 // $ == int 
jf @FIN_1_14105 
if and
03D0:   wav 2 loaded 
03D2:   wav 1 ended 
jf @FIN_1_14105 
0084: $5452 = $5239 // $ = $ int 
$5452 += 2000 // $ += int 
0372: set_actor $5451 anim 3 wait_state_time 2000 ms 
$5453 = 8 // $ = int 

:FIN_1_14105
if 
  $5453 == 8 // $ == int 
jf @FIN_1_14620 
if 
001C:   $5239 > $5452 // $ > $ int 
jf @FIN_1_14620 
03D1: play_wav 2 
00BC: text_highpriority 'FIN_13' time 5000 1  // Get him boys, he never understood a thing.
03CF: load_wav 'FINKILL' as 1 
0084: $5454 = $5239 // $ = $ int 
$5454 += 500 // $ += int 
Actor.DestroyInstantly($5409)
0395: clear_area 1 at -378.7374 -578.8705 24.2774 range 2.0 
0055: put_player $PLAYER_CHAR at -378.7374 -578.8705 24.2774 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
0222: set_player $PLAYER_CHAR health_to 200 
035E: set_player $PLAYER_CHAR armour_to 200 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not Actor.Dead($5469)
jf @FIN_1_14318 
011C: actor $5469 clear_objective 

:FIN_1_14318
if 
   not Actor.Dead($5470)
jf @FIN_1_14339 
011C: actor $5470 clear_objective 

:FIN_1_14339
if 
   not Actor.Dead($5471)
jf @FIN_1_14360 
011C: actor $5471 clear_objective 

:FIN_1_14360
if 
   not Actor.Dead($5472)
jf @FIN_1_14381 
011C: actor $5472 clear_objective 

:FIN_1_14381
if 
   not Actor.Dead($5473)
jf @FIN_1_14402 
011C: actor $5473 clear_objective 

:FIN_1_14402
if 
   not Actor.Dead($5474)
jf @FIN_1_14423 
011C: actor $5474 clear_objective 

:FIN_1_14423
if 
   not Actor.Dead($5475)
jf @FIN_1_14444 
011C: actor $5475 clear_objective 

:FIN_1_14444
if 
   not Actor.Dead($5476)
jf @FIN_1_14465 
011C: actor $5476 clear_objective 

:FIN_1_14465
if 
   not Actor.Dead($5477)
jf @FIN_1_14486 
011C: actor $5477 clear_objective 

:FIN_1_14486
if 
   not Actor.Dead($5478)
jf @FIN_1_14507 
011C: actor $5478 clear_objective 

:FIN_1_14507
if 
   not Actor.Dead($5479)
jf @FIN_1_14528 
011C: actor $5479 clear_objective 

:FIN_1_14528
$5404 = 0 // $ = int 
Pickup.Destroy($5416)
Pickup.Create($5416, #HEALTH, 2, -378.568, -598.7501, 25.4)
Pickup.Destroy($5408)
032B: $5408 = create_weapon_pickup #SHOTGSPA 3 ammo 400 at -374.4366 -587.5957 25.3355 
00BB: text_lowpriority 'FIN_B2' time 5000 1  // ~g~Kill ~p~Sonny~g~ and finish this once and for all.
$5453 = 9 // $ = int 

:FIN_1_14620
if 
  $5453 == 9 // $ == int 
jf @FIN_1_14749 
if 
001C:   $5239 > $5454 // $ > $ int 
jf @FIN_1_14749 
$5480 = 10 // $ = int 
$5482 = 10 // $ = int 
$5484 = 10 // $ = int 
$5485 = 10 // $ = int 
$5486 = 10 // $ = int 
$5487 = 10 // $ = int 
$5488 = 10 // $ = int 
$5490 = 10 // $ = int 
$5491 = 10 // $ = int 
$5492 = 10 // $ = int 
$5493 = 10 // $ = int 
01CA: actor $5451 kill_player $PLAYER_CHAR 
$5453 = 10 // $ = int 

:FIN_1_14749
jump @FIN_1_14857 

:FIN_1_14756
if 
   not $5453 == -11 // $ == int 
jf @FIN_1_14857 
Actor.RemoveReferences($5451)
Actor.RemoveReferences($5469)
Actor.RemoveReferences($5470)
Actor.RemoveReferences($5471)
Actor.RemoveReferences($5472)
Actor.RemoveReferences($5473)
Actor.RemoveReferences($5474)
Actor.RemoveReferences($5475)
Actor.RemoveReferences($5476)
Actor.RemoveReferences($5477)
Actor.RemoveReferences($5478)
Actor.RemoveReferences($5479)
0084: $5452 = $5239 // $ = $ int 
$5452 += 3000 // $ += int 
$5453 = -11 // $ = int 

:FIN_1_14857
if 
   not Actor.Dead($5469)
jf @FIN_1_15129 
if 
  $5480 == 1 // $ == int 
jf @FIN_1_14939 
if 
001C:   $5239 > $5481 // $ > $ int 
jf @FIN_1_14939 
0239: actor $5469 run_to -376.9825 -559.1848 
0411: set_actor $5469 use_pednode_seek 0 
$5480 = 2 // $ = int 

:FIN_1_14939
if 
  $5480 == 2 // $ == int 
jf @FIN_1_15028 
if 
00F0:   actor $5469 stopped 0 -376.9825 -559.1848 radius 1.0 1.0 
jf @FIN_1_15028 
04EB: actor $5469 crouch 1 15000 ms 
0084: $5481 = $5239 // $ = $ int 
$5481 += 800 // $ += int 
$5480 = 3 // $ = int 

:FIN_1_15028
if 
  $5480 == 3 // $ == int 
jf @FIN_1_15096 
if 
001C:   $5239 > $5481 // $ > $ int 
jf @FIN_1_15096 
if 
   not Actor.Dead($5409)
jf @FIN_1_15089 
04C6: actor $5469 aim_gun_at_actor $5409 

:FIN_1_15089
$5480 = 4 // $ = int 

:FIN_1_15096
if 
  $5480 == 10 // $ == int 
jf @FIN_1_15122 
01CA: actor $5469 kill_player $PLAYER_CHAR 

:FIN_1_15122
jump @FIN_1_15141 

:FIN_1_15129
Actor.RemoveReferences($5469)
$5480 = -1 // $ = int 

:FIN_1_15141
if 
   not Actor.Dead($5470)
jf @FIN_1_15343 
if 
  $5482 == 1 // $ == int 
jf @FIN_1_15223 
if 
001C:   $5239 > $5483 // $ > $ int 
jf @FIN_1_15223 
0239: actor $5470 run_to -382.3959 -563.701 
0411: set_actor $5470 use_pednode_seek 0 
$5482 = 2 // $ = int 

:FIN_1_15223
if 
  $5482 == 2 // $ == int 
jf @FIN_1_15310 
if 
00F0:   actor $5470 stopped 0 -382.3959 -563.701 radius 1.0 1.0 
jf @FIN_1_15310 
if 
   not Actor.Dead($5409)
jf @FIN_1_15303 
04C6: actor $5470 aim_gun_at_actor $5409 

:FIN_1_15303
$5482 = 3 // $ = int 

:FIN_1_15310
if 
  $5482 == 10 // $ == int 
jf @FIN_1_15336 
01CA: actor $5470 kill_player $PLAYER_CHAR 

:FIN_1_15336
jump @FIN_1_15355 

:FIN_1_15343
Actor.RemoveReferences($5470)
$5482 = -1 // $ = int 

:FIN_1_15355
if or
  $5482 > 1 // $ > int 
  $5482 == -1 // $ == int 
jf @FIN_1_15819 
if 
  $5484 == 0 // $ == int 
jf @FIN_1_15501 
Actor.Create($5471, 9, #SPECIAL04, -384.182, -553.5216, 18.5431)
0350: set_actor $5471 maintain_position_when_attacked 1 
01B2: give_actor $5471 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5471 weapon_accuracy_to 75 
01ED: clear_actor $5471 threat_search 
011A: set_actor $5471 search_threat 1 
0291: set_actor $5471 heed_threats 1 
0243: set_actor $5471 ped_stats_to 16 
0239: actor $5471 run_to -379.5186 -553.2346 
0411: set_actor $5471 use_pednode_seek 0 
$5484 = 1 // $ = int 

:FIN_1_15501
if 
   not Actor.Dead($5471)
jf @FIN_1_15807 
if 
  $5484 == 1 // $ == int 
jf @FIN_1_15602 
if 
00ED:   actor $5471 0 -379.5186 -553.2346 radius 1.0 1.0 
jf @FIN_1_15602 
0239: actor $5471 run_to -379.5223 -556.0323 
0411: set_actor $5471 use_pednode_seek 0 
$5484 = 2 // $ = int 

:FIN_1_15602
if 
  $5484 == 2 // $ == int 
jf @FIN_1_15687 
if 
00ED:   actor $5471 0 -379.5223 -556.0323 radius 1.0 1.0 
jf @FIN_1_15687 
0239: actor $5471 run_to -383.4772 -558.1151 
0411: set_actor $5471 use_pednode_seek 0 
$5484 = 3 // $ = int 

:FIN_1_15687
if 
  $5484 == 3 // $ == int 
jf @FIN_1_15774 
if 
00F0:   actor $5471 stopped 0 -383.4772 -558.1151 radius 1.0 1.0 
jf @FIN_1_15774 
if 
   not Actor.Dead($5409)
jf @FIN_1_15767 
04C6: actor $5471 aim_gun_at_actor $5409 

:FIN_1_15767
$5484 = 4 // $ = int 

:FIN_1_15774
if 
  $5484 == 10 // $ == int 
jf @FIN_1_15800 
01CA: actor $5471 kill_player $PLAYER_CHAR 

:FIN_1_15800
jump @FIN_1_15819 

:FIN_1_15807
Actor.RemoveReferences($5471)
$5484 = -1 // $ = int 

:FIN_1_15819
if or
  $5480 > 1 // $ > int 
  $5480 == -1 // $ == int 
jf @FIN_1_16283 
if 
  $5485 == 0 // $ == int 
jf @FIN_1_15965 
Actor.Create($5472, 9, #SPECIAL03, -373.98, -553.4843, 18.5448)
0350: set_actor $5472 maintain_position_when_attacked 1 
01B2: give_actor $5472 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5472 weapon_accuracy_to 75 
01ED: clear_actor $5472 threat_search 
011A: set_actor $5472 search_threat 1 
0291: set_actor $5472 heed_threats 1 
0243: set_actor $5472 ped_stats_to 16 
0239: actor $5472 run_to -377.2835 -553.6105 
0411: set_actor $5472 use_pednode_seek 0 
$5485 = 1 // $ = int 

:FIN_1_15965
if 
   not Actor.Dead($5472)
jf @FIN_1_16271 
if 
  $5485 == 1 // $ == int 
jf @FIN_1_16066 
if 
00ED:   actor $5472 0 -377.2835 -553.6105 radius 1.0 1.0 
jf @FIN_1_16066 
0239: actor $5472 run_to -377.4021 -556.0059 
0411: set_actor $5472 use_pednode_seek 0 
$5485 = 2 // $ = int 

:FIN_1_16066
if 
  $5485 == 2 // $ == int 
jf @FIN_1_16151 
if 
00ED:   actor $5472 0 -377.4021 -556.0059 radius 1.0 1.0 
jf @FIN_1_16151 
0239: actor $5472 run_to -373.7734 -558.1152 
0411: set_actor $5472 use_pednode_seek 0 
$5485 = 3 // $ = int 

:FIN_1_16151
if 
  $5485 == 3 // $ == int 
jf @FIN_1_16238 
if 
00F0:   actor $5472 stopped 0 -373.7734 -558.1152 radius 1.0 1.0 
jf @FIN_1_16238 
if 
   not Actor.Dead($5409)
jf @FIN_1_16231 
04C6: actor $5472 aim_gun_at_actor $5409 

:FIN_1_16231
$5485 = 4 // $ = int 

:FIN_1_16238
if 
  $5485 == 10 // $ == int 
jf @FIN_1_16264 
01CA: actor $5472 kill_player $PLAYER_CHAR 

:FIN_1_16264
jump @FIN_1_16283 

:FIN_1_16271
Actor.RemoveReferences($5472)
$5485 = -1 // $ = int 

:FIN_1_16283
if or
  $5485 > 1 // $ > int 
  $5485 == -1 // $ == int 
jf @FIN_1_16662 
if 
  $5486 == 0 // $ == int 
jf @FIN_1_16429 
Actor.Create($5473, 9, #SPECIAL04, -373.98, -553.4843, 18.5448)
0350: set_actor $5473 maintain_position_when_attacked 1 
01B2: give_actor $5473 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5473 weapon_accuracy_to 75 
01ED: clear_actor $5473 threat_search 
011A: set_actor $5473 search_threat 1 
0291: set_actor $5473 heed_threats 1 
0243: set_actor $5473 ped_stats_to 16 
0239: actor $5473 run_to -377.2835 -553.6105 
0411: set_actor $5473 use_pednode_seek 0 
$5486 = 1 // $ = int 

:FIN_1_16429
if 
   not Actor.Dead($5473)
jf @FIN_1_16650 
if 
  $5486 == 1 // $ == int 
jf @FIN_1_16530 
if 
00ED:   actor $5473 0 -377.2835 -553.6105 radius 1.0 1.0 
jf @FIN_1_16530 
0239: actor $5473 run_to -377.4021 -556.0059 
0411: set_actor $5473 use_pednode_seek 0 
$5486 = 2 // $ = int 

:FIN_1_16530
if 
  $5486 == 2 // $ == int 
jf @FIN_1_16617 
if 
00F0:   actor $5473 stopped 0 -377.4021 -556.0059 radius 1.0 1.0 
jf @FIN_1_16617 
if 
   not Actor.Dead($5409)
jf @FIN_1_16610 
04C6: actor $5473 aim_gun_at_actor $5409 

:FIN_1_16610
$5486 = 3 // $ = int 

:FIN_1_16617
if 
  $5486 == 10 // $ == int 
jf @FIN_1_16643 
01CA: actor $5473 kill_player $PLAYER_CHAR 

:FIN_1_16643
jump @FIN_1_16662 

:FIN_1_16650
Actor.RemoveReferences($5473)
$5486 = -1 // $ = int 

:FIN_1_16662
if or
  $5484 > 1 // $ > int 
  $5484 == -1 // $ == int 
jf @FIN_1_17041 
if 
  $5487 == 0 // $ == int 
jf @FIN_1_16808 
Actor.Create($5474, 9, #SPECIAL04, -384.182, -553.5216, 18.5431)
0350: set_actor $5474 maintain_position_when_attacked 1 
01B2: give_actor $5474 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5474 weapon_accuracy_to 75 
01ED: clear_actor $5474 threat_search 
011A: set_actor $5474 search_threat 1 
0291: set_actor $5474 heed_threats 1 
0243: set_actor $5474 ped_stats_to 16 
0239: actor $5474 run_to -379.5186 -553.2346 
0411: set_actor $5474 use_pednode_seek 0 
$5487 = 1 // $ = int 

:FIN_1_16808
if 
   not Actor.Dead($5474)
jf @FIN_1_17029 
if 
  $5487 == 1 // $ == int 
jf @FIN_1_16909 
if 
00ED:   actor $5474 0 -379.5186 -553.2346 radius 1.0 1.0 
jf @FIN_1_16909 
0239: actor $5474 run_to -379.5223 -556.0323 
0411: set_actor $5474 use_pednode_seek 0 
$5487 = 2 // $ = int 

:FIN_1_16909
if 
  $5487 == 2 // $ == int 
jf @FIN_1_16996 
if 
00F0:   actor $5474 stopped 0 -379.5223 -556.0323 radius 1.0 1.0 
jf @FIN_1_16996 
if 
   not Actor.Dead($5409)
jf @FIN_1_16989 
04C6: actor $5474 aim_gun_at_actor $5409 

:FIN_1_16989
$5487 = 3 // $ = int 

:FIN_1_16996
if 
  $5487 == 10 // $ == int 
jf @FIN_1_17022 
01CA: actor $5474 kill_player $PLAYER_CHAR 

:FIN_1_17022
jump @FIN_1_17041 

:FIN_1_17029
Actor.RemoveReferences($5474)
$5487 = -1 // $ = int 

:FIN_1_17041
if or
  $5485 > 2 // $ > int 
  $5485 == -1 // $ == int 
jf @FIN_1_17405 
if 
  $5488 == 0 // $ == int 
jf @FIN_1_17187 
Actor.Create($5475, 9, #SPECIAL03, -357.9117, -560.4049, 18.5529)
0350: set_actor $5475 maintain_position_when_attacked 1 
01B2: give_actor $5475 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $5475 weapon_accuracy_to 75 
01ED: clear_actor $5475 threat_search 
011A: set_actor $5475 search_threat 1 
0291: set_actor $5475 heed_threats 1 
0243: set_actor $5475 ped_stats_to 16 
0239: actor $5475 run_to -370.8983 -561.2952 
0411: set_actor $5475 use_pednode_seek 0 
$5488 = 1 // $ = int 

:FIN_1_17187
if 
   not Actor.Dead($5475)
jf @FIN_1_17393 
if 
  $5488 == 1 // $ == int 
jf @FIN_1_17292 
if 
00F0:   actor $5475 stopped 0 -370.8983 -561.2952 radius 1.0 1.0 
jf @FIN_1_17292 
04EB: actor $5475 crouch 1 15000 ms 
0084: $5489 = $5239 // $ = $ int 
$5489 += 800 // $ += int 
$5488 = 2 // $ = int 

:FIN_1_17292
if 
  $5488 == 2 // $ == int 
jf @FIN_1_17360 
if 
001C:   $5239 > $5489 // $ > $ int 
jf @FIN_1_17360 
if 
   not Actor.Dead($5409)
jf @FIN_1_17353 
04C6: actor $5475 aim_gun_at_actor $5409 

:FIN_1_17353
$5488 = 3 // $ = int 

:FIN_1_17360
if 
  $5488 == 10 // $ == int 
jf @FIN_1_17386 
01CA: actor $5475 kill_player $PLAYER_CHAR 

:FIN_1_17386
jump @FIN_1_17405 

:FIN_1_17393
Actor.RemoveReferences($5475)
$5488 = -1 // $ = int 

:FIN_1_17405
if and
  $5453 == -11 // $ == int 
  $5447 == -11 // $ == int 
jf @FIN_1_17464 
if and
001C:   $5239 > $5452 // $ > $ int 
001C:   $5239 > $5446 // $ > $ int 
jf @FIN_1_17464 
jump @FIN_1_22907 

:FIN_1_17464
if 
  $5404 == 0 // $ == int 
jf @FIN_1_18553 
if 
   not Actor.Dead($5495)
jf @FIN_1_17545 
0084: $5455 = $5495 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_17538 
jump @FIN_1_27138 

:FIN_1_17538
jump @FIN_1_17601 

:FIN_1_17545
Actor.RemoveReferences($5495)
$5495 = -1 // $ = int 
$5496 = 0 // $ = int 
$5497 = 0 // $ = int 
$5498 = 0 // $ = int 
0084: $5455 = $5495 // $ = $ int 
gosub @FIN_1_18712 
0084: $5495 = $5455 // $ = $ int 

:FIN_1_17601
if 
   not Actor.Dead($5500)
jf @FIN_1_17664 
0084: $5455 = $5500 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_17657 
jump @FIN_1_27138 

:FIN_1_17657
jump @FIN_1_17720 

:FIN_1_17664
Actor.RemoveReferences($5500)
$5500 = -1 // $ = int 
$5501 = 0 // $ = int 
$5502 = 0 // $ = int 
$5503 = 0 // $ = int 
0084: $5455 = $5500 // $ = $ int 
gosub @FIN_1_18712 
0084: $5500 = $5455 // $ = $ int 

:FIN_1_17720
if 
   not Actor.Dead($5505)
jf @FIN_1_17783 
0084: $5455 = $5505 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_17776 
jump @FIN_1_27138 

:FIN_1_17776
jump @FIN_1_17839 

:FIN_1_17783
Actor.RemoveReferences($5505)
$5505 = -1 // $ = int 
$5506 = 0 // $ = int 
$5507 = 0 // $ = int 
$5508 = 0 // $ = int 
0084: $5455 = $5505 // $ = $ int 
gosub @FIN_1_18712 
0084: $5505 = $5455 // $ = $ int 

:FIN_1_17839
if 
   not Actor.Dead($5510)
jf @FIN_1_17902 
0084: $5455 = $5510 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_17895 
jump @FIN_1_27138 

:FIN_1_17895
jump @FIN_1_17958 

:FIN_1_17902
Actor.RemoveReferences($5510)
$5510 = -1 // $ = int 
$5511 = 0 // $ = int 
$5512 = 0 // $ = int 
$5513 = 0 // $ = int 
0084: $5455 = $5510 // $ = $ int 
gosub @FIN_1_18712 
0084: $5510 = $5455 // $ = $ int 

:FIN_1_17958
if 
   not Actor.Dead($5515)
jf @FIN_1_18021 
0084: $5455 = $5515 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_18014 
jump @FIN_1_27138 

:FIN_1_18014
jump @FIN_1_18077 

:FIN_1_18021
Actor.RemoveReferences($5515)
$5515 = -1 // $ = int 
$5516 = 0 // $ = int 
$5517 = 0 // $ = int 
$5518 = 0 // $ = int 
0084: $5455 = $5515 // $ = $ int 
gosub @FIN_1_18712 
0084: $5515 = $5455 // $ = $ int 

:FIN_1_18077
if 
   not Actor.Dead($5520)
jf @FIN_1_18140 
0084: $5455 = $5520 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_18133 
jump @FIN_1_27138 

:FIN_1_18133
jump @FIN_1_18196 

:FIN_1_18140
Actor.RemoveReferences($5520)
$5520 = -1 // $ = int 
$5521 = 0 // $ = int 
$5522 = 0 // $ = int 
$5523 = 0 // $ = int 
0084: $5455 = $5520 // $ = $ int 
gosub @FIN_1_18712 
0084: $5520 = $5455 // $ = $ int 

:FIN_1_18196
if 
   not Actor.Dead($5525)
jf @FIN_1_18259 
0084: $5455 = $5525 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_18252 
jump @FIN_1_27138 

:FIN_1_18252
jump @FIN_1_18315 

:FIN_1_18259
Actor.RemoveReferences($5525)
$5525 = -1 // $ = int 
$5526 = 0 // $ = int 
$5527 = 0 // $ = int 
$5528 = 0 // $ = int 
0084: $5455 = $5525 // $ = $ int 
gosub @FIN_1_18712 
0084: $5525 = $5455 // $ = $ int 

:FIN_1_18315
if 
   not Actor.Dead($5530)
jf @FIN_1_18378 
0084: $5455 = $5530 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_18371 
jump @FIN_1_27138 

:FIN_1_18371
jump @FIN_1_18434 

:FIN_1_18378
Actor.RemoveReferences($5530)
$5530 = -1 // $ = int 
$5531 = 0 // $ = int 
$5532 = 0 // $ = int 
$5533 = 0 // $ = int 
0084: $5455 = $5530 // $ = $ int 
gosub @FIN_1_18712 
0084: $5530 = $5455 // $ = $ int 

:FIN_1_18434
if 
   not Actor.Dead($5535)
jf @FIN_1_18497 
0084: $5455 = $5535 // $ = $ int 
gosub @FIN_1_20366 
if 
  $5403 == 1 // $ == int 
jf @FIN_1_18490 
jump @FIN_1_27138 

:FIN_1_18490
jump @FIN_1_18553 

:FIN_1_18497
Actor.RemoveReferences($5535)
$5535 = -1 // $ = int 
$5536 = 0 // $ = int 
$5537 = 0 // $ = int 
$5538 = 0 // $ = int 
0084: $5455 = $5535 // $ = $ int 
gosub @FIN_1_18712 
0084: $5535 = $5455 // $ = $ int 

:FIN_1_18553
jump @FIN_1_5444 

:FIN_1_18560
0489: set_actor $5445 muted 1 
01ED: clear_actor $5445 threat_search 
0243: set_actor $5445 ped_stats_to 16 
011A: set_actor $5445 search_threat 1 
01B2: give_actor $5445 weapon 27 ammo 9999 // Load the weapon model before using this 
Actor.Health($5445) = 1000
02E2: set_actor $5445 weapon_accuracy_to 85 
0350: set_actor $5445 maintain_position_when_attacked 1 
02A9: set_actor $5445 immune_to_nonplayer 1 
0514: set_actor $5445 can_be_damaged_by_members_of_gang 6 0 
0514: set_actor $5445 can_be_damaged_by_members_of_gang 2 0 
0446: set_actor $5445 dismemberment_possible 0 
054A: set_actor $5445 can_be_shot_in_a_car 0 
return 

:FIN_1_18659
0350: set_actor $5455 maintain_position_when_attacked 1 
01B2: give_actor $5455 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5455 threat_search 
011A: set_actor $5455 search_threat 1 
0291: set_actor $5455 heed_threats 1 
0243: set_actor $5455 ped_stats_to 16 
020E: actor $5455 look_at_actor $PLAYER_ACTOR 
return 

:FIN_1_18712
0209: $5459 = random_int_in_ranges 0 11 
if 
  $5459 == 0 // $ == int 
jf @FIN_1_18862 
if 
   not Car.Wrecked($5399)
jf @FIN_1_18860 
if 
0431:   car $5399 car_passenger_seat_free 1 
jf @FIN_1_18851 
Car.StorePos($5399, $749, $750, $751)
if 
80C2:   not sphere_onscreen $749 $750 $751 4.0 
jf @FIN_1_18842 
01C8: $5455 = create_actor_pedtype 9 model #SPECIAL03 in_car $5399 passenger_seat 1 
$5459 = -1 // $ = int 
jump @FIN_1_18844 

:FIN_1_18842
return 

:FIN_1_18844
jump @FIN_1_18853 

:FIN_1_18851
return 

:FIN_1_18853
jump @FIN_1_18862 

:FIN_1_18860
return 

:FIN_1_18862
if 
  $5459 == 1 // $ == int 
jf @FIN_1_19003 
if 
   not Car.Wrecked($5400)
jf @FIN_1_19001 
if 
0431:   car $5400 car_passenger_seat_free 1 
jf @FIN_1_18992 
Car.StorePos($5400, $749, $750, $751)
if 
80C2:   not sphere_onscreen $749 $750 $751 4.0 
jf @FIN_1_18983 
01C8: $5455 = create_actor_pedtype 9 model #SPECIAL04 in_car $5400 passenger_seat 1 
$5459 = -1 // $ = int 
jump @FIN_1_18985 

:FIN_1_18983
return 

:FIN_1_18985
jump @FIN_1_18994 

:FIN_1_18992
return 

:FIN_1_18994
jump @FIN_1_19003 

:FIN_1_19001
return 

:FIN_1_19003
if 
  $5459 == 2 // $ == int 
jf @FIN_1_19144 
if 
   not Car.Wrecked($5401)
jf @FIN_1_19142 
if 
0431:   car $5401 car_passenger_seat_free 1 
jf @FIN_1_19133 
Car.StorePos($5401, $749, $750, $751)
if 
80C2:   not sphere_onscreen $749 $750 $751 4.0 
jf @FIN_1_19124 
01C8: $5455 = create_actor_pedtype 9 model #SPECIAL03 in_car $5401 passenger_seat 1 
$5459 = -1 // $ = int 
jump @FIN_1_19126 

:FIN_1_19124
return 

:FIN_1_19126
jump @FIN_1_19135 

:FIN_1_19133
return 

:FIN_1_19135
jump @FIN_1_19144 

:FIN_1_19142
return 

:FIN_1_19144
if 
  $5459 == 3 // $ == int 
jf @FIN_1_19287 
if 
838A:   not car_in_cube -354.0382 -527.9669 11.7155 1.0 1.0 2.0 
jf @FIN_1_19285 
if 
80C2:   not sphere_onscreen -354.0382 -527.9669 11.7155 2.0 
jf @FIN_1_19276 
Actor.Create($5455, 9, #SPECIAL04, -354.0382, -527.9669, 11.7155)
$5459 = -1 // $ = int 
jump @FIN_1_19278 

:FIN_1_19276
return 

:FIN_1_19278
jump @FIN_1_19287 

:FIN_1_19285
return 

:FIN_1_19287
if 
  $5459 == 4 // $ == int 
jf @FIN_1_19430 
if 
838A:   not car_in_cube -390.1438 -541.0243 16.2431 1.0 1.0 2.0 
jf @FIN_1_19428 
if 
80C2:   not sphere_onscreen -390.1438 -541.0243 16.2431 2.0 
jf @FIN_1_19419 
Actor.Create($5455, 9, #SPECIAL03, -390.1438, -541.0243, 16.2431)
$5459 = -1 // $ = int 
jump @FIN_1_19421 

:FIN_1_19419
return 

:FIN_1_19421
jump @FIN_1_19430 

:FIN_1_19428
return 

:FIN_1_19430
if 
  $5459 == 5 // $ == int 
jf @FIN_1_19573 
if 
838A:   not car_in_cube -458.3071 -606.5378 11.7988 1.0 1.0 2.0 
jf @FIN_1_19571 
if 
80C2:   not sphere_onscreen -458.3071 -606.5378 11.7988 2.0 
jf @FIN_1_19562 
Actor.Create($5455, 9, #SPECIAL04, -458.3071, -606.5378, 11.7988)
$5459 = -1 // $ = int 
jump @FIN_1_19564 

:FIN_1_19562
return 

:FIN_1_19564
jump @FIN_1_19573 

:FIN_1_19571
return 

:FIN_1_19573
if 
  $5459 == 6 // $ == int 
jf @FIN_1_19716 
if 
838A:   not car_in_cube -455.4113 -561.619 11.762 1.0 1.0 2.0 
jf @FIN_1_19714 
if 
80C2:   not sphere_onscreen -455.4113 -561.619 11.762 2.0 
jf @FIN_1_19705 
Actor.Create($5455, 9, #SPECIAL03, -455.4113, -561.619, 11.762)
$5459 = -1 // $ = int 
jump @FIN_1_19707 

:FIN_1_19705
return 

:FIN_1_19707
jump @FIN_1_19716 

:FIN_1_19714
return 

:FIN_1_19716
if 
  $5459 == 7 // $ == int 
jf @FIN_1_19859 
if 
838A:   not car_in_cube -412.1893 -605.7213 16.2433 1.0 1.0 2.0 
jf @FIN_1_19857 
if 
80C2:   not sphere_onscreen -412.1893 -605.7213 16.2433 2.0 
jf @FIN_1_19848 
Actor.Create($5455, 9, #SPECIAL04, -412.1893, -605.7213, 16.2433)
$5459 = -1 // $ = int 
jump @FIN_1_19850 

:FIN_1_19848
return 

:FIN_1_19850
jump @FIN_1_19859 

:FIN_1_19857
return 

:FIN_1_19859
if 
  $5459 == 8 // $ == int 
jf @FIN_1_20002 
if 
838A:   not car_in_cube -370.0882 -615.1937 9.3386 1.0 1.0 2.0 
jf @FIN_1_20000 
if 
80C2:   not sphere_onscreen -370.0882 -615.1937 9.3386 2.0 
jf @FIN_1_19991 
Actor.Create($5455, 9, #SPECIAL03, -370.0882, -615.1937, 9.3386)
$5459 = -1 // $ = int 
jump @FIN_1_19993 

:FIN_1_19991
return 

:FIN_1_19993
jump @FIN_1_20002 

:FIN_1_20000
return 

:FIN_1_20002
if 
  $5459 == 9 // $ == int 
jf @FIN_1_20145 
if 
838A:   not car_in_cube -335.9248 -579.002 18.5231 1.0 1.0 2.0 
jf @FIN_1_20143 
if 
80C2:   not sphere_onscreen -335.9248 -579.002 18.5231 2.0 
jf @FIN_1_20134 
Actor.Create($5455, 9, #SPECIAL03, -335.9248, -579.002, 18.5231)
$5459 = -1 // $ = int 
jump @FIN_1_20136 

:FIN_1_20134
return 

:FIN_1_20136
jump @FIN_1_20145 

:FIN_1_20143
return 

:FIN_1_20145
if 
  $5459 == 10 // $ == int 
jf @FIN_1_20288 
if 
838A:   not car_in_cube -329.9831 -582.3398 34.5103 1.0 1.0 2.0 
jf @FIN_1_20286 
if 
80C2:   not sphere_onscreen -329.9831 -582.3398 34.5103 2.0 
jf @FIN_1_20277 
Actor.Create($5455, 9, #SPECIAL04, -329.9831, -582.3398, 34.5103)
$5459 = -1 // $ = int 
jump @FIN_1_20279 

:FIN_1_20277
return 

:FIN_1_20279
jump @FIN_1_20288 

:FIN_1_20286
return 

:FIN_1_20288
if 
  $5459 == -1 // $ == int 
jf @FIN_1_20364 
0350: set_actor $5455 maintain_position_when_attacked 1 
01B2: give_actor $5455 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $5455 threat_search 
011A: set_actor $5455 search_threat 1 
0483: set_actor $5455 cease_attack_timer 1500 
0291: set_actor $5455 heed_threats 1 
0243: set_actor $5455 ped_stats_to 16 
02E2: set_actor $5455 weapon_accuracy_to 75 

:FIN_1_20364
return 

:FIN_1_20366
if 
003A:   $5455 == $5495 // $ == $ int 
jf @FIN_1_20471 
0084: $5457 = $5496 // $ = $ int 
0084: $5458 = $5497 // $ = $ int 
0084: $5456 = $5498 // $ = $ int 
$5461 = -373.7542 // $ = float 
$5462 = -590.6248 // $ = float 
$5463 = 24.2896 // $ = float 
0084: $5460 = $5499 // $ = $ int 
0088: $5464 = 0@ // $ = @ float 
0088: $5465 = 1@ // $ = @ float 
0088: $5466 = 2@ // $ = @ float 

:FIN_1_20471
if 
003A:   $5455 == $5500 // $ == $ int 
jf @FIN_1_20576 
0084: $5457 = $5501 // $ = $ int 
0084: $5458 = $5502 // $ = $ int 
0084: $5456 = $5503 // $ = $ int 
$5461 = -381.0802 // $ = float 
$5462 = -595.4677 // $ = float 
$5463 = 24.7818 // $ = float 
0084: $5460 = $5504 // $ = $ int 
0088: $5464 = 3@ // $ = @ float 
0088: $5465 = 4@ // $ = @ float 
0088: $5466 = 5@ // $ = @ float 

:FIN_1_20576
if 
003A:   $5455 == $5505 // $ == $ int 
jf @FIN_1_20681 
0084: $5457 = $5506 // $ = $ int 
0084: $5458 = $5507 // $ = $ int 
0084: $5456 = $5508 // $ = $ int 
$5461 = -378.687 // $ = float 
$5462 = -597.9142 // $ = float 
$5463 = 24.7818 // $ = float 
0084: $5460 = $5509 // $ = $ int 
0088: $5464 = 6@ // $ = @ float 
0088: $5465 = 7@ // $ = @ float 
0088: $5466 = 8@ // $ = @ float 

:FIN_1_20681
if 
003A:   $5455 == $5510 // $ == $ int 
jf @FIN_1_20786 
0084: $5457 = $5511 // $ = $ int 
0084: $5458 = $5512 // $ = $ int 
0084: $5456 = $5513 // $ = $ int 
$5461 = -382.3163 // $ = float 
$5462 = -589.9626 // $ = float 
$5463 = 24.2934 // $ = float 
0084: $5460 = $5514 // $ = $ int 
0088: $5464 = 9@ // $ = @ float 
0088: $5465 = 10@ // $ = @ float 
0088: $5466 = 11@ // $ = @ float 

:FIN_1_20786
if 
003A:   $5455 == $5515 // $ == $ int 
jf @FIN_1_20891 
0084: $5457 = $5516 // $ = $ int 
0084: $5458 = $5517 // $ = $ int 
0084: $5456 = $5518 // $ = $ int 
$5461 = -379.9821 // $ = float 
$5462 = -591.7104 // $ = float 
$5463 = 24.5318 // $ = float 
0084: $5460 = $5519 // $ = $ int 
0088: $5464 = 12@ // $ = @ float 
0088: $5465 = 13@ // $ = @ float 
0088: $5466 = 14@ // $ = @ float 

:FIN_1_20891
if 
003A:   $5455 == $5520 // $ == $ int 
jf @FIN_1_20996 
0084: $5457 = $5521 // $ = $ int 
0084: $5458 = $5522 // $ = $ int 
0084: $5456 = $5523 // $ = $ int 
$5461 = -380.1006 // $ = float 
$5462 = -586.4345 // $ = float 
$5463 = 24.2804 // $ = float 
0084: $5460 = $5524 // $ = $ int 
0086: $5464 = $5540 // $ = $ float 
0086: $5465 = $5541 // $ = $ float 
0086: $5466 = $5542 // $ = $ float 

:FIN_1_20996
if 
003A:   $5455 == $5525 // $ == $ int 
jf @FIN_1_21101 
0084: $5457 = $5526 // $ = $ int 
0084: $5458 = $5527 // $ = $ int 
0084: $5456 = $5528 // $ = $ int 
$5461 = -374.6616 // $ = float 
$5462 = -586.1156 // $ = float 
$5463 = 24.2952 // $ = float 
0084: $5460 = $5529 // $ = $ int 
0086: $5464 = $5543 // $ = $ float 
0086: $5465 = $5544 // $ = $ float 
0086: $5466 = $5545 // $ = $ float 

:FIN_1_21101
if 
003A:   $5455 == $5530 // $ == $ int 
jf @FIN_1_21206 
0084: $5457 = $5531 // $ = $ int 
0084: $5458 = $5532 // $ = $ int 
0084: $5456 = $5533 // $ = $ int 
$5461 = -376.7446 // $ = float 
$5462 = -586.6362 // $ = float 
$5463 = 24.2921 // $ = float 
0084: $5460 = $5534 // $ = $ int 
0086: $5464 = $5546 // $ = $ float 
0086: $5465 = $5547 // $ = $ float 
0086: $5466 = $5548 // $ = $ float 

:FIN_1_21206
if 
003A:   $5455 == $5535 // $ == $ int 
jf @FIN_1_21311 
0084: $5457 = $5536 // $ = $ int 
0084: $5458 = $5537 // $ = $ int 
0084: $5456 = $5538 // $ = $ int 
$5461 = -378.8374 // $ = float 
$5462 = -591.7079 // $ = float 
$5463 = 24.5318 // $ = float 
0084: $5460 = $5539 // $ = $ int 
0086: $5464 = $5549 // $ = $ float 
0086: $5465 = $5550 // $ = $ float 
0086: $5466 = $5551 // $ = $ float 

:FIN_1_21311
if 
  $5456 == 0 // $ == int 
jf @FIN_1_21455 
if 
00FF:   actor $5455 0 $5442 $5443 $5444 radius 1.0 1.0 2.0 
jf @FIN_1_21455 
if 
04FF:   actor $5455 no_objective 
jf @FIN_1_21455 
Actor.Angle($5455) = 226.1973
03FE: set_actor $5455 money $5458 
0549: clear_actor $5455 follow_path 
009F: set_actor $5455 idle 
011C: actor $5455 clear_objective 
04EB: actor $5455 crouch 1 999999999 ms 
0084: $5450 = $5239 // $ = $ int 
$5450 += 1000 // $ += int 
$5456 = 2 // $ = int 

:FIN_1_21455
if 
  $5456 == 0 // $ == int 
jf @FIN_1_21893 
if 
001C:   $5239 > $5457 // $ > $ int 
jf @FIN_1_21709 
if 
   not Actor.Driving($5455)
jf @FIN_1_21704 
$5449 = 0 // $ = int 
if or
  $5498 == 2 // $ == int 
  $5503 == 2 // $ == int 
  $5508 == 2 // $ == int 
  $5513 == 2 // $ == int 
  $5518 == 2 // $ == int 
jf @FIN_1_21568 
$5449 = 1 // $ = int 

:FIN_1_21568
if or
  $5523 == 2 // $ == int 
  $5528 == 2 // $ == int 
  $5533 == 2 // $ == int 
  $5538 == 2 // $ == int 
jf @FIN_1_21614 
$5449 = 1 // $ = int 

:FIN_1_21614
if 
  $5449 == 0 // $ == int 
jf @FIN_1_21660 
009E: set_actor $5455 path $5442 $5443 $5444 unknown 4.0 1 
jump @FIN_1_21681 

:FIN_1_21660
009E: set_actor $5455 path $5461 $5462 $5463 unknown 3.0 1 

:FIN_1_21681
0084: $5457 = $5239 // $ = $ int 
$5457 += 1000 // $ += int 
jump @FIN_1_21709 

:FIN_1_21704
03E2: actor $5455 leave_any_car 

:FIN_1_21709
if 
   not $5461 == 0.0 // $ == float 
jf @FIN_1_21893 
if 
00FF:   actor $5455 0 $5461 $5462 $5463 radius 1.0 1.0 2.0 
jf @FIN_1_21893 
011C: actor $5455 clear_objective 
0549: clear_actor $5455 follow_path 
009F: set_actor $5455 idle 
if 
8057:   not player $PLAYER_CHAR 0 -386.123 -599.355 24.786 -370.926 -584.437 31.667 
jf @FIN_1_21862 
01BE: set_actor $5455 to_look_at_spot -378.4397 -582.1611 24.2722 
jump @FIN_1_21870 

:FIN_1_21862
01CA: actor $5455 kill_player $PLAYER_CHAR 

:FIN_1_21870
0084: $5457 = $5239 // $ = $ int 
$5457 += 3000 // $ += int 
$5456 = 3 // $ = int 

:FIN_1_21893
if 
  $5456 == 2 // $ == int 
jf @FIN_1_22079 
if 
00FF:   actor $5455 0 $5442 $5443 $5444 radius 1.0 1.0 2.0 
jf @FIN_1_22072 
if 
04FF:   actor $5455 no_objective 
jf @FIN_1_22072 
if 
001C:   $5239 > $5450 // $ > $ int 
jf @FIN_1_22000 
04EB: actor $5455 crouch 1 999999999 ms 

:FIN_1_22000
$5402 = Player.Money($PLAYER_CHAR)
if 
  1 > $5402 // int > $ 
jf @FIN_1_22050 
00BC: text_highpriority 'FIN_B7' time 5000 1  // ~r~The mafia has stolen all your money.
$5403 = 1 // $ = int 
return 

:FIN_1_22050
Player.Money($PLAYER_CHAR) += -1
$5458 += 1 // $ += int 
03FE: set_actor $5455 money $5458 

:FIN_1_22072
jump @FIN_1_22230 

:FIN_1_22079
if 
80A4:   not actor $5455 0 -386.507 -600.089 24.286 -370.542 -583.413 31.667 
jf @FIN_1_22230 
if 
00FF:   actor $5455 0 $5464 $5465 $5466 radius 2.0 2.0 2.0 
jf @FIN_1_22200 
if 
001C:   $5460 > $5239 // $ > $ int 
jf @FIN_1_22193 
Actor.RemoveReferences($5455)

:FIN_1_22193
jump @FIN_1_22230 

:FIN_1_22200
0084: $5460 = $5239 // $ = $ int 
$5460 += 5000 // $ += int 
Actor.StorePos($5455, $5464, $5465, $5466)

:FIN_1_22230
if 
003A:   $5455 == $5495 // $ == $ int 
jf @FIN_1_22305 
0084: $5496 = $5457 // $ = $ int 
0084: $5497 = $5458 // $ = $ int 
0084: $5498 = $5456 // $ = $ int 
0084: $5499 = $5460 // $ = $ int 
0089: 0@ = $5464 // @ = $ float 
0089: 1@ = $5465 // @ = $ float 
0089: 2@ = $5466 // @ = $ float 

:FIN_1_22305
if 
003A:   $5455 == $5500 // $ == $ int 
jf @FIN_1_22380 
0084: $5501 = $5457 // $ = $ int 
0084: $5502 = $5458 // $ = $ int 
0084: $5503 = $5456 // $ = $ int 
0084: $5504 = $5460 // $ = $ int 
0089: 3@ = $5464 // @ = $ float 
0089: 4@ = $5465 // @ = $ float 
0089: 5@ = $5466 // @ = $ float 

:FIN_1_22380
if 
003A:   $5455 == $5505 // $ == $ int 
jf @FIN_1_22455 
0084: $5506 = $5457 // $ = $ int 
0084: $5507 = $5458 // $ = $ int 
0084: $5508 = $5456 // $ = $ int 
0084: $5509 = $5460 // $ = $ int 
0089: 6@ = $5464 // @ = $ float 
0089: 7@ = $5465 // @ = $ float 
0089: 8@ = $5466 // @ = $ float 

:FIN_1_22455
if 
003A:   $5455 == $5510 // $ == $ int 
jf @FIN_1_22530 
0084: $5511 = $5457 // $ = $ int 
0084: $5512 = $5458 // $ = $ int 
0084: $5513 = $5456 // $ = $ int 
0084: $5514 = $5460 // $ = $ int 
0089: 9@ = $5464 // @ = $ float 
0089: 10@ = $5465 // @ = $ float 
0089: 11@ = $5466 // @ = $ float 

:FIN_1_22530
if 
003A:   $5455 == $5515 // $ == $ int 
jf @FIN_1_22605 
0084: $5516 = $5457 // $ = $ int 
0084: $5517 = $5458 // $ = $ int 
0084: $5518 = $5456 // $ = $ int 
0084: $5519 = $5460 // $ = $ int 
0089: 12@ = $5464 // @ = $ float 
0089: 13@ = $5465 // @ = $ float 
0089: 14@ = $5466 // @ = $ float 

:FIN_1_22605
if 
003A:   $5455 == $5520 // $ == $ int 
jf @FIN_1_22680 
0084: $5521 = $5457 // $ = $ int 
0084: $5522 = $5458 // $ = $ int 
0084: $5523 = $5456 // $ = $ int 
0084: $5524 = $5460 // $ = $ int 
0086: $5540 = $5464 // $ = $ float 
0086: $5541 = $5465 // $ = $ float 
0086: $5542 = $5466 // $ = $ float 

:FIN_1_22680
if 
003A:   $5455 == $5525 // $ == $ int 
jf @FIN_1_22755 
0084: $5526 = $5457 // $ = $ int 
0084: $5527 = $5458 // $ = $ int 
0084: $5528 = $5456 // $ = $ int 
0084: $5529 = $5460 // $ = $ int 
0086: $5543 = $5464 // $ = $ float 
0086: $5544 = $5465 // $ = $ float 
0086: $5545 = $5466 // $ = $ float 

:FIN_1_22755
if 
003A:   $5455 == $5530 // $ == $ int 
jf @FIN_1_22830 
0084: $5531 = $5457 // $ = $ int 
0084: $5532 = $5458 // $ = $ int 
0084: $5533 = $5456 // $ = $ int 
0084: $5534 = $5460 // $ = $ int 
0086: $5546 = $5464 // $ = $ float 
0086: $5547 = $5465 // $ = $ float 
0086: $5548 = $5466 // $ = $ float 

:FIN_1_22830
if 
003A:   $5455 == $5535 // $ == $ int 
jf @FIN_1_22905 
0084: $5536 = $5457 // $ = $ int 
0084: $5537 = $5458 // $ = $ int 
0084: $5538 = $5456 // $ = $ int 
0084: $5539 = $5460 // $ = $ int 
0086: $5549 = $5464 // $ = $ float 
0086: $5550 = $5465 // $ = $ float 
0086: $5551 = $5466 // $ = $ float 

:FIN_1_22905
return 

:FIN_1_22907
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 1 
fade 0 1500 
03AD: set_rubbish 0 
03AF: set_streaming 0 

:FIN_1_22935
if 
fading 
jf @FIN_1_22959 
wait 0 
jump @FIN_1_22935 

:FIN_1_22959
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
Actor.DestroyInstantly($5495)
Actor.DestroyInstantly($5500)
Actor.DestroyInstantly($5505)
Actor.DestroyInstantly($5510)
Actor.DestroyInstantly($5515)
Actor.DestroyInstantly($5520)
Actor.DestroyInstantly($5525)
Actor.DestroyInstantly($5530)
Actor.DestroyInstantly($5535)
Actor.DestroyInstantly($5451)
Actor.DestroyInstantly($5445)
Actor.DestroyInstantly($5469)
Actor.DestroyInstantly($5470)
Actor.DestroyInstantly($5471)
Actor.DestroyInstantly($5472)
Actor.DestroyInstantly($5473)
Actor.DestroyInstantly($5474)
Actor.DestroyInstantly($5475)
Actor.DestroyInstantly($5476)
Actor.DestroyInstantly($5477)
Actor.DestroyInstantly($5478)
Actor.DestroyInstantly($5479)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'MFOUR' 
038B: load_requested_models 

:FIN_1_23155
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
jf @FIN_1_23190 
wait 0 
jump @FIN_1_23155 

:FIN_1_23190
02E4: load_cutscene_data 'FINALE' 
0451: load_end_of_game_audio 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
select_interior 2 
$1295 = 1 // $ = int 
03AD: set_rubbish 0 
04F9: set_extra_colors 7 fade 0 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'CSKEN' 
02E5: $494 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $494 'MFOUR01' 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
043F: play_cutscene_music 
043C: set_game_sounds_disable_on_fade 0 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_23371
if 
  12797 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23406 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23371 

:FIN_1_23406
00BC: text_highpriority 'FIN3_01' time 10000 1  // Tommy?

:FIN_1_23421
if 
  14715 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23456 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23421 

:FIN_1_23456
00BC: text_highpriority 'FIN3_02' time 10000 1  // Oh my god, Tommy! What happened?

:FIN_1_23471
if 
  17875 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23506 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23471 

:FIN_1_23506
00BC: text_highpriority 'FIN3_03' time 10000 1  // What does it look like?

:FIN_1_23521
if 
  19401 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23556 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23521 

:FIN_1_23556
00BC: text_highpriority 'FIN3_04' time 10000 1  // It looks like you ruined your suit!

:FIN_1_23571
if 
  21176 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23606 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23571 

:FIN_1_23606
00BC: text_highpriority 'FIN3_05' time 10000 1  // and Tommy, that was a beautiful suit! Tommy, what on earth happened?

:FIN_1_23621
if 
  26212 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23656 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23621 

:FIN_1_23656
00BC: text_highpriority 'FIN3_06' time 10000 1  // I had a disagreement with a business associate, you know how it is.

:FIN_1_23671
if 
  29463 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23706 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23671 

:FIN_1_23706
00BC: text_highpriority 'FIN3_07' time 10000 1  // Tommy, I have a disagreement, I send them an angry letter.

:FIN_1_23721
if 
  32477 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23756 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23721 

:FIN_1_23756
00BC: text_highpriority 'FIN3_08' time 10000 1  // Maybe I pee in their mailbox. I don't start World War III.

:FIN_1_23771
if 
  36719 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23808 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23771 

:FIN_1_23808
00BC: text_highpriority 'FIN3_09' time 10000 1  // You know, maybe you should speak to my shrink...

:FIN_1_23823
if 
  39025 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23860 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23823 

:FIN_1_23860
00BC: text_highpriority 'FIN3_10' time 10000 1  // That stupid prick, Lance...

:FIN_1_23875
if 
  41031 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23912 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23875 

:FIN_1_23912
00BC: text_highpriority 'FIN3_11' time 10000 1  // Tommy. I never liked that guy, okay?

:FIN_1_23927
if 
  43337 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_23964 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23927 

:FIN_1_23964
00BC: text_highpriority 'FIN3_12' time 10000 1  // He's neurotic, he's insecure, he's self-centered - the guy's an asshole!

:FIN_1_23979
if 
  47738 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24016 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_23979 

:FIN_1_24016
00BC: text_highpriority 'FIN3_13' time 10000 1  // I'm glad you took him out!

:FIN_1_24031
if 
  49016 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24068 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24031 

:FIN_1_24068
00BC: text_highpriority 'FIN3_14' time 10000 1  // I don't think we're gonna be getting any more heat from up north either...

:FIN_1_24083
if 
  54048 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24083 

:FIN_1_24120
00BC: text_highpriority 'FIN3_15' time 10000 1  // ...'cause there ain't no 'up north', anymore.

:FIN_1_24135
if 
  57610 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24135 

:FIN_1_24172
00BC: text_highpriority 'FIN3_16' time 10000 1  // It's all down south now.

:FIN_1_24187
if 
  59960 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24187 

:FIN_1_24224
00BC: text_highpriority 'FIN3_17' time 10000 1  // Wait, does that mean what I think it means..? Tommy, baby!

:FIN_1_24239
if 
  62722 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24276 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24239 

:FIN_1_24276
00BC: text_highpriority 'FIN3_18' time 10000 1  // What do you think it means?

:FIN_1_24291
if 
  64406 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24328 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24291 

:FIN_1_24328
00BC: text_highpriority 'FIN3_19' time 10000 1  // That we're in charge... I mean, that you're in charge. Oh, Tommy!

:FIN_1_24343
if 
  69535 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24380 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24343 

:FIN_1_24380
00BC: text_highpriority 'FIN3_20' time 10000 1  // You know, Ken. I think this could be the beginning of a beautiful business relationship....

:FIN_1_24395
if 
  74550 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24432 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24395 

:FIN_1_24432
00BC: text_highpriority 'FIN3_21' time 10000 1  // After all, you're a conniving, backstabbing, two-bit thief

:FIN_1_24447
if 
  77761 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24484 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24447 

:FIN_1_24484
00BC: text_highpriority 'FIN3_22' time 10000 1  // and I'm a convicted psychotic killer and drug dealer.

:FIN_1_24499
if 
  81486 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24536 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24499 

:FIN_1_24536
00BC: text_highpriority 'FIN3_23' time 10000 1  // I know. Ain't it just beautiful?

:FIN_1_24551
if 
  86784 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_24588 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_24551 

:FIN_1_24588
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:FIN_1_24605
if 
fading 
jf @FIN_1_24629 
wait 0 
jump @FIN_1_24605 

:FIN_1_24629
if 
82E9:   not cutscene_reached_end 
jf @FIN_1_24653 
wait 0 
jump @FIN_1_24629 

:FIN_1_24653
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
select_interior 0 
$1295 = 0 // $ = int 
03AD: set_rubbish 1 
04FA: clear_extra_colors_with_fade 0 
0055: put_player $PLAYER_CHAR at 198.4252 -434.6284 9.5332 
0434: show_credits 
$363 = 0 // $ = int 
03EA: generate_cars_around_camera 1 
01BD: $5239 = current_time_in_ms 
wait 0 
wait 0 
02A3: enable_widescreen 1 
01BD: $5239 = current_time_in_ms 
0084: $5468 = $5239 // $ = $ int 
set_weather 0 

:FIN_1_24782
if 
8436:   not reached_end_of_credits 
jf @FIN_1_26934 
wait 0 
01BD: $5239 = current_time_in_ms 
if 
00E1:   player 0 pressed_button 16 
jf @FIN_1_24848 
if 
  $363 == 1 // $ == int 
jf @FIN_1_24841 
0435: end_credits 

:FIN_1_24841
jump @FIN_1_24855 

:FIN_1_24848
$363 = 1 // $ = int 

:FIN_1_24855
if 
  $5467 == 0 // $ == int 
jf @FIN_1_25001 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25001 
Camera.SetPosition(315.4413, -606.3295, 10.9994, 0.0, 0.0, 0.0)
Camera.PointAt(315.8044, -605.4032, 11.1004, 2)
00C0: set_current_time 18 0 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, 315.4413, -606.3295, 10.9994)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25001
if 
  $5467 == 1 // $ == int 
jf @FIN_1_25076 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25076 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25076
if 
  $5467 == 2 // $ == int 
jf @FIN_1_25151 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25151 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25151
if 
  $5467 == 3 // $ == int 
jf @FIN_1_25297 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25297 
Camera.SetPosition(-57.009, -1579.473, 11.6604, 0.0, 0.0, 0.0)
Camera.PointAt(-57.1214, -1578.485, 11.765, 2)
00C0: set_current_time 14 0 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, -57.009, -1579.473, 11.6604)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25297
if 
  $5467 == 4 // $ == int 
jf @FIN_1_25372 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25372 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25372
if 
  $5467 == 5 // $ == int 
jf @FIN_1_25447 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25447 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25447
if 
  $5467 == 6 // $ == int 
jf @FIN_1_25593 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25593 
Camera.SetPosition(-31.4477, -942.5128, 11.2897, 0.0, 0.0, 0.0)
Camera.PointAt(-30.4814, -942.2845, 11.4088, 2)
00C0: set_current_time 15 0 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, -31.4477, -942.5128, 11.2897)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25593
if 
  $5467 == 7 // $ == int 
jf @FIN_1_25668 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25668 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25668
if 
  $5467 == 8 // $ == int 
jf @FIN_1_25743 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25743 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25743
if 
  $5467 == 9 // $ == int 
jf @FIN_1_25889 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25889 
Camera.SetPosition(527.1948, -1101.658, 12.3979, 0.0, 0.0, 0.0)
Camera.PointAt(526.1959, -1101.612, 12.4088, 2)
00C0: set_current_time 12 0 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, 527.1948, -1101.658, 12.3979)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25889
if 
  $5467 == 10 // $ == int 
jf @FIN_1_25964 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_25964 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_25964
if 
  $5467 == 11 // $ == int 
jf @FIN_1_26039 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26039 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26039
if 
  $5467 == 12 // $ == int 
jf @FIN_1_26185 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26185 
Camera.SetPosition(329.8244, -1123.419, 29.418, 0.0, 0.0, 0.0)
Camera.PointAt(329.5483, -1122.458, 29.4027, 2)
00C0: set_current_time 2 0 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, 329.8244, -1123.419, 29.418)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26185
if 
  $5467 == 13 // $ == int 
jf @FIN_1_26260 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26260 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26260
if 
  $5467 == 14 // $ == int 
jf @FIN_1_26335 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26335 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26335
if 
  $5467 == 15 // $ == int 
jf @FIN_1_26481 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26481 
Camera.SetPosition(420.3749, -179.7319, 12.2077, 0.0, 0.0, 0.0)
Camera.PointAt(420.3214, -178.7335, 12.193, 2)
00C0: set_current_time 11 0 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, 420.3749, -179.7319, 12.2077)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26481
if 
  $5467 == 16 // $ == int 
jf @FIN_1_26556 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26556 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26556
if 
  $5467 == 17 // $ == int 
jf @FIN_1_26631 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26631 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26631
if 
  $5467 == 18 // $ == int 
jf @FIN_1_26777 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26777 
Camera.SetPosition(-397.3825, 22.9746, 47.9553, 0.0, 0.0, 0.0)
Camera.PointAt(-396.5451, 23.4814, 47.7505, 2)
00C0: set_current_time 5 45 
Actor.DestroyInstantly($5455)
Actor.Create($5455, 4, #MALE01, -391.2471, 26.5135, 25.2721)
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26777
if 
  $5467 == 19 // $ == int 
jf @FIN_1_26852 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26852 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 20000 // $ += int 
$5467 += 1 // $ += int 

:FIN_1_26852
if 
  $5467 == 20 // $ == int 
jf @FIN_1_26927 
if 
001C:   $5239 > $5468 // $ > $ int 
jf @FIN_1_26927 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5468 = $5239 // $ = $ int 
$5468 += 3500 // $ += int 
$5467 = 21 // $ = int 

:FIN_1_26927
jump @FIN_1_24782 

:FIN_1_26934
043C: set_game_sounds_disable_on_fade 1 
0440: stop_cutscene_music 
Actor.DestroyInstantly($5455)
02A3: enable_widescreen 0 
03EA: generate_cars_around_camera 0 
01B7: release_weather 
0395: clear_area 1 at -379.2 -536.4 16.2 range 1.0 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
select_interior 0 
$1295 = 0 // $ = int 
03AD: set_rubbish 1 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(-379.2, -536.4, 16.2)
0169: set_fade_color 0 0 1 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03DE: set_pedestrians_density_multiplier_to 1.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
jump @FIN_1_27241 

:FIN_1_27138
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0435: end_credits 
03F2: pedtype 13 remove_threat 512 
03F2: pedtype 9 remove_threat 8192 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 6 primary_weapon_to 22 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0235: set_gang 2 models_to #SGA #SGB 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 1 
$5402 = Player.Money($PLAYER_CHAR)
$5402 *= -1 // $ *= int 
Player.Money($PLAYER_CHAR) += $5402
Player.Money($PLAYER_CHAR) += $5413
return 

:FIN_1_27241
$573 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'FIN_1'  // Keep your Friends Close...
030C: progress_made += 1 
03F2: pedtype 13 remove_threat 512 
03F2: pedtype 9 remove_threat 8192 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0235: set_gang 2 models_to #SGA #SGB 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 1 
start_new_script @GANGMEM 
057C: set_allow_hurricanes 1 
Marker.Disable($537)
Marker.Disable($568)
04CE: $568 = create_icon_marker_without_sphere 29 at -378.3 -579.8 24.5 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  $2498 == 0 // $ == int 
jf @FIN_1_27450 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $2380 cars_to_generate_to 101 
$2498 = 1 // $ = int 
jump @FIN_1_27467 

:FIN_1_27450
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2499 cars_to_generate_to 101 

:FIN_1_27467
return 

:FIN_1_27469
0435: end_credits 
Marker.Disable($5414)
Marker.Disable($5415)
Marker.Disable($5410)
015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 
Model.Destroy(#STRETCH)
Model.Destroy(#COLT45)
Model.Destroy(#RUGER)
Model.Destroy(#TEC9)
Actor.DestroyWithFade($5495)
Actor.DestroyWithFade($5500)
Actor.DestroyWithFade($5505)
Actor.DestroyWithFade($5510)
Actor.DestroyWithFade($5515)
Actor.DestroyWithFade($5520)
Actor.DestroyWithFade($5525)
Actor.DestroyWithFade($5530)
Actor.DestroyWithFade($5535)
Actor.DestroyWithFade($5451)
Actor.DestroyWithFade($5445)
Actor.DestroyWithFade($5469)
Actor.DestroyWithFade($5470)
Actor.DestroyWithFade($5471)
Actor.DestroyWithFade($5472)
Actor.DestroyWithFade($5473)
Actor.DestroyWithFade($5474)
Actor.DestroyWithFade($5475)
Actor.DestroyWithFade($5476)
Actor.DestroyWithFade($5477)
Actor.DestroyWithFade($5478)
Actor.DestroyWithFade($5479)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Pickup.Destroy($5421)
Pickup.Destroy($5416)
Pickup.Destroy($5408)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 53---------------
// Originally: Alloy Wheels of Steel

:BIKE1
script_name 'BIKE1' 
gosub @BIKE1_74 
if 
wasted_or_busted 
jf @BIKE1_37 
gosub @BIKE1_6983 

:BIKE1_37
gosub @BIKE1_7359 
terminate_this_script 
$5699 = 0 // $ = int 
$5700 = 0 // $ = int 
$5701 = 0 // $ = int 
$5702 = 0 // $ = int 

:BIKE1_74
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$5562 = 0 // $ = int 
$5573 = 0 // $ = int 
$5565 = 7.0 // $ = float 
$5564 = 100 // $ = int 
$5585 = 0 // $ = int 
$5577 = 7.0 // $ = float 
$5576 = 100 // $ = int 
$5598 = 0 // $ = int 
$5590 = 7.0 // $ = float 
$5589 = 100 // $ = int 
$5679 = 0 // $ = int 
$5683 = 0 // $ = int 
$5691 = 100 // $ = int 
$5688 = 0.0 // $ = float 
$5689 = 0.0 // $ = float 
$5685 = 0.0 // $ = float 
$5686 = 0.0 // $ = float 
$5687 = 0.0 // $ = float 
$5690 = 0 // $ = int 
$5692 = 0 // $ = int 
$5693 = 0 // $ = int 
$5694 = 0 // $ = int 
$5695 = 0 // $ = int 
$5696 = 0 // $ = int 
$5681 = 0 // $ = int 
$5698 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BIKE1' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSBIGM' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'MGOONA' 
Model.Load(#BKA)
Model.Load(#BKB)
02F3: load_object #CUTOBJ01 'POOLQ' 
02F3: load_object #CUTOBJ02 'POLBALS' 
select_interior 11 
Camera.SetAtPos(-597.02, 642.46, 11.0)
04F9: set_extra_colors 15 fade 0 
038B: load_requested_models 

:BIKE1_424
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#BKA)
   not Model.Available(#BKB)
jf @BIKE1_466 
wait 0 
jump @BIKE1_424 

:BIKE1_466
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @BIKE1_498 
wait 0 
jump @BIKE1_466 

:BIKE1_498
02E4: load_cutscene_data 'BIKE_1' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $458 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $458 'CSBIGM' 
02E5: $428 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $447 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $447 'MGOONA' 
02E5: $471 = create_cutscene_object #BKA 
02E6: set_cutscene_anim $471 'BKA' 
02E5: $472 = create_cutscene_object #BKB 
02E6: set_cutscene_anim $472 'BKB' 
02E5: $461 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $461 'POOLQ01' 
02E5: $462 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $462 'POOLQ02' 
02E5: $463 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $463 'POLBALS' 
0395: clear_area 1 at -597.25 655.87 10.06 range 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE1_771
if 
  5467 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_806 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_771 

:BIKE1_806
00BC: text_highpriority 'BM1_A' time 10000 1  // Where's Baker?

:BIKE1_821
if 
  11136 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_856 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_821 

:BIKE1_856
00BC: text_highpriority 'BM1_B' time 10000 1  // I'm looking for Big Mitch Baker...

:BIKE1_871
if 
  13361 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_906 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_871 

:BIKE1_906
00BC: text_highpriority 'BM1_C' time 10000 1  // Who's lookin'?

:BIKE1_921
if 
  14457 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_956 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_921 

:BIKE1_956
00BC: text_highpriority 'BM1_D' time 10000 1  // Tommy Vercetti.

:BIKE1_971
if 
  16423 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1006 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_971 

:BIKE1_1006
00BC: text_highpriority 'BM1_E' time 10000 1  // Vercetti

:BIKE1_1021
if 
  18634 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1056 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1021 

:BIKE1_1056
00BC: text_highpriority 'BM1_F' time 10000 1  // You don't look like the law, so that's bought you a minute.

:BIKE1_1071
if 
  21688 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1106 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1071 

:BIKE1_1106
00BC: text_highpriority 'BM1_G' time 10000 1  // You better talk fast.

:BIKE1_1121
if 
  22905 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1156 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1121 

:BIKE1_1156
00BC: text_highpriority 'BM1_H' time 10000 1  // Kent Paul said you might be interested in pulling security for a gig he's got set up.

:BIKE1_1171
if 
  26588 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1206 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1171 

:BIKE1_1206
00BC: text_highpriority 'BM1_I' time 10000 1  // Kent Paul? Sheesh! No wonder he sent ya.

:BIKE1_1221
if 
  30208 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1256 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1221 

:BIKE1_1256
00BC: text_highpriority 'BM1_J' time 10000 1  // The last time he was here he left through the window in nothing but his limey birthday suit.

:BIKE1_1271
if 
  34442 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1308 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1271 

:BIKE1_1308
00BC: text_highpriority 'BM1_K' time 10000 1  // Are you interested or not?

:BIKE1_1323
if 
  36593 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1360 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1323 

:BIKE1_1360
00BC: text_highpriority 'BM1_L' time 10000 1  // We only do favors for our own.

:BIKE1_1375
if 
  39183 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1412 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1375 

:BIKE1_1412
00BC: text_highpriority 'BM1_M' time 10000 1  // How do I join?

:BIKE1_1427
if 
  41838 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1464 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1427 

:BIKE1_1464
00BC: text_highpriority 'BM1_N' time 10000 1  // This ain't no country club, boy. Can you handle a bike?

:BIKE1_1479
if 
  45261 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1516 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1479 

:BIKE1_1516
00BC: text_highpriority 'BM1_O' time 10000 1  // Can you sit on a stool and drink?

:BIKE1_1531
if 
  47270 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1568 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1531 

:BIKE1_1568
00BC: text_highpriority 'BM1_P' time 10000 1  // Cougar, Zeppelin, go see how this girl handles a bike...

:BIKE1_1583
if 
  51712 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1620 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1583 

:BIKE1_1620
00BE: text_clear_all 

:BIKE1_1622
if 
  55482 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1659 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1622 

:BIKE1_1659
fade 0 2000 

:BIKE1_1666
if 
fading 
jf @BIKE1_1690 
wait 0 
jump @BIKE1_1666 

:BIKE1_1690
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
Camera.SetAtPos(-597.25, 655.87, 10.06)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
0481: set_enter_car_range_multiplier 6.0 
041E: set_radio_station 4 -1 
$5682 = 18 // $ = int 
$5559 = -592.65 // $ = float 
$5560 = 667.08 // $ = float 
$5561 = 9.91 // $ = float 
$5615 = -537.77 // $ = float 
$5616 = 674.27 // $ = float 
$5617 = 9.9 // $ = float 
$5618 = -478.51 // $ = float 
$5619 = 803.08 // $ = float 
$5620 = 9.91 // $ = float 
$5621 = -387.36 // $ = float 
$5622 = 1017.69 // $ = float 
$5623 = 8.46 // $ = float 
$5624 = -300.36 // $ = float 
$5625 = 1285.44 // $ = float 
$5626 = 10.59 // $ = float 
$5627 = -487.11 // $ = float 
$5628 = 1337.11 // $ = float 
$5629 = 10.59 // $ = float 
$5630 = -735.62 // $ = float 
$5631 = 1314.6 // $ = float 
$5632 = 10.59 // $ = float 
$5633 = -817.54 // $ = float 
$5634 = 1374.86 // $ = float 
$5635 = 10.41 // $ = float 
$5636 = -880.23 // $ = float 
$5637 = 1441.79 // $ = float 
$5638 = 10.74 // $ = float 
$5639 = -683.27 // $ = float 
$5640 = 1465.76 // $ = float 
$5641 = 10.92 // $ = float 
$5642 = -776.75 // $ = float 
$5643 = 1383.71 // $ = float 
$5644 = 10.86 // $ = float 
$5645 = -873.98 // $ = float 
$5646 = 1328.55 // $ = float 
$5647 = 10.29 // $ = float 
$5648 = -869.53 // $ = float 
$5649 = 1107.01 // $ = float 
$5650 = 9.9 // $ = float 
$5651 = -873.4 // $ = float 
$5652 = 953.7 // $ = float 
$5653 = 9.9 // $ = float 
$5654 = -871.27 // $ = float 
$5655 = 775.91 // $ = float 
$5656 = 9.9 // $ = float 
$5657 = -726.25 // $ = float 
$5658 = 749.28 // $ = float 
$5659 = 9.92 // $ = float 
$5660 = -623.68 // $ = float 
$5661 = 743.44 // $ = float 
$5662 = 9.42 // $ = float 
$5663 = -516.6 // $ = float 
$5664 = 733.58 // $ = float 
$5665 = 9.65 // $ = float 
$5666 = -596.92 // $ = float 
$5667 = 666.82 // $ = float 
$5668 = 9.91 // $ = float 
$5566 = -592.65 // $ = float 
$5567 = 665.35 // $ = float 
$5568 = 9.91 // $ = float 
$5578 = -592.65 // $ = float 
$5579 = 663.15 // $ = float 
$5580 = 9.91 // $ = float 
$5591 = -592.65 // $ = float 
$5592 = 661.26 // $ = float 
$5593 = 9.91 // $ = float 
$5604 = 270.0 // $ = float 
$5609 = -648.52 // $ = float 
$5610 = 629.85 // $ = float 
$5611 = 8.0 // $ = float 
$5612 = -499.21 // $ = float 
$5613 = 702.38 // $ = float 
$5614 = 15.0 // $ = float 
$5697 = 0 // $ = int 
Model.Load(#BKA)
Model.Load(#BKB)
Model.Load(#ANGEL)
Model.Load(#UZI)
03CF: load_wav 'BIKEREV' as 1 
03CF: load_wav 'BIKE1_1' as 2 

:BIKE1_2564
if or
   not Model.Available(#BKA)
   not Model.Available(#BKB)
   not Model.Available(#ANGEL)
   not Model.Available(#UZI)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BIKE1_2612 
wait 0 
jump @BIKE1_2564 

:BIKE1_2612
01EB: set_traffic_density_multiplier_to 0.5 
03BA: clear_cars_from_cube $5609 $5610 $5611 $5612 $5613 $5614 
01E8: create_forbidden_for_cars_cube $5609 $5610 $5611 $5612 $5613 $5614 
Car.Create($5572, #ANGEL, $5566, $5567, $5568)
0423: car $5572 improve_handling 2.0 
Car.Angle($5572) = $5604
00AE: set_vehicle $5572 traffic_behavior_to 2 
Car.SetMaxSpeed($5572, 63.0)
Car.ImmuneToNonPlayer($5572, True)
0129: $5563 = create_actor 4 #BKA in_car $5572 driverseat 
0489: set_actor $5563 muted 1 
04D8: set_actor $5563 drown 0 
01ED: clear_actor $5563 threat_search 
011C: actor $5563 clear_objective 
02A9: set_actor $5563 immune_to_nonplayer 1 
Car.SetToNormalDriver($5572)
Car.Create($5584, #ANGEL, $5578, $5579, $5580)
0423: car $5584 improve_handling 2.0 
Car.Angle($5584) = $5604
00AE: set_vehicle $5584 traffic_behavior_to 2 
Car.SetMaxSpeed($5584, 63.0)
Car.ImmuneToNonPlayer($5584, True)
0129: $5575 = create_actor 4 #BKB in_car $5584 driverseat 
0489: set_actor $5575 muted 1 
04D8: set_actor $5575 drown 0 
01ED: clear_actor $5575 threat_search 
011C: actor $5575 clear_objective 
02A9: set_actor $5575 immune_to_nonplayer 1 
Car.SetToNormalDriver($5584)
Car.Create($5597, #ANGEL, $5591, $5592, $5593)
0423: car $5597 improve_handling 2.0 
Car.Angle($5597) = $5604
00AE: set_vehicle $5597 traffic_behavior_to 2 
Car.SetMaxSpeed($5597, 63.0)
Car.ImmuneToNonPlayer($5597, True)
0129: $5588 = create_actor 4 #BKA in_car $5597 driverseat 
0489: set_actor $5588 muted 1 
04D8: set_actor $5588 drown 0 
01ED: clear_actor $5588 threat_search 
011C: actor $5588 clear_objective 
02A9: set_actor $5588 immune_to_nonplayer 1 
Car.SetToNormalDriver($5597)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0336: set_player $PLAYER_CHAR visible 1 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
018A: $5675 = create_checkpoint_at $5559 $5560 $5561 
00BC: text_highpriority 'BM1_1' time 5000 1  // ~g~Get a Freeway or an Angel and get to the starting grid.

:BIKE1_3060
if or
80F8:   not player $PLAYER_CHAR stopped 1 $5559 $5560 $5561 radius 2.0 2.0 2.0 
  $5697 == 0 // $ == int 
jf @BIKE1_4023 
wait 0 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL 
jf @BIKE1_3154 
$5697 = 1 // $ = int 
jump @BIKE1_3161 

:BIKE1_3154
$5697 = 0 // $ = int 

:BIKE1_3161
if 
00F8:   player $PLAYER_CHAR stopped 1 $5559 $5560 $5561 radius 2.0 2.0 2.0 
jf @BIKE1_3277 
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #ANGEL 
jf @BIKE1_3270 
if 
  $5693 == 0 // $ == int 
jf @BIKE1_3270 
00BC: text_highpriority 'BM1_2' time 5000 1  // ~g~You need a Freeway or an Angel to compete!
$5693 = 1 // $ = int 

:BIKE1_3270
jump @BIKE1_3284 

:BIKE1_3277
$5693 = 0 // $ = int 

:BIKE1_3284
if 
   Car.Wrecked($5572)
jf @BIKE1_3329 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 
jump @BIKE1_3362 

:BIKE1_3329
if 
0546:   player $PLAYER_CHAR touching_car $5572 
jf @BIKE1_3362 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3362
if 
   Car.Wrecked($5584)
jf @BIKE1_3407 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 
jump @BIKE1_3440 

:BIKE1_3407
if 
0546:   player $PLAYER_CHAR touching_car $5584 
jf @BIKE1_3440 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3440
if 
   Car.Wrecked($5597)
jf @BIKE1_3485 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 
jump @BIKE1_3518 

:BIKE1_3485
if 
0546:   player $PLAYER_CHAR touching_car $5597 
jf @BIKE1_3518 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3518
$5677 = Car.Health($5572)
if or
  999 >= $5677 // int >= $ 
0496:   vehicle $5572 tire 4 deflated 
jf @BIKE1_3566 
$5677 = 9 // $ = int 
jump @BIKE1_4023 

:BIKE1_3566
if 
   not Actor.Dead($5563)
jf @BIKE1_3662 
$5564 = Actor.Health($5563)
if 
  99 >= $5564 // int >= $ 
jf @BIKE1_3622 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3622
if 
   not Actor.InCar($5563, $5572)
jf @BIKE1_3655 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3655
jump @BIKE1_3684 

:BIKE1_3662
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_3684
$5587 = Car.Health($5584)
if or
  999 >= $5587 // int >= $ 
0496:   vehicle $5584 tire 4 deflated 
jf @BIKE1_3732 
$5587 = 9 // $ = int 
jump @BIKE1_4023 

:BIKE1_3732
if 
   not Actor.Dead($5575)
jf @BIKE1_3828 
$5576 = Actor.Health($5575)
if 
  99 >= $5576 // int >= $ 
jf @BIKE1_3788 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3788
if 
   not Actor.InCar($5575, $5584)
jf @BIKE1_3821 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3821
jump @BIKE1_3850 

:BIKE1_3828
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_3850
$5600 = Car.Health($5597)
if or
  999 >= $5600 // int >= $ 
0496:   vehicle $5597 tire 4 deflated 
jf @BIKE1_3898 
$5600 = 9 // $ = int 
jump @BIKE1_4023 

:BIKE1_3898
if 
   not Actor.Dead($5588)
jf @BIKE1_3994 
$5589 = Actor.Health($5588)
if 
  99 >= $5589 // int >= $ 
jf @BIKE1_3954 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3954
if 
   not Actor.InCar($5588, $5597)
jf @BIKE1_3987 
$5690 = 1 // $ = int 
jump @BIKE1_4023 

:BIKE1_3987
jump @BIKE1_4016 

:BIKE1_3994
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_4016
jump @BIKE1_3060 

:BIKE1_4023
03D1: play_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'BIKE1_1' time 5000 1  // All right, fancy clothes. Let's see what you can do.
if or
  $5677 == 9 // $ == int 
  $5690 == 1 // $ == int 
  $5587 == 9 // $ == int 
  $5600 == 9 // $ == int 
jf @BIKE1_4107 
00BA: text_styled 'RACE1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
jump @BIKE1_4369 

:BIKE1_4107
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @BIKE1_4223 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4223
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @BIKE1_4287 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4287
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @BIKE1_4351 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4351
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:BIKE1_4369
if 
03D2:   wav 2 ended 
jf @BIKE1_4394 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4394
if 
   Car.Wrecked($5572)
jf @BIKE1_4439 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 
jump @BIKE1_4452 

:BIKE1_4439
03CC: add_stuck_car_check $5572 distance 1.0 time 2000 

:BIKE1_4452
if 
   not Actor.Dead($5563)
jf @BIKE1_4482 
0489: set_actor $5563 muted 0 
jump @BIKE1_4504 

:BIKE1_4482
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_4504
if 
   Car.Wrecked($5584)
jf @BIKE1_4549 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 
jump @BIKE1_4562 

:BIKE1_4549
03CC: add_stuck_car_check $5584 distance 1.0 time 2000 

:BIKE1_4562
if 
   not Actor.Dead($5575)
jf @BIKE1_4592 
0489: set_actor $5575 muted 0 
jump @BIKE1_4614 

:BIKE1_4592
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_4614
if 
   Car.Wrecked($5597)
jf @BIKE1_4659 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 
jump @BIKE1_4672 

:BIKE1_4659
03CC: add_stuck_car_check $5597 distance 1.0 time 2000 

:BIKE1_4672
if 
   not Actor.Dead($5588)
jf @BIKE1_4702 
0489: set_actor $5588 muted 0 
jump @BIKE1_4724 

:BIKE1_4702
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_4724
Marker.Disable($5675)
0162: $5574 = create_marker_above_actor $5563 color 1 display 1 
0162: $5586 = create_marker_above_actor $5575 color 1 display 1 
0162: $5599 = create_marker_above_actor $5588 color 1 display 1 
gosub @BIKE1_7450 
0086: $5553 = $5669 // $ = $ float 
0086: $5554 = $5670 // $ = $ float 
0086: $5555 = $5671 // $ = $ float 
0086: $5556 = $5672 // $ = $ float 
0086: $5557 = $5673 // $ = $ float 
0086: $5558 = $5674 // $ = $ float 
0086: $5569 = $5669 // $ = $ float 
0086: $5570 = $5670 // $ = $ float 
0086: $5571 = $5671 // $ = $ float 
0086: $5581 = $5669 // $ = $ float 
0086: $5582 = $5670 // $ = $ float 
0086: $5583 = $5671 // $ = $ float 
0086: $5594 = $5669 // $ = $ float 
0086: $5595 = $5670 // $ = $ float 
0086: $5596 = $5671 // $ = $ float 
018A: $5675 = create_checkpoint_at $5553 $5554 $5555 
0167: $5676 = create_marker_at $5556 $5557 $5558 color 5 display 2 
0168: set_marker $5676 size 2 
0166: set_marker $5676 brightness_to 1 
if 
   not Actor.Dead($5563)
jf @BIKE1_5010 
if 
   not Car.Wrecked($5572)
jf @BIKE1_5003 
if 
   Actor.InCar($5563, $5572)
jf @BIKE1_5003 
Car.DriveTo($5572, $5569, $5570, $5571)

:BIKE1_5003
jump @BIKE1_5032 

:BIKE1_5010
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_5032
wait 70 
if 
   not Actor.Dead($5575)
jf @BIKE1_5108 
if 
   not Car.Wrecked($5584)
jf @BIKE1_5101 
if 
   Actor.InCar($5575, $5584)
jf @BIKE1_5101 
Car.DriveTo($5584, $5581, $5582, $5583)

:BIKE1_5101
jump @BIKE1_5130 

:BIKE1_5108
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_5130
wait 90 
if 
   not Actor.Dead($5588)
jf @BIKE1_5206 
if 
   not Car.Wrecked($5597)
jf @BIKE1_5199 
if 
   Actor.InCar($5588, $5597)
jf @BIKE1_5199 
Car.DriveTo($5597, $5594, $5595, $5596)

:BIKE1_5199
jump @BIKE1_5228 

:BIKE1_5206
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_5228
03C3: set_timer_with_text_to $5681 type 0 text 'R_TIME'  // RACE TIME:

:BIKE1_5243
if 
001C:   $5682 > $5562 // $ > $ int 
jf @BIKE1_6956 
wait 0 
$5680 = 0 // $ = int 
if 
00F5:   player $PLAYER_CHAR 0 $5553 $5554 $5555 radius 6.0 6.0 6.0 
jf @BIKE1_5531 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL 
jf @BIKE1_5531 
018C: play_sound 1 at 0.0 0.0 0.0 
$5562 += 1 // $ += int 
Marker.Disable($5675)
Marker.Disable($5676)
0084: $5679 = $5562 // $ = $ int 
gosub @BIKE1_7450 
0086: $5553 = $5669 // $ = $ float 
0086: $5554 = $5670 // $ = $ float 
0086: $5555 = $5671 // $ = $ float 
0086: $5556 = $5672 // $ = $ float 
0086: $5557 = $5673 // $ = $ float 
0086: $5558 = $5674 // $ = $ float 
if 
003A:   $5562 == $5682 // $ == $ int 
jf @BIKE1_5467 
jump @BIKE1_7000 

:BIKE1_5467
018A: $5675 = create_checkpoint_at $5553 $5554 $5555 
if 
  17 > $5562 // int > $ 
jf @BIKE1_5531 
0167: $5676 = create_marker_at $5556 $5557 $5558 color 5 display 2 
0166: set_marker $5676 brightness_to 1 
0168: set_marker $5676 size 2 

:BIKE1_5531
if 
   not Actor.Dead($5563)
jf @BIKE1_5912 
if 
   not Car.Wrecked($5572)
jf @BIKE1_5905 
0084: $5678 = $5572 // $ = $ int 
0084: $5679 = $5573 // $ = $ int 
0084: $5684 = $5563 // $ = $ int 
0086: $5669 = $5569 // $ = $ float 
0086: $5670 = $5570 // $ = $ float 
0086: $5671 = $5571 // $ = $ float 
0084: $5699 = $5700 // $ = $ int 
gosub @BIKE1_10522 
gosub @BIKE1_8640 
gosub @BIKE1_10774 
gosub @BIKE1_9482 
0084: $5563 = $5684 // $ = $ int 
0084: $5572 = $5678 // $ = $ int 
0084: $5700 = $5699 // $ = $ int 
if and
00FE:   actor $5563 0 $5569 $5570 $5571 radius $5565 $5565 $5565 
   Actor.DrivingVehicleType($5563, #ANGEL)
jf @BIKE1_5905 
$5573 += 1 // $ += int 
0084: $5679 = $5573 // $ = $ int 
gosub @BIKE1_7450 
0086: $5569 = $5669 // $ = $ float 
0086: $5570 = $5670 // $ = $ float 
0086: $5571 = $5671 // $ = $ float 
if 
  $5573 == 17 // $ == int 
jf @BIKE1_5789 
$5565 = 6.0 // $ = float 

:BIKE1_5789
if 
003A:   $5573 == $5682 // $ == $ int 
jf @BIKE1_5830 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BIKE1_6983 

:BIKE1_5830
if 
   Actor.InCar($5563, $5572)
jf @BIKE1_5905 
if 
  $5565 == 7.0 // $ == float 
jf @BIKE1_5891 
Car.DriveTo($5572, $5569, $5570, $5571)
jump @BIKE1_5905 

:BIKE1_5891
02C2: car $5572 drive_to_point $5569 $5570 $5571 

:BIKE1_5905
jump @BIKE1_5934 

:BIKE1_5912
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_5934
if 
   not Actor.Dead($5575)
jf @BIKE1_6315 
if 
   not Car.Wrecked($5584)
jf @BIKE1_6308 
0084: $5678 = $5584 // $ = $ int 
0084: $5679 = $5585 // $ = $ int 
0084: $5684 = $5575 // $ = $ int 
0086: $5669 = $5581 // $ = $ float 
0086: $5670 = $5582 // $ = $ float 
0086: $5671 = $5583 // $ = $ float 
0084: $5699 = $5701 // $ = $ int 
gosub @BIKE1_10522 
gosub @BIKE1_8640 
gosub @BIKE1_10774 
gosub @BIKE1_9482 
0084: $5575 = $5684 // $ = $ int 
0084: $5584 = $5678 // $ = $ int 
0084: $5701 = $5699 // $ = $ int 
if and
00FE:   actor $5575 0 $5581 $5582 $5583 radius $5577 $5577 $5577 
   Actor.DrivingVehicleType($5575, #ANGEL)
jf @BIKE1_6308 
$5585 += 1 // $ += int 
0084: $5679 = $5585 // $ = $ int 
gosub @BIKE1_7450 
0086: $5581 = $5669 // $ = $ float 
0086: $5582 = $5670 // $ = $ float 
0086: $5583 = $5671 // $ = $ float 
if 
  $5585 == 17 // $ == int 
jf @BIKE1_6192 
$5577 = 6.0 // $ = float 

:BIKE1_6192
if 
003A:   $5585 == $5682 // $ == $ int 
jf @BIKE1_6233 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BIKE1_6983 

:BIKE1_6233
if 
   Actor.InCar($5575, $5584)
jf @BIKE1_6308 
if 
  $5577 == 7.0 // $ == float 
jf @BIKE1_6294 
Car.DriveTo($5584, $5581, $5582, $5583)
jump @BIKE1_6308 

:BIKE1_6294
02C2: car $5584 drive_to_point $5581 $5582 $5583 

:BIKE1_6308
jump @BIKE1_6337 

:BIKE1_6315
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_6337
if 
   not Actor.Dead($5588)
jf @BIKE1_6718 
if 
   not Car.Wrecked($5597)
jf @BIKE1_6711 
0084: $5678 = $5597 // $ = $ int 
0084: $5679 = $5598 // $ = $ int 
0084: $5684 = $5588 // $ = $ int 
0086: $5669 = $5594 // $ = $ float 
0086: $5670 = $5595 // $ = $ float 
0086: $5671 = $5596 // $ = $ float 
0084: $5699 = $5702 // $ = $ int 
gosub @BIKE1_10522 
gosub @BIKE1_8640 
gosub @BIKE1_10774 
gosub @BIKE1_9482 
0084: $5588 = $5684 // $ = $ int 
0084: $5597 = $5678 // $ = $ int 
0084: $5702 = $5699 // $ = $ int 
if and
00FE:   actor $5588 0 $5594 $5595 $5596 radius $5590 $5590 $5590 
   Actor.DrivingVehicleType($5588, #ANGEL)
jf @BIKE1_6711 
$5598 += 1 // $ += int 
0084: $5679 = $5598 // $ = $ int 
gosub @BIKE1_7450 
0086: $5594 = $5669 // $ = $ float 
0086: $5595 = $5670 // $ = $ float 
0086: $5596 = $5671 // $ = $ float 
if 
  $5598 == 17 // $ == int 
jf @BIKE1_6595 
$5590 = 6.0 // $ = float 

:BIKE1_6595
if 
003A:   $5598 == $5682 // $ == $ int 
jf @BIKE1_6636 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BIKE1_6983 

:BIKE1_6636
if 
   Actor.InCar($5588, $5597)
jf @BIKE1_6711 
if 
  $5590 == 7.0 // $ == float 
jf @BIKE1_6697 
Car.DriveTo($5597, $5594, $5595, $5596)
jump @BIKE1_6711 

:BIKE1_6697
02C2: car $5597 drive_to_point $5594 $5595 $5596 

:BIKE1_6711
jump @BIKE1_6740 

:BIKE1_6718
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_6740
if 
  $5680 == 0 // $ == int 
jf @BIKE1_6772 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:BIKE1_6772
if 
  $5680 == 1 // $ == int 
jf @BIKE1_6804 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:BIKE1_6804
if 
  $5680 == 2 // $ == int 
jf @BIKE1_6836 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:BIKE1_6836
if 
  $5680 == 3 // $ == int 
jf @BIKE1_6868 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:BIKE1_6868
if 
  $5562 == 17 // $ == int 
jf @BIKE1_6920 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $5553 $5554 $5555 
jump @BIKE1_6949 

:BIKE1_6920
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $5553 $5554 $5555 

:BIKE1_6949
jump @BIKE1_5243 

:BIKE1_6956
014F: stop_timer $5681 
03CD: car $5572 remove_from_stuck_car_check 
03CD: car $5584 remove_from_stuck_car_check 
03CD: car $5597 remove_from_stuck_car_check 
jump @BIKE1_7000 

:BIKE1_6983
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BIKE1_7000
$578 = 1 // $ = int 
0318: set_latest_mission_passed 'BIKE_1'  // Alloy Wheels of Steel
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $1864 == 1 // $ == int 
jf @BIKE1_7060 
018E: stop_sound $1861 
$1864 = 0 // $ = int 

:BIKE1_7060
if 
  $1865 == 1 // $ == int 
jf @BIKE1_7090 
018E: stop_sound $1862 
$1865 = 0 // $ = int 

:BIKE1_7090
if 
  $1866 == 1 // $ == int 
jf @BIKE1_7120 
018E: stop_sound $1863 
$1866 = 0 // $ = int 

:BIKE1_7120
if 
  $1865 == 0 // $ == int 
jf @BIKE1_7167 
018D: $1862 = create_sound 37 at -596.018 640.916 12.0 
$1865 = 1 // $ = int 

:BIKE1_7167
0084: $5695 = $5681 // $ = $ int 
$5695 /= 1000 // $ /= int 
042E: register_lowest_int_stat 0 to $5695 
0084: $5694 = $5695 // $ = $ int 
$5694 /= 60 // $ /= int 
0084: $5696 = $5694 // $ = $ int 
$5696 *= 60 // $ *= int 
0060: $5695 -= $5696 // $ -= $ int 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 1000
if 
  $5695 >= 10 // $ >= int 
jf @BIKE1_7300 
02FD: text_2numbers_highpriority 'RACETM' $5694 $5695 time 5000 1  // ~b~RACE TIME: ~1~:~1~
jump @BIKE1_7321 

:BIKE1_7300
02FD: text_2numbers_highpriority 'RACETM2' $5694 $5695 time 5000 1  // ~b~RACE TIME: ~1~:0~1~

:BIKE1_7321
if 
040C:   german_game 
jf @BIKE1_7349 
start_new_script @BIK3 
jump @BIKE1_7357 

:BIKE1_7349
start_new_script @BIK2 

:BIKE1_7357
return 

:BIKE1_7359
$ONMISSION = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube $5609 $5610 $5611 $5612 $5613 $5614 
Marker.Disable($5675)
Marker.Disable($5676)
Marker.Disable($5574)
Marker.Disable($5586)
Marker.Disable($5599)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#ANGEL)
Model.Destroy(#UZI)
014F: stop_timer $5681 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:BIKE1_7450
if 
  $5679 == 0 // $ == int 
jf @BIKE1_7516 
0086: $5669 = $5615 // $ = $ float 
0086: $5670 = $5616 // $ = $ float 
0086: $5671 = $5617 // $ = $ float 
0086: $5672 = $5618 // $ = $ float 
0086: $5673 = $5619 // $ = $ float 
0086: $5674 = $5620 // $ = $ float 

:BIKE1_7516
if 
  $5679 == 1 // $ == int 
jf @BIKE1_7582 
0086: $5669 = $5618 // $ = $ float 
0086: $5670 = $5619 // $ = $ float 
0086: $5671 = $5620 // $ = $ float 
0086: $5672 = $5621 // $ = $ float 
0086: $5673 = $5622 // $ = $ float 
0086: $5674 = $5623 // $ = $ float 

:BIKE1_7582
if 
  $5679 == 2 // $ == int 
jf @BIKE1_7648 
0086: $5669 = $5621 // $ = $ float 
0086: $5670 = $5622 // $ = $ float 
0086: $5671 = $5623 // $ = $ float 
0086: $5672 = $5624 // $ = $ float 
0086: $5673 = $5625 // $ = $ float 
0086: $5674 = $5626 // $ = $ float 

:BIKE1_7648
if 
  $5679 == 3 // $ == int 
jf @BIKE1_7714 
0086: $5669 = $5624 // $ = $ float 
0086: $5670 = $5625 // $ = $ float 
0086: $5671 = $5626 // $ = $ float 
0086: $5672 = $5627 // $ = $ float 
0086: $5673 = $5628 // $ = $ float 
0086: $5674 = $5629 // $ = $ float 

:BIKE1_7714
if 
  $5679 == 4 // $ == int 
jf @BIKE1_7780 
0086: $5669 = $5627 // $ = $ float 
0086: $5670 = $5628 // $ = $ float 
0086: $5671 = $5629 // $ = $ float 
0086: $5672 = $5630 // $ = $ float 
0086: $5673 = $5631 // $ = $ float 
0086: $5674 = $5632 // $ = $ float 

:BIKE1_7780
if 
  $5679 == 5 // $ == int 
jf @BIKE1_7846 
0086: $5669 = $5630 // $ = $ float 
0086: $5670 = $5631 // $ = $ float 
0086: $5671 = $5632 // $ = $ float 
0086: $5672 = $5633 // $ = $ float 
0086: $5673 = $5634 // $ = $ float 
0086: $5674 = $5635 // $ = $ float 

:BIKE1_7846
if 
  $5679 == 6 // $ == int 
jf @BIKE1_7912 
0086: $5669 = $5633 // $ = $ float 
0086: $5670 = $5634 // $ = $ float 
0086: $5671 = $5635 // $ = $ float 
0086: $5672 = $5636 // $ = $ float 
0086: $5673 = $5637 // $ = $ float 
0086: $5674 = $5638 // $ = $ float 

:BIKE1_7912
if 
  $5679 == 7 // $ == int 
jf @BIKE1_7978 
0086: $5669 = $5636 // $ = $ float 
0086: $5670 = $5637 // $ = $ float 
0086: $5671 = $5638 // $ = $ float 
0086: $5672 = $5639 // $ = $ float 
0086: $5673 = $5640 // $ = $ float 
0086: $5674 = $5641 // $ = $ float 

:BIKE1_7978
if 
  $5679 == 8 // $ == int 
jf @BIKE1_8044 
0086: $5669 = $5639 // $ = $ float 
0086: $5670 = $5640 // $ = $ float 
0086: $5671 = $5641 // $ = $ float 
0086: $5672 = $5642 // $ = $ float 
0086: $5673 = $5643 // $ = $ float 
0086: $5674 = $5644 // $ = $ float 

:BIKE1_8044
if 
  $5679 == 9 // $ == int 
jf @BIKE1_8110 
0086: $5669 = $5642 // $ = $ float 
0086: $5670 = $5643 // $ = $ float 
0086: $5671 = $5644 // $ = $ float 
0086: $5672 = $5645 // $ = $ float 
0086: $5673 = $5646 // $ = $ float 
0086: $5674 = $5647 // $ = $ float 

:BIKE1_8110
if 
  $5679 == 10 // $ == int 
jf @BIKE1_8176 
0086: $5669 = $5645 // $ = $ float 
0086: $5670 = $5646 // $ = $ float 
0086: $5671 = $5647 // $ = $ float 
0086: $5672 = $5648 // $ = $ float 
0086: $5673 = $5649 // $ = $ float 
0086: $5674 = $5650 // $ = $ float 

:BIKE1_8176
if 
  $5679 == 11 // $ == int 
jf @BIKE1_8242 
0086: $5669 = $5648 // $ = $ float 
0086: $5670 = $5649 // $ = $ float 
0086: $5671 = $5650 // $ = $ float 
0086: $5672 = $5651 // $ = $ float 
0086: $5673 = $5652 // $ = $ float 
0086: $5674 = $5653 // $ = $ float 

:BIKE1_8242
if 
  $5679 == 12 // $ == int 
jf @BIKE1_8308 
0086: $5669 = $5651 // $ = $ float 
0086: $5670 = $5652 // $ = $ float 
0086: $5671 = $5653 // $ = $ float 
0086: $5672 = $5654 // $ = $ float 
0086: $5673 = $5655 // $ = $ float 
0086: $5674 = $5656 // $ = $ float 

:BIKE1_8308
if 
  $5679 == 13 // $ == int 
jf @BIKE1_8374 
0086: $5669 = $5654 // $ = $ float 
0086: $5670 = $5655 // $ = $ float 
0086: $5671 = $5656 // $ = $ float 
0086: $5672 = $5657 // $ = $ float 
0086: $5673 = $5658 // $ = $ float 
0086: $5674 = $5659 // $ = $ float 

:BIKE1_8374
if 
  $5679 == 14 // $ == int 
jf @BIKE1_8440 
0086: $5669 = $5657 // $ = $ float 
0086: $5670 = $5658 // $ = $ float 
0086: $5671 = $5659 // $ = $ float 
0086: $5672 = $5660 // $ = $ float 
0086: $5673 = $5661 // $ = $ float 
0086: $5674 = $5662 // $ = $ float 

:BIKE1_8440
if 
  $5679 == 15 // $ == int 
jf @BIKE1_8506 
0086: $5669 = $5660 // $ = $ float 
0086: $5670 = $5661 // $ = $ float 
0086: $5671 = $5662 // $ = $ float 
0086: $5672 = $5663 // $ = $ float 
0086: $5673 = $5664 // $ = $ float 
0086: $5674 = $5665 // $ = $ float 

:BIKE1_8506
if 
  $5679 == 16 // $ == int 
jf @BIKE1_8572 
0086: $5669 = $5663 // $ = $ float 
0086: $5670 = $5664 // $ = $ float 
0086: $5671 = $5665 // $ = $ float 
0086: $5672 = $5666 // $ = $ float 
0086: $5673 = $5667 // $ = $ float 
0086: $5674 = $5668 // $ = $ float 

:BIKE1_8572
if 
  $5679 == 17 // $ == int 
jf @BIKE1_8638 
0086: $5669 = $5666 // $ = $ float 
0086: $5670 = $5667 // $ = $ float 
0086: $5671 = $5668 // $ = $ float 
0086: $5672 = $5666 // $ = $ float 
0086: $5673 = $5667 // $ = $ float 
0086: $5674 = $5668 // $ = $ float 

:BIKE1_8638
return 

:BIKE1_8640
$5677 = Car.Health($5678)
if 
  500 > $5677 // int > $ 
jf @BIKE1_8675 
Car.Health($5678) = 1000

:BIKE1_8675
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_9280 
if 
   not Actor.Dead($5684)
jf @BIKE1_9280 
if 
03CE:   car $5678 stuck 
jf @BIKE1_9280 
if and
82CA:   not car $5678 bounding_sphere_visible 
80FB:   not player $PLAYER_CHAR 0 $5684 radius 30.0 30.0 30.0 
jf @BIKE1_9280 
Car.StorePos($5678, $5601, $5602, $5603)
02C1: set $5601 $5602 $5603 to_car_path_coords_closest_to $5601 $5602 $5603 
if 
838A:   not car_in_cube $5601 $5602 $5603 4.0 4.0 3.0 
jf @BIKE1_9033 
if 
80C2:   not sphere_onscreen $5601 $5602 $5603 4.0 
jf @BIKE1_9026 
Car.PutAt($5678, $5601, $5602, $5603)
039F: car $5678 race_to $5669 $5670 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_9019 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_8988 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_9019 

:BIKE1_8988
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_9019
$5683 = 0 // $ = int 

:BIKE1_9026
jump @BIKE1_9280 

:BIKE1_9033
04D3: get_nearest_car_path_coords_from $5601 $5602 $5603 type 2 store_to $5601 $5602 $5603 
if 
838A:   not car_in_cube $5601 $5602 $5603 4.0 4.0 3.0 
jf @BIKE1_9280 
if 
80C2:   not sphere_onscreen $5601 $5602 $5603 4.0 
jf @BIKE1_9280 
Car.PutAt($5678, $5601, $5602, $5603)
039F: car $5678 race_to $5669 $5670 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_9273 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_9242 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_9273 

:BIKE1_9242
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_9273
$5683 = 0 // $ = int 

:BIKE1_9280
0084: $5698 = $5562 // $ = $ int 
$5698 -= 2 // $ -= int 
if 
001C:   $5698 > $5679 // $ > $ int 
jf @BIKE1_9480 
if 
   not Car.Wrecked($5678)
jf @BIKE1_9480 
if 
   not Actor.Dead($5684)
jf @BIKE1_9480 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_9480 
if 
82CA:   not car $5678 bounding_sphere_visible 
jf @BIKE1_9480 
if 
838A:   not car_in_cube $5669 $5670 $5671 4.0 4.0 3.0 
jf @BIKE1_9480 
if 
80C2:   not sphere_onscreen $5669 $5670 $5671 4.0 
jf @BIKE1_9480 
Car.PutAt($5678, $5669, $5670, $5671)
039F: car $5678 race_to $5553 $5554 
04BA: set_car $5678 speed_instantly 30.0 

:BIKE1_9480
return 

:BIKE1_9482
if 
   not Actor.Dead($5684)
jf @BIKE1_10520 
$5691 = Actor.Health($5684)
if 
   not Actor.Driving($5684)
jf @BIKE1_10359 
$5699 = 1 // $ = int 
if 
82CB:   not actor $5684 bounding_sphere_visible 
jf @BIKE1_10165 
if 
80FB:   not player $PLAYER_CHAR 0 $5684 radius 20.0 20.0 10.0 
jf @BIKE1_10158 
Actor.StorePos($5684, $5685, $5686, $5687)
02C1: set $5601 $5602 $5603 to_car_path_coords_closest_to $5685 $5686 $5687 
if 
838A:   not car_in_cube $5601 $5602 $5603 4.0 4.0 3.0 
jf @BIKE1_10158 
if 
80C2:   not sphere_onscreen $5601 $5602 $5603 4.0 
jf @BIKE1_9879 
03CD: car $5678 remove_from_stuck_car_check 
Car.RemoveReferences($5678)
Car.Create($5678, #ANGEL, $5601, $5602, $5603)
03CC: add_stuck_car_check $5678 distance 1.0 time 2000 
011C: actor $5684 clear_objective 
036A: put_actor $5684 in_car $5678 
039F: car $5678 race_to $5669 $5670 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_9872 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_9841 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_9872 

:BIKE1_9841
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_9872
jump @BIKE1_10158 

:BIKE1_9879
04D3: get_nearest_car_path_coords_from $5601 $5602 $5603 type 2 store_to $5601 $5602 $5603 
if 
838A:   not car_in_cube $5601 $5602 $5603 4.0 4.0 3.0 
jf @BIKE1_10158 
if 
80C2:   not sphere_onscreen $5601 $5602 $5603 4.0 
jf @BIKE1_10158 
03CD: car $5678 remove_from_stuck_car_check 
Car.RemoveReferences($5678)
Car.Create($5678, #ANGEL, $5601, $5602, $5603)
03CC: add_stuck_car_check $5678 distance 1.0 time 2000 
011C: actor $5684 clear_objective 
036A: put_actor $5684 in_car $5678 
039F: car $5678 race_to $5669 $5670 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_10158 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_10127 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_10158 

:BIKE1_10127
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_10158
jump @BIKE1_10352 

:BIKE1_10165
if 
   not Car.Wrecked($5678)
jf @BIKE1_10332 
0319: set_actor $5684 running 1 
01D5: actor $5684 go_to_and_drive_car $5678 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_10325 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_10294 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_10325 

:BIKE1_10294
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_10325
jump @BIKE1_10352 

:BIKE1_10332
01CA: actor $5684 kill_player $PLAYER_CHAR 
01B2: give_actor $5684 weapon 23 ammo 300000 // Load the weapon model before using this 

:BIKE1_10352
jump @BIKE1_10520 

:BIKE1_10359
if 
  $5699 == 1 // $ == int 
jf @BIKE1_10520 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_10520 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_10482 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
$5699 = 0 // $ = int 
jump @BIKE1_10520 

:BIKE1_10482
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 
$5699 = 0 // $ = int 

:BIKE1_10520
return 

:BIKE1_10522
if 
003A:   $5562 == $5679 // $ == $ int 
jf @BIKE1_10746 
Actor.StorePos($5684, $5601, $5602, $5603)
0086: $5605 = $5601 // $ = $ float 
0061: $5605 -= $5553 // $ -= $ float 
0086: $5606 = $5602 // $ = $ float 
0061: $5606 -= $5554 // $ -= $ float 
0069: $5605 *= $5605 // $ *= $ float 
0069: $5606 *= $5606 // $ *= $ float 
0086: $5607 = $5605 // $ = $ float 
0059: $5607 += $5606 // $ += $ float 
01FB: $5608 = square_root $5607 
0054: store_player $PLAYER_CHAR position_to $5601 $5602 $5603 
0086: $5605 = $5601 // $ = $ float 
0061: $5605 -= $5553 // $ -= $ float 
0086: $5606 = $5602 // $ = $ float 
0061: $5606 -= $5554 // $ -= $ float 
0069: $5605 *= $5605 // $ *= $ float 
0069: $5606 *= $5606 // $ *= $ float 
0086: $5607 = $5605 // $ = $ float 
0059: $5607 += $5606 // $ += $ float 
01FB: $5552 = square_root $5607 
if 
0024:   $5552 > $5608 // $ > $ float 
jf @BIKE1_10739 
$5680 += 1 // $ += int 

:BIKE1_10739
jump @BIKE1_10772 

:BIKE1_10746
if 
001C:   $5679 > $5562 // $ > $ int 
jf @BIKE1_10772 
$5680 += 1 // $ += int 

:BIKE1_10772
return 

:BIKE1_10774
if 
   not Actor.Dead($5684)
jf @BIKE1_11532 
if 
04AD:   actor $5684 in_water 
jf @BIKE1_11525 
if 
82CB:   not actor $5684 bounding_sphere_visible 
jf @BIKE1_11525 
if 
80FB:   not player $PLAYER_CHAR 0 $5684 radius 10.0 10.0 10.0 
jf @BIKE1_11525 
Actor.StorePos($5684, $5685, $5686, $5687)
02C1: set $5601 $5602 $5603 to_car_path_coords_closest_to $5685 $5686 $5687 
if 
838A:   not car_in_cube $5601 $5602 $5603 4.0 4.0 3.0 
jf @BIKE1_11201 
if 
   not Actor.Dead($5684)
jf @BIKE1_11172 
if 
80C2:   not sphere_onscreen $5601 $5602 $5603 4.0 
jf @BIKE1_11165 
03CD: car $5678 remove_from_stuck_car_check 
Car.RemoveReferences($5678)
Car.Create($5678, #ANGEL, $5601, $5602, $5603)
03CC: add_stuck_car_check $5678 distance 1.0 time 2000 
011C: actor $5684 clear_objective 
036A: put_actor $5684 in_car $5678 
039F: car $5678 race_to $5669 $5670 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_11165 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_11134 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_11165 

:BIKE1_11134
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_11165
jump @BIKE1_11194 

:BIKE1_11172
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_11194
jump @BIKE1_11525 

:BIKE1_11201
04D3: get_nearest_car_path_coords_from $5601 $5602 $5603 type 2 store_to $5601 $5602 $5603 
if 
838A:   not car_in_cube $5601 $5602 $5603 4.0 4.0 3.0 
jf @BIKE1_11525 
if 
   not Actor.Dead($5684)
jf @BIKE1_11503 
if 
80C2:   not sphere_onscreen $5601 $5602 $5603 4.0 
jf @BIKE1_11496 
03CD: car $5678 remove_from_stuck_car_check 
Car.RemoveReferences($5678)
Car.Create($5678, #ANGEL, $5601, $5602, $5603)
03CC: add_stuck_car_check $5678 distance 1.0 time 2000 
011C: actor $5684 clear_objective 
036A: put_actor $5684 in_car $5678 
039F: car $5678 race_to $5669 $5670 
if 
   Actor.InCar($5684, $5678)
jf @BIKE1_11496 
if or
  $5565 == 7.0 // $ == float 
  $5577 == 7.0 // $ == float 
  $5590 == 7.0 // $ == float 
jf @BIKE1_11465 
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
Car.DriveTo($5678, $5669, $5670, $5671)
jump @BIKE1_11496 

:BIKE1_11465
00AE: set_vehicle $5678 traffic_behavior_to 2 
Car.SetMaxSpeed($5678, 63.0)
02C2: car $5678 drive_to_point $5669 $5670 $5671 

:BIKE1_11496
jump @BIKE1_11525 

:BIKE1_11503
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_11525
jump @BIKE1_11554 

:BIKE1_11532
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_6983 

:BIKE1_11554
return 

//-------------Mission 54---------------
// Originally: Messing with the Man

:BIKE2
script_name 'BIKE2' 
gosub @BIKE2_46 
if 
wasted_or_busted 
jf @BIKE2_37 
gosub @BIKE2_1909 

:BIKE2_37
gosub @BIKE2_2124 
terminate_this_script 

:BIKE2_46
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
$5703 = 0 // $ = int 
$5704 = 0 // $ = int 
$5705 = 0 // $ = int 
$5706 = 0 // $ = int 
$5707 = 0 // $ = int 
$5708 = 0 // $ = int 
$5709 = 151000 // $ = int 
wait 0 
054C: use_GXT_table 'BIKE2' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSBIGM' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'MGOONA' 
023C: load_special_actor 4 'MSERVER' 
select_interior 11 
Camera.SetAtPos(-597.02, 642.46, 11.0)
04F9: set_extra_colors 15 fade 0 
Model.Load(#M4)
038B: load_requested_models 

:BIKE2_225
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @BIKE2_263 
wait 0 
jump @BIKE2_225 

:BIKE2_263
02E4: load_cutscene_data 'BIKE_3' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $458 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $458 'CSBIGM' 
02E5: $428 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $447 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $447 'MGOONA' 
02E5: $459 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $459 'MSERVER' 
0395: clear_area 1 at -597.25 655.87 10.06 range 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE2_453
if 
  3004 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_488 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_453 

:BIKE2_488
00BC: text_highpriority 'BM2_A' time 10000 1  // Ah, got ya again.

:BIKE2_503
if 
  5135 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_538 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_503 

:BIKE2_538
00BC: text_highpriority 'BM2_B' time 10000 1  // Hey Vercetti.

:BIKE2_553
if 
  6423 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_588 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_553 

:BIKE2_588
00BC: text_highpriority 'BM2_C' time 10000 1  // Cougar says you can handle a bike pretty good.

:BIKE2_603
if 
  8568 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_638 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_603 

:BIKE2_638
00BC: text_highpriority 'BM2_D' time 10000 1  // Yeah, how many more errands am I gonna to have to run?

:BIKE2_653
if 
  10974 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_688 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_653 

:BIKE2_688
00BC: text_highpriority 'BM2_E' time 10000 1  // I'm a very busy man.

:BIKE2_703
if 
  12703 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_738 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_703 

:BIKE2_738
00BC: text_highpriority 'BM2_F' time 10000 1  // If it's a fight that's gonna settle this then bring it on.

:BIKE2_753
if 
  14662 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_788 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_753 

:BIKE2_788
00BC: text_highpriority 'BM2_G' time 10000 1  // Being one of us ain't just about brawlin'. It's about being part of a family.

:BIKE2_803
if 
  18829 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_803 

:BIKE2_838
00BC: text_highpriority 'BM2_H' time 10000 1  // Yeah, I've been part of a family before alright. It didn't work out.

:BIKE2_853
if 
  21584 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_853 

:BIKE2_888
00BC: text_highpriority 'BM2_I' time 10000 1  // Yeah, right, but this family takes care of its own.

:BIKE2_903
if 
  24017 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_903 

:BIKE2_938
00BC: text_highpriority 'BM2_J' time 10000 1  // We don't ask a man to do the dirty work and then let him do fifteen years hard time.

:BIKE2_953
if 
  28016 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_953 

:BIKE2_988
00BC: text_highpriority 'BM2_K' time 10000 1  // Yeah, that's right. I've done my homework.

:BIKE2_1003
if 
  30132 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1003 

:BIKE2_1038
00BC: text_highpriority 'BM2_L' time 10000 1  // This here's the biggest family of misfits, outcasts and badasses.

:BIKE2_1053
if 
  34034 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1090 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1053 

:BIKE2_1090
00BC: text_highpriority 'BM2_M' time 10000 1  // Hell, some of us has even been betrayed by our own country.

:BIKE2_1105
if 
  36593 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1142 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1105 

:BIKE2_1142
00BC: text_highpriority 'BM2_N' time 10000 1  // I was locked up during 'Nam. Ugly business.

:BIKE2_1157
if 
  38862 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1194 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1157 

:BIKE2_1194
00BC: text_highpriority 'BM2_O' time 10000 1  // Which is why I'm gonna ask you to go mess with the man.

:BIKE2_1209
if 
  41401 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1246 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1209 

:BIKE2_1246
00BC: text_highpriority 'BM2_P' time 10000 1  // This whole damn country needs a kick in the ass, and we're the ones to deliver it.

:BIKE2_1261
if 
  44782 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1298 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1261 

:BIKE2_1298
00BC: text_highpriority 'BM2_Q' time 10000 1  // So get out there, grab a bike and show this city how pissed you are!

:BIKE2_1313
if 
  49441 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1350 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1313 

:BIKE2_1350
00BC: text_highpriority 'BM2_R' time 10000 1  // Alright, alright.

:BIKE2_1365
if 
  50560 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1402 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1365 

:BIKE2_1402
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 

:BIKE2_1413
if 
fading 
jf @BIKE2_1437 
wait 0 
jump @BIKE2_1413 

:BIKE2_1437
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(-597.25, 655.87, 10.06)
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 300 // Load the weapon model before using this 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
00BC: text_highpriority 'BM2_2' time 5000 1  // ~g~You must fill the Chaos Meter in the time given to show us how much of a badass you are!
03C4: set_status_text_to $5703 1 'BM2_1'  // CHAOSMETER:
03C7: set_sensitivity_to_crime_to 3.0 
TIMERA = 0 // @ = int 
014E: start_timer_at $5709 count_in_direction 1 

:BIKE2_1579
if 
  $5704 == 0 // $ == int 
jf @BIKE2_1902 
wait 0 
if 
  $5709 == 0 // $ == int 
jf @BIKE2_1641 
00BC: text_highpriority 'BM2_4' time 5000 1  // ~r~You failed to fill the Chaos Meter in time!
jump @BIKE2_1909 

:BIKE2_1641
if 
  $5708 == 0 // $ == int 
jf @BIKE2_1691 
if 
   Player.WantedLevel($PLAYER_CHAR) > 2
jf @BIKE2_1691 
03C7: set_sensitivity_to_crime_to 1.0 
$5708 = 1 // $ = int 

:BIKE2_1691
if 
  $5703 == 100 // $ == int 
jf @BIKE2_1716 
$5704 = 1 // $ = int 

:BIKE2_1716
04BF: $5705 = player $PLAYER_CHAR chaos_level 
if 
  $5705 >= 25 // $ >= int 
jf @BIKE2_1895 
if 
  $5706 == 0 // $ == int 
jf @BIKE2_1865 
if 
  99 >= $5703 // int >= $ 
jf @BIKE2_1811 
$5703 += 5 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @BIKE2_1818 

:BIKE2_1811
$5703 = 100 // $ = int 

:BIKE2_1818
if 
  $5707 == 0 // $ == int 
jf @BIKE2_1858 
00BC: text_highpriority 'BM2_3' time 5000 1  // ~g~This sound indicates that you have filled a part of the meter, continue to do so.
$5707 = 1 // $ = int 

:BIKE2_1858
$5706 = 1 // $ = int 

:BIKE2_1865
if 
  $5706 == 1 // $ == int 
jf @BIKE2_1895 
04BE: reset_player $PLAYER_CHAR chaos_level 
$5706 = 0 // $ = int 

:BIKE2_1895
jump @BIKE2_1579 

:BIKE2_1902
jump @BIKE2_1926 

:BIKE2_1909
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BIKE2_1926
$579 = 1 // $ = int 
0318: set_latest_mission_passed 'BIKE_2'  // Messing with the Man
030C: progress_made += 1 
0394: play_music 1 
if 
  $1864 == 1 // $ == int 
jf @BIKE2_1981 
018E: stop_sound $1861 
$1864 = 0 // $ = int 

:BIKE2_1981
if 
  $1865 == 1 // $ == int 
jf @BIKE2_2011 
018E: stop_sound $1862 
$1865 = 0 // $ = int 

:BIKE2_2011
if 
  $1866 == 1 // $ == int 
jf @BIKE2_2041 
018E: stop_sound $1863 
$1866 = 0 // $ = int 

:BIKE2_2041
if 
  $1866 == 0 // $ == int 
jf @BIKE2_2088 
018D: $1863 = create_sound 38 at -596.018 640.916 12.0 
$1866 = 1 // $ = int 

:BIKE2_2088
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
start_new_script @BIK3 
return 

:BIKE2_2124
$ONMISSION = 0 // $ = int 
014F: stop_timer $5709 
0151: remove_status_text $5703 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 55---------------
// Originally: Hog Tied

:BIKE3
script_name 'BIKE3' 
gosub @BIKE3_46 
if 
wasted_or_busted 
jf @BIKE3_37 
gosub @BIKE3_4985 

:BIKE3_37
gosub @BIKE3_5065 
terminate_this_script 

:BIKE3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$5719 = 0 // $ = int 
$5719 = 0 // $ = int 
$5720 = 0 // $ = int 
$5721 = 0 // $ = int 
$5722 = 0 // $ = int 
$5723 = 0 // $ = int 
$5724 = 0 // $ = int 
$5725 = 0 // $ = int 
$5726 = 0 // $ = int 
$5727 = 0 // $ = int 
$5728 = 0 // $ = int 
$5729 = 0 // $ = int 
$5730 = 0 // $ = int 
$5738 = 0 // $ = int 
$5740 = 0 // $ = int 
$5742 = 0 // $ = int 
$5744 = 0 // $ = int 
$5746 = 0 // $ = int 
$5748 = 0 // $ = int 
$5750 = 0 // $ = int 
$5752 = 0 // $ = int 
$5754 = 0 // $ = int 
$5756 = 0 // $ = int 
$5758 = 0 // $ = int 
$5760 = 0 // $ = int 
$5762 = 0 // $ = int 
$5764 = 0 // $ = int 
$5766 = 0 // $ = int 
$5768 = 0 // $ = int 
$5733 = 0 // $ = int 
$5735 = 0 // $ = int 
$5736 = 0 // $ = int 
$5769 = 0 // $ = int 
$5770 = 0.0 // $ = float 
$5771 = 0.0 // $ = float 
$5772 = 0.0 // $ = float 
$5782 = 0 // $ = int 
$5783 = 0 // $ = int 
$5788 = 0 // $ = int 
$5790 = 0 // $ = int 
$5791 = 0 // $ = int 
$5792 = 0 // $ = int 
$5793 = 0 // $ = int 
$5794 = 0 // $ = int 
$5795 = 0 // $ = int 
$5796 = 0 // $ = int 
$5797 = 0 // $ = int 
$5798 = 0 // $ = int 
$5799 = 0 // $ = int 
$5800 = 0 // $ = int 
$5801 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BIKE3' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBIGM' 
023C: load_special_actor 3 'MSERVER' 
select_interior 11 
Camera.SetAtPos(-597.02, 642.46, 11.0)
04F9: set_extra_colors 15 fade 0 
038B: load_requested_models 

:BIKE3_522
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BIKE3_556 
wait 0 
jump @BIKE3_522 

:BIKE3_556
02E4: load_cutscene_data 'BIKE_2' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $458 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $458 'CSBIGM' 
02E5: $460 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $460 'MSERVER' 
0395: clear_area 1 at -597.25 655.87 10.06 range 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE3_726
if 
  4538 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_761 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_726 

:BIKE3_761
00BC: text_highpriority 'BM3_A' time 10000 1  // Hey there, Mitch.

:BIKE3_776
if 
  6581 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_811 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_776 

:BIKE3_811
00BC: text_highpriority 'BM3_B' time 10000 1  // Well, if it ain't 'bad ass' Vercetti.

:BIKE3_826
if 
  8775 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_861 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_826 

:BIKE3_861
00BC: text_highpriority 'BM3_C' time 10000 1  // Now I wanna see how good you can fight for your patch.

:BIKE3_876
if 
  11662 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_911 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_876 

:BIKE3_911
00BC: text_highpriority 'BM3_D' time 10000 1  // A local street gang made the mistake of stealing my hog...

:BIKE3_926
if 
  14895 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_961 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_926 

:BIKE3_961
00BC: text_highpriority 'BM3_E' time 10000 1  // probably because of some machismo thing or somethin'.

:BIKE3_976
if 
  17616 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1011 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_976 

:BIKE3_1011
00BC: text_highpriority 'BM3_F' time 10000 1  // Me and the boys would go over there and teach them a lesson in respect an'all.

:BIKE3_1026
if 
  22783 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1026 

:BIKE3_1061
00BC: text_highpriority 'BM3_G' time 10000 1  // Anyways.

:BIKE3_1076
if 
  24681 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1111 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1076 

:BIKE3_1111
00BC: text_highpriority 'BM3_H' time 10000 1  // Then I got to thinking - this would make a good initiation for you.

:BIKE3_1126
if 
  28415 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1161 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1126 

:BIKE3_1161
00BC: text_highpriority 'BM3_I' time 10000 1  // You get my bike back, you can tell Paul he's got his security.

:BIKE3_1176
if 
  32256 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1211 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1176 

:BIKE3_1211
00BE: text_clear_all 

:BIKE3_1213
if 
  37916 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1250 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1213 

:BIKE3_1250
fade 0 2000 
00BE: text_clear_all 

:BIKE3_1259
if 
fading 
jf @BIKE3_1283 
wait 0 
jump @BIKE3_1259 

:BIKE3_1283
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(-597.25, 655.87, 10.06)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Model.Load(#DOONTOON50)
Model.Load(#ROAD_DOWNTOWN_NEW2)
Model.Load(#ROAD_DOWNTOWN02)
Model.Load(#AMMUNATION_DT)
Model.Load(#DOONTOON19)
Model.Load(#DT_COMPOUND_ROOF)
Model.Load(#DOONTOON51)
Model.Load(#LODNTOON28)
Model.Load(#AMMU_WINDOWS1)

:BIKE3_1406
if or
   not Model.Available(#DOONTOON50)
   not Model.Available(#ROAD_DOWNTOWN_NEW2)
   not Model.Available(#ROAD_DOWNTOWN02)
   not Model.Available(#AMMUNATION_DT)
   not Model.Available(#DOONTOON19)
   not Model.Available(#DT_COMPOUND_ROOF)
jf @BIKE3_1458 
wait 0 
jump @BIKE3_1406 

:BIKE3_1458
if or
   not Model.Available(#DOONTOON51)
   not Model.Available(#LODNTOON28)
   not Model.Available(#AMMU_WINDOWS1)
jf @BIKE3_1495 
wait 0 
jump @BIKE3_1458 

:BIKE3_1495
0169: set_fade_color 0 0 0 
02A3: enable_widescreen 1 
wait 1000 
fade 1 1500 
00BC: text_highpriority 'BM3_1' time 4000 1  // ~g~A local gang has stolen Mitch Baker's Angel. Get it back!
TIMERA = 0 // @ = int 

:BIKE3_1541
if 
  3500 > TIMERA // int > @ 
jf @BIKE3_1601 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_1594 
jump @BIKE3_2101 

:BIKE3_1594
jump @BIKE3_1541 

:BIKE3_1601
00BC: text_highpriority 'BM3_6' time 6000 1  // ~g~They are holed up behind Ammu-Nation in the Downtown area.
TIMERA = 0 // @ = int 

:BIKE3_1623
if 
  5500 > TIMERA // int > @ 
jf @BIKE3_1763 
wait 0 
if 
  TIMERA >= 4000 // @ >= int 
jf @BIKE3_1707 
if 
  $5801 == 0 // $ == int 
jf @BIKE3_1707 
fade 0 1500 
03D5: remove_text 'BM3_6'  // ~g~They are holed up behind Ammu-Nation in the Downtown area.
$5801 = 1 // $ = int 

:BIKE3_1707
if 
  4000 > TIMERA // int > @ 
jf @BIKE3_1756 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_1756 
jump @BIKE3_2101 

:BIKE3_1756
jump @BIKE3_1623 

:BIKE3_1763
if 
fading 
jf @BIKE3_1787 
wait 0 
jump @BIKE3_1763 

:BIKE3_1787
Camera.SetAtPos(-675.93, 1116.28, 14.35)
Camera.SetPosition(-675.93, 1116.28, 14.35, 0.0, 0.0, 0.0)
Camera.PointAt(-675.81, 1117.19, 14.4, 2)
fade 1 2000 

:BIKE3_1862
if 
fading 
jf @BIKE3_1886 
wait 0 
jump @BIKE3_1862 

:BIKE3_1886
00BC: text_highpriority 'BM3_7' time 5000 1  // ~g~You will need a fast bike to gain access to the roof.
TIMERB = 0 // @ = int 

:BIKE3_1908
if 
  4000 > TIMERB // int > @ 
jf @BIKE3_1968 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_1961 
jump @BIKE3_2101 

:BIKE3_1961
jump @BIKE3_1908 

:BIKE3_1968
Camera.SetPosition(-678.97, 1147.28, 25.48, 0.0, 0.0, 0.0)
Camera.PointAt(-678.65, 1148.22, 25.44, 2)
00BC: text_highpriority 'BM3_8' time 5000 1  // ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
TIMERA = 0 // @ = int 

:BIKE3_2041
if 
  4000 > TIMERA // int > @ 
jf @BIKE3_2101 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_2094 
jump @BIKE3_2101 

:BIKE3_2094
jump @BIKE3_2041 

:BIKE3_2101
00BE: text_clear_all 
fade 0 1500 

:BIKE3_2110
if 
fading 
jf @BIKE3_2134 
wait 0 
jump @BIKE3_2110 

:BIKE3_2134
Camera.SetAtPos(-597.25, 655.87, 10.06)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
Camera.Restore_WithJumpCut
03D5: remove_text 'BM3_8'  // ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
Model.Destroy(#DOONTOON50)
Model.Destroy(#ROAD_DOWNTOWN_NEW2)
Model.Destroy(#ROAD_DOWNTOWN02)
Model.Destroy(#AMMUNATION_DT)
Model.Destroy(#DOONTOON19)
Model.Destroy(#DT_COMPOUND_ROOF)
Model.Destroy(#DOONTOON51)
Model.Destroy(#LODNTOON28)
Model.Destroy(#AMMU_WINDOWS1)
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#BKA)
Model.Load(#ANGEL)
Model.Load(#TEC9)
Model.Load(#M4)
Model.Load(#GANGBUR)

:BIKE3_2265
if or
   not Model.Available(#SGA)
   not Model.Available(#SGB)
   not Model.Available(#ANGEL)
   not Model.Available(#TEC9)
   not Model.Available(#M4)
   not Model.Available(#BKA)
jf @BIKE3_2314 
wait 0 
jump @BIKE3_2265 

:BIKE3_2314
if 
   not Model.Available(#GANGBUR)
jf @BIKE3_2341 
wait 0 
jump @BIKE3_2314 

:BIKE3_2341
018D: $5734 = create_sound 0 at -702.16 1215.37 23.17 
018E: stop_sound $5734 
Car.Create($5784, #GANGBUR, -518.54, 694.1, 10.89)
0129: $5774 = create_actor 9 #SGB in_car $5784 driverseat 
01C8: $5778 = create_actor_pedtype 9 model #SGB in_car $5784 passenger_seat 0 
Actor.DestroyInstantly($5774)
Actor.DestroyInstantly($5778)
Car.Destroy($5784)
Car.Create($5785, #GANGBUR, -296.53, 1254.6, 10.11)
0129: $5775 = create_actor 9 #SGA in_car $5785 driverseat 
01C8: $5779 = create_actor_pedtype 9 model #SGB in_car $5785 passenger_seat 0 
Actor.DestroyInstantly($5775)
Actor.DestroyInstantly($5779)
Car.Destroy($5785)
Car.Create($5786, #GANGBUR, -857.96, 1137.78, 9.79)
0129: $5776 = create_actor 9 #SGA in_car $5786 driverseat 
01C8: $5780 = create_actor_pedtype 9 model #SGB in_car $5786 passenger_seat 0 
Actor.DestroyInstantly($5776)
Actor.DestroyInstantly($5780)
Car.Destroy($5786)
Car.Create($5787, #GANGBUR, -604.24, 664.34, 9.91)
0129: $5777 = create_actor 9 #SGB in_car $5787 driverseat 
01C8: $5781 = create_actor_pedtype 9 model #SGB in_car $5787 passenger_seat 0 
Actor.DestroyInstantly($5777)
Actor.DestroyInstantly($5781)
Car.Destroy($5787)
0169: set_fade_color 0 0 0 
wait 1000 
fade 1 2000 
018A: $5789 = create_checkpoint_at -674.59 1128.49 10.08 
$5790 = 1 // $ = int 
$400 = 0.0 // $ = float 
Car.Create($5710, #ANGEL, -700.08, 1300.14, 10.76)
0294: set_vehicle $5710 sprayable 0 
Car.Angle($5710) = 180.0
Actor.Create($5713, 9, #SGA, -750.93, 1235.44, 23.73)
01ED: clear_actor $5713 threat_search 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
Actor.Create($5714, 9, #SGA, -659.81, 1257.07, 23.17)
01ED: clear_actor $5714 threat_search 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
Actor.Create($5715, 9, #SGA, -692.32, 1250.27, 10.2)
01ED: clear_actor $5715 threat_search 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
Actor.Create($5716, 9, #SGB, -757.7, 1214.37, 10.07)
01ED: clear_actor $5716 threat_search 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
Actor.Create($5717, 9, #SGA, -699.21, 1300.28, 10.76)
01ED: clear_actor $5717 threat_search 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
Actor.Create($5718, 9, #SGB, -701.04, 1300.24, 10.76)
01ED: clear_actor $5718 threat_search 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
$426 = 0 // $ = int 

:BIKE3_2986
if 
81B0:   not car $5710 stopped $426 -596.63 658.2 10.06 radius 4.0 4.0 4.0 
jf @BIKE3_4138 
wait 0 
$5800 += 1 // $ += int 
if 
  $5800 > 20 // $ > int 
jf @BIKE3_3071 
$5800 = 0 // $ = int 

:BIKE3_3071
if 
  6 > $5798 // int > $ 
jf @BIKE3_3096 
gosub @BIKE3_11705 

:BIKE3_3096
if or
0057:   player $PLAYER_CHAR 0 -642.32 1198.51 22.0 -768.194 1306.725 30.0 
0057:   player $PLAYER_CHAR 0 -685.75 1239.31 9.0 -768.194 1306.725 30.0 
0057:   player $PLAYER_CHAR 0 -753.43 1213.0 9.0 -768.194 1306.725 30.0 
jf @BIKE3_3378 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $5790 == 1 // $ == int 
jf @BIKE3_3253 
Marker.Disable($5789)
$5790 = 0 // $ = int 

:BIKE3_3253
if 
  $5783 == 0 // $ == int 
jf @BIKE3_3364 
if 
  $5791 == 0 // $ == int 
jf @BIKE3_3364 
if 
   not Car.Wrecked($5710)
jf @BIKE3_3342 
00BC: text_highpriority 'BM3_9' time 5000 1  // ~g~Get Mitch's Angel and get out of there!
Marker.CreateAboveCar($5712, $5710)
$5791 = 1 // $ = int 
jump @BIKE3_3364 

:BIKE3_3342
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_3364
$5788 = 1 // $ = int 
jump @BIKE3_3496 

:BIKE3_3378
if 
  $5783 == 0 // $ == int 
jf @BIKE3_3426 
if 
  $5791 == 1 // $ == int 
jf @BIKE3_3426 
Marker.Disable($5712)
$5791 = 0 // $ = int 

:BIKE3_3426
if 
  $5783 == 0 // $ == int 
jf @BIKE3_3489 
if 
  $5790 == 0 // $ == int 
jf @BIKE3_3489 
018A: $5789 = create_checkpoint_at -674.59 1128.49 10.08 
$5790 = 1 // $ = int 

:BIKE3_3489
$5788 = 0 // $ = int 

:BIKE3_3496
if 
  $5782 == 0 // $ == int 
jf @BIKE3_3557 
if 
  $5783 == 1 // $ == int 
jf @BIKE3_3557 
if 
  $5788 == 0 // $ == int 
jf @BIKE3_3557 
gosub @BIKE3_11122 

:BIKE3_3557
if 
  $5782 == 1 // $ == int 
jf @BIKE3_3767 
if 
   not Actor.Dead($5774)
jf @BIKE3_3599 
01CC: actor $5774 kill_player $PLAYER_CHAR 

:BIKE3_3599
if 
   not Actor.Dead($5775)
jf @BIKE3_3623 
01CC: actor $5775 kill_player $PLAYER_CHAR 

:BIKE3_3623
if 
   not Actor.Dead($5776)
jf @BIKE3_3647 
01CC: actor $5776 kill_player $PLAYER_CHAR 

:BIKE3_3647
if 
   not Actor.Dead($5777)
jf @BIKE3_3671 
01CC: actor $5777 kill_player $PLAYER_CHAR 

:BIKE3_3671
if 
   not Actor.Dead($5778)
jf @BIKE3_3695 
01CC: actor $5778 kill_player $PLAYER_CHAR 

:BIKE3_3695
if 
   not Actor.Dead($5779)
jf @BIKE3_3719 
01CC: actor $5779 kill_player $PLAYER_CHAR 

:BIKE3_3719
if 
   not Actor.Dead($5780)
jf @BIKE3_3743 
01CC: actor $5780 kill_player $PLAYER_CHAR 

:BIKE3_3743
if 
   not Actor.Dead($5781)
jf @BIKE3_3767 
01CC: actor $5781 kill_player $PLAYER_CHAR 

:BIKE3_3767
0054: store_player $PLAYER_CHAR position_to $5770 $5771 $5772 
gosub @BIKE3_5194 
if 
   Car.Wrecked($5710)
jf @BIKE3_3833 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 
jump @BIKE3_4053 

:BIKE3_3833
if 
00DC:   player $PLAYER_CHAR in_car $5710 
jf @BIKE3_3993 
if 
  $5719 == 0 // $ == int 
jf @BIKE3_3986 
$426 = 1 // $ = int 
$5726 = 1 // $ = int 
if 
  $5783 == 0 // $ == int 
jf @BIKE3_3932 
if 
  $5791 == 1 // $ == int 
jf @BIKE3_3932 
Marker.Disable($5712)
$5791 = 2 // $ = int 

:BIKE3_3932
Marker.Disable($5712)
018A: $5711 = create_checkpoint_at -596.63 658.2 10.06 
00BC: text_highpriority 'BM3_3' time 5000 1  // ~g~Get the bike back to the bar!
$5783 = 1 // $ = int 
$5719 = 1 // $ = int 

:BIKE3_3986
jump @BIKE3_4053 

:BIKE3_3993
if 
  $5719 == 1 // $ == int 
jf @BIKE3_4053 
$426 = 0 // $ = int 
Marker.Disable($5711)
Marker.CreateAboveCar($5712, $5710)
00BC: text_highpriority 'BM3_4' time 5000 1  // ~g~Get on the bike!
$5719 = 0 // $ = int 

:BIKE3_4053
if 
  $5726 == 1 // $ == int 
jf @BIKE3_4131 
if 
  $5730 == 0 // $ == int 
jf @BIKE3_4110 
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 
$5730 = 1 // $ = int 

:BIKE3_4110
gosub @BIKE3_6788 
gosub @BIKE3_8782 
gosub @BIKE3_9154 

:BIKE3_4131
jump @BIKE3_2986 

:BIKE3_4138
$426 = 1 // $ = int 
Marker.Disable($5712)
Marker.Disable($5711)
02A3: enable_widescreen 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(-607.076, 666.146, 13.891, 0.0, 0.0, 0.0)
0395: clear_area 0 at -596.63 658.2 10.06 range 1.0 
Camera.PointAt(-606.531, 665.364, 13.589, 2)
01D3: actor $PLAYER_ACTOR leave_car $5710 

:BIKE3_4268
if 
   Actor.InCar($PLAYER_ACTOR, $5710)
jf @BIKE3_4336 
wait 0 
if 
   Car.Wrecked($5710)
jf @BIKE3_4329 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_4329
jump @BIKE3_4268 

:BIKE3_4336
0211: actor $PLAYER_ACTOR walk_to -594.99 654.58 
TIMERA = 0 // @ = int 

:BIKE3_4358
if 
80ED:   not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 
jf @BIKE3_4509 
wait 0 
if 
  TIMERA > 6000 // @ > int 
jf @BIKE3_4464 
if 
80ED:   not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 
jf @BIKE3_4464 
jump @BIKE3_4509 

:BIKE3_4464
if 
   Car.Wrecked($5710)
jf @BIKE3_4502 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_4502
jump @BIKE3_4358 

:BIKE3_4509
011C: actor $PLAYER_ACTOR clear_objective 
Actor.Create($5773, 12, #BKA, -608.72, 650.2, 10.06)
01ED: clear_actor $5773 threat_search 
0319: set_actor $5773 running 1 
020E: actor $PLAYER_ACTOR look_at_actor $5773 
if 
   not Car.Wrecked($5710)
jf @BIKE3_4589 
01D5: actor $5773 go_to_and_drive_car $5710 
jump @BIKE3_4611 

:BIKE3_4589
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_4611
TIMERA = 0 // @ = int 

:BIKE3_4618
if 
   not Actor.Driving($5773)
jf @BIKE3_4752 
wait 0 
if 
   Car.Wrecked($5710)
jf @BIKE3_4676 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_4676
if 
   Actor.Dead($5773)
jf @BIKE3_4699 
jump @BIKE3_4985 

:BIKE3_4699
if 
  TIMERA > 20000 // @ > int 
jf @BIKE3_4745 
if 
   not Actor.InCar($5773, $5710)
jf @BIKE3_4745 
036A: put_actor $5773 in_car $5710 

:BIKE3_4745
jump @BIKE3_4618 

:BIKE3_4752
if 
   not Car.Wrecked($5710)
jf @BIKE3_4797 
Car.SetMaxSpeed($5710, 30.0)
00AE: set_vehicle $5710 traffic_behavior_to 2 
Car.SetToPsychoDriver($5710)
jump @BIKE3_4819 

:BIKE3_4797
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_4819
if and
02CA:   car $5710 bounding_sphere_visible 
  4000 > TIMERA // int > @ 
jf @BIKE3_4915 
wait 0 
if 
   Car.Wrecked($5710)
jf @BIKE3_4885 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_4985 

:BIKE3_4885
if 
   Actor.Dead($5773)
jf @BIKE3_4908 
jump @BIKE3_4985 

:BIKE3_4908
jump @BIKE3_4819 

:BIKE3_4915
wait 3000 
if 
   not Car.Wrecked($5710)
jf @BIKE3_4941 
Car.SetToNormalDriver($5710)

:BIKE3_4941
Actor.DestroyInstantly($5773)
Car.Destroy($5710)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
jump @BIKE3_5002 

:BIKE3_4985
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:BIKE3_5002
$580 = 1 // $ = int 
0318: set_latest_mission_passed 'BIKE_3'  // Hog Tied
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 4000
Marker.Disable($577)
return 

:BIKE3_5065
$ONMISSION = 0 // $ = int 
Model.Destroy(#DOONTOON50)
Model.Destroy(#ROAD_DOWNTOWN_NEW2)
Model.Destroy(#ROAD_DOWNTOWN02)
Model.Destroy(#AMMUNATION_DT)
Model.Destroy(#DOONTOON19)
Model.Destroy(#DT_COMPOUND_ROOF)
Model.Destroy(#DOONTOON51)
Model.Destroy(#LODNTOON28)
Model.Destroy(#AMMU_WINDOWS1)
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
018E: stop_sound $5734 
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#ANGEL)
Model.Destroy(#BKA)
Model.Destroy(#TEC9)
Model.Destroy(#M4)
Model.Destroy(#GANGBUR)
Marker.Disable($5789)
Marker.Disable($5712)
Marker.Disable($5711)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:BIKE3_5194
if 
  $5788 == 1 // $ == int 
jf @BIKE3_6713 
if 
  $5800 == 0 // $ == int 
jf @BIKE3_5594 
if 
  $5720 == 0 // $ == int 
jf @BIKE3_5594 
if 
   Actor.Dead($5713)
jf @BIKE3_5310 
$5727 -= 1 // $ -= int 
if 
  $5735 == 1 // $ == int 
jf @BIKE3_5296 
$5726 = 1 // $ = int 

:BIKE3_5296
$5720 = 1 // $ = int 
jump @BIKE3_5594 

:BIKE3_5310
if 
  $5733 == 0 // $ == int 
jf @BIKE3_5409 
if 
  $5735 == 0 // $ == int 
jf @BIKE3_5409 
if or
0123:   actor $5713 spotted_player $PLAYER_CHAR 
  $5721 == 1 // $ == int 
jf @BIKE3_5409 
00BB: text_lowpriority 'INTRUDE' time 5000 1  // ~g~You've been spotted!
0239: actor $5713 run_to -693.58 1213.18 
$5735 = 1 // $ = int 

:BIKE3_5409
if 
  $5733 == 0 // $ == int 
jf @BIKE3_5565 
if 
  $5735 == 1 // $ == int 
jf @BIKE3_5558 
if 
0102:   actor $5713 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 
jf @BIKE3_5558 
018D: $5734 = create_sound 0 at -693.58 1213.18 23.16 
$5726 = 1 // $ = int 
009E: set_actor $5713 path $5770 $5771 $5772 unknown 1.0 1 
01CA: actor $5713 kill_player $PLAYER_CHAR 
$5733 = 1 // $ = int 

:BIKE3_5558
jump @BIKE3_5594 

:BIKE3_5565
009E: set_actor $5713 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5713 kill_player $PLAYER_CHAR 

:BIKE3_5594
if 
  $5800 == 1 // $ == int 
jf @BIKE3_5976 
if 
  $5721 == 0 // $ == int 
jf @BIKE3_5976 
if 
   Actor.Dead($5714)
jf @BIKE3_5692 
if 
  $5736 == 1 // $ == int 
jf @BIKE3_5671 
$5726 = 1 // $ = int 

:BIKE3_5671
$5727 -= 1 // $ -= int 
$5721 = 1 // $ = int 
jump @BIKE3_5976 

:BIKE3_5692
if 
  $5733 == 0 // $ == int 
jf @BIKE3_5791 
if 
  $5736 == 0 // $ == int 
jf @BIKE3_5791 
if or
0123:   actor $5714 spotted_player $PLAYER_CHAR 
  $5720 == 1 // $ == int 
jf @BIKE3_5791 
00BB: text_lowpriority 'INTRUDE' time 5000 1  // ~g~You've been spotted!
0239: actor $5714 run_to -693.58 1213.18 
$5736 = 1 // $ = int 

:BIKE3_5791
if 
  $5733 == 0 // $ == int 
jf @BIKE3_5947 
if 
  $5736 == 1 // $ == int 
jf @BIKE3_5940 
if 
0102:   actor $5714 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 
jf @BIKE3_5940 
018D: $5734 = create_sound 0 at -693.58 1213.18 23.16 
$5726 = 1 // $ = int 
009E: set_actor $5714 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5714 kill_player $PLAYER_CHAR 
$5733 = 1 // $ = int 

:BIKE3_5940
jump @BIKE3_5976 

:BIKE3_5947
009E: set_actor $5714 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5714 kill_player $PLAYER_CHAR 

:BIKE3_5976
if 
  $5800 == 2 // $ == int 
jf @BIKE3_6155 
if 
  $5722 == 0 // $ == int 
jf @BIKE3_6155 
if 
   Actor.Dead($5715)
jf @BIKE3_6049 
$5727 -= 1 // $ -= int 
$5722 = 1 // $ = int 
jump @BIKE3_6155 

:BIKE3_6049
if 
  $5726 == 0 // $ == int 
jf @BIKE3_6108 
if 
0123:   actor $5715 spotted_player $PLAYER_CHAR 
jf @BIKE3_6108 
00BB: text_lowpriority 'INTRUDE' time 5000 1  // ~g~You've been spotted!
$5726 = 1 // $ = int 

:BIKE3_6108
if 
  $5726 == 1 // $ == int 
jf @BIKE3_6155 
009E: set_actor $5715 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5715 kill_player $PLAYER_CHAR 

:BIKE3_6155
if 
  $5800 == 3 // $ == int 
jf @BIKE3_6334 
if 
  $5723 == 0 // $ == int 
jf @BIKE3_6334 
if 
   Actor.Dead($5716)
jf @BIKE3_6228 
$5727 -= 1 // $ -= int 
$5723 = 1 // $ = int 
jump @BIKE3_6334 

:BIKE3_6228
if 
  $5726 == 0 // $ == int 
jf @BIKE3_6287 
if 
0123:   actor $5716 spotted_player $PLAYER_CHAR 
jf @BIKE3_6287 
00BB: text_lowpriority 'INTRUDE' time 5000 1  // ~g~You've been spotted!
$5726 = 1 // $ = int 

:BIKE3_6287
if 
  $5726 == 1 // $ == int 
jf @BIKE3_6334 
009E: set_actor $5716 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5716 kill_player $PLAYER_CHAR 

:BIKE3_6334
if 
  $5800 == 4 // $ == int 
jf @BIKE3_6520 
if 
  $5724 == 0 // $ == int 
jf @BIKE3_6520 
if 
   Actor.Dead($5717)
jf @BIKE3_6407 
$5727 -= 1 // $ -= int 
$5724 = 1 // $ = int 
jump @BIKE3_6520 

:BIKE3_6407
if 
  $5726 == 0 // $ == int 
jf @BIKE3_6466 
if 
0123:   actor $5717 spotted_player $PLAYER_CHAR 
jf @BIKE3_6466 
00BB: text_lowpriority 'INTRUDE' time 5000 1  // ~g~You've been spotted!
$5726 = 1 // $ = int 

:BIKE3_6466
if or
  $5726 == 1 // $ == int 
  $5725 == 1 // $ == int 
jf @BIKE3_6520 
009E: set_actor $5717 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5717 kill_player $PLAYER_CHAR 

:BIKE3_6520
if 
  $5800 == 5 // $ == int 
jf @BIKE3_6706 
if 
  $5725 == 0 // $ == int 
jf @BIKE3_6706 
if 
   Actor.Dead($5718)
jf @BIKE3_6593 
$5727 -= 1 // $ -= int 
$5725 = 1 // $ = int 
jump @BIKE3_6706 

:BIKE3_6593
if 
  $5726 == 0 // $ == int 
jf @BIKE3_6652 
if 
0123:   actor $5718 spotted_player $PLAYER_CHAR 
jf @BIKE3_6652 
00BB: text_lowpriority 'INTRUDE' time 5000 1  // ~g~You've been spotted!
$5726 = 1 // $ = int 

:BIKE3_6652
if or
  $5726 == 1 // $ == int 
  $5724 == 1 // $ == int 
jf @BIKE3_6706 
009E: set_actor $5718 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5718 kill_player $PLAYER_CHAR 

:BIKE3_6706
jump @BIKE3_6761 

:BIKE3_6713
if 
  $5783 == 1 // $ == int 
jf @BIKE3_6761 
Actor.RemoveReferences($5713)
Actor.RemoveReferences($5714)
Actor.RemoveReferences($5715)
Actor.RemoveReferences($5716)
Actor.RemoveReferences($5717)
Actor.RemoveReferences($5718)

:BIKE3_6761
if 
  $5799 == 2 // $ == int 
jf @BIKE3_6786 
$5799 = 0 // $ = int 

:BIKE3_6786
return 

:BIKE3_6788
if 
  $5788 == 1 // $ == int 
jf @BIKE3_8780 
if 
  29 >= $5769 // int >= $ 
jf @BIKE3_8780 
if 
  8 > $5727 // int > $ 
jf @BIKE3_8780 
if 
  $5728 == 2 // $ == int 
jf @BIKE3_6874 
TIMERB = 0 // @ = int 
$5728 = 0 // $ = int 

:BIKE3_6874
if 
  $5729 == 2 // $ == int 
jf @BIKE3_6906 
TIMERA = 0 // @ = int 
$5729 = 0 // $ = int 

:BIKE3_6906
if 
8339:   not anything_in_cube_cornerA -695.11 1301.01 8.0 cornerB -688.96 1294.68 14.0 solid 0 car 1 actor 1 object 0 particle 0 
jf @BIKE3_7843 
if 
  TIMERB >= 4000 // @ >= int 
jf @BIKE3_7843 
if 
  $5728 == 0 // $ == int 
jf @BIKE3_7843 
$5731 = -1 // $ = int 
if or
  $5738 == 0 // $ == int 
  $5738 == 2 // $ == int 
jf @BIKE3_7098 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5737, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5737 // $ = $ int 
$5738 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7098
if or
  $5740 == 0 // $ == int 
  $5740 == 2 // $ == int 
jf @BIKE3_7193 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5739, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5739 // $ = $ int 
$5740 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7193
if or
  $5742 == 0 // $ == int 
  $5742 == 2 // $ == int 
jf @BIKE3_7288 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5741, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5741 // $ = $ int 
$5742 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7288
if or
  $5744 == 0 // $ == int 
  $5744 == 2 // $ == int 
jf @BIKE3_7383 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5743, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5743 // $ = $ int 
$5744 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7383
if or
  $5746 == 0 // $ == int 
  $5746 == 2 // $ == int 
jf @BIKE3_7478 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5745, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5745 // $ = $ int 
$5746 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7478
if or
  $5748 == 0 // $ == int 
  $5748 == 2 // $ == int 
jf @BIKE3_7573 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5747, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5747 // $ = $ int 
$5748 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7573
if or
  $5750 == 0 // $ == int 
  $5750 == 2 // $ == int 
jf @BIKE3_7668 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5749, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5749 // $ = $ int 
$5750 = 1 // $ = int 
jump @BIKE3_7756 

:BIKE3_7668
if or
  $5752 == 0 // $ == int 
  $5752 == 2 // $ == int 
jf @BIKE3_7756 
0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 
Actor.Create($5751, 9, #SGA, -690.84, 1298.62, 10.76)
0084: $5731 = $5751 // $ = $ int 
$5752 = 1 // $ = int 

:BIKE3_7756
if 
   not Actor.Dead($5731)
jf @BIKE3_7843 
if 
   not $5731 == -1 // $ == int 
jf @BIKE3_7843 
0243: set_actor $5731 ped_stats_to 16 
Actor.Angle($5731) = 174.08
0239: actor $5731 run_to -691.25 1294.99 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
$5728 = 1 // $ = int 

:BIKE3_7843
if 
8339:   not anything_in_cube_cornerA -735.7 1261.3 8.0 cornerB -728.2 1264.8 14.0 solid 0 car 1 actor 1 object 0 particle 0 
jf @BIKE3_8780 
if 
  TIMERA >= 7000 // @ >= int 
jf @BIKE3_8780 
if 
  $5729 == 0 // $ == int 
jf @BIKE3_8780 
$5732 = -1 // $ = int 
if or
  $5754 == 0 // $ == int 
  $5754 == 2 // $ == int 
jf @BIKE3_8035 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5753, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5753 // $ = $ int 
$5754 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8035
if or
  $5756 == 0 // $ == int 
  $5756 == 2 // $ == int 
jf @BIKE3_8130 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5755, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5755 // $ = $ int 
$5756 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8130
if or
  $5758 == 0 // $ == int 
  $5758 == 2 // $ == int 
jf @BIKE3_8225 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5757, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5757 // $ = $ int 
$5758 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8225
if or
  $5760 == 0 // $ == int 
  $5760 == 2 // $ == int 
jf @BIKE3_8320 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5759, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5759 // $ = $ int 
$5760 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8320
if or
  $5762 == 0 // $ == int 
  $5762 == 2 // $ == int 
jf @BIKE3_8415 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5761, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5761 // $ = $ int 
$5762 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8415
if or
  $5764 == 0 // $ == int 
  $5764 == 2 // $ == int 
jf @BIKE3_8510 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5763, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5763 // $ = $ int 
$5764 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8510
if or
  $5766 == 0 // $ == int 
  $5766 == 2 // $ == int 
jf @BIKE3_8605 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5765, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5765 // $ = $ int 
$5766 = 1 // $ = int 
jump @BIKE3_8693 

:BIKE3_8605
if or
  $5768 == 0 // $ == int 
  $5768 == 2 // $ == int 
jf @BIKE3_8693 
0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 
Actor.Create($5767, 9, #SGB, -733.7, 1263.0, 10.8)
0084: $5732 = $5767 // $ = $ int 
$5768 = 1 // $ = int 

:BIKE3_8693
if 
   not Actor.Dead($5732)
jf @BIKE3_8780 
if 
   not $5732 == -1 // $ == int 
jf @BIKE3_8780 
0243: set_actor $5732 ped_stats_to 16 
Actor.Angle($5732) = 174.08
0239: actor $5732 run_to -730.6 1262.8 
$5727 += 1 // $ += int 
$5769 += 1 // $ += int 
$5729 = 1 // $ = int 

:BIKE3_8780
return 

:BIKE3_8782
if 
  $5728 == 1 // $ == int 
jf @BIKE3_8967 
if 
   not Actor.Dead($5731)
jf @BIKE3_8960 
if 
00FF:   actor $5731 0 -691.25 1294.99 10.76 radius 1.0 1.0 2.0 
jf @BIKE3_8953 
if 
  $5769 > 29 // $ > int 
jf @BIKE3_8907 
Actor.Health($5731) = 200
01B2: give_actor $5731 weapon 26 ammo 30000 // Load the weapon model before using this 
jump @BIKE3_8917 

:BIKE3_8907
01B2: give_actor $5731 weapon 22 ammo 30000 // Load the weapon model before using this 

:BIKE3_8917
009E: set_actor $5731 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5731 kill_player $PLAYER_CHAR 
$5728 = 2 // $ = int 

:BIKE3_8953
jump @BIKE3_8967 

:BIKE3_8960
$5728 = 2 // $ = int 

:BIKE3_8967
if 
  $5729 == 1 // $ == int 
jf @BIKE3_9152 
if 
   not Actor.Dead($5732)
jf @BIKE3_9145 
if 
00FF:   actor $5732 0 -730.6 1262.8 10.8 radius 1.0 1.0 2.0 
jf @BIKE3_9138 
if 
  $5769 > 29 // $ > int 
jf @BIKE3_9092 
Actor.Health($5732) = 200
01B2: give_actor $5732 weapon 26 ammo 30000 // Load the weapon model before using this 
jump @BIKE3_9102 

:BIKE3_9092
01B2: give_actor $5732 weapon 22 ammo 30000 // Load the weapon model before using this 

:BIKE3_9102
009E: set_actor $5732 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5732 kill_player $PLAYER_CHAR 
$5729 = 2 // $ = int 

:BIKE3_9138
jump @BIKE3_9152 

:BIKE3_9145
$5729 = 2 // $ = int 

:BIKE3_9152
return 

:BIKE3_9154
if 
  $5788 == 1 // $ == int 
jf @BIKE3_10784 
if 
  $5800 == 6 // $ == int 
jf @BIKE3_9279 
if 
  $5738 == 1 // $ == int 
jf @BIKE3_9279 
if 
   Actor.Dead($5737)
jf @BIKE3_9250 
Actor.DestroyWithFade($5737)
$5727 -= 1 // $ -= int 
$5738 = 2 // $ = int 
jump @BIKE3_9279 

:BIKE3_9250
009E: set_actor $5737 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5737 kill_player $PLAYER_CHAR 

:BIKE3_9279
if 
  $5800 == 7 // $ == int 
jf @BIKE3_9386 
if 
  $5740 == 1 // $ == int 
jf @BIKE3_9386 
if 
   Actor.Dead($5739)
jf @BIKE3_9357 
Actor.DestroyWithFade($5739)
$5727 -= 1 // $ -= int 
$5740 = 2 // $ = int 
jump @BIKE3_9386 

:BIKE3_9357
009E: set_actor $5739 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5739 kill_player $PLAYER_CHAR 

:BIKE3_9386
if 
  $5800 == 8 // $ == int 
jf @BIKE3_9493 
if 
  $5742 == 1 // $ == int 
jf @BIKE3_9493 
if 
   Actor.Dead($5741)
jf @BIKE3_9464 
Actor.DestroyWithFade($5741)
$5727 -= 1 // $ -= int 
$5742 = 2 // $ = int 
jump @BIKE3_9493 

:BIKE3_9464
009E: set_actor $5741 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5741 kill_player $PLAYER_CHAR 

:BIKE3_9493
if 
  $5800 == 9 // $ == int 
jf @BIKE3_9600 
if 
  $5744 == 1 // $ == int 
jf @BIKE3_9600 
if 
   Actor.Dead($5743)
jf @BIKE3_9571 
Actor.DestroyWithFade($5743)
$5727 -= 1 // $ -= int 
$5744 = 2 // $ = int 
jump @BIKE3_9600 

:BIKE3_9571
009E: set_actor $5743 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5743 kill_player $PLAYER_CHAR 

:BIKE3_9600
if 
  $5800 == 10 // $ == int 
jf @BIKE3_9707 
if 
  $5746 == 1 // $ == int 
jf @BIKE3_9707 
if 
   Actor.Dead($5745)
jf @BIKE3_9678 
Actor.DestroyWithFade($5745)
$5727 -= 1 // $ -= int 
$5746 = 2 // $ = int 
jump @BIKE3_9707 

:BIKE3_9678
009E: set_actor $5745 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5745 kill_player $PLAYER_CHAR 

:BIKE3_9707
if 
  $5800 == 11 // $ == int 
jf @BIKE3_9814 
if 
  $5750 == 1 // $ == int 
jf @BIKE3_9814 
if 
   Actor.Dead($5749)
jf @BIKE3_9785 
Actor.DestroyWithFade($5749)
$5727 -= 1 // $ -= int 
$5750 = 2 // $ = int 
jump @BIKE3_9814 

:BIKE3_9785
009E: set_actor $5749 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5749 kill_player $PLAYER_CHAR 

:BIKE3_9814
if 
  $5800 == 12 // $ == int 
jf @BIKE3_9921 
if 
  $5752 == 1 // $ == int 
jf @BIKE3_9921 
if 
   Actor.Dead($5751)
jf @BIKE3_9892 
Actor.DestroyWithFade($5751)
$5727 -= 1 // $ -= int 
$5752 = 2 // $ = int 
jump @BIKE3_9921 

:BIKE3_9892
009E: set_actor $5751 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5751 kill_player $PLAYER_CHAR 

:BIKE3_9921
if 
  $5800 == 13 // $ == int 
jf @BIKE3_10028 
if 
  $5754 == 1 // $ == int 
jf @BIKE3_10028 
if 
   Actor.Dead($5753)
jf @BIKE3_9999 
Actor.DestroyWithFade($5753)
$5727 -= 1 // $ -= int 
$5754 = 2 // $ = int 
jump @BIKE3_10028 

:BIKE3_9999
009E: set_actor $5753 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5753 kill_player $PLAYER_CHAR 

:BIKE3_10028
if 
  $5800 == 14 // $ == int 
jf @BIKE3_10135 
if 
  $5756 == 1 // $ == int 
jf @BIKE3_10135 
if 
   Actor.Dead($5755)
jf @BIKE3_10106 
Actor.DestroyWithFade($5755)
$5727 -= 1 // $ -= int 
$5756 = 2 // $ = int 
jump @BIKE3_10135 

:BIKE3_10106
009E: set_actor $5755 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5755 kill_player $PLAYER_CHAR 

:BIKE3_10135
if 
  $5800 == 15 // $ == int 
jf @BIKE3_10242 
if 
  $5758 == 1 // $ == int 
jf @BIKE3_10242 
if 
   Actor.Dead($5757)
jf @BIKE3_10213 
Actor.DestroyWithFade($5757)
$5727 -= 1 // $ -= int 
$5758 = 2 // $ = int 
jump @BIKE3_10242 

:BIKE3_10213
009E: set_actor $5757 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5757 kill_player $PLAYER_CHAR 

:BIKE3_10242
if 
  $5800 == 16 // $ == int 
jf @BIKE3_10349 
if 
  $5760 == 1 // $ == int 
jf @BIKE3_10349 
if 
   Actor.Dead($5759)
jf @BIKE3_10320 
Actor.DestroyWithFade($5759)
$5727 -= 1 // $ -= int 
$5760 = 2 // $ = int 
jump @BIKE3_10349 

:BIKE3_10320
009E: set_actor $5759 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5759 kill_player $PLAYER_CHAR 

:BIKE3_10349
if 
  $5800 == 17 // $ == int 
jf @BIKE3_10456 
if 
  $5762 == 1 // $ == int 
jf @BIKE3_10456 
if 
   Actor.Dead($5761)
jf @BIKE3_10427 
Actor.DestroyWithFade($5761)
$5727 -= 1 // $ -= int 
$5762 = 2 // $ = int 
jump @BIKE3_10456 

:BIKE3_10427
009E: set_actor $5761 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5761 kill_player $PLAYER_CHAR 

:BIKE3_10456
if 
  $5800 == 18 // $ == int 
jf @BIKE3_10563 
if 
  $5764 == 1 // $ == int 
jf @BIKE3_10563 
if 
   Actor.Dead($5763)
jf @BIKE3_10534 
Actor.DestroyWithFade($5763)
$5727 -= 1 // $ -= int 
$5764 = 2 // $ = int 
jump @BIKE3_10563 

:BIKE3_10534
009E: set_actor $5763 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5763 kill_player $PLAYER_CHAR 

:BIKE3_10563
if 
  $5800 == 19 // $ == int 
jf @BIKE3_10670 
if 
  $5766 == 1 // $ == int 
jf @BIKE3_10670 
if 
   Actor.Dead($5765)
jf @BIKE3_10641 
Actor.DestroyWithFade($5765)
$5727 -= 1 // $ -= int 
$5766 = 2 // $ = int 
jump @BIKE3_10670 

:BIKE3_10641
009E: set_actor $5765 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5765 kill_player $PLAYER_CHAR 

:BIKE3_10670
if 
  $5800 == 20 // $ == int 
jf @BIKE3_10777 
if 
  $5768 == 1 // $ == int 
jf @BIKE3_10777 
if 
   Actor.Dead($5767)
jf @BIKE3_10748 
Actor.DestroyWithFade($5767)
$5727 -= 1 // $ -= int 
$5768 = 2 // $ = int 
jump @BIKE3_10777 

:BIKE3_10748
009E: set_actor $5767 path $5770 $5771 $5772 unknown 0.5 1 
01CA: actor $5767 kill_player $PLAYER_CHAR 

:BIKE3_10777
jump @BIKE3_11120 

:BIKE3_10784
if 
   not Actor.Dead($5737)
jf @BIKE3_10805 
Actor.RemoveReferences($5737)

:BIKE3_10805
if 
   not Actor.Dead($5739)
jf @BIKE3_10826 
Actor.RemoveReferences($5739)

:BIKE3_10826
if 
   not Actor.Dead($5741)
jf @BIKE3_10847 
Actor.RemoveReferences($5741)

:BIKE3_10847
if 
   not Actor.Dead($5743)
jf @BIKE3_10868 
Actor.RemoveReferences($5743)

:BIKE3_10868
if 
   not Actor.Dead($5745)
jf @BIKE3_10889 
Actor.RemoveReferences($5745)

:BIKE3_10889
if 
   not Actor.Dead($5747)
jf @BIKE3_10910 
Actor.RemoveReferences($5747)

:BIKE3_10910
if 
   not Actor.Dead($5749)
jf @BIKE3_10931 
Actor.RemoveReferences($5749)

:BIKE3_10931
if 
   not Actor.Dead($5751)
jf @BIKE3_10952 
Actor.RemoveReferences($5751)

:BIKE3_10952
if 
   not Actor.Dead($5753)
jf @BIKE3_10973 
Actor.RemoveReferences($5753)

:BIKE3_10973
if 
   not Actor.Dead($5755)
jf @BIKE3_10994 
Actor.RemoveReferences($5755)

:BIKE3_10994
if 
   not Actor.Dead($5757)
jf @BIKE3_11015 
Actor.RemoveReferences($5757)

:BIKE3_11015
if 
   not Actor.Dead($5759)
jf @BIKE3_11036 
Actor.RemoveReferences($5759)

:BIKE3_11036
if 
   not Actor.Dead($5761)
jf @BIKE3_11057 
Actor.RemoveReferences($5761)

:BIKE3_11057
if 
   not Actor.Dead($5763)
jf @BIKE3_11078 
Actor.RemoveReferences($5763)

:BIKE3_11078
if 
   not Actor.Dead($5765)
jf @BIKE3_11099 
Actor.RemoveReferences($5765)

:BIKE3_11099
if 
   not Actor.Dead($5767)
jf @BIKE3_11120 
Actor.RemoveReferences($5767)

:BIKE3_11120
return 

:BIKE3_11122
if 
  $5782 == 0 // $ == int 
jf @BIKE3_11703 
Car.Create($5784, #GANGBUR, -783.346, 1367.562, 10.603)
Car.Angle($5784) = 192.0
0129: $5774 = create_actor 9 #SGB in_car $5784 driverseat 
01C8: $5778 = create_actor_pedtype 9 model #SGA in_car $5784 passenger_seat 0 
01ED: clear_actor $5774 threat_search 
01ED: clear_actor $5778 threat_search 
011A: set_actor $5774 search_threat 1 
01B2: give_actor $5774 weapon 22 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5778 search_threat 1 
01B2: give_actor $5778 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5774 kill_player $PLAYER_CHAR 
01CC: actor $5778 kill_player $PLAYER_CHAR 
04BA: set_car $5784 speed_instantly 30.0 
Car.SetMaxSpeed($5784, 40.0)
Car.Create($5785, #GANGBUR, -791.841, 1376.64, 10.422)
Car.Angle($5785) = 258.512
0129: $5775 = create_actor 9 #SGA in_car $5785 driverseat 
01ED: clear_actor $5775 threat_search 
011A: set_actor $5775 search_threat 1 
01B2: give_actor $5775 weapon 22 ammo 30000 // Load the weapon model before using this 
01C8: $5779 = create_actor_pedtype 9 model #SGB in_car $5785 passenger_seat 0 
01ED: clear_actor $5779 threat_search 
011A: set_actor $5779 search_threat 1 
01B2: give_actor $5779 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5775 kill_player $PLAYER_CHAR 
01CC: actor $5779 kill_player $PLAYER_CHAR 
04BA: set_car $5785 speed_instantly 30.0 
Car.SetMaxSpeed($5785, 40.0)
Car.Create($5786, #GANGBUR, -295.967, 1255.681, 10.142)
Car.Angle($5786) = 357.556
0129: $5776 = create_actor 9 #SGA in_car $5786 driverseat 
01ED: clear_actor $5776 threat_search 
011A: set_actor $5776 search_threat 1 
01B2: give_actor $5776 weapon 22 ammo 30000 // Load the weapon model before using this 
01C8: $5780 = create_actor_pedtype 9 model #SGB in_car $5786 passenger_seat 0 
01ED: clear_actor $5780 threat_search 
011A: set_actor $5780 search_threat 1 
01B2: give_actor $5780 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5776 kill_player $PLAYER_CHAR 
01CC: actor $5780 kill_player $PLAYER_CHAR 
04BA: set_car $5786 speed_instantly 30.0 
Car.SetMaxSpeed($5786, 40.0)
Car.Create($5787, #GANGBUR, -585.145, 666.533, 9.917)
Car.Angle($5787) = 286.737
0129: $5777 = create_actor 9 #SGB in_car $5787 driverseat 
01ED: clear_actor $5777 threat_search 
011A: set_actor $5777 search_threat 1 
01B2: give_actor $5777 weapon 22 ammo 30000 // Load the weapon model before using this 
01C8: $5781 = create_actor_pedtype 9 model #SGB in_car $5787 passenger_seat 0 
01ED: clear_actor $5781 threat_search 
011A: set_actor $5781 search_threat 1 
01B2: give_actor $5781 weapon 22 ammo 30000 // Load the weapon model before using this 
01CC: actor $5777 kill_player $PLAYER_CHAR 
01CC: actor $5781 kill_player $PLAYER_CHAR 
04BA: set_car $5787 speed_instantly 30.0 
Car.SetMaxSpeed($5787, 40.0)
$5782 = 1 // $ = int 

:BIKE3_11703
return 

:BIKE3_11705
if 
  6 > $5798 // int > $ 
jf @BIKE3_13010 
if 
  $5792 == 0 // $ == int 
jf @BIKE3_12046 
if 
   not Actor.Dead($5713)
jf @BIKE3_12046 
if 
84F0:   not is_actor_waiting_for_world_collision $5713 
jf @BIKE3_12046 
01ED: clear_actor $5713 threat_search 
011A: set_actor $5713 search_threat 1 
01B2: give_actor $5713 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 0 at -751.91 1212.63 23.17 
01E2: add_route_point 0 at -751.87 1204.57 23.17 
01E2: add_route_point 0 at -746.22 1200.42 23.17 
01E2: add_route_point 0 at -728.07 1200.61 23.17 
01E2: add_route_point 0 at -703.98 1201.18 23.17 
01E2: add_route_point 0 at -700.81 1200.92 23.17 
01E2: add_route_point 0 at -703.98 1201.18 23.17 
01E2: add_route_point 0 at -728.07 1200.61 23.17 
01E2: add_route_point 0 at -746.22 1200.42 23.17 
01E2: add_route_point 0 at -751.87 1204.57 23.17 
01E2: add_route_point 0 at -751.91 1212.63 23.17 
01E2: add_route_point 0 at -750.93 1235.44 23.73 
01E1: set_actor $5713 follow_route 0 3 
$5798 += 1 // $ += int 
$5792 = 1 // $ = int 

:BIKE3_12046
if 
  $5793 == 0 // $ == int 
jf @BIKE3_12369 
if 
   not Actor.Dead($5714)
jf @BIKE3_12369 
if 
84F0:   not is_actor_waiting_for_world_collision $5714 
jf @BIKE3_12369 
01ED: clear_actor $5714 threat_search 
011A: set_actor $5714 search_threat 1 
01B2: give_actor $5714 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 1 at -659.65 1239.53 23.17 
01E2: add_route_point 1 at -659.42 1214.94 23.87 
01E2: add_route_point 1 at -659.33 1202.42 23.29 
01E2: add_route_point 1 at -670.12 1202.51 23.3 
01E2: add_route_point 1 at -689.49 1201.52 23.17 
01E2: add_route_point 1 at -689.02 1201.12 23.17 
01E2: add_route_point 1 at -689.49 1201.52 23.17 
01E2: add_route_point 1 at -670.12 1202.51 23.3 
01E2: add_route_point 1 at -659.33 1202.42 23.29 
01E2: add_route_point 1 at -659.42 1214.94 23.87 
01E2: add_route_point 1 at -659.65 1239.53 23.17 
01E2: add_route_point 1 at -659.81 1257.07 23.17 
01E1: set_actor $5714 follow_route 1 3 
$5798 += 1 // $ += int 
$5793 = 1 // $ = int 

:BIKE3_12369
if 
  $5794 == 0 // $ == int 
jf @BIKE3_12540 
if 
   not Actor.Dead($5715)
jf @BIKE3_12540 
if 
84F0:   not is_actor_waiting_for_world_collision $5715 
jf @BIKE3_12540 
01ED: clear_actor $5715 threat_search 
011A: set_actor $5715 search_threat 1 
01B2: give_actor $5715 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 2 at -690.88 1271.5 10.76 
01E2: add_route_point 2 at -691.99 1294.35 10.76 
01E2: add_route_point 2 at -690.88 1271.5 10.76 
01E2: add_route_point 2 at -692.32 1250.27 10.2 
01E1: set_actor $5715 follow_route 2 3 
$5798 += 1 // $ += int 
$5794 = 1 // $ = int 

:BIKE3_12540
if 
  $5795 == 0 // $ == int 
jf @BIKE3_12825 
if 
   not Actor.Dead($5716)
jf @BIKE3_12825 
if 
84F0:   not is_actor_waiting_for_world_collision $5716 
jf @BIKE3_12825 
01ED: clear_actor $5716 threat_search 
011A: set_actor $5716 search_threat 1 
01B2: give_actor $5716 weapon 22 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 3 at -756.2 1227.72 10.07 
01E2: add_route_point 3 at -755.89 1243.83 10.07 
01E2: add_route_point 3 at -755.94 1257.21 10.38 
01E2: add_route_point 3 at -755.68 1275.26 10.66 
01E2: add_route_point 3 at -755.44 1287.88 14.52 
01E2: add_route_point 3 at -755.68 1275.26 10.66 
01E2: add_route_point 3 at -755.94 1257.21 10.38 
01E2: add_route_point 3 at -755.89 1243.83 10.07 
01E2: add_route_point 3 at -756.2 1227.72 10.07 
01E2: add_route_point 3 at -757.7 1214.37 10.07 
01E1: set_actor $5716 follow_route 3 3 
$5798 += 1 // $ += int 
$5795 = 1 // $ = int 

:BIKE3_12825
if 
  $5796 == 0 // $ == int 
jf @BIKE3_12911 
if 
   not Actor.Dead($5717)
jf @BIKE3_12911 
if 
84F0:   not is_actor_waiting_for_world_collision $5717 
jf @BIKE3_12911 
01ED: clear_actor $5717 threat_search 
011A: set_actor $5717 search_threat 1 
Actor.Angle($5717) = 66.98
$5798 += 1 // $ += int 
$5796 = 1 // $ = int 

:BIKE3_12911
if 
  $5797 == 0 // $ == int 
jf @BIKE3_13010 
if 
   not Actor.Dead($5718)
jf @BIKE3_13010 
if 
84F0:   not is_actor_waiting_for_world_collision $5718 
jf @BIKE3_13010 
01ED: clear_actor $5718 threat_search 
011A: set_actor $5718 search_threat 1 
Actor.Angle($5718) = 283.89
03F9: make_actors $5717 $5718 converse_in 1000000 ms 
$5798 += 1 // $ += int 
$5797 = 1 // $ = int 

:BIKE3_13010
return 

//-------------Mission 56---------------
// Originally: Stunt Boat Challenge

:CUBAN1
script_name 'CUBAN1' 
gosub @CUBAN1_46 
if 
wasted_or_busted 
jf @CUBAN1_37 
gosub @CUBAN1_10663 

:CUBAN1_37
gosub @CUBAN1_10748 
terminate_this_script 

:CUBAN1_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN1' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$5912 = 0.0 // $ = float 
$5913 = 0.0 // $ = float 
$5914 = 0.0 // $ = float 
$5915 = 0.0 // $ = float 
$5916 = 0.0 // $ = float 
$5917 = 0.0 // $ = float 
$5817 = 181000 // $ = int 
$5818 = 0 // $ = int 
$5819 = 0 // $ = int 
$5820 = 0 // $ = int 
$5821 = 0 // $ = int 
$5823 = 0.0 // $ = float 
$5822 = 0 // $ = int 
$5824 = 0 // $ = int 
$5825 = 0 // $ = int 
$5826 = 27 // $ = int 
$5827 = 0 // $ = int 
$5828 = 0 // $ = int 
$5829 = 0 // $ = int 
$5830 = 0 // $ = int 
$5831 = -102.9375 // $ = float 
$5832 = 171.7835 // $ = float 
$5833 = 5.6727 // $ = float 
$5834 = -64.7472 // $ = float 
$5835 = 368.7051 // $ = float 
$5836 = 5.505 // $ = float 
$5837 = -27.916 // $ = float 
$5838 = 482.466 // $ = float 
$5839 = 16.0159 // $ = float 
$5840 = 183.4692 // $ = float 
$5841 = 614.9838 // $ = float 
$5842 = 5.7676 // $ = float 
$5843 = 239.9839 // $ = float 
$5844 = 422.9632 // $ = float 
$5845 = 5.9437 // $ = float 
$5846 = 196.5818 // $ = float 
$5847 = 227.5221 // $ = float 
$5848 = 5.9738 // $ = float 
$5849 = 336.4845 // $ = float 
$5850 = 83.632 // $ = float 
$5851 = 16.0888 // $ = float 
$5852 = 417.2411 // $ = float 
$5853 = -100.5402 // $ = float 
$5854 = 15.9255 // $ = float 
$5855 = 402.8727 // $ = float 
$5856 = -300.6653 // $ = float 
$5857 = 5.7619 // $ = float 
$5858 = 290.0335 // $ = float 
$5859 = -460.3196 // $ = float 
$5860 = 5.9769 // $ = float 
$5861 = 181.6709 // $ = float 
$5862 = -617.7477 // $ = float 
$5863 = 5.9921 // $ = float 
$5864 = -4.6467 // $ = float 
$5865 = -694.4938 // $ = float 
$5866 = 5.8744 // $ = float 
$5867 = -191.9626 // $ = float 
$5868 = -772.1127 // $ = float 
$5869 = 5.8744 // $ = float 
$5870 = -335.464 // $ = float 
$5871 = -910.51 // $ = float 
$5872 = 5.4899 // $ = float 
$5873 = -304.464 // $ = float 
$5874 = -988.51 // $ = float 
$5875 = 5.4899 // $ = float 
$5876 = -244.464 // $ = float 
$5877 = -922.51 // $ = float 
$5878 = 5.4899 // $ = float 
$5879 = -144.779 // $ = float 
$5880 = -845.288 // $ = float 
$5881 = 6.0213 // $ = float 
$5882 = 26.0794 // $ = float 
$5883 = -739.893 // $ = float 
$5884 = 6.0163 // $ = float 
$5885 = 154.4145 // $ = float 
$5886 = -640.624 // $ = float 
$5887 = 5.3606 // $ = float 
$5888 = 304.531 // $ = float 
$5889 = -431.591 // $ = float 
$5890 = 16.0599 // $ = float 
$5891 = 413.1744 // $ = float 
$5892 = -280.507 // $ = float 
$5893 = 5.9702 // $ = float 
$5894 = 423.1779 // $ = float 
$5895 = -89.6841 // $ = float 
$5896 = 15.8592 // $ = float 
$5897 = 339.5622 // $ = float 
$5898 = 73.0977 // $ = float 
$5899 = 6.0374 // $ = float 
$5900 = 198.6796 // $ = float 
$5901 = 243.2925 // $ = float 
$5902 = 5.5461 // $ = float 
$5903 = 75.6552 // $ = float 
$5904 = 401.3978 // $ = float 
$5905 = 5.6628 // $ = float 
$5906 = -95.1011 // $ = float 
$5907 = 295.7863 // $ = float 
$5908 = 5.8772 // $ = float 
$5909 = -86.3112 // $ = float 
$5910 = 95.7909 // $ = float 
$5911 = 5.6436 // $ = float 
$5918 = -4.56 // $ = float 
$5919 = 456.21 // $ = float 
$5920 = 11.51 // $ = float 
$5921 = -42.74 // $ = float 
$5922 = 460.99 // $ = float 
$5923 = -20.19 // $ = float 
$5924 = 464.61 // $ = float 
select_interior 7 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
02F3: load_object #CUTOBJ01 'CCFAN' 
02F3: load_object #CUTOBJ02 'LOBTRAY' 
02F3: load_object #CUTOBJ03 'ESPRESO' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
038B: load_requested_models 

:CUBAN1_1325
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @CUBAN1_1367 
wait 0 
jump @CUBAN1_1325 

:CUBAN1_1367
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @CUBAN1_1399 
wait 0 
jump @CUBAN1_1367 

:CUBAN1_1399
02E4: load_cutscene_data 'CUB_1' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $481 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $481 'CSPABLO' 
02E5: $482 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $482 'CSPAPA' 
02E5: $483 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $483 'CSPEPE' 
02E5: $484 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $484 'CSUMBTO' 
02E5: $521 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'CCFAN' to_loop 
02E6: set_cutscene_anim $521 'CCFAN' 
02E5: $501 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $501 'LOBTRAY' 
02E5: $507 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $507 'ESPRESO' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN1_1672
if 
  2145 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1707 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1672 

:CUBAN1_1707
00BC: text_highpriority 'CUB1_A' time 10000 1  // Si, men?

:CUBAN1_1722
if 
  3036 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1757 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1722 

:CUBAN1_1757
00BC: text_highpriority 'CUB1_B' time 10000 1  // Hey, easy Papi, this man's for me. You, you the boy?

:CUBAN1_1772
if 
  10501 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1807 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1772 

:CUBAN1_1807
00BC: text_highpriority 'CUB1_C' time 10000 1  // Oh yeh. You the boy. I think so, you know?

:CUBAN1_1822
if 
  14480 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1857 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1822 

:CUBAN1_1857
00BC: text_highpriority 'CUB1_D' time 10000 1  // No. I don't think I do.

:CUBAN1_1872
if 
  16593 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1907 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1872 

:CUBAN1_1907
00BC: text_highpriority 'CUB1_E' time 10000 1  // Oh yeah? You come here, tough guy.

:CUBAN1_1922
if 
  19202 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1957 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1922 

:CUBAN1_1957
00BC: text_highpriority 'CUB1_F' time 10000 1  // You think you can take me on?

:CUBAN1_1972
if 
  20637 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2007 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1972 

:CUBAN1_2007
00BC: text_highpriority 'CUB1_G' time 10000 1  // You think you can play stupid with me?

:CUBAN1_2022
if 
  22441 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2057 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2022 

:CUBAN1_2057
00BC: text_highpriority 'CUB1_H' time 10000 1  // No, I think you're playing plenty stupid enough for both of us.

:CUBAN1_2072
if 
  24775 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2107 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2072 

:CUBAN1_2107
00BC: text_highpriority 'CUB1_I' time 10000 1  // Hey, he call you dumb, son.

:CUBAN1_2122
if 
  27472 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2157 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2122 

:CUBAN1_2157
00BC: text_highpriority 'CUB1_J' time 10000 1  // And I call him a little girl, Papi.

:CUBAN1_2172
if 
  30348 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2207 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2172 

:CUBAN1_2207
00BC: text_highpriority 'CUB1_K' time 10000 1  // Look at him, all dressed up like that.

:CUBAN1_2222
if 
  33133 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2259 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2222 

:CUBAN1_2259
00BC: text_highpriority 'CUB1_L' time 10000 1  // What is this, ladies night?

:CUBAN1_2274
if 
  35329 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2311 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2274 

:CUBAN1_2311
00BC: text_highpriority 'CUB1_M' time 10000 1  // You some kind of tough guy, you dress like a woman?

:CUBAN1_2326
if 
  38022 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2326 

:CUBAN1_2363
00BC: text_highpriority 'CUB1_N' time 10000 1  // You got on panties like a woman too, huh?

:CUBAN1_2378
if 
  40251 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2415 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2378 

:CUBAN1_2415
00BC: text_highpriority 'CUB1_O' time 10000 1  // What you got against women? You prefer men, big boy?

:CUBAN1_2430
if 
  42742 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2467 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2430 

:CUBAN1_2467
00BC: text_highpriority 'CUB1_P' time 10000 1  // I like women! I like all women! I love my mother, chico!

:CUBAN1_2482
if 
  46831 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2519 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2482 

:CUBAN1_2519
00BC: text_highpriority 'CUB1_Q' time 10000 1  // Alright, alright, I'll take your word for it. Relax.

:CUBAN1_2534
if 
  51281 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2571 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2534 

:CUBAN1_2571
00BC: text_highpriority 'CUB1_R' time 10000 1  // Can you drive, amigo?

:CUBAN1_2586
if 
  53403 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2623 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2586 

:CUBAN1_2623
00BC: text_highpriority 'CUB1_S' time 10000 1  // Yeah... like a woman.

:CUBAN1_2638
if 
  57539 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2675 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2638 

:CUBAN1_2675
00BC: text_highpriority 'CUB1_T' time 10000 1  // Very funny. I like you, big boy. Maybe you can help.

:CUBAN1_2690
if 
  62464 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2727 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2690 

:CUBAN1_2727
00BC: text_highpriority 'CUB1_U' time 10000 1  // Maybe you can prove you a man. Huh?

:CUBAN1_2742
if 
  65377 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2779 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2742 

:CUBAN1_2779
00BC: text_highpriority 'CUB1_V' time 10000 1  // Take out the boat.

:CUBAN1_2794
if 
  68974 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2831 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2794 

:CUBAN1_2831
00BC: text_highpriority 'CUB1_W' time 10000 1  // Show me you got some big cojones,

:CUBAN1_2846
if 
  71656 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2883 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2846 

:CUBAN1_2883
00BC: text_highpriority 'CUB1_X' time 10000 1  // and not some little bitty chiquita ones.

:CUBAN1_2898
if 
  75392 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2935 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2898 

:CUBAN1_2935
fade 0 1500 
00BE: text_clear_all 

:CUBAN1_2944
if 
fading 
jf @CUBAN1_2968 
wait 0 
jump @CUBAN1_2944 

:CUBAN1_2968
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
select_interior 0 
$1293 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
00C0: set_current_time 10 0 
Model.Load(#SPEEDER)
Model.Load(#CBB)
Model.Load(#CADDY)
Model.Load(#WMYGO)
Model.Load(#WFOGO)
Model.Load(#REEFER)

:CUBAN1_3080
if or
   not Model.Available(#SPEEDER)
   not Model.Available(#CBB)
   not Model.Available(#CADDY)
   not Model.Available(#WMYGO)
   not Model.Available(#WFOGO)
   not Model.Available(#REEFER)
jf @CUBAN1_3129 
wait 0 
jump @CUBAN1_3080 

:CUBAN1_3129
03CF: load_wav 'CUB1_9' as 1 
03CF: load_wav 'COL3_2B' as 2 

:CUBAN1_3153
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN1_3183 
wait 0 
jump @CUBAN1_3153 

:CUBAN1_3183
set_weather 4 
Camera.SetAtPos(-74.17, 90.2, 9.67)
04E4: request_collision_at -67.7 91.2 
0055: put_player $PLAYER_CHAR at -67.7 91.2 9.5 
Actor.Create($5803, 7, #CBB, -74.17, 90.2, 8.6)
04F5: set_actor $5803 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5803) = 40.2
Car.Create($5810, #CADDY, -31.7, 484.9, 7.3)
Car.Angle($5810) = 205.8
Actor.Create($5811, 4, #WMYGO, -29.5, 483.6, 7.7)
Actor.Angle($5811) = 11.0
Actor.Health($5811) = 10
Actor.Create($5812, 4, #WMYGO, -27.2, 484.1, 7.7)
Actor.Angle($5812) = 77.0
Actor.Health($5812) = 10
Actor.Create($5813, 5, #WFOGO, -29.9, 484.4, 7.7)
Actor.Angle($5813) = 282.0
Actor.Health($5813) = 10
Actor.Create($5814, 5, #WFOGO, -28.4, 486.3, 7.7)
Actor.Angle($5814) = 176.0
Actor.Health($5814) = 10
03F9: make_actors $5811 $5812 converse_in 86400000 ms 
03F9: make_actors $5813 $5814 converse_in 86400000 ms 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-67.34, 85.31, 10.02, 0.0, 0.0, 0.0)
Camera.PointAt(-86.4, 117.01, 13.04, 2)
wait 1000 
if 
   not Actor.Dead($5803)
jf @CUBAN1_3633 
01D1: actor $PLAYER_ACTOR follow_actor $5803 

:CUBAN1_3633
wait 2000 
00BC: text_highpriority 'CUB1_01' time 4000 1  // Hey, I'm Rico. You the man with the big cojones?
03D1: play_wav 1 

:CUBAN1_3657
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_3769 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN1_3737 
if 
  $363 == 1 // $ == int 
jf @CUBAN1_3730 
$363 = 0 // $ = int 
jump @CUBAN1_4106 

:CUBAN1_3730
jump @CUBAN1_3762 

:CUBAN1_3737
if 
  $363 == 0 // $ == int 
jf @CUBAN1_3762 
$363 = 1 // $ = int 

:CUBAN1_3762
jump @CUBAN1_3657 

:CUBAN1_3769
040D: unload_wav 1 
03D5: remove_text 'CUB1_01'  // Hey, I'm Rico. You the man with the big cojones?
00BC: text_highpriority 'GEN3_4' time 4000 1  // Tommy Vercetti. Let's go...
03D1: play_wav 2 

:CUBAN1_3802
if 
83D2:   not wav 2 ended 
jf @CUBAN1_3909 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN1_3877 
if 
  $363 == 1 // $ == int 
jf @CUBAN1_3870 
$363 = 0 // $ = int 
jump @CUBAN1_4106 

:CUBAN1_3870
jump @CUBAN1_3902 

:CUBAN1_3877
if 
  $363 == 0 // $ == int 
jf @CUBAN1_3902 
$363 = 1 // $ = int 

:CUBAN1_3902
jump @CUBAN1_3802 

:CUBAN1_3909
040D: unload_wav 2 
03D5: remove_text 'GEN3_4'  // Tommy Vercetti. Let's go...
03CF: load_wav 'CUB1_10' as 1 

:CUBAN1_3935
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_3961 
wait 0 
jump @CUBAN1_3935 

:CUBAN1_3961
00BC: text_highpriority 'CUB1_02' time 4000 1  // Ok man, treat her like a woman.
03D1: play_wav 1 

:CUBAN1_3980
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_4092 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN1_4060 
if 
  $363 == 1 // $ == int 
jf @CUBAN1_4053 
$363 = 0 // $ = int 
jump @CUBAN1_4106 

:CUBAN1_4053
jump @CUBAN1_4085 

:CUBAN1_4060
if 
  $363 == 0 // $ == int 
jf @CUBAN1_4085 
$363 = 1 // $ = int 

:CUBAN1_4085
jump @CUBAN1_3980 

:CUBAN1_4092
040D: unload_wav 1 
03D5: remove_text 'CUB1_02'  // Ok man, treat her like a woman.

:CUBAN1_4106
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0169: set_fade_color 1 1 1 
fade 0 1500 

:CUBAN1_4137
if 
fading 
jf @CUBAN1_4161 
wait 0 
jump @CUBAN1_4137 

:CUBAN1_4161
Car.Create($5802, #SPEEDER, -90.9, 105.1, 5.0)
Car.Angle($5802) = 9.2
0323: enable_boat $5802 anchor 1 
if 
   not Car.Wrecked($5802)
jf @CUBAN1_4324 
0369: put_player $PLAYER_CHAR in_car $5802 
if 
   not Actor.Dead($5803)
jf @CUBAN1_4288 
0464: put_actor $5803 into_turret_on_car $5802 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 0 
020E: actor $5803 look_at_actor $PLAYER_ACTOR 
jump @CUBAN1_4317 

:CUBAN1_4288
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
fade 1 1500 
jump @CUBAN1_10663 

:CUBAN1_4317
jump @CUBAN1_4353 

:CUBAN1_4324
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
fade 1 1500 
jump @CUBAN1_10663 

:CUBAN1_4353
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
0086: $5912 = $5831 // $ = $ float 
0086: $5913 = $5832 // $ = $ float 
0086: $5914 = $5833 // $ = $ float 
0086: $5915 = $5834 // $ = $ float 
0086: $5916 = $5835 // $ = $ float 
0086: $5917 = $5836 // $ = $ float 
018A: $5815 = create_checkpoint_at $5912 $5913 $5914 
0165: set_marker $5815 color_to 4 
018A: $5816 = create_checkpoint_at $5915 $5916 $5917 
0165: set_marker $5816 color_to 4 
0168: set_marker $5816 size 2 
0166: set_marker $5816 brightness_to 1 
Object.Create($5804, #WATERJUMPX2, -34.26, 455.9, 5.5)
Object.Angle($5804) = 343.6
Object.CollisionDetection($5804, True)
Object.Create($5805, #WATERJUMPX2, 312.2, 107.669, 5.5)
Object.Angle($5805) = 230.88
Object.CollisionDetection($5805, True)
Object.Create($5806, #WATERJUMPX2, 414.5, -79.8, 5.5)
Object.Angle($5806) = 184.9
Object.CollisionDetection($5806, True)
fade 1 1500 
00BC: text_highpriority 'CUB1_12' time 5000 1  // Go through the first checkpoint to begin the test.
00BB: text_lowpriority 'CUB1_13' time 5000 1  // ~g~You have three minutes to get around the course.

:CUBAN1_4623
wait 0 
03BA: clear_cars_from_cube -185.35 -738.31 0.0 -150.63 -785.11 15.0 
if 
  4 > $5818 // int > $ 
jf @CUBAN1_4761 
if 
  $5827 == 0 // $ == int 
jf @CUBAN1_4761 
if 
   Actor.Dead($5811)
jf @CUBAN1_4761 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100
$5827 = 1 // $ = int 

:CUBAN1_4761
if 
  $5818 == 4 // $ == int 
jf @CUBAN1_4871 
if 
   not Actor.Dead($5811)
jf @CUBAN1_4802 
0350: set_actor $5811 maintain_position_when_attacked 1 

:CUBAN1_4802
if 
   not Actor.Dead($5812)
jf @CUBAN1_4825 
0350: set_actor $5812 maintain_position_when_attacked 1 

:CUBAN1_4825
if 
   not Actor.Dead($5813)
jf @CUBAN1_4848 
0350: set_actor $5813 maintain_position_when_attacked 1 

:CUBAN1_4848
if 
   not Actor.Dead($5814)
jf @CUBAN1_4871 
0350: set_actor $5814 maintain_position_when_attacked 1 

:CUBAN1_4871
if 
   not Car.Wrecked($5802)
jf @CUBAN1_6141 
if 
0056:   player $PLAYER_CHAR 0 $5921 $5922 $5923 $5924 
jf @CUBAN1_6141 
if 
  $5818 == 2 // $ == int 
jf @CUBAN1_5019 
if 
   not Actor.Dead($5811)
jf @CUBAN1_4956 
0193: set_actor $5811 objective_to_act_like_ped 

:CUBAN1_4956
if 
   not Actor.Dead($5812)
jf @CUBAN1_4977 
0193: set_actor $5812 objective_to_act_like_ped 

:CUBAN1_4977
if 
   not Actor.Dead($5813)
jf @CUBAN1_4998 
0193: set_actor $5813 objective_to_act_like_ped 

:CUBAN1_4998
if 
   not Actor.Dead($5814)
jf @CUBAN1_5019 
0193: set_actor $5814 objective_to_act_like_ped 

:CUBAN1_5019
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN1_6141 
03C1: $5809 = player $PLAYER_CHAR car_no_save 
02E3: $5823 = car $5809 speed 
if 
82BF:   not car $5809 sunk 
jf @CUBAN1_5095 
if 
  $5823 > 15.0 // $ > float 
jf @CUBAN1_5095 
$5820 = 1 // $ = int 

:CUBAN1_5095
if 
  $5820 == 1 // $ == int 
jf @CUBAN1_6141 
015D: set_gamespeed 0.3 
Camera.SetPosition($5918, $5919, $5920, 0.0, 0.0, 0.0)
Camera.OnVehicle($5809, 15, 2)

:CUBAN1_5155
if 
82BF:   not car $5809 sunk 
jf @CUBAN1_6111 
wait 0 
$5822 += 1 // $ += int 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
if 
  $5821 == 0 // $ == int 
jf @CUBAN1_5986 
if 
00F5:   player $PLAYER_CHAR 0 $5912 $5913 $5914 radius 7.0 7.0 7.0 
jf @CUBAN1_5986 
Marker.Disable($5815)
Marker.Disable($5816)
$5818 += 1 // $ += int 
$5826 -= 1 // $ -= int 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $5818 == 3 // $ == int 
jf @CUBAN1_5449 
$5918 = 369.99 // $ = float 
$5919 = 74.3 // $ = float 
$5920 = 8.66 // $ = float 
$5921 = 308.57 // $ = float 
$5922 = 99.09 // $ = float 
$5923 = 340.835 // $ = float 
$5924 = 107.66 // $ = float 
0086: $5912 = $5840 // $ = $ float 
0086: $5913 = $5841 // $ = $ float 
0086: $5914 = $5842 // $ = $ float 
0086: $5915 = $5843 // $ = $ float 
0086: $5916 = $5844 // $ = $ float 
0086: $5917 = $5845 // $ = $ float 

:CUBAN1_5449
if 
  $5818 == 7 // $ == int 
jf @CUBAN1_5585 
$5918 = 396.14 // $ = float 
$5919 = -90.01 // $ = float 
$5920 = 11.48 // $ = float 
$5921 = 421.73 // $ = float 
$5922 = -83.21 // $ = float 
$5923 = 403.83 // $ = float 
$5924 = -91.97 // $ = float 
0086: $5912 = $5852 // $ = $ float 
0086: $5913 = $5853 // $ = $ float 
0086: $5914 = $5854 // $ = $ float 
0086: $5915 = $5855 // $ = $ float 
0086: $5916 = $5856 // $ = $ float 
0086: $5917 = $5857 // $ = $ float 

:CUBAN1_5585
if 
  $5818 == 8 // $ == int 
jf @CUBAN1_5721 
$5918 = -194.5 // $ = float 
$5919 = -783.5 // $ = float 
$5920 = 9.2 // $ = float 
$5921 = -183.166 // $ = float 
$5922 = -756.844 // $ = float 
$5923 = -181.8 // $ = float 
$5924 = -780.26 // $ = float 
0086: $5912 = $5855 // $ = $ float 
0086: $5913 = $5856 // $ = $ float 
0086: $5914 = $5857 // $ = $ float 
0086: $5915 = $5858 // $ = $ float 
0086: $5916 = $5859 // $ = $ float 
0086: $5917 = $5860 // $ = $ float 

:CUBAN1_5721
if 
  $5818 == 20 // $ == int 
jf @CUBAN1_5857 
$5918 = 435.65 // $ = float 
$5919 = -98.08 // $ = float 
$5920 = 11.97 // $ = float 
$5921 = 409.8 // $ = float 
$5922 = -109.11 // $ = float 
$5923 = 433.46 // $ = float 
$5924 = -100.21 // $ = float 
0086: $5912 = $5891 // $ = $ float 
0086: $5913 = $5892 // $ = $ float 
0086: $5914 = $5893 // $ = $ float 
0086: $5915 = $5894 // $ = $ float 
0086: $5916 = $5895 // $ = $ float 
0086: $5917 = $5896 // $ = $ float 

:CUBAN1_5857
if 
  $5818 == 22 // $ == int 
jf @CUBAN1_5923 
0086: $5912 = $5897 // $ = $ float 
0086: $5913 = $5898 // $ = $ float 
0086: $5914 = $5899 // $ = $ float 
0086: $5915 = $5900 // $ = $ float 
0086: $5916 = $5901 // $ = $ float 
0086: $5917 = $5902 // $ = $ float 

:CUBAN1_5923
018A: $5815 = create_checkpoint_at $5912 $5913 $5914 
0165: set_marker $5815 color_to 4 
018A: $5816 = create_checkpoint_at $5915 $5916 $5917 
0165: set_marker $5816 color_to 4 
0168: set_marker $5816 size 2 
0166: set_marker $5816 brightness_to 1 
$5821 = 1 // $ = int 

:CUBAN1_5986
if 
   Car.Wrecked($5809)
jf @CUBAN1_6009 
jump @CUBAN1_6111 

:CUBAN1_6009
if 
   not Player.Defined($PLAYER_CHAR)
jf @CUBAN1_6032 
jump @CUBAN1_6111 

:CUBAN1_6032
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @CUBAN1_6055 
jump @CUBAN1_6111 

:CUBAN1_6055
if 
01C1:   car $5809 stopped 
jf @CUBAN1_6078 
jump @CUBAN1_6111 

:CUBAN1_6078
if 
  $5822 > 1000 // $ > int 
jf @CUBAN1_6104 
jump @CUBAN1_6111 

:CUBAN1_6104
jump @CUBAN1_5155 

:CUBAN1_6111
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
$5820 = 0 // $ = int 
$5821 = 0 // $ = int 
$5822 = 0 // $ = int 

:CUBAN1_6141
if 
  $5818 == 26 // $ == int 
jf @CUBAN1_6193 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 255 0 0 at $5912 $5913 $5914 
jump @CUBAN1_6221 

:CUBAN1_6193
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 

:CUBAN1_6221
if 
  $5818 == 1 // $ == int 
jf @CUBAN1_6294 
if 
  $5824 == 0 // $ == int 
jf @CUBAN1_6294 
03C3: set_timer_with_text_to $5817 type 1 text 'RACES'  // TIME:
03C4: set_status_text_to $5826 0 'KICK1_9'  // CHECKPOINTS:
$5824 = 1 // $ = int 

:CUBAN1_6294
if 
   not Car.Wrecked($5802)
jf @CUBAN1_7593 
if 
00DC:   player $PLAYER_CHAR in_car $5802 
jf @CUBAN1_7593 
if 
  $5825 == 0 // $ == int 
jf @CUBAN1_6581 
if 
  $5818 > 1 // $ > int 
jf @CUBAN1_6581 
03CF: load_wav 'CUB1_3' as 1 

:CUBAN1_6377
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_6431 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_6377 

:CUBAN1_6431
00BC: text_highpriority 'CUB1_05' time 4000 1  // Amigo, you a man, man.
if 
   not Actor.Dead($5803)
jf @CUBAN1_6472 
0372: set_actor $5803 anim 19 wait_state_time 10000 ms 

:CUBAN1_6472
03D1: play_wav 1 

:CUBAN1_6476
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_6535 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_6476 

:CUBAN1_6535
040D: unload_wav 1 
if 
   not Actor.Dead($5803)
jf @CUBAN1_6564 
0372: set_actor $5803 anim 0 wait_state_time 100 ms 

:CUBAN1_6564
03D5: remove_text 'CUB1_05'  // Amigo, you a man, man.
$5825 = 1 // $ = int 

:CUBAN1_6581
if 
  $5825 == 1 // $ == int 
jf @CUBAN1_6833 
if 
  $5818 > 4 // $ > int 
jf @CUBAN1_6833 
03CF: load_wav 'CUB1_4' as 1 

:CUBAN1_6629
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_6683 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_6629 

:CUBAN1_6683
00BC: text_highpriority 'CUB1_06' time 4000 1  // Call yourself a man, man?
if 
   not Actor.Dead($5803)
jf @CUBAN1_6724 
0372: set_actor $5803 anim 19 wait_state_time 10000 ms 

:CUBAN1_6724
03D1: play_wav 1 

:CUBAN1_6728
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_6787 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_6728 

:CUBAN1_6787
040D: unload_wav 1 
if 
   not Actor.Dead($5803)
jf @CUBAN1_6816 
0372: set_actor $5803 anim 0 wait_state_time 100 ms 

:CUBAN1_6816
03D5: remove_text 'CUB1_06'  // Call yourself a man, man?
$5825 = 2 // $ = int 

:CUBAN1_6833
if 
  $5825 == 2 // $ == int 
jf @CUBAN1_7085 
if 
  $5818 > 9 // $ > int 
jf @CUBAN1_7085 
03CF: load_wav 'CUB1_5' as 1 

:CUBAN1_6881
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_6935 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_6881 

:CUBAN1_6935
00BC: text_highpriority 'CUB1_07' time 4000 1  // You a little scaredy kitten, baby boy, go cry to your mommy!
if 
   not Actor.Dead($5803)
jf @CUBAN1_6976 
0372: set_actor $5803 anim 19 wait_state_time 10000 ms 

:CUBAN1_6976
03D1: play_wav 1 

:CUBAN1_6980
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_7039 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_6980 

:CUBAN1_7039
040D: unload_wav 1 
if 
   not Actor.Dead($5803)
jf @CUBAN1_7068 
0372: set_actor $5803 anim 0 wait_state_time 100 ms 

:CUBAN1_7068
03D5: remove_text 'CUB1_07'  // You a little scaredy kitten, baby boy, go cry to your mommy!
$5825 = 3 // $ = int 

:CUBAN1_7085
if 
  $5825 == 3 // $ == int 
jf @CUBAN1_7337 
if 
  $5818 > 15 // $ > int 
jf @CUBAN1_7337 
03CF: load_wav 'CUB1_1' as 1 

:CUBAN1_7133
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_7187 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_7133 

:CUBAN1_7187
00BC: text_highpriority 'CUB1_03' time 4000 1  // Not bad, you're a real man.
if 
   not Actor.Dead($5803)
jf @CUBAN1_7228 
0372: set_actor $5803 anim 19 wait_state_time 10000 ms 

:CUBAN1_7228
03D1: play_wav 1 

:CUBAN1_7232
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_7291 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_7232 

:CUBAN1_7291
040D: unload_wav 1 
if 
   not Actor.Dead($5803)
jf @CUBAN1_7320 
0372: set_actor $5803 anim 0 wait_state_time 100 ms 

:CUBAN1_7320
03D5: remove_text 'CUB1_03'  // Not bad, you're a real man.
$5825 = 4 // $ = int 

:CUBAN1_7337
if 
  $5825 == 4 // $ == int 
jf @CUBAN1_7465 
if 
  $5818 > 22 // $ > int 
jf @CUBAN1_7465 
03CF: load_wav 'CUB1_7' as 1 

:CUBAN1_7385
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_7439 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_7385 

:CUBAN1_7439
00BC: text_highpriority 'CUB1_09' time 4000 1  // Man, you the man, man. I like you, man. I like you a lot.
03D1: play_wav 1 
$5825 = 5 // $ = int 

:CUBAN1_7465
if 
  $5825 == 5 // $ == int 
jf @CUBAN1_7593 
if 
  $5818 > 23 // $ > int 
jf @CUBAN1_7593 
03CF: load_wav 'CUB1_8' as 1 

:CUBAN1_7513
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_7567 
wait 0 
024F: create_corona_with_radius 6.0 type 6 lensflares 0 with_color 150 150 0 at $5912 $5913 $5914 
jump @CUBAN1_7513 

:CUBAN1_7567
00BC: text_highpriority 'CUB1_10' time 4000 1  // Any time, man. 'cause you got cojones. And all my friends have big cojones.
03D1: play_wav 1 
$5825 = 6 // $ = int 

:CUBAN1_7593
if 
   not Car.Wrecked($5802)
jf @CUBAN1_10360 
if 
   not Actor.Dead($5803)
jf @CUBAN1_10326 
if 
00DC:   player $PLAYER_CHAR in_car $5802 
jf @CUBAN1_10304 
03D5: remove_text 'CUB1_14'  // Get back in the boat!
if 
00F5:   player $PLAYER_CHAR 0 $5912 $5913 $5914 radius 7.0 7.0 7.0 
jf @CUBAN1_10297 
$5818 += 1 // $ += int 
$5826 -= 1 // $ -= int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($5815)
Marker.Disable($5816)
if 
  $5818 == 1 // $ == int 
jf @CUBAN1_7805 
0086: $5912 = $5834 // $ = $ float 
0086: $5913 = $5835 // $ = $ float 
0086: $5914 = $5836 // $ = $ float 
0086: $5915 = $5837 // $ = $ float 
0086: $5916 = $5838 // $ = $ float 
0086: $5917 = $5839 // $ = $ float 

:CUBAN1_7805
if 
  $5818 == 2 // $ == int 
jf @CUBAN1_7871 
0086: $5912 = $5837 // $ = $ float 
0086: $5913 = $5838 // $ = $ float 
0086: $5914 = $5839 // $ = $ float 
0086: $5915 = $5840 // $ = $ float 
0086: $5916 = $5841 // $ = $ float 
0086: $5917 = $5842 // $ = $ float 

:CUBAN1_7871
if 
  $5818 == 3 // $ == int 
jf @CUBAN1_8007 
$5918 = 369.99 // $ = float 
$5919 = 74.3 // $ = float 
$5920 = 8.66 // $ = float 
$5921 = 308.57 // $ = float 
$5922 = 99.09 // $ = float 
$5923 = 340.835 // $ = float 
$5924 = 107.66 // $ = float 
0086: $5912 = $5840 // $ = $ float 
0086: $5913 = $5841 // $ = $ float 
0086: $5914 = $5842 // $ = $ float 
0086: $5915 = $5843 // $ = $ float 
0086: $5916 = $5844 // $ = $ float 
0086: $5917 = $5845 // $ = $ float 

:CUBAN1_8007
if 
  $5818 == 4 // $ == int 
jf @CUBAN1_8098 
Car.RemoveReferences($5810)
Actor.RemoveReferences($5811)
Actor.RemoveReferences($5812)
Actor.RemoveReferences($5813)
Actor.RemoveReferences($5814)
0086: $5912 = $5843 // $ = $ float 
0086: $5913 = $5844 // $ = $ float 
0086: $5914 = $5845 // $ = $ float 
0086: $5915 = $5846 // $ = $ float 
0086: $5916 = $5847 // $ = $ float 
0086: $5917 = $5848 // $ = $ float 

:CUBAN1_8098
if 
  $5818 == 5 // $ == int 
jf @CUBAN1_8164 
0086: $5912 = $5846 // $ = $ float 
0086: $5913 = $5847 // $ = $ float 
0086: $5914 = $5848 // $ = $ float 
0086: $5915 = $5849 // $ = $ float 
0086: $5916 = $5850 // $ = $ float 
0086: $5917 = $5851 // $ = $ float 

:CUBAN1_8164
if 
  $5818 == 6 // $ == int 
jf @CUBAN1_8230 
0086: $5912 = $5849 // $ = $ float 
0086: $5913 = $5850 // $ = $ float 
0086: $5914 = $5851 // $ = $ float 
0086: $5915 = $5852 // $ = $ float 
0086: $5916 = $5853 // $ = $ float 
0086: $5917 = $5854 // $ = $ float 

:CUBAN1_8230
if 
  $5818 == 7 // $ == int 
jf @CUBAN1_8366 
$5918 = 396.14 // $ = float 
$5919 = -90.01 // $ = float 
$5920 = 11.48 // $ = float 
$5921 = 421.73 // $ = float 
$5922 = -83.21 // $ = float 
$5923 = 403.83 // $ = float 
$5924 = -91.97 // $ = float 
0086: $5912 = $5852 // $ = $ float 
0086: $5913 = $5853 // $ = $ float 
0086: $5914 = $5854 // $ = $ float 
0086: $5915 = $5855 // $ = $ float 
0086: $5916 = $5856 // $ = $ float 
0086: $5917 = $5857 // $ = $ float 

:CUBAN1_8366
if 
  $5818 == 8 // $ == int 
jf @CUBAN1_8502 
$5918 = -194.5 // $ = float 
$5919 = -783.5 // $ = float 
$5920 = 9.2 // $ = float 
$5921 = -183.166 // $ = float 
$5922 = -756.844 // $ = float 
$5923 = -181.8 // $ = float 
$5924 = -780.26 // $ = float 
0086: $5912 = $5855 // $ = $ float 
0086: $5913 = $5856 // $ = $ float 
0086: $5914 = $5857 // $ = $ float 
0086: $5915 = $5858 // $ = $ float 
0086: $5916 = $5859 // $ = $ float 
0086: $5917 = $5860 // $ = $ float 

:CUBAN1_8502
if 
  $5818 == 9 // $ == int 
jf @CUBAN1_8568 
0086: $5912 = $5858 // $ = $ float 
0086: $5913 = $5859 // $ = $ float 
0086: $5914 = $5860 // $ = $ float 
0086: $5915 = $5861 // $ = $ float 
0086: $5916 = $5862 // $ = $ float 
0086: $5917 = $5863 // $ = $ float 

:CUBAN1_8568
if 
  $5818 == 10 // $ == int 
jf @CUBAN1_8634 
0086: $5912 = $5861 // $ = $ float 
0086: $5913 = $5862 // $ = $ float 
0086: $5914 = $5863 // $ = $ float 
0086: $5915 = $5864 // $ = $ float 
0086: $5916 = $5865 // $ = $ float 
0086: $5917 = $5866 // $ = $ float 

:CUBAN1_8634
if 
  $5818 == 11 // $ == int 
jf @CUBAN1_8700 
0086: $5912 = $5864 // $ = $ float 
0086: $5913 = $5865 // $ = $ float 
0086: $5914 = $5866 // $ = $ float 
0086: $5915 = $5867 // $ = $ float 
0086: $5916 = $5868 // $ = $ float 
0086: $5917 = $5869 // $ = $ float 

:CUBAN1_8700
if 
  $5818 == 12 // $ == int 
jf @CUBAN1_8766 
0086: $5912 = $5867 // $ = $ float 
0086: $5913 = $5868 // $ = $ float 
0086: $5914 = $5869 // $ = $ float 
0086: $5915 = $5870 // $ = $ float 
0086: $5916 = $5871 // $ = $ float 
0086: $5917 = $5872 // $ = $ float 

:CUBAN1_8766
if 
  $5818 == 13 // $ == int 
jf @CUBAN1_8832 
0086: $5912 = $5870 // $ = $ float 
0086: $5913 = $5871 // $ = $ float 
0086: $5914 = $5872 // $ = $ float 
0086: $5915 = $5873 // $ = $ float 
0086: $5916 = $5874 // $ = $ float 
0086: $5917 = $5875 // $ = $ float 

:CUBAN1_8832
if 
  $5818 == 14 // $ == int 
jf @CUBAN1_9018 
if 
  $5819 == 0 // $ == int 
jf @CUBAN1_8970 
Object.Destroy($5804)
Object.Destroy($5805)
Object.Destroy($5806)
Object.Create($5804, #WATERJUMP1, 295.2, -446.2, 5.5)
Object.Angle($5804) = 326.5
Object.CollisionDetection($5804, True)
Object.Create($5805, #WATERJUMPX2, 421.2, -112.669, 5.5)
Object.Angle($5805) = 356.88
Object.CollisionDetection($5805, True)
$5819 = 1 // $ = int 

:CUBAN1_8970
0086: $5912 = $5873 // $ = $ float 
0086: $5913 = $5874 // $ = $ float 
0086: $5914 = $5875 // $ = $ float 
0086: $5915 = $5876 // $ = $ float 
0086: $5916 = $5877 // $ = $ float 
0086: $5917 = $5878 // $ = $ float 

:CUBAN1_9018
if 
  $5818 == 15 // $ == int 
jf @CUBAN1_9084 
0086: $5912 = $5876 // $ = $ float 
0086: $5913 = $5877 // $ = $ float 
0086: $5914 = $5878 // $ = $ float 
0086: $5915 = $5879 // $ = $ float 
0086: $5916 = $5880 // $ = $ float 
0086: $5917 = $5881 // $ = $ float 

:CUBAN1_9084
if 
  $5818 == 16 // $ == int 
jf @CUBAN1_9150 
0086: $5912 = $5879 // $ = $ float 
0086: $5913 = $5880 // $ = $ float 
0086: $5914 = $5881 // $ = $ float 
0086: $5915 = $5882 // $ = $ float 
0086: $5916 = $5883 // $ = $ float 
0086: $5917 = $5884 // $ = $ float 

:CUBAN1_9150
if 
  $5818 == 17 // $ == int 
jf @CUBAN1_9216 
0086: $5912 = $5882 // $ = $ float 
0086: $5913 = $5883 // $ = $ float 
0086: $5914 = $5884 // $ = $ float 
0086: $5915 = $5885 // $ = $ float 
0086: $5916 = $5886 // $ = $ float 
0086: $5917 = $5887 // $ = $ float 

:CUBAN1_9216
if 
  $5818 == 18 // $ == int 
jf @CUBAN1_9282 
0086: $5912 = $5885 // $ = $ float 
0086: $5913 = $5886 // $ = $ float 
0086: $5914 = $5887 // $ = $ float 
0086: $5915 = $5888 // $ = $ float 
0086: $5916 = $5889 // $ = $ float 
0086: $5917 = $5890 // $ = $ float 

:CUBAN1_9282
if 
  $5818 == 19 // $ == int 
jf @CUBAN1_9348 
0086: $5912 = $5888 // $ = $ float 
0086: $5913 = $5889 // $ = $ float 
0086: $5914 = $5890 // $ = $ float 
0086: $5915 = $5891 // $ = $ float 
0086: $5916 = $5892 // $ = $ float 
0086: $5917 = $5893 // $ = $ float 

:CUBAN1_9348
if 
  $5818 == 20 // $ == int 
jf @CUBAN1_9414 
0086: $5912 = $5891 // $ = $ float 
0086: $5913 = $5892 // $ = $ float 
0086: $5914 = $5893 // $ = $ float 
0086: $5915 = $5894 // $ = $ float 
0086: $5916 = $5895 // $ = $ float 
0086: $5917 = $5896 // $ = $ float 

:CUBAN1_9414
if 
  $5818 == 21 // $ == int 
jf @CUBAN1_9480 
0086: $5912 = $5894 // $ = $ float 
0086: $5913 = $5895 // $ = $ float 
0086: $5914 = $5896 // $ = $ float 
0086: $5915 = $5897 // $ = $ float 
0086: $5916 = $5898 // $ = $ float 
0086: $5917 = $5899 // $ = $ float 

:CUBAN1_9480
if 
  $5818 == 22 // $ == int 
jf @CUBAN1_9546 
0086: $5912 = $5897 // $ = $ float 
0086: $5913 = $5898 // $ = $ float 
0086: $5914 = $5899 // $ = $ float 
0086: $5915 = $5900 // $ = $ float 
0086: $5916 = $5901 // $ = $ float 
0086: $5917 = $5902 // $ = $ float 

:CUBAN1_9546
if 
  $5818 == 23 // $ == int 
jf @CUBAN1_9612 
0086: $5912 = $5900 // $ = $ float 
0086: $5913 = $5901 // $ = $ float 
0086: $5914 = $5902 // $ = $ float 
0086: $5915 = $5903 // $ = $ float 
0086: $5916 = $5904 // $ = $ float 
0086: $5917 = $5905 // $ = $ float 

:CUBAN1_9612
if 
  $5818 == 24 // $ == int 
jf @CUBAN1_9678 
0086: $5912 = $5903 // $ = $ float 
0086: $5913 = $5904 // $ = $ float 
0086: $5914 = $5905 // $ = $ float 
0086: $5915 = $5906 // $ = $ float 
0086: $5916 = $5907 // $ = $ float 
0086: $5917 = $5908 // $ = $ float 

:CUBAN1_9678
if 
  $5818 == 25 // $ == int 
jf @CUBAN1_9744 
0086: $5912 = $5906 // $ = $ float 
0086: $5913 = $5907 // $ = $ float 
0086: $5914 = $5908 // $ = $ float 
0086: $5915 = $5909 // $ = $ float 
0086: $5916 = $5910 // $ = $ float 
0086: $5917 = $5911 // $ = $ float 

:CUBAN1_9744
if 
  $5818 == 26 // $ == int 
jf @CUBAN1_9786 
0086: $5912 = $5909 // $ = $ float 
0086: $5913 = $5910 // $ = $ float 
0086: $5914 = $5911 // $ = $ float 

:CUBAN1_9786
if 
  $5818 == 27 // $ == int 
jf @CUBAN1_10241 
Player.CanMove($PLAYER_CHAR, False)
if 
   not Car.Wrecked($5802)
jf @CUBAN1_9854 
0477: set_car $5802 action 5 time 10000 
02DB: set_boat $5802 speed_to 0.0 
0323: enable_boat $5802 anchor 1 

:CUBAN1_9854
0169: set_fade_color 1 1 1 
fade 0 1500 

:CUBAN1_9869
if 
fading 
jf @CUBAN1_9893 
wait 0 
jump @CUBAN1_9869 

:CUBAN1_9893
014F: stop_timer $5817 
wait 1000 
if 
   not Car.Wrecked($5802)
jf @CUBAN1_10017 
012A: put_player $PLAYER_CHAR at -79.3 82.22 8.6 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 120.75 
if 
   not Actor.Dead($5803)
jf @CUBAN1_10017 
0465: remove_actor $5803 from_turret_mode 
Actor.DestroyInstantly($5803)
Car.PutAt($5802, -84.5, 82.7, 5.1)
Car.Angle($5802) = 180.0
0129: $5803 = create_actor 7 #CBB in_car $5802 driverseat 

:CUBAN1_10017
fade 1 1500 
02A3: enable_widescreen 1 
Camera.SetPosition(-75.82, 83.66, 11.59, 0.0, 0.0, 0.0)
Camera.PointAt(-80.32, 82.6, 9.96, 2)
wait 1000 
03CF: load_wav 'CUB1_2' as 1 

:CUBAN1_10096
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_10122 
wait 0 
jump @CUBAN1_10096 

:CUBAN1_10122
00BC: text_highpriority 'CUB1_04' time 4000 1  // You got real big cojones, amigo.
03D1: play_wav 1 

:CUBAN1_10141
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_10172 
wait 0 
jump @CUBAN1_10141 

:CUBAN1_10172
040D: unload_wav 1 
03D5: remove_text 'CUB1_04'  // You got real big cojones, amigo.
if 
   not Car.Wrecked($5802)
jf @CUBAN1_10212 
04BA: set_car $5802 speed_instantly 40.0 

:CUBAN1_10212
Model.Destroy(#SPEEDER)
Model.Destroy(#CBB)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @CUBAN1_10680 

:CUBAN1_10241
018A: $5815 = create_checkpoint_at $5912 $5913 $5914 
0165: set_marker $5815 color_to 4 
018A: $5816 = create_checkpoint_at $5915 $5916 $5917 
0165: set_marker $5816 color_to 4 
0168: set_marker $5816 size 2 
0166: set_marker $5816 brightness_to 1 

:CUBAN1_10297
jump @CUBAN1_10319 

:CUBAN1_10304
00BC: text_highpriority 'CUB1_14' time 5000 1  // Get back in the boat!

:CUBAN1_10319
jump @CUBAN1_10353 

:CUBAN1_10326
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
Actor.DestroyInstantly($5803)
jump @CUBAN1_10663 

:CUBAN1_10353
jump @CUBAN1_10387 

:CUBAN1_10360
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
Actor.DestroyInstantly($5803)
jump @CUBAN1_10663 

:CUBAN1_10387
if 
  $5817 == 0 // $ == int 
jf @CUBAN1_10566 
if 
   not Car.Wrecked($5802)
jf @CUBAN1_10566 
03CF: load_wav 'CUB1_6' as 1 

:CUBAN1_10433
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_10459 
wait 0 
jump @CUBAN1_10433 

:CUBAN1_10459
00BC: text_highpriority 'CUB1_08' time 4000 1  // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
03D1: play_wav 1 

:CUBAN1_10478
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5803)
jf @CUBAN1_10509 
wait 0 
jump @CUBAN1_10478 

:CUBAN1_10509
040D: unload_wav 1 
03D5: remove_text 'CUB1_08'  // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
if 
   not Actor.Dead($5803)
jf @CUBAN1_10544 
Actor.DestroyWithFade($5803)

:CUBAN1_10544
00BC: text_highpriority 'CUB1_15' time 5000 1  // ~r~You are too slow, man.
jump @CUBAN1_10663 

:CUBAN1_10566
if 
   not Car.Wrecked($5802)
jf @CUBAN1_10656 
if 
81FC:   not player $PLAYER_CHAR near_car $5802 radius 15.0 15.0 0 
jf @CUBAN1_10656 
if 
   not Actor.Dead($5803)
jf @CUBAN1_10634 
Actor.DestroyWithFade($5803)

:CUBAN1_10634
00BC: text_highpriority 'T4X4_F' time 5000 1  // ~r~You bailed! Too tough for you?!
jump @CUBAN1_10663 

:CUBAN1_10656
jump @CUBAN1_4623 

:CUBAN1_10663
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:CUBAN1_10680
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_1'  // Stunt Boat Challenge
start_new_script @CUB2 
$582 = 1 // $ = int 
return 

:CUBAN1_10748
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Object.Destroy($5804)
Object.Destroy($5805)
Object.Destroy($5806)
Model.Destroy(#SPEEDER)
Model.Destroy(#CBB)
Model.Destroy(#CADDY)
Model.Destroy(#WMYGO)
Model.Destroy(#WFOGO)
Model.Destroy(#REEFER)
Marker.Disable($5815)
Marker.Disable($5816)
014F: stop_timer $5817 
0151: remove_status_text $5826 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B7: release_weather 
mission_cleanup 
return 

//-------------Mission 57---------------
// Originally: Cannon Fodder

:CUBAN2
script_name 'CUBAN2' 
gosub @CUBAN2_46 
if 
wasted_or_busted 
jf @CUBAN2_37 
gosub @CUBAN2_16582 

:CUBAN2_37
gosub @CUBAN2_16667 
terminate_this_script 

:CUBAN2_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN2' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$5967 = 0 // $ = int 
$5968 = 0 // $ = int 
$5969 = 0 // $ = int 
$5970 = 0 // $ = int 
$5971 = 0 // $ = int 
$5972 = 0 // $ = int 
$5973 = 0 // $ = int 
$5974 = 0 // $ = int 
$5975 = 0 // $ = int 
$5976 = 0 // $ = int 
$5977 = 0 // $ = int 
$5978 = 0 // $ = int 
$5979 = 0 // $ = int 
$5980 = 0 // $ = int 
$5981 = 0 // $ = int 
$5982 = 0 // $ = int 
$5983 = 0 // $ = int 
$5984 = 0 // $ = int 
$5985 = 0 // $ = int 
$426 = 0 // $ = int 
$5995 = 0 // $ = int 
$5996 = 0 // $ = int 
$5997 = 0 // $ = int 
$5998 = 0 // $ = int 
$5999 = 0 // $ = int 
$6000 = 0 // $ = int 
$6003 = 0 // $ = int 
$5986 = 0 // $ = int 
$5987 = 0 // $ = int 
$5988 = 0 // $ = int 
$5991 = 1 // $ = int 
$6004 = -1115.8 // $ = float 
$6005 = 61.7 // $ = float 
$6006 = -1115.7 // $ = float 
$6007 = 61.7 // $ = float 
$6008 = -1115.8 // $ = float 
$6009 = 77.2 // $ = float 
$6010 = -1139.3 // $ = float 
$6011 = 74.6 // $ = float 
$6012 = -1139.3 // $ = float 
$6013 = 67.0 // $ = float 
$6014 = 10.1 // $ = float 
$6015 = 270.0 // $ = float 
$6016 = 272.0 // $ = float 
$6017 = 272.2 // $ = float 
$6018 = 298.0 // $ = float 
$6019 = 263.6 // $ = float 
$5989 = 0 // $ = int 
$5990 = 0 // $ = int 
$5992 = 0 // $ = int 
$5993 = 0 // $ = int 
$5994 = 0 // $ = int 
$6001 = 0 // $ = int 
$6002 = 0 // $ = int 
$6020 = 3 // $ = int 
select_interior 7 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
02F3: load_object #CUTOBJ01 'CCFAN' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
0395: clear_area 1 at -1170.708 -608.327 10.791 range 5.0 
038B: load_requested_models 

:CUBAN2_700
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @CUBAN2_742 
wait 0 
jump @CUBAN2_700 

:CUBAN2_742
if 
   not Model.Available(#CUTOBJ01)
jf @CUBAN2_769 
wait 0 
jump @CUBAN2_742 

:CUBAN2_769
02E4: load_cutscene_data 'CUB_2' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $481 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $481 'CSPABLO' 
02E5: $482 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $482 'CSPAPA' 
02E5: $483 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $483 'CSPEPE' 
02E5: $484 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $484 'CSUMBTO' 
02E5: $521 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'CCFAN' to_loop 
02E6: set_cutscene_anim $521 'CCFAN' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN2_1010
if 
  33 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1044 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1010 

:CUBAN2_1044
00BC: text_highpriority 'CUB2_A' time 10000 1  // Une cafecito, por favor, Alberto..

:CUBAN2_1059
if 
  1457 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1094 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1059 

:CUBAN2_1094
00BC: text_highpriority 'CUB2_N' time 10000 1  // No problema, Tommy.

:CUBAN2_1109
if 
  2467 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1144 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1109 

:CUBAN2_1144
00BC: text_highpriority 'CUB2_B' time 10000 1  // Poppa! Una grande problema!

:CUBAN2_1159
if 
  4466 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1194 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1159 

:CUBAN2_1194
00BC: text_highpriority 'CUB2_O' time 10000 1  // Umberto my son, what happened?

:CUBAN2_1209
if 
  5642 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1244 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1209 

:CUBAN2_1244
00BC: text_highpriority 'CUB2_Z' time 10000 1  // Una grande problema...

:CUBAN2_1259
if 
  8437 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1294 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1259 

:CUBAN2_1294
00BC: text_highpriority 'CUB2_D' time 10000 1  // They mess with me, they mess with me for the last time!

:CUBAN2_1309
if 
  11002 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1344 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1309 

:CUBAN2_1344
00BC: text_highpriority 'CUB2_X' time 10000 1  // What is your problem?

:CUBAN2_1359
if 
  12602 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1394 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1359 

:CUBAN2_1394
00BC: text_highpriority 'CUB2_E' time 10000 1  // We take 'em out!

:CUBAN2_1409
if 
  13786 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1444 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1409 

:CUBAN2_1444
00BC: text_highpriority 'CUB2_F' time 10000 1  // Only we need some backup.

:CUBAN2_1459
if 
  15750 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1494 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1459 

:CUBAN2_1494
00BC: text_highpriority 'CUB2_G' time 10000 1  // I lost a few hermanos already out there.

:CUBAN2_1509
if 
  18171 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1544 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1509 

:CUBAN2_1544
00BC: text_highpriority 'CUB2_H' time 10000 1  // Amigo, you drive good!

:CUBAN2_1559
if 
  19840 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1594 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1559 

:CUBAN2_1594
00BC: text_highpriority 'CUB2_I' time 10000 1  // For a woman. Right?

:CUBAN2_1609
if 
  21118 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1644 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1609 

:CUBAN2_1644
00BC: text_highpriority 'CUB2_J' time 10000 1  // This is no time for joking!

:CUBAN2_1659
if 
  22511 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1694 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1659 

:CUBAN2_1694
00BC: text_highpriority 'CUB2_K' time 10000 1  // Come on, drive for me again!

:CUBAN2_1709
if 
  24770 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1744 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1709 

:CUBAN2_1744
00BC: text_highpriority 'CUB2_L' time 10000 1  // Amigo! Take my boys over there!

:CUBAN2_1759
if 
  27856 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1794 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1759 

:CUBAN2_1794
00BC: text_highpriority 'CUB2_M' time 10000 1  // They mess with me, they mess with the biggest boy in town!

:CUBAN2_1809
if 
  32000 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1844 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1809 

:CUBAN2_1844
fade 0 1500 
00BE: text_clear_all 

:CUBAN2_1853
if 
fading 
jf @CUBAN2_1877 
wait 0 
jump @CUBAN2_1853 

:CUBAN2_1877
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
032B: $5951 = create_weapon_pickup #LASER 3 ammo 6 at -1129.9 66.3 11.0 
select_interior 0 
$1293 = 0 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
03C7: set_sensitivity_to_crime_to 0.1 
03F1: pedtype 8 add_threat 1 
Model.Load(#CBA)
Model.Load(#HNA)
Model.Load(#CBB)
Model.Load(#HNB)
Model.Load(#WMOCA)
Model.Load(#CELLPHONE)
Model.Load(#STINGER)
Model.Load(#UZI)
Model.Load(#PONY)
Model.Load(#SNIPER)
Model.Load(#M4)
Model.Load(#TAXI)

:CUBAN2_2055
if or
   not Model.Available(#CBA)
   not Model.Available(#HNA)
   not Model.Available(#CBB)
   not Model.Available(#HNB)
   not Model.Available(#WMOCA)
   not Model.Available(#CELLPHONE)
jf @CUBAN2_2102 
wait 0 
jump @CUBAN2_2055 

:CUBAN2_2102
if or
   not Model.Available(#STINGER)
   not Model.Available(#UZI)
   not Model.Available(#PONY)
   not Model.Available(#SNIPER)
   not Model.Available(#M4)
   not Model.Available(#TAXI)
jf @CUBAN2_2154 
wait 0 
jump @CUBAN2_2102 

:CUBAN2_2154
03CF: load_wav 'CUB2_1' as 1 
03CF: load_wav 'CUB2_2' as 2 

:CUBAN2_2178
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_2208 
wait 0 
jump @CUBAN2_2178 

:CUBAN2_2208
fade 1 1500 
if 
  $ONMISSION == 0 // $ == int 
jf @CUBAN2_2429 
Actor.Create($5926, 8, #HNA, $6004, $6005, $6014)
Actor.Create($5927, 8, #HNA, $6006, $6007, $6014)
Actor.Create($5928, 8, #HNA, $6008, $6009, $6014)
Actor.Create($5929, 8, #HNA, $6010, $6011, $6014)
Actor.Create($5930, 8, #HNA, $6012, $6013, $6014)
Actor.Create($5931, 8, #HNA, $6012, $6013, $6014)
Actor.Create($5932, 8, #HNA, $6012, $6013, $6014)
Actor.Create($5933, 8, #HNA, $6012, $6013, $6014)
Actor.Create($5934, 8, #HNA, $6012, $6013, $6014)
Actor.Create($5935, 8, #HNA, $6012, $6013, $6014)
00DA: $5942 = player $PLAYER_CHAR car 
Marker.CreateAboveCar($5958, $5942)

:CUBAN2_2429
if 
834E:   not move_object $2192 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN2_2488 
wait 0 
jump @CUBAN2_2429 

:CUBAN2_2488
00BC: text_highpriority 'CUB2_03' time 5000 1  // ~g~Get a car and pick up the Cubans from outside Robina's Cafe.
Actor.Create($5939, 7, #CBA, -1171.2, -608.7, 10.8)
Actor.Angle($5939) = 181.1
01B2: give_actor $5939 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5939 armour_to 100 
01ED: clear_actor $5939 threat_search 
0573: set_actor $5939 stop_shoot_dont_seek_entity 1 
02A9: set_actor $5939 immune_to_nonplayer 1 
039E: set_actor $5939 locked_while_in_vehicle 1 
04F5: set_actor $5939 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5939 stay_in_car_when_jacked 1 
0291: set_actor $5939 heed_threats 1 
0568: set_actor $5939 untargetable 1 
Actor.Create($5940, 7, #CBA, -1169.9, -609.0, 10.8)
Actor.Angle($5940) = 181.1
01B2: give_actor $5940 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5940 armour_to 100 
01ED: clear_actor $5940 threat_search 
0573: set_actor $5940 stop_shoot_dont_seek_entity 1 
02A9: set_actor $5940 immune_to_nonplayer 1 
039E: set_actor $5940 locked_while_in_vehicle 1 
04F5: set_actor $5940 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5940 stay_in_car_when_jacked 1 
0291: set_actor $5940 heed_threats 1 
0568: set_actor $5940 untargetable 1 
Actor.Create($5941, 7, #CBA, -1169.9, -610.0, 10.8)
01B2: give_actor $5941 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5941 armour_to 100 
01ED: clear_actor $5941 threat_search 
0573: set_actor $5941 stop_shoot_dont_seek_entity 1 
02A9: set_actor $5941 immune_to_nonplayer 1 
039E: set_actor $5941 locked_while_in_vehicle 1 
04F5: set_actor $5941 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5941 stay_in_car_when_jacked 1 
0291: set_actor $5941 heed_threats 1 
0568: set_actor $5941 untargetable 1 
03F9: make_actors $5940 $5941 converse_in 86400000 ms 
Car.Create($5955, #PONY, -1071.3, -608.4, 9.7)
018A: $5956 = create_checkpoint_at -1168.5 -599.6 10.6 
TIMERA = 0 // @ = int 

:CUBAN2_2880
wait 0 

:CUBAN2_2884
if or
80FA:   not player $PLAYER_CHAR stopped 1 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 
8443:   not player $PLAYER_CHAR sitting_in_any_car 
jf @CUBAN2_3095 
wait 0 
if 
003A:   $5994 == $6020 // $ == $ int 
jf @CUBAN2_2989 
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_2989
if 
  TIMERA > 6000 // @ > int 
jf @CUBAN2_3088 
if 
00F6:   player $PLAYER_CHAR 0 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 
jf @CUBAN2_3078 
00BC: text_highpriority 'CUB2_18' time 5000 1  // ~g~Get a car and pick up the Cubans
jump @CUBAN2_3088 

:CUBAN2_3078
03D5: remove_text 'CUB2_18'  // ~g~Get a car and pick up the Cubans

:CUBAN2_3088
jump @CUBAN2_2884 

:CUBAN2_3095
Car.RemoveReferences($5955)
00DA: $5942 = player $PLAYER_CHAR car 
if 
003A:   $5942 == $5989 // $ == $ int 
jf @CUBAN2_3141 
$5990 = 0 // $ = int 
jump @CUBAN2_3148 

:CUBAN2_3141
$5990 = 1 // $ = int 

:CUBAN2_3148
0084: $5989 = $5942 // $ = $ int 
01EA: $5967 = car $5942 max_passengers 
if 
   not $5967 > 2 // $ > int 
jf @CUBAN2_3361 
00BC: text_highpriority 'CUB2_01' time 5000 1  // Not enough room, man, you need a bigger car.
if 
   not Actor.Dead($5940)
jf @CUBAN2_3223 
Actor.Angle($5940) = 0.0

:CUBAN2_3223
if 
  $5990 == 1 // $ == int 
jf @CUBAN2_3328 
03CF: load_wav 'CUB2_1' as 1 

:CUBAN2_3253
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_3279 
wait 0 
jump @CUBAN2_3253 

:CUBAN2_3279
03D1: play_wav 1 

:CUBAN2_3283
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5940)
jf @CUBAN2_3314 
wait 0 
jump @CUBAN2_3283 

:CUBAN2_3314
040D: unload_wav 1 
03D5: remove_text 'CUB2_01'  // Not enough room, man, you need a bigger car.

:CUBAN2_3328
if 
   not Actor.Dead($5940)
jf @CUBAN2_3354 
Actor.Angle($5940) = 181.0

:CUBAN2_3354
jump @CUBAN2_2880 

:CUBAN2_3361
Marker.Disable($5956)
if 
   not Car.Wrecked($5942)
jf @CUBAN2_3389 
020A: set_car $5942 door_status_to 4 

:CUBAN2_3389
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(-1175.9, -608.1, 11.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1147.9, -583.11, 16.1, 2)
TIMERB = 0 // @ = int 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_3500 
020A: set_car $5942 door_status_to 1 

:CUBAN2_3500
if 
   not $5968 == 3 // $ == int 
jf @CUBAN2_4513 
wait 0 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_3665 
if 
   not Actor.Dead($5939)
jf @CUBAN2_3665 
if 
  $5972 == 0 // $ == int 
jf @CUBAN2_3599 
Actor.PutAt($5939, -1169.9, -608.0, 10.8)
$5972 = 1 // $ = int 

:CUBAN2_3599
01D4: actor $5939 go_to_car $5942 and_enter_it_as_a_passenger 
0319: set_actor $5939 running 1 
if 
  $5972 == 1 // $ == int 
jf @CUBAN2_3665 
if 
   Actor.InCar($5939, $5942)
jf @CUBAN2_3665 
$5968 += 1 // $ += int 
$5972 = 2 // $ = int 

:CUBAN2_3665
wait 800 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_3813 
if 
   not Actor.Dead($5940)
jf @CUBAN2_3813 
if 
  $5973 == 0 // $ == int 
jf @CUBAN2_3747 
Actor.PutAt($5940, -1169.9, -608.0, 10.8)
$5973 = 1 // $ = int 

:CUBAN2_3747
01D4: actor $5940 go_to_car $5942 and_enter_it_as_a_passenger 
0319: set_actor $5940 running 1 
if 
  $5973 == 1 // $ == int 
jf @CUBAN2_3813 
if 
   Actor.InCar($5940, $5942)
jf @CUBAN2_3813 
$5968 += 1 // $ += int 
$5973 = 2 // $ = int 

:CUBAN2_3813
wait 800 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_3961 
if 
   not Actor.Dead($5941)
jf @CUBAN2_3961 
if 
  $5974 == 0 // $ == int 
jf @CUBAN2_3895 
Actor.PutAt($5941, -1169.9, -608.0, 10.8)
$5974 = 1 // $ = int 

:CUBAN2_3895
01D4: actor $5941 go_to_car $5942 and_enter_it_as_a_passenger 
0319: set_actor $5941 running 1 
if 
  $5974 == 1 // $ == int 
jf @CUBAN2_3961 
if 
   Actor.InCar($5941, $5942)
jf @CUBAN2_3961 
$5968 += 1 // $ += int 
$5974 = 2 // $ = int 

:CUBAN2_3961
if 
  TIMERB > 2000 // @ > int 
jf @CUBAN2_4506 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_4499 
if 
   not Actor.Dead($5939)
jf @CUBAN2_4088 
if 
   Actor.InCar($5939, $5942)
jf @CUBAN2_4063 
0362: put_actor $5939 at -862.0 -607.4 11.1 and_remove_from_car 
Actor.RemoveReferences($5939)
jump @CUBAN2_4088 

:CUBAN2_4063
Actor.PutAt($5939, -862.0, -607.7, 11.1)
Actor.RemoveReferences($5939)

:CUBAN2_4088
if 
   not Actor.Dead($5940)
jf @CUBAN2_4180 
if 
   Actor.InCar($5940, $5942)
jf @CUBAN2_4155 
0362: put_actor $5940 at -862.0 -604.4 11.1 and_remove_from_car 
Actor.RemoveReferences($5940)
jump @CUBAN2_4180 

:CUBAN2_4155
Actor.PutAt($5940, -862.0, -604.4, 11.1)
Actor.RemoveReferences($5940)

:CUBAN2_4180
if 
   not Actor.Dead($5941)
jf @CUBAN2_4272 
if 
   Actor.InCar($5941, $5942)
jf @CUBAN2_4247 
0362: put_actor $5941 at -862.0 -601.4 11.1 and_remove_from_car 
Actor.RemoveReferences($5941)
jump @CUBAN2_4272 

:CUBAN2_4247
Actor.PutAt($5941, -862.0, -601.4, 11.1)
Actor.RemoveReferences($5941)

:CUBAN2_4272
01C8: $5939 = create_actor_pedtype 7 model #CBA in_car $5942 passenger_seat 0 
04F5: set_actor $5939 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5939 stay_in_car_when_jacked 1 
01B2: give_actor $5939 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5939 threat_search 
02A9: set_actor $5939 immune_to_nonplayer 1 
039E: set_actor $5939 locked_while_in_vehicle 1 
0291: set_actor $5939 heed_threats 1 
0568: set_actor $5939 untargetable 1 
01C8: $5940 = create_actor_pedtype 7 model #CBA in_car $5942 passenger_seat 1 
04F5: set_actor $5940 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5940 stay_in_car_when_jacked 1 
01B2: give_actor $5940 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5940 threat_search 
02A9: set_actor $5940 immune_to_nonplayer 1 
039E: set_actor $5940 locked_while_in_vehicle 1 
0291: set_actor $5940 heed_threats 1 
0568: set_actor $5940 untargetable 1 
01C8: $5941 = create_actor_pedtype 7 model #CBA in_car $5942 passenger_seat 2 
04F5: set_actor $5941 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5941 stay_in_car_when_jacked 1 
01B2: give_actor $5941 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5941 threat_search 
02A9: set_actor $5941 immune_to_nonplayer 1 
039E: set_actor $5941 locked_while_in_vehicle 1 
0291: set_actor $5941 heed_threats 1 
0568: set_actor $5941 untargetable 1 
0508: vehicle $5942 close_all_doors 

:CUBAN2_4499
$5968 = 3 // $ = int 

:CUBAN2_4506
jump @CUBAN2_3500 

:CUBAN2_4513
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
018A: $5957 = create_checkpoint_at -1072.6 70.3 11.2 
00BC: text_highpriority 'CUB2_19' time 5000 1  // We gonna fight like men!
03D1: play_wav 2 

:CUBAN2_4579
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5939)
jf @CUBAN2_4610 
wait 0 
jump @CUBAN2_4579 

:CUBAN2_4610
040D: unload_wav 2 
03D5: remove_text 'CUB2_19'  // We gonna fight like men!
00BB: text_lowpriority 'CUB2_04' time 5000 1  // ~g~Go and drop the Cubans off at the fight.
00BB: text_lowpriority 'CUB2_23' time 5000 1  // ~g~ Little Haiti will be swarming with rival gangsters trying to even the score. Watch your back!
03CF: load_wav 'CUB2_3A' as 1 

:CUBAN2_4666
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_4692 
wait 0 
jump @CUBAN2_4666 

:CUBAN2_4692
wait 0 
if 
00F7:   player $PLAYER_CHAR sphere 1 near_point_in_car -1072.6 70.3 11.2 radius 180.0 180.0 180.0 
jf @CUBAN2_5156 
if 
  $5979 == 0 // $ == int 
jf @CUBAN2_5156 
gosub @CUBAN2_16891 
0482: set_threat_reaction_range_multiplier 3.0 
Actor.Create($5936, 7, #CBA, -1079.5, 72.6, 10.2)
04F5: set_actor $5936 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5936) = 91.5
01B2: give_actor $5936 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5936 threat_search 
0243: set_actor $5936 ped_stats_to 16 
011A: set_actor $5936 search_threat 256 
011A: set_actor $5936 search_threat 64 
011A: set_actor $5936 search_threat 65536 
02A9: set_actor $5936 immune_to_nonplayer 1 
04F5: set_actor $5936 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5936 heed_threats 1 
0573: set_actor $5936 stop_shoot_dont_seek_entity 1 
0568: set_actor $5936 untargetable 1 
Actor.Create($5937, 7, #CBB, -1079.6, 73.9, 10.2)
04F5: set_actor $5937 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5937) = 270.9
01ED: clear_actor $5937 threat_search 
0243: set_actor $5937 ped_stats_to 16 
02E2: set_actor $5937 weapon_accuracy_to 90 
02A9: set_actor $5937 immune_to_nonplayer 1 
0573: set_actor $5937 stop_shoot_dont_seek_entity 1 
04F5: set_actor $5937 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5937 heed_threats 1 
0568: set_actor $5937 untargetable 1 
0526: set_actor $5937 stay_in_car_when_jacked 1 
039E: set_actor $5937 locked_while_in_vehicle 1 
Actor.Create($5938, 7, #CBA, -1079.3, 68.6, 10.2)
04F5: set_actor $5938 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5938) = 82.1
01B2: give_actor $5938 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5938 threat_search 
0243: set_actor $5938 ped_stats_to 16 
011A: set_actor $5938 search_threat 256 
011A: set_actor $5938 search_threat 64 
011A: set_actor $5938 search_threat 65536 
02A9: set_actor $5938 immune_to_nonplayer 1 
04F5: set_actor $5938 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5938 heed_threats 1 
0573: set_actor $5938 stop_shoot_dont_seek_entity 1 
0568: set_actor $5938 untargetable 1 
jump @CUBAN2_5270 

:CUBAN2_5156
if 
003A:   $5994 == $6020 // $ == $ int 
jf @CUBAN2_5204 
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_5204
if 
   not Car.Wrecked($5942)
jf @CUBAN2_5234 
gosub @CUBAN2_20389 
jump @CUBAN2_5263 

:CUBAN2_5234
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_5263
jump @CUBAN2_4692 

:CUBAN2_5270
wait 0 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_5401 
if 
80F7:   not player $PLAYER_CHAR sphere 1 near_point_in_car -1072.6 70.3 10.2 radius 4.0 4.0 4.0 
jf @CUBAN2_5352 
gosub @CUBAN2_20389 
jump @CUBAN2_5394 

:CUBAN2_5352
if 
   not Car.Wrecked($5942)
jf @CUBAN2_5394 
if 
00DC:   player $PLAYER_CHAR in_car $5942 
jf @CUBAN2_5394 
jump @CUBAN2_5506 

:CUBAN2_5394
jump @CUBAN2_5430 

:CUBAN2_5401
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_5430
if 
003A:   $5994 == $6020 // $ == $ int 
jf @CUBAN2_5478 
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_5478
gosub @CUBAN2_18631 
gosub @CUBAN2_16891 
gosub @CUBAN2_20563 
jump @CUBAN2_5270 

:CUBAN2_5506
Marker.Disable($5957)
Marker.Disable($5958)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0395: clear_area 1 at -1079.6 73.9 10.2 range 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
Car.Create($5925, #STINGER, -1113.2, 70.2, 10.0)
Car.Angle($5925) = 358.19
Car.ImmuneToNonPlayer($5925, True)
Camera.SetPosition(-1064.5, 64.8, 15.7, 0.0, 0.0, 0.0)
Camera.OnVehicle($5942, 15, 2)
0477: set_car $5942 action 5 time 10000 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_5708 

:CUBAN2_5665
if 
81C1:   not car $5942 stopped 
jf @CUBAN2_5708 
wait 0 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_5701 

:CUBAN2_5701
jump @CUBAN2_5665 

:CUBAN2_5708
if 
   not Car.Wrecked($5942)
jf @CUBAN2_5862 
if 
   not Actor.Dead($5939)
jf @CUBAN2_5770 
0243: set_actor $5939 ped_stats_to 16 
01D3: actor $5939 leave_car $5942 
0239: actor $5939 run_to -1075.8 71.4 

:CUBAN2_5770
if 
   not Actor.Dead($5940)
jf @CUBAN2_5816 
0243: set_actor $5940 ped_stats_to 16 
01D3: actor $5940 leave_car $5942 
0239: actor $5940 run_to -1075.6 70.0 

:CUBAN2_5816
if 
   not Actor.Dead($5941)
jf @CUBAN2_5862 
0243: set_actor $5941 ped_stats_to 16 
01D3: actor $5941 leave_car $5942 
0239: actor $5941 run_to -1075.8 68.6 

:CUBAN2_5862
01D3: actor $PLAYER_ACTOR leave_car $5942 
0239: actor $PLAYER_ACTOR run_to -1077.2 73.3 
Car.RemoveReferences($5942)
wait 2000 
if 
  $5982 == 0 // $ == int 
jf @CUBAN2_5946 
if 
   not Actor.Dead($5937)
jf @CUBAN2_5946 
0372: set_actor $5937 anim 16 wait_state_time 800 ms 
$5982 = 1 // $ = int 

:CUBAN2_5946
Camera.SetPosition(-1073.46, 72.77, 12.32, 0.0, 0.0, 0.0)
Camera.PointAt(-1074.44, 72.62, 12.21, 2)
wait 900 
if 
   not Actor.Dead($5939)
jf @CUBAN2_6060 
Actor.Angle($5939) = 91.5
0573: set_actor $5939 stop_shoot_dont_seek_entity 1 
011A: set_actor $5939 search_threat 256 
011A: set_actor $5939 search_threat 64 
011A: set_actor $5939 search_threat 65536 

:CUBAN2_6060
if 
   not Actor.Dead($5940)
jf @CUBAN2_6118 
Actor.Angle($5940) = 89.5
0573: set_actor $5940 stop_shoot_dont_seek_entity 1 
011A: set_actor $5940 search_threat 256 
011A: set_actor $5940 search_threat 64 
011A: set_actor $5940 search_threat 65536 

:CUBAN2_6118
if 
   not Actor.Dead($5941)
jf @CUBAN2_6176 
Actor.Angle($5941) = 90.5
0573: set_actor $5941 stop_shoot_dont_seek_entity 1 
011A: set_actor $5941 search_threat 256 
011A: set_actor $5941 search_threat 64 
011A: set_actor $5941 search_threat 65536 

:CUBAN2_6176
TIMERA = 0 // @ = int 

:CUBAN2_6183
if 
8126:   not actor $PLAYER_ACTOR objective_passed 
jf @CUBAN2_6236 
wait 0 
if 
  TIMERA > 5000 // @ > int 
jf @CUBAN2_6229 
jump @CUBAN2_6236 

:CUBAN2_6229
jump @CUBAN2_6183 

:CUBAN2_6236
if 
   not Actor.Dead($5937)
jf @CUBAN2_6277 
020F: actor $5937 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $5937 
0372: set_actor $5937 anim 0 wait_state_time 100 ms 

:CUBAN2_6277
if 
   not Actor.Dead($5937)
jf @CUBAN2_6303 
0372: set_actor $5937 anim 19 wait_state_time 10000 ms 

:CUBAN2_6303
00BC: text_highpriority 'CUB2_12' time 3000 1  // Hey amigo! Good to see you could make it!
03D1: play_wav 1 

:CUBAN2_6322
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5937)
jf @CUBAN2_6353 
wait 0 
jump @CUBAN2_6322 

:CUBAN2_6353
040D: unload_wav 1 
03D5: remove_text 'CUB2_12'  // Hey amigo! Good to see you could make it!
if 
   not Actor.Dead($5937)
jf @CUBAN2_6393 
0372: set_actor $5937 anim 19 wait_state_time 10000 ms 

:CUBAN2_6393
03CF: load_wav 'CUB2_3C' as 1 
03CF: load_wav 'CUB2_9' as 2 

:CUBAN2_6417
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_6447 
wait 0 
jump @CUBAN2_6417 

:CUBAN2_6447
if 
   not Actor.Dead($5937)
jf @CUBAN2_6472 
0372: set_actor $5937 anim 0 wait_state_time 100 ms 

:CUBAN2_6472
if 
   not Actor.Dead($5939)
jf @CUBAN2_6495 
02A9: set_actor $5939 immune_to_nonplayer 0 

:CUBAN2_6495
if 
   not Actor.Dead($5940)
jf @CUBAN2_6518 
02A9: set_actor $5940 immune_to_nonplayer 0 

:CUBAN2_6518
if 
   not Actor.Dead($5941)
jf @CUBAN2_6541 
02A9: set_actor $5941 immune_to_nonplayer 0 

:CUBAN2_6541
$5980 = 0 // $ = int 
0230: set_player $PLAYER_CHAR stop_looking 
if 
   not Actor.Dead($5937)
jf @CUBAN2_6611 
022F: set_actor $5937 stop_looking 
011A: set_actor $5937 search_threat 256 
011A: set_actor $5937 search_threat 64 
011A: set_actor $5937 search_threat 65536 
01B2: give_actor $5937 weapon 26 ammo 99999 // Load the weapon model before using this 

:CUBAN2_6611
01EB: set_traffic_density_multiplier_to 1.0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'CUB2_14' time 5000 1  // CHAAAAAARGE!
03D1: play_wav 1 

:CUBAN2_6650
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5937)
jf @CUBAN2_6681 
wait 0 
jump @CUBAN2_6650 

:CUBAN2_6681
040D: unload_wav 1 
03D5: remove_text 'CUB2_14'  // CHAAAAAARGE!
if 
   not Actor.Dead($5926)
jf @CUBAN2_6719 
Marker.CreateAboveActor($5961, $5926)

:CUBAN2_6719
if 
   not Actor.Dead($5927)
jf @CUBAN2_6743 
Marker.CreateAboveActor($5962, $5927)

:CUBAN2_6743
if 
   not Actor.Dead($5928)
jf @CUBAN2_6767 
Marker.CreateAboveActor($5963, $5928)

:CUBAN2_6767
if 
   not Actor.Dead($5929)
jf @CUBAN2_6791 
Marker.CreateAboveActor($5964, $5929)

:CUBAN2_6791
if 
   not Actor.Dead($5930)
jf @CUBAN2_6815 
Marker.CreateAboveActor($5965, $5930)

:CUBAN2_6815
$5991 = 0 // $ = int 
0297: clear_rampage_kills 

:CUBAN2_6824
wait 0 
if 
003A:   $5994 == $6020 // $ == $ int 
jf @CUBAN2_6876 
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_6876
gosub @CUBAN2_18631 
gosub @CUBAN2_19678 
gosub @CUBAN2_20563 
gosub @CUBAN2_22723 
if or
   Car.Wrecked($5925)
  $5980 > 9 // $ > int 
0056:   player $PLAYER_CHAR 0 -1114.3 61.6 -1131.2 95.9 
jf @CUBAN2_6961 
$5981 = 1 // $ = int 

:CUBAN2_6961
if 
   Actor.Dead($5926)
jf @CUBAN2_6982 
Marker.Disable($5961)

:CUBAN2_6982
if 
   Actor.Dead($5927)
jf @CUBAN2_7003 
Marker.Disable($5962)

:CUBAN2_7003
if 
   Actor.Dead($5928)
jf @CUBAN2_7024 
Marker.Disable($5963)

:CUBAN2_7024
if 
   Actor.Dead($5929)
jf @CUBAN2_7045 
Marker.Disable($5964)

:CUBAN2_7045
if 
   Actor.Dead($5930)
jf @CUBAN2_7066 
Marker.Disable($5965)

:CUBAN2_7066
if 
  $5981 == 0 // $ == int 
jf @CUBAN2_7098 
gosub @CUBAN2_16891 
jump @CUBAN2_7224 

:CUBAN2_7098
if 
   Actor.Dead($5926)
jf @CUBAN2_7224 
if 
   Actor.Dead($5927)
jf @CUBAN2_7224 
if 
   Actor.Dead($5928)
jf @CUBAN2_7224 
if 
   Actor.Dead($5929)
jf @CUBAN2_7224 
if 
   Actor.Dead($5930)
jf @CUBAN2_7224 
0482: set_threat_reaction_range_multiplier 1.0 
Marker.Disable($5961)
Marker.Disable($5962)
Marker.Disable($5963)
Marker.Disable($5964)
Marker.Disable($5965)
$5991 = 1 // $ = int 
jump @CUBAN2_7231 

:CUBAN2_7224
jump @CUBAN2_6824 

:CUBAN2_7231
wait 1000 
0395: clear_area 1 at -1079.6 73.9 10.2 range 25.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
00BC: text_highpriority 'CUB2_15' time 5000 1  // Now, my brothers, CHAAARRRGGEE!!
03D1: play_wav 2 

:CUBAN2_7304
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5937)
jf @CUBAN2_7335 
wait 0 
jump @CUBAN2_7304 

:CUBAN2_7335
040D: unload_wav 2 
03D5: remove_text 'CUB2_15'  // Now, my brothers, CHAAARRRGGEE!!
Car.Create($5942, #TAXI, -1037.2, 24.6, 9.9)
0129: $5950 = create_actor 4 #WMOCA in_car $5942 driverseat 
Car.SetMaxSpeed($5942, 0.0)
01C8: $5945 = create_actor_pedtype 7 model #CBA in_car $5942 passenger_seat 0 
04F5: set_actor $5945 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5945 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5945 armour_to 100 
01ED: clear_actor $5945 threat_search 
02A9: set_actor $5945 immune_to_nonplayer 1 
039E: set_actor $5945 locked_while_in_vehicle 1 
04F5: set_actor $5945 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5945 heed_threats 1 
0568: set_actor $5945 untargetable 1 
01C8: $5946 = create_actor_pedtype 7 model #CBA in_car $5942 passenger_seat 1 
04F5: set_actor $5946 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5946 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5946 armour_to 100 
01ED: clear_actor $5946 threat_search 
02A9: set_actor $5946 immune_to_nonplayer 1 
039E: set_actor $5946 locked_while_in_vehicle 1 
04F5: set_actor $5946 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5946 heed_threats 1 
0568: set_actor $5946 untargetable 1 
01C8: $5947 = create_actor_pedtype 7 model #CBA in_car $5942 passenger_seat 2 
04F5: set_actor $5947 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5947 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5947 armour_to 100 
01ED: clear_actor $5947 threat_search 
02A9: set_actor $5947 immune_to_nonplayer 1 
039E: set_actor $5947 locked_while_in_vehicle 1 
04F5: set_actor $5947 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5947 heed_threats 1 
0568: set_actor $5947 untargetable 1 
03BA: clear_cars_from_cube -1108.2 65.2 5.0 -1118.2 75.2 15.0 
Car.Destroy($5925)
$6004 = -1137.8 // $ = float 
$6005 = 66.7 // $ = float 
$6015 = 5.2 // $ = float 
$6006 = -1138.2 // $ = float 
$6007 = 75.5 // $ = float 
$6016 = 175.4 // $ = float 
$6008 = -1158.2 // $ = float 
$6009 = 67.2 // $ = float 
$6017 = 5.2 // $ = float 
$6010 = -1158.1 // $ = float 
$6011 = 75.6 // $ = float 
$6018 = 175.4 // $ = float 
$6012 = -1163.5 // $ = float 
$6013 = 75.8 // $ = float 
$6019 = 226.7 // $ = float 
$6014 = 10.1 // $ = float 
gosub @CUBAN2_16891 
0239: actor $PLAYER_ACTOR run_to -1103.1 71.9 
Actor.Create($5944, 8, #HNB, -1189.8, 69.2, 23.9)
0568: set_actor $5944 untargetable 2 
0489: set_actor $5944 muted 1 
Actor.Angle($5944) = 270.0
01B2: give_actor $5944 weapon 28 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5944 threat_search 
0243: set_actor $5944 ped_stats_to 16 
011A: set_actor $5944 search_threat 128 
011A: set_actor $5944 search_threat 1 
011A: set_actor $5944 search_threat 64 
02E2: set_actor $5944 weapon_accuracy_to 100 
0239: actor $5944 run_to -1173.4 71.3 
Camera.SetPosition(-1074.47, 70.88, 14.36, 0.0, 0.0, 0.0)
Camera.PointAt(-1075.44, 70.9, 14.11, 2)
if 
   not Actor.Dead($5938)
jf @CUBAN2_8066 
01ED: clear_actor $5938 threat_search 
0239: actor $5938 run_to -1117.2 68.5 

:CUBAN2_8066
if 
   not Actor.Dead($5939)
jf @CUBAN2_8102 
01ED: clear_actor $5939 threat_search 
0239: actor $5939 run_to -1130.2 70.5 

:CUBAN2_8102
if 
   not Actor.Dead($5940)
jf @CUBAN2_8138 
01ED: clear_actor $5940 threat_search 
0239: actor $5940 run_to -1130.2 70.5 

:CUBAN2_8138
wait 2000 
Camera.SetPosition(-1105.68, 70.95, 13.95, 0.0, 0.0, 0.0)
Camera.PointAt(-1106.66, 70.91, 13.74, 2)
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at -1103.1 71.9 10.27 
if 
   not Actor.Dead($5938)
jf @CUBAN2_8270 
Actor.PutAt($5938, -1106.7, 69.9, 10.4)
0239: actor $5938 run_to -1117.2 68.5 

:CUBAN2_8270
if 
   not Actor.Dead($5939)
jf @CUBAN2_8321 
Actor.PutAt($5939, -1106.7, 70.9, 10.4)
0239: actor $5939 run_to -1130.2 70.5 

:CUBAN2_8321
if 
   not Actor.Dead($5940)
jf @CUBAN2_8372 
Actor.PutAt($5940, -1106.7, 71.9, 10.4)
0239: actor $5940 run_to -1130.2 70.5 

:CUBAN2_8372
TIMERA = 0 // @ = int 
03CF: load_wav 'SNIPSH' as 2 

:CUBAN2_8391
if 
83D0:   not wav 2 loaded 
jf @CUBAN2_8417 
wait 0 
jump @CUBAN2_8391 

:CUBAN2_8417
03CF: load_wav 'SNIPSH' as 1 

:CUBAN2_8429
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_8455 
wait 0 
jump @CUBAN2_8429 

:CUBAN2_8455
wait 0 
if 
   not Actor.Dead($5938)
jf @CUBAN2_8643 
if 
00A3:   actor $5938 0 -1130.4 59.9 -1114.1 82.1 
jf @CUBAN2_8643 
if 
  $6002 > 0 // $ > int 
jf @CUBAN2_8569 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_8543
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_8569 
wait 0 
jump @CUBAN2_8543 

:CUBAN2_8569
03D1: play_wav 1 
$6002 = 1 // $ = int 
if 
   not Actor.Dead($5938)
jf @CUBAN2_8617 
if 
   not Actor.Dead($5944)
jf @CUBAN2_8617 
0321: kill_actor $5938 

:CUBAN2_8617
if 
83D2:   not wav 1 ended 
jf @CUBAN2_8643 
wait 0 
jump @CUBAN2_8617 

:CUBAN2_8643
if 
   not Actor.Dead($5939)
jf @CUBAN2_8764 
if 
00A3:   actor $5939 0 -1130.4 59.9 -1119.1 82.1 
jf @CUBAN2_8764 
03D1: play_wav 2 
if 
   not Actor.Dead($5939)
jf @CUBAN2_8738 
if 
   not Actor.Dead($5944)
jf @CUBAN2_8738 
0321: kill_actor $5939 

:CUBAN2_8738
if 
83D2:   not wav 2 ended 
jf @CUBAN2_8764 
wait 0 
jump @CUBAN2_8738 

:CUBAN2_8764
if 
   not Actor.Dead($5940)
jf @CUBAN2_8948 
if 
00A3:   actor $5940 0 -1130.4 59.9 -1125.1 82.1 
jf @CUBAN2_8948 
if 
  $6002 > 0 // $ > int 
jf @CUBAN2_8874 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_8848
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_8874 
wait 0 
jump @CUBAN2_8848 

:CUBAN2_8874
03D1: play_wav 1 
$6002 = 1 // $ = int 
if 
   not Actor.Dead($5940)
jf @CUBAN2_8922 
if 
   not Actor.Dead($5944)
jf @CUBAN2_8922 
0321: kill_actor $5940 

:CUBAN2_8922
if 
83D2:   not wav 1 ended 
jf @CUBAN2_8948 
wait 0 
jump @CUBAN2_8922 

:CUBAN2_8948
if 
  TIMERA > 12000 // @ > int 
jf @CUBAN2_8974 
jump @CUBAN2_9051 

:CUBAN2_8974
if 
   Actor.Dead($5938)
jf @CUBAN2_9044 
if 
   Actor.Dead($5939)
jf @CUBAN2_9044 
if 
   Actor.Dead($5940)
jf @CUBAN2_9044 
Actor.RemoveReferences($5938)
Actor.RemoveReferences($5940)
Actor.RemoveReferences($5939)
jump @CUBAN2_9051 

:CUBAN2_9044
jump @CUBAN2_8455 

:CUBAN2_9051
if 
   not Actor.Dead($5944)
jf @CUBAN2_9095 
Actor.PutAt($5944, -1173.4, 71.3, 23.0)
04C6: actor $5944 aim_gun_at_actor $PLAYER_ACTOR 

:CUBAN2_9095
03CF: load_wav 'CUB2_5' as 1 
03CF: load_wav 'CUB2_6' as 2 

:CUBAN2_9119
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_9149 
wait 0 
jump @CUBAN2_9119 

:CUBAN2_9149
wait 1000 
Camera.SetPosition(-1175.9, 70.3, 24.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1135.9, 66.3, 18.6, 2)
00BC: text_highpriority 'CUB2_09' time 4000 1  // Sniper on the roof!
03D1: play_wav 1 

:CUBAN2_9224
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5937)
jf @CUBAN2_9255 
wait 0 
jump @CUBAN2_9224 

:CUBAN2_9255
040D: unload_wav 1 
03D5: remove_text 'CUB2_09'  // Sniper on the roof!
00BC: text_highpriority 'CUB2_07' time 4000 1  // They fight like girls! Take cover!
03D1: play_wav 2 

:CUBAN2_9288
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5937)
jf @CUBAN2_9319 
wait 0 
jump @CUBAN2_9288 

:CUBAN2_9319
040D: unload_wav 2 
03D5: remove_text 'CUB2_07'  // They fight like girls! Take cover!
03CF: load_wav 'CUB2_7' as 1 

:CUBAN2_9345
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_9371 
wait 0 
jump @CUBAN2_9345 

:CUBAN2_9371
if 
   not Actor.Dead($5937)
jf @CUBAN2_9412 
01ED: clear_actor $5937 threat_search 
Actor.PutAt($5937, -1112.98, 66.92, 10.4)

:CUBAN2_9412
if 
   not Actor.Dead($5936)
jf @CUBAN2_9463 
01ED: clear_actor $5936 threat_search 
Actor.PutAt($5936, -1112.2, 74.5, 10.4)
Actor.Angle($5936) = 302.4

:CUBAN2_9463
if 
   not Actor.Dead($5941)
jf @CUBAN2_9514 
01ED: clear_actor $5941 threat_search 
Actor.PutAt($5941, -1112.5, 65.2, 10.4)
Actor.Angle($5941) = 357.4

:CUBAN2_9514
Actor.PutAt($PLAYER_ACTOR, -1110.95, 67.38, 10.4)
if 
   not Actor.Dead($5937)
jf @CUBAN2_9571 
020F: actor $5937 look_at_player $PLAYER_CHAR 
0210: player $PLAYER_CHAR look_at_actor $5937 
048F: actor $5937 remove_weapons 

:CUBAN2_9571
wait 1000 
Camera.SetPosition(-1110.3, 64.24, 11.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1114.0, 71.1, 10.25, 2)
if 
   not Actor.Dead($5937)
jf @CUBAN2_9650 
052B: actor $5937 hold_cellphone 1 

:CUBAN2_9650
wait 1000 
00BC: text_highpriority 'CUB2_02' time 4000 1  // We need reinforcements from the cafe!
03D1: play_wav 1 

:CUBAN2_9674
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5937)
jf @CUBAN2_9705 
wait 0 
jump @CUBAN2_9674 

:CUBAN2_9705
040D: unload_wav 1 
03D5: remove_text 'CUB2_02'  // We need reinforcements from the cafe!
03CF: load_wav 'CUB2_8' as 1 
03CF: load_wav 'CUB2_4A' as 2 

:CUBAN2_9743
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_9773 
wait 0 
jump @CUBAN2_9743 

:CUBAN2_9773
if 
   not Actor.Dead($5937)
jf @CUBAN2_9796 
052B: actor $5937 hold_cellphone 0 

:CUBAN2_9796
wait 1000 
03BA: clear_cars_from_cube -1063.6 11.9 0.6 -1080.9 102.8 20.4 
Camera.SetPosition(-1079.0, 73.4, 14.0, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($5942)
jf @CUBAN2_9930 
Camera.OnVehicle($5942, 15, 2)
04BA: set_car $5942 speed_instantly 40.0 
Car.SetMaxSpeed($5942, 40.0)
Car.DriveTo($5942, -1068.1, 77.11, 10.5)

:CUBAN2_9930
if 
81AD:   not car $5942 sphere 0 near_point -1068.1 77.11 radius 10.0 10.0 
jf @CUBAN2_9995 
wait 0 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_9988 

:CUBAN2_9988
jump @CUBAN2_9930 

:CUBAN2_9995
if 
   not Car.Wrecked($5942)
jf @CUBAN2_10021 
0477: set_car $5942 action 3 time 10000 

:CUBAN2_10021
if 
   not Actor.Dead($5945)
jf @CUBAN2_10045 
01D3: actor $5945 leave_car $5942 

:CUBAN2_10045
if 
   not Actor.Dead($5946)
jf @CUBAN2_10069 
01D3: actor $5946 leave_car $5942 

:CUBAN2_10069
if 
   not Actor.Dead($5947)
jf @CUBAN2_10093 
01D3: actor $5947 leave_car $5942 

:CUBAN2_10093
$5986 = 2 // $ = int 
$5987 = 2 // $ = int 
$5988 = 2 // $ = int 

:CUBAN2_10114
wait 0 
if 
   not Car.Wrecked($5942)
jf @CUBAN2_10337 
01E9: $5983 = car $5942 num_passengers 
if 
  $5983 == 0 // $ == int 
jf @CUBAN2_10330 
if 
   not Actor.Dead($5945)
jf @CUBAN2_10212 
if 
   not Actor.Driving($5945)
jf @CUBAN2_10212 
011C: actor $5945 clear_objective 
0239: actor $5945 run_to -1079.8 70.0 

:CUBAN2_10212
if 
   not Actor.Dead($5946)
jf @CUBAN2_10264 
if 
   not Actor.Driving($5946)
jf @CUBAN2_10264 
011C: actor $5946 clear_objective 
0239: actor $5946 run_to -1078.8 70.0 

:CUBAN2_10264
if 
   not Actor.Dead($5947)
jf @CUBAN2_10316 
if 
   not Actor.Driving($5947)
jf @CUBAN2_10316 
011C: actor $5947 clear_objective 
0239: actor $5947 run_to -1077.8 70.0 

:CUBAN2_10316
jump @CUBAN2_10344 
jump @CUBAN2_10337 

:CUBAN2_10330
jump @CUBAN2_10114 

:CUBAN2_10337
jump @CUBAN2_10114 

:CUBAN2_10344
Camera.SetPosition(-1070.4, 69.9, 15.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1086.4, 69.7, 9.76, 2)

:CUBAN2_10395
if 
80FF:   not actor $5947 0 -1112.9 66.7 10.4 radius 2.0 2.0 2.0 
jf @CUBAN2_11153 
wait 0 
if 
   not Actor.Dead($5945)
jf @CUBAN2_10680 
if 
  $5986 == 2 // $ == int 
jf @CUBAN2_10570 
if 
80FF:   not actor $5945 0 -1079.8 71.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_10551 
0239: actor $5945 run_to -1079.8 71.0 
jump @CUBAN2_10563 

:CUBAN2_10551
$5986 = 0 // $ = int 
011C: actor $5945 clear_objective 

:CUBAN2_10563
jump @CUBAN2_10680 

:CUBAN2_10570
if 
00FF:   actor $5945 0 -1112.0 73.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_10647 
011C: actor $5945 clear_objective 
Actor.Angle($5945) = 78.5
$5986 = 1 // $ = int 
jump @CUBAN2_10680 

:CUBAN2_10647
if 
  $5986 == 0 // $ == int 
jf @CUBAN2_10680 
0239: actor $5945 run_to -1112.0 73.0 

:CUBAN2_10680
if 
   not Actor.Dead($5946)
jf @CUBAN2_10913 
if 
  $5987 == 2 // $ == int 
jf @CUBAN2_10803 
if 
80FF:   not actor $5946 0 -1078.8 70.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_10784 
0239: actor $5946 run_to -1078.8 70.0 
jump @CUBAN2_10796 

:CUBAN2_10784
$5987 = 0 // $ = int 
011C: actor $5946 clear_objective 

:CUBAN2_10796
jump @CUBAN2_10913 

:CUBAN2_10803
if 
00FF:   actor $5946 0 -1112.9 73.3 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_10880 
011C: actor $5946 clear_objective 
Actor.Angle($5946) = 274.5
$5987 = 1 // $ = int 
jump @CUBAN2_10913 

:CUBAN2_10880
if 
  $5987 == 0 // $ == int 
jf @CUBAN2_10913 
0239: actor $5946 run_to -1112.9 73.3 

:CUBAN2_10913
if 
   not Actor.Dead($5947)
jf @CUBAN2_11146 
if 
  $5988 == 2 // $ == int 
jf @CUBAN2_11036 
if 
80FF:   not actor $5947 0 -1077.8 69.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_11017 
0239: actor $5947 run_to -1077.8 69.0 
jump @CUBAN2_11029 

:CUBAN2_11017
$5988 = 0 // $ = int 
011C: actor $5947 clear_objective 

:CUBAN2_11029
jump @CUBAN2_11146 

:CUBAN2_11036
if 
00FF:   actor $5947 0 -1112.9 66.7 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_11113 
011C: actor $5947 clear_objective 
Actor.Angle($5947) = 27.6
$5988 = 1 // $ = int 
jump @CUBAN2_11146 

:CUBAN2_11113
if 
  $5988 == 0 // $ == int 
jf @CUBAN2_11146 
0239: actor $5947 run_to -1112.9 66.7 

:CUBAN2_11146
jump @CUBAN2_10395 

:CUBAN2_11153
Camera.SetPosition(-1110.3, 64.24, 11.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1114.0, 71.1, 10.25, 2)
wait 1000 
if 
   not Actor.Dead($5937)
jf @CUBAN2_11235 
0372: set_actor $5937 anim 19 wait_state_time 10000 ms 

:CUBAN2_11235
00BC: text_highpriority 'CUB2_05' time 5000 1  // Take out that cowardly sniper!
03D1: play_wav 1 

:CUBAN2_11254
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5937)
jf @CUBAN2_11285 
wait 0 
jump @CUBAN2_11254 

:CUBAN2_11285
040D: unload_wav 1 
03D5: remove_text 'CUB2_05'  // Take out that cowardly sniper!
if 
   not Actor.Dead($5937)
jf @CUBAN2_11324 
0372: set_actor $5937 anim 0 wait_state_time 100 ms 

:CUBAN2_11324
0482: set_threat_reaction_range_multiplier 3.0 
if 
   not Actor.Dead($5945)
jf @CUBAN2_11376 
0243: set_actor $5945 ped_stats_to 16 
02A9: set_actor $5945 immune_to_nonplayer 0 
011A: set_actor $5945 search_threat 256 
011A: set_actor $5945 search_threat 64 

:CUBAN2_11376
if 
   not Actor.Dead($5946)
jf @CUBAN2_11421 
0243: set_actor $5946 ped_stats_to 16 
02A9: set_actor $5946 immune_to_nonplayer 0 
011A: set_actor $5946 search_threat 256 
011A: set_actor $5946 search_threat 64 

:CUBAN2_11421
if 
   not Actor.Dead($5947)
jf @CUBAN2_11466 
0243: set_actor $5947 ped_stats_to 16 
02A9: set_actor $5947 immune_to_nonplayer 0 
011A: set_actor $5947 search_threat 256 
011A: set_actor $5947 search_threat 64 

:CUBAN2_11466
if 
   not Actor.Dead($5944)
jf @CUBAN2_11490 
Marker.CreateAboveActor($5966, $5944)

:CUBAN2_11490
if 
   not Actor.Dead($5937)
jf @CUBAN2_11557 
0372: set_actor $5937 anim 19 wait_state_time 10 ms 
022F: set_actor $5937 stop_looking 
011A: set_actor $5937 search_threat 256 
011A: set_actor $5937 search_threat 64 
011A: set_actor $5937 search_threat 65536 
01B2: give_actor $5937 weapon 26 ammo 99999 // Load the weapon model before using this 

:CUBAN2_11557
if 
   not Actor.Dead($5936)
jf @CUBAN2_11598 
011A: set_actor $5936 search_threat 256 
011A: set_actor $5936 search_threat 64 
011A: set_actor $5936 search_threat 65536 

:CUBAN2_11598
if 
   not Actor.Dead($5941)
jf @CUBAN2_11639 
011A: set_actor $5941 search_threat 256 
011A: set_actor $5941 search_threat 64 
011A: set_actor $5941 search_threat 65536 

:CUBAN2_11639
if 
   not Actor.Dead($5937)
jf @CUBAN2_11660 
022F: set_actor $5937 stop_looking 

:CUBAN2_11660
if 
   not Actor.Dead($5936)
jf @CUBAN2_11691 
0239: actor $5936 run_to -1120.0 68.0 

:CUBAN2_11691
if 
   not Actor.Dead($5937)
jf @CUBAN2_11722 
0239: actor $5937 run_to -1119.0 74.0 

:CUBAN2_11722
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
TIMERB = 0 // @ = int 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 

:CUBAN2_11756
wait 0 
if 
  $6001 == 0 // $ == int 
jf @CUBAN2_11928 
if 
  TIMERB > 7000 // @ > int 
jf @CUBAN2_11928 
if 
   not Actor.Dead($5941)
jf @CUBAN2_11828 
0239: actor $5941 run_to -1138.0 71.0 

:CUBAN2_11828
if 
   not Actor.Dead($5945)
jf @CUBAN2_11859 
0239: actor $5945 run_to -1138.0 71.0 

:CUBAN2_11859
if 
   not Actor.Dead($5946)
jf @CUBAN2_11890 
0239: actor $5946 run_to -1138.0 71.0 

:CUBAN2_11890
if 
   not Actor.Dead($5947)
jf @CUBAN2_11921 
0239: actor $5947 run_to -1138.0 71.0 

:CUBAN2_11921
$6001 = 1 // $ = int 

:CUBAN2_11928
if 
003A:   $5994 == $6020 // $ == $ int 
jf @CUBAN2_11976 
gosub @CUBAN2_22755 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN2_16582 

:CUBAN2_11976
if 
  $6003 == 0 // $ == int 
jf @CUBAN2_12095 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_12088 
if 
0057:   player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 
jf @CUBAN2_12081 
00DA: $5943 = player $PLAYER_CHAR car 
Car.Health($5943) = 250
$6003 = 1 // $ = int 

:CUBAN2_12081
jump @CUBAN2_12095 

:CUBAN2_12088
$6003 = 0 // $ = int 

:CUBAN2_12095
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_12172 
if 
0057:   player $PLAYER_CHAR 0 -1137.0 84.5 5.8 -1179.9 60.7 15.0 
jf @CUBAN2_12172 
00DA: $5943 = player $PLAYER_CHAR car 
020B: explode_car $5943 

:CUBAN2_12172
gosub @CUBAN2_21270 
gosub @CUBAN2_22723 
if 
   not Actor.Dead($5944)
jf @CUBAN2_12979 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @CUBAN2_12329 
if 
0056:   player $PLAYER_CHAR 0 -1136.4 61.1 -1158.1 78.6 
jf @CUBAN2_12329 
03CF: load_wav 'SNIPER' as 2 

:CUBAN2_12268
if 
83D0:   not wav 2 loaded 
jf @CUBAN2_12294 
wait 0 
jump @CUBAN2_12268 

:CUBAN2_12294
03D1: play_wav 2 
0322: kill_player $PLAYER_CHAR 

:CUBAN2_12303
if 
83D2:   not wav 2 ended 
jf @CUBAN2_12329 
wait 0 
jump @CUBAN2_12303 

:CUBAN2_12329
if 
   not Actor.Dead($5941)
jf @CUBAN2_12488 
if 
00A3:   actor $5941 0 -1131.4 59.9 -1158.1 78.6 
jf @CUBAN2_12488 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12395
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_12421 
wait 0 
jump @CUBAN2_12395 

:CUBAN2_12421
03D1: play_wav 1 
if 
   not Actor.Dead($5941)
jf @CUBAN2_12462 
if 
   not Actor.Dead($5944)
jf @CUBAN2_12462 
0321: kill_actor $5941 

:CUBAN2_12462
if 
83D2:   not wav 1 ended 
jf @CUBAN2_12488 
wait 0 
jump @CUBAN2_12462 

:CUBAN2_12488
if 
   not Actor.Dead($5945)
jf @CUBAN2_12647 
if 
00A3:   actor $5945 0 -1133.4 59.9 -1158.1 78.6 
jf @CUBAN2_12647 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12554
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_12580 
wait 0 
jump @CUBAN2_12554 

:CUBAN2_12580
03D1: play_wav 1 
if 
   not Actor.Dead($5945)
jf @CUBAN2_12621 
if 
   not Actor.Dead($5944)
jf @CUBAN2_12621 
0321: kill_actor $5945 

:CUBAN2_12621
if 
83D2:   not wav 1 ended 
jf @CUBAN2_12647 
wait 0 
jump @CUBAN2_12621 

:CUBAN2_12647
if 
   not Actor.Dead($5946)
jf @CUBAN2_12806 
if 
00A3:   actor $5946 0 -1135.4 59.9 -1158.1 78.6 
jf @CUBAN2_12806 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12713
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_12739 
wait 0 
jump @CUBAN2_12713 

:CUBAN2_12739
03D1: play_wav 1 
if 
   not Actor.Dead($5946)
jf @CUBAN2_12780 
if 
   not Actor.Dead($5944)
jf @CUBAN2_12780 
0321: kill_actor $5946 

:CUBAN2_12780
if 
83D2:   not wav 1 ended 
jf @CUBAN2_12806 
wait 0 
jump @CUBAN2_12780 

:CUBAN2_12806
if 
   not Actor.Dead($5947)
jf @CUBAN2_12965 
if 
00A3:   actor $5947 0 -1137.4 59.9 -1158.1 78.6 
jf @CUBAN2_12965 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_12872
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_12898 
wait 0 
jump @CUBAN2_12872 

:CUBAN2_12898
03D1: play_wav 1 
if 
   not Actor.Dead($5947)
jf @CUBAN2_12939 
if 
   not Actor.Dead($5944)
jf @CUBAN2_12939 
0321: kill_actor $5947 

:CUBAN2_12939
if 
83D2:   not wav 1 ended 
jf @CUBAN2_12965 
wait 0 
jump @CUBAN2_12939 

:CUBAN2_12965
gosub @CUBAN2_16891 
jump @CUBAN2_13263 

:CUBAN2_12979
if 
  $5991 == 1 // $ == int 
jf @CUBAN2_13139 
00BC: text_highpriority 'CUB2_22' time 5000 1  // ~g~ Finish them off so we can move forward.
if 
   not Actor.Dead($5926)
jf @CUBAN2_13036 
Marker.CreateAboveActor($5961, $5926)

:CUBAN2_13036
if 
   not Actor.Dead($5927)
jf @CUBAN2_13060 
Marker.CreateAboveActor($5962, $5927)

:CUBAN2_13060
if 
   not Actor.Dead($5928)
jf @CUBAN2_13084 
Marker.CreateAboveActor($5963, $5928)

:CUBAN2_13084
if 
   not Actor.Dead($5929)
jf @CUBAN2_13108 
Marker.CreateAboveActor($5964, $5929)

:CUBAN2_13108
if 
   not Actor.Dead($5930)
jf @CUBAN2_13132 
Marker.CreateAboveActor($5965, $5930)

:CUBAN2_13132
$5991 = 2 // $ = int 

:CUBAN2_13139
Marker.Disable($5966)
if 
   Actor.Dead($5926)
jf @CUBAN2_13263 
if 
   Actor.Dead($5927)
jf @CUBAN2_13263 
if 
   Actor.Dead($5928)
jf @CUBAN2_13263 
if 
   Actor.Dead($5929)
jf @CUBAN2_13263 
if 
   Actor.Dead($5930)
jf @CUBAN2_13263 
Marker.Disable($5961)
Marker.Disable($5962)
Marker.Disable($5963)
Marker.Disable($5964)
Marker.Disable($5965)
00BE: text_clear_all 
wait 1000 
jump @CUBAN2_13375 

:CUBAN2_13263
if 
   Actor.Dead($5926)
jf @CUBAN2_13284 
Marker.Disable($5961)

:CUBAN2_13284
if 
   Actor.Dead($5927)
jf @CUBAN2_13305 
Marker.Disable($5962)

:CUBAN2_13305
if 
   Actor.Dead($5928)
jf @CUBAN2_13326 
Marker.Disable($5963)

:CUBAN2_13326
if 
   Actor.Dead($5929)
jf @CUBAN2_13347 
Marker.Disable($5964)

:CUBAN2_13347
if 
   Actor.Dead($5930)
jf @CUBAN2_13368 
Marker.Disable($5965)

:CUBAN2_13368
jump @CUBAN2_11756 

:CUBAN2_13375
$5978 = 1 // $ = int 
Actor.RemoveReferences($5944)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1161.2, 71.5, 12.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1152.3, 71.9, 10.8, 2)
Car.Create($5949, #PONY, -1161.5, 76.5, 10.2)
Car.Health($5949) = 1500
Car.Angle($5949) = 90.7
Car.ImmuneToNonPlayer($5949, True)
Object.Create($5948, #GUNBOX, -1161.5, 76.5, 11.2)
Object.CollisionDetection($5948, False)
035C: place_object $5948 relative_to_car $5949 offset 0.0 -1.0 -0.8 
$6004 = -1183.9 // $ = float 
$6005 = 101.7 // $ = float 
$6015 = 230.8 // $ = float 
$6006 = -1182.1 // $ = float 
$6007 = 103.2 // $ = float 
$6016 = 215.1 // $ = float 
$6008 = -1180.8 // $ = float 
$6009 = 105.9 // $ = float 
$6017 = 215.1 // $ = float 
$6010 = -1182.3 // $ = float 
$6011 = 106.9 // $ = float 
$6018 = 215.1 // $ = float 
$6012 = -1184.9 // $ = float 
$6013 = 104.5 // $ = float 
$6019 = 227.6 // $ = float 
$6014 = 10.1 // $ = float 
gosub @CUBAN2_16891 
$5978 = 2 // $ = int 
gosub @CUBAN2_16891 
wait 2000 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @CUBAN2_13779 
0055: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 
jump @CUBAN2_13799 

:CUBAN2_13779
012A: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 and_remove_from_car 

:CUBAN2_13799
Camera.SetPosition(-1149.2, 71.3, 13.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1163.7, 73.3, 10.7, 2)
if 
   not Actor.Dead($5936)
jf @CUBAN2_13886 
Actor.PutAt($5936, -1149.2, 72.3, 10.2)

:CUBAN2_13886
if 
   not Actor.Dead($5937)
jf @CUBAN2_13922 
Actor.PutAt($5937, -1149.2, 73.3, 10.2)

:CUBAN2_13922
if 
   not Actor.Dead($5941)
jf @CUBAN2_13958 
Actor.PutAt($5941, -1151.2, 73.3, 10.2)

:CUBAN2_13958
if 
   not Actor.Dead($5945)
jf @CUBAN2_13994 
Actor.PutAt($5945, -1151.2, 72.3, 10.2)

:CUBAN2_13994
if 
   not Actor.Dead($5946)
jf @CUBAN2_14030 
Actor.PutAt($5946, -1153.2, 73.3, 10.2)

:CUBAN2_14030
if 
   not Actor.Dead($5947)
jf @CUBAN2_14066 
Actor.PutAt($5947, -1153.2, 72.3, 10.2)

:CUBAN2_14066
00BC: text_highpriority 'CUB2_21' time 5000 1  // Fight like men with huge cojones!
03D1: play_wav 2 

:CUBAN2_14085
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5937)
jf @CUBAN2_14116 
wait 0 
jump @CUBAN2_14085 

:CUBAN2_14116
040D: unload_wav 2 
03D5: remove_text 'CUB2_21'  // Fight like men with huge cojones!
03CF: load_wav 'CUB2_10' as 1 
03CF: load_wav 'CUB2_11' as 2 

:CUBAN2_14154
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_14184 
wait 0 
jump @CUBAN2_14154 

:CUBAN2_14184
if 
   not Actor.Dead($5937)
jf @CUBAN2_14239 
0291: set_actor $5937 heed_threats 0 
011C: actor $5937 clear_objective 
01ED: clear_actor $5937 threat_search 
0239: actor $5937 run_to -1167.7 73.3 
02A9: set_actor $5937 immune_to_nonplayer 0 

:CUBAN2_14239
wait 300 
if 
   not Actor.Dead($5936)
jf @CUBAN2_14292 
0291: set_actor $5936 heed_threats 0 
011C: actor $5936 clear_objective 
01ED: clear_actor $5936 threat_search 
0239: actor $5936 run_to -1165.1 68.0 

:CUBAN2_14292
wait 300 
if 
   not Actor.Dead($5941)
jf @CUBAN2_14345 
0291: set_actor $5941 heed_threats 0 
011C: actor $5941 clear_objective 
01ED: clear_actor $5941 threat_search 
0239: actor $5941 run_to -1166.7 73.3 

:CUBAN2_14345
wait 300 
if 
   not Actor.Dead($5945)
jf @CUBAN2_14398 
0291: set_actor $5945 heed_threats 0 
011C: actor $5945 clear_objective 
01ED: clear_actor $5945 threat_search 
0239: actor $5945 run_to -1165.7 73.3 

:CUBAN2_14398
wait 300 
if 
   not Actor.Dead($5946)
jf @CUBAN2_14451 
0291: set_actor $5946 heed_threats 0 
011C: actor $5946 clear_objective 
01ED: clear_actor $5946 threat_search 
0239: actor $5946 run_to -1164.7 73.3 

:CUBAN2_14451
wait 300 
if 
   not Actor.Dead($5947)
jf @CUBAN2_14504 
0291: set_actor $5947 heed_threats 0 
011C: actor $5947 clear_objective 
01ED: clear_actor $5947 threat_search 
0239: actor $5947 run_to -1164.7 70.3 

:CUBAN2_14504
wait 300 
if 
   not Actor.Dead($5936)
jf @CUBAN2_14545 
01BE: set_actor $5936 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14545
if 
   not Actor.Dead($5937)
jf @CUBAN2_14581 
01BE: set_actor $5937 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14581
if 
   not Actor.Dead($5941)
jf @CUBAN2_14617 
01BE: set_actor $5941 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14617
if 
   not Actor.Dead($5945)
jf @CUBAN2_14653 
01BE: set_actor $5945 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14653
if 
   not Actor.Dead($5946)
jf @CUBAN2_14689 
01BE: set_actor $5946 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14689
if 
   not Actor.Dead($5947)
jf @CUBAN2_14725 
01BE: set_actor $5947 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_14725
0239: actor $PLAYER_ACTOR run_to -1161.7 73.3 
wait 2000 
TIMERA = 0 // @ = int 

:CUBAN2_14752
wait 0 
if 
   not Actor.Dead($5937)
jf @CUBAN2_15182 
if or
00EC:   actor $5937 0 -1167.7 73.3 radius 4.0 4.0 
  TIMERA > 5000 // @ > int 
jf @CUBAN2_15175 
Camera.SetPosition(-1163.2, 64.2, 16.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1163.7, 73.3, 12.2, 2)
if 
   not Actor.Dead($5936)
jf @CUBAN2_14917 
011A: set_actor $5936 search_threat 256 
011A: set_actor $5936 search_threat 64 
011A: set_actor $5936 search_threat 65536 
0291: set_actor $5936 heed_threats 1 

:CUBAN2_14917
if 
   not Actor.Dead($5941)
jf @CUBAN2_14965 
011A: set_actor $5941 search_threat 256 
011A: set_actor $5941 search_threat 64 
011A: set_actor $5941 search_threat 65536 
0291: set_actor $5941 heed_threats 1 

:CUBAN2_14965
if 
   not Actor.Dead($5945)
jf @CUBAN2_15013 
011A: set_actor $5945 search_threat 256 
011A: set_actor $5945 search_threat 64 
011A: set_actor $5945 search_threat 65536 
0291: set_actor $5945 heed_threats 1 

:CUBAN2_15013
if 
   not Actor.Dead($5946)
jf @CUBAN2_15061 
011A: set_actor $5946 search_threat 256 
011A: set_actor $5946 search_threat 64 
011A: set_actor $5946 search_threat 65536 
0291: set_actor $5946 heed_threats 1 

:CUBAN2_15061
if 
   not Actor.Dead($5947)
jf @CUBAN2_15109 
011A: set_actor $5947 search_threat 256 
011A: set_actor $5947 search_threat 64 
011A: set_actor $5947 search_threat 65536 
0291: set_actor $5947 heed_threats 1 

:CUBAN2_15109
wait 2000 
if 
   not Actor.Dead($5937)
jf @CUBAN2_15161 
if 
   not Car.Wrecked($5949)
jf @CUBAN2_15161 
01D4: actor $5937 go_to_car $5949 and_enter_it_as_a_passenger 
039E: set_actor $5937 locked_while_in_vehicle 1 

:CUBAN2_15161
jump @CUBAN2_15182 
jump @CUBAN2_15182 

:CUBAN2_15175
jump @CUBAN2_14752 

:CUBAN2_15182
Actor.Create($5952, 8, #HNA, -1115.6, 69.6, 10.1)
Actor.Angle($5952) = 105.9
01B2: give_actor $5952 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5952 threat_search 
0243: set_actor $5952 ped_stats_to 16 
011A: set_actor $5952 search_threat 128 
011A: set_actor $5952 search_threat 1 
011A: set_actor $5952 search_threat 64 
0573: set_actor $5952 stop_shoot_dont_seek_entity 1 
0291: set_actor $5952 heed_threats 1 
Actor.Create($5953, 8, #HNA, -1115.6, 73.7, 10.1)
Actor.Angle($5953) = 105.9
01B2: give_actor $5953 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5953 threat_search 
0243: set_actor $5953 ped_stats_to 16 
011A: set_actor $5953 search_threat 128 
011A: set_actor $5953 search_threat 1 
011A: set_actor $5953 search_threat 64 
0573: set_actor $5953 stop_shoot_dont_seek_entity 1 
0291: set_actor $5953 heed_threats 1 
Actor.Create($5954, 8, #HNB, -1115.6, 71.0, 10.1)
Actor.Angle($5954) = 105.9
01B2: give_actor $5954 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5954 threat_search 
0243: set_actor $5954 ped_stats_to 16 
011A: set_actor $5954 search_threat 128 
011A: set_actor $5954 search_threat 1 
011A: set_actor $5954 search_threat 64 
0573: set_actor $5954 stop_shoot_dont_seek_entity 1 
0291: set_actor $5954 heed_threats 1 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
TIMERA = 0 // @ = int 
00BB: text_lowpriority 'CUB2_16' time 5000 1  // Tommy, we have proved our manful bravery!
if 
   not Actor.Dead($5937)
jf @CUBAN2_15594 
03D1: play_wav 1 

:CUBAN2_15513
if and
83D2:   not wav 1 ended 
   not Actor.Dead($5937)
jf @CUBAN2_15583 
wait 0 
if 
   not Car.Wrecked($5949)
jf @CUBAN2_15576 
035C: place_object $5948 relative_to_car $5949 offset 0.0 -1.0 -0.8 

:CUBAN2_15576
jump @CUBAN2_15513 

:CUBAN2_15583
040D: unload_wav 1 
jump @CUBAN2_15598 

:CUBAN2_15594
040D: unload_wav 1 

:CUBAN2_15598
03D5: remove_text 'CUB2_16'  // Tommy, we have proved our manful bravery!
00BB: text_lowpriority 'CUB2_17' time 10000 1  // Let us steal the van full of drugs and make good our escape!
if 
   not Actor.Dead($5937)
jf @CUBAN2_15724 
03D1: play_wav 2 

:CUBAN2_15643
if and
83D2:   not wav 2 ended 
   not Actor.Dead($5937)
jf @CUBAN2_15713 
wait 0 
if 
   not Car.Wrecked($5949)
jf @CUBAN2_15706 
035C: place_object $5948 relative_to_car $5949 offset 0.0 -1.0 -0.8 

:CUBAN2_15706
jump @CUBAN2_15643 

:CUBAN2_15713
040D: unload_wav 2 
jump @CUBAN2_15728 

:CUBAN2_15724
040D: unload_wav 2 

:CUBAN2_15728
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:CUBAN2_15735
wait 0 
if 
   not Car.Wrecked($5949)
jf @CUBAN2_15950 
035C: place_object $5948 relative_to_car $5949 offset 0.0 -1.0 -0.8 
if 
  $426 == 0 // $ == int 
jf @CUBAN2_15811 
Marker.CreateAboveCar($5959, $5949)
$426 = 1 // $ = int 

:CUBAN2_15811
if 
00DC:   player $PLAYER_CHAR in_car $5949 
jf @CUBAN2_15943 
if 
  15000 > TIMERA // int > @ 
jf @CUBAN2_15866 
00BE: text_clear_all 
00BB: text_lowpriority 'CUB2_16' time 5000 1  // Tommy, we have proved our manful bravery!

:CUBAN2_15866
Marker.Disable($5959)
018A: $5960 = create_checkpoint_at -1160.0 -605.9 10.7 
$426 = 0 // $ = int 
00BC: text_highpriority 'CUB2_24' time 5000 1  // ~g~Return to Robina's Cafe with the Van and park it round the back.
if 
   not Car.Wrecked($5949)
jf @CUBAN2_15936 
Car.ImmuneToNonPlayer($5949, False)

:CUBAN2_15936
jump @CUBAN2_16136 

:CUBAN2_15943
jump @CUBAN2_15972 

:CUBAN2_15950
00BC: text_highpriority 'CUB2_11' time 5000 1  // ~r~You fool, we needed that car.
jump @CUBAN2_16582 

:CUBAN2_15972
$6004 = -1198.9 // $ = float 
$6005 = 96.7 // $ = float 
$6015 = 255.8 // $ = float 
$6006 = -1198.9 // $ = float 
$6007 = 96.7 // $ = float 
$6016 = 255.8 // $ = float 
$6008 = -1198.9 // $ = float 
$6009 = 96.7 // $ = float 
$6017 = 255.8 // $ = float 
$6010 = -1198.9 // $ = float 
$6011 = 96.7 // $ = float 
$6018 = 255.8 // $ = float 
$6012 = -1198.9 // $ = float 
$6013 = 96.7 // $ = float 
$6019 = 255.8 // $ = float 
gosub @CUBAN2_16891 
jump @CUBAN2_15735 

:CUBAN2_16136
wait 0 
if 
   not Car.Wrecked($5949)
jf @CUBAN2_16395 
035C: place_object $5948 relative_to_car $5949 offset 0.0 -1.0 -0.8 
if 
00DC:   player $PLAYER_CHAR in_car $5949 
jf @CUBAN2_16330 
if 
00FA:   player $PLAYER_CHAR stopped 1 -1160.0 -605.9 10.7 radius 10.0 10.0 10.0 
jf @CUBAN2_16268 
01D3: actor $PLAYER_ACTOR leave_car $5949 
020A: set_car $5949 door_status_to 3 
jump @CUBAN2_16599 

:CUBAN2_16268
if 
  $426 == 0 // $ == int 
jf @CUBAN2_16323 
Marker.Disable($5960)
Marker.Disable($5959)
018A: $5960 = create_checkpoint_at -1160.0 -605.9 10.7 
$426 = 1 // $ = int 

:CUBAN2_16323
jump @CUBAN2_16388 

:CUBAN2_16330
if 
  $426 == 1 // $ == int 
jf @CUBAN2_16388 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
Marker.Disable($5960)
Marker.Disable($5959)
Marker.CreateAboveCar($5959, $5949)
$426 = 0 // $ = int 

:CUBAN2_16388
jump @CUBAN2_16417 

:CUBAN2_16395
00BC: text_highpriority 'CUB2_11' time 5000 1  // ~r~You fool, we needed that car.
jump @CUBAN2_16582 

:CUBAN2_16417
gosub @CUBAN2_16891 
if 
   Actor.Dead($5937)
jf @CUBAN2_16445 
Actor.RemoveReferences($5937)

:CUBAN2_16445
if 
   Actor.Dead($5936)
jf @CUBAN2_16466 
Actor.RemoveReferences($5936)

:CUBAN2_16466
if 
   Actor.Dead($5941)
jf @CUBAN2_16487 
Actor.RemoveReferences($5941)

:CUBAN2_16487
if 
   Actor.Dead($5945)
jf @CUBAN2_16508 
Actor.RemoveReferences($5945)

:CUBAN2_16508
if 
   Actor.Dead($5946)
jf @CUBAN2_16529 
Actor.RemoveReferences($5946)

:CUBAN2_16529
if 
   Actor.Dead($5947)
jf @CUBAN2_16550 
Actor.RemoveReferences($5947)

:CUBAN2_16550
if 
  $5994 == 1 // $ == int 
jf @CUBAN2_16575 
gosub @CUBAN2_22755 

:CUBAN2_16575
jump @CUBAN2_16136 

:CUBAN2_16582
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:CUBAN2_16599
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_2'  // Cannon Fodder
start_new_script @CUB3 
$583 = 1 // $ = int 
return 

:CUBAN2_16667
$ONMISSION = 0 // $ = int 
03F2: pedtype 8 remove_threat 1 
Player.CanMove($PLAYER_CHAR, True)

:CUBAN2_16687
if 
834E:   not move_object $2192 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN2_16746 
wait 0 
jump @CUBAN2_16687 

:CUBAN2_16746
Model.Destroy(#CBA)
Model.Destroy(#STINGER)
Model.Destroy(#PONY)
Model.Destroy(#UZI)
Model.Destroy(#SNIPER)
Model.Destroy(#HNA)
Model.Destroy(#CBB)
Model.Destroy(#HNB)
Model.Destroy(#M4)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#CELLPHONE)
if 
   not Pickup.Picked_up($5951)
jf @CUBAN2_16822 
Pickup.Destroy($5951)

:CUBAN2_16822
Object.Destroy($5948)
Marker.Disable($5956)
Marker.Disable($5957)
Marker.Disable($5958)
Marker.Disable($5959)
Marker.Disable($5960)
Marker.Disable($5961)
Marker.Disable($5962)
Marker.Disable($5963)
Marker.Disable($5964)
Marker.Disable($5965)
Marker.Disable($5966)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:CUBAN2_16891
if 
   Actor.Dead($5926)
jf @CUBAN2_17033 
Actor.RemoveReferences($5926)
Actor.Create($5926, 8, #HNA, $6004, $6005, $6014)
Actor.Angle($5926) = $6015
01B2: give_actor $5926 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5926 threat_search 
0243: set_actor $5926 ped_stats_to 16 
011A: set_actor $5926 search_threat 1 
0573: set_actor $5926 stop_shoot_dont_seek_entity 1 
0291: set_actor $5926 heed_threats 1 
if 
  $5991 == 0 // $ == int 
jf @CUBAN2_17019 
Marker.Disable($5961)
Marker.CreateAboveActor($5961, $5926)
02E2: set_actor $5926 weapon_accuracy_to 80 

:CUBAN2_17019
$5980 += 1 // $ += int 
jump @CUBAN2_17066 

:CUBAN2_17033
if 
   not $5978 == 0 // $ == int 
jf @CUBAN2_17066 
0573: set_actor $5926 stop_shoot_dont_seek_entity 0 
01CA: actor $5926 kill_player $PLAYER_CHAR 

:CUBAN2_17066
if 
   Actor.Dead($5927)
jf @CUBAN2_17223 
Actor.RemoveReferences($5927)
Actor.Create($5927, 8, #HNA, $6006, $6007, $6014)
Actor.Angle($5927) = $6016
01B2: give_actor $5927 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5927 threat_search 
0243: set_actor $5927 ped_stats_to 16 
011A: set_actor $5927 search_threat 128 
011A: set_actor $5927 search_threat 1 
011A: set_actor $5927 search_threat 64 
0573: set_actor $5927 stop_shoot_dont_seek_entity 1 
0291: set_actor $5927 heed_threats 1 
if 
  $5991 == 0 // $ == int 
jf @CUBAN2_17209 
Marker.Disable($5962)
Marker.CreateAboveActor($5962, $5927)
02E2: set_actor $5927 weapon_accuracy_to 80 

:CUBAN2_17209
$5980 += 1 // $ += int 
jump @CUBAN2_17249 

:CUBAN2_17223
if 
   not $5978 == 0 // $ == int 
jf @CUBAN2_17249 
01CA: actor $5927 kill_player $PLAYER_CHAR 

:CUBAN2_17249
if 
   Actor.Dead($5928)
jf @CUBAN2_17399 
Actor.RemoveReferences($5928)
Actor.Create($5928, 8, #HNA, $6008, $6009, $6014)
Actor.Angle($5928) = $6017
01B2: give_actor $5928 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5928 threat_search 
0243: set_actor $5928 ped_stats_to 16 
011A: set_actor $5928 search_threat 128 
011A: set_actor $5928 search_threat 1 
011A: set_actor $5928 search_threat 64 
0573: set_actor $5928 stop_shoot_dont_seek_entity 1 
0291: set_actor $5928 heed_threats 1 
if 
  $5991 == 0 // $ == int 
jf @CUBAN2_17385 
Marker.Disable($5963)
Marker.CreateAboveActor($5963, $5928)

:CUBAN2_17385
$5980 += 1 // $ += int 
jump @CUBAN2_17439 

:CUBAN2_17399
if 
   not $5978 == 0 // $ == int 
jf @CUBAN2_17439 
0239: actor $5928 run_to -1173.1 79.6 
02E2: set_actor $5928 weapon_accuracy_to 80 

:CUBAN2_17439
if 
   Actor.Dead($5929)
jf @CUBAN2_17596 
Actor.RemoveReferences($5929)
Actor.Create($5929, 8, #HNA, $6010, $6011, $6014)
Actor.Angle($5929) = $6018
01B2: give_actor $5929 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5929 threat_search 
0243: set_actor $5929 ped_stats_to 16 
011A: set_actor $5929 search_threat 128 
011A: set_actor $5929 search_threat 1 
011A: set_actor $5929 search_threat 64 
0573: set_actor $5929 stop_shoot_dont_seek_entity 1 
0291: set_actor $5929 heed_threats 1 
if 
  $5991 == 0 // $ == int 
jf @CUBAN2_17582 
Marker.Disable($5964)
Marker.CreateAboveActor($5964, $5929)
02E2: set_actor $5929 weapon_accuracy_to 80 

:CUBAN2_17582
$5980 += 1 // $ += int 
jump @CUBAN2_17622 

:CUBAN2_17596
if 
   not $5978 == 0 // $ == int 
jf @CUBAN2_17622 
01CA: actor $5929 kill_player $PLAYER_CHAR 

:CUBAN2_17622
if 
   Actor.Dead($5930)
jf @CUBAN2_17788 
Actor.RemoveReferences($5930)
Actor.Create($5930, 8, #HNA, $6012, $6013, $6014)
Actor.Angle($5930) = $6019
01ED: clear_actor $5930 threat_search 
0243: set_actor $5930 ped_stats_to 16 
011A: set_actor $5930 search_threat 1 
0573: set_actor $5930 stop_shoot_dont_seek_entity 1 
0291: set_actor $5930 heed_threats 1 
02E2: set_actor $5930 weapon_accuracy_to 80 
if 
  $5991 == 0 // $ == int 
jf @CUBAN2_17757 
Marker.Disable($5965)
Marker.CreateAboveActor($5965, $5930)
01B2: give_actor $5930 weapon 23 ammo 30000 // Load the weapon model before using this 
jump @CUBAN2_17774 

:CUBAN2_17757
01B2: give_actor $5930 weapon 26 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5930 armour_to 100 

:CUBAN2_17774
$5980 += 1 // $ += int 
jump @CUBAN2_17821 

:CUBAN2_17788
if 
   not $5978 == 0 // $ == int 
jf @CUBAN2_17821 
0239: actor $5930 run_to -1172.6 91.6 

:CUBAN2_17821
if 
   not $5978 == 0 // $ == int 
jf @CUBAN2_18629 
if 
   Actor.Dead($5931)
jf @CUBAN2_17997 
if 
  $5978 == 1 // $ == int 
jf @CUBAN2_17904 
Actor.Create($5931, 8, #HNA, -1166.5, 104.2, 10.2)
jump @CUBAN2_17928 

:CUBAN2_17904
Actor.Create($5931, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_17928
Actor.Angle($5931) = 187.5
01B2: give_actor $5931 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5931 threat_search 
0243: set_actor $5931 ped_stats_to 16 
011A: set_actor $5931 search_threat 128 
011A: set_actor $5931 search_threat 1 
011A: set_actor $5931 search_threat 64 
01CA: actor $5931 kill_player $PLAYER_CHAR 
0291: set_actor $5931 heed_threats 1 

:CUBAN2_17997
if 
   Actor.Dead($5932)
jf @CUBAN2_18155 
if 
  $5978 == 1 // $ == int 
jf @CUBAN2_18062 
Actor.Create($5932, 8, #HNA, -1169.0, 103.5, 10.2)
jump @CUBAN2_18086 

:CUBAN2_18062
Actor.Create($5932, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_18086
Actor.Angle($5932) = 199.5
01B2: give_actor $5932 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5932 threat_search 
0243: set_actor $5932 ped_stats_to 16 
011A: set_actor $5932 search_threat 128 
011A: set_actor $5932 search_threat 1 
011A: set_actor $5932 search_threat 64 
01CA: actor $5932 kill_player $PLAYER_CHAR 
0291: set_actor $5932 heed_threats 1 

:CUBAN2_18155
if 
   Actor.Dead($5933)
jf @CUBAN2_18313 
if 
  $5978 == 1 // $ == int 
jf @CUBAN2_18220 
Actor.Create($5933, 8, #HNA, -1170.5, 103.2, 10.2)
jump @CUBAN2_18244 

:CUBAN2_18220
Actor.Create($5933, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_18244
Actor.Angle($5933) = 187.5
01B2: give_actor $5933 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5933 threat_search 
0243: set_actor $5933 ped_stats_to 16 
011A: set_actor $5933 search_threat 128 
011A: set_actor $5933 search_threat 1 
011A: set_actor $5933 search_threat 64 
01CA: actor $5933 kill_player $PLAYER_CHAR 
0291: set_actor $5933 heed_threats 1 

:CUBAN2_18313
if 
   Actor.Dead($5934)
jf @CUBAN2_18471 
if 
  $5978 == 1 // $ == int 
jf @CUBAN2_18378 
Actor.Create($5934, 8, #HNA, -1164.5, 106.2, 10.2)
jump @CUBAN2_18402 

:CUBAN2_18378
Actor.Create($5934, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_18402
Actor.Angle($5934) = 187.5
01B2: give_actor $5934 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5934 threat_search 
0243: set_actor $5934 ped_stats_to 16 
011A: set_actor $5934 search_threat 128 
011A: set_actor $5934 search_threat 1 
011A: set_actor $5934 search_threat 64 
01CA: actor $5934 kill_player $PLAYER_CHAR 
0291: set_actor $5934 heed_threats 1 

:CUBAN2_18471
if 
   Actor.Dead($5935)
jf @CUBAN2_18629 
if 
  $5978 == 1 // $ == int 
jf @CUBAN2_18536 
Actor.Create($5935, 8, #HNA, -1168.5, 106.2, 10.2)
jump @CUBAN2_18560 

:CUBAN2_18536
Actor.Create($5935, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_18560
Actor.Angle($5935) = 187.5
01B2: give_actor $5935 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5935 threat_search 
0243: set_actor $5935 ped_stats_to 16 
011A: set_actor $5935 search_threat 128 
011A: set_actor $5935 search_threat 1 
011A: set_actor $5935 search_threat 64 
01CA: actor $5935 kill_player $PLAYER_CHAR 
0291: set_actor $5935 heed_threats 1 

:CUBAN2_18629
return 

:CUBAN2_18631
if 
   not Actor.Dead($5936)
jf @CUBAN2_19480 
if 
   not Actor.Dead($5937)
jf @CUBAN2_19480 
if 
   not Actor.Dead($5938)
jf @CUBAN2_19480 
if 
0057:   player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 
jf @CUBAN2_19151 
if 
  $5995 == 0 // $ == int 
jf @CUBAN2_18759 
03DE: set_pedestrians_density_multiplier_to 0.0 
$5995 = 1 // $ = int 

:CUBAN2_18759
if 
80ED:   not actor $5936 0 -1096.3 67.8 radius 2.0 2.0 
jf @CUBAN2_18835 
04EB: actor $5936 crouch 0 1 ms 
$5984 = 0 // $ = int 
0239: actor $5936 run_to -1096.3 67.8 
jump @CUBAN2_18905 

:CUBAN2_18835
if 
0126:   actor $5936 objective_passed 
jf @CUBAN2_18905 
Actor.Angle($5936) = 91.5
if 
  $5984 == 0 // $ == int 
jf @CUBAN2_18898 
04EB: actor $5936 crouch 1 86400000 ms 
$5984 = 1 // $ = int 

:CUBAN2_18898
0573: set_actor $5936 stop_shoot_dont_seek_entity 1 

:CUBAN2_18905
if 
80ED:   not actor $5937 0 -1081.2 69.9 radius 2.0 2.0 
jf @CUBAN2_18965 
0239: actor $5937 run_to -1079.3 69.9 
jump @CUBAN2_18998 

:CUBAN2_18965
if 
0126:   actor $5937 objective_passed 
jf @CUBAN2_18998 
0573: set_actor $5937 stop_shoot_dont_seek_entity 1 
Actor.Angle($5937) = 89.9

:CUBAN2_18998
if 
80ED:   not actor $5938 0 -1096.8 72.6 radius 2.0 2.0 
jf @CUBAN2_19074 
04EB: actor $5938 crouch 0 1 ms 
$5985 = 0 // $ = int 
0239: actor $5938 run_to -1096.8 72.6 
jump @CUBAN2_19144 

:CUBAN2_19074
if 
0126:   actor $5938 objective_passed 
jf @CUBAN2_19144 
Actor.Angle($5938) = 91.5
if 
  $5985 == 0 // $ == int 
jf @CUBAN2_19137 
04EB: actor $5938 crouch 1 86400000 ms 
$5985 = 1 // $ = int 

:CUBAN2_19137
0573: set_actor $5938 stop_shoot_dont_seek_entity 1 

:CUBAN2_19144
jump @CUBAN2_19480 

:CUBAN2_19151
if 
  $5995 == 1 // $ == int 
jf @CUBAN2_19183 
03DE: set_pedestrians_density_multiplier_to 1.0 
$5995 = 0 // $ = int 

:CUBAN2_19183
if 
80ED:   not actor $5936 0 -1079.5 72.6 radius 2.0 2.0 
jf @CUBAN2_19252 
04EB: actor $5936 crouch 0 1 ms 
0239: actor $5936 run_to -1079.5 72.6 
jump @CUBAN2_19285 

:CUBAN2_19252
if 
0126:   actor $5936 objective_passed 
jf @CUBAN2_19285 
0573: set_actor $5936 stop_shoot_dont_seek_entity 1 
Actor.Angle($5936) = 91.5

:CUBAN2_19285
if 
80ED:   not actor $5937 0 -1079.6 73.9 radius 2.0 2.0 
jf @CUBAN2_19345 
0239: actor $5937 run_to -1079.6 73.9 
jump @CUBAN2_19378 

:CUBAN2_19345
if 
0126:   actor $5937 objective_passed 
jf @CUBAN2_19378 
0573: set_actor $5937 stop_shoot_dont_seek_entity 1 
Actor.Angle($5937) = 270.9

:CUBAN2_19378
if 
80ED:   not actor $5938 0 -1079.3 68.6 radius 2.0 2.0 
jf @CUBAN2_19447 
04EB: actor $5938 crouch 0 1 ms 
0239: actor $5938 run_to -1079.3 68.6 
jump @CUBAN2_19480 

:CUBAN2_19447
if 
0126:   actor $5938 objective_passed 
jf @CUBAN2_19480 
0573: set_actor $5938 stop_shoot_dont_seek_entity 1 
Actor.Angle($5938) = 82.1

:CUBAN2_19480
if 
  $6003 == 0 // $ == int 
jf @CUBAN2_19599 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_19592 
if 
0057:   player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 
jf @CUBAN2_19585 
00DA: $5943 = player $PLAYER_CHAR car 
Car.Health($5943) = 250
$6003 = 1 // $ = int 

:CUBAN2_19585
jump @CUBAN2_19599 

:CUBAN2_19592
$6003 = 0 // $ = int 

:CUBAN2_19599
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_19676 
if 
0057:   player $PLAYER_CHAR 0 -1113.0 57.9 17.8 -1122.8 90.7 7.0 
jf @CUBAN2_19676 
00DA: $5943 = player $PLAYER_CHAR car 
020B: explode_car $5943 

:CUBAN2_19676
return 

:CUBAN2_19678
if 
0057:   player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 
jf @CUBAN2_20060 
if 
   not Actor.Dead($5939)
jf @CUBAN2_19835 
if 
80ED:   not actor $5939 0 -1089.9 68.1 radius 2.0 2.0 
jf @CUBAN2_19802 
0239: actor $5939 run_to -1089.9 68.1 
jump @CUBAN2_19835 

:CUBAN2_19802
if 
0126:   actor $5939 objective_passed 
jf @CUBAN2_19835 
0573: set_actor $5939 stop_shoot_dont_seek_entity 1 
Actor.Angle($5939) = 89.9

:CUBAN2_19835
if 
   not Actor.Dead($5940)
jf @CUBAN2_19944 
if 
80ED:   not actor $5940 0 -1090.2 72.6 radius 2.0 2.0 
jf @CUBAN2_19911 
0239: actor $5940 run_to -1090.2 72.6 
jump @CUBAN2_19944 

:CUBAN2_19911
if 
0126:   actor $5940 objective_passed 
jf @CUBAN2_19944 
0573: set_actor $5940 stop_shoot_dont_seek_entity 1 
Actor.Angle($5940) = 89.9

:CUBAN2_19944
if 
   not Actor.Dead($5941)
jf @CUBAN2_20053 
if 
80ED:   not actor $5941 0 -1089.6 69.1 radius 2.0 2.0 
jf @CUBAN2_20020 
0239: actor $5941 run_to -1089.6 69.1 
jump @CUBAN2_20053 

:CUBAN2_20020
if 
0126:   actor $5941 objective_passed 
jf @CUBAN2_20053 
0573: set_actor $5941 stop_shoot_dont_seek_entity 1 
Actor.Angle($5941) = 89.9

:CUBAN2_20053
jump @CUBAN2_20387 

:CUBAN2_20060
if 
   not Actor.Dead($5939)
jf @CUBAN2_20169 
if 
80ED:   not actor $5939 0 -1076.5 69.8 radius 2.0 2.0 
jf @CUBAN2_20136 
0239: actor $5939 run_to -1076.5 69.8 
jump @CUBAN2_20169 

:CUBAN2_20136
if 
0126:   actor $5939 objective_passed 
jf @CUBAN2_20169 
0573: set_actor $5939 stop_shoot_dont_seek_entity 1 
Actor.Angle($5939) = 91.5

:CUBAN2_20169
if 
   not Actor.Dead($5940)
jf @CUBAN2_20278 
if 
80ED:   not actor $5940 0 -1075.2 71.0 radius 2.0 2.0 
jf @CUBAN2_20245 
0239: actor $5940 run_to -1075.2 71.0 
jump @CUBAN2_20278 

:CUBAN2_20245
if 
0126:   actor $5940 objective_passed 
jf @CUBAN2_20278 
0573: set_actor $5940 stop_shoot_dont_seek_entity 1 
Actor.Angle($5940) = 91.5

:CUBAN2_20278
if 
   not Actor.Dead($5941)
jf @CUBAN2_20387 
if 
80ED:   not actor $5941 0 -1075.2 67.5 radius 2.0 2.0 
jf @CUBAN2_20354 
0239: actor $5941 run_to -1075.2 67.5 
jump @CUBAN2_20387 

:CUBAN2_20354
if 
0126:   actor $5941 objective_passed 
jf @CUBAN2_20387 
0573: set_actor $5941 stop_shoot_dont_seek_entity 1 
Actor.Angle($5941) = 91.5

:CUBAN2_20387
return 

:CUBAN2_20389
if 
   not Car.Wrecked($5942)
jf @CUBAN2_20561 
if and
01F4:   car $5942 flipped 
01C1:   car $5942 stopped 
jf @CUBAN2_20433 
$5971 = 1 // $ = int 

:CUBAN2_20433
if and
80DC:   not player $PLAYER_CHAR in_car $5942 
  $5970 == 0 // $ == int 
  $5971 == 0 // $ == int 
jf @CUBAN2_20501 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
Marker.Disable($5957)
Marker.CreateAboveCar($5958, $5942)
$5970 = 1 // $ = int 

:CUBAN2_20501
if and
00DC:   player $PLAYER_CHAR in_car $5942 
  $5970 == 1 // $ == int 
jf @CUBAN2_20561 
Marker.Disable($5958)
018A: $5957 = create_checkpoint_at -1072.6 70.3 11.2 
00BE: text_clear_all 
$5970 = 0 // $ = int 

:CUBAN2_20561
return 

:CUBAN2_20563
if 
   not Actor.Dead($5926)
jf @CUBAN2_20704 
if 
80ED:   not actor $5926 0 -1115.8 67.7 radius 1.0 1.0 
jf @CUBAN2_20646 
0239: actor $5926 run_to -1115.8 67.7 
$5996 = 0 // $ = int 
jump @CUBAN2_20704 

:CUBAN2_20646
if 
  $5996 == 0 // $ == int 
jf @CUBAN2_20704 
if 
0126:   actor $5926 objective_passed 
jf @CUBAN2_20704 
Actor.Angle($5926) = 272.8
0573: set_actor $5926 stop_shoot_dont_seek_entity 1 
$5996 = 1 // $ = int 

:CUBAN2_20704
if 
   not Actor.Dead($5927)
jf @CUBAN2_20845 
if 
80ED:   not actor $5927 0 -1115.8 69.7 radius 1.0 1.0 
jf @CUBAN2_20787 
0239: actor $5927 run_to -1115.8 69.7 
$5997 = 0 // $ = int 
jump @CUBAN2_20845 

:CUBAN2_20787
if 
  $5997 == 0 // $ == int 
jf @CUBAN2_20845 
if 
0126:   actor $5927 objective_passed 
jf @CUBAN2_20845 
0573: set_actor $5927 stop_shoot_dont_seek_entity 1 
Actor.Angle($5927) = 257.4
$5997 = 1 // $ = int 

:CUBAN2_20845
if 
   not Actor.Dead($5928)
jf @CUBAN2_20986 
if 
80ED:   not actor $5928 0 -1115.8 71.7 radius 1.0 1.0 
jf @CUBAN2_20928 
0239: actor $5928 run_to -1115.8 71.7 
$5998 = 0 // $ = int 
jump @CUBAN2_20986 

:CUBAN2_20928
if 
  $5998 == 0 // $ == int 
jf @CUBAN2_20986 
if 
0126:   actor $5928 objective_passed 
jf @CUBAN2_20986 
0573: set_actor $5928 stop_shoot_dont_seek_entity 1 
Actor.Angle($5928) = 285.1
$5998 = 1 // $ = int 

:CUBAN2_20986
if 
   not Actor.Dead($5929)
jf @CUBAN2_21127 
if 
80ED:   not actor $5929 0 -1128.9 67.6 radius 1.0 1.0 
jf @CUBAN2_21069 
0239: actor $5929 run_to -1128.9 67.6 
$5999 = 0 // $ = int 
jump @CUBAN2_21127 

:CUBAN2_21069
if 
  $5999 == 0 // $ == int 
jf @CUBAN2_21127 
if 
0126:   actor $5929 objective_passed 
jf @CUBAN2_21127 
0573: set_actor $5929 stop_shoot_dont_seek_entity 1 
Actor.Angle($5929) = 257.5
$5999 = 1 // $ = int 

:CUBAN2_21127
if 
   not Actor.Dead($5930)
jf @CUBAN2_21268 
if 
80ED:   not actor $5930 0 -1128.9 74.1 radius 1.0 1.0 
jf @CUBAN2_21210 
0239: actor $5930 run_to -1128.9 74.1 
$6000 = 0 // $ = int 
jump @CUBAN2_21268 

:CUBAN2_21210
if 
  $6000 == 0 // $ == int 
jf @CUBAN2_21268 
if 
0126:   actor $5930 objective_passed 
jf @CUBAN2_21268 
0573: set_actor $5930 stop_shoot_dont_seek_entity 1 
Actor.Angle($5930) = 274.5
$6000 = 1 // $ = int 

:CUBAN2_21268
return 

:CUBAN2_21270
if 
0057:   player $PLAYER_CHAR 0 -1118.5 92.1 5.8 -1179.9 53.3 15.0 
jf @CUBAN2_22016 
if 
   not Actor.Dead($5926)
jf @CUBAN2_21452 
if 
80ED:   not actor $5926 0 -1138.1 68.6 radius 1.0 1.0 
jf @CUBAN2_21401 
0239: actor $5926 run_to -1138.1 68.6 
$5996 = 0 // $ = int 
jump @CUBAN2_21452 

:CUBAN2_21401
if 
  $5996 == 0 // $ == int 
jf @CUBAN2_21452 
if 
0126:   actor $5926 objective_passed 
jf @CUBAN2_21452 
Actor.Angle($5926) = 272.8
$5996 = 1 // $ = int 

:CUBAN2_21452
if 
   not Actor.Dead($5927)
jf @CUBAN2_21586 
if 
80ED:   not actor $5927 0 -1138.1 72.9 radius 1.0 1.0 
jf @CUBAN2_21535 
0239: actor $5927 run_to -1138.1 72.9 
$5997 = 0 // $ = int 
jump @CUBAN2_21586 

:CUBAN2_21535
if 
  $5997 == 0 // $ == int 
jf @CUBAN2_21586 
if 
0126:   actor $5927 objective_passed 
jf @CUBAN2_21586 
Actor.Angle($5927) = 257.4
$5997 = 1 // $ = int 

:CUBAN2_21586
if 
   not Actor.Dead($5928)
jf @CUBAN2_21727 
if 
80ED:   not actor $5928 0 -1158.3 68.9 radius 1.0 1.0 
jf @CUBAN2_21669 
0239: actor $5928 run_to -1158.3 68.9 
$5998 = 0 // $ = int 
jump @CUBAN2_21727 

:CUBAN2_21669
if 
  $5998 == 0 // $ == int 
jf @CUBAN2_21727 
if 
0126:   actor $5928 objective_passed 
jf @CUBAN2_21727 
0573: set_actor $5928 stop_shoot_dont_seek_entity 1 
Actor.Angle($5928) = 285.1
$5998 = 1 // $ = int 

:CUBAN2_21727
if 
   not Actor.Dead($5929)
jf @CUBAN2_21868 
if 
80ED:   not actor $5929 0 -1158.4 72.5 radius 1.0 1.0 
jf @CUBAN2_21810 
0239: actor $5929 run_to -1158.4 72.5 
$5999 = 0 // $ = int 
jump @CUBAN2_21868 

:CUBAN2_21810
if 
  $5999 == 0 // $ == int 
jf @CUBAN2_21868 
if 
0126:   actor $5929 objective_passed 
jf @CUBAN2_21868 
0573: set_actor $5929 stop_shoot_dont_seek_entity 1 
Actor.Angle($5929) = 257.5
$5999 = 1 // $ = int 

:CUBAN2_21868
if 
   not Actor.Dead($5930)
jf @CUBAN2_22009 
if 
80ED:   not actor $5930 0 -1161.2 71.4 radius 1.0 1.0 
jf @CUBAN2_21951 
0239: actor $5930 run_to -1161.2 71.4 
$6000 = 0 // $ = int 
jump @CUBAN2_22009 

:CUBAN2_21951
if 
  $6000 == 0 // $ == int 
jf @CUBAN2_22009 
if 
0126:   actor $5930 objective_passed 
jf @CUBAN2_22009 
0573: set_actor $5930 stop_shoot_dont_seek_entity 1 
Actor.Angle($5930) = 274.5
$6000 = 1 // $ = int 

:CUBAN2_22009
jump @CUBAN2_22721 

:CUBAN2_22016
if 
   not Actor.Dead($5926)
jf @CUBAN2_22157 
if 
80ED:   not actor $5926 0 -1137.8 66.7 radius 1.0 1.0 
jf @CUBAN2_22099 
0239: actor $5926 run_to -1137.8 66.7 
$5996 = 0 // $ = int 
jump @CUBAN2_22157 

:CUBAN2_22099
if 
  $5996 == 0 // $ == int 
jf @CUBAN2_22157 
if 
0126:   actor $5926 objective_passed 
jf @CUBAN2_22157 
0573: set_actor $5926 stop_shoot_dont_seek_entity 1 
Actor.Angle($5926) = 5.2
$5996 = 1 // $ = int 

:CUBAN2_22157
if 
   not Actor.Dead($5927)
jf @CUBAN2_22298 
if 
80ED:   not actor $5927 0 -1138.2 75.5 radius 1.0 1.0 
jf @CUBAN2_22240 
0239: actor $5927 run_to -1138.2 75.5 
$5997 = 0 // $ = int 
jump @CUBAN2_22298 

:CUBAN2_22240
if 
  $5997 == 0 // $ == int 
jf @CUBAN2_22298 
if 
0126:   actor $5927 objective_passed 
jf @CUBAN2_22298 
0573: set_actor $5927 stop_shoot_dont_seek_entity 1 
Actor.Angle($5927) = 175.4
$5997 = 1 // $ = int 

:CUBAN2_22298
if 
   not Actor.Dead($5928)
jf @CUBAN2_22439 
if 
80ED:   not actor $5928 0 -1158.2 67.2 radius 1.0 1.0 
jf @CUBAN2_22381 
0239: actor $5928 run_to -1158.2 67.2 
$5998 = 0 // $ = int 
jump @CUBAN2_22439 

:CUBAN2_22381
if 
  $5998 == 0 // $ == int 
jf @CUBAN2_22439 
if 
0126:   actor $5928 objective_passed 
jf @CUBAN2_22439 
0573: set_actor $5928 stop_shoot_dont_seek_entity 1 
Actor.Angle($5928) = 5.2
$5998 = 1 // $ = int 

:CUBAN2_22439
if 
   not Actor.Dead($5929)
jf @CUBAN2_22580 
if 
80ED:   not actor $5929 0 -1158.1 75.6 radius 1.0 1.0 
jf @CUBAN2_22522 
0239: actor $5929 run_to -1158.1 75.6 
$5999 = 0 // $ = int 
jump @CUBAN2_22580 

:CUBAN2_22522
if 
  $5999 == 0 // $ == int 
jf @CUBAN2_22580 
if 
0126:   actor $5929 objective_passed 
jf @CUBAN2_22580 
0573: set_actor $5929 stop_shoot_dont_seek_entity 1 
Actor.Angle($5929) = 175.4
$5999 = 1 // $ = int 

:CUBAN2_22580
if 
   not Actor.Dead($5930)
jf @CUBAN2_22721 
if 
80ED:   not actor $5930 0 -1163.5 75.8 radius 1.0 1.0 
jf @CUBAN2_22663 
0239: actor $5930 run_to -1163.5 75.8 
$6000 = 0 // $ = int 
jump @CUBAN2_22721 

:CUBAN2_22663
if 
  $6000 == 0 // $ == int 
jf @CUBAN2_22721 
if 
0126:   actor $5930 objective_passed 
jf @CUBAN2_22721 
0573: set_actor $5930 stop_shoot_dont_seek_entity 1 
Actor.Angle($5930) = 226.7
$6000 = 1 // $ = int 

:CUBAN2_22721
return 

:CUBAN2_22723
0298: $5992 = rampage_kills #CBA 
0298: $5993 = rampage_kills #CBB 
0084: $5994 = $5992 // $ = $ int 
0058: $5994 += $5993 // $ += $ int 
return 

:CUBAN2_22755
if 
   not Actor.Dead($5939)
jf @CUBAN2_22784 
Actor.RemoveReferences($5939)
01CA: actor $5939 kill_player $PLAYER_CHAR 

:CUBAN2_22784
if 
   not Actor.Dead($5940)
jf @CUBAN2_22813 
Actor.RemoveReferences($5940)
01CA: actor $5940 kill_player $PLAYER_CHAR 

:CUBAN2_22813
if 
   not Actor.Dead($5941)
jf @CUBAN2_22842 
Actor.RemoveReferences($5941)
01CA: actor $5941 kill_player $PLAYER_CHAR 

:CUBAN2_22842
if 
   not Actor.Dead($5945)
jf @CUBAN2_22871 
Actor.RemoveReferences($5945)
01CA: actor $5945 kill_player $PLAYER_CHAR 

:CUBAN2_22871
if 
   not Actor.Dead($5946)
jf @CUBAN2_22900 
Actor.RemoveReferences($5946)
01CA: actor $5946 kill_player $PLAYER_CHAR 

:CUBAN2_22900
if 
   not Actor.Dead($5947)
jf @CUBAN2_22929 
Actor.RemoveReferences($5947)
01CA: actor $5947 kill_player $PLAYER_CHAR 

:CUBAN2_22929
if 
   not Actor.Dead($5936)
jf @CUBAN2_22958 
Actor.RemoveReferences($5936)
01CA: actor $5936 kill_player $PLAYER_CHAR 

:CUBAN2_22958
if 
   not Actor.Dead($5937)
jf @CUBAN2_22987 
Actor.RemoveReferences($5937)
01CA: actor $5937 kill_player $PLAYER_CHAR 

:CUBAN2_22987
if 
   not Actor.Dead($5938)
jf @CUBAN2_23016 
Actor.RemoveReferences($5938)
01CA: actor $5938 kill_player $PLAYER_CHAR 

:CUBAN2_23016
return 

//-------------Mission 58---------------
// Originally: Naval Engagement

:CUBAN3
script_name 'CUBAN3' 
gosub @CUBAN3_46 
if 
wasted_or_busted 
jf @CUBAN3_37 
gosub @CUBAN3_11501 

:CUBAN3_37
gosub @CUBAN3_11586 
terminate_this_script 

:CUBAN3_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN3' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$6054 = 0 // $ = int 
$6055 = 0 // $ = int 
$6056 = 0 // $ = int 
$6057 = 0 // $ = int 
$6058 = 0 // $ = int 
$6059 = 0 // $ = int 
$363 = 0 // $ = int 
$6060 = 0 // $ = int 
$6061 = 6 // $ = int 
$6062 = 0 // $ = int 
$6063 = 0 // $ = int 
$6064 = 0 // $ = int 
$6065 = 0 // $ = int 
$6066 = 0 // $ = int 
$6067 = 0 // $ = int 
$6068 = 0 // $ = int 
$6069 = 0 // $ = int 
$6070 = 0 // $ = int 
$6071 = 0.0 // $ = float 
$6072 = 0.0 // $ = float 
$6073 = 0.0 // $ = float 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
$6074 = 0.0 // $ = float 
$6075 = 0.0 // $ = float 
$6076 = 0.0 // $ = float 
$6077 = 0.0 // $ = float 
$6078 = 0.0 // $ = float 
$6079 = 0.0 // $ = float 
select_interior 7 
0522: disable_cutscene_shadows 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
038B: load_requested_models 

:CUBAN3_478
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @CUBAN3_520 
wait 0 
jump @CUBAN3_478 

:CUBAN3_520
02E4: load_cutscene_data 'CUB_4' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $481 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $481 'CSPABLO' 
02E5: $482 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $482 'CSPAPA' 
02E5: $483 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $483 'CSPEPE' 
02E5: $484 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $484 'CSUMBTO' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN3_730
if 
  876 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_765 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_730 

:CUBAN3_765
00BC: text_highpriority 'CUB3_A' time 10000 1  // Alberto. Una cafe, senor.

:CUBAN3_780
if 
  2635 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_815 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_780 

:CUBAN3_815
00BC: text_highpriority 'CUB3_B' time 10000 1  // Poppa, don't serve this snake in the straw.

:CUBAN3_830
if 
  5749 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_865 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_830 

:CUBAN3_865
00BC: text_highpriority 'CUB3_C' time 10000 1  // You're two-faced, Tommy!

:CUBAN3_880
if 
  7227 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_880 

:CUBAN3_915
00BC: text_highpriority 'CUB3_D' time 10000 1  // You're either two-faced, or you're a wimp, baby boy!

:CUBAN3_930
if 
  10024 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_965 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_930 

:CUBAN3_965
00BC: text_highpriority 'CUB3_E' time 10000 1  // They're laughing at me!

:CUBAN3_980
if 
  12109 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1015 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_980 

:CUBAN3_1015
00BC: text_highpriority 'CUB3_F' time 10000 1  // Easy, easy. What's your problem?

:CUBAN3_1030
if 
  13963 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1065 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1030 

:CUBAN3_1065
00BC: text_highpriority 'CUB3_G' time 10000 1  // They're laughing at me, Tommy. At me!

:CUBAN3_1080
if 
  16044 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1115 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1080 

:CUBAN3_1115
00BC: text_highpriority 'CUB3_H' time 10000 1  // Umberto Robina! They're doing whatever they like!

:CUBAN3_1130
if 
  18802 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1130 

:CUBAN3_1165
00BC: text_highpriority 'CUB3_I' time 10000 1  // Nobody does whatever they like, Umberto, they do what you let them do.

:CUBAN3_1180
if 
  21689 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1215 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1180 

:CUBAN3_1215
00BC: text_highpriority 'CUB3_J' time 10000 1  // What?

:CUBAN3_1230
if 
  23629 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1265 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1230 

:CUBAN3_1265
00BC: text_highpriority 'CUB3_K' time 10000 1  // You want somebody taken care of?

:CUBAN3_1280
if 
  24851 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1280 

:CUBAN3_1315
00BC: text_highpriority 'CUB3_L' time 10000 1  // I can handle it, but it's gonna cost you.

:CUBAN3_1330
if 
  26958 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1365 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1330 

:CUBAN3_1365
00BC: text_highpriority 'CUB3_M' time 10000 1  // I know we're brothers and all, but this is business.

:CUBAN3_1380
if 
  29060 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1415 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1380 

:CUBAN3_1415
00BC: text_highpriority 'CUB3_N' time 10000 1  // Tommy. You a real man. Businessman, a gentleman.

:CUBAN3_1430
if 
  33831 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1467 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1430 

:CUBAN3_1467
00BC: text_highpriority 'CUB3_O' time 10000 1  // They have a load of product coming in off shore, really good stuff.

:CUBAN3_1482
if 
  39459 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1519 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1482 

:CUBAN3_1519
00BC: text_highpriority 'CUB3_P' time 10000 1  // We take it, and we finish them.

:CUBAN3_1534
if 
  42056 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1571 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1534 

:CUBAN3_1571
00BC: text_highpriority 'CUB3_Q' time 10000 1  // You take it, and I look after you. Like my brother. Like my son.

:CUBAN3_1586
if 
  47769 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1623 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1586 

:CUBAN3_1623
00BC: text_highpriority 'CUB3_R' time 10000 1  // I think I prefer the cash to being bounced on your knee, amigo.

:CUBAN3_1638
if 
  51904 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1675 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1638 

:CUBAN3_1675
fade 0 1500 
00BE: text_clear_all 

:CUBAN3_1684
if 
fading 
jf @CUBAN3_1708 
wait 0 
jump @CUBAN3_1684 

:CUBAN3_1708
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
select_interior 0 
$1293 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
03F1: pedtype 8 add_threat 1 
Model.Load(#TROPIC)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#JETMAX)
Model.Load(#UZI)
Model.Load(#SGA)
Model.Load(#GRENADE)
Model.Load(#DINGHY)
Model.Load(#SGB)
Model.Load(#CBB)
Model.Load(#BRIEFCASE)
Model.Load(#RUGER)
Model.Load(#BUDDYSHOT)

:CUBAN3_1852
if or
   not Model.Available(#TROPIC)
   not Model.Available(#HNA)
   not Model.Available(#HNB)
   not Model.Available(#JETMAX)
jf @CUBAN3_1892 
wait 0 
jump @CUBAN3_1852 

:CUBAN3_1892
if or
   not Model.Available(#SGA)
   not Model.Available(#UZI)
   not Model.Available(#GRENADE)
   not Model.Available(#DINGHY)
jf @CUBAN3_1933 
wait 0 
jump @CUBAN3_1892 

:CUBAN3_1933
if or
   not Model.Available(#SGB)
   not Model.Available(#CBB)
   not Model.Available(#BRIEFCASE)
   not Model.Available(#RUGER)
   not Model.Available(#BUDDYSHOT)
jf @CUBAN3_1978 
wait 0 
jump @CUBAN3_1933 

:CUBAN3_1978
03CF: load_wav 'CUB3_2' as 1 
03CF: load_wav 'CUB3_3' as 2 

:CUBAN3_2002
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN3_2032 
wait 0 
jump @CUBAN3_2002 

:CUBAN3_2032
018A: $6049 = create_checkpoint_at -725.4 -1166.8 9.7 
Actor.Create($6022, 7, #CBB, -724.3, -1166.5, 9.7)
04F5: set_actor $6022 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($6022) = 103.3
fade 1 1500 
00BC: text_highpriority 'CUB3_07' time 11000 1  // ~g~ Go meet Rico. He'll drive you to the meet location.

:CUBAN3_2118
if 
80F6:   not player $PLAYER_CHAR 1 -725.4 -1166.8 9.7 radius 1.0 1.0 2.0 
jf @CUBAN3_2215 
wait 0 
if 
   Actor.Dead($6022)
jf @CUBAN3_2208 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_2208
jump @CUBAN3_2118 

:CUBAN3_2215
0395: clear_area 1 at -725.4 -1166.8 9.7 range 5.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
041E: set_radio_station 6 -1 
Car.Create($6021, #JETMAX, -722.6, -1163.7, 5.0)
Car.Angle($6021) = 32.0
0323: enable_boat $6021 anchor 1 
Camera.SetPosition(-723.1, -1169.5, 10.2, 0.0, 0.0, 0.0)
Camera.PointAt(-726.4, -1164.6, 11.2, 2)
if 
   not Actor.Dead($6022)
jf @CUBAN3_2391 
011C: actor $PLAYER_ACTOR clear_objective 
020E: actor $PLAYER_ACTOR look_at_actor $6022 
020F: actor $6022 look_at_player $PLAYER_CHAR 
jump @CUBAN3_2413 

:CUBAN3_2391
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_2413
wait 1000 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'CUB3_01' time 4000 1  // Hey Rico. Nice boat, you ready?
03D1: play_wav 1 

:CUBAN3_2447
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6022)
jf @CUBAN3_2559 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN3_2527 
if 
  $363 == 1 // $ == int 
jf @CUBAN3_2520 
$363 = 0 // $ = int 
jump @CUBAN3_3070 

:CUBAN3_2520
jump @CUBAN3_2552 

:CUBAN3_2527
if 
  $363 == 0 // $ == int 
jf @CUBAN3_2552 
$363 = 1 // $ = int 

:CUBAN3_2552
jump @CUBAN3_2447 

:CUBAN3_2559
040D: unload_wav 1 
03D5: remove_text 'CUB3_01'  // Hey Rico. Nice boat, you ready?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
   not Actor.Dead($6022)
jf @CUBAN3_2615 
0372: set_actor $6022 anim 19 wait_state_time 10000 ms 
jump @CUBAN3_2637 

:CUBAN3_2615
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_2637
00BC: text_highpriority 'CUB3_05' time 4000 1  // Si Tommy. Now you be a good shot today,
03D1: play_wav 2 

:CUBAN3_2656
if and
83D2:   not wav 2 ended 
   not Actor.Dead($6022)
jf @CUBAN3_2768 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN3_2736 
if 
  $363 == 1 // $ == int 
jf @CUBAN3_2729 
$363 = 0 // $ = int 
jump @CUBAN3_3070 

:CUBAN3_2729
jump @CUBAN3_2761 

:CUBAN3_2736
if 
  $363 == 0 // $ == int 
jf @CUBAN3_2761 
$363 = 1 // $ = int 

:CUBAN3_2761
jump @CUBAN3_2656 

:CUBAN3_2768
040D: unload_wav 2 
03D5: remove_text 'CUB3_05'  // Si Tommy. Now you be a good shot today,
Camera.SetPosition(-709.8, -1161.3, 11.0, 0.0, 0.0, 0.0)
Camera.PointAt(-724.3, -1166.5, 9.7, 2)
03CF: load_wav 'CUB3_4' as 2 

:CUBAN3_2845
if 
83D0:   not wav 2 loaded 
jf @CUBAN3_2871 
wait 0 
jump @CUBAN3_2845 

:CUBAN3_2871
00BC: text_highpriority 'CUB3_06' time 4000 1  // My boat, she no good full of holes, ok?
03D1: play_wav 2 

:CUBAN3_2890
if and
83D2:   not wav 2 ended 
   not Actor.Dead($6022)
jf @CUBAN3_3002 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN3_2970 
if 
  $363 == 1 // $ == int 
jf @CUBAN3_2963 
$363 = 0 // $ = int 
jump @CUBAN3_3070 

:CUBAN3_2963
jump @CUBAN3_2995 

:CUBAN3_2970
if 
  $363 == 0 // $ == int 
jf @CUBAN3_2995 
$363 = 1 // $ = int 

:CUBAN3_2995
jump @CUBAN3_2890 

:CUBAN3_3002
040D: unload_wav 2 
03D5: remove_text 'CUB3_06'  // My boat, she no good full of holes, ok?
if 
   not Actor.Dead($6022)
jf @CUBAN3_3048 
0372: set_actor $6022 anim 0 wait_state_time 100 ms 
jump @CUBAN3_3070 

:CUBAN3_3048
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_3070
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
if 
   not Actor.Dead($6022)
jf @CUBAN3_3112 
0372: set_actor $6022 anim 0 wait_state_time 100 ms 
jump @CUBAN3_3134 

:CUBAN3_3112
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_3134
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0169: set_fade_color 1 1 1 
fade 0 1500 
if and
8490:   not player $PLAYER_CHAR has_weapon 26 
8490:   not player $PLAYER_CHAR has_weapon 28 
8490:   not player $PLAYER_CHAR has_weapon 29 
jf @CUBAN3_3212 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 30 // Load the weapon model before using this 

:CUBAN3_3212
if 
fading 
jf @CUBAN3_3236 
wait 0 
jump @CUBAN3_3212 

:CUBAN3_3236
Actor.DestroyInstantly($6022)
if 
   not Car.Wrecked($6021)
jf @CUBAN3_3345 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $6021 at_car_offset 0.0 -0.4 1.5 position 2 angle 360.0 with_weapon 0 
0129: $6022 = create_actor 7 #CBB in_car $6021 driverseat 
04F5: set_actor $6022 as_player_friend $PLAYER_CHAR flag 1 
02D3: boat $6021 drive_to -754.0 -425.7 6.6 
02A9: set_actor $6022 immune_to_nonplayer 1 
jump @CUBAN3_3367 

:CUBAN3_3345
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_3367
Marker.Disable($6049)
Car.Create($6024, #TROPIC, -660.0, -269.1, 5.0)
Car.Angle($6024) = 134.0
0323: enable_boat $6024 anchor 1 
Actor.Create($6028, 8, #HNA, -647.0, -256.7, 5.0)
0464: put_actor $6028 into_turret_on_car $6024 at_car_offset 0.0 -4.0 1.2 position 1 angle 360.0 with_weapon 23 
Actor.Angle($6028) = 227.4
01ED: clear_actor $6028 threat_search 
0243: set_actor $6028 ped_stats_to 16 
0291: set_actor $6028 heed_threats 1 
Actor.Create($6029, 8, #HNA, -647.0, -256.7, 5.0)
0464: put_actor $6029 into_turret_on_car $6024 at_car_offset 2.3 0.0 2.0 position 2 angle 360.0 with_weapon 23 
Actor.Angle($6029) = 140.4
01ED: clear_actor $6029 threat_search 
0243: set_actor $6029 ped_stats_to 16 
0291: set_actor $6029 heed_threats 1 
Actor.Create($6030, 8, #HNA, -647.0, -256.7, 5.0)
0464: put_actor $6030 into_turret_on_car $6024 at_car_offset 0.0 -1.3 3.8 position 2 angle 360.0 with_weapon 27 
Actor.Angle($6030) = 140.4
01ED: clear_actor $6030 threat_search 
0243: set_actor $6030 ped_stats_to 16 
0291: set_actor $6030 heed_threats 1 
Car.Create($6023, #TROPIC, -647.0, -256.7, 5.0)
Car.Angle($6023) = 317.0
0323: enable_boat $6023 anchor 1 
Actor.Create($6025, 8, #HNA, -647.0, -256.7, 5.0)
0464: put_actor $6025 into_turret_on_car $6023 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 23 
Actor.Angle($6025) = 102.4
01ED: clear_actor $6025 threat_search 
0243: set_actor $6025 ped_stats_to 16 
0291: set_actor $6025 heed_threats 1 
Actor.Create($6026, 8, #HNA, -647.0, -256.7, 5.0)
0464: put_actor $6026 into_turret_on_car $6023 at_car_offset -2.3 0.0 2.0 position 3 angle 360.0 with_weapon 27 
01ED: clear_actor $6026 threat_search 
0243: set_actor $6026 ped_stats_to 16 
0291: set_actor $6026 heed_threats 1 
Actor.Create($6027, 8, #HNA, -647.0, -256.7, 5.0)
0464: put_actor $6027 into_turret_on_car $6023 at_car_offset 0.2 -1.3 3.8 position 3 angle 360.0 with_weapon 23 
Actor.Angle($6027) = 322.4
01ED: clear_actor $6027 threat_search 
0243: set_actor $6027 ped_stats_to 16 
0291: set_actor $6027 heed_threats 1 
Actor.Create($6031, 8, #HNB, -649.9, -269.6, 8.5)
Actor.Angle($6031) = 229.2
01ED: clear_actor $6031 threat_search 
0243: set_actor $6031 ped_stats_to 16 
0291: set_actor $6031 heed_threats 1 
0350: set_actor $6031 maintain_position_when_attacked 1 
Actor.Create($6041, 8, #HNA, -650.1, -267.7, 8.5)
Actor.Angle($6041) = 60.6
01ED: clear_actor $6041 threat_search 
0243: set_actor $6041 ped_stats_to 16 
0291: set_actor $6041 heed_threats 1 
0350: set_actor $6041 maintain_position_when_attacked 1 
Actor.Create($6042, 8, #HNA, -651.6, -269.0, 8.5)
Actor.Angle($6042) = 222.9
01ED: clear_actor $6042 threat_search 
0243: set_actor $6042 ped_stats_to 16 
0291: set_actor $6042 heed_threats 1 
0350: set_actor $6042 maintain_position_when_attacked 1 
Actor.Create($6032, 9, #SGB, -648.8, -270.8, 8.5)
Actor.Angle($6032) = 49.2
01ED: clear_actor $6032 threat_search 
0243: set_actor $6032 ped_stats_to 16 
0291: set_actor $6032 heed_threats 1 
0350: set_actor $6032 maintain_position_when_attacked 1 
Actor.Create($6033, 9, #SGA, -647.4, -270.8, 8.5)
Actor.Angle($6033) = 34.2
01ED: clear_actor $6033 threat_search 
0243: set_actor $6033 ped_stats_to 16 
0291: set_actor $6033 heed_threats 1 
0350: set_actor $6033 maintain_position_when_attacked 1 
Actor.Create($6034, 9, #SGA, -649.3, -272.5, 8.5)
Actor.Angle($6034) = 33.0
01ED: clear_actor $6034 threat_search 
0243: set_actor $6034 ped_stats_to 16 
0291: set_actor $6034 heed_threats 1 
0350: set_actor $6034 maintain_position_when_attacked 1 
Actor.Create($6035, 9, #SGA, -621.9, -307.8, 25.9)
Actor.Angle($6035) = 35.4
01ED: clear_actor $6035 threat_search 
0243: set_actor $6035 ped_stats_to 16 
0291: set_actor $6035 heed_threats 1 
0350: set_actor $6035 maintain_position_when_attacked 1 
03F9: make_actors $6031 $6032 converse_in 5000000 ms 
Car.PutAt($6021, -754.0, -425.7, 5.5)
fade 1 1500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-743.5, -318.2, 11.0, 0.0, 0.0, 0.0)
Camera.OnVehicle($6021, 15, 2)
TIMERA = 0 // @ = int 

:CUBAN3_4471
wait 0 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
if 
   not Car.Wrecked($6021)
jf @CUBAN3_5179 
if 
  $6054 == 0 // $ == int 
jf @CUBAN3_4654 
if 
01AD:   car $6021 sphere 0 near_point -754.0 -425.7 radius 10.0 10.0 
jf @CUBAN3_4589 
02DB: set_boat $6021 speed_to 20.0 

:CUBAN3_4589
if 
01AD:   car $6021 sphere 0 near_point -754.0 -425.7 radius 5.0 5.0 
jf @CUBAN3_4654 
02D3: boat $6021 drive_to -705.8 -304.5 6.6 
$6054 = 1 // $ = int 

:CUBAN3_4654
if 
  $6054 == 1 // $ == int 
jf @CUBAN3_4852 
if 
01AD:   car $6021 sphere 0 near_point -705.8 -304.5 radius 10.0 10.0 
jf @CUBAN3_4720 
02DB: set_boat $6021 speed_to 12.0 

:CUBAN3_4720
if 
01AD:   car $6021 sphere 0 near_point -705.8 -304.5 radius 5.0 5.0 
jf @CUBAN3_4852 
if 
   not Car.Wrecked($6024)
jf @CUBAN3_4825 
Camera.SetPosition(-645.2, -269.7, 11.0, 0.0, 0.0, 0.0)
Camera.PointAt(-650.9, -269.9, 9.2, 2)

:CUBAN3_4825
02D3: boat $6021 drive_to -670.8 -263.8 6.6 
$6054 = 2 // $ = int 

:CUBAN3_4852
if 
  $6054 == 2 // $ == int 
jf @CUBAN3_4935 
if 
01AD:   car $6021 sphere 0 near_point -670.8 -263.8 radius 10.0 10.0 
jf @CUBAN3_4935 
02D3: boat $6021 drive_to -666.3 -258.5 6.6 
$6054 = 3 // $ = int 

:CUBAN3_4935
if 
  $6054 == 3 // $ == int 
jf @CUBAN3_5010 
if 
01AD:   car $6021 sphere 0 near_point -666.3 -258.5 radius 10.0 10.0 
jf @CUBAN3_5010 
02D4: car $6021 turn_off_engine 
0323: enable_boat $6021 anchor 1 
$6054 = 4 // $ = int 

:CUBAN3_5010
if 
  $6054 == 4 // $ == int 
jf @CUBAN3_5179 
if 
01AD:   car $6021 sphere 0 near_point -666.3 -258.5 radius 2.0 2.0 
jf @CUBAN3_5179 
02D4: car $6021 turn_off_engine 
0323: enable_boat $6021 anchor 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0407: create_coordinate $397 $398 $399 from_car $6021 offset 0.0 -0.4 1.1 
0055: put_player $PLAYER_CHAR at $397 $398 6.6 
0171: set_player $PLAYER_CHAR z_angle_to 213.7 
wait 0 
Camera.SetBehindPlayer
00BC: text_highpriority 'CUB3_02' time 5000 1  // ~g~KILL ALL THE GANGSTERS ON THE BOATS!!
jump @CUBAN3_5229 

:CUBAN3_5179
if or
   Car.Wrecked($6021)
   Actor.Dead($6022)
jf @CUBAN3_5222 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_5222
jump @CUBAN3_4471 

:CUBAN3_5229
wait 0 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @CUBAN3_5828 
0482: set_threat_reaction_range_multiplier 5.0 
if 
   not Actor.Dead($6032)
jf @CUBAN3_5322 
011A: set_actor $6032 search_threat 256 
01B2: give_actor $6032 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5322
if 
   not Actor.Dead($6033)
jf @CUBAN3_5356 
011A: set_actor $6033 search_threat 256 
01B2: give_actor $6033 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5356
if 
   not Actor.Dead($6034)
jf @CUBAN3_5390 
011A: set_actor $6034 search_threat 256 
01B2: give_actor $6034 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5390
if 
   not Actor.Dead($6035)
jf @CUBAN3_5431 
011A: set_actor $6035 search_threat 256 
011A: set_actor $6035 search_threat 1 
01B2: give_actor $6035 weapon 27 ammo 30000 // Load the weapon model before using this 

:CUBAN3_5431
if 
   not Actor.Dead($6031)
jf @CUBAN3_5454 
0350: set_actor $6031 maintain_position_when_attacked 0 

:CUBAN3_5454
if 
   not Actor.Dead($6041)
jf @CUBAN3_5492 
0350: set_actor $6041 maintain_position_when_attacked 0 
0211: actor $6041 walk_to -645.4 -278.9 

:CUBAN3_5492
if 
   not Actor.Dead($6042)
jf @CUBAN3_5515 
0350: set_actor $6042 maintain_position_when_attacked 0 

:CUBAN3_5515
if 
   not Actor.Dead($6025)
jf @CUBAN3_5566 
011A: set_actor $6025 search_threat 1 
01BE: set_actor $6025 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $6025 kill_player $PLAYER_CHAR 

:CUBAN3_5566
if 
   not Actor.Dead($6026)
jf @CUBAN3_5617 
011A: set_actor $6026 search_threat 1 
01BE: set_actor $6026 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $6026 kill_player $PLAYER_CHAR 

:CUBAN3_5617
if 
   not Actor.Dead($6027)
jf @CUBAN3_5668 
011A: set_actor $6027 search_threat 1 
01BE: set_actor $6027 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $6027 kill_player $PLAYER_CHAR 

:CUBAN3_5668
if 
   not Actor.Dead($6028)
jf @CUBAN3_5719 
011A: set_actor $6028 search_threat 1 
01BE: set_actor $6028 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $6028 kill_player $PLAYER_CHAR 

:CUBAN3_5719
if 
   not Actor.Dead($6029)
jf @CUBAN3_5770 
011A: set_actor $6029 search_threat 1 
01BE: set_actor $6029 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $6029 kill_player $PLAYER_CHAR 

:CUBAN3_5770
if 
   not Actor.Dead($6030)
jf @CUBAN3_5821 
011A: set_actor $6030 search_threat 1 
01BE: set_actor $6030 to_look_at_spot -663.3 -253.8 6.0 
01CA: actor $6030 kill_player $PLAYER_CHAR 

:CUBAN3_5821
jump @CUBAN3_5878 

:CUBAN3_5828
if or
   Car.Wrecked($6021)
   Actor.Dead($6022)
jf @CUBAN3_5871 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_5871
jump @CUBAN3_5229 

:CUBAN3_5878
wait 0 
if 
  $6060 == 0 // $ == int 
jf @CUBAN3_6004 
03CF: load_wav 'CUB3_1' as 1 

:CUBAN3_5912
if 
83D0:   not wav 1 loaded 
jf @CUBAN3_5938 
wait 0 
jump @CUBAN3_5912 

:CUBAN3_5938
00BC: text_highpriority 'CUB3_08' time 4000 1  // Uh oh... We under attack!
03D1: play_wav 1 

:CUBAN3_5957
if 
83D2:   not wav 1 ended 
jf @CUBAN3_5983 
wait 0 
jump @CUBAN3_5957 

:CUBAN3_5983
040D: unload_wav 1 
03D5: remove_text 'CUB3_08'  // Uh oh... We under attack!
$6060 = 1 // $ = int 

:CUBAN3_6004
if 
   Actor.Dead($6031)
jf @CUBAN3_7612 
if 
  $6056 == 0 // $ == int 
jf @CUBAN3_6088 
Pickup.Create($6043, #BRIEFCASE, 3, -650.4, -268.5, 9.0)
018A: $6050 = create_checkpoint_at -650.4 -268.5 $6073 
$6056 = 1 // $ = int 

:CUBAN3_6088
if 
   Actor.Dead($6041)
jf @CUBAN3_7612 
if 
   Actor.Dead($6042)
jf @CUBAN3_7612 
if 
   Actor.Dead($6025)
jf @CUBAN3_6223 
if 
   Actor.Dead($6026)
jf @CUBAN3_6223 
if 
   Actor.Dead($6027)
jf @CUBAN3_6223 
if 
   Actor.Dead($6028)
jf @CUBAN3_6223 
if 
   Actor.Dead($6029)
jf @CUBAN3_6223 
if 
   Actor.Dead($6030)
jf @CUBAN3_6223 
jump @CUBAN3_7916 

:CUBAN3_6223
if 
   not Actor.Dead($6032)
jf @CUBAN3_6686 
01ED: clear_actor $6032 threat_search 
0350: set_actor $6032 maintain_position_when_attacked 0 
0319: set_actor $6032 running 1 
if 
  $6055 == 0 // $ == int 
jf @CUBAN3_6298 
0211: actor $6032 walk_to -645.4 -278.9 
$6055 = 1 // $ = int 

:CUBAN3_6298
if 
  $6055 == 1 // $ == int 
jf @CUBAN3_6398 
if 
00EC:   actor $6032 0 -645.4 -278.9 radius 2.0 2.0 
jf @CUBAN3_6383 
0211: actor $6032 walk_to -648.7 -285.6 
$6055 = 2 // $ = int 
jump @CUBAN3_6398 

:CUBAN3_6383
0211: actor $6032 walk_to -645.4 -278.9 

:CUBAN3_6398
if 
  $6055 == 2 // $ == int 
jf @CUBAN3_6498 
if 
00EC:   actor $6032 0 -648.7 -285.6 radius 2.0 2.0 
jf @CUBAN3_6483 
0211: actor $6032 walk_to -634.7 -303.2 
$6055 = 3 // $ = int 
jump @CUBAN3_6498 

:CUBAN3_6483
0211: actor $6032 walk_to -648.7 -285.6 

:CUBAN3_6498
if 
  $6055 == 3 // $ == int 
jf @CUBAN3_6598 
if 
00EC:   actor $6032 0 -634.7 -303.2 radius 2.0 2.0 
jf @CUBAN3_6583 
0211: actor $6032 walk_to -641.0 -309.0 
$6055 = 4 // $ = int 
jump @CUBAN3_6598 

:CUBAN3_6583
0211: actor $6032 walk_to -634.7 -303.2 

:CUBAN3_6598
if 
  $6055 == 4 // $ == int 
jf @CUBAN3_6686 
if 
00EC:   actor $6032 0 -641.0 -309.0 radius 2.0 2.0 
jf @CUBAN3_6686 
011C: actor $6032 clear_objective 
01BE: set_actor $6032 to_look_at_spot -650.0 -269.1 9.0 
$6055 = 5 // $ = int 

:CUBAN3_6686
if 
   not Actor.Dead($6033)
jf @CUBAN3_7149 
01ED: clear_actor $6033 threat_search 
0350: set_actor $6033 maintain_position_when_attacked 0 
0319: set_actor $6033 running 1 
if 
  $6058 == 0 // $ == int 
jf @CUBAN3_6761 
0211: actor $6033 walk_to -645.4 -278.9 
$6058 = 1 // $ = int 

:CUBAN3_6761
if 
  $6058 == 1 // $ == int 
jf @CUBAN3_6861 
if 
00EC:   actor $6033 0 -645.4 -278.9 radius 2.0 2.0 
jf @CUBAN3_6846 
0211: actor $6033 walk_to -648.7 -285.6 
$6058 = 2 // $ = int 
jump @CUBAN3_6861 

:CUBAN3_6846
0211: actor $6033 walk_to -645.4 -278.9 

:CUBAN3_6861
if 
  $6058 == 2 // $ == int 
jf @CUBAN3_6961 
if 
00EC:   actor $6033 0 -648.7 -285.6 radius 2.0 2.0 
jf @CUBAN3_6946 
0211: actor $6033 walk_to -646.9 -289.4 
$6058 = 3 // $ = int 
jump @CUBAN3_6961 

:CUBAN3_6946
0211: actor $6033 walk_to -648.7 -285.6 

:CUBAN3_6961
if 
  $6058 == 3 // $ == int 
jf @CUBAN3_7061 
if 
00EC:   actor $6033 0 -646.9 -289.4 radius 2.0 2.0 
jf @CUBAN3_7046 
0211: actor $6033 walk_to -656.5 -290.5 
$6058 = 4 // $ = int 
jump @CUBAN3_7061 

:CUBAN3_7046
0211: actor $6033 walk_to -646.9 -289.4 

:CUBAN3_7061
if 
  $6058 == 4 // $ == int 
jf @CUBAN3_7149 
if 
00EC:   actor $6033 0 -656.5 -290.5 radius 2.0 2.0 
jf @CUBAN3_7149 
011C: actor $6033 clear_objective 
01BE: set_actor $6033 to_look_at_spot -650.0 -269.1 9.0 
$6058 = 5 // $ = int 

:CUBAN3_7149
if 
   not Actor.Dead($6034)
jf @CUBAN3_7612 
01ED: clear_actor $6034 threat_search 
0350: set_actor $6034 maintain_position_when_attacked 0 
0319: set_actor $6034 running 1 
if 
  $6059 == 0 // $ == int 
jf @CUBAN3_7224 
0211: actor $6034 walk_to -645.4 -278.9 
$6059 = 1 // $ = int 

:CUBAN3_7224
if 
  $6059 == 1 // $ == int 
jf @CUBAN3_7324 
if 
00EC:   actor $6034 0 -645.4 -278.9 radius 2.0 2.0 
jf @CUBAN3_7309 
0211: actor $6034 walk_to -648.7 -285.6 
$6059 = 2 // $ = int 
jump @CUBAN3_7324 

:CUBAN3_7309
0211: actor $6034 walk_to -645.4 -278.9 

:CUBAN3_7324
if 
  $6059 == 2 // $ == int 
jf @CUBAN3_7424 
if 
00EC:   actor $6034 0 -648.7 -285.6 radius 2.0 2.0 
jf @CUBAN3_7409 
0211: actor $6034 walk_to -646.9 -289.4 
$6059 = 3 // $ = int 
jump @CUBAN3_7424 

:CUBAN3_7409
0211: actor $6034 walk_to -648.7 -285.6 

:CUBAN3_7424
if 
  $6059 == 3 // $ == int 
jf @CUBAN3_7524 
if 
00EC:   actor $6034 0 -646.9 -289.4 radius 2.0 2.0 
jf @CUBAN3_7509 
0211: actor $6034 walk_to -643.5 -283.1 
$6059 = 4 // $ = int 
jump @CUBAN3_7524 

:CUBAN3_7509
0211: actor $6034 walk_to -646.9 -289.4 

:CUBAN3_7524
if 
  $6059 == 4 // $ == int 
jf @CUBAN3_7612 
if 
00EC:   actor $6034 0 -643.5 -283.1 radius 2.0 2.0 
jf @CUBAN3_7612 
011C: actor $6034 clear_objective 
01BE: set_actor $6034 to_look_at_spot -650.0 -269.1 9.0 
$6059 = 5 // $ = int 

:CUBAN3_7612
if 
   Actor.Dead($6022)
jf @CUBAN3_7650 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_7650
if 
   Car.Wrecked($6021)
jf @CUBAN3_7678 
0322: kill_player $PLAYER_CHAR 
jump @CUBAN3_11501 

:CUBAN3_7678
if 
   Actor.Dead($6041)
jf @CUBAN3_7699 
Actor.RemoveReferences($6041)

:CUBAN3_7699
if 
   Actor.Dead($6042)
jf @CUBAN3_7720 
Actor.RemoveReferences($6042)

:CUBAN3_7720
if 
   Actor.Dead($6025)
jf @CUBAN3_7741 
Actor.RemoveReferences($6025)

:CUBAN3_7741
if 
   Actor.Dead($6026)
jf @CUBAN3_7762 
Actor.RemoveReferences($6026)

:CUBAN3_7762
if 
   Actor.Dead($6027)
jf @CUBAN3_7783 
Actor.RemoveReferences($6027)

:CUBAN3_7783
if 
   Actor.Dead($6028)
jf @CUBAN3_7804 
Actor.RemoveReferences($6028)

:CUBAN3_7804
if 
   Actor.Dead($6029)
jf @CUBAN3_7825 
Actor.RemoveReferences($6029)

:CUBAN3_7825
if 
   Actor.Dead($6030)
jf @CUBAN3_7846 
Actor.RemoveReferences($6030)

:CUBAN3_7846
if 
   Actor.Dead($6032)
jf @CUBAN3_7867 
Actor.RemoveReferences($6032)

:CUBAN3_7867
if 
   Actor.Dead($6033)
jf @CUBAN3_7888 
Actor.RemoveReferences($6033)

:CUBAN3_7888
if 
   Actor.Dead($6034)
jf @CUBAN3_7909 
Actor.RemoveReferences($6034)

:CUBAN3_7909
jump @CUBAN3_5878 

:CUBAN3_7916
wait 1000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-642.3, -241.4, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(-630.5, -261.4, 7.0, 2)
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
041E: set_radio_station 6 -1 
if 
   not Car.Wrecked($6021)
jf @CUBAN3_8143 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $6021 at_car_offset 0.0 -0.4 1.5 position 2 angle 360.0 with_weapon 0 
Car.PutAt($6021, -642.3, -230.4, 6.0)
Car.Angle($6021) = 223.0
0323: enable_boat $6021 anchor 0 
02DB: set_boat $6021 speed_to 10.0 
02D3: boat $6021 drive_to -632.1 -251.0 6.5 
jump @CUBAN3_8165 

:CUBAN3_8143
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_8165
if 
   not Actor.Dead($6032)
jf @CUBAN3_8271 
if 
80EC:   not actor $6032 0 -641.0 -309.0 radius 2.0 2.0 
jf @CUBAN3_8264 
011C: actor $6032 clear_objective 
Actor.PutAt($6032, -641.0, -309.0, 11.5)
01BE: set_actor $6032 to_look_at_spot -650.0 -269.1 9.0 

:CUBAN3_8264
jump @CUBAN3_8276 

:CUBAN3_8271
Actor.RemoveReferences($6032)

:CUBAN3_8276
if 
   not Actor.Dead($6033)
jf @CUBAN3_8382 
if 
80EC:   not actor $6033 0 -656.5 -290.5 radius 2.0 2.0 
jf @CUBAN3_8375 
011C: actor $6033 clear_objective 
Actor.PutAt($6033, -656.5, -290.5, 9.0)
01BE: set_actor $6033 to_look_at_spot -650.0 -269.1 9.0 

:CUBAN3_8375
jump @CUBAN3_8387 

:CUBAN3_8382
Actor.RemoveReferences($6033)

:CUBAN3_8387
if 
   not Actor.Dead($6034)
jf @CUBAN3_8493 
if 
80EC:   not actor $6034 0 -643.5 -283.1 radius 2.0 2.0 
jf @CUBAN3_8486 
011C: actor $6034 clear_objective 
Actor.PutAt($6034, -643.5, -283.1, 9.0)
01BE: set_actor $6034 to_look_at_spot -650.0 -269.1 9.0 

:CUBAN3_8486
jump @CUBAN3_8498 

:CUBAN3_8493
Actor.RemoveReferences($6034)

:CUBAN3_8498
wait 1000 

:CUBAN3_8503
wait 0 
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 
if 
   not Car.Wrecked($6021)
jf @CUBAN3_9419 
if 
01AD:   car $6021 sphere 0 near_point -632.1 -251.0 radius 5.0 5.0 
jf @CUBAN3_9412 
02D4: car $6021 turn_off_engine 
0323: enable_boat $6021 anchor 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0169: set_fade_color 1 1 1 
fade 0 500 
wait 600 
0055: put_player $PLAYER_CHAR at -633.2 -263.6 8.7 
0171: set_player $PLAYER_CHAR z_angle_to 143.3 
if 
   not Car.Wrecked($6021)
jf @CUBAN3_8706 
Car.PutAt($6021, -633.3, -256.2, 5.5)
Car.Angle($6021) = 213.0

:CUBAN3_8706
if 
   not Actor.Dead($6032)
jf @CUBAN3_8754 
0350: set_actor $6032 maintain_position_when_attacked 1 
011A: set_actor $6032 search_threat 1 
01B2: give_actor $6032 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6032 kill_player $PLAYER_CHAR 

:CUBAN3_8754
if 
   not Actor.Dead($6033)
jf @CUBAN3_8802 
0350: set_actor $6033 maintain_position_when_attacked 1 
011A: set_actor $6033 search_threat 1 
01B2: give_actor $6033 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6033 kill_player $PLAYER_CHAR 

:CUBAN3_8802
if 
   not Actor.Dead($6034)
jf @CUBAN3_8850 
0350: set_actor $6034 maintain_position_when_attacked 1 
011A: set_actor $6034 search_threat 1 
01B2: give_actor $6034 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6034 kill_player $PLAYER_CHAR 

:CUBAN3_8850
Actor.Create($6047, 9, #SGB, -629.9, -300.4, 11.0)
Actor.Angle($6047) = 66.4
01ED: clear_actor $6047 threat_search 
0243: set_actor $6047 ped_stats_to 16 
0291: set_actor $6047 heed_threats 1 
0350: set_actor $6047 maintain_position_when_attacked 1 
011A: set_actor $6047 search_threat 1 
01B2: give_actor $6047 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6047 kill_player $PLAYER_CHAR 
Actor.Create($6036, 9, #SGA, -627.3, -310.8, 12.1)
Actor.Angle($6036) = 69.4
01ED: clear_actor $6036 threat_search 
0243: set_actor $6036 ped_stats_to 16 
0291: set_actor $6036 heed_threats 1 
0350: set_actor $6036 maintain_position_when_attacked 1 
011A: set_actor $6036 search_threat 1 
01B2: give_actor $6036 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6036 kill_player $PLAYER_CHAR 
Actor.Create($6037, 9, #SGA, -631.1, -313.0, 12.1)
Actor.Angle($6037) = 49.2
01ED: clear_actor $6037 threat_search 
0243: set_actor $6037 ped_stats_to 16 
0291: set_actor $6037 heed_threats 1 
0350: set_actor $6037 maintain_position_when_attacked 1 
011A: set_actor $6037 search_threat 1 
01B2: give_actor $6037 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6037 kill_player $PLAYER_CHAR 
Actor.Create($6038, 9, #SGA, -648.6, -326.2, 11.0)
Actor.Angle($6038) = 2.7
01ED: clear_actor $6038 threat_search 
0243: set_actor $6038 ped_stats_to 16 
0291: set_actor $6038 heed_threats 1 
0350: set_actor $6038 maintain_position_when_attacked 1 
011A: set_actor $6038 search_threat 1 
01B2: give_actor $6038 weapon 21 ammo 30000 // Load the weapon model before using this 
01CA: actor $6038 kill_player $PLAYER_CHAR 
Actor.Create($6039, 9, #SGA, -608.5, -294.6, 11.0)
Actor.Angle($6039) = 46.2
01ED: clear_actor $6039 threat_search 
0243: set_actor $6039 ped_stats_to 16 
0291: set_actor $6039 heed_threats 1 
0350: set_actor $6039 maintain_position_when_attacked 1 
011A: set_actor $6039 search_threat 1 
01B2: give_actor $6039 weapon 21 ammo 30000 // Load the weapon model before using this 
01CA: actor $6039 kill_player $PLAYER_CHAR 
Actor.Create($6040, 9, #SGA, -592.6, -255.9, 9.5)
Actor.Angle($6040) = 10.7
01ED: clear_actor $6040 threat_search 
0243: set_actor $6040 ped_stats_to 16 
0291: set_actor $6040 heed_threats 1 
0350: set_actor $6040 maintain_position_when_attacked 1 
011A: set_actor $6040 search_threat 1 
01B2: give_actor $6040 weapon 21 ammo 30000 // Load the weapon model before using this 
01CA: actor $6040 kill_player $PLAYER_CHAR 
if 
  $6057 == 0 // $ == int 
jf @CUBAN3_9398 
018A: $6051 = create_checkpoint_at -641.0 -309.0 11.5 

:CUBAN3_9398
$6054 = 0 // $ = int 
jump @CUBAN3_9486 

:CUBAN3_9412
jump @CUBAN3_9441 

:CUBAN3_9419
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_9441
jump @CUBAN3_8503 
if 
   Actor.Dead($6022)
jf @CUBAN3_9486 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_9486
wait 600 
fade 1 1500 
wait 1600 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'CUB3_03' time 7000 1  // ~g~Collect all the briefcases filled with the drugs and cash.

:CUBAN3_9531
wait 0 
if or
   Actor.Dead($6022)
   Car.Wrecked($6021)
jf @CUBAN3_9578 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_9578
if 
   Actor.Dead($6047)
jf @CUBAN3_9747 
Actor.RemoveReferences($6047)
if 
  $6057 == 0 // $ == int 
jf @CUBAN3_9672 
$6072 -= 1.0 // $ -= float 
Pickup.Create($6044, #BRIEFCASE, 3, $6071, $6072, $6073)
Marker.Disable($6051)
018A: $6051 = create_checkpoint_at $6071 $6072 $6073 
$6057 = 1 // $ = int 

:CUBAN3_9672
if 
  $6057 == 1 // $ == int 
jf @CUBAN3_9740 
$6072 += 2.0 // $ += float 
Pickup.Create($6045, #BRIEFCASE, 3, $6071, $6072, $6073)
018A: $6052 = create_checkpoint_at $6071 $6072 $6073 
$6057 = 2 // $ = int 

:CUBAN3_9740
jump @CUBAN3_9761 

:CUBAN3_9747
Actor.StorePos($6047, $6071, $6072, $6073)

:CUBAN3_9761
if 
   Pickup.Picked_up($6043)
jf @CUBAN3_9789 
$6054 += 1 // $ += int 
Marker.Disable($6050)

:CUBAN3_9789
if 
  $6057 == 2 // $ == int 
jf @CUBAN3_9863 
if 
   Pickup.Picked_up($6044)
jf @CUBAN3_9835 
$6054 += 1 // $ += int 
Marker.Disable($6051)

:CUBAN3_9835
if 
   Pickup.Picked_up($6045)
jf @CUBAN3_9863 
$6054 += 1 // $ += int 
Marker.Disable($6052)

:CUBAN3_9863
if 
   Actor.Dead($6032)
jf @CUBAN3_9884 
Actor.RemoveReferences($6032)

:CUBAN3_9884
if 
   Actor.Dead($6033)
jf @CUBAN3_9905 
Actor.RemoveReferences($6033)

:CUBAN3_9905
if 
   Actor.Dead($6034)
jf @CUBAN3_9926 
Actor.RemoveReferences($6034)

:CUBAN3_9926
if 
   Actor.Dead($6036)
jf @CUBAN3_9947 
Actor.RemoveReferences($6036)

:CUBAN3_9947
if 
   Actor.Dead($6037)
jf @CUBAN3_9968 
Actor.RemoveReferences($6037)

:CUBAN3_9968
if 
   Actor.Dead($6038)
jf @CUBAN3_9989 
Actor.RemoveReferences($6038)

:CUBAN3_9989
if 
   Actor.Dead($6039)
jf @CUBAN3_10010 
Actor.RemoveReferences($6039)

:CUBAN3_10010
if 
   Actor.Dead($6040)
jf @CUBAN3_10031 
Actor.RemoveReferences($6040)

:CUBAN3_10031
if 
  $6054 == 3 // $ == int 
jf @CUBAN3_10980 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Actor.DestroyInstantly($6025)
Actor.DestroyInstantly($6026)
Car.Create($6046, #DINGHY, -635.5, -237.7, 5.5)
Car.Angle($6046) = 159.0
0323: enable_boat $6046 anchor 1 
Actor.Create($6025, 8, #HNA, -635.5, -237.7, 6.0)
0464: put_actor $6025 into_turret_on_car $6046 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 12 
Actor.Create($6026, 8, #HNA, -635.5, -237.7, 6.0)
0464: put_actor $6026 into_turret_on_car $6046 at_car_offset 0.4 -1.8 1.2 position 0 angle 360.0 with_weapon 12 
0372: set_actor $6026 anim 14 wait_state_time 100000 ms 
02D3: boat $6046 drive_to -637.0 -239.0 5.5 
02DB: set_boat $6046 speed_to 0.0 
if 
   not Actor.Dead($6022)
jf @CUBAN3_10287 
02A9: set_actor $6022 immune_to_nonplayer 0 

:CUBAN3_10287
Camera.SetPosition(-627.6, -268.3, 12.0, 0.0, 0.0, 0.0)
Camera.OnVehicle($6046, 15, 2)
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 

:CUBAN3_10360
if 
81AD:   not car $6046 sphere 0 near_point -637.0 -239.0 radius 2.0 2.0 
jf @CUBAN3_10425 
wait 0 
if 
   not Car.Wrecked($6046)
jf @CUBAN3_10418 

:CUBAN3_10418
jump @CUBAN3_10360 

:CUBAN3_10425
if 
   not Car.Wrecked($6046)
jf @CUBAN3_10460 
02D4: car $6046 turn_off_engine 
0323: enable_boat $6046 anchor 1 
jump @CUBAN3_10482 

:CUBAN3_10460
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN3_11501 

:CUBAN3_10482
wait 2000 
if 
   not Car.Wrecked($6021)
jf @CUBAN3_10527 
if 
   not Actor.Dead($6025)
jf @CUBAN3_10527 
01D9: actor $6025 destroy_car $6021 

:CUBAN3_10527
wait 2000 
if 
   not Car.Wrecked($6021)
jf @CUBAN3_10668 
03F5: set_vehicle $6021 apply_damage_rules 1 
Car.StorePos($6021, $397, $398, $399)
020B: explode_car $6021 
020C: create_explosion 2 at $397 $398 $399 
020C: create_explosion 11 at $397 $398 $399 
020C: create_explosion 1 at $397 $398 $399 
020C: create_explosion 6 at $397 $398 $399 
039D: scatter_particles 17 0.8 0 0 0 11000 at $397 $398 $399 0.1 0.0 0.2 

:CUBAN3_10668
wait 2000 
if 
   not Actor.Dead($6025)
jf @CUBAN3_10768 
0465: remove_actor $6025 from_turret_mode 
Actor.PutAt($6025, -632.2, -264.0, 8.7)
Actor.Angle($6025) = 183.0
01ED: clear_actor $6025 threat_search 
0243: set_actor $6025 ped_stats_to 16 
0291: set_actor $6025 heed_threats 1 
011A: set_actor $6025 search_threat 1 
01B2: give_actor $6025 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6025 kill_player $PLAYER_CHAR 

:CUBAN3_10768
if 
   not Actor.Dead($6026)
jf @CUBAN3_10872 
0372: set_actor $6026 anim 0 wait_state_time 100 ms 
0465: remove_actor $6026 from_turret_mode 
Actor.PutAt($6026, -639.2, -272.0, 8.7)
Actor.Angle($6026) = 183.0
01ED: clear_actor $6026 threat_search 
0243: set_actor $6026 ped_stats_to 16 
0291: set_actor $6026 heed_threats 1 
011A: set_actor $6026 search_threat 1 
01B2: give_actor $6026 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $6026 kill_player $PLAYER_CHAR 

:CUBAN3_10872
if 
   not Car.Wrecked($6046)
jf @CUBAN3_10918 
Car.PutAt($6046, -624.0, -257.7, 6.0)
Car.Angle($6046) = 335.0

:CUBAN3_10918
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
018A: $6053 = create_checkpoint_at -1170.0 -603.4 11.6 
00BC: text_highpriority 'CUB3_04' time 7000 1  // ~g~Get the drugs and cash back to Umberto.
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
jump @CUBAN3_10987 

:CUBAN3_10980
jump @CUBAN3_9531 

:CUBAN3_10987
wait 0 
if 
00F6:   player $PLAYER_CHAR 1 -1169.9 -607.8 10.6 radius 2.0 2.0 2.0 
jf @CUBAN3_11326 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1171.0, -595.6, 14.2, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0055: put_player $PLAYER_CHAR at -1161.4 -620.2 10.6 
Actor.Create($6048, 4, #NULL, -1169.9, -607.8, 10.6)
01BE: set_actor $6048 to_look_at_spot -1169.7 -630.9 11.0 
0239: actor $6048 run_to -1169.7 -630.9 
if 
   not Actor.Dead($6048)
jf @CUBAN3_11186 

:CUBAN3_11186
if 
80ED:   not actor $6048 0 -1169.7 -630.9 radius 2.0 2.0 
jf @CUBAN3_11251 
wait 0 
if 
   not Actor.Dead($6048)
jf @CUBAN3_11244 

:CUBAN3_11244
jump @CUBAN3_11186 

:CUBAN3_11251
if 
   not Actor.Dead($6048)
jf @CUBAN3_11272 
011C: actor $6048 clear_objective 

:CUBAN3_11272
wait 1000 
Actor.DestroyInstantly($6048)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0395: clear_area 1 at -1170.2 -603.9 10.6 range 20.0 
jump @CUBAN3_11518 

:CUBAN3_11326
if 
   Actor.Dead($6032)
jf @CUBAN3_11347 
Actor.RemoveReferences($6032)

:CUBAN3_11347
if 
   Actor.Dead($6033)
jf @CUBAN3_11368 
Actor.RemoveReferences($6033)

:CUBAN3_11368
if 
   Actor.Dead($6034)
jf @CUBAN3_11389 
Actor.RemoveReferences($6034)

:CUBAN3_11389
if 
   Actor.Dead($6036)
jf @CUBAN3_11410 
Actor.RemoveReferences($6036)

:CUBAN3_11410
if 
   Actor.Dead($6037)
jf @CUBAN3_11431 
Actor.RemoveReferences($6037)

:CUBAN3_11431
if 
   Actor.Dead($6038)
jf @CUBAN3_11452 
Actor.RemoveReferences($6038)

:CUBAN3_11452
if 
   Actor.Dead($6039)
jf @CUBAN3_11473 
Actor.RemoveReferences($6039)

:CUBAN3_11473
if 
   Actor.Dead($6040)
jf @CUBAN3_11494 
Actor.RemoveReferences($6040)

:CUBAN3_11494
jump @CUBAN3_10987 

:CUBAN3_11501
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:CUBAN3_11518
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_3'  // Naval Engagement
start_new_script @CUB4 
$584 = 1 // $ = int 
return 

:CUBAN3_11586
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
03F2: pedtype 8 remove_threat 1 
Model.Destroy(#TROPIC)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#JETMAX)
Model.Destroy(#SGA)
Model.Destroy(#GRENADE)
Model.Destroy(#DINGHY)
Model.Destroy(#SGB)
Model.Destroy(#CBB)
Model.Destroy(#BRIEFCASE)
Model.Destroy(#RUGER)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#UZI)
Marker.Disable($6049)
Marker.Disable($6050)
Marker.Disable($6051)
Marker.Disable($6052)
Marker.Disable($6053)
Pickup.Destroy($6043)
Pickup.Destroy($6044)
Pickup.Destroy($6045)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 59---------------
// Originally: Trojan Voodoo

:CUBAN4
script_name 'CUBAN4' 
gosub @CUBAN4_46 
if 
wasted_or_busted 
jf @CUBAN4_37 
gosub @CUBAN4_20181 

:CUBAN4_37
gosub @CUBAN4_20660 
terminate_this_script 

:CUBAN4_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN4' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$6114 = 0 // $ = int 
$6115 = 1 // $ = int 
$6116 = 0 // $ = int 
$6117 = 0 // $ = int 
$6118 = 0 // $ = int 
$6119 = 0 // $ = int 
$6120 = 0 // $ = int 
$6121 = 0 // $ = int 
$6122 = 0 // $ = int 
$6123 = 0 // $ = int 
$6124 = 0 // $ = int 
$6125 = 0 // $ = int 
$6126 = 0 // $ = int 
$6127 = 0 // $ = int 
$6128 = 0 // $ = int 
$6129 = 61000 // $ = int 
$6130 = 0 // $ = int 
$6131 = 2 // $ = int 
$6132 = 0 // $ = int 
$6133 = 0 // $ = int 
$6134 = 0 // $ = int 
$6135 = 0 // $ = int 
$6136 = 0 // $ = int 
$6137 = 0 // $ = int 
$6138 = 0 // $ = int 
$6139 = 0 // $ = int 
$6092 = 0 // $ = int 
$6093 = 0 // $ = int 
$6140 = 0 // $ = int 
$6141 = 0 // $ = int 
$6142 = 0 // $ = int 
$6143 = 0 // $ = int 
$6144 = 0 // $ = int 
$6145 = 0 // $ = int 
$6146 = 0 // $ = int 
select_interior 7 
0522: disable_cutscene_shadows 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03CF: load_wav 'MONO16' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSUMBTO' 
023C: load_special_actor 3 'FLOOZYB' 
023C: load_special_actor 4 'FLOOZYC' 
023C: load_special_actor 5 'CSPAPA' 
02F3: load_object #CUTOBJ01 'CCFAN' 
02F3: load_object #CUTOBJ02 'ESPRESO' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
038B: load_requested_models 

:CUBAN4_518
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @CUBAN4_560 
wait 0 
jump @CUBAN4_518 

:CUBAN4_560
if or
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @CUBAN4_592 
wait 0 
jump @CUBAN4_560 

:CUBAN4_592
02E4: load_cutscene_data 'CUB_3' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $484 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $484 'CSUMBTO' 
02E5: $478 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $478 'FLOOZYB' 
02E5: $479 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $479 'FLOOZYC' 
02E5: $482 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $482 'CSPAPA' 
02E5: $521 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'CCFAN' to_loop 
02E6: set_cutscene_anim $521 'CCFAN' 
02E5: $507 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $507 'ESPRESO' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN4_854
if 
  1888 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_889 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_854 

:CUBAN4_889
00BC: text_highpriority 'CUB4_A' time 10000 1  // Hey, ladies. You know what I'm gonna do?

:CUBAN4_904
if 
  5073 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_939 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_904 

:CUBAN4_939
if 
  7958 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_974 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_939 

:CUBAN4_974
00BC: text_highpriority 'CUB4_C' time 10000 1  // I'm going to make love like a man.

:CUBAN4_989
if 
  9915 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1024 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_989 

:CUBAN4_1024
00BC: text_highpriority 'CUB4_D' time 10000 1  // You know that, chica? Something like this.

:CUBAN4_1039
if 
  15514 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1074 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1039 

:CUBAN4_1074
00BC: text_highpriority 'CUB4_E' time 10000 1  // Loser!

:CUBAN4_1089
if 
  17098 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1124 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1089 

:CUBAN4_1124
00BC: text_highpriority 'CUB4_F' time 10000 1  // Prick.

:CUBAN4_1139
if 
  17491 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1174 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1139 

:CUBAN4_1174
00BC: text_highpriority 'CUB4_G' time 10000 1  // Hey, baby, I wouldn't touch you with a ten foot pole!

:CUBAN4_1189
if 
  21119 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1189 

:CUBAN4_1224
00BC: text_highpriority 'CUB4_H' time 10000 1  // Umberto Robina, he likes the ladies! Not some goat in a skirt!

:CUBAN4_1239
if 
  26363 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1274 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1239 

:CUBAN4_1274
00BC: text_highpriority 'CUB4_I' time 10000 1  // Tommy!! Tommy, I love you, I love you! Let's go!

:CUBAN4_1289
if 
  31119 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1324 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1289 

:CUBAN4_1324
00BC: text_highpriority 'CUB4_J' time 10000 1  // Go where? Can't I get a cup of coffee first?

:CUBAN4_1339
if 
  32804 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1376 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1339 

:CUBAN4_1376
00BC: text_highpriority 'CUB4_K' time 10000 1  // No time for coffee! Besides, I just had one.

:CUBAN4_1391
if 
  36208 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1428 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1391 

:CUBAN4_1428
00BC: text_highpriority 'CUB4_L' time 10000 1  // Oh.

:CUBAN4_1443
if 
  38251 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1480 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1443 

:CUBAN4_1480
00BC: text_highpriority 'CUB4_M' time 10000 1  // Tommy, how do you take out a snake?

:CUBAN4_1495
if 
  41602 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1532 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1495 

:CUBAN4_1532
00BC: text_highpriority 'CUB4_N' time 10000 1  // You bite him in the ass! Hahaha!

:CUBAN4_1547
if 
  43148 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1584 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1547 

:CUBAN4_1584
if 
  44248 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1621 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1584 

:CUBAN4_1621
00BC: text_highpriority 'CUB4_P' time 10000 1  // You go and get us a little car.

:CUBAN4_1636
if 
  46776 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1673 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1636 

:CUBAN4_1673
00BC: text_highpriority 'CUB4_Q' time 10000 1  // When you get it, come back and pick up my boy, Pepe,

:CUBAN4_1688
if 
  49338 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1725 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1688 

:CUBAN4_1725
00BC: text_highpriority 'CUB4_R' time 10000 1  // and take him out to such and such...

:CUBAN4_1740
if 
  52444 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1777 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1740 

:CUBAN4_1777
00BC: text_highpriority 'CUB4_Z' time 10000 1  // their processing plant

:CUBAN4_1792
if 
  53444 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1829 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1792 

:CUBAN4_1829
00BC: text_highpriority 'CUB4_X' time 10000 1  // Whatever you say Umberto-

:CUBAN4_1844
if 
  55044 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1881 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1844 

:CUBAN4_1881
00BC: text_highpriority 'CUB4_S' time 10000 1  // Hey Tommy! Tommy! Use their solvent as an explosive.

:CUBAN4_1896
if 
  58927 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1933 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1896 

:CUBAN4_1933
00BC: text_highpriority 'CUB4_T' time 10000 1  // Boom! Bye bye!

:CUBAN4_1948
if 
  62394 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1985 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1948 

:CUBAN4_1985
00BC: text_highpriority 'CUB4_U' time 10000 1  // Umberto, what about you?

:CUBAN4_2000
if 
  64530 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2037 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2000 

:CUBAN4_2037
00BC: text_highpriority 'CUB4_V' time 10000 1  // Uhh... I'm going to stay behind, and watch over the cafe with Poppa.

:CUBAN4_2052
if 
  68153 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2089 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2052 

:CUBAN4_2089
00BC: text_highpriority 'CUB4_W' time 10000 1  // He not feeling so good. You know?

:CUBAN4_2104
if 
  69153 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2141 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2104 

:CUBAN4_2141
00BE: text_clear_all 

:CUBAN4_2143
if 
  71424 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2180 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2143 

:CUBAN4_2180
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @CUBAN4_2226 
if 
03D0:   wav 1 loaded 
jf @CUBAN4_2226 
03D1: play_wav 1 

:CUBAN4_2226
if 
fading 
jf @CUBAN4_2250 
wait 0 
jump @CUBAN4_2226 

:CUBAN4_2250
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
$1293 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
03F1: pedtype 8 add_threat 1 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#CBB)
Model.Load(#CBA)
Model.Load(#SNIPER)
Model.Load(#TEC9)
Model.Load(#VOODOO)
Model.Load(#DYNAMITE)

:CUBAN4_2380
if or
   not Model.Available(#CBA)
   not Model.Available(#CBB)
   not Model.Available(#HNA)
   not Model.Available(#HNB)
jf @CUBAN4_2418 
wait 0 
jump @CUBAN4_2380 

:CUBAN4_2418
if or
   not Model.Available(#SNIPER)
   not Model.Available(#TEC9)
   not Model.Available(#VOODOO)
   not Model.Available(#DYNAMITE)
jf @CUBAN4_2460 
wait 0 
jump @CUBAN4_2418 

:CUBAN4_2460
if 
  $ONMISSION == 0 // $ == int 
jf @CUBAN4_2670 
018A: $6113 = create_checkpoint_at -1181.2 83.8 11.3 
018A: $6110 = create_checkpoint_at -1198.4 104.8 11.1 
018A: $6111 = create_checkpoint_at -1198.4 106.6 11.1 
018A: $6112 = create_checkpoint_at -1198.9 108.3 11.1 
018A: $6107 = create_checkpoint_at -1037.4 172.3 10.0 
018A: $6108 = create_checkpoint_at -1084.1 70.2 10.8 
Actor.Create($6104, 8, #HNA, -1197.9, 82.5, 10.1)
Actor.Create($6105, 8, #HNA, -1189.0, 83.6, 10.1)
Actor.Create($6106, 8, #HNA, -1190.5, 68.5, 10.1)

:CUBAN4_2670
if 
834E:   not move_object $2192 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN4_2729 
wait 0 
jump @CUBAN4_2670 

:CUBAN4_2729
Car.Create($6147, #VOODOO, -1071.3, -608.4, 9.7)
Actor.Create($6081, 14, #CBB, -1170.0, -607.0, 10.6)
04F5: set_actor $6081 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $6081 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6081 threat_search 
02A9: set_actor $6081 immune_to_nonplayer 1 
039E: set_actor $6081 locked_while_in_vehicle 1 
0243: set_actor $6081 ped_stats_to 16 
0291: set_actor $6081 heed_threats 1 
0319: set_actor $6081 running 1 
0568: set_actor $6081 untargetable 1 
fade 1 1500 
Actor.Create($6088, 8, #HNA, -1116.8, 74.3, 10.1)
Actor.Angle($6088) = 234.8
01B2: give_actor $6088 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6088 threat_search 
0243: set_actor $6088 ped_stats_to 16 
0291: set_actor $6088 heed_threats 1 
0350: set_actor $6088 maintain_position_when_attacked 1 
Actor.Create($6089, 8, #HNB, -1179.4, 71.2, 23.9)
Actor.Angle($6089) = 270.0
01B2: give_actor $6089 weapon 28 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6089 threat_search 
0243: set_actor $6089 ped_stats_to 16 
0291: set_actor $6089 heed_threats 1 
0350: set_actor $6089 maintain_position_when_attacked 1 
Car.Create($6082, #VOODOO, -1044.5, 172.7, 9.8)
Car.Angle($6082) = 180.8
Car.ImmuneToNonPlayer($6082, True)
Car.SetMaxSpeed($6082, 0.0)
020A: set_car $6082 door_status_to 2 
00AE: set_vehicle $6082 traffic_behavior_to 2 
0129: $6084 = create_actor 14 #CBB in_car $6082 driverseat 
04F5: set_actor $6084 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $6084 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6084 threat_search 
039E: set_actor $6084 locked_while_in_vehicle 1 
0568: set_actor $6084 untargetable 1 
01C8: $6085 = create_actor_pedtype 14 model #CBA in_car $6082 passenger_seat 0 
04F5: set_actor $6085 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $6085 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6085 threat_search 
039E: set_actor $6085 locked_while_in_vehicle 1 
0568: set_actor $6085 untargetable 1 
Car.Create($6083, #VOODOO, -1040.4, 173.4, 9.9)
Car.Angle($6083) = 177.1
Car.ImmuneToNonPlayer($6083, True)
Car.SetMaxSpeed($6083, 0.0)
020A: set_car $6083 door_status_to 2 
00AE: set_vehicle $6083 traffic_behavior_to 2 
0129: $6086 = create_actor 14 #CBA in_car $6083 driverseat 
04F5: set_actor $6086 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $6086 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6086 threat_search 
039E: set_actor $6086 locked_while_in_vehicle 1 
0568: set_actor $6086 untargetable 1 
01C8: $6087 = create_actor_pedtype 14 model #CBA in_car $6083 passenger_seat 0 
04F5: set_actor $6087 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $6087 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6087 threat_search 
039E: set_actor $6087 locked_while_in_vehicle 1 
0568: set_actor $6087 untargetable 1 
04BD: set_car $6082 is_part_of_convoy 1 
04E0: car $6082 abandon_path_radius 255 
04BD: set_car $6083 is_part_of_convoy 1 
04E0: car $6083 abandon_path_radius 255 
01DF: tie_actor $6081 to_player $PLAYER_CHAR 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
00BC: text_highpriority 'CUB4_26' time 5000 1  // ~g~Take Pepe, head North into Little Haiti and steal a Voodoo car.

:CUBAN4_3393
wait 0 
if 
  $6138 == 0 // $ == int 
jf @CUBAN4_3781 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN4_3781 
00DA: $6080 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_3781 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_3763 
03F2: pedtype 8 remove_threat 1 
Marker.Disable($6107)
Marker.Disable($6108)
if 
   not Actor.Dead($6081)
jf @CUBAN4_3756 
if 
00FB:   player $PLAYER_CHAR 0 $6081 radius 8.0 8.0 8.0 
jf @CUBAN4_3756 
03CF: load_wav 'CUB4_6' as 1 

:CUBAN4_3554
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_3580 
wait 0 
jump @CUBAN4_3554 

:CUBAN4_3580
00BC: text_highpriority 'CUB4_13' time 5000 1  // Oye, let's go find our muchachos!
03D1: play_wav 1 

:CUBAN4_3599
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_3630 
wait 0 
jump @CUBAN4_3599 

:CUBAN4_3630
040D: unload_wav 1 
03D5: remove_text 'CUB4_13'  // Oye, let's go find our muchachos!
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_3689 
018A: $6107 = create_checkpoint_at -1037.4 172.3 10.0 
jump @CUBAN4_3709 

:CUBAN4_3689
018A: $6108 = create_checkpoint_at -1084.1 70.2 10.8 

:CUBAN4_3709
if 
  $6132 == 0 // $ == int 
jf @CUBAN4_3749 
00BC: text_highpriority 'CUB4_27' time 5000 1  // ~g~Go and meet up with Rico and the other Cubans.
$6132 = 1 // $ = int 

:CUBAN4_3749
$6138 = 1 // $ = int 

:CUBAN4_3756
jump @CUBAN4_3781 

:CUBAN4_3763
03F1: pedtype 8 add_threat 1 
Car.RemoveReferences($6080)
$6138 = 0 // $ = int 

:CUBAN4_3781
if 
  $6138 == 1 // $ == int 
jf @CUBAN4_5115 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_5115 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_4971 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_4904 
if 
   not Actor.Dead($6081)
jf @CUBAN4_4897 
if 
0320:   actor $6081 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_4897 
if 
00FA:   player $PLAYER_CHAR stopped 1 -1037.4 172.3 10.0 radius 3.0 3.0 10.0 
jf @CUBAN4_4890 
Marker.Disable($6107)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2 
Camera.SetPosition(-1029.6, 169.7, 13.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1030.5, 170.0, 12.9, 2)
if 
   not Car.Wrecked($6082)
jf @CUBAN4_4080 
if 
   not Car.Wrecked($6083)
jf @CUBAN4_4080 
00AE: set_vehicle $6082 traffic_behavior_to 3 
00AE: set_vehicle $6083 traffic_behavior_to 3 

:CUBAN4_4080
03CF: load_wav 'CUB4_2' as 1 
03CF: load_wav 'CUB4_1' as 2 

:CUBAN4_4104
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN4_4134 
wait 0 
jump @CUBAN4_4104 

:CUBAN4_4134
00BC: text_highpriority 'CUB4_08' time 4000 1  // Hola, amigos.
03D1: play_wav 1 

:CUBAN4_4153
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_4184 
wait 0 
jump @CUBAN4_4153 

:CUBAN4_4184
040D: unload_wav 1 
03D5: remove_text 'CUB4_08'  // Hola, amigos.
00BC: text_highpriority 'CUB4_07' time 4000 1  // Oy - the solvent is round the back, amigo.
03D1: play_wav 2 

:CUBAN4_4217
if and
83D2:   not wav 2 ended 
   not Actor.Dead($6081)
jf @CUBAN4_4248 
wait 0 
jump @CUBAN4_4217 

:CUBAN4_4248
040D: unload_wav 2 
03D5: remove_text 'CUB4_07'  // Oy - the solvent is round the back, amigo.
03CF: load_wav 'CUB4_3' as 1 
03CF: load_wav 'CUB4_4' as 2 

:CUBAN4_4286
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN4_4316 
wait 0 
jump @CUBAN4_4286 

:CUBAN4_4316
00BC: text_highpriority 'CUB4_09' time 4000 1  // Bueno. Putas. Muerte.
03D1: play_wav 1 

:CUBAN4_4335
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_4366 
wait 0 
jump @CUBAN4_4335 

:CUBAN4_4366
040D: unload_wav 1 
03D5: remove_text 'CUB4_09'  // Bueno. Putas. Muerte.
if 
   not Car.Wrecked($6082)
jf @CUBAN4_4426 
Car.SetMaxSpeed($6082, 10.0)
Car.DriveTo($6082, -1072.2, 70.7, 11.2)

:CUBAN4_4426
00BC: text_highpriority 'CUB4_10' time 4000 1  // Vamos.
03D1: play_wav 2 

:CUBAN4_4445
if and
83D2:   not wav 2 ended 
   not Actor.Dead($6081)
jf @CUBAN4_4476 
wait 0 
jump @CUBAN4_4445 

:CUBAN4_4476
040D: unload_wav 2 
03D5: remove_text 'CUB4_10'  // Vamos.
03CF: load_wav 'CUB4_5' as 1 
03CF: load_wav 'CUB4_7' as 2 

:CUBAN4_4514
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN4_4544 
wait 0 
jump @CUBAN4_4514 

:CUBAN4_4544
00BC: text_highpriority 'CUB4_11' time 4000 1  // Vamos indeed.
03D1: play_wav 1 

:CUBAN4_4563
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_4594 
wait 0 
jump @CUBAN4_4563 

:CUBAN4_4594
040D: unload_wav 1 
03D5: remove_text 'CUB4_11'  // Vamos indeed.
if 
   not Car.Wrecked($6083)
jf @CUBAN4_4654 
Car.SetMaxSpeed($6083, 10.0)
Car.DriveTo($6083, -1072.2, 70.7, 11.2)

:CUBAN4_4654
00BC: text_highpriority 'CUB4_14' time 4000 1  // Follow my compadres.
03D1: play_wav 2 

:CUBAN4_4673
if and
83D2:   not wav 2 ended 
   not Actor.Dead($6081)
jf @CUBAN4_4704 
wait 0 
jump @CUBAN4_4673 

:CUBAN4_4704
040D: unload_wav 2 
03D5: remove_text 'CUB4_14'  // Follow my compadres.
wait 3000 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_4792 
Car.SetMaxSpeed($6082, 0.0)
Car.PutAt($6082, -1101.2, 70.0, 10.8)
Car.Angle($6082) = 87.8

:CUBAN4_4792
if 
   not Car.Wrecked($6083)
jf @CUBAN4_4848 
Car.SetMaxSpeed($6083, 0.0)
Car.PutAt($6083, -1093.0, 70.6, 10.8)
Car.Angle($6083) = 90.6

:CUBAN4_4848
018A: $6108 = create_checkpoint_at -1084.1 70.2 10.8 
00BC: text_highpriority 'CUB4_28' time 5000 1  // ~g~Join the boys over at the Drug Factory.
$6139 = 1 // $ = int 

:CUBAN4_4890
$6131 = 0 // $ = int 

:CUBAN4_4897
jump @CUBAN4_4964 

:CUBAN4_4904
if 
00FA:   player $PLAYER_CHAR stopped 1 -1084.1 70.2 10.8 radius 5.0 5.0 10.0 
jf @CUBAN4_4964 
Marker.Disable($6108)
jump @CUBAN4_8219 

:CUBAN4_4964
jump @CUBAN4_5115 

:CUBAN4_4971
if 
  $6131 == 0 // $ == int 
jf @CUBAN4_5098 
03CF: load_wav 'CUB4_5A' as 1 

:CUBAN4_5001
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_5027 
wait 0 
jump @CUBAN4_5001 

:CUBAN4_5027
00BC: text_highpriority 'CUB4_12' time 5000 1  // Hey, we need a gang car!
03D1: play_wav 1 

:CUBAN4_5046
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_5077 
wait 0 
jump @CUBAN4_5046 

:CUBAN4_5077
040D: unload_wav 1 
03D5: remove_text 'CUB4_12'  // Hey, we need a gang car!
$6131 = 1 // $ = int 

:CUBAN4_5098
Marker.Disable($6107)
Marker.Disable($6108)
$6138 = 0 // $ = int 

:CUBAN4_5115
if 
  TIMERB > 5000 // @ > int 
jf @CUBAN4_5756 
if 
   not Actor.Dead($6081)
jf @CUBAN4_5727 
if 
  $6115 == 1 // $ == int 
jf @CUBAN4_5227 
if 
8320:   not actor $6081 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_5227 
00BC: text_highpriority 'CUB4_24' time 5000 1  // You've left Pepe behind, go and get him.
Marker.Disable($6107)
Marker.Disable($6108)
Marker.CreateAboveActor($6109, $6081)
$6115 = 0 // $ = int 

:CUBAN4_5227
if 
  $6115 == 0 // $ == int 
jf @CUBAN4_5720 
if 
00FB:   player $PLAYER_CHAR 0 $6081 radius 8.0 8.0 8.0 
jf @CUBAN4_5720 
01DF: tie_actor $6081 to_player $PLAYER_CHAR 
Marker.Disable($6109)
Marker.Disable($6107)
Marker.Disable($6108)
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #VOODOO 
jf @CUBAN4_5457 
if 
  $6131 == 0 // $ == int 
jf @CUBAN4_5450 
03CF: load_wav 'CUB4_5A' as 1 

:CUBAN4_5353
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_5379 
wait 0 
jump @CUBAN4_5353 

:CUBAN4_5379
00BC: text_highpriority 'CUB4_12' time 5000 1  // Hey, we need a gang car!
03D1: play_wav 1 

:CUBAN4_5398
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_5429 
wait 0 
jump @CUBAN4_5398 

:CUBAN4_5429
040D: unload_wav 1 
03D5: remove_text 'CUB4_12'  // Hey, we need a gang car!
$6131 = 1 // $ = int 

:CUBAN4_5450
jump @CUBAN4_5559 

:CUBAN4_5457
03CF: load_wav 'CUB4_6' as 1 

:CUBAN4_5469
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_5495 
wait 0 
jump @CUBAN4_5469 

:CUBAN4_5495
00BC: text_highpriority 'CUB4_13' time 5000 1  // Oye, let's go find our muchachos!
03D1: play_wav 1 

:CUBAN4_5514
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_5545 
wait 0 
jump @CUBAN4_5514 

:CUBAN4_5545
040D: unload_wav 1 
03D5: remove_text 'CUB4_13'  // Oye, let's go find our muchachos!

:CUBAN4_5559
if 
   not Actor.Dead($6081)
jf @CUBAN4_5713 
if 
0320:   actor $6081 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_5713 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_5713 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_5713 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_5713 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_5693 
018A: $6107 = create_checkpoint_at -1037.4 172.3 10.0 
jump @CUBAN4_5713 

:CUBAN4_5693
018A: $6108 = create_checkpoint_at -1084.1 70.2 10.8 

:CUBAN4_5713
$6115 = 1 // $ = int 

:CUBAN4_5720
jump @CUBAN4_5749 

:CUBAN4_5727
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_5749
$6131 = 0 // $ = int 

:CUBAN4_5756
if 
  TIMERA > 5000 // @ > int 
jf @CUBAN4_7987 
if 
   not Actor.Dead($6081)
jf @CUBAN4_7987 
if 
0320:   actor $6081 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_7987 
if 
00FB:   player $PLAYER_CHAR 0 $6081 radius 8.0 8.0 8.0 
jf @CUBAN4_7987 
if 
  $6141 == 0 // $ == int 
jf @CUBAN4_6149 
if 
0056:   player $PLAYER_CHAR 0 -1222.1 -346.7 -996.3 -365.2 
jf @CUBAN4_6149 
03CF: load_wav 'CUB4_11' as 1 

:CUBAN4_5914
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6009 
wait 0 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_5980 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6002 

:CUBAN4_5980
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6002
jump @CUBAN4_5914 

:CUBAN4_6009
00BC: text_highpriority 'CUB4_18' time 5000 1  // Man, this a nice part of town...
03D1: play_wav 1 

:CUBAN4_6028
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_6128 
wait 0 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_6099 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6121 

:CUBAN4_6099
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6121
jump @CUBAN4_6028 

:CUBAN4_6128
040D: unload_wav 1 
03D5: remove_text 'CUB4_18'  // Man, this a nice part of town...
$6141 = 1 // $ = int 

:CUBAN4_6149
if 
  $6142 == 0 // $ == int 
jf @CUBAN4_6452 
if 
0056:   player $PLAYER_CHAR 0 -989.3 -436.5 -1011.2 -500.6 
jf @CUBAN4_6452 
03CF: load_wav 'CUB4_13' as 1 

:CUBAN4_6217
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6312 
wait 0 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_6283 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6305 

:CUBAN4_6283
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6305
jump @CUBAN4_6217 

:CUBAN4_6312
00BC: text_highpriority 'CUB4_20' time 5000 1  // I had a beautiful woman... lived around this neighborhood.
03D1: play_wav 1 

:CUBAN4_6331
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_6431 
wait 0 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_6402 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6424 

:CUBAN4_6402
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6424
jump @CUBAN4_6331 

:CUBAN4_6431
040D: unload_wav 1 
03D5: remove_text 'CUB4_20'  // I had a beautiful woman... lived around this neighborhood.
$6142 = 1 // $ = int 

:CUBAN4_6452
if 
  $6143 == 0 // $ == int 
jf @CUBAN4_6755 
if 
0056:   player $PLAYER_CHAR 0 -1186.1 -95.5 -1054.3 -51.6 
jf @CUBAN4_6755 
03CF: load_wav 'CUB4_12' as 1 

:CUBAN4_6520
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6615 
wait 0 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_6586 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6608 

:CUBAN4_6586
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6608
jump @CUBAN4_6520 

:CUBAN4_6615
00BC: text_highpriority 'CUB4_19' time 5000 1  // This place is a dump, man.
03D1: play_wav 1 

:CUBAN4_6634
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_6734 
wait 0 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_6705 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6727 

:CUBAN4_6705
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6727
jump @CUBAN4_6634 

:CUBAN4_6734
040D: unload_wav 1 
03D5: remove_text 'CUB4_19'  // This place is a dump, man.
$6143 = 1 // $ = int 

:CUBAN4_6755
if 
  $6144 == 0 // $ == int 
jf @CUBAN4_7166 
if 
0056:   player $PLAYER_CHAR 0 -1063.6 101.9 -1078.9 67.0 
jf @CUBAN4_7166 
03CF: load_wav 'CUB4_14' as 1 

:CUBAN4_6823
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6972 
wait 0 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_6965 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_6965 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_6965 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_6943 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6965 

:CUBAN4_6943
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6965
jump @CUBAN4_6823 

:CUBAN4_6972
00BC: text_highpriority 'CUB4_21' time 5000 1  // You know, they do nice pizzas here.
03D1: play_wav 1 

:CUBAN4_6991
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_7145 
wait 0 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_7138 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_7138 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_7138 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_7116 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7138 

:CUBAN4_7116
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7138
jump @CUBAN4_6991 

:CUBAN4_7145
040D: unload_wav 1 
03D5: remove_text 'CUB4_21'  // You know, they do nice pizzas here.
$6144 = 1 // $ = int 

:CUBAN4_7166
if 
  $6145 == 0 // $ == int 
jf @CUBAN4_7560 
if 
  TIMERA > 60000 // @ > int 
jf @CUBAN4_7560 
03CF: load_wav 'CUB4_16' as 1 

:CUBAN4_7217
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_7366 
wait 0 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_7359 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_7359 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_7359 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_7337 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7359 

:CUBAN4_7337
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7359
jump @CUBAN4_7217 

:CUBAN4_7366
00BC: text_highpriority 'CUB4_23' time 5000 1  // You lost, man?
03D1: play_wav 1 

:CUBAN4_7385
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_7539 
wait 0 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_7532 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_7532 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_7532 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_7510 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7532 

:CUBAN4_7510
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7532
jump @CUBAN4_7385 

:CUBAN4_7539
040D: unload_wav 1 
03D5: remove_text 'CUB4_23'  // You lost, man?
$6145 = 1 // $ = int 

:CUBAN4_7560
if 
  $6146 == 0 // $ == int 
jf @CUBAN4_7987 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN4_7987 
if 
0056:   player $PLAYER_CHAR 0 -1045.9 138.2 -1012.2 198.7 
jf @CUBAN4_7987 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_7644
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_7793 
wait 0 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_7786 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_7786 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_7786 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_7764 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7786 

:CUBAN4_7764
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7786
jump @CUBAN4_7644 

:CUBAN4_7793
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_7812
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6081)
jf @CUBAN4_7966 
wait 0 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_7959 
if 
   Car.Model($6080) == #VOODOO
jf @CUBAN4_7959 
if 
00DC:   player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_7959 
if 
  $6139 == 0 // $ == int 
jf @CUBAN4_7937 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7959 

:CUBAN4_7937
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7959
jump @CUBAN4_7812 

:CUBAN4_7966
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$6146 = 1 // $ = int 

:CUBAN4_7987
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_8078 
if 
   not Actor.Dead($6088)
jf @CUBAN4_8056 
0239: actor $6088 run_to -1170.9 87.6 

:CUBAN4_8056
00BC: text_highpriority 'CUB4_04' time 5000 1  // ~r~You've alerted the base, there is no way we will get in now!
jump @CUBAN4_20181 

:CUBAN4_8078
if or
   Actor.Dead($6084)
   Actor.Dead($6085)
   Actor.Dead($6086)
   Actor.Dead($6087)
jf @CUBAN4_8131 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_8131
if or
   Car.Wrecked($6082)
   Car.Wrecked($6083)
jf @CUBAN4_8174 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_8174
if 
   Actor.Dead($6088)
jf @CUBAN4_8212 
00BC: text_highpriority 'CUB4_04' time 5000 1  // ~r~You've alerted the base, there is no way we will get in now!
jump @CUBAN4_20181 

:CUBAN4_8212
jump @CUBAN4_3393 

:CUBAN4_8219
00BC: text_highpriority 'CUB4_03' time 5000 1  // ~g~Stay in the car until safely parked inside the compound.
if 
   not Car.Wrecked($6082)
jf @CUBAN4_8280 
02C2: car $6082 drive_to_point -1108.8 69.8 10.8 
Car.SetMaxSpeed($6082, 2.0)

:CUBAN4_8280
wait 0 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_8352 
if 
01AD:   car $6082 sphere 0 near_point -1108.8 69.8 radius 3.0 3.0 
jf @CUBAN4_8345 
jump @CUBAN4_8634 

:CUBAN4_8345
jump @CUBAN4_8374 

:CUBAN4_8352
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_8374
if 
   not Car.Wrecked($6080)
jf @CUBAN4_8431 
if 
80DC:   not player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_8431 
00BC: text_highpriority 'CUB4_10' time 5000 1  // Vamos.
jump @CUBAN4_20181 

:CUBAN4_8431
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_8546 
if 
   not Actor.Dead($6089)
jf @CUBAN4_8493 
01CC: actor $6089 kill_player $PLAYER_CHAR 

:CUBAN4_8493
if 
   not Actor.Dead($6088)
jf @CUBAN4_8524 
0239: actor $6088 run_to -1170.9 87.6 

:CUBAN4_8524
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Putas. Muerte.
jump @CUBAN4_20181 

:CUBAN4_8546
if 
   Actor.Dead($6088)
jf @CUBAN4_8584 
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Putas. Muerte.
jump @CUBAN4_20181 

:CUBAN4_8584
if or
   Actor.Dead($6081)
   Car.Wrecked($6083)
jf @CUBAN4_8627 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_8627
jump @CUBAN4_8280 

:CUBAN4_8634
wait 0 
if 
  $6116 == 0 // $ == int 
jf @CUBAN4_8920 
if 
   not Actor.Dead($6088)
jf @CUBAN4_8898 
if 
80ED:   not actor $6088 0 -1115.6 71.6 radius 2.0 2.0 
jf @CUBAN4_8739 
0350: set_actor $6088 maintain_position_when_attacked 0 
0211: actor $6088 walk_to -1115.6 71.6 
jump @CUBAN4_8891 

:CUBAN4_8739
if 
0126:   actor $6088 objective_passed 
jf @CUBAN4_8891 
0350: set_actor $6088 maintain_position_when_attacked 1 
Actor.Angle($6088) = 261.1
0372: set_actor $6088 anim 16 wait_state_time 1000 ms 
03CF: load_wav 'CUB4_8' as 1 

:CUBAN4_8794
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_8820 
wait 0 
jump @CUBAN4_8794 

:CUBAN4_8820
00BC: text_highpriority 'CUB4_15' time 4000 1  // Ok, in you go...
03D1: play_wav 1 

:CUBAN4_8839
if and
83D2:   not wav 1 ended 
   not Actor.Dead($6088)
jf @CUBAN4_8870 
wait 0 
jump @CUBAN4_8839 

:CUBAN4_8870
040D: unload_wav 1 
03D5: remove_text 'CUB4_15'  // Ok, in you go...
$6116 = 1 // $ = int 

:CUBAN4_8891
jump @CUBAN4_8920 

:CUBAN4_8898
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Putas. Muerte.
jump @CUBAN4_20181 

:CUBAN4_8920
if 
  $6116 == 1 // $ == int 
jf @CUBAN4_9195 
if 
   not Actor.Dead($6088)
jf @CUBAN4_9173 
if 
80ED:   not actor $6088 0 -1116.8 74.3 radius 2.0 2.0 
jf @CUBAN4_9021 
0350: set_actor $6088 maintain_position_when_attacked 0 
0211: actor $6088 walk_to -1116.8 74.3 
jump @CUBAN4_9166 

:CUBAN4_9021
if 
0126:   actor $6088 objective_passed 
jf @CUBAN4_9166 
0350: set_actor $6088 maintain_position_when_attacked 1 
Actor.Angle($6088) = 234.8
018C: play_sound 3 at -1114.64 72.85 11.13 
018D: $313 = create_sound 2 at -1114.64 72.85 11.13 

:CUBAN4_9095
if 
834E:   not move_object $2192 to -1114.5 73.0 10.1 speed 0.1 0.1 0.0 collision_check 0 
jf @CUBAN4_9154 
wait 0 
jump @CUBAN4_9095 

:CUBAN4_9154
018E: stop_sound $313 
$6116 = 2 // $ = int 

:CUBAN4_9166
jump @CUBAN4_9195 

:CUBAN4_9173
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Putas. Muerte.
jump @CUBAN4_20181 

:CUBAN4_9195
if 
   not Car.Wrecked($6082)
jf @CUBAN4_9328 
if 
   not Car.Wrecked($6083)
jf @CUBAN4_9299 
if 
  $6116 == 2 // $ == int 
jf @CUBAN4_9292 
02C2: car $6082 drive_to_point -1126.1 70.5 10.8 
02C2: car $6083 drive_to_point -1126.1 70.5 10.8 
jump @CUBAN4_9663 

:CUBAN4_9292
jump @CUBAN4_9321 

:CUBAN4_9299
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_9321
jump @CUBAN4_9350 

:CUBAN4_9328
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_9350
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_9465 
if 
   not Actor.Dead($6089)
jf @CUBAN4_9412 
01CC: actor $6089 kill_player $PLAYER_CHAR 

:CUBAN4_9412
if 
   not Actor.Dead($6088)
jf @CUBAN4_9443 
0239: actor $6088 run_to -1170.9 87.6 

:CUBAN4_9443
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Putas. Muerte.
jump @CUBAN4_20181 

:CUBAN4_9465
if 
   not Car.Wrecked($6080)
jf @CUBAN4_9522 
if 
80DC:   not player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_9522 
00BC: text_highpriority 'CUB4_10' time 5000 1  // Vamos.
jump @CUBAN4_20181 

:CUBAN4_9522
if or
   Actor.Dead($6081)
   Car.Wrecked($6083)
jf @CUBAN4_9565 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_9565
if or
   Actor.Dead($6084)
   Actor.Dead($6085)
   Actor.Dead($6086)
   Actor.Dead($6087)
jf @CUBAN4_9618 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_9618
if 
   Actor.Dead($6088)
jf @CUBAN4_9656 
00BC: text_highpriority 'CUB4_04' time 5000 1  // ~r~You've alerted the base, there is no way we will get in now!
jump @CUBAN4_20181 

:CUBAN4_9656
jump @CUBAN4_8634 

:CUBAN4_9663
wait 0 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_10389 
if 
01AD:   car $6082 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
jf @CUBAN4_10011 
if 
  $6134 == 0 // $ == int 
jf @CUBAN4_10011 
Actor.Create($6090, 8, #HNA, -1143.4, 84.5, 11.1)
Actor.Angle($6090) = 190.2
01B2: give_actor $6090 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6090 threat_search 
0243: set_actor $6090 ped_stats_to 16 
0291: set_actor $6090 heed_threats 1 
Actor.Create($6091, 8, #HNA, -1143.4, 83.3, 11.1)
Actor.Angle($6091) = 190.2
01B2: give_actor $6091 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6091 threat_search 
0243: set_actor $6091 ped_stats_to 16 
0291: set_actor $6091 heed_threats 1 
Actor.Create($6094, 8, #HNA, -1168.2, 106.7, 10.1)
Actor.Angle($6094) = 271.4
01B2: give_actor $6094 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6094 threat_search 
0243: set_actor $6094 ped_stats_to 16 
0291: set_actor $6094 heed_threats 1 
Actor.Create($6095, 8, #HNA, -1166.0, 107.1, 10.1)
Actor.Angle($6095) = 92.5
01B2: give_actor $6095 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6095 threat_search 
0243: set_actor $6095 ped_stats_to 16 
0291: set_actor $6095 heed_threats 1 
03F9: make_actors $6094 $6095 converse_in 100000 ms 
$6134 = 1 // $ = int 

:CUBAN4_10011
if 
   not Actor.Dead($6090)
jf @CUBAN4_10389 
if 
   not Actor.Dead($6091)
jf @CUBAN4_10389 
if 
00B0:   car $6082 0 -1135.2 73.2 -1130.8 67.9 
jf @CUBAN4_10136 
if 
  $6092 == 0 // $ == int 
jf @CUBAN4_10136 
0211: actor $6090 walk_to -1141.5 73.5 
0211: actor $6091 walk_to -1141.5 64.3 
$6092 = 1 // $ = int 

:CUBAN4_10136
if 
00EC:   actor $6090 0 -1141.5 73.5 radius 2.0 2.0 
jf @CUBAN4_10389 
if 
  $6137 == 0 // $ == int 
jf @CUBAN4_10206 
TIMERB = 0 // @ = int 
$6137 = 1 // $ = int 

:CUBAN4_10206
if 
0056:   player $PLAYER_CHAR 0 -1135.2 68.2 -1140.8 73.9 
jf @CUBAN4_10286 
if 
  $6093 == 0 // $ == int 
jf @CUBAN4_10286 
0372: set_actor $6090 anim 16 wait_state_time 800 ms 
TIMERB = 0 // @ = int 
$6093 = 1 // $ = int 

:CUBAN4_10286
if 
  TIMERB > 5000 // @ > int 
jf @CUBAN4_10312 
$6093 = 1 // $ = int 

:CUBAN4_10312
if 
  $6093 == 1 // $ == int 
jf @CUBAN4_10389 
if 
  $6092 == 1 // $ == int 
jf @CUBAN4_10389 
if 
  TIMERB > 800 // @ > int 
jf @CUBAN4_10389 
0211: actor $6090 walk_to -1141.5 61.9 
$6092 = 2 // $ = int 

:CUBAN4_10389
if 
  $6117 == 0 // $ == int 
jf @CUBAN4_10523 
if 
   not Car.Wrecked($6080)
jf @CUBAN4_10501 
if 
   not Actor.Dead($6088)
jf @CUBAN4_10494 
if 
01AD:   car $6080 sphere 0 near_point -1114.6 70.5 radius 5.0 5.0 
jf @CUBAN4_10494 
0372: set_actor $6088 anim 16 wait_state_time 800 ms 
$6117 = 1 // $ = int 

:CUBAN4_10494
jump @CUBAN4_10523 

:CUBAN4_10501
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_10523
if 
   not Car.Wrecked($6080)
jf @CUBAN4_11545 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_11545 
if 
   not Car.Wrecked($6083)
jf @CUBAN4_11545 
if 
  $6118 == 0 // $ == int 
jf @CUBAN4_10671 
if 
81AD:   not car $6082 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
jf @CUBAN4_10664 
02C2: car $6082 drive_to_point -1126.1 70.5 10.8 
Car.SetMaxSpeed($6082, 5.0)
jump @CUBAN4_10671 

:CUBAN4_10664
$6118 = 1 // $ = int 

:CUBAN4_10671
if 
  $6118 == 1 // $ == int 
jf @CUBAN4_10771 
if 
81AD:   not car $6082 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 
jf @CUBAN4_10764 
02C2: car $6082 drive_to_point -1140.9 71.2 10.8 
Car.SetMaxSpeed($6082, 5.0)
jump @CUBAN4_10771 

:CUBAN4_10764
$6118 = 2 // $ = int 

:CUBAN4_10771
if 
  $6118 == 2 // $ == int 
jf @CUBAN4_10871 
if 
81AD:   not car $6082 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 
jf @CUBAN4_10864 
02C2: car $6082 drive_to_point -1160.0 70.7 11.3 
Car.SetMaxSpeed($6082, 5.0)
jump @CUBAN4_10871 

:CUBAN4_10864
$6118 = 3 // $ = int 

:CUBAN4_10871
if 
  $6118 == 3 // $ == int 
jf @CUBAN4_11031 
if 
81AD:   not car $6082 sphere 0 near_point -1180.2 92.9 radius 3.0 3.0 
jf @CUBAN4_10964 
02C2: car $6082 drive_to_point -1180.2 92.9 11.3 
Car.SetMaxSpeed($6082, 20.0)
jump @CUBAN4_11031 

:CUBAN4_10964
0477: set_car $6082 action 5 time 10000 
Car.SetMaxSpeed($6082, 0.0)
Marker.Disable($6113)
018A: $6113 = create_checkpoint_at -1181.2 83.8 11.3 
00BC: text_highpriority 'CUB4_32' time 5000 1  // ~g~Park the car at the blip and get out.
$6118 = 4 // $ = int 

:CUBAN4_11031
if 
  $6119 == 0 // $ == int 
jf @CUBAN4_11131 
if 
81AD:   not car $6083 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
jf @CUBAN4_11124 
02C2: car $6083 drive_to_point -1126.1 70.5 10.8 
Car.SetMaxSpeed($6083, 5.0)
jump @CUBAN4_11131 

:CUBAN4_11124
$6119 = 1 // $ = int 

:CUBAN4_11131
if 
  $6119 == 1 // $ == int 
jf @CUBAN4_11231 
if 
81AD:   not car $6083 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 
jf @CUBAN4_11224 
02C2: car $6083 drive_to_point -1140.9 71.2 10.8 
Car.SetMaxSpeed($6083, 5.0)
jump @CUBAN4_11231 

:CUBAN4_11224
$6119 = 2 // $ = int 

:CUBAN4_11231
if 
  $6119 == 2 // $ == int 
jf @CUBAN4_11331 
if 
81AD:   not car $6083 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 
jf @CUBAN4_11324 
02C2: car $6083 drive_to_point -1160.0 70.7 10.8 
Car.SetMaxSpeed($6083, 5.0)
jump @CUBAN4_11331 

:CUBAN4_11324
$6119 = 3 // $ = int 

:CUBAN4_11331
if 
  $6119 == 3 // $ == int 
jf @CUBAN4_11451 
if 
81AD:   not car $6083 sphere 0 near_point -1166.2 85.1 radius 3.0 3.0 
jf @CUBAN4_11424 
02C2: car $6083 drive_to_point -1166.2 85.1 10.8 
Car.SetMaxSpeed($6083, 20.0)
jump @CUBAN4_11451 

:CUBAN4_11424
0477: set_car $6083 action 4 time 10000 
Car.SetMaxSpeed($6083, 0.0)
$6119 = 4 // $ = int 

:CUBAN4_11451
if 
  $6118 == 4 // $ == int 
jf @CUBAN4_11545 
if 
81AF:   not car $6080 1 -1181.2 83.8 11.3 radius 5.0 5.0 5.0 
jf @CUBAN4_11531 
$6118 = 4 // $ = int 
jump @CUBAN4_11545 

:CUBAN4_11531
gosub @CUBAN4_20766 
jump @CUBAN4_11911 

:CUBAN4_11545
if or
   Actor.Dead($6081)
   Car.Wrecked($6082)
   Car.Wrecked($6083)
jf @CUBAN4_11593 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_11593
if or
   Actor.Dead($6084)
   Actor.Dead($6085)
   Actor.Dead($6086)
   Actor.Dead($6087)
jf @CUBAN4_11646 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing them, not us!
jump @CUBAN4_20181 

:CUBAN4_11646
if 
  $6117 == 0 // $ == int 
jf @CUBAN4_11757 
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_11757 
if 
   not Actor.Dead($6089)
jf @CUBAN4_11726 
01CC: actor $6089 kill_player $PLAYER_CHAR 

:CUBAN4_11726
if 
   not Actor.Dead($6088)
jf @CUBAN4_11757 
0239: actor $6088 run_to -1170.9 87.6 

:CUBAN4_11757
if 
   not Car.Wrecked($6080)
jf @CUBAN4_11844 
if 
0056:   player $PLAYER_CHAR 0 -1158.0 61.1 -1199.6 109.2 
jf @CUBAN4_11844 
if 
80DC:   not player $PLAYER_CHAR in_car $6080 
jf @CUBAN4_11844 
gosub @CUBAN4_20766 
jump @CUBAN4_11911 

:CUBAN4_11844
jump @CUBAN4_9663 
018A: $6110 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $6111 = create_checkpoint_at -1181.5 81.2 10.1 
018A: $6112 = create_checkpoint_at -1173.6 70.2 16.9 

:CUBAN4_11911
wait 0 
if 
  $6114 == 0 // $ == int 
jf @CUBAN4_14058 
if 
  $6131 == 0 // $ == int 
jf @CUBAN4_12003 
00BC: text_highpriority 'CUB4_29' time 5000 1  // ~g~Walk into each of the markers to plant a bomb at that location.
00BB: text_lowpriority 'CUB4_02' time 5000 1  // ~g~The bombs will be set with a 60 second timer.
00BB: text_lowpriority 'CUB4_30' time 5000 1  // ~g~After all three bombs are planted, get clear of the factory before it blows.
$6131 = 1 // $ = int 

:CUBAN4_12003
if 
  $6123 == 3 // $ == int 
jf @CUBAN4_12271 
03CF: load_wav 'CUB4_10' as 1 

:CUBAN4_12033
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_12059 
wait 0 
jump @CUBAN4_12033 

:CUBAN4_12059
00BC: text_highpriority 'CUB4_17' time 5000 1  // RUN!!
00BB: text_lowpriority 'CUB4_31' time 5000 1  // ~g~Get clear of the factory!!
03D1: play_wav 1 

:CUBAN4_12093
if 
83D2:   not wav 1 ended 
jf @CUBAN4_12119 
wait 0 
jump @CUBAN4_12093 

:CUBAN4_12119
040D: unload_wav 1 
03D5: remove_text 'CUB4_17'  // RUN!!
if 
   not Actor.Dead($6084)
jf @CUBAN4_12164 
0350: set_actor $6084 maintain_position_when_attacked 0 
01DF: tie_actor $6084 to_player $PLAYER_CHAR 

:CUBAN4_12164
if 
   not Actor.Dead($6085)
jf @CUBAN4_12195 
0350: set_actor $6085 maintain_position_when_attacked 0 
01DF: tie_actor $6085 to_player $PLAYER_CHAR 

:CUBAN4_12195
if 
   not Actor.Dead($6086)
jf @CUBAN4_12226 
0350: set_actor $6086 maintain_position_when_attacked 0 
01DF: tie_actor $6086 to_player $PLAYER_CHAR 

:CUBAN4_12226
if 
   not Actor.Dead($6087)
jf @CUBAN4_12257 
0350: set_actor $6087 maintain_position_when_attacked 0 
01DF: tie_actor $6087 to_player $PLAYER_CHAR 

:CUBAN4_12257
$6114 = 1 // $ = int 
jump @CUBAN4_13218 

:CUBAN4_12271
if 
  $6124 == 0 // $ == int 
jf @CUBAN4_12570 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1187.2 103.0 10.1 radius 1.0 1.0 2.0 
jf @CUBAN4_12570 
if 
  $6122 == 0 // $ == int 
jf @CUBAN4_12369 
TIMERA = 0 // @ = int 
$6122 = 1 // $ = int 

:CUBAN4_12369
wait 0 
if 
  2100 > TIMERA // int > @ 
jf @CUBAN4_12467 
if 
  $6127 == 0 // $ == int 
jf @CUBAN4_12453 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Angle($PLAYER_ACTOR) = 344.6
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$6127 = 1 // $ = int 

:CUBAN4_12453
jump @CUBAN4_12369 
jump @CUBAN4_12570 

:CUBAN4_12467
018C: play_sound 16 at -1187.2 104.2 11.2 
Object.Create($6101, #DYNAMITE, -1187.2, 104.2, 11.2)
Object.CollisionDetection($6101, False)
Object.ToggleInMovingList($6101, False)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$6127 = 0 // $ = int 
$6122 = 0 // $ = int 
$6124 = 1 // $ = int 
Marker.Disable($6110)
$6123 += 1 // $ += int 

:CUBAN4_12570
if 
  $6125 == 0 // $ == int 
jf @CUBAN4_12869 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1180.2 81.2 10.1 radius 1.0 1.0 2.0 
jf @CUBAN4_12869 
if 
  $6122 == 0 // $ == int 
jf @CUBAN4_12668 
TIMERA = 0 // @ = int 
$6122 = 1 // $ = int 

:CUBAN4_12668
wait 0 
if 
  2100 > TIMERA // int > @ 
jf @CUBAN4_12766 
if 
  $6127 == 0 // $ == int 
jf @CUBAN4_12752 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Angle($PLAYER_ACTOR) = 25.0
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$6127 = 1 // $ = int 

:CUBAN4_12752
jump @CUBAN4_12668 
jump @CUBAN4_12869 

:CUBAN4_12766
018C: play_sound 16 at -1181.5 82.1 11.2 
Object.Create($6102, #DYNAMITE, -1181.5, 82.1, 11.2)
Object.CollisionDetection($6102, False)
Object.ToggleInMovingList($6102, False)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$6127 = 0 // $ = int 
$6122 = 0 // $ = int 
$6125 = 1 // $ = int 
Marker.Disable($6111)
$6123 += 1 // $ += int 

:CUBAN4_12869
if 
  $6126 == 0 // $ == int 
jf @CUBAN4_13168 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1173.6 70.2 16.9 radius 1.0 1.0 2.0 
jf @CUBAN4_13168 
if 
  $6122 == 0 // $ == int 
jf @CUBAN4_12967 
TIMERA = 0 // @ = int 
$6122 = 1 // $ = int 

:CUBAN4_12967
wait 0 
if 
  2100 > TIMERA // int > @ 
jf @CUBAN4_13065 
if 
  $6127 == 0 // $ == int 
jf @CUBAN4_13051 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Angle($PLAYER_ACTOR) = 7.5
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$6127 = 1 // $ = int 

:CUBAN4_13051
jump @CUBAN4_12967 
jump @CUBAN4_13168 

:CUBAN4_13065
018C: play_sound 16 at -1174.0 71.1 18.0 
Object.Create($6103, #DYNAMITE, -1174.0, 71.1, 18.0)
Object.CollisionDetection($6103, False)
Object.ToggleInMovingList($6103, False)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$6127 = 0 // $ = int 
$6122 = 0 // $ = int 
$6126 = 1 // $ = int 
Marker.Disable($6112)
$6123 += 1 // $ += int 

:CUBAN4_13168
if 
  $6123 == 1 // $ == int 
jf @CUBAN4_13218 
if 
  $6128 == 0 // $ == int 
jf @CUBAN4_13218 
014E: start_timer_at $6129 count_in_direction 1 
$6128 = 1 // $ = int 

:CUBAN4_13218
if 
  $6140 == 0 // $ == int 
jf @CUBAN4_13594 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_13408 
020A: set_car $6082 door_status_to 1 
Car.ImmuneToNonPlayer($6082, False)
if 
   not Actor.Dead($6084)
jf @CUBAN4_13337 
0243: set_actor $6084 ped_stats_to 16 
01D3: actor $6084 leave_car $6082 
011A: set_actor $6084 search_threat 256 
011A: set_actor $6084 search_threat 64 
011A: set_actor $6084 search_threat 65536 
0239: actor $6084 run_to -1184.6 92.3 

:CUBAN4_13337
if 
   not Actor.Dead($6085)
jf @CUBAN4_13408 
0243: set_actor $6085 ped_stats_to 16 
01D3: actor $6085 leave_car $6082 
011A: set_actor $6085 search_threat 256 
011A: set_actor $6085 search_threat 64 
011A: set_actor $6085 search_threat 65536 
0239: actor $6085 run_to -1184.9 100.2 

:CUBAN4_13408
if 
   not Car.Wrecked($6083)
jf @CUBAN4_13580 
020A: set_car $6083 door_status_to 1 
Car.ImmuneToNonPlayer($6083, False)
if 
   not Actor.Dead($6086)
jf @CUBAN4_13509 
0243: set_actor $6086 ped_stats_to 16 
01D3: actor $6086 leave_car $6083 
011A: set_actor $6086 search_threat 256 
011A: set_actor $6086 search_threat 64 
011A: set_actor $6086 search_threat 65536 
0239: actor $6086 run_to -1157.7 73.5 

:CUBAN4_13509
if 
   not Actor.Dead($6087)
jf @CUBAN4_13580 
0243: set_actor $6087 ped_stats_to 16 
01D3: actor $6087 leave_car $6083 
011A: set_actor $6087 search_threat 256 
011A: set_actor $6087 search_threat 64 
011A: set_actor $6087 search_threat 65536 
0239: actor $6087 run_to -1157.5 69.5 

:CUBAN4_13580
$6140 = 1 // $ = int 
jump @CUBAN4_14058 

:CUBAN4_13594
if 
   not Actor.Dead($6084)
jf @CUBAN4_13710 
if 
80ED:   not actor $6084 0 -1184.6 92.3 radius 1.0 1.0 
jf @CUBAN4_13677 
0350: set_actor $6084 maintain_position_when_attacked 0 
0239: actor $6084 run_to -1184.6 92.3 
jump @CUBAN4_13710 

:CUBAN4_13677
if 
0126:   actor $6084 objective_passed 
jf @CUBAN4_13710 
0350: set_actor $6084 maintain_position_when_attacked 1 
Actor.Angle($6084) = 256.8

:CUBAN4_13710
if 
   not Actor.Dead($6085)
jf @CUBAN4_13826 
if 
80ED:   not actor $6085 0 -1184.9 100.2 radius 1.0 1.0 
jf @CUBAN4_13793 
0350: set_actor $6085 maintain_position_when_attacked 0 
0239: actor $6085 run_to -1184.9 100.2 
jump @CUBAN4_13826 

:CUBAN4_13793
if 
0126:   actor $6085 objective_passed 
jf @CUBAN4_13826 
0350: set_actor $6085 maintain_position_when_attacked 1 
Actor.Angle($6085) = 257.4

:CUBAN4_13826
if 
   not Actor.Dead($6086)
jf @CUBAN4_13942 
if 
80ED:   not actor $6086 0 -1157.7 73.5 radius 1.0 1.0 
jf @CUBAN4_13909 
0350: set_actor $6086 maintain_position_when_attacked 0 
0239: actor $6086 run_to -1157.7 73.5 
jump @CUBAN4_13942 

:CUBAN4_13909
if 
0126:   actor $6086 objective_passed 
jf @CUBAN4_13942 
0350: set_actor $6086 maintain_position_when_attacked 1 
Actor.Angle($6086) = 256.8

:CUBAN4_13942
if 
   not Actor.Dead($6087)
jf @CUBAN4_14058 
if 
80ED:   not actor $6087 0 -1157.5 69.5 radius 1.0 1.0 
jf @CUBAN4_14025 
0350: set_actor $6087 maintain_position_when_attacked 0 
0239: actor $6087 run_to -1157.5 69.5 
jump @CUBAN4_14058 

:CUBAN4_14025
if 
0126:   actor $6087 objective_passed 
jf @CUBAN4_14058 
0350: set_actor $6087 maintain_position_when_attacked 1 
Actor.Angle($6087) = 257.4

:CUBAN4_14058
if 
  $6128 == 1 // $ == int 
jf @CUBAN4_14116 
if 
  $6129 == 0 // $ == int 
jf @CUBAN4_14116 
00BC: text_highpriority 'CUB4_06' time 5000 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
jump @CUBAN4_20181 

:CUBAN4_14116
if 
  $6114 == 1 // $ == int 
jf @CUBAN4_20096 
if 
0056:   player $PLAYER_CHAR 0 -1077.4 125.9 -1200.0 47.9 
jf @CUBAN4_14186 
$6114 = 1 // $ = int 
jump @CUBAN4_20096 

:CUBAN4_14186
0395: clear_area 1 at -1191.1 84.8 11.1 range 50.0 
014F: stop_timer $6129 
if 
   not Actor.Dead($6090)
jf @CUBAN4_14236 
Actor.RemoveReferences($6090)

:CUBAN4_14236
if 
   not Actor.Dead($6091)
jf @CUBAN4_14257 
Actor.RemoveReferences($6091)

:CUBAN4_14257
if 
   not Actor.Dead($6094)
jf @CUBAN4_14278 
Actor.RemoveReferences($6094)

:CUBAN4_14278
if 
   not Actor.Dead($6095)
jf @CUBAN4_14299 
Actor.RemoveReferences($6095)

:CUBAN4_14299
if 
   not Actor.Dead($6104)
jf @CUBAN4_14320 
Actor.RemoveReferences($6104)

:CUBAN4_14320
if 
   not Actor.Dead($6105)
jf @CUBAN4_14341 
Actor.RemoveReferences($6105)

:CUBAN4_14341
if 
   not Actor.Dead($6106)
jf @CUBAN4_14362 
Actor.RemoveReferences($6106)

:CUBAN4_14362
if 
   not Car.Wrecked($6082)
jf @CUBAN4_14383 
Car.RemoveReferences($6082)

:CUBAN4_14383
Actor.Create($6090, 8, #HNA, -1180.2, 81.2, 10.1)
Actor.Angle($6090) = 25.0
0372: set_actor $6090 anim 25 wait_state_time 999999 ms 
Actor.Create($6091, 8, #HNA, -1197.1, 70.3, 10.1)
0245: set_actor $6091 walk_style_to 50 
0239: actor $6091 run_to -1169.6 109.2 
Actor.Create($6094, 8, #HNA, -1197.4, 74.9, 10.1)
0245: set_actor $6094 walk_style_to 50 
0239: actor $6094 run_to -1169.6 109.2 
Actor.Create($6095, 8, #HNA, -1189.8, 81.2, 10.1)
0245: set_actor $6095 walk_style_to 50 
0239: actor $6095 run_to -1169.6 109.2 
Actor.Create($6104, 8, #HNA, -1189.0, 83.6, 10.1)
0245: set_actor $6104 walk_style_to 50 
0239: actor $6104 run_to -1169.6 109.2 
Actor.Create($6105, 8, #HNA, -1190.5, 68.5, 10.1)
0245: set_actor $6105 walk_style_to 50 
0239: actor $6105 run_to -1169.6 109.2 
Car.Create($6082, #VOODOO, -1166.2, 85.1, 9.8)
Car.Angle($6082) = 112.8
wait 1000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
Camera.SetPosition(-1198.59, 75.79, 13.74, 0.0, 0.0, 0.0)
Camera.PointAt(-1184.6, 74.4, 15.3, 2)
wait 2000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1175.8 70.6 16.9 
020C: create_explosion 11 at -1175.8 70.6 16.9 
020C: create_explosion 1 at -1175.8 70.6 16.9 
020C: create_explosion 6 at -1175.8 70.6 16.9 
Camera.Shake(900)
wait 1000 
Camera.SetPosition(-1196.61, 68.74, 18.19, 0.0, 0.0, 0.0)
Camera.PointAt(-1187.74, 83.15, 14.59, 2)
wait 500 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
Camera.Shake(300)
wait 300 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
Camera.Shake(200)
wait 200 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(1400)
wait 1500 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
Camera.Shake(400)
wait 400 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(300)
wait 300 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(1400)
wait 1500 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
Camera.Shake(200)
wait 200 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(900)
wait 1000 
Camera.SetPosition(-1159.03, 108.49, 15.35, 0.0, 0.0, 0.0)
Camera.PointAt(-1180.11, 90.65, 16.05, 2)
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
Camera.Shake(600)
wait 600 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(200)
wait 200 
020C: create_explosion 2 at -1197.0 89.5 17.1 
020C: create_explosion 11 at -1197.0 89.5 17.1 
020C: create_explosion 1 at -1197.0 89.5 17.1 
020C: create_explosion 6 at -1197.0 89.5 17.1 
020C: create_explosion 2 at -1197.0 89.5 10.1 
020C: create_explosion 11 at -1197.0 89.5 10.1 
020C: create_explosion 1 at -1197.0 89.5 10.1 
020C: create_explosion 6 at -1197.0 89.5 10.1 
020C: create_explosion 2 at -1196.61 68.74 18.19 
020C: create_explosion 11 at -1196.61 68.74 18.19 
020C: create_explosion 1 at -1196.61 68.74 18.19 
020C: create_explosion 6 at -1196.61 68.74 18.19 
Camera.Shake(1000)
wait 1000 
020C: create_explosion 2 at -1171.06 68.74 20.34 
020C: create_explosion 11 at -1171.06 68.74 20.34 
020C: create_explosion 1 at -1171.06 68.74 20.34 
020C: create_explosion 6 at -1171.06 68.74 20.34 
020C: create_explosion 2 at -1171.06 74.74 20.34 
020C: create_explosion 11 at -1171.06 74.74 20.34 
020C: create_explosion 1 at -1171.06 74.74 20.34 
020C: create_explosion 6 at -1171.06 74.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1171.06 79.74 20.34 
020C: create_explosion 11 at -1171.06 79.74 20.34 
020C: create_explosion 1 at -1171.06 79.74 20.34 
020C: create_explosion 6 at -1171.06 79.74 20.34 
020C: create_explosion 2 at -1171.06 85.74 20.34 
020C: create_explosion 11 at -1171.06 85.74 20.34 
020C: create_explosion 1 at -1171.06 85.74 20.34 
020C: create_explosion 6 at -1171.06 85.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1171.06 90.74 20.34 
020C: create_explosion 11 at -1171.06 90.74 20.34 
020C: create_explosion 1 at -1171.06 90.74 20.34 
020C: create_explosion 6 at -1171.06 90.74 20.34 
020C: create_explosion 2 at -1171.06 96.74 20.34 
020C: create_explosion 11 at -1171.06 96.74 20.34 
020C: create_explosion 1 at -1171.06 96.74 20.34 
020C: create_explosion 6 at -1171.06 96.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1171.06 103.74 20.34 
020C: create_explosion 11 at -1171.06 103.74 20.34 
020C: create_explosion 1 at -1171.06 103.74 20.34 
020C: create_explosion 6 at -1171.06 103.74 20.34 
020C: create_explosion 2 at -1179.06 105.74 20.34 
020C: create_explosion 11 at -1179.06 105.74 20.34 
020C: create_explosion 1 at -1179.06 105.74 20.34 
020C: create_explosion 6 at -1179.06 105.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1188.06 105.74 20.34 
020C: create_explosion 11 at -1188.06 105.74 20.34 
020C: create_explosion 1 at -1188.06 105.74 20.34 
020C: create_explosion 6 at -1188.06 105.74 20.34 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_19771 
if 
80DC:   not player $PLAYER_CHAR in_car $6082 
jf @CUBAN4_19771 
03F5: set_vehicle $6082 apply_damage_rules 1 
020B: explode_car $6082 

:CUBAN4_19771
if 
   not Car.Wrecked($6083)
jf @CUBAN4_19818 
if 
80DC:   not player $PLAYER_CHAR in_car $6083 
jf @CUBAN4_19818 
03F5: set_vehicle $6083 apply_damage_rules 1 
020B: explode_car $6083 

:CUBAN4_19818
0169: set_fade_color 255 255 255 
fade 0 400 
020C: create_explosion 6 at -1159.03 108.49 10.35 

:CUBAN4_19855
if 
fading 
jf @CUBAN4_19879 
wait 0 
jump @CUBAN4_19855 

:CUBAN4_19879
if 
   not Player.Wasted($PLAYER_CHAR)
jf @CUBAN4_19923 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN 

:CUBAN4_19923
if 
   not Player.Wasted($PLAYER_CHAR)
jf @CUBAN4_19967 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL 

:CUBAN4_19967
if 
   not Player.Wasted($PLAYER_CHAR)
jf @CUBAN4_20011 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN 

:CUBAN4_20011
Object.Destroy($6101)
Object.Destroy($6102)
Object.Destroy($6103)
$6129 = 0 // $ = int 
020C: create_explosion 6 at -1159.03 108.49 10.35 
fade 1 1600 
wait 5000 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
jump @CUBAN4_20198 

:CUBAN4_20096
if 
   not $6123 == 3 // $ == int 
jf @CUBAN4_20174 
if 
8056:   not player $PLAYER_CHAR 0 -1111.6 125.9 -1200.0 47.9 
jf @CUBAN4_20174 
00BC: text_highpriority 'CUB4_06' time 5000 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
jump @CUBAN4_20181 

:CUBAN4_20174
jump @CUBAN4_11911 

:CUBAN4_20181
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:CUBAN4_20198
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 

:CUBAN4_20239
if 
834E:   not move_object $2192 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN4_20298 
wait 0 
jump @CUBAN4_20239 

:CUBAN4_20298
0318: set_latest_mission_passed 'CUB_4'  // Trojan Voodoo
Marker.Disable($581)
015C: set_zone_gang_info 'GHETTO1' 1 13 0 100 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 0 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 1 13 100 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 100 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 
03F2: pedtype 8 remove_threat 128 
03F2: pedtype 7 remove_threat 256 
if 
  $6129 == 0 // $ == int 
jf @CUBAN4_20651 
032B: $6100 = create_weapon_pickup #MINIGUN 15 ammo 100 at -1184.17 102.62 17.5 
$6129 = 1 // $ = int 

:CUBAN4_20651
$585 = 1 // $ = int 
return 

:CUBAN4_20660
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
03F2: pedtype 8 remove_threat 16384 
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#CBA)
Model.Destroy(#CBB)
Model.Destroy(#SNIPER)
Model.Destroy(#TEC9)
Model.Destroy(#VOODOO)
Model.Destroy(#DYNAMITE)
014F: stop_timer $6129 
Marker.Disable($6107)
Marker.Disable($6108)
Marker.Disable($6109)
Marker.Disable($6110)
Marker.Disable($6111)
Marker.Disable($6112)
Marker.Disable($6113)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:CUBAN4_20766
Marker.Disable($6113)
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
018A: $6110 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $6111 = create_checkpoint_at -1180.2 81.2 10.1 
018A: $6112 = create_checkpoint_at -1173.6 70.2 16.9 
if 
   not Actor.Dead($6081)
jf @CUBAN4_20877 
011A: set_actor $6081 search_threat 256 
011A: set_actor $6081 search_threat 64 
02A9: set_actor $6081 immune_to_nonplayer 0 

:CUBAN4_20877
if 
   not Actor.Dead($6090)
jf @CUBAN4_20933 
011A: set_actor $6090 search_threat 128 
011A: set_actor $6090 search_threat 1 
011A: set_actor $6090 search_threat 64 
Actor.Angle($6090) = 4.7
01CC: actor $6090 kill_player $PLAYER_CHAR 

:CUBAN4_20933
if 
   not Actor.Dead($6091)
jf @CUBAN4_20989 
011A: set_actor $6091 search_threat 128 
011A: set_actor $6091 search_threat 1 
011A: set_actor $6091 search_threat 64 
Actor.Angle($6091) = 4.7
01CC: actor $6091 kill_player $PLAYER_CHAR 

:CUBAN4_20989
if 
   not Actor.Dead($6094)
jf @CUBAN4_21056 
011A: set_actor $6094 search_threat 128 
011A: set_actor $6094 search_threat 1 
011A: set_actor $6094 search_threat 64 
if 
   not Actor.Dead($6095)
jf @CUBAN4_21056 
03F9: make_actors $6094 $6095 converse_in 100000 ms 

:CUBAN4_21056
if 
   not Actor.Dead($6095)
jf @CUBAN4_21094 
011A: set_actor $6095 search_threat 128 
011A: set_actor $6095 search_threat 1 
011A: set_actor $6095 search_threat 64 

:CUBAN4_21094
if 
   not Actor.Dead($6088)
jf @CUBAN4_21149 
011A: set_actor $6088 search_threat 128 
011A: set_actor $6088 search_threat 1 
011A: set_actor $6088 search_threat 64 
Actor.Angle($6088) = 109.6
0350: set_actor $6088 maintain_position_when_attacked 1 

:CUBAN4_21149
Actor.Create($6099, 8, #HNA, -1115.2, 67.0, 10.1)
Actor.Angle($6099) = 85.4
01B2: give_actor $6099 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6099 threat_search 
0243: set_actor $6099 ped_stats_to 16 
011A: set_actor $6099 search_threat 128 
011A: set_actor $6099 search_threat 1 
011A: set_actor $6099 search_threat 64 
0291: set_actor $6099 heed_threats 1 
0350: set_actor $6099 maintain_position_when_attacked 1 
Actor.Create($6096, 8, #HNA, -1182.3, 80.5, 10.1)
Actor.Angle($6096) = 355.1
01B2: give_actor $6096 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6096 threat_search 
0243: set_actor $6096 ped_stats_to 16 
011A: set_actor $6096 search_threat 128 
011A: set_actor $6096 search_threat 1 
011A: set_actor $6096 search_threat 64 
0291: set_actor $6096 heed_threats 1 
0350: set_actor $6096 maintain_position_when_attacked 1 
Actor.Create($6097, 8, #HNA, -1192.2, 102.7, 10.1)
Actor.Angle($6097) = 109.6
01B2: give_actor $6097 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6097 threat_search 
0243: set_actor $6097 ped_stats_to 16 
011A: set_actor $6097 search_threat 128 
011A: set_actor $6097 search_threat 1 
011A: set_actor $6097 search_threat 64 
0291: set_actor $6097 heed_threats 1 
0350: set_actor $6097 maintain_position_when_attacked 1 
Actor.Create($6098, 8, #HNA, -1183.4, 67.0, 16.9)
Actor.Angle($6098) = 12.0
01B2: give_actor $6098 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6098 threat_search 
0243: set_actor $6098 ped_stats_to 16 
011A: set_actor $6098 search_threat 128 
011A: set_actor $6098 search_threat 1 
011A: set_actor $6098 search_threat 64 
0291: set_actor $6098 heed_threats 1 
0350: set_actor $6098 maintain_position_when_attacked 1 
Actor.Create($6104, 8, #HNA, -1197.9, 82.5, 10.1)
Actor.Angle($6104) = 347.0
01B2: give_actor $6104 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6104 threat_search 
0243: set_actor $6104 ped_stats_to 16 
011A: set_actor $6104 search_threat 128 
011A: set_actor $6104 search_threat 1 
011A: set_actor $6104 search_threat 64 
0291: set_actor $6104 heed_threats 1 
0350: set_actor $6104 maintain_position_when_attacked 1 
Actor.Create($6105, 8, #HNA, -1189.0, 83.6, 10.1)
Actor.Angle($6105) = 20.0
01B2: give_actor $6105 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6105 threat_search 
0243: set_actor $6105 ped_stats_to 16 
011A: set_actor $6105 search_threat 128 
011A: set_actor $6105 search_threat 1 
011A: set_actor $6105 search_threat 64 
0291: set_actor $6105 heed_threats 1 
0350: set_actor $6105 maintain_position_when_attacked 1 
Actor.Create($6106, 8, #HNA, -1190.5, 68.5, 10.1)
Actor.Angle($6106) = 13.8
01B2: give_actor $6106 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $6106 threat_search 
0243: set_actor $6106 ped_stats_to 16 
011A: set_actor $6106 search_threat 128 
011A: set_actor $6106 search_threat 1 
011A: set_actor $6106 search_threat 64 
0291: set_actor $6106 heed_threats 1 
0350: set_actor $6106 maintain_position_when_attacked 1 
if 
   not Car.Wrecked($6082)
jf @CUBAN4_21816 
Car.ImmuneToNonPlayer($6082, True)

:CUBAN4_21816
if 
   not Car.Wrecked($6083)
jf @CUBAN4_21839 
Car.ImmuneToNonPlayer($6083, True)

:CUBAN4_21839
03F1: pedtype 8 add_threat 1 
03F1: pedtype 8 add_threat 16384 
03CF: load_wav 'CUB4_9' as 1 

:CUBAN4_21864
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_21890 
wait 0 
jump @CUBAN4_21864 

:CUBAN4_21890
00BC: text_highpriority 'CUB4_16' time 4000 1  // I'm going to plant the bomb, cover me!
03D1: play_wav 1 

:CUBAN4_21909
if 
83D2:   not wav 1 ended 
jf @CUBAN4_21935 
wait 0 
jump @CUBAN4_21909 

:CUBAN4_21935
040D: unload_wav 1 
03D5: remove_text 'CUB4_16'  // I'm going to plant the bomb, cover me!

:CUBAN4_21949
if 
834E:   not move_object $2192 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN4_22008 
wait 0 
jump @CUBAN4_21949 

:CUBAN4_22008
return 

//-------------Mission 60---------------
// Originally: Juju Scramble

:HAIT1
script_name 'HAIT1' 
gosub @HAIT1_46 
if 
wasted_or_busted 
jf @HAIT1_37 
gosub @HAIT1_5507 

:HAIT1_37
gosub @HAIT1_5590 
terminate_this_script 

:HAIT1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$6150 = 0 // $ = int 
$6151 = 0 // $ = int 
$6152 = -1162.82 // $ = float 
$6153 = -19.06 // $ = float 
$6154 = 16.14 // $ = float 
$6155 = 0 // $ = int 
$6157 = -1154.48 // $ = float 
$6158 = -30.59 // $ = float 
$6159 = 19.08 // $ = float 
$6160 = 12.22 // $ = float 
$6162 = -1160.49 // $ = float 
$6163 = -30.37 // $ = float 
$6164 = 19.08 // $ = float 
$6165 = 12.22 // $ = float 
$6167 = -1142.84 // $ = float 
$6168 = -6.34 // $ = float 
$6169 = 22.97 // $ = float 
$6170 = 84.66 // $ = float 
$6172 = -1143.56 // $ = float 
$6173 = -16.69 // $ = float 
$6174 = 22.9 // $ = float 
$6175 = 84.66 // $ = float 
$6178 = 0 // $ = int 
$6179 = 0 // $ = int 
$6181 = -995.87 // $ = float 
$6182 = -32.49 // $ = float 
$6183 = 10.89 // $ = float 
$6180 = 61000 // $ = int 
$6264 = 0 // $ = int 
$6265 = 0 // $ = int 
$6184 = 0 // $ = int 
$6185 = 0 // $ = int 
$6186 = 0 // $ = int 
$6189 = 0 // $ = int 
$6190 = -966.67 // $ = float 
$6191 = -36.7 // $ = float 
$6192 = -100.0 // $ = float 
$6193 = 90.0 // $ = float 
$6194 = 100 // $ = int 
$6234 = 0 // $ = int 
$6196 = 0 // $ = int 
$6197 = -969.82 // $ = float 
$6198 = -46.22 // $ = float 
$6199 = 9.91 // $ = float 
$6200 = 0.0 // $ = float 
$6201 = 100 // $ = int 
$6203 = 0 // $ = int 
$6204 = 0 // $ = int 
$6206 = 0 // $ = int 
$6207 = -968.1 // $ = float 
$6208 = -28.41 // $ = float 
$6209 = 9.94 // $ = float 
$6210 = 0.0 // $ = float 
$6211 = 100 // $ = int 
$6212 = 0 // $ = int 
$6214 = 0 // $ = int 
$6217 = 0 // $ = int 
$6218 = 0 // $ = int 
$6220 = -914.55 // $ = float 
$6221 = 344.73 // $ = float 
$6222 = -100.0 // $ = float 
$6219 = 61000 // $ = int 
$6238 = 0 // $ = int 
$6223 = 0 // $ = int 
$6224 = 0 // $ = int 
$6224 = 0 // $ = int 
$6226 = 0 // $ = int 
$6228 = 0 // $ = int 
$6229 = -904.85 // $ = float 
$6230 = 299.418 // $ = float 
$6231 = 10.26 // $ = float 
$6232 = 0.0 // $ = float 
$6233 = 100 // $ = int 
$6235 = 0 // $ = int 
$6239 = 0 // $ = int 
$6240 = -903.07 // $ = float 
$6241 = 299.196 // $ = float 
$6242 = 10.26 // $ = float 
$6243 = 0.0 // $ = float 
$6244 = -914.55 // $ = float 
$6245 = 344.73 // $ = float 
$6246 = 10.26 // $ = float 
$6247 = 100 // $ = int 
$6253 = 0 // $ = int 
$6255 = 0 // $ = int 
$6256 = -957.891 // $ = float 
$6257 = 139.084 // $ = float 
$6258 = 8.26 // $ = float 
$6259 = 0 // $ = int 
$6260 = 0 // $ = int 
$6261 = 0 // $ = int 
$6262 = 0 // $ = int 
$6263 = 0 // $ = int 
$6248 = 0 // $ = int 
$6249 = 0 // $ = int 
$6250 = 0 // $ = int 
$6268 = 0.0 // $ = float 
$6269 = 0.0 // $ = float 
$6270 = 0.0 // $ = float 
$6272 = 0 // $ = int 
$6276 = -990.11 // $ = float 
$6277 = -34.5 // $ = float 
$6278 = 9.72 // $ = float 
$6279 = 0 // $ = int 
$6280 = 0 // $ = int 
$6281 = -913.827 // $ = float 
$6282 = 325.343 // $ = float 
$6283 = 10.249 // $ = float 
$6284 = 0 // $ = int 
$6285 = 0 // $ = int 
$6286 = 0 // $ = int 
$6287 = 0 // $ = int 
$6288 = 0 // $ = int 
$6289 = 0 // $ = int 
$6290 = 0 // $ = int 
$6291 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'HAIT1' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'KETTLE' 
Camera.SetAtPos(-962.697, 149.793, 10.21)
select_interior 12 
04F9: set_extra_colors 13 fade 0 
038B: load_requested_models 

:HAIT1_1168
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @HAIT1_1208 
wait 0 
jump @HAIT1_1168 

:HAIT1_1208
02E4: load_cutscene_data 'HAT_1' 
0244: set_cutscene_pos -962.799 148.391 8.355 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $473 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $473 'APOULET' 
02E5: $517 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $517 'HTABLE' 
02E5: $516 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $516 'KETTLE' 
0395: clear_area 1 at -962.53 141.69 8.25 range 2.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT1_1400
if 
  2089 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1435 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1400 

:HAIT1_1435
00BC: text_highpriority 'HAM1_A' time 10000 1  // Hello? Hello?

:HAIT1_1450
if 
  6844 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1485 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1450 

:HAIT1_1485
00BC: text_highpriority 'HAM1_B' time 10000 1  // Come in, my dear, and rest your soles.

:HAIT1_1500
if 
  9955 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1535 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1500 

:HAIT1_1535
00BC: text_highpriority 'HAM1_C' time 10000 1  // You must be the big bad man me grandaddy been chattin' 'bout.

:HAIT1_1550
if 
  13943 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1585 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1550 

:HAIT1_1585
00BC: text_highpriority 'HAM1_D' time 10000 1  // Tells me tings about you, you know, when he visits,

:HAIT1_1600
if 
  16609 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1600 

:HAIT1_1635
00BC: text_highpriority 'HAM1_E' time 10000 1  // and about the others who wait for you.

:HAIT1_1650
if 
  19208 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1685 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1650 

:HAIT1_1685
00BC: text_highpriority 'HAM1_F' time 10000 1  // Now, we all dead for long time, but you,

:HAIT1_1700
if 
  21822 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1735 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1700 

:HAIT1_1735
00BC: text_highpriority 'HAM1_G' time 10000 1  // I wouldn't want to be in your shoes, ha ha ha ha ha!

:HAIT1_1750
if 
  24520 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1785 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1750 

:HAIT1_1785
00BC: text_highpriority 'HAM1_H' time 10000 1  // I got a message to come here.

:HAIT1_1800
if 
  26563 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1800 

:HAIT1_1835
00BC: text_highpriority 'HAM1_I' time 10000 1  // Can you hear dem?

:HAIT1_1850
if 
  28200 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1885 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1850 

:HAIT1_1885
00BC: text_highpriority 'HAM1_J' time 10000 1  // Dem callin' your name, boy, must want you pretty bad, don't ya tink?

:HAIT1_1900
if 
  32697 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1935 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1900 

:HAIT1_1935
00BC: text_highpriority 'HAM1_K' time 10000 1  // Now you do old Auntie Poulet a turn, huh, maybe she help you.

:HAIT1_1950
if 
  35049 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1987 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1950 

:HAIT1_1987
00BC: text_highpriority 'HAM1_L' time 10000 1  // Maybe she can give you a little juju after all of dis.

:HAIT1_2002
if 
  39949 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2039 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2002 

:HAIT1_2039
00BC: text_highpriority 'HAM1_M' time 10000 1  // Give you some magic to give the law man the stink eye, hmmmmm?

:HAIT1_2054
if 
  43624 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2091 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2054 

:HAIT1_2091
00BC: text_highpriority 'HAM1_N' time 10000 1  // Look, this is all very, um... give me what?

:HAIT1_2106
if 
  47531 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2143 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2106 

:HAIT1_2143
00BC: text_highpriority 'HAM1_O' time 10000 1  // I,I, I think I've got the wrong address...

:HAIT1_2158
if 
  49412 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2195 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2158 

:HAIT1_2195
00BC: text_highpriority 'HAM1_P' time 10000 1  // Do me these tings, Tommy......

:HAIT1_2210
if 
  53234 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2247 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2210 

:HAIT1_2247
00BC: text_highpriority 'HAM1_Q' time 10000 1  // The nasty proud foofoos, mmm,

:HAIT1_2262
if 
  57817 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2299 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2262 

:HAIT1_2299
00BC: text_highpriority 'HAM1_R' time 10000 1  // been making my boys shake de heads.

:HAIT1_2314
if 
  61451 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2351 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2314 

:HAIT1_2351
00BC: text_highpriority 'HAM1_S' time 10000 1  // Now they told the policeman where me been stashing my powders.

:HAIT1_2366
if 
  64655 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2403 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2366 

:HAIT1_2403
00BC: text_highpriority 'HAM1_T' time 10000 1  // Dey tink it drugs, them stupid.

:HAIT1_2418
if 
  68336 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2455 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2418 

:HAIT1_2455
00BC: text_highpriority 'HAM1_U' time 10000 1  // Now be a good boy Tommy and go and get the powders for Auntie Poulet.

:HAIT1_2470
if 
  74373 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2507 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2470 

:HAIT1_2507
00BC: text_highpriority 'HAM1_V' time 10000 1  // Yeah, yeah, sure, sure.

:HAIT1_2522
if 
  77824 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2559 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2522 

:HAIT1_2559
00BE: text_clear_all 

:HAIT1_2561
if 
  80912 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2598 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2561 

:HAIT1_2598
fade 0 2000 
00BE: text_clear_all 

:HAIT1_2607
if 
fading 
jf @HAIT1_2631 
wait 0 
jump @HAIT1_2607 

:HAIT1_2631
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Camera.SetAtPos(-962.53, 141.69, 8.25)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#SWAT)
Model.Load(#MP5LNG)
Model.Load(#SNIPER)
Model.Load(#NITESTICK)
03CF: load_wav 'HAT_1A' as 1 

:HAIT1_2725
if or
   not Model.Available(#SWAT)
   not Model.Available(#MP5LNG)
   not Model.Available(#SNIPER)
   not Model.Available(#NITESTICK)
jf @HAIT1_2766 
wait 0 
jump @HAIT1_2725 

:HAIT1_2766
if 
83D0:   not wav 1 loaded 
jf @HAIT1_2792 
wait 0 
jump @HAIT1_2766 

:HAIT1_2792
Actor.Create($6195, 4, #SWAT, $6197, $6198, $6199)
Marker.CreateAboveActor($6202, $6195)
Marker.Disable($6202)
Actor.DestroyInstantly($6195)
Actor.Create($6205, 4, #SWAT, $6207, $6208, $6209)
Marker.CreateAboveActor($6213, $6205)
Marker.Disable($6213)
Actor.DestroyInstantly($6205)
Pickup.Create($6176, #BRIEFCASE, 3, $6181, $6182, $6183)
03DC: $6187 = create_marker_above_pickup $6176 
Marker.Disable($6187)
Pickup.Destroy($6176)
Actor.Create($6237, 4, #SWAT, $6240, $6241, $6242)
Marker.CreateAboveActor($6252, $6237)
Marker.Disable($6252)
Actor.DestroyInstantly($6237)
Actor.Create($6227, 4, #SWAT, $6229, $6230, $6231)
Marker.CreateAboveActor($6236, $6227)
Marker.Disable($6236)
Actor.DestroyInstantly($6227)
Pickup.Create($6215, #BRIEFCASE, 3, $6220, $6221, $6222)
03DC: $6225 = create_marker_above_pickup $6215 
Marker.Disable($6225)
Pickup.Destroy($6215)
Actor.Create($6156, 4, #SWAT, $6157, $6158, $6159)
Actor.DestroyInstantly($6156)
Actor.Create($6161, 4, #SWAT, $6162, $6163, $6164)
Actor.DestroyInstantly($6161)
Actor.Create($6166, 4, #SWAT, $6167, $6168, $6169)
Actor.DestroyInstantly($6166)
Actor.Create($6171, 4, #SWAT, $6172, $6173, $6174)
Actor.DestroyInstantly($6171)
Actor.Create($6271, 6, #SWAT, -1168.36, -8.738, 15.72)
Actor.DestroyInstantly($6271)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Pickup.Create($6148, #BRIEFCASE, 3, $6152, $6153, $6154)
03DC: $6149 = create_marker_above_pickup $6148 
$6150 = 1 // $ = int 
00BC: text_highpriority 'HAM1_1' time 5000 1  // ~g~The cops are closing in on our stashes. BE quick, and beat dem to it!
$426 = 0 // $ = int 

:HAIT1_3207
if 
  $6255 == 0 // $ == int 
jf @HAIT1_5163 
wait 0 
if 
  $6260 == 1 // $ == int 
jf @HAIT1_3323 
if 
  $6290 == 0 // $ == int 
jf @HAIT1_3279 
TIMERA = 0 // @ = int 
$6290 = 1 // $ = int 

:HAIT1_3279
if 
  $6290 == 1 // $ == int 
jf @HAIT1_3323 
if 
  TIMERA >= 1000 // @ >= int 
jf @HAIT1_3323 
$6290 = 2 // $ = int 

:HAIT1_3323
if 
  $6248 == 1 // $ == int 
jf @HAIT1_3417 
if 
  $6291 == 0 // $ == int 
jf @HAIT1_3373 
TIMERA = 0 // @ = int 
$6291 = 1 // $ = int 

:HAIT1_3373
if 
  $6291 == 1 // $ == int 
jf @HAIT1_3417 
if 
  TIMERA >= 1000 // @ >= int 
jf @HAIT1_3417 
$6291 = 2 // $ = int 

:HAIT1_3417
if 
  $6151 == 0 // $ == int 
jf @HAIT1_3460 
if 
  $6150 == 1 // $ == int 
jf @HAIT1_3460 
gosub @HAIT1_5907 

:HAIT1_3460
if 
  $6151 == 1 // $ == int 
jf @HAIT1_3503 
if 
  $6155 == 0 // $ == int 
jf @HAIT1_3503 
gosub @HAIT1_6541 

:HAIT1_3503
if 
  $6151 == 1 // $ == int 
jf @HAIT1_3860 
if 
  $6155 == 1 // $ == int 
jf @HAIT1_3860 
if 
  $6178 == 0 // $ == int 
jf @HAIT1_3860 
0395: clear_area 0 at $6181 $6182 $6183 range 1.0 
Pickup.Create($6176, #BRIEFCASE, 3, $6181, $6182, $6183)
03DC: $6177 = create_marker_above_pickup $6176 
014E: start_timer_at $6180 count_in_direction 1 
0395: clear_area 0 at $6190 $6191 $6192 range 1.0 
Actor.Create($6188, 4, #SWAT, $6190, $6191, $6192)
01ED: clear_actor $6188 threat_search 
0243: set_actor $6188 ped_stats_to 16 
011A: set_actor $6188 search_threat 1 
01B2: give_actor $6188 weapon 28 ammo 30000 // Load the weapon model before using this 
0350: set_actor $6188 maintain_position_when_attacked 1 
01CA: actor $6188 kill_player $PLAYER_CHAR 
0395: clear_area 0 at $6197 $6198 $6199 range 1.0 
Actor.Create($6195, 4, #SWAT, $6197, $6198, $6199)
01ED: clear_actor $6195 threat_search 
0243: set_actor $6195 ped_stats_to 16 
01B2: give_actor $6195 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $6195 search_threat 1 
0291: set_actor $6195 heed_threats 1 
Actor.Angle($6195) = 90.0
0395: clear_area 0 at $6207 $6208 $6209 range 1.0 
Actor.Create($6205, 4, #SWAT, $6207, $6208, $6209)
01ED: clear_actor $6205 threat_search 
0243: set_actor $6205 ped_stats_to 16 
01B2: give_actor $6205 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $6205 search_threat 1 
0291: set_actor $6205 heed_threats 1 
Actor.Angle($6205) = 90.0
$6178 = 1 // $ = int 

:HAIT1_3860
if 
  $6155 == 1 // $ == int 
jf @HAIT1_4046 
if or
80E4:   not player $PLAYER_CHAR 0 $6268 $6269 radius 3.0 3.0 
02DF:   player $PLAYER_CHAR aggressive 
   Actor.Dead($6271)
jf @HAIT1_4046 
if 
   not Actor.Dead($6156)
jf @HAIT1_3953 
0350: set_actor $6156 maintain_position_when_attacked 1 
01CA: actor $6156 kill_player $PLAYER_CHAR 

:HAIT1_3953
if 
   not Actor.Dead($6161)
jf @HAIT1_3984 
0350: set_actor $6161 maintain_position_when_attacked 1 
01CA: actor $6161 kill_player $PLAYER_CHAR 

:HAIT1_3984
if 
   not Actor.Dead($6166)
jf @HAIT1_4015 
0350: set_actor $6166 maintain_position_when_attacked 1 
01CA: actor $6166 kill_player $PLAYER_CHAR 

:HAIT1_4015
if 
   not Actor.Dead($6171)
jf @HAIT1_4046 
0350: set_actor $6171 maintain_position_when_attacked 1 
01CA: actor $6171 kill_player $PLAYER_CHAR 

:HAIT1_4046
if 
  $6178 == 1 // $ == int 
jf @HAIT1_4071 
gosub @HAIT1_7321 

:HAIT1_4071
if 
  $6185 == 1 // $ == int 
jf @HAIT1_4096 
gosub @HAIT1_6168 

:HAIT1_4096
if 
  $6179 == 0 // $ == int 
jf @HAIT1_4139 
if 
  $6178 == 1 // $ == int 
jf @HAIT1_4139 
gosub @HAIT1_5999 

:HAIT1_4139
if 
  $6179 == 0 // $ == int 
jf @HAIT1_4200 
if 
  $6178 == 1 // $ == int 
jf @HAIT1_4200 
if 
  $6180 == 0 // $ == int 
jf @HAIT1_4200 
$6260 = 1 // $ = int 

:HAIT1_4200
if 
  $6261 == 1 // $ == int 
jf @HAIT1_4424 
if 
  $6203 == 1 // $ == int 
jf @HAIT1_4321 
if 
   not Actor.Dead($6195)
jf @HAIT1_4321 
if 
82CB:   not actor $6195 bounding_sphere_visible 
jf @HAIT1_4321 
if 
80E9:   not player $PLAYER_CHAR 0 $6195 radius 120.0 120.0 
jf @HAIT1_4321 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_5507 

:HAIT1_4321
if 
  $6214 == 1 // $ == int 
jf @HAIT1_4424 
if 
   not Actor.Dead($6205)
jf @HAIT1_4424 
if 
82CB:   not actor $6205 bounding_sphere_visible 
jf @HAIT1_4424 
if 
80E9:   not player $PLAYER_CHAR 0 $6205 radius 120.0 120.0 
jf @HAIT1_4424 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_5507 

:HAIT1_4424
if 
  $6186 == 1 // $ == int 
jf @HAIT1_4464 
00BC: text_highpriority 'HAM1_6' time 5000 1  // ~r~The Stash was destroyed, you idiot!
jump @HAIT1_5507 

:HAIT1_4464
if or
  $6179 == 1 // $ == int 
  $6184 == 1 // $ == int 
jf @HAIT1_4566 
if 
  $6217 == 0 // $ == int 
jf @HAIT1_4566 
0395: clear_area 0 at $6220 $6221 $6222 range 1.0 
Pickup.Create($6215, #BRIEFCASE, 3, $6220, $6221, $6222)
03DC: $6216 = create_marker_above_pickup $6215 
014E: start_timer_at $6219 count_in_direction 1 
$6217 = 1 // $ = int 

:HAIT1_4566
if 
  $6218 == 0 // $ == int 
jf @HAIT1_4609 
if 
  $6217 == 1 // $ == int 
jf @HAIT1_4609 
gosub @HAIT1_6296 

:HAIT1_4609
if 
  $6249 == 1 // $ == int 
jf @HAIT1_4833 
if 
  $6234 == 1 // $ == int 
jf @HAIT1_4730 
if 
   not Actor.Dead($6227)
jf @HAIT1_4730 
if 
82CB:   not actor $6227 bounding_sphere_visible 
jf @HAIT1_4730 
if 
80E9:   not player $PLAYER_CHAR 0 $6227 radius 120.0 120.0 
jf @HAIT1_4730 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_5507 

:HAIT1_4730
if 
  $6251 == 1 // $ == int 
jf @HAIT1_4833 
if 
   not Actor.Dead($6237)
jf @HAIT1_4833 
if 
82CB:   not actor $6237 bounding_sphere_visible 
jf @HAIT1_4833 
if 
80E9:   not player $PLAYER_CHAR 0 $6237 radius 120.0 120.0 
jf @HAIT1_4833 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_5507 

:HAIT1_4833
if 
  $6223 == 1 // $ == int 
jf @HAIT1_4873 
00BC: text_highpriority 'HAM1_6' time 5000 1  // ~r~The Stash was destroyed, you idiot!
jump @HAIT1_5507 

:HAIT1_4873
if 
  $6218 == 0 // $ == int 
jf @HAIT1_4934 
if 
  $6217 == 1 // $ == int 
jf @HAIT1_4934 
if 
  $6219 == 0 // $ == int 
jf @HAIT1_4934 
$6248 = 1 // $ = int 

:HAIT1_4934
if or
  $6179 == 1 // $ == int 
  $6184 == 1 // $ == int 
jf @HAIT1_4984 
if 
  $6262 == 0 // $ == int 
jf @HAIT1_4984 
gosub @HAIT1_9216 

:HAIT1_4984
if 
  $6262 == 1 // $ == int 
jf @HAIT1_5009 
gosub @HAIT1_9444 

:HAIT1_5009
if 
  $6253 == 3 // $ == int 
jf @HAIT1_5156 
if 
  $6259 == 0 // $ == int 
jf @HAIT1_5088 
00BC: text_highpriority 'HAM1_3' time 5000 1  // ~g~Get this stuff back to the hideout!
018A: $6254 = create_checkpoint_at $6256 $6257 $6258 
$426 = 1 // $ = int 
$6259 = 1 // $ = int 

:HAIT1_5088
if 
00F5:   player $PLAYER_CHAR $426 $6256 $6257 $6258 radius 2.0 2.0 2.0 
jf @HAIT1_5156 
if 
  $6255 == 0 // $ == int 
jf @HAIT1_5156 
$6255 = 1 // $ = int 

:HAIT1_5156
jump @HAIT1_3207 

:HAIT1_5163
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.RemoveReferences($6227)
Actor.RemoveReferences($6237)
0395: clear_area 0 at -964.776 145.189 9.52 range 1.0 
Camera.SetPosition(-964.776, 145.189, 9.52, 0.0, 0.0, 0.0)
Camera.PointAt(-964.032, 144.523, 9.479, 2)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HAIT1_5360 
00DA: $6273 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $6273 

:HAIT1_5310
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HAIT1_5360 
wait 0 
if 
   Car.Wrecked($6273)
jf @HAIT1_5353 
jump @HAIT1_5507 

:HAIT1_5353
jump @HAIT1_5310 

:HAIT1_5360
0211: actor $PLAYER_ACTOR walk_to -962.708 145.443 
TIMERA = 0 // @ = int 

:HAIT1_5382
if 
  4500 > TIMERA // int > @ 
jf @HAIT1_5412 
wait 0 
jump @HAIT1_5382 

:HAIT1_5412
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 0 at -965.265 142.855 8.23 range 1.0 
0055: put_player $PLAYER_CHAR at -965.265 142.855 8.23 
0171: set_player $PLAYER_CHAR z_angle_to 190.53 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @HAIT1_5524 

:HAIT1_5507
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:HAIT1_5524
$PASSED_HAT1_JUJU_SCRAMBLE = 1 // $ = int 
0394: play_music 1 
0318: set_latest_mission_passed 'HAT_1'  // Juju Scramble
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
start_new_script @HAT2 
return 

:HAIT1_5590
$ONMISSION = 0 // $ = int 
Model.Destroy(#SWAT)
Model.Destroy(#MP5LNG)
Model.Destroy(#SNIPER)
Model.Destroy(#NITESTICK)
Marker.Disable($6149)
Marker.Disable($6177)
Marker.Disable($6187)
Marker.Disable($6216)
Marker.Disable($6225)
Marker.Disable($6254)
Marker.Disable($6202)
Marker.Disable($6213)
Marker.Disable($6236)
Marker.Disable($6252)
014F: stop_timer $6180 
014F: stop_timer $6219 
if 
  $6150 == 1 // $ == int 
jf @HAIT1_5717 
if 
  $6151 == 0 // $ == int 
jf @HAIT1_5717 
Pickup.Destroy($6148)

:HAIT1_5717
if 
  $6178 == 1 // $ == int 
jf @HAIT1_5765 
if or
  $6179 == 0 // $ == int 
  $6261 == 0 // $ == int 
jf @HAIT1_5765 
Pickup.Destroy($6176)

:HAIT1_5765
if 
  $6184 == 0 // $ == int 
jf @HAIT1_5811 
if 
  $6185 == 1 // $ == int 
jf @HAIT1_5811 
Marker.Disable($6187)
Pickup.Destroy($6176)

:HAIT1_5811
if 
  $6217 == 1 // $ == int 
jf @HAIT1_5852 
if 
  $6218 == 0 // $ == int 
jf @HAIT1_5852 
Pickup.Destroy($6215)

:HAIT1_5852
if 
  $6226 == 0 // $ == int 
jf @HAIT1_5898 
if 
  $6224 == 1 // $ == int 
jf @HAIT1_5898 
Marker.Disable($6225)
Pickup.Destroy($6215)

:HAIT1_5898
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:HAIT1_5907
if 
  $6151 == 0 // $ == int 
jf @HAIT1_5997 
if 
  $6150 == 1 // $ == int 
jf @HAIT1_5997 
if 
   Pickup.Picked_up($6148)
jf @HAIT1_5997 
Marker.Disable($6149)
018C: play_sound 1 at 0.0 0.0 0.0 
$6253 += 1 // $ += int 
$6151 = 1 // $ = int 

:HAIT1_5997
return 

:HAIT1_5999
if 
  $6179 == 0 // $ == int 
jf @HAIT1_6166 
if 
  $6178 == 1 // $ == int 
jf @HAIT1_6166 
if 
  $6261 == 0 // $ == int 
jf @HAIT1_6166 
if 
   Pickup.Picked_up($6176)
jf @HAIT1_6166 
Actor.RemoveReferences($6156)
Actor.RemoveReferences($6161)
Actor.RemoveReferences($6166)
Actor.RemoveReferences($6171)
Actor.RemoveReferences($6271)
Marker.Disable($6177)
018C: play_sound 1 at 0.0 0.0 0.0 
014F: stop_timer $6180 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$6253 += 1 // $ += int 
$6263 = 1 // $ = int 
$6179 = 1 // $ = int 

:HAIT1_6166
return 

:HAIT1_6168
if 
  $6184 == 0 // $ == int 
jf @HAIT1_6294 
if 
   Pickup.Picked_up($6176)
jf @HAIT1_6294 
Actor.RemoveReferences($6156)
Actor.RemoveReferences($6161)
Actor.RemoveReferences($6166)
Actor.RemoveReferences($6171)
Actor.RemoveReferences($6271)
Marker.Disable($6187)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$6253 += 1 // $ += int 
$6263 = 1 // $ = int 
$6184 = 1 // $ = int 

:HAIT1_6294
return 

:HAIT1_6296
if 
  $6218 == 0 // $ == int 
jf @HAIT1_6438 
if 
  $6217 == 1 // $ == int 
jf @HAIT1_6438 
if 
  $6249 == 0 // $ == int 
jf @HAIT1_6438 
if 
   Pickup.Picked_up($6215)
jf @HAIT1_6438 
Actor.RemoveReferences($6188)
Actor.RemoveReferences($6195)
Actor.RemoveReferences($6205)
Marker.Disable($6216)
018C: play_sound 1 at 0.0 0.0 0.0 
014F: stop_timer $6219 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
$6253 += 1 // $ += int 
$6250 = 1 // $ = int 
$6218 = 1 // $ = int 

:HAIT1_6438
if 
  $6226 == 0 // $ == int 
jf @HAIT1_6539 
if 
   Pickup.Picked_up($6215)
jf @HAIT1_6539 
Actor.RemoveReferences($6188)
Actor.RemoveReferences($6195)
Actor.RemoveReferences($6205)
Marker.Disable($6225)
018C: play_sound 1 at 0.0 0.0 0.0 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
$6253 += 1 // $ += int 
$6250 = 1 // $ = int 
$6226 = 1 // $ = int 

:HAIT1_6539
return 

:HAIT1_6541
if 
  $6155 == 0 // $ == int 
jf @HAIT1_7319 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0054: store_player $PLAYER_CHAR position_to $6268 $6269 $6270 
0395: clear_area 0 at $6157 $6158 $6159 range 1.0 
Actor.Create($6156, 4, #SWAT, $6157, $6158, $6159)
01ED: clear_actor $6156 threat_search 
01B2: give_actor $6156 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $6156 look_at_player $PLAYER_CHAR 
0372: set_actor $6156 anim 14 wait_state_time 800 ms 
04C6: actor $6156 aim_gun_at_actor $PLAYER_ACTOR 
0337: set_actor $6156 visibility 0 
02AB: set_actor $6156 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
wait 500 
Camera.SetAtPos($6157, $6158, $6159)
Camera.SetPosition(-1153.551, -32.372, 21.675, 0.0, 0.0, 0.0)
Camera.PointAt(-1153.833, -31.475, 21.334, 2)
Actor.Create($6271, 6, #SWAT, -1176.8, -22.2, 15.62)
01ED: clear_actor $6271 threat_search 
01B2: give_actor $6271 weapon 4 ammo 1 // Load the weapon model before using this 
020F: actor $6271 look_at_player $PLAYER_CHAR 
if 
   not Actor.Dead($6156)
jf @HAIT1_6856 
0337: set_actor $6156 visibility 1 
02AB: set_actor $6156 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:HAIT1_6856
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04 20.09 
03D1: play_wav 1 
00BC: text_highpriority 'HAT_1A' time 5000 1  // ~g~Don't move a muscle, chump!
0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms 
TIMERA = 0 // @ = int 

:HAIT1_6914
if 
  4000 > TIMERA // int > @ 
jf @HAIT1_6993 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT1_6961 
jump @HAIT1_6993 

:HAIT1_6961
if 
03D2:   wav 1 ended 
jf @HAIT1_6986 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_6986
jump @HAIT1_6914 

:HAIT1_6993
0395: clear_area 0 at $6162 $6163 $6164 range 1.0 
Actor.Create($6161, 4, #SWAT, $6162, $6163, $6164)
01ED: clear_actor $6161 threat_search 
01B2: give_actor $6161 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $6161 look_at_player $PLAYER_CHAR 
0372: set_actor $6161 anim 14 wait_state_time 2200 ms 
04C6: actor $6161 aim_gun_at_actor $PLAYER_ACTOR 
0395: clear_area 0 at $6167 $6168 $6169 range 1.0 
Actor.Create($6166, 4, #SWAT, $6167, $6168, $6169)
01ED: clear_actor $6166 threat_search 
01B2: give_actor $6166 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $6166 look_at_player $PLAYER_CHAR 
0372: set_actor $6166 anim 14 wait_state_time 5000 ms 
04C6: actor $6166 aim_gun_at_actor $PLAYER_ACTOR 
0395: clear_area 0 at $6172 $6173 $6174 range 1.0 
Actor.Create($6171, 4, #SWAT, $6172, $6173, $6174)
01ED: clear_actor $6171 threat_search 
01B2: give_actor $6171 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $6171 look_at_player $PLAYER_CHAR 
0372: set_actor $6171 anim 14 wait_state_time 5000 ms 
04C6: actor $6171 aim_gun_at_actor $PLAYER_ACTOR 
if 
03D2:   wav 1 ended 
jf @HAIT1_7249 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_7249
0230: set_player $PLAYER_CHAR stop_looking 
02A3: enable_widescreen 0 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$6155 = 1 // $ = int 

:HAIT1_7319
return 

:HAIT1_7321
if 
  $6189 == 0 // $ == int 
jf @HAIT1_7409 
if 
   Actor.Dead($6188)
jf @HAIT1_7369 
$6189 = 1 // $ = int 
jump @HAIT1_7409 

:HAIT1_7369
$6194 = Actor.Health($6188)
if 
  90 >= $6194 // int >= $ 
jf @HAIT1_7409 
$6263 = 1 // $ = int 
$6260 = 1 // $ = int 

:HAIT1_7409
if 
  $6196 == 0 // $ == int 
jf @HAIT1_8299 
if 
   Actor.Dead($6195)
jf @HAIT1_7640 
if 
  $6261 == 1 // $ == int 
jf @HAIT1_7612 
if 
  $6203 == 1 // $ == int 
jf @HAIT1_7612 
if 
  $6204 == 1 // $ == int 
jf @HAIT1_7511 
$6186 = 1 // $ = int 
jump @HAIT1_7612 

:HAIT1_7511
if 
056D:   actor $6195 defined 
jf @HAIT1_7605 
if 
  $6185 == 0 // $ == int 
jf @HAIT1_7598 
Marker.Disable($6202)
Actor.StoreDeadActorPos($6195, $6181, $6182, $6183)
Pickup.Create($6176, #BRIEFCASE, 3, $6181, $6182, $6183)
03DC: $6187 = create_marker_above_pickup $6176 
$6185 = 1 // $ = int 

:HAIT1_7598
jump @HAIT1_7612 

:HAIT1_7605
$6186 = 1 // $ = int 

:HAIT1_7612
$6260 = 1 // $ = int 
$6263 = 1 // $ = int 
$6196 = 1 // $ = int 
jump @HAIT1_8299 

:HAIT1_7640
$6201 = Actor.Health($6195)
if 
  $6261 == 1 // $ == int 
jf @HAIT1_7673 
gosub @HAIT1_11296 

:HAIT1_7673
if 
  90 >= $6201 // int >= $ 
jf @HAIT1_7705 
$6263 = 1 // $ = int 
$6260 = 1 // $ = int 

:HAIT1_7705
if or
  $6179 == 1 // $ == int 
  $6263 == 1 // $ == int 
jf @HAIT1_8299 
if 
  $6206 == 0 // $ == int 
jf @HAIT1_7770 
011A: set_actor $6195 search_threat 1 
01CA: actor $6195 kill_player $PLAYER_CHAR 
jump @HAIT1_8299 

:HAIT1_7770
if 
  $6179 == 0 // $ == int 
jf @HAIT1_8299 
if 
  $6261 == 0 // $ == int 
jf @HAIT1_8299 
if 
  $6260 == 1 // $ == int 
jf @HAIT1_8161 
if 
  $6279 == 0 // $ == int 
jf @HAIT1_7886 
0291: set_actor $6195 heed_threats 0 
01ED: clear_actor $6195 threat_search 
011C: actor $6195 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $6180 
$6279 = 1 // $ = int 

:HAIT1_7886
if 
  $6279 == 1 // $ == int 
jf @HAIT1_8051 
if 
8510:   not actor $6195 path_is_clear $6276 $6277 $6278 radius 4.0 
jf @HAIT1_8026 
if 
  $6286 == 0 // $ == int 
jf @HAIT1_7980 
009E: set_actor $6195 path $6276 $6277 $6278 unknown 0.1 1 
$6286 = 1 // $ = int 

:HAIT1_7980
if 
  $6290 == 2 // $ == int 
jf @HAIT1_8019 
009E: set_actor $6195 path $6276 $6277 $6278 unknown 0.1 1 

:HAIT1_8019
jump @HAIT1_8051 

:HAIT1_8026
0319: set_actor $6195 running 1 
0239: actor $6195 run_to $6181 $6182 
$6279 = 3 // $ = int 

:HAIT1_8051
if 
  $6279 == 1 // $ == int 
jf @HAIT1_8161 
if 
00FF:   actor $6195 0 $6276 $6277 $6278 radius 2.5 2.5 2.5 
jf @HAIT1_8118 
$6279 = 2 // $ = int 

:HAIT1_8118
if 
  $6279 == 2 // $ == int 
jf @HAIT1_8161 
0319: set_actor $6195 running 1 
0239: actor $6195 run_to $6181 $6182 
$6279 = 3 // $ = int 

:HAIT1_8161
if 
   not Actor.Dead($6195)
jf @HAIT1_8299 
if 
  $6279 == 3 // $ == int 
jf @HAIT1_8299 
if 
00ED:   actor $6195 0 $6181 $6182 radius 1.5 1.5 
jf @HAIT1_8299 
if 
  $6179 == 0 // $ == int 
jf @HAIT1_8299 
Marker.Disable($6177)
014F: stop_timer $6180 
Pickup.Destroy($6176)
Marker.CreateAboveActor($6202, $6195)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$6203 = 1 // $ = int 
$6261 = 1 // $ = int 

:HAIT1_8299
if 
  $6206 == 0 // $ == int 
jf @HAIT1_9189 
if 
   Actor.Dead($6205)
jf @HAIT1_8530 
if 
  $6261 == 1 // $ == int 
jf @HAIT1_8502 
if 
  $6214 == 1 // $ == int 
jf @HAIT1_8502 
if 
  $6212 == 1 // $ == int 
jf @HAIT1_8401 
$6186 = 1 // $ = int 
jump @HAIT1_8502 

:HAIT1_8401
if 
056D:   actor $6205 defined 
jf @HAIT1_8495 
if 
  $6185 == 0 // $ == int 
jf @HAIT1_8488 
Marker.Disable($6213)
Actor.StoreDeadActorPos($6205, $6181, $6182, $6183)
Pickup.Create($6176, #BRIEFCASE, 3, $6181, $6182, $6183)
03DC: $6187 = create_marker_above_pickup $6176 
$6185 = 1 // $ = int 

:HAIT1_8488
jump @HAIT1_8502 

:HAIT1_8495
$6186 = 1 // $ = int 

:HAIT1_8502
$6260 = 1 // $ = int 
$6263 = 1 // $ = int 
$6206 = 1 // $ = int 
jump @HAIT1_9189 

:HAIT1_8530
$6211 = Actor.Health($6205)
if 
  $6261 == 1 // $ == int 
jf @HAIT1_8563 
gosub @HAIT1_11296 

:HAIT1_8563
if 
  90 >= $6211 // int >= $ 
jf @HAIT1_8595 
$6263 = 1 // $ = int 
$6260 = 1 // $ = int 

:HAIT1_8595
if or
  $6263 == 1 // $ == int 
  $6260 == 1 // $ == int 
jf @HAIT1_9189 
if 
  $6179 == 0 // $ == int 
jf @HAIT1_9156 
if 
  $6261 == 0 // $ == int 
jf @HAIT1_9149 
if 
  $6260 == 1 // $ == int 
jf @HAIT1_9011 
if 
  $6280 == 0 // $ == int 
jf @HAIT1_8736 
0291: set_actor $6205 heed_threats 0 
01ED: clear_actor $6205 threat_search 
011C: actor $6205 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $6180 
$6280 = 1 // $ = int 

:HAIT1_8736
if 
  $6280 == 1 // $ == int 
jf @HAIT1_8901 
if 
8510:   not actor $6205 path_is_clear $6276 $6277 $6278 radius 4.0 
jf @HAIT1_8876 
if 
  $6287 == 0 // $ == int 
jf @HAIT1_8830 
009E: set_actor $6205 path $6276 $6277 $6278 unknown 0.1 1 
$6287 = 1 // $ = int 

:HAIT1_8830
if 
  $6290 == 2 // $ == int 
jf @HAIT1_8869 
009E: set_actor $6205 path $6276 $6277 $6278 unknown 0.1 1 

:HAIT1_8869
jump @HAIT1_8901 

:HAIT1_8876
0319: set_actor $6205 running 1 
0239: actor $6205 run_to $6181 $6182 
$6280 = 3 // $ = int 

:HAIT1_8901
if 
  $6280 == 1 // $ == int 
jf @HAIT1_8968 
if 
00FF:   actor $6205 0 $6276 $6277 $6278 radius 2.5 2.5 2.5 
jf @HAIT1_8968 
$6280 = 2 // $ = int 

:HAIT1_8968
if 
  $6280 == 2 // $ == int 
jf @HAIT1_9011 
0319: set_actor $6205 running 1 
0239: actor $6205 run_to $6181 $6182 
$6280 = 3 // $ = int 

:HAIT1_9011
if 
   not Actor.Dead($6205)
jf @HAIT1_9149 
if 
  $6280 == 3 // $ == int 
jf @HAIT1_9149 
if 
00ED:   actor $6205 0 $6181 $6182 radius 1.5 1.5 
jf @HAIT1_9149 
if 
  $6179 == 0 // $ == int 
jf @HAIT1_9149 
Marker.Disable($6177)
014F: stop_timer $6180 
Pickup.Destroy($6176)
Marker.CreateAboveActor($6213, $6205)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$6214 = 1 // $ = int 
$6261 = 1 // $ = int 

:HAIT1_9149
jump @HAIT1_9189 

:HAIT1_9156
if 
  $6261 == 0 // $ == int 
jf @HAIT1_9189 
011A: set_actor $6205 search_threat 1 
01CA: actor $6205 kill_player $PLAYER_CHAR 

:HAIT1_9189
if 
  $6290 == 2 // $ == int 
jf @HAIT1_9214 
$6290 = 0 // $ = int 

:HAIT1_9214
return 

:HAIT1_9216
if 
  $6262 == 0 // $ == int 
jf @HAIT1_9442 
if 
   not Actor.Dead($6156)
jf @HAIT1_9255 
Actor.RemoveReferences($6156)

:HAIT1_9255
if 
   not Actor.Dead($6161)
jf @HAIT1_9276 
Actor.RemoveReferences($6161)

:HAIT1_9276
0395: clear_area 0 at $6229 $6230 $6231 range 2.0 
Actor.Create($6227, 4, #SWAT, $6229, $6230, $6231)
Actor.Angle($6227) = $6232
01ED: clear_actor $6227 threat_search 
0243: set_actor $6227 ped_stats_to 16 
011A: set_actor $6227 search_threat 1 
01B2: give_actor $6227 weapon 25 ammo 30000 // Load the weapon model before using this 
0291: set_actor $6227 heed_threats 1 
0395: clear_area 0 at $6240 $6241 $6242 range 2.0 
Actor.Create($6237, 4, #SWAT, $6240, $6241, $6242)
01ED: clear_actor $6237 threat_search 
0243: set_actor $6237 ped_stats_to 16 
011A: set_actor $6237 search_threat 1 
01B2: give_actor $6237 weapon 25 ammo 30000 // Load the weapon model before using this 
0291: set_actor $6237 heed_threats 1 
0482: set_threat_reaction_range_multiplier 8.0 
$6262 = 1 // $ = int 

:HAIT1_9442
return 

:HAIT1_9444
if 
  $6228 == 0 // $ == int 
jf @HAIT1_10379 
if 
   Actor.Dead($6227)
jf @HAIT1_9675 
if 
  $6249 == 1 // $ == int 
jf @HAIT1_9647 
if 
  $6234 == 1 // $ == int 
jf @HAIT1_9647 
if 
  $6235 == 1 // $ == int 
jf @HAIT1_9546 
$6223 = 1 // $ = int 
jump @HAIT1_9647 

:HAIT1_9546
if 
056D:   actor $6227 defined 
jf @HAIT1_9640 
if 
  $6224 == 0 // $ == int 
jf @HAIT1_9633 
Marker.Disable($6236)
Actor.StoreDeadActorPos($6227, $6220, $6221, $6222)
Pickup.Create($6215, #BRIEFCASE, 3, $6220, $6221, $6222)
03DC: $6225 = create_marker_above_pickup $6215 
$6224 = 1 // $ = int 

:HAIT1_9633
jump @HAIT1_9647 

:HAIT1_9640
$6223 = 1 // $ = int 

:HAIT1_9647
$6250 = 1 // $ = int 
$6248 = 1 // $ = int 
$6228 = 1 // $ = int 
jump @HAIT1_10379 

:HAIT1_9675
$6233 = Actor.Health($6227)
if 
  $6249 == 1 // $ == int 
jf @HAIT1_9708 
gosub @HAIT1_11978 

:HAIT1_9708
if 
  90 >= $6233 // int >= $ 
jf @HAIT1_9740 
$6250 = 1 // $ = int 
$6248 = 1 // $ = int 

:HAIT1_9740
if or
  $6250 == 1 // $ == int 
  $6248 == 1 // $ == int 
jf @HAIT1_10379 
if 
  $6239 == 0 // $ == int 
jf @HAIT1_9821 
if 
   not Actor.Dead($6227)
jf @HAIT1_9814 
011A: set_actor $6227 search_threat 1 
01CA: actor $6227 kill_player $PLAYER_CHAR 

:HAIT1_9814
jump @HAIT1_10379 

:HAIT1_9821
if 
  $6218 == 0 // $ == int 
jf @HAIT1_10346 
if 
  $6249 == 0 // $ == int 
jf @HAIT1_10339 
if 
  $6248 == 1 // $ == int 
jf @HAIT1_10201 
if 
  $6284 == 0 // $ == int 
jf @HAIT1_9937 
0291: set_actor $6227 heed_threats 0 
01ED: clear_actor $6227 threat_search 
011C: actor $6227 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $6219 
$6284 = 1 // $ = int 

:HAIT1_9937
if 
  $6284 == 1 // $ == int 
jf @HAIT1_10102 
if 
8510:   not actor $6227 path_is_clear $6281 $6282 $6283 radius 4.0 
jf @HAIT1_10077 
if 
  $6288 == 0 // $ == int 
jf @HAIT1_10031 
009E: set_actor $6227 path $6281 $6282 $6283 unknown 0.1 1 
$6288 = 1 // $ = int 

:HAIT1_10031
if 
  $6291 == 2 // $ == int 
jf @HAIT1_10070 
009E: set_actor $6227 path $6281 $6282 $6283 unknown 0.1 1 

:HAIT1_10070
jump @HAIT1_10102 

:HAIT1_10077
0319: set_actor $6227 running 1 
0239: actor $6227 run_to $6220 $6221 
$6284 = 3 // $ = int 

:HAIT1_10102
if 
  $6284 == 1 // $ == int 
jf @HAIT1_10158 
00FF:   actor $6227 0 $6281 $6282 $6283 radius 1.0 1.0 1.0 
$6284 = 2 // $ = int 

:HAIT1_10158
if 
  $6284 == 2 // $ == int 
jf @HAIT1_10201 
0319: set_actor $6227 running 1 
0239: actor $6227 run_to $6220 $6221 
$6284 = 3 // $ = int 

:HAIT1_10201
if 
   not Actor.Dead($6227)
jf @HAIT1_10339 
if 
  $6284 == 3 // $ == int 
jf @HAIT1_10339 
if 
00ED:   actor $6227 0 $6220 $6221 radius 1.5 1.5 
jf @HAIT1_10339 
if 
  $6218 == 0 // $ == int 
jf @HAIT1_10339 
Marker.Disable($6216)
014F: stop_timer $6219 
Pickup.Destroy($6215)
Marker.CreateAboveActor($6236, $6227)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$6234 = 1 // $ = int 
$6249 = 1 // $ = int 

:HAIT1_10339
jump @HAIT1_10379 

:HAIT1_10346
if 
  $6249 == 0 // $ == int 
jf @HAIT1_10379 
011A: set_actor $6227 search_threat 1 
01CA: actor $6227 kill_player $PLAYER_CHAR 

:HAIT1_10379
if 
  $6239 == 0 // $ == int 
jf @HAIT1_11269 
if 
   Actor.Dead($6237)
jf @HAIT1_10610 
if 
  $6249 == 1 // $ == int 
jf @HAIT1_10582 
if 
  $6251 == 1 // $ == int 
jf @HAIT1_10582 
if 
  $6238 == 1 // $ == int 
jf @HAIT1_10481 
$6223 = 1 // $ = int 
jump @HAIT1_10582 

:HAIT1_10481
if 
056D:   actor $6237 defined 
jf @HAIT1_10575 
if 
  $6224 == 0 // $ == int 
jf @HAIT1_10568 
Marker.Disable($6252)
Actor.StoreDeadActorPos($6237, $6220, $6221, $6222)
Pickup.Create($6215, #BRIEFCASE, 3, $6220, $6221, $6222)
03DC: $6225 = create_marker_above_pickup $6215 
$6224 = 1 // $ = int 

:HAIT1_10568
jump @HAIT1_10582 

:HAIT1_10575
$6223 = 1 // $ = int 

:HAIT1_10582
$6250 = 1 // $ = int 
$6248 = 1 // $ = int 
$6239 = 1 // $ = int 
jump @HAIT1_11269 

:HAIT1_10610
$6247 = Actor.Health($6237)
if 
  $6249 == 1 // $ == int 
jf @HAIT1_10643 
gosub @HAIT1_11978 

:HAIT1_10643
if 
  90 >= $6247 // int >= $ 
jf @HAIT1_10675 
$6250 = 1 // $ = int 
$6248 = 1 // $ = int 

:HAIT1_10675
if or
  $6250 == 1 // $ == int 
  $6248 == 1 // $ == int 
jf @HAIT1_11269 
if 
  $6218 == 0 // $ == int 
jf @HAIT1_11236 
if 
  $6249 == 0 // $ == int 
jf @HAIT1_11229 
if 
  $6248 == 1 // $ == int 
jf @HAIT1_11091 
if 
  $6285 == 0 // $ == int 
jf @HAIT1_10816 
0291: set_actor $6237 heed_threats 0 
01ED: clear_actor $6237 threat_search 
011C: actor $6237 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $6219 
$6285 = 1 // $ = int 

:HAIT1_10816
if 
  $6285 == 1 // $ == int 
jf @HAIT1_10981 
if 
8510:   not actor $6237 path_is_clear $6281 $6282 $6283 radius 4.0 
jf @HAIT1_10956 
if 
  $6289 == 0 // $ == int 
jf @HAIT1_10910 
009E: set_actor $6237 path $6281 $6282 $6283 unknown 0.1 1 
$6289 = 1 // $ = int 

:HAIT1_10910
if 
  $6291 == 2 // $ == int 
jf @HAIT1_10949 
009E: set_actor $6237 path $6281 $6282 $6283 unknown 0.1 1 

:HAIT1_10949
jump @HAIT1_10981 

:HAIT1_10956
0319: set_actor $6237 running 1 
0239: actor $6237 run_to $6220 $6221 
$6285 = 3 // $ = int 

:HAIT1_10981
if 
  $6285 == 1 // $ == int 
jf @HAIT1_11048 
if 
00FF:   actor $6237 0 $6281 $6282 $6283 radius 1.0 1.0 1.0 
jf @HAIT1_11048 
$6285 = 2 // $ = int 

:HAIT1_11048
if 
  $6285 == 2 // $ == int 
jf @HAIT1_11091 
0319: set_actor $6237 running 1 
0239: actor $6237 run_to $6220 $6221 
$6285 = 3 // $ = int 

:HAIT1_11091
if 
   not Actor.Dead($6237)
jf @HAIT1_11229 
if 
  $6285 == 3 // $ == int 
jf @HAIT1_11229 
if 
00ED:   actor $6237 0 $6220 $6221 radius 1.5 1.5 
jf @HAIT1_11229 
if 
  $6218 == 0 // $ == int 
jf @HAIT1_11229 
Marker.Disable($6216)
014F: stop_timer $6219 
Pickup.Destroy($6215)
Marker.CreateAboveActor($6252, $6237)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$6251 = 1 // $ = int 
$6249 = 1 // $ = int 

:HAIT1_11229
jump @HAIT1_11269 

:HAIT1_11236
if 
  $6249 == 0 // $ == int 
jf @HAIT1_11269 
011A: set_actor $6237 search_threat 1 
01CA: actor $6237 kill_player $PLAYER_CHAR 

:HAIT1_11269
if 
  $6291 == 2 // $ == int 
jf @HAIT1_11294 
$6291 = 0 // $ = int 

:HAIT1_11294
return 

:HAIT1_11296
if 
  $6203 == 1 // $ == int 
jf @HAIT1_11636 
if 
   not Actor.Dead($6195)
jf @HAIT1_11636 
if 
  $6204 == 0 // $ == int 
jf @HAIT1_11407 
if 
   not Actor.Driving($6195)
jf @HAIT1_11407 
if 
02CB:   actor $6195 bounding_sphere_visible 
jf @HAIT1_11395 
01D0: actor $6195 avoid_player $PLAYER_CHAR 
jump @HAIT1_11407 

:HAIT1_11395
0319: set_actor $6195 running 1 
0377: set_actor $6195 steal_any_car 

:HAIT1_11407
if 
  $6204 == 0 // $ == int 
jf @HAIT1_11501 
if 
   Actor.Driving($6195)
jf @HAIT1_11501 
011C: actor $6195 clear_objective 
00D9: $6266 = actor $6195 car // add to mission cleanup 
03CC: add_stuck_car_check $6266 distance 0.5 time 1000 
0190: add_car $6266 to_upsidedown_check 
Car.SetMaxSpeed($6266, 40.0)
00AE: set_vehicle $6266 traffic_behavior_to 2 
Car.SetToPsychoDriver($6266)
$6204 = 1 // $ = int 

:HAIT1_11501
if 
  $6204 == 1 // $ == int 
jf @HAIT1_11564 
if 
   not Car.Wrecked($6266)
jf @HAIT1_11564 
if or
018F:   is_car_stuck_on_roof $6266 
03CE:   car $6266 stuck 
jf @HAIT1_11564 
01D3: actor $6195 leave_car $6266 

:HAIT1_11564
if 
  $6204 == 1 // $ == int 
jf @HAIT1_11636 
if 
   not Actor.Driving($6195)
jf @HAIT1_11636 
if 
   not Car.Wrecked($6266)
jf @HAIT1_11629 
03CD: car $6266 remove_from_stuck_car_check 
0191: remove_car $6266 from_upsidedown_check 
Car.RemoveReferences($6266)

:HAIT1_11629
$6204 = 0 // $ = int 

:HAIT1_11636
if 
  $6214 == 1 // $ == int 
jf @HAIT1_11976 
if 
   not Actor.Dead($6205)
jf @HAIT1_11976 
if 
  $6212 == 0 // $ == int 
jf @HAIT1_11747 
if 
   not Actor.Driving($6205)
jf @HAIT1_11747 
if 
02CB:   actor $6205 bounding_sphere_visible 
jf @HAIT1_11735 
01D0: actor $6205 avoid_player $PLAYER_CHAR 
jump @HAIT1_11747 

:HAIT1_11735
0319: set_actor $6205 running 1 
0377: set_actor $6205 steal_any_car 

:HAIT1_11747
if 
  $6212 == 0 // $ == int 
jf @HAIT1_11841 
if 
   Actor.Driving($6205)
jf @HAIT1_11841 
011C: actor $6205 clear_objective 
00D9: $6267 = actor $6205 car // add to mission cleanup 
03CC: add_stuck_car_check $6267 distance 0.5 time 1000 
0190: add_car $6267 to_upsidedown_check 
Car.SetMaxSpeed($6267, 40.0)
00AE: set_vehicle $6267 traffic_behavior_to 2 
Car.SetToPsychoDriver($6267)
$6212 = 1 // $ = int 

:HAIT1_11841
if 
  $6212 == 1 // $ == int 
jf @HAIT1_11904 
if 
   not Car.Wrecked($6267)
jf @HAIT1_11904 
if or
018F:   is_car_stuck_on_roof $6267 
03CE:   car $6267 stuck 
jf @HAIT1_11904 
01D3: actor $6205 leave_car $6267 

:HAIT1_11904
if 
  $6212 == 1 // $ == int 
jf @HAIT1_11976 
if 
   not Actor.Driving($6205)
jf @HAIT1_11976 
if 
   not Car.Wrecked($6267)
jf @HAIT1_11969 
03CD: car $6267 remove_from_stuck_car_check 
0191: remove_car $6267 from_upsidedown_check 
Car.RemoveReferences($6267)

:HAIT1_11969
$6212 = 0 // $ = int 

:HAIT1_11976
return 

:HAIT1_11978
if 
  $6234 == 1 // $ == int 
jf @HAIT1_12318 
if 
   not Actor.Dead($6227)
jf @HAIT1_12318 
if 
  $6235 == 0 // $ == int 
jf @HAIT1_12089 
if 
   not Actor.Driving($6227)
jf @HAIT1_12089 
if 
02CB:   actor $6227 bounding_sphere_visible 
jf @HAIT1_12077 
01D0: actor $6227 avoid_player $PLAYER_CHAR 
jump @HAIT1_12089 

:HAIT1_12077
0319: set_actor $6227 running 1 
0377: set_actor $6227 steal_any_car 

:HAIT1_12089
if 
  $6235 == 0 // $ == int 
jf @HAIT1_12183 
if 
   Actor.Driving($6227)
jf @HAIT1_12183 
011C: actor $6227 clear_objective 
00D9: $6274 = actor $6227 car // add to mission cleanup 
03CC: add_stuck_car_check $6274 distance 0.5 time 1000 
0190: add_car $6274 to_upsidedown_check 
Car.SetMaxSpeed($6274, 40.0)
00AE: set_vehicle $6274 traffic_behavior_to 2 
Car.SetToPsychoDriver($6274)
$6235 = 1 // $ = int 

:HAIT1_12183
if 
  $6235 == 1 // $ == int 
jf @HAIT1_12246 
if 
   not Car.Wrecked($6274)
jf @HAIT1_12246 
if or
018F:   is_car_stuck_on_roof $6274 
03CE:   car $6274 stuck 
jf @HAIT1_12246 
01D3: actor $6227 leave_car $6274 

:HAIT1_12246
if 
  $6235 == 1 // $ == int 
jf @HAIT1_12318 
if 
   not Actor.Driving($6227)
jf @HAIT1_12318 
if 
   not Car.Wrecked($6274)
jf @HAIT1_12311 
03CD: car $6274 remove_from_stuck_car_check 
0191: remove_car $6274 from_upsidedown_check 
Car.RemoveReferences($6274)

:HAIT1_12311
$6235 = 0 // $ = int 

:HAIT1_12318
if 
  $6251 == 1 // $ == int 
jf @HAIT1_12658 
if 
   not Actor.Dead($6237)
jf @HAIT1_12658 
if 
  $6238 == 0 // $ == int 
jf @HAIT1_12429 
if 
   not Actor.Driving($6237)
jf @HAIT1_12429 
if 
02CB:   actor $6237 bounding_sphere_visible 
jf @HAIT1_12417 
01D0: actor $6237 avoid_player $PLAYER_CHAR 
jump @HAIT1_12429 

:HAIT1_12417
0319: set_actor $6237 running 1 
0377: set_actor $6237 steal_any_car 

:HAIT1_12429
if 
  $6238 == 0 // $ == int 
jf @HAIT1_12523 
if 
   Actor.Driving($6237)
jf @HAIT1_12523 
011C: actor $6237 clear_objective 
00D9: $6275 = actor $6237 car // add to mission cleanup 
03CC: add_stuck_car_check $6275 distance 0.5 time 1000 
0190: add_car $6275 to_upsidedown_check 
Car.SetMaxSpeed($6275, 40.0)
00AE: set_vehicle $6275 traffic_behavior_to 2 
Car.SetToPsychoDriver($6275)
$6238 = 1 // $ = int 

:HAIT1_12523
if 
  $6238 == 1 // $ == int 
jf @HAIT1_12586 
if 
   not Car.Wrecked($6275)
jf @HAIT1_12586 
if or
018F:   is_car_stuck_on_roof $6275 
03CE:   car $6275 stuck 
jf @HAIT1_12586 
01D3: actor $6237 leave_car $6275 

:HAIT1_12586
if 
  $6238 == 1 // $ == int 
jf @HAIT1_12658 
if 
   not Actor.Driving($6237)
jf @HAIT1_12658 
if 
   not Car.Wrecked($6275)
jf @HAIT1_12651 
03CD: car $6275 remove_from_stuck_car_check 
0191: remove_car $6275 from_upsidedown_check 
Car.RemoveReferences($6275)

:HAIT1_12651
$6238 = 0 // $ = int 

:HAIT1_12658
return 

//-------------Mission 61---------------
// Originally: Bombs Away!

:HAIT2
gosub @HAIT2_36 
if 
wasted_or_busted 
jf @HAIT2_27 
gosub @HAIT2_17610 

:HAIT2_27
gosub @HAIT2_17718 
terminate_this_script 

:HAIT2_36
$ONMISSION = 1 // $ = int 
$1388 = 1 // $ = int 
increment_mission_attempts 
script_name 'HAIT2' 
wait 0 
054C: use_GXT_table 'HAIT2' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
$6312 = -1 // $ = int 
$6297 = 3 // $ = int 
$6292 = 0 // $ = int 
$6293 = 0 // $ = int 
$6299 = 0 // $ = int 
$6298 = 0 // $ = int 
$6300 = 0 // $ = int 
$6295 = 0 // $ = int 
$6294 = 0 // $ = int 
$6296 = 0 // $ = int 
$6301 = 0 // $ = int 
$363 = 0 // $ = int 
$6308 = 0 // $ = int 
$6309 = 0 // $ = int 
$6310 = 0 // $ = int 
$6311 = 0 // $ = int 
0@ = 0 // @ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
15@ = 0 // @ = int 
$6302 = 0 // $ = int 
$6303 = 0 // $ = int 
$6304 = 0 // $ = int 
$6305 = 0 // $ = int 
$6306 = 0 // $ = int 
$6307 = 0 // $ = int 
select_interior 12 
04F9: set_extra_colors 13 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'DRUGPAK' 
02F3: load_object #CUTOBJ03 'KETTLE' 
Camera.SetAtPos(-962.799, 148.391, 8.355)
038B: load_requested_models 

:HAIT2_456
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
   not Model.Available(#CUTOBJ03)
jf @HAIT2_501 
wait 0 
jump @HAIT2_456 

:HAIT2_501
041D: set_camera_near_clip 0.1 
04F9: set_extra_colors 13 fade 0 
02E4: load_cutscene_data 'HAT_2' 
0244: set_cutscene_pos -962.799 148.391 8.355 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $444 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $444 'APOULET' 
02E5: $517 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $517 'HTABLE' 
02E5: $6329 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $6329 'DRUGPAK' 
02E5: $516 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $516 'KETTLE' 
0395: clear_area 1 at -962.53 141.69 8.25 range 1.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT2_728
if 
  4054 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_763 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_728 

:HAIT2_763
00BC: text_highpriority 'HAT2_1' time 10000 1  // Oh, sorry, I - I must have the wrong address...

:HAIT2_778
if 
  7163 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_813 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_778 

:HAIT2_813
00BC: text_highpriority 'HAT2_2' time 10000 1  // Well, you might as well come in and rest your soles and have some tea.

:HAIT2_828
if 
  11419 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_863 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_828 

:HAIT2_863
00BC: text_highpriority 'HAT2_3' time 10000 1  // Do you have something there for me, Tommy?

:HAIT2_878
if 
  13873 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_878 

:HAIT2_913
00BC: text_highpriority 'HAT2_4' time 10000 1  // Yeah...

:HAIT2_928
if 
  16370 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_963 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_928 

:HAIT2_963
00BC: text_highpriority 'HAT2_5' time 10000 1  // This place feels familiar to me, uh - it's - a smell from childhood - a deja vu...

:HAIT2_978
if 
  22166 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1013 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_978 

:HAIT2_1013
00BC: text_highpriority 'HAT2_6' time 10000 1  // Now Tommy, I'm going to whisper a lickle errand for you. Hear me well, aye?

:HAIT2_1028
if 
  28339 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1063 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1028 

:HAIT2_1063
00BC: text_highpriority 'HAT2_7' time 10000 1  // You look like someone I, I...

:HAIT2_1078
if 
  30139 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1113 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1078 

:HAIT2_1113
00BC: text_highpriority 'HAT2_8' time 10000 1  // Them have fast boats they use to cross the seas with drugs.

:HAIT2_1128
if 
  34861 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1128 

:HAIT2_1165
00BC: text_highpriority 'HAT2_9' time 10000 1  // It is their livelihood.

:HAIT2_1180
if 
  37790 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1217 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1180 

:HAIT2_1217
00BC: text_highpriority 'HAT2_10' time 10000 1  // Me nephew bin making lickle flying bombs to take dem out.

:HAIT2_1232
if 
  42538 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1269 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1232 

:HAIT2_1269
00BC: text_highpriority 'HAT2_11' time 10000 1  // Blow de boats to coffin wood.

:HAIT2_1284
if 
  51176 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1321 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1284 

:HAIT2_1321
00BC: text_highpriority 'HAT2_12' time 10000 1  // Thanks for the tea.

:HAIT2_1336
if 
  56400 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1373 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1336 

:HAIT2_1373
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:HAIT2_1390
if 
fading 
jf @HAIT2_1414 
wait 0 
jump @HAIT2_1390 

:HAIT2_1414
if 
82E9:   not cutscene_reached_end 
jf @HAIT2_1438 
wait 0 
jump @HAIT2_1414 

:HAIT2_1438
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#TOPFUN)
Model.Load(#RCBARON)
Model.Load(#SPEEDER)
Model.Load(#JETMAX)
Model.Load(#COASTG)
Model.Load(#CUBAN)
Model.Load(#CBA)
Model.Load(#CBB)
Model.Load(#RUGER)
Camera.SetAtPos(-962.53, 141.69, 8.25)
038B: load_requested_models 
0169: set_fade_color 0 0 1 
fade 1 1500 

:HAIT2_1566
if or
   not Model.Available(#TOPFUN)
   not Model.Available(#RCBARON)
   not Model.Available(#SPEEDER)
   not Model.Available(#JETMAX)
   not Model.Available(#COASTG)
jf @HAIT2_1613 
wait 0 
jump @HAIT2_1566 

:HAIT2_1613
if or
   not Model.Available(#CUBAN)
   not Model.Available(#CBA)
   not Model.Available(#CBB)
   not Model.Available(#RUGER)
jf @HAIT2_1653 
wait 0 
jump @HAIT2_1613 

:HAIT2_1653
00BC: text_highpriority 'HAT2_B1' time 15000 1  // ~g~Get to the van that contains the flying bombs.
Car.Create($6313, #TOPFUN, -808.9448, -162.9215, 10.0458)
Car.Angle($6313) = 0.0
Marker.CreateAboveCar($6330, $6313)

:HAIT2_1709
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6313 
jf @HAIT2_1777 
wait 0 
if 
   Car.Wrecked($6313)
jf @HAIT2_1770 
00BC: text_highpriority 'HAT2_B0' time 5000 1  // ~r~You destroyed the TOPFUN van that contained the bombs and RC plane!
jump @HAIT2_17610 

:HAIT2_1770
jump @HAIT2_1709 

:HAIT2_1777
Marker.Disable($6330)
Car.Create($6317, #JETMAX, -524.3332, -227.5792, 5.3)
Car.Angle($6317) = 25.0
0323: enable_boat $6317 anchor 1 
02DB: set_boat $6317 speed_to 12.0 
Marker.CreateAboveCar($6331, $6317)
Car.Create($6316, #SPEEDER, -533.5898, -230.4594, 5.3)
Car.Angle($6316) = 88.4134
0323: enable_boat $6316 anchor 1 
02DB: set_boat $6316 speed_to 12.0 
Car.Create($6318, #COASTG, -514.9578, -230.6103, 5.3)
Car.Angle($6318) = 265.6394
0323: enable_boat $6318 anchor 1 
02DB: set_boat $6318 speed_to 12.0 
Car.Create($6319, #CUBAN, -524.328, -255.0365, 9.534)
Car.Angle($6319) = 183.1269
Actor.Create($6320, 4, #CBA, -535.1575, -233.1016, 7.2104)
Actor.Angle($6320) = 27.113
0350: set_actor $6320 maintain_position_when_attacked 1 
01ED: clear_actor $6320 threat_search 
Actor.Create($6321, 4, #CBA, -538.0, -235.1073, 7.2104)
Actor.Angle($6321) = 273.988
0350: set_actor $6321 maintain_position_when_attacked 1 
01ED: clear_actor $6321 threat_search 
0372: set_actor $6321 anim 25 wait_state_time 100 ms 
Actor.Create($6322, 4, #CBB, -528.9341, -237.8728, 7.2056)
Actor.Angle($6322) = 6.0796
0350: set_actor $6322 maintain_position_when_attacked 1 
01ED: clear_actor $6322 threat_search 
Actor.Create($6323, 4, #CBB, -527.7787, -236.5049, 7.2104)
Actor.Angle($6323) = 93.2798
0350: set_actor $6323 maintain_position_when_attacked 1 
01ED: clear_actor $6323 threat_search 
0372: set_actor $6323 anim 24 wait_state_time 100 ms 
Actor.Create($6324, 4, #CBA, -519.8645, -242.7792, 9.5542)
Actor.Angle($6324) = 244.8008
0350: set_actor $6324 maintain_position_when_attacked 1 
01ED: clear_actor $6324 threat_search 
0372: set_actor $6324 anim 3 wait_state_time 100 ms 
Actor.Create($6325, 4, #CBA, -517.9925, -243.0342, 9.5542)
Actor.Angle($6325) = 118.988
0350: set_actor $6325 maintain_position_when_attacked 1 
01ED: clear_actor $6325 threat_search 
Actor.Create($6326, 4, #CBB, -509.3864, -237.7915, 7.2103)
Actor.Angle($6326) = 6.0796
0350: set_actor $6326 maintain_position_when_attacked 1 
01ED: clear_actor $6326 threat_search 
0372: set_actor $6326 anim 25 wait_state_time 100 ms 
Actor.Create($6327, 4, #CBB, -519.7886, -244.7169, 9.5542)
Actor.Angle($6327) = 357.2437
0350: set_actor $6327 maintain_position_when_attacked 1 
01ED: clear_actor $6327 threat_search 
03F9: make_actors $6325 $6327 converse_in 600000000 ms 
Actor.Create($6328, 4, #CBB, -524.5753, -251.0094, 9.537)
Actor.Angle($6328) = 185.2318
0350: set_actor $6328 maintain_position_when_attacked 1 
01ED: clear_actor $6328 threat_search 
0372: set_actor $6328 anim 25 wait_state_time 100 ms 
if 
  $ONMISSION == 0 // $ == int 
jf @HAIT2_2518 
Object.Create($6314, #RCBOMB, 0.0, 0.0, 0.0)
$6312 = Player.RC_car($PLAYER_CHAR)
Marker.CreateAboveCar($6331, $6317)
Marker.CreateAboveCar($6332, $6316)
Marker.CreateAboveCar($6333, $6318)

:HAIT2_2518
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0169: set_fade_color 0 0 1 
fade 0 500 

:HAIT2_2558
if 
fading 
jf @HAIT2_2582 
wait 0 
jump @HAIT2_2558 

:HAIT2_2582
0169: set_fade_color 0 0 1 
fade 1 500 
02A3: enable_widescreen 1 
Camera.SetPosition(-552.6316, -220.1019, 22.1608, 0.0, 0.0, 0.0)
Camera.PointAt(-551.9008, -220.5808, 21.6745, 2)
Camera.SetAtPos(-524.1709, -234.6104, 8.1665)
00BC: text_highpriority 'HAT2_B2' time 4500 1  // Kill the Cuban gangsters...
01BD: $5239 = current_time_in_ms 
0084: $2678 = $5239 // $ = $ int 
$2678 += 4500 // $ += int 

:HAIT2_2705
if 
001C:   $2678 > $5239 // $ > $ int 
jf @HAIT2_2821 
wait 0 
01BD: $5239 = current_time_in_ms 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT2_2789 
if 
  $363 == 1 // $ == int 
jf @HAIT2_2782 
$363 = 0 // $ = int 
jump @HAIT2_3024 

:HAIT2_2782
jump @HAIT2_2814 

:HAIT2_2789
if 
  $363 == 0 // $ == int 
jf @HAIT2_2814 
$363 = 1 // $ = int 

:HAIT2_2814
jump @HAIT2_2705 

:HAIT2_2821
Camera.SetPosition(-541.3336, -237.3457, 9.8484, 0.0, 0.0, 0.0)
Camera.PointAt(-540.4141, -237.0497, 9.5899, 2)
00BC: text_highpriority 'HAT2_B4' time 4000 1  // ...and destroy their boats!
01BD: $5239 = current_time_in_ms 
0084: $2678 = $5239 // $ = $ int 
$2678 += 4000 // $ += int 

:HAIT2_2908
if 
001C:   $2678 > $5239 // $ > $ int 
jf @HAIT2_3024 
wait 0 
01BD: $5239 = current_time_in_ms 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT2_2992 
if 
  $363 == 1 // $ == int 
jf @HAIT2_2985 
$363 = 0 // $ = int 
jump @HAIT2_3024 

:HAIT2_2985
jump @HAIT2_3017 

:HAIT2_2992
if 
  $363 == 0 // $ == int 
jf @HAIT2_3017 
$363 = 1 // $ = int 

:HAIT2_3017
jump @HAIT2_2908 

:HAIT2_3024
$363 = 0 // $ = int 
if 
   Car.Wrecked($6313)
jf @HAIT2_3054 
jump @HAIT2_17610 

:HAIT2_3054
Car.PutAt($6313, -808.9448, -162.9215, 10.0458)
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:HAIT2_3105
if 
   not Player.Wasted($PLAYER_CHAR)
jf @HAIT2_15202 
wait 0 
01BD: $5239 = current_time_in_ms 
if 
   Car.Wrecked($6313)
jf @HAIT2_3153 
jump @HAIT2_17610 

:HAIT2_3153
if 
  $6311 == 0 // $ == int 
jf @HAIT2_5426 
if 
0442:   player $PLAYER_CHAR sitting_in_car $6313 
jf @HAIT2_4635 
if 
   not Player.InRemoteMode($PLAYER_CHAR)
jf @HAIT2_3449 
if 
   not $6297 == 0 // $ == int 
jf @HAIT2_3356 
if 
838A:   not car_in_cube -812.0 -168.0 10.0457 0.6 0.6 1.0 
jf @HAIT2_3342 
046E: put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0 10.0457 angle 180.0 RC_model #RCBARON 
$6297 -= 1 // $ -= int 
if 
  $6297 == 2 // $ == int 
jf @HAIT2_3335 
03C4: set_status_text_to $6297 0 'HAT2_B9'  // RC Planes:

:HAIT2_3335
jump @HAIT2_3349 

:HAIT2_3342
jump @HAIT2_3024 

:HAIT2_3349
jump @HAIT2_3394 

:HAIT2_3356
00BC: text_highpriority 'HAT2_B8' time 5000 1  // ~r~You have no RC planes left!
$6311 = 1 // $ = int 
0084: $6310 = $5239 // $ = $ int 
$6310 += 2000 // $ += int 

:HAIT2_3394
$6312 = Player.RC_car($PLAYER_CHAR)
if 
   not Car.Wrecked($6312)
jf @HAIT2_3426 
Car.Health($6312) = 1200

:HAIT2_3426
048A: enable_rc_vehicle_detonation 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR, True)

:HAIT2_3449
if 
   not Car.Wrecked($6312)
jf @HAIT2_3473 
$6352 = Car.Health($6312)

:HAIT2_3473
if 
   Player.InRemoteMode($PLAYER_CHAR)
jf @HAIT2_4628 
if 
  $6308 == 0 // $ == int 
jf @HAIT2_3582 
03E6: remove_text_box 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @HAIT2_3549 
03E5: text_box 'PLANE_4'  // Use ~h~::ACCEL::~w~ to accelerate, Touch anywhere on the left side of the screen to control the plane.
jump @HAIT2_3559 

:HAIT2_3549
03E5: text_box 'PLANE_H'  // Use ~h~::ACCEL::~w~ to accelerate, Touch anywhere on the left side of the screen to control the plane.

:HAIT2_3559
$6308 += 1 // $ += int 
0084: $6309 = $5239 // $ = $ int 
$6309 += 6000 // $ += int 

:HAIT2_3582
if 
  $6308 == 1 // $ == int 
jf @HAIT2_3678 
if 
001C:   $5239 > $6309 // $ > $ int 
jf @HAIT2_3678 
03E6: remove_text_box 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @HAIT2_3661 
03E5: text_box 'BOLLOX'  // Press ~h~::HANDBRAKE::~w~ to drop a bomb. Press ~h~::EXIT::~w~ to cancel.
jump @HAIT2_3671 

:HAIT2_3661
03E5: text_box 'HAT2_B3'  // Tap ~h~::FIRE::~w~ to drop a bomb. Tap ~h~::DOOR::~w~ to cancel.

:HAIT2_3671
$6308 += 1 // $ += int 

:HAIT2_3678
if 
   not Car.Wrecked($6312)
jf @HAIT2_4423 
if 
01FE:   player $PLAYER_CHAR near_car_in_car $6312 radius 500.0 750.0 0 
jf @HAIT2_4351 
if 
81FE:   not player $PLAYER_CHAR near_car_in_car $6312 radius 450.0 700.0 0 
jf @HAIT2_3770 
00BC: text_highpriority 'HAT2_B6' time 100 1  // ~r~The RC plane is getting too far out of range!

:HAIT2_3770
$6298 = 0 // $ = int 
Car.StorePos($6312, $6344, $6345, $6346)
if 
83CA:   not object $6314 exists 
jf @HAIT2_3874 
if 
001C:   $5239 > $6300 // $ > $ int 
jf @HAIT2_3867 
Object.Create($6314, #RCBOMB, $6344, $6345, $6346)
Object.CollisionDetection($6314, False)
Object.ToggleInMovingList($6314, False)
$6347 = 0.0 // $ = float 

:HAIT2_3867
jump @HAIT2_4102 

:HAIT2_3874
02CE: $400 = ground_z $6344 $6345 $6346 
0086: $6343 = $6346 // $ = $ float 
0061: $6343 -= $400 // $ -= $ float 
if 
  $6343 > 0.5 // $ > float 
jf @HAIT2_4001 
0363: toggle_model_render_at $6344 $6345 $6346 radius 10.0 object #RCBOMB 1 
007E: $6347 -= frame_delta_time * 0.05 // float 
if 
  -0.5 > $6347 // float > $ 
jf @HAIT2_3994 
$6347 = -0.5 // $ = float 
$6298 = 1 // $ = int 

:HAIT2_3994
jump @HAIT2_4081 

:HAIT2_4001
0086: $6347 = $6343 // $ = $ float 
$6347 -= 1.0 // $ -= float 
$6347 *= -1.0 // $ *= float 
if 
  $6347 > 0.0 // $ > float 
jf @HAIT2_4081 
$6347 = 0.0 // $ = float 
0363: toggle_model_render_at $6344 $6345 $6346 radius 10.0 object #RCBOMB 0 

:HAIT2_4081
035C: place_object $6314 relative_to_car $6312 offset 0.0 0.0 $6347 

:HAIT2_4102
if 
0585:   in_car_fire_button_pressed 
jf @HAIT2_4300 
if 
  $6292 == 0 // $ == int 
jf @HAIT2_4293 
if 
  $6298 == 1 // $ == int 
jf @HAIT2_4293 
$6347 -= 0.5 // $ -= float 
035C: place_object $6314 relative_to_car $6312 offset 0.0 0.0 $6347 
Object.ToggleInMovingList($6314, True)
Object.CollisionDetection($6314, True)
038C: object $6314 scatter 0.0 0.0 0.0 
0084: $6300 = $5239 // $ = $ int 
$6300 += 500 // $ += int 
0084: $6315 = $6314 // $ = $ int 
$6314 = -1 // $ = int 
04D9: object $6315 set_scripted_collision_check 1 
0084: $6293 = $5239 // $ = $ int 
$6293 += 250 // $ += int 
0084: $6299 = $5239 // $ = $ int 
$6299 += 3000 // $ += int 
$6292 = 1 // $ = int 

:HAIT2_4293
jump @HAIT2_4344 

:HAIT2_4300
if 
  $6292 == 2 // $ == int 
jf @HAIT2_4344 
if 
001C:   $5239 > $6293 // $ > $ int 
jf @HAIT2_4344 
$6292 = 0 // $ = int 

:HAIT2_4344
jump @HAIT2_4416 

:HAIT2_4351
if 
   not $6312 == -1 // $ == int 
jf @HAIT2_4416 
04DB: exit_rc_mode 
Player.CanMove($PLAYER_CHAR, False)
Object.RemoveReferences($6314)
Object.RemoveReferences($6315)
$6314 = -1 // $ = int 
$6315 = -1 // $ = int 
$6312 = -1 // $ = int 
$6292 = 0 // $ = int 

:HAIT2_4416
jump @HAIT2_4481 

:HAIT2_4423
if 
   not $6312 == -1 // $ == int 
jf @HAIT2_4481 
04DB: exit_rc_mode 
Object.RemoveReferences($6314)
Object.RemoveReferences($6315)
$6314 = -1 // $ = int 
$6315 = -1 // $ = int 
$6312 = -1 // $ = int 
$6292 = 0 // $ = int 

:HAIT2_4481
if 
00E1:   player 0 pressed_button 15 
jf @HAIT2_4603 
if 
  $363 == 1 // $ == int 
jf @HAIT2_4596 
if 
   not $6312 == -1 // $ == int 
jf @HAIT2_4589 
00BC: text_highpriority 'RCCANX' time 2000 1  // ~r~RC plane cancelled.
04DB: exit_rc_mode 
Object.RemoveReferences($6314)
Object.RemoveReferences($6315)
$6314 = -1 // $ = int 
$6315 = -1 // $ = int 
$6312 = -1 // $ = int 
$6292 = 0 // $ = int 

:HAIT2_4589
$363 = 0 // $ = int 

:HAIT2_4596
jump @HAIT2_4628 

:HAIT2_4603
if 
  $363 == 0 // $ == int 
jf @HAIT2_4628 
$363 = 1 // $ = int 

:HAIT2_4628
jump @HAIT2_4693 

:HAIT2_4635
if 
   not $6312 == -1 // $ == int 
jf @HAIT2_4693 
04DB: exit_rc_mode 
Object.RemoveReferences($6314)
Object.RemoveReferences($6315)
$6314 = -1 // $ = int 
$6315 = -1 // $ = int 
$6312 = -1 // $ = int 
$6292 = 0 // $ = int 

:HAIT2_4693
if 
  $6292 == 1 // $ == int 
jf @HAIT2_4864 
if 
03CA:   object $6315 exists 
jf @HAIT2_4864 
Object.StorePos($6315, $6344, $6345, $6346)
02CE: $400 = ground_z $6344 $6345 $6346 
$400 += 0.5 // $ += float 
if 
  6.0 > $400 // float > $ 
jf @HAIT2_4796 
$400 = 6.0 // $ = float 

:HAIT2_4796
if or
04DA:   has_object $6315 collided 
001C:   $5239 > $6299 // $ > $ int 
04E7:   object $6315 in_water 
jf @HAIT2_4864 
04D9: object $6315 set_scripted_collision_check 0 
020C: create_explosion 0 at $6344 $6345 $6346 
Object.RemoveReferences($6315)
$6315 = -1 // $ = int 
$6292 = 2 // $ = int 

:HAIT2_4864
if 
  $6295 == 0 // $ == int 
jf @HAIT2_5419 
if 
03CA:   object $6315 exists 
jf @HAIT2_5419 
if or
04EA:   object $6315 in_cube -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 flag 0 
0057:   player $PLAYER_CHAR 0 -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 
jf @HAIT2_5419 
if 
   not Actor.Dead($6320)
jf @HAIT2_5021 
Marker.CreateAboveActor($6334, $6320)
018B: set_marker $6334 display 2 
0168: set_marker $6334 size 2 

:HAIT2_5021
if 
   not Actor.Dead($6321)
jf @HAIT2_5059 
Marker.CreateAboveActor($6335, $6321)
018B: set_marker $6335 display 2 
0168: set_marker $6335 size 2 

:HAIT2_5059
if 
   not Actor.Dead($6322)
jf @HAIT2_5097 
Marker.CreateAboveActor($6336, $6322)
018B: set_marker $6336 display 2 
0168: set_marker $6336 size 2 

:HAIT2_5097
if 
   not Actor.Dead($6323)
jf @HAIT2_5135 
Marker.CreateAboveActor($6337, $6323)
018B: set_marker $6337 display 2 
0168: set_marker $6337 size 2 

:HAIT2_5135
if 
   not Actor.Dead($6324)
jf @HAIT2_5173 
Marker.CreateAboveActor($6338, $6324)
018B: set_marker $6338 display 2 
0168: set_marker $6338 size 2 

:HAIT2_5173
if 
   not Actor.Dead($6325)
jf @HAIT2_5211 
Marker.CreateAboveActor($6339, $6325)
018B: set_marker $6339 display 2 
0168: set_marker $6339 size 2 

:HAIT2_5211
if 
   not Actor.Dead($6326)
jf @HAIT2_5249 
Marker.CreateAboveActor($6340, $6326)
018B: set_marker $6340 display 2 
0168: set_marker $6340 size 2 

:HAIT2_5249
if 
   not Actor.Dead($6327)
jf @HAIT2_5287 
Marker.CreateAboveActor($6341, $6327)
018B: set_marker $6341 display 2 
0168: set_marker $6341 size 2 

:HAIT2_5287
if 
   not Car.Wrecked($6317)
jf @HAIT2_5316 
Marker.Disable($6331)
Marker.CreateAboveCar($6331, $6317)

:HAIT2_5316
if 
   not Car.Wrecked($6316)
jf @HAIT2_5345 
Marker.Disable($6332)
Marker.CreateAboveCar($6332, $6316)

:HAIT2_5345
if 
   not Car.Wrecked($6318)
jf @HAIT2_5374 
Marker.Disable($6333)
Marker.CreateAboveCar($6333, $6318)

:HAIT2_5374
if 
   not Actor.Dead($6328)
jf @HAIT2_5412 
Marker.CreateAboveActor($6342, $6328)
018B: set_marker $6342 display 2 
0168: set_marker $6342 size 2 

:HAIT2_5412
$6295 = 1 // $ = int 

:HAIT2_5419
jump @HAIT2_5452 

:HAIT2_5426
if 
001C:   $5239 > $6310 // $ > $ int 
jf @HAIT2_5452 
jump @HAIT2_17610 

:HAIT2_5452
$6301 = 0 // $ = int 
if 
   not Actor.Dead($6320)
jf @HAIT2_5914 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_5907 
if 
  0@ == 0 // @ == int 
jf @HAIT2_5597 
if 
   not Car.Wrecked($6312)
jf @HAIT2_5575 
01B2: give_actor $6320 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6320 destroy_car $6312 
008B: 1@ = $5239 // @ = $ int 
1@ += 3500 // @ += int 
0@ = 1 // @ = int 
jump @HAIT2_5597 

:HAIT2_5575
008B: 1@ = $5239 // @ = $ int 
1@ -= 100 // @ -= int 
0@ = 1 // @ = int 

:HAIT2_5597
if 
  0@ == 1 // @ == int 
jf @HAIT2_5731 
if 
   not Car.Wrecked($6312)
jf @HAIT2_5639 
01D9: actor $6320 destroy_car $6312 

:HAIT2_5639
if 
001E:   $5239 > 1@ // $ > @ int 
jf @HAIT2_5731 
if 
   not Car.Wrecked($6316)
jf @HAIT2_5724 
011C: actor $6320 clear_objective 
0239: actor $6320 run_to -535.0269 -230.2825 
008B: 1@ = $5239 // @ = $ int 
1@ += 700 // @ += int 
0@ = 2 // @ = int 
jump @HAIT2_5731 

:HAIT2_5724
0@ = 100 // @ = int 

:HAIT2_5731
if 
  0@ == 2 // @ == int 
jf @HAIT2_5865 
if 
   not Car.Wrecked($6316)
jf @HAIT2_5858 
if 
0185:   car $6316 health > 250 
jf @HAIT2_5844 
if 
001E:   $5239 > 1@ // $ > @ int 
jf @HAIT2_5837 
011C: actor $6320 clear_objective 
Marker.Disable($6334)
Actor.DestroyInstantly($6320)
0129: $6320 = create_actor 4 #CBA in_car $6316 driverseat 
0@ = 3 // @ = int 

:HAIT2_5837
jump @HAIT2_5851 

:HAIT2_5844
0@ = 100 // @ = int 

:HAIT2_5851
jump @HAIT2_5865 

:HAIT2_5858
0@ = 100 // @ = int 

:HAIT2_5865
if 
  0@ == 100 // @ == int 
jf @HAIT2_5907 
if 
   not Car.Wrecked($6312)
jf @HAIT2_5907 
01D9: actor $6320 destroy_car $6312 

:HAIT2_5907
jump @HAIT2_5970 

:HAIT2_5914
if 
   not 0@ == -10 // @ == int 
jf @HAIT2_5963 
Marker.Disable($6334)
018C: play_sound 1 at 0.0 0.0 0.0 
0@ = -10 // @ = int 

:HAIT2_5963
$6301 += 1 // $ += int 

:HAIT2_5970
if 
   not Actor.Dead($6321)
jf @HAIT2_6728 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_6712 
if 
  2@ == 0 // @ == int 
jf @HAIT2_6117 
if 
   not Car.Wrecked($6312)
jf @HAIT2_6095 
0372: set_actor $6321 anim 0 wait_state_time 17 ms 
01B2: give_actor $6321 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6321 destroy_car $6312 
008B: 3@ = $5239 // @ = $ int 
3@ += 3700 // @ += int 
2@ = 1 // @ = int 
jump @HAIT2_6117 

:HAIT2_6095
008B: 3@ = $5239 // @ = $ int 
3@ -= 100 // @ -= int 
2@ = 1 // @ = int 

:HAIT2_6117
if 
  2@ == 1 // @ == int 
jf @HAIT2_6235 
if 
   not Car.Wrecked($6312)
jf @HAIT2_6159 
01D9: actor $6321 destroy_car $6312 

:HAIT2_6159
if 
001E:   $5239 > 3@ // $ > @ int 
jf @HAIT2_6235 
if 
   not Car.Wrecked($6316)
jf @HAIT2_6228 
011C: actor $6321 clear_objective 
0239: actor $6321 run_to -537.8747 -233.085 
2@ = 2 // @ = int 
jump @HAIT2_6235 

:HAIT2_6228
2@ = 100 // @ = int 

:HAIT2_6235
if 
  2@ == 2 // @ == int 
jf @HAIT2_6343 
if 
00ED:   actor $6321 0 -537.8747 -233.085 radius 1.0 1.0 
jf @HAIT2_6343 
if 
   not Car.Wrecked($6316)
jf @HAIT2_6336 
0239: actor $6321 run_to -535.1575 -233.1016 
2@ = 3 // @ = int 
jump @HAIT2_6343 

:HAIT2_6336
2@ = 100 // @ = int 

:HAIT2_6343
if 
  2@ == 3 // @ == int 
jf @HAIT2_6467 
if 
00ED:   actor $6321 0 -535.1575 -233.1016 radius 1.0 1.0 
jf @HAIT2_6467 
if 
   not Car.Wrecked($6316)
jf @HAIT2_6460 
0239: actor $6321 run_to -535.0269 -230.2825 
008B: 3@ = $5239 // @ = $ int 
3@ += 700 // @ += int 
2@ = 4 // @ = int 
jump @HAIT2_6467 

:HAIT2_6460
2@ = 100 // @ = int 

:HAIT2_6467
if 
  2@ == 4 // @ == int 
jf @HAIT2_6663 
if 
   not Car.Wrecked($6316)
jf @HAIT2_6656 
if 
0185:   car $6316 health > 250 
jf @HAIT2_6642 
if 
001E:   $5239 > 3@ // $ > @ int 
jf @HAIT2_6635 
if 
   not Actor.Dead($6320)
jf @HAIT2_6606 
0464: put_actor $6321 into_turret_on_car $6316 at_car_offset 0.6462 1.4897 1.3333 position 2 angle 360.0 with_weapon 27 
Marker.Disable($6335)
2@ = 100 // @ = int 
jump @HAIT2_6635 

:HAIT2_6606
Marker.Disable($6335)
Actor.DestroyInstantly($6321)
0129: $6321 = create_actor 4 #CBA in_car $6316 driverseat 
2@ = 5 // @ = int 

:HAIT2_6635
jump @HAIT2_6649 

:HAIT2_6642
2@ = 100 // @ = int 

:HAIT2_6649
jump @HAIT2_6663 

:HAIT2_6656
2@ = 100 // @ = int 

:HAIT2_6663
if 
  2@ == 100 // @ == int 
jf @HAIT2_6705 
if 
   not Car.Wrecked($6312)
jf @HAIT2_6705 
01D9: actor $6321 destroy_car $6312 

:HAIT2_6705
jump @HAIT2_6721 

:HAIT2_6712
0372: set_actor $6321 anim 25 wait_state_time 100 ms 

:HAIT2_6721
jump @HAIT2_6789 

:HAIT2_6728
if 
   not 2@ == -10 // @ == int 
jf @HAIT2_6782 
Marker.Disable($6335)
0465: remove_actor $6321 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
2@ = -10 // @ = int 

:HAIT2_6782
$6301 += 1 // $ += int 

:HAIT2_6789
if 
   not Actor.Dead($6322)
jf @HAIT2_7419 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_7412 
if 
  4@ == 0 // @ == int 
jf @HAIT2_6927 
if 
   not Car.Wrecked($6312)
jf @HAIT2_6905 
01B2: give_actor $6322 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6322 destroy_car $6312 
008B: 5@ = $5239 // @ = $ int 
5@ += 3900 // @ += int 
4@ = 1 // @ = int 
jump @HAIT2_6927 

:HAIT2_6905
008B: 5@ = $5239 // @ = $ int 
5@ -= 100 // @ -= int 
4@ = 1 // @ = int 

:HAIT2_6927
if 
  4@ == 1 // @ == int 
jf @HAIT2_7045 
if 
   not Car.Wrecked($6312)
jf @HAIT2_6969 
01D9: actor $6322 destroy_car $6312 

:HAIT2_6969
if 
001E:   $5239 > 5@ // $ > @ int 
jf @HAIT2_7045 
if 
   not Car.Wrecked($6316)
jf @HAIT2_7038 
011C: actor $6322 clear_objective 
0239: actor $6322 run_to -535.1575 -233.1016 
4@ = 2 // @ = int 
jump @HAIT2_7045 

:HAIT2_7038
4@ = 100 // @ = int 

:HAIT2_7045
if 
  4@ == 2 // @ == int 
jf @HAIT2_7169 
if 
00ED:   actor $6322 0 -535.1575 -233.1016 radius 1.0 1.0 
jf @HAIT2_7169 
if 
   not Car.Wrecked($6316)
jf @HAIT2_7162 
0239: actor $6322 run_to -535.0269 -230.2825 
008B: 5@ = $5239 // @ = $ int 
5@ += 700 // @ += int 
4@ = 3 // @ = int 
jump @HAIT2_7169 

:HAIT2_7162
4@ = 100 // @ = int 

:HAIT2_7169
if 
  4@ == 3 // @ == int 
jf @HAIT2_7370 
if 
   not Car.Wrecked($6316)
jf @HAIT2_7363 
if 
0185:   car $6316 health > 250 
jf @HAIT2_7349 
if 
001E:   $5239 > 5@ // $ > @ int 
jf @HAIT2_7342 
if or
   not Actor.Dead($6320)
   not Actor.Dead($6321)
jf @HAIT2_7313 
0464: put_actor $6322 into_turret_on_car $6316 at_car_offset -0.6107 1.4015 1.3205 position 2 angle 360.0 with_weapon 27 
Marker.Disable($6336)
4@ = 100 // @ = int 
jump @HAIT2_7342 

:HAIT2_7313
Marker.Disable($6336)
Actor.DestroyInstantly($6322)
0129: $6322 = create_actor 4 #CBB in_car $6316 driverseat 
4@ = 4 // @ = int 

:HAIT2_7342
jump @HAIT2_7356 

:HAIT2_7349
4@ = 100 // @ = int 

:HAIT2_7356
jump @HAIT2_7370 

:HAIT2_7363
4@ = 100 // @ = int 

:HAIT2_7370
if 
  4@ == 100 // @ == int 
jf @HAIT2_7412 
if 
   not Car.Wrecked($6312)
jf @HAIT2_7412 
01D9: actor $6322 destroy_car $6312 

:HAIT2_7412
jump @HAIT2_7480 

:HAIT2_7419
if 
   not 4@ == -10 // @ == int 
jf @HAIT2_7473 
Marker.Disable($6336)
0465: remove_actor $6322 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
4@ = -10 // @ = int 

:HAIT2_7473
$6301 += 1 // $ += int 

:HAIT2_7480
if 
   not Actor.Dead($6323)
jf @HAIT2_8063 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_8047 
if 
  6@ == 0 // @ == int 
jf @HAIT2_7627 
if 
   not Car.Wrecked($6312)
jf @HAIT2_7605 
0372: set_actor $6323 anim 0 wait_state_time 17 ms 
01B2: give_actor $6323 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6323 destroy_car $6312 
008B: 7@ = $5239 // @ = $ int 
7@ += 1200 // @ += int 
6@ = 1 // @ = int 
jump @HAIT2_7627 

:HAIT2_7605
008B: 7@ = $5239 // @ = $ int 
7@ -= 100 // @ -= int 
6@ = 1 // @ = int 

:HAIT2_7627
if 
  6@ == 1 // @ == int 
jf @HAIT2_7745 
if 
   not Car.Wrecked($6312)
jf @HAIT2_7669 
01D9: actor $6323 destroy_car $6312 

:HAIT2_7669
if 
001E:   $5239 > 7@ // $ > @ int 
jf @HAIT2_7745 
if 
   not Car.Wrecked($6317)
jf @HAIT2_7738 
011C: actor $6323 clear_objective 
0239: actor $6323 run_to -524.5031 -232.6815 
6@ = 2 // @ = int 
jump @HAIT2_7745 

:HAIT2_7738
6@ = 100 // @ = int 

:HAIT2_7745
if 
  6@ == 2 // @ == int 
jf @HAIT2_7869 
if 
00ED:   actor $6323 0 -524.5031 -232.6815 radius 1.0 1.0 
jf @HAIT2_7869 
if 
   not Car.Wrecked($6317)
jf @HAIT2_7862 
0239: actor $6323 run_to -524.4131 -229.7234 
008B: 7@ = $5239 // @ = $ int 
7@ += 700 // @ += int 
6@ = 3 // @ = int 
jump @HAIT2_7869 

:HAIT2_7862
6@ = 100 // @ = int 

:HAIT2_7869
if 
  6@ == 3 // @ == int 
jf @HAIT2_7998 
if 
   not Car.Wrecked($6317)
jf @HAIT2_7991 
if 
0185:   car $6317 health > 250 
jf @HAIT2_7977 
if 
001E:   $5239 > 7@ // $ > @ int 
jf @HAIT2_7970 
Marker.Disable($6337)
Actor.DestroyInstantly($6323)
0129: $6323 = create_actor 4 #CBB in_car $6317 driverseat 
6@ = 4 // @ = int 

:HAIT2_7970
jump @HAIT2_7984 

:HAIT2_7977
6@ = 100 // @ = int 

:HAIT2_7984
jump @HAIT2_7998 

:HAIT2_7991
6@ = 100 // @ = int 

:HAIT2_7998
if 
  6@ == 100 // @ == int 
jf @HAIT2_8040 
if 
   not Car.Wrecked($6312)
jf @HAIT2_8040 
01D9: actor $6323 destroy_car $6312 

:HAIT2_8040
jump @HAIT2_8056 

:HAIT2_8047
0372: set_actor $6323 anim 24 wait_state_time 100 ms 

:HAIT2_8056
jump @HAIT2_8119 

:HAIT2_8063
if 
   not 6@ == -10 // @ == int 
jf @HAIT2_8112 
Marker.Disable($6337)
018C: play_sound 1 at 0.0 0.0 0.0 
6@ = -10 // @ = int 

:HAIT2_8112
$6301 += 1 // $ += int 

:HAIT2_8119
if 
   not Actor.Dead($6324)
jf @HAIT2_8769 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_8753 
if 
  8@ == 0 // @ == int 
jf @HAIT2_8266 
if 
   not Car.Wrecked($6312)
jf @HAIT2_8244 
0372: set_actor $6324 anim 0 wait_state_time 17 ms 
01B2: give_actor $6324 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6324 destroy_car $6312 
008B: 9@ = $5239 // @ = $ int 
9@ += 1500 // @ += int 
8@ = 1 // @ = int 
jump @HAIT2_8266 

:HAIT2_8244
008B: 9@ = $5239 // @ = $ int 
9@ -= 100 // @ -= int 
8@ = 1 // @ = int 

:HAIT2_8266
if 
  8@ == 1 // @ == int 
jf @HAIT2_8384 
if 
   not Car.Wrecked($6312)
jf @HAIT2_8308 
01D9: actor $6324 destroy_car $6312 

:HAIT2_8308
if 
001E:   $5239 > 9@ // $ > @ int 
jf @HAIT2_8384 
if 
   not Car.Wrecked($6317)
jf @HAIT2_8377 
011C: actor $6324 clear_objective 
0239: actor $6324 run_to -524.5031 -232.6815 
8@ = 2 // @ = int 
jump @HAIT2_8384 

:HAIT2_8377
8@ = 100 // @ = int 

:HAIT2_8384
if 
  8@ == 2 // @ == int 
jf @HAIT2_8508 
if 
00ED:   actor $6324 0 -524.5031 -232.6815 radius 1.0 1.0 
jf @HAIT2_8508 
if 
   not Car.Wrecked($6317)
jf @HAIT2_8501 
0239: actor $6324 run_to -524.4131 -229.7234 
008B: 9@ = $5239 // @ = $ int 
9@ += 700 // @ += int 
8@ = 3 // @ = int 
jump @HAIT2_8508 

:HAIT2_8501
8@ = 100 // @ = int 

:HAIT2_8508
if 
  8@ == 3 // @ == int 
jf @HAIT2_8704 
if 
   not Car.Wrecked($6317)
jf @HAIT2_8697 
if 
0185:   car $6317 health > 250 
jf @HAIT2_8683 
if 
001E:   $5239 > 9@ // $ > @ int 
jf @HAIT2_8676 
if 
   not Actor.Dead($6323)
jf @HAIT2_8647 
0464: put_actor $6324 into_turret_on_car $6317 at_car_offset 0.2534 -0.2957 1.4395 position 2 angle 360.0 with_weapon 27 
Marker.Disable($6338)
8@ = 100 // @ = int 
jump @HAIT2_8676 

:HAIT2_8647
Marker.Disable($6338)
Actor.DestroyInstantly($6324)
0129: $6324 = create_actor 4 #CBA in_car $6317 driverseat 
8@ = 4 // @ = int 

:HAIT2_8676
jump @HAIT2_8690 

:HAIT2_8683
8@ = 100 // @ = int 

:HAIT2_8690
jump @HAIT2_8704 

:HAIT2_8697
8@ = 100 // @ = int 

:HAIT2_8704
if 
  8@ == 100 // @ == int 
jf @HAIT2_8746 
if 
   not Car.Wrecked($6312)
jf @HAIT2_8746 
01D9: actor $6324 destroy_car $6312 

:HAIT2_8746
jump @HAIT2_8762 

:HAIT2_8753
0372: set_actor $6324 anim 3 wait_state_time 100 ms 

:HAIT2_8762
jump @HAIT2_8830 

:HAIT2_8769
if 
   not 8@ == -10 // @ == int 
jf @HAIT2_8823 
Marker.Disable($6338)
0465: remove_actor $6324 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
8@ = -10 // @ = int 

:HAIT2_8823
$6301 += 1 // $ += int 

:HAIT2_8830
if 
   not Actor.Dead($6325)
jf @HAIT2_9604 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_9597 
if 
  10@ == 0 // @ == int 
jf @HAIT2_8968 
if 
   not Car.Wrecked($6312)
jf @HAIT2_8946 
01B2: give_actor $6325 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6325 destroy_car $6312 
008B: 11@ = $5239 // @ = $ int 
11@ += 1800 // @ += int 
10@ = 1 // @ = int 
jump @HAIT2_8968 

:HAIT2_8946
008B: 11@ = $5239 // @ = $ int 
11@ -= 100 // @ -= int 
10@ = 1 // @ = int 

:HAIT2_8968
if 
  10@ == 1 // @ == int 
jf @HAIT2_9086 
if 
   not Car.Wrecked($6312)
jf @HAIT2_9010 
01D9: actor $6325 destroy_car $6312 

:HAIT2_9010
if 
001E:   $5239 > 11@ // $ > @ int 
jf @HAIT2_9086 
if 
   not Car.Wrecked($6318)
jf @HAIT2_9079 
011C: actor $6325 clear_objective 
0239: actor $6325 run_to -521.9704 -240.8421 
10@ = 2 // @ = int 
jump @HAIT2_9086 

:HAIT2_9079
10@ = 100 // @ = int 

:HAIT2_9086
if 
  10@ == 2 // @ == int 
jf @HAIT2_9194 
if 
00ED:   actor $6325 0 -521.9704 -240.8421 radius 1.0 1.0 
jf @HAIT2_9194 
if 
   not Car.Wrecked($6318)
jf @HAIT2_9187 
0239: actor $6325 run_to -522.0861 -235.0635 
10@ = 3 // @ = int 
jump @HAIT2_9194 

:HAIT2_9187
10@ = 100 // @ = int 

:HAIT2_9194
if 
  10@ == 3 // @ == int 
jf @HAIT2_9302 
if 
00ED:   actor $6325 0 -522.0861 -235.0635 radius 1.0 1.0 
jf @HAIT2_9302 
if 
   not Car.Wrecked($6318)
jf @HAIT2_9295 
0239: actor $6325 run_to -517.2231 -232.8405 
10@ = 4 // @ = int 
jump @HAIT2_9302 

:HAIT2_9295
10@ = 100 // @ = int 

:HAIT2_9302
if 
  10@ == 4 // @ == int 
jf @HAIT2_9426 
if 
00ED:   actor $6325 0 -517.2231 -232.8405 radius 1.0 1.0 
jf @HAIT2_9426 
if 
   not Car.Wrecked($6318)
jf @HAIT2_9419 
0239: actor $6325 run_to -515.7076 -230.4083 
008B: 11@ = $5239 // @ = $ int 
11@ += 700 // @ += int 
10@ = 5 // @ = int 
jump @HAIT2_9426 

:HAIT2_9419
10@ = 100 // @ = int 

:HAIT2_9426
if 
  10@ == 5 // @ == int 
jf @HAIT2_9555 
if 
   not Car.Wrecked($6318)
jf @HAIT2_9548 
if 
0185:   car $6318 health > 250 
jf @HAIT2_9534 
if 
001E:   $5239 > 11@ // $ > @ int 
jf @HAIT2_9527 
Marker.Disable($6339)
Actor.DestroyInstantly($6325)
0129: $6325 = create_actor 4 #CBA in_car $6318 driverseat 
10@ = 6 // @ = int 

:HAIT2_9527
jump @HAIT2_9541 

:HAIT2_9534
10@ = 100 // @ = int 

:HAIT2_9541
jump @HAIT2_9555 

:HAIT2_9548
10@ = 100 // @ = int 

:HAIT2_9555
if 
  10@ == 100 // @ == int 
jf @HAIT2_9597 
if 
   not Car.Wrecked($6312)
jf @HAIT2_9597 
01D9: actor $6325 destroy_car $6312 

:HAIT2_9597
jump @HAIT2_9660 

:HAIT2_9604
if 
   not 10@ == -10 // @ == int 
jf @HAIT2_9653 
Marker.Disable($6339)
018C: play_sound 1 at 0.0 0.0 0.0 
10@ = -10 // @ = int 

:HAIT2_9653
$6301 += 1 // $ += int 

:HAIT2_9660
if 
   not Actor.Dead($6326)
jf @HAIT2_10418 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_10402 
if 
  12@ == 0 // @ == int 
jf @HAIT2_9807 
if 
   not Car.Wrecked($6312)
jf @HAIT2_9785 
0372: set_actor $6326 anim 0 wait_state_time 17 ms 
01B2: give_actor $6326 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6326 destroy_car $6312 
008B: 13@ = $5239 // @ = $ int 
13@ += 4100 // @ += int 
12@ = 1 // @ = int 
jump @HAIT2_9807 

:HAIT2_9785
008B: 13@ = $5239 // @ = $ int 
13@ -= 100 // @ -= int 
12@ = 1 // @ = int 

:HAIT2_9807
if 
  12@ == 1 // @ == int 
jf @HAIT2_9925 
if 
   not Car.Wrecked($6312)
jf @HAIT2_9849 
01D9: actor $6326 destroy_car $6312 

:HAIT2_9849
if 
001E:   $5239 > 13@ // $ > @ int 
jf @HAIT2_9925 
if 
   not Car.Wrecked($6318)
jf @HAIT2_9918 
011C: actor $6326 clear_objective 
0239: actor $6326 run_to -512.1264 -237.3874 
12@ = 2 // @ = int 
jump @HAIT2_9925 

:HAIT2_9918
12@ = 100 // @ = int 

:HAIT2_9925
if 
  12@ == 2 // @ == int 
jf @HAIT2_10033 
if 
00ED:   actor $6326 0 -512.1264 -237.3874 radius 1.0 1.0 
jf @HAIT2_10033 
if 
   not Car.Wrecked($6318)
jf @HAIT2_10026 
0239: actor $6326 run_to -512.0654 -232.852 
12@ = 3 // @ = int 
jump @HAIT2_10033 

:HAIT2_10026
12@ = 100 // @ = int 

:HAIT2_10033
if 
  12@ == 3 // @ == int 
jf @HAIT2_10157 
if 
00ED:   actor $6326 0 -512.0654 -232.852 radius 1.0 1.0 
jf @HAIT2_10157 
if 
   not Car.Wrecked($6318)
jf @HAIT2_10150 
0239: actor $6326 run_to -513.3506 -230.3167 
008B: 13@ = $5239 // @ = $ int 
13@ += 700 // @ += int 
12@ = 4 // @ = int 
jump @HAIT2_10157 

:HAIT2_10150
12@ = 100 // @ = int 

:HAIT2_10157
if 
  12@ == 4 // @ == int 
jf @HAIT2_10353 
if 
   not Car.Wrecked($6318)
jf @HAIT2_10346 
if 
0185:   car $6318 health > 250 
jf @HAIT2_10332 
if 
001E:   $5239 > 13@ // $ > @ int 
jf @HAIT2_10325 
if 
   not Actor.Dead($6325)
jf @HAIT2_10296 
0464: put_actor $6326 into_turret_on_car $6318 at_car_offset -0.1968 2.0053 0.8746 position 2 angle 360.0 with_weapon 27 
Marker.Disable($6340)
12@ = 100 // @ = int 
jump @HAIT2_10325 

:HAIT2_10296
Marker.Disable($6340)
Actor.DestroyInstantly($6326)
0129: $6326 = create_actor 4 #CBB in_car $6318 driverseat 
12@ = 5 // @ = int 

:HAIT2_10325
jump @HAIT2_10339 

:HAIT2_10332
12@ = 100 // @ = int 

:HAIT2_10339
jump @HAIT2_10353 

:HAIT2_10346
12@ = 100 // @ = int 

:HAIT2_10353
if 
  12@ == 100 // @ == int 
jf @HAIT2_10395 
if 
   not Car.Wrecked($6312)
jf @HAIT2_10395 
01D9: actor $6326 destroy_car $6312 

:HAIT2_10395
jump @HAIT2_10411 

:HAIT2_10402
0372: set_actor $6326 anim 25 wait_state_time 100 ms 

:HAIT2_10411
jump @HAIT2_10479 

:HAIT2_10418
if 
   not 12@ == -10 // @ == int 
jf @HAIT2_10472 
Marker.Disable($6340)
0465: remove_actor $6326 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
12@ = -10 // @ = int 

:HAIT2_10472
$6301 += 1 // $ += int 

:HAIT2_10479
if 
   not Actor.Dead($6327)
jf @HAIT2_11334 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_11327 
if 
  14@ == 0 // @ == int 
jf @HAIT2_10626 
if 
   not Car.Wrecked($6312)
jf @HAIT2_10604 
0372: set_actor $6327 anim 0 wait_state_time 17 ms 
01B2: give_actor $6327 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6327 destroy_car $6312 
008B: 15@ = $5239 // @ = $ int 
15@ += 3400 // @ += int 
14@ = 1 // @ = int 
jump @HAIT2_10626 

:HAIT2_10604
008B: 15@ = $5239 // @ = $ int 
15@ -= 100 // @ -= int 
14@ = 1 // @ = int 

:HAIT2_10626
if 
  14@ == 1 // @ == int 
jf @HAIT2_10744 
if 
   not Car.Wrecked($6312)
jf @HAIT2_10668 
01D9: actor $6327 destroy_car $6312 

:HAIT2_10668
if 
001E:   $5239 > 15@ // $ > @ int 
jf @HAIT2_10744 
if 
   not Car.Wrecked($6318)
jf @HAIT2_10737 
011C: actor $6327 clear_objective 
0239: actor $6327 run_to -521.9704 -240.8421 
14@ = 2 // @ = int 
jump @HAIT2_10744 

:HAIT2_10737
14@ = 100 // @ = int 

:HAIT2_10744
if 
  14@ == 2 // @ == int 
jf @HAIT2_10852 
if 
00ED:   actor $6327 0 -521.9704 -240.8421 radius 1.0 1.0 
jf @HAIT2_10852 
if 
   not Car.Wrecked($6318)
jf @HAIT2_10845 
0239: actor $6327 run_to -522.0861 -235.0635 
14@ = 3 // @ = int 
jump @HAIT2_10852 

:HAIT2_10845
14@ = 100 // @ = int 

:HAIT2_10852
if 
  14@ == 3 // @ == int 
jf @HAIT2_10960 
if 
00ED:   actor $6327 0 -522.0861 -235.0635 radius 1.0 1.0 
jf @HAIT2_10960 
if 
   not Car.Wrecked($6318)
jf @HAIT2_10953 
0239: actor $6327 run_to -517.2231 -232.8405 
14@ = 4 // @ = int 
jump @HAIT2_10960 

:HAIT2_10953
14@ = 100 // @ = int 

:HAIT2_10960
if 
  14@ == 4 // @ == int 
jf @HAIT2_11084 
if 
00ED:   actor $6327 0 -517.2231 -232.8405 radius 1.0 1.0 
jf @HAIT2_11084 
if 
   not Car.Wrecked($6318)
jf @HAIT2_11077 
0239: actor $6327 run_to -515.7076 -230.4083 
008B: 15@ = $5239 // @ = $ int 
15@ += 700 // @ += int 
14@ = 5 // @ = int 
jump @HAIT2_11084 

:HAIT2_11077
14@ = 100 // @ = int 

:HAIT2_11084
if 
  14@ == 5 // @ == int 
jf @HAIT2_11285 
if 
   not Car.Wrecked($6318)
jf @HAIT2_11278 
if 
0185:   car $6318 health > 250 
jf @HAIT2_11264 
if 
001E:   $5239 > 15@ // $ > @ int 
jf @HAIT2_11257 
if or
   not Actor.Dead($6325)
   not Actor.Dead($6326)
jf @HAIT2_11228 
0464: put_actor $6327 into_turret_on_car $6318 at_car_offset 0.0444 -1.8993 1.0885 position 2 angle 360.0 with_weapon 27 
Marker.Disable($6341)
14@ = 100 // @ = int 
jump @HAIT2_11257 

:HAIT2_11228
Marker.Disable($6341)
Actor.DestroyInstantly($6327)
0129: $6327 = create_actor 4 #CBB in_car $6318 driverseat 
14@ = 6 // @ = int 

:HAIT2_11257
jump @HAIT2_11271 

:HAIT2_11264
14@ = 100 // @ = int 

:HAIT2_11271
jump @HAIT2_11285 

:HAIT2_11278
14@ = 100 // @ = int 

:HAIT2_11285
if 
  14@ == 100 // @ == int 
jf @HAIT2_11327 
if 
   not Car.Wrecked($6312)
jf @HAIT2_11327 
01D9: actor $6327 destroy_car $6312 

:HAIT2_11327
jump @HAIT2_11395 

:HAIT2_11334
if 
   not 14@ == -10 // @ == int 
jf @HAIT2_11388 
Marker.Disable($6341)
0465: remove_actor $6327 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
14@ = -10 // @ = int 

:HAIT2_11388
$6301 += 1 // $ += int 

:HAIT2_11395
if 
   not Actor.Dead($6328)
jf @HAIT2_11871 
if 
  $6295 == 1 // $ == int 
jf @HAIT2_11864 
if 
  $6302 == 0 // $ == int 
jf @HAIT2_11542 
if 
   not Car.Wrecked($6312)
jf @HAIT2_11520 
0372: set_actor $6328 anim 0 wait_state_time 17 ms 
01B2: give_actor $6328 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $6328 destroy_car $6312 
0084: $6303 = $5239 // $ = $ int 
$6303 += 7000 // $ += int 
$6302 = 1 // $ = int 
jump @HAIT2_11542 

:HAIT2_11520
0084: $6303 = $5239 // $ = $ int 
$6303 -= 100 // $ -= int 
$6302 = 1 // $ = int 

:HAIT2_11542
if 
  $6302 == 2 // $ == int 
jf @HAIT2_11715 
if 
   not Car.Wrecked($6312)
jf @HAIT2_11584 
01D9: actor $6328 destroy_car $6312 

:HAIT2_11584
if 
001C:   $5239 > $6303 // $ > $ int 
jf @HAIT2_11715 
if 
   not Car.Wrecked($6319)
jf @HAIT2_11708 
if 
0185:   car $6319 health > 250 
jf @HAIT2_11694 
011C: actor $6328 clear_objective 
018B: set_marker $6342 display 3 
0168: set_marker $6334 size 3 
00BC: text_highpriority 'HAT2_B7' time 6000 1  // ~g~One of them is escaping in a car. Don't leave any witnesses!
01D5: actor $6328 go_to_and_drive_car $6319 
$6302 = 3 // $ = int 
jump @HAIT2_11701 

:HAIT2_11694
$6302 = 100 // $ = int 

:HAIT2_11701
jump @HAIT2_11715 

:HAIT2_11708
$6302 = 100 // $ = int 

:HAIT2_11715
if 
  $6302 == 3 // $ == int 
jf @HAIT2_11822 
if 
   not Car.Wrecked($6319)
jf @HAIT2_11815 
if 
0185:   car $6319 health > 250 
jf @HAIT2_11801 
if 
   Actor.InCar($6328, $6319)
jf @HAIT2_11794 
$6302 = 4 // $ = int 

:HAIT2_11794
jump @HAIT2_11808 

:HAIT2_11801
$6302 = 100 // $ = int 

:HAIT2_11808
jump @HAIT2_11822 

:HAIT2_11815
$6302 = 100 // $ = int 

:HAIT2_11822
if 
  $6302 == 100 // $ == int 
jf @HAIT2_11864 
if 
   not Car.Wrecked($6312)
jf @HAIT2_11864 
01D9: actor $6328 destroy_car $6312 

:HAIT2_11864
jump @HAIT2_11927 

:HAIT2_11871
if 
   not $6302 == -10 // $ == int 
jf @HAIT2_11920 
Marker.Disable($6342)
018C: play_sound 1 at 0.0 0.0 0.0 
$6302 = -10 // $ = int 

:HAIT2_11920
$6301 += 1 // $ += int 

:HAIT2_11927
if 
   not Car.Wrecked($6317)
jf @HAIT2_12114 
if 
  $6304 == 0 // $ == int 
jf @HAIT2_12074 
if or
  6@ == 4 // @ == int 
   Actor.Dead($6323)
jf @HAIT2_12074 
if or
  8@ == 4 // @ == int 
  8@ == 100 // @ == int 
   Actor.Dead($6324)
jf @HAIT2_12074 
if or
  6@ == 4 // @ == int 
  8@ == 4 // @ == int 
jf @HAIT2_12074 
$6304 = 1 // $ = int 
00BC: text_highpriority 'HAT2_B5' time 5000 1  // ~g~They are making a run for it. Don't let them get away!
Marker.Disable($6331)
Marker.CreateAboveCar($6331, $6317)

:HAIT2_12074
if 
  $6304 == 1 // $ == int 
jf @HAIT2_12107 
0084: $3135 = $6317 // $ = $ int 
gosub @HAIT2_15202 

:HAIT2_12107
jump @HAIT2_12126 

:HAIT2_12114
Marker.Disable($6331)
$6301 += 1 // $ += int 

:HAIT2_12126
if 
   not Car.Wrecked($6316)
jf @HAIT2_12992 
if 
  $6305 == 0 // $ == int 
jf @HAIT2_12310 
if or
  0@ == 3 // @ == int 
   Actor.Dead($6320)
jf @HAIT2_12310 
if or
  2@ == 5 // @ == int 
  2@ == 100 // @ == int 
   Actor.Dead($6321)
jf @HAIT2_12310 
if or
  4@ == 4 // @ == int 
  4@ == 100 // @ == int 
   Actor.Dead($6322)
jf @HAIT2_12310 
if or
  0@ == 3 // @ == int 
  2@ == 5 // @ == int 
  4@ == 4 // @ == int 
jf @HAIT2_12310 
$6305 = 1 // $ = int 
00BC: text_highpriority 'HAT2_B5' time 5000 1  // ~g~They are making a run for it. Don't let them get away!
Marker.Disable($6332)
Marker.CreateAboveCar($6332, $6316)

:HAIT2_12310
if 
  $6305 == 1 // $ == int 
jf @HAIT2_12952 
if or
  $6304 > 0 // $ > int 
   Car.Wrecked($6317)
jf @HAIT2_12952 
if 
   not Car.Wrecked($6317)
jf @HAIT2_12903 
0407: create_coordinate $749 $750 $751 from_car $6317 offset -10.879 -15.176 0.0 
if 
01AF:   car $6316 0 $749 $750 6.0 radius 5.0 5.0 5.0 
jf @HAIT2_12638 
02DB: set_boat $6316 speed_to 2.0 
$6348 = Car.Angle($6317)
$6349 = Car.Angle($6316)
0086: $6351 = $6348 // $ = $ float 
0061: $6351 -= $6349 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @HAIT2_12513 
$6351 += 360.0 // $ += float 

:HAIT2_12513
if 
  $6351 > 180.0 // $ > float 
jf @HAIT2_12544 
$6351 -= 360.0 // $ -= float 

:HAIT2_12544
if 
  0.0 > $6351 // float > $ 
jf @HAIT2_12582 
0078: $6349 += frame_delta_time * 1.0 // float 
jump @HAIT2_12592 

:HAIT2_12582
007E: $6349 -= frame_delta_time * 1.0 // float 

:HAIT2_12592
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @HAIT2_12631 
Car.Angle($6316) = $6349

:HAIT2_12631
jump @HAIT2_12880 

:HAIT2_12638
if 
01AD:   car $6316 sphere 0 near_point $749 $750 radius 10.0 10.0 
jf @HAIT2_12870 
02DB: set_boat $6316 speed_to 12.0 
$6348 = Car.Angle($6317)
$6349 = Car.Angle($6316)
0086: $6351 = $6348 // $ = $ float 
0061: $6351 -= $6349 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @HAIT2_12745 
$6351 += 360.0 // $ += float 

:HAIT2_12745
if 
  $6351 > 180.0 // $ > float 
jf @HAIT2_12776 
$6351 -= 360.0 // $ -= float 

:HAIT2_12776
if 
  0.0 > $6351 // float > $ 
jf @HAIT2_12814 
0078: $6349 += frame_delta_time * 1.0 // float 
jump @HAIT2_12824 

:HAIT2_12814
007E: $6349 -= frame_delta_time * 1.0 // float 

:HAIT2_12824
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @HAIT2_12863 
Car.Angle($6316) = $6349

:HAIT2_12863
jump @HAIT2_12880 

:HAIT2_12870
02DB: set_boat $6316 speed_to 20.0 

:HAIT2_12880
02D3: boat $6316 drive_to $749 $750 6.0 
jump @HAIT2_12952 

:HAIT2_12903
if 
   not $6294 == 0 // $ == int 
jf @HAIT2_12935 
$6294 -= 1 // $ -= int 
$6296 = 1 // $ = int 

:HAIT2_12935
02DB: set_boat $6316 speed_to 12.0 
$6305 = 2 // $ = int 

:HAIT2_12952
if 
  $6305 == 2 // $ == int 
jf @HAIT2_12985 
0084: $3135 = $6316 // $ = $ int 
gosub @HAIT2_15202 

:HAIT2_12985
jump @HAIT2_13004 

:HAIT2_12992
Marker.Disable($6332)
$6301 += 1 // $ += int 

:HAIT2_13004
if 
   not Car.Wrecked($6318)
jf @HAIT2_14389 
if 
  $6306 == 0 // $ == int 
jf @HAIT2_13188 
if or
  10@ == 6 // @ == int 
   Actor.Dead($6325)
jf @HAIT2_13188 
if or
  12@ == 7 // @ == int 
  12@ == 100 // @ == int 
   Actor.Dead($6326)
jf @HAIT2_13188 
if or
  14@ == 6 // @ == int 
  14@ == 100 // @ == int 
   Actor.Dead($6327)
jf @HAIT2_13188 
if or
  10@ == 6 // @ == int 
  12@ == 7 // @ == int 
  14@ == 6 // @ == int 
jf @HAIT2_13188 
$6306 = 1 // $ = int 
00BC: text_highpriority 'HAT2_B5' time 5000 1  // ~g~They are making a run for it. Don't let them get away!
Marker.Disable($6333)
Marker.CreateAboveCar($6333, $6318)

:HAIT2_13188
if 
  $6306 == 1 // $ == int 
jf @HAIT2_14349 
if 
   not Car.Wrecked($6317)
jf @HAIT2_13758 
0407: create_coordinate $749 $750 $751 from_car $6317 offset 11.702 -13.377 0.0 
if 
01AF:   car $6318 0 $749 $750 6.0 radius 5.0 5.0 5.0 
jf @HAIT2_13493 
02DB: set_boat $6318 speed_to 2.0 
$6348 = Car.Angle($6317)
$6350 = Car.Angle($6318)
0086: $6351 = $6348 // $ = $ float 
0061: $6351 -= $6350 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @HAIT2_13368 
$6351 += 360.0 // $ += float 

:HAIT2_13368
if 
  $6351 > 180.0 // $ > float 
jf @HAIT2_13399 
$6351 -= 360.0 // $ -= float 

:HAIT2_13399
if 
  0.0 > $6351 // float > $ 
jf @HAIT2_13437 
0078: $6350 += frame_delta_time * 1.0 // float 
jump @HAIT2_13447 

:HAIT2_13437
007E: $6350 -= frame_delta_time * 1.0 // float 

:HAIT2_13447
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @HAIT2_13486 
Car.Angle($6318) = $6350

:HAIT2_13486
jump @HAIT2_13735 

:HAIT2_13493
if 
01AD:   car $6318 sphere 0 near_point $749 $750 radius 10.0 10.0 
jf @HAIT2_13725 
$6348 = Car.Angle($6317)
$6350 = Car.Angle($6318)
0086: $6351 = $6348 // $ = $ float 
0061: $6351 -= $6350 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @HAIT2_13590 
$6351 += 360.0 // $ += float 

:HAIT2_13590
if 
  $6351 > 180.0 // $ > float 
jf @HAIT2_13621 
$6351 -= 360.0 // $ -= float 

:HAIT2_13621
if 
  0.0 > $6351 // float > $ 
jf @HAIT2_13659 
0078: $6350 += frame_delta_time * 1.0 // float 
jump @HAIT2_13669 

:HAIT2_13659
007E: $6350 -= frame_delta_time * 1.0 // float 

:HAIT2_13669
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @HAIT2_13708 
Car.Angle($6318) = $6350

:HAIT2_13708
02DB: set_boat $6318 speed_to 12.0 
jump @HAIT2_13735 

:HAIT2_13725
02DB: set_boat $6318 speed_to 20.0 

:HAIT2_13735
02D3: boat $6318 drive_to $749 $750 6.0 
jump @HAIT2_14349 

:HAIT2_13758
if 
   not Car.Wrecked($6316)
jf @HAIT2_14300 
0407: create_coordinate $749 $750 $751 from_car $6316 offset 11.702 -13.377 0.0 
if 
01AD:   car $6318 sphere 0 near_point $749 $750 radius 4.0 4.0 
jf @HAIT2_14035 
$6349 = Car.Angle($6316)
$6350 = Car.Angle($6318)
0086: $6351 = $6349 // $ = $ float 
0061: $6351 -= $6350 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @HAIT2_13900 
$6351 += 360.0 // $ += float 

:HAIT2_13900
if 
  $6351 > 180.0 // $ > float 
jf @HAIT2_13931 
$6351 -= 360.0 // $ -= float 

:HAIT2_13931
if 
  0.0 > $6351 // float > $ 
jf @HAIT2_13969 
0078: $6350 += frame_delta_time * 1.0 // float 
jump @HAIT2_13979 

:HAIT2_13969
007E: $6350 -= frame_delta_time * 1.0 // float 

:HAIT2_13979
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @HAIT2_14018 
Car.Angle($6318) = $6350

:HAIT2_14018
02DB: set_boat $6318 speed_to 2.0 
jump @HAIT2_14277 

:HAIT2_14035
if 
01AD:   car $6318 sphere 0 near_point $749 $750 radius 10.0 10.0 
jf @HAIT2_14267 
$6349 = Car.Angle($6316)
$6350 = Car.Angle($6318)
0086: $6351 = $6349 // $ = $ float 
0061: $6351 -= $6350 // $ -= $ float 
if 
  -180.0 > $6351 // float > $ 
jf @HAIT2_14132 
$6351 += 360.0 // $ += float 

:HAIT2_14132
if 
  $6351 > 180.0 // $ > float 
jf @HAIT2_14163 
$6351 -= 360.0 // $ -= float 

:HAIT2_14163
if 
  0.0 > $6351 // float > $ 
jf @HAIT2_14201 
0078: $6350 += frame_delta_time * 1.0 // float 
jump @HAIT2_14211 

:HAIT2_14201
007E: $6350 -= frame_delta_time * 1.0 // float 

:HAIT2_14211
if and
  $6351 > 5.0 // $ > float 
  -5.0 > $6351 // float > $ 
jf @HAIT2_14250 
Car.Angle($6318) = $6350

:HAIT2_14250
02DB: set_boat $6318 speed_to 12.0 
jump @HAIT2_14277 

:HAIT2_14267
02DB: set_boat $6318 speed_to 20.0 

:HAIT2_14277
02D3: boat $6318 drive_to $749 $750 6.0 
jump @HAIT2_14349 

:HAIT2_14300
if 
   not $6294 == 0 // $ == int 
jf @HAIT2_14332 
$6294 -= 1 // $ -= int 
$6296 = 1 // $ = int 

:HAIT2_14332
02DB: set_boat $6318 speed_to 12.0 
$6306 = 2 // $ = int 

:HAIT2_14349
if 
  $6306 == 2 // $ == int 
jf @HAIT2_14382 
0084: $3135 = $6318 // $ = $ int 
gosub @HAIT2_15202 

:HAIT2_14382
jump @HAIT2_14401 

:HAIT2_14389
Marker.Disable($6333)
$6301 += 1 // $ += int 

:HAIT2_14401
if 
   not Car.Wrecked($6319)
jf @HAIT2_15119 
if 
  $6307 == 0 // $ == int 
jf @HAIT2_14521 
if 
  $6302 == 4 // $ == int 
jf @HAIT2_14521 
if 
   not Actor.Dead($6328)
jf @HAIT2_14521 
04E0: car $6319 abandon_path_radius 200 
02C2: car $6319 drive_to_point -508.7597 -311.8881 10.4693 
Car.SetMaxSpeed($6319, 15.0)
00AE: set_vehicle $6319 traffic_behavior_to 2 
$6307 = 1 // $ = int 

:HAIT2_14521
if 
  $6307 == 1 // $ == int 
jf @HAIT2_14604 
if 
01AD:   car $6319 sphere 0 near_point -508.7597 -311.8881 radius 6.0 6.0 
jf @HAIT2_14604 
02C2: car $6319 drive_to_point -523.6951 -342.9825 10.9509 
$6307 = 2 // $ = int 

:HAIT2_14604
if 
  $6307 == 2 // $ == int 
jf @HAIT2_14704 
if 
01AD:   car $6319 sphere 0 near_point -523.6951 -342.9825 radius 4.0 4.0 
jf @HAIT2_14704 
04E0: car $6319 abandon_path_radius 20 
Car.SetMaxSpeed($6319, 20.0)
02C2: car $6319 drive_to_point -761.7885 -492.003 14.0889 
$6307 = 3 // $ = int 

:HAIT2_14704
if 
  $6307 == 3 // $ == int 
jf @HAIT2_14787 
if 
01AD:   car $6319 sphere 0 near_point -761.7885 -492.003 radius 6.0 6.0 
jf @HAIT2_14787 
02C2: car $6319 drive_to_point -942.2122 -278.2615 10.3119 
$6307 = 4 // $ = int 

:HAIT2_14787
if 
  $6307 == 4 // $ == int 
jf @HAIT2_14870 
if 
01AD:   car $6319 sphere 0 near_point -942.2122 -278.2615 radius 6.0 6.0 
jf @HAIT2_14870 
02C2: car $6319 drive_to_point -1067.287 -1.6537 11.2119 
$6307 = 5 // $ = int 

:HAIT2_14870
if 
  $6307 == 5 // $ == int 
jf @HAIT2_14953 
if 
01AD:   car $6319 sphere 0 near_point -1067.287 -1.6537 radius 6.0 6.0 
jf @HAIT2_14953 
02C2: car $6319 drive_to_point -964.8415 321.9443 11.0549 
$6307 = 6 // $ = int 

:HAIT2_14953
if 
  $6307 == 6 // $ == int 
jf @HAIT2_15036 
if 
01AD:   car $6319 sphere 0 near_point -964.8415 321.9443 radius 6.0 6.0 
jf @HAIT2_15036 
02C2: car $6319 drive_to_point -863.3309 -261.5879 10.7002 
$6307 = 7 // $ = int 

:HAIT2_15036
if 
  $6307 == 7 // $ == int 
jf @HAIT2_15119 
if 
01AD:   car $6319 sphere 0 near_point -863.3309 -261.5879 radius 6.0 6.0 
jf @HAIT2_15119 
02C2: car $6319 drive_to_point -942.2122 -278.2615 10.3119 
$6307 = 4 // $ = int 

:HAIT2_15119
if and
   Car.Wrecked($6317)
   Car.Wrecked($6316)
   Car.Wrecked($6318)
jf @HAIT2_15170 
if 
  $6302 == 1 // $ == int 
jf @HAIT2_15170 
$6302 = 2 // $ = int 

:HAIT2_15170
if 
  $6301 == 12 // $ == int 
jf @HAIT2_15195 
jump @HAIT2_17627 

:HAIT2_15195
jump @HAIT2_3105 

:HAIT2_15202
if 
  $6294 == 0 // $ == int 
jf @HAIT2_15254 
02D3: boat $3135 drive_to -555.308 -141.189 6.0 
$6294 = 1 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15254
if 
  $6294 == 1 // $ == int 
jf @HAIT2_15361 
if or
01AF:   car $3135 0 -555.308 -141.189 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_15361 
02D3: boat $3135 drive_to -626.792 -78.237 6.0 
$6294 = 2 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15361
if 
  $6294 == 2 // $ == int 
jf @HAIT2_15468 
if or
01AF:   car $3135 0 -626.792 -78.237 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_15468 
02D3: boat $3135 drive_to -649.263 -5.788 6.0 
$6294 = 3 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15468
if 
  $6294 == 3 // $ == int 
jf @HAIT2_15575 
if or
01AF:   car $3135 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_15575 
02D3: boat $3135 drive_to -602.947 296.718 6.0 
$6294 = 4 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15575
if 
  $6294 == 4 // $ == int 
jf @HAIT2_15682 
if or
01AF:   car $3135 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_15682 
02D3: boat $3135 drive_to -587.552 427.51 6.0 
$6294 = 5 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15682
if 
  $6294 == 5 // $ == int 
jf @HAIT2_15789 
if or
01AF:   car $3135 0 -587.552 427.51 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_15789 
02D3: boat $3135 drive_to -528.738 507.634 6.0 
$6294 = 6 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15789
if 
  $6294 == 6 // $ == int 
jf @HAIT2_15896 
if or
01AF:   car $3135 0 -528.738 507.634 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_15896 
02D3: boat $3135 drive_to -443.897 470.554 6.0 
$6294 = 7 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_15896
if 
  $6294 == 7 // $ == int 
jf @HAIT2_16003 
if or
01AF:   car $3135 0 -443.897 470.554 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16003 
02D3: boat $3135 drive_to -490.341 377.161 6.0 
$6294 = 8 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16003
if 
  $6294 == 8 // $ == int 
jf @HAIT2_16110 
if or
01AF:   car $3135 0 -490.341 377.161 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16110 
02D3: boat $3135 drive_to -602.947 296.718 6.0 
$6294 = 9 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16110
if 
  $6294 == 9 // $ == int 
jf @HAIT2_16217 
if or
01AF:   car $3135 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16217 
02D3: boat $3135 drive_to -649.263 -5.788 6.0 
$6294 = 10 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16217
if 
  $6294 == 10 // $ == int 
jf @HAIT2_16324 
if or
01AF:   car $3135 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16324 
02D3: boat $3135 drive_to -749.833 -327.552 6.0 
$6294 = 11 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16324
if 
  $6294 == 11 // $ == int 
jf @HAIT2_16431 
if or
01AF:   car $3135 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16431 
02D3: boat $3135 drive_to -750.703 -447.009 6.0 
$6294 = 12 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16431
if 
  $6294 == 12 // $ == int 
jf @HAIT2_16538 
if or
01AF:   car $3135 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16538 
02D3: boat $3135 drive_to -739.379 -573.229 6.0 
$6294 = 13 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16538
if 
  $6294 == 13 // $ == int 
jf @HAIT2_16645 
if or
01AF:   car $3135 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16645 
02D3: boat $3135 drive_to -743.073 -674.655 6.0 
$6294 = 14 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16645
if 
  $6294 == 14 // $ == int 
jf @HAIT2_16752 
if or
01AF:   car $3135 0 -743.073 -674.655 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16752 
02D3: boat $3135 drive_to -710.041 -787.354 6.0 
$6294 = 15 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16752
if 
  $6294 == 15 // $ == int 
jf @HAIT2_16859 
if or
01AF:   car $3135 0 -710.041 -787.354 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16859 
02D3: boat $3135 drive_to -600.638 -835.484 6.0 
$6294 = 16 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16859
if 
  $6294 == 16 // $ == int 
jf @HAIT2_16966 
if or
01AF:   car $3135 0 -600.638 -835.484 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_16966 
02D3: boat $3135 drive_to -509.722 -756.564 6.0 
$6294 = 17 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_16966
if 
  $6294 == 17 // $ == int 
jf @HAIT2_17073 
if or
01AF:   car $3135 0 -509.722 -756.564 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_17073 
02D3: boat $3135 drive_to -571.734 -697.569 6.0 
$6294 = 18 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_17073
if 
  $6294 == 18 // $ == int 
jf @HAIT2_17180 
if or
01AF:   car $3135 0 -571.734 -697.569 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_17180 
02D3: boat $3135 drive_to -661.336 -662.576 6.0 
$6294 = 19 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_17180
if 
  $6294 == 19 // $ == int 
jf @HAIT2_17287 
if or
01AF:   car $3135 0 -661.336 -662.576 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_17287 
02D3: boat $3135 drive_to -739.379 -573.229 6.0 
$6294 = 20 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_17287
if 
  $6294 == 20 // $ == int 
jf @HAIT2_17394 
if or
01AF:   car $3135 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_17394 
02D3: boat $3135 drive_to -750.703 -447.009 6.0 
$6294 = 21 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_17394
if 
  $6294 == 21 // $ == int 
jf @HAIT2_17501 
if or
01AF:   car $3135 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_17501 
02D3: boat $3135 drive_to -749.833 -327.552 6.0 
$6294 = 22 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_17501
if 
  $6294 == 22 // $ == int 
jf @HAIT2_17608 
if or
01AF:   car $3135 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 
  $6296 == 1 // $ == int 
jf @HAIT2_17608 
02D3: boat $3135 drive_to -649.263 -5.788 6.0 
$6294 = 3 // $ = int 
$6296 = 0 // $ = int 

:HAIT2_17608
return 

:HAIT2_17610
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:HAIT2_17627
$PASSED_HAT2_BOMBS_AWAY = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'HAT_2'  // Bombs Away!
030C: progress_made += 1 
0394: play_music 1 
if 
840C:   not german_game 
jf @HAIT2_17711 
start_new_script @HAT3 
jump @HAIT2_17716 

:HAIT2_17711
Marker.Disable($586)

:HAIT2_17716
return 

:HAIT2_17718
$ONMISSION = 0 // $ = int 
if 
   not $6312 == -1 // $ == int 
jf @HAIT2_17762 
04DB: exit_rc_mode 
Object.RemoveReferences($6314)
Object.RemoveReferences($6315)
$6312 = -1 // $ = int 

:HAIT2_17762
if 
   not Car.Wrecked($6313)
jf @HAIT2_17785 
020A: set_car $6313 door_status_to 1 

:HAIT2_17785
Model.Destroy(#TOPFUN)
Model.Destroy(#RCBARON)
Model.Destroy(#SPEEDER)
Model.Destroy(#JETMAX)
Model.Destroy(#COASTG)
Model.Destroy(#CUBAN)
Model.Destroy(#CBA)
Model.Destroy(#CBB)
Model.Destroy(#RUGER)
Marker.Disable($6330)
Marker.Disable($6331)
Marker.Disable($6332)
Marker.Disable($6333)
Marker.Disable($6334)
Marker.Disable($6335)
Marker.Disable($6336)
Marker.Disable($6337)
Marker.Disable($6338)
Marker.Disable($6339)
Marker.Disable($6340)
Marker.Disable($6341)
Marker.Disable($6342)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $6297 
$1388 = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 62---------------
// Originally: Dirty Lickin's

:HAIT3
script_name 'HAIT3' 
gosub @HAIT3_46 
if 
wasted_or_busted 
jf @HAIT3_37 
gosub @HAIT3_4108 

:HAIT3_37
gosub @HAIT3_4188 
terminate_this_script 

:HAIT3_46
if 
   Pickup.Picked_up($2494)
jf @HAIT3_92 
Pickup.Destroy($2494)
Pickup.Create($2494, #ADRENALINE, 15, -882.0, 111.2, 9.3)

:HAIT3_92
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$6353 = 0 // $ = int 
$6354 = 0 // $ = int 
$6358 = 0 // $ = int 
$6360 = 0 // $ = int 
$6362 = 0 // $ = int 
$6364 = 0 // $ = int 
$6366 = 0 // $ = int 
$6368 = 0 // $ = int 
$6370 = 0 // $ = int 
$6372 = 0 // $ = int 
$6374 = 0 // $ = int 
$6376 = 0 // $ = int 
$6378 = 0 // $ = int 
$6380 = 0 // $ = int 
$6382 = 0 // $ = int 
$6384 = 0 // $ = int 
$6386 = 0 // $ = int 
$6388 = 0 // $ = int 
$6390 = 0 // $ = int 
$6392 = 0 // $ = int 
$6394 = 0 // $ = int 
$6396 = 0 // $ = int 
$6398 = 0 // $ = int 
$6400 = 0 // $ = int 
$6401 = 0 // $ = int 
$6400 = 0 // $ = int 
$6404 = 0 // $ = int 
$6406 = 0 // $ = int 
$6407 = 0 // $ = int 
$6409 = 0 // $ = int 
$6410 = 0 // $ = int 
$6412 = 0 // $ = int 
$6413 = 0 // $ = int 
$6415 = 0 // $ = int 
$6416 = 0 // $ = int 
$6418 = 0 // $ = int 
$6419 = 0 // $ = int 
$6421 = 0 // $ = int 
$6422 = 0 // $ = int 
$6424 = 0 // $ = int 
$6425 = 0 // $ = int 
$6427 = 0 // $ = int 
$6438 = 0 // $ = int 
$6439 = 0 // $ = int 
$6430 = 0 // $ = int 
$6431 = -924.912 // $ = float 
$6432 = 35.082 // $ = float 
$6433 = 9.54 // $ = float 
$6434 = -896.317 // $ = float 
$6435 = 34.08 // $ = float 
$6436 = 9.54 // $ = float 
$6441 = 0 // $ = int 
$6443 = 0 // $ = int 
$6445 = 0 // $ = int 
$6447 = 0 // $ = int 
$6449 = 0 // $ = int 
$6451 = 0 // $ = int 
$6453 = 0 // $ = int 
$6462 = 0 // $ = int 
$6465 = 0 // $ = int 
$6467 = 0 // $ = int 
$6469 = 0 // $ = int 
$6472 = 0 // $ = int 
$6474 = 0 // $ = int 
$6477 = 0 // $ = int 
$6479 = 0 // $ = int 
$6482 = 0 // $ = int 
$6484 = 0 // $ = int 
$6487 = 0 // $ = int 
$6489 = 0 // $ = int 
$6492 = 0 // $ = int 
$6455 = -899.655 // $ = float 
$6456 = 44.99 // $ = float 
$6457 = 9.076 // $ = float 
$6437 = 0 // $ = int 
$6458 = 0 // $ = int 
$6459 = 0 // $ = int 
$6460 = 0 // $ = int 
$6461 = 0 // $ = int 
$6466 = 0 // $ = int 
$6471 = 0 // $ = int 
$6475 = 0 // $ = int 
$6480 = 0 // $ = int 
$6485 = 0 // $ = int 
$6490 = 0 // $ = int 
$6493 = 0 // $ = int 
$6495 = 0 // $ = int 
$6496 = 0 // $ = int 
$6500 = 0.0 // $ = float 
$6501 = 0.0 // $ = float 
$6502 = 0.0 // $ = float 
$6503 = 0.0 // $ = float 
$6504 = 0.0 // $ = float 
$6505 = 0.0 // $ = float 
$6506 = 0.0 // $ = float 
$6507 = 0 // $ = int 
$6516 = 0 // $ = int 
$6508 = 0 // $ = int 
$6509 = 0.0 // $ = float 
$6510 = 0.0 // $ = float 
$6511 = 0.0 // $ = float 
$6515 = 0.0 // $ = float 
$6506 = 0.0 // $ = float 
$6517 = 0 // $ = int 
$6518 = 0 // $ = int 
$6519 = 0 // $ = int 
$6520 = 0 // $ = int 
$6521 = 0 // $ = int 
$6522 = 0 // $ = int 
$6523 = 0 // $ = int 
$6524 = 0 // $ = int 
$6525 = 0 // $ = int 
$6526 = 0 // $ = int 
$6527 = 0 // $ = int 
$6528 = 0 // $ = int 
$6529 = 0 // $ = int 
$6530 = 0 // $ = int 
$6531 = 0 // $ = int 
$6532 = 0 // $ = int 
$6533 = 0 // $ = int 
$6534 = 0 // $ = int 
$6535 = 0 // $ = int 
$6536 = 0 // $ = int 
$6512 = 0.0 // $ = float 
$6513 = 0.0 // $ = float 
$6514 = 0.0 // $ = float 
$6537 = 0 // $ = int 
$6539 = 0 // $ = int 
$6538 = 0 // $ = int 
$6540 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'HAIT3' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
018A: $6442 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6442)
018A: $6446 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6446)
018A: $6450 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6450)
018A: $6454 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6454)
018A: $6464 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6464)
018A: $6470 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6470)
018A: $6476 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6476)
018A: $6481 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6481)
018A: $6486 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6486)
018A: $6491 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6491)
018A: $6361 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6361)
018A: $6365 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6365)
018A: $6369 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6369)
018A: $6373 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6373)
018A: $6377 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6377)
018A: $6381 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6381)
018A: $6385 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6385)
018A: $6389 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6389)
018A: $6393 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6393)
018A: $6397 = create_checkpoint_at $6455 $6456 $6457 
Marker.Disable($6397)
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'HATRIFL' 
Camera.SetAtPos(-962.697, 149.793, 10.21)
select_interior 12 
04F9: set_extra_colors 13 fade 0 
038B: load_requested_models 

:HAIT3_1578
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#CUTOBJ01)
   not Model.Available(#CUTOBJ02)
jf @HAIT3_1618 
wait 0 
jump @HAIT3_1578 

:HAIT3_1618
02E4: load_cutscene_data 'HAT_3' 
0244: set_cutscene_pos -962.799 148.391 8.355 
041D: set_camera_near_clip 0.1 
02E5: $428 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $428 'CSPLAY' 
02E5: $473 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $473 'APOULET' 
02E5: $517 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $517 'HTABLE' 
02E5: $515 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $515 'HATRIFL' 
0395: clear_area 1 at -962.53 141.69 8.25 range 2.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT3_1810
if 
  1734 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_1845 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_1810 

:HAIT3_1845
00BC: text_highpriority 'HAM3_A' time 10000 1  // Hello? Hello - uh..I'm looking for somebody around here...

:HAIT3_1860
if 
  6820 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_1895 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_1860 

:HAIT3_1895
00BC: text_highpriority 'HAM3_B' time 10000 1  // You looking hungry, Tommy.

:HAIT3_1910
if 
  9485 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_1945 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_1910 

:HAIT3_1945
00BC: text_highpriority 'HAM3_C' time 10000 1  // Do I know you?

:HAIT3_1960
if 
  11125 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_1995 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_1960 

:HAIT3_1995
00BC: text_highpriority 'HAM3_D' time 10000 1  // Hush now.

:HAIT3_2010
if 
  12511 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2045 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2010 

:HAIT3_2045
00BC: text_highpriority 'HAM3_E' time 10000 1  // One more ting an I can let you go, Tommy.

:HAIT3_2060
if 
  15894 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2095 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2060 

:HAIT3_2095
00BC: text_highpriority 'HAM3_F' time 10000 1  // My boys gone war wit dem boys.

:HAIT3_2110
if 
  19040 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2145 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2110 

:HAIT3_2145
00BC: text_highpriority 'HAM3_G' time 10000 1  // But no guns.

:HAIT3_2160
if 
  20758 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2195 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2160 

:HAIT3_2195
if 
  23591 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2230 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2195 

:HAIT3_2230
00BC: text_highpriority 'HAM3_I' time 10000 1  // While they fight in de streets, you take this rifle.

:HAIT3_2245
if 
  27128 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2280 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2245 

:HAIT3_2280
00BC: text_highpriority 'HAM3_J' time 10000 1  // No one sees you, no one hear you.

:HAIT3_2295
if 
  32020 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2330 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2295 

:HAIT3_2330
00BC: text_highpriority 'HAM3_K' time 10000 1  // Now, Tommy, you do this for me, and you no longer tied to my apron strings.

:HAIT3_2345
if 
  37941 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2382 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2345 

:HAIT3_2382
00BC: text_highpriority 'HAM3_L' time 10000 1  // Kay auntie..

:HAIT3_2397
if 
  39680 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2434 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2397 

:HAIT3_2434
00BE: text_clear_all 

:HAIT3_2436
if 
  42464 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2473 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2436 

:HAIT3_2473
fade 0 2000 
00BE: text_clear_all 

:HAIT3_2482
if 
fading 
jf @HAIT3_2506 
wait 0 
jump @HAIT3_2482 

:HAIT3_2506
select_interior 0 
Camera.SetAtPos(-962.53, 141.69, 8.25)
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#CBA)
Model.Load(#CBB)
Model.Load(#SNIPER)
Model.Load(#BURRITO)
Model.Load(#KATANA)

:HAIT3_2600
if or
   not Model.Available(#HNA)
   not Model.Available(#CBA)
   not Model.Available(#SNIPER)
   not Model.Available(#HNB)
   not Model.Available(#CBB)
   not Model.Available(#BURRITO)
jf @HAIT3_2648 
wait 0 
jump @HAIT3_2600 

:HAIT3_2648
if 
   not Model.Available(#KATANA)
jf @HAIT3_2675 
wait 0 
jump @HAIT3_2648 

:HAIT3_2675
Actor.Create($6508, 7, #CBA, -886.519, 41.28, 10.55)
Actor.DestroyInstantly($6508)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03C7: set_sensitivity_to_crime_to 0.5 
00BC: text_highpriority 'HAM3_1' time 5000 1  // ~g~We must win this battle. If all our boys die, we lose.
00BB: text_lowpriority 'HAM3_5' time 5000 1  // ~g~You must kill the gangsters from a distance. You must not be seen.
Actor.Create($6359, 4, #CBA, -886.519, 41.28, 10.55)
Actor.Create($6363, 4, #CBB, -885.463, 42.655, 9.23)
Actor.Create($6367, 4, #CBA, -905.0, 51.6, 8.89)
Actor.Create($6371, 4, #CBB, -906.26, 49.95, 9.02)
Actor.Create($6375, 4, #CBA, -911.6, 52.28, 9.57)
Actor.Create($6379, 4, #CBB, -908.0, 52.4, 9.24)
Actor.Create($6383, 4, #CBA, -906.214, 43.41, 9.54)
Actor.Create($6387, 4, #CBB, -906.01, 45.03, 9.41)
Actor.Create($6391, 4, #CBA, -895.35, 42.26, 9.61)
Actor.Create($6395, 4, #CBB, -894.96, 44.63, 9.43)
Actor.Create($6399, 4, #HNA, -888.798, 41.597, 9.52)
Actor.Create($6402, 4, #HNB, -887.58, 43.48, 9.15)
Actor.Health($6402) = 115
Actor.Create($6405, 4, #HNA, -906.13, 47.765, 9.19)
Actor.Health($6405) = 115
Actor.Create($6408, 4, #HNB, -903.61, 46.14, 9.32)
Actor.Health($6408) = 115
Actor.Create($6411, 4, #HNA, -911.57, 50.46, 9.57)
Actor.Health($6411) = 115
Actor.Create($6414, 4, #HNB, -908.85, 49.48, 9.41)
Actor.Health($6414) = 115
Actor.Create($6417, 4, #HNA, -901.19, 42.7, 9.61)
Actor.Health($6417) = 115
Actor.Create($6420, 4, #HNB, -899.254, 44.676, 9.43)
Actor.Health($6420) = 115
Actor.Create($6423, 4, #HNA, -886.33, 43.7, 9.05)
Actor.Health($6423) = 115
Actor.Create($6426, 4, #HNB, -886.68, 41.4, 9.51)
Actor.Health($6426) = 115
if 
  $6354 == 0 // $ == int 
jf @HAIT3_3374 
018A: $6428 = create_checkpoint_at -892.59 75.3 15.4 
03BC: $6494 = create_sphere -892.59 75.3 15.4 2.0 

:HAIT3_3374
01B1: give_player $PLAYER_CHAR weapon 28 ammo 30 // Load the weapon model before using this 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6356 = 0 // $ = int 
$6357 = 0 // $ = int 
$6355 = 0 // $ = int 

:HAIT3_3418
if 
  $6355 == 0 // $ == int 
jf @HAIT3_4096 
wait 0 
$6538 += 1 // $ += int 
if 
  $6538 > 30 // $ > int 
jf @HAIT3_3472 
$6538 = 0 // $ = int 

:HAIT3_3472
if 
  20 > $6496 // int > $ 
jf @HAIT3_3497 
gosub @HAIT3_4359 

:HAIT3_3497
Player.ClearWantedLevel($PLAYER_CHAR)
gosub @HAIT3_7180 
gosub @HAIT3_8881 
if 
  $6356 >= 20 // $ >= int 
jf @HAIT3_3541 
$6355 = 1 // $ = int 

:HAIT3_3541
if 
  $6357 >= 3 // $ >= int 
jf @HAIT3_3599 
if 
  $6537 == 0 // $ == int 
jf @HAIT3_3599 
00BC: text_highpriority 'HAM3_8' time 5000 1  // ~g~Our boys are dying! Improve your aim!
$6537 = 1 // $ = int 

:HAIT3_3599
if 
  $6357 >= 10 // $ >= int 
jf @HAIT3_3639 
00BC: text_highpriority 'HAM3_2' time 5000 1  // ~r~You let too many of your boys die!
jump @HAIT3_4108 

:HAIT3_3639
if or
  $6353 == 1 // $ == int 
  $6539 == 1 // $ == int 
jf @HAIT3_3686 
00BC: text_highpriority 'HAM3_4' time 5000 1  // ~r~You have been spotted! The mission is a failure!
jump @HAIT3_4108 

:HAIT3_3686
if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
jf @HAIT3_3953 
if 
  $6540 == 0 // $ == int 
jf @HAIT3_3771 
TIMERB = 0 // @ = int 
$6540 = 1 // $ = int 

:HAIT3_3771
if 
  $6495 == 0 // $ == int 
jf @HAIT3_3830 
if 
  TIMERA > 25000 // @ > int 
jf @HAIT3_3830 
gosub @HAIT3_6734 
00BC: text_highpriority 'HAM3_3' time 5000 1  // ~g~Expect the other gang to play dirty so be on your guard!

:HAIT3_3830
if 
00F6:   player $PLAYER_CHAR 0 -892.59 75.3 15.4 radius 2.0 2.0 2.0 
jf @HAIT3_3953 
if 
  $6495 == 0 // $ == int 
jf @HAIT3_3918 
gosub @HAIT3_6734 
00BC: text_highpriority 'HAM3_3' time 5000 1  // ~g~Expect the other gang to play dirty so be on your guard!

:HAIT3_3918
if 
  $6493 == 0 // $ == int 
jf @HAIT3_3953 
Marker.Disable($6428)
03BD: destroy_sphere $6494 
$6493 = 1 // $ = int 

:HAIT3_3953
if 
  $6438 == 0 // $ == int 
jf @HAIT3_3996 
if 
  $6356 >= 5 // $ >= int 
jf @HAIT3_3996 
gosub @HAIT3_10073 

:HAIT3_3996
if 
  $6439 == 0 // $ == int 
jf @HAIT3_4039 
if 
  $6356 >= 12 // $ >= int 
jf @HAIT3_4039 
gosub @HAIT3_10319 

:HAIT3_4039
if 
  $6438 == 1 // $ == int 
jf @HAIT3_4064 
gosub @HAIT3_10797 

:HAIT3_4064
if 
  $6439 == 1 // $ == int 
jf @HAIT3_4089 
gosub @HAIT3_12537 

:HAIT3_4089
jump @HAIT3_3418 

:HAIT3_4096
Marker.Disable($6428)
jump @HAIT3_4125 

:HAIT3_4108
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:HAIT3_4125
$PASSED_HAT3_DIRTY_LICKINS = 1 // $ = int 
0394: play_music 1 
0318: set_latest_mission_passed 'HAT_3'  // Dirty Lickin's
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($586)
return 

:HAIT3_4188
$ONMISSION = 0 // $ = int 
Marker.Disable($6361)
Marker.Disable($6365)
Marker.Disable($6369)
Marker.Disable($6373)
Marker.Disable($6377)
Marker.Disable($6381)
Marker.Disable($6385)
Marker.Disable($6389)
Marker.Disable($6393)
Marker.Disable($6397)
Marker.Disable($6442)
Marker.Disable($6446)
Marker.Disable($6450)
Marker.Disable($6454)
Marker.Disable($6464)
Marker.Disable($6470)
Marker.Disable($6476)
Marker.Disable($6481)
Marker.Disable($6486)
Marker.Disable($6491)
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03C7: set_sensitivity_to_crime_to 1.0 
03BD: destroy_sphere $6494 
Marker.Disable($6428)
Model.Destroy(#HNA)
Model.Destroy(#CBA)
Model.Destroy(#SNIPER)
Model.Destroy(#HNB)
Model.Destroy(#CBB)
Model.Destroy(#BURRITO)
Model.Destroy(#KATANA)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:HAIT3_4359
if 
  $6400 == 0 // $ == int 
jf @HAIT3_4467 
if 
   not Actor.Dead($6399)
jf @HAIT3_4467 
if 
84F0:   not is_actor_waiting_for_world_collision $6399 
jf @HAIT3_4467 
01ED: clear_actor $6399 threat_search 
if 
   not Actor.Dead($6359)
jf @HAIT3_4446 
01C9: actor $6399 kill_actor $6359 
0084: $6517 = $6359 // $ = $ int 

:HAIT3_4446
0243: set_actor $6399 ped_stats_to 16 
$6496 += 1 // $ += int 
$6400 = 1 // $ = int 

:HAIT3_4467
if 
  $6403 == 0 // $ == int 
jf @HAIT3_4582 
if 
   not Actor.Dead($6402)
jf @HAIT3_4582 
if 
84F0:   not is_actor_waiting_for_world_collision $6402 
jf @HAIT3_4582 
01ED: clear_actor $6402 threat_search 
if 
   not Actor.Dead($6363)
jf @HAIT3_4554 
01C9: actor $6402 kill_actor $6363 
0084: $6518 = $6363 // $ = $ int 

:HAIT3_4554
0243: set_actor $6402 ped_stats_to 16 
02A9: set_actor $6402 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6403 = 1 // $ = int 

:HAIT3_4582
if 
  $6406 == 0 // $ == int 
jf @HAIT3_4697 
if 
   not Actor.Dead($6405)
jf @HAIT3_4697 
if 
84F0:   not is_actor_waiting_for_world_collision $6405 
jf @HAIT3_4697 
01ED: clear_actor $6405 threat_search 
if 
   not Actor.Dead($6367)
jf @HAIT3_4669 
01C9: actor $6405 kill_actor $6367 
0084: $6519 = $6367 // $ = $ int 

:HAIT3_4669
0243: set_actor $6405 ped_stats_to 16 
02A9: set_actor $6405 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6406 = 1 // $ = int 

:HAIT3_4697
if 
  $6409 == 0 // $ == int 
jf @HAIT3_4812 
if 
   not Actor.Dead($6408)
jf @HAIT3_4812 
if 
84F0:   not is_actor_waiting_for_world_collision $6408 
jf @HAIT3_4812 
01ED: clear_actor $6408 threat_search 
if 
   not Actor.Dead($6371)
jf @HAIT3_4784 
01C9: actor $6408 kill_actor $6371 
0084: $6520 = $6371 // $ = $ int 

:HAIT3_4784
0243: set_actor $6408 ped_stats_to 16 
02A9: set_actor $6408 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6409 = 1 // $ = int 

:HAIT3_4812
if 
  $6412 == 0 // $ == int 
jf @HAIT3_4927 
if 
   not Actor.Dead($6411)
jf @HAIT3_4927 
if 
84F0:   not is_actor_waiting_for_world_collision $6411 
jf @HAIT3_4927 
01ED: clear_actor $6411 threat_search 
if 
   not Actor.Dead($6375)
jf @HAIT3_4899 
01C9: actor $6411 kill_actor $6375 
0084: $6521 = $6375 // $ = $ int 

:HAIT3_4899
0243: set_actor $6411 ped_stats_to 16 
02A9: set_actor $6411 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6412 = 1 // $ = int 

:HAIT3_4927
if 
  $6415 == 0 // $ == int 
jf @HAIT3_5042 
if 
   not Actor.Dead($6414)
jf @HAIT3_5042 
if 
84F0:   not is_actor_waiting_for_world_collision $6414 
jf @HAIT3_5042 
01ED: clear_actor $6414 threat_search 
if 
   not Actor.Dead($6379)
jf @HAIT3_5014 
01C9: actor $6414 kill_actor $6379 
0084: $6522 = $6379 // $ = $ int 

:HAIT3_5014
0243: set_actor $6414 ped_stats_to 16 
02A9: set_actor $6414 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6415 = 1 // $ = int 

:HAIT3_5042
if 
  $6418 == 0 // $ == int 
jf @HAIT3_5157 
if 
   not Actor.Dead($6417)
jf @HAIT3_5157 
if 
84F0:   not is_actor_waiting_for_world_collision $6417 
jf @HAIT3_5157 
01ED: clear_actor $6417 threat_search 
if 
   not Actor.Dead($6383)
jf @HAIT3_5129 
01C9: actor $6417 kill_actor $6383 
0084: $6523 = $6383 // $ = $ int 

:HAIT3_5129
0243: set_actor $6417 ped_stats_to 16 
02A9: set_actor $6417 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6418 = 1 // $ = int 

:HAIT3_5157
if 
  $6421 == 0 // $ == int 
jf @HAIT3_5272 
if 
   not Actor.Dead($6420)
jf @HAIT3_5272 
if 
84F0:   not is_actor_waiting_for_world_collision $6420 
jf @HAIT3_5272 
01ED: clear_actor $6420 threat_search 
if 
   not Actor.Dead($6387)
jf @HAIT3_5244 
01C9: actor $6420 kill_actor $6387 
0084: $6524 = $6387 // $ = $ int 

:HAIT3_5244
0243: set_actor $6420 ped_stats_to 16 
02A9: set_actor $6420 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6421 = 1 // $ = int 

:HAIT3_5272
if 
  $6424 == 0 // $ == int 
jf @HAIT3_5387 
if 
   not Actor.Dead($6423)
jf @HAIT3_5387 
if 
84F0:   not is_actor_waiting_for_world_collision $6423 
jf @HAIT3_5387 
01ED: clear_actor $6423 threat_search 
if 
   not Actor.Dead($6391)
jf @HAIT3_5359 
01C9: actor $6423 kill_actor $6391 
0084: $6525 = $6391 // $ = $ int 

:HAIT3_5359
0243: set_actor $6423 ped_stats_to 16 
02A9: set_actor $6423 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6424 = 1 // $ = int 

:HAIT3_5387
if 
  $6427 == 0 // $ == int 
jf @HAIT3_5502 
if 
   not Actor.Dead($6426)
jf @HAIT3_5502 
if 
84F0:   not is_actor_waiting_for_world_collision $6426 
jf @HAIT3_5502 
01ED: clear_actor $6426 threat_search 
if 
   not Actor.Dead($6395)
jf @HAIT3_5474 
01C9: actor $6426 kill_actor $6395 
0084: $6526 = $6395 // $ = $ int 

:HAIT3_5474
0243: set_actor $6426 ped_stats_to 16 
02A9: set_actor $6426 immune_to_nonplayer 1 
$6496 += 1 // $ += int 
$6427 = 1 // $ = int 

:HAIT3_5502
if 
  $6360 == 0 // $ == int 
jf @HAIT3_5625 
if 
   not Actor.Dead($6359)
jf @HAIT3_5625 
if 
84F0:   not is_actor_waiting_for_world_collision $6359 
jf @HAIT3_5625 
01ED: clear_actor $6359 threat_search 
if 
   not Actor.Dead($6399)
jf @HAIT3_5589 
01C9: actor $6359 kill_actor $6399 
0084: $6527 = $6399 // $ = $ int 

:HAIT3_5589
0243: set_actor $6359 ped_stats_to 16 
02A9: set_actor $6359 immune_to_nonplayer 1 
Marker.CreateAboveActor($6361, $6359)
$6496 += 1 // $ += int 
$6360 = 1 // $ = int 

:HAIT3_5625
if 
  $6364 == 0 // $ == int 
jf @HAIT3_5748 
if 
   not Actor.Dead($6363)
jf @HAIT3_5748 
if 
84F0:   not is_actor_waiting_for_world_collision $6363 
jf @HAIT3_5748 
01ED: clear_actor $6363 threat_search 
if 
   not Actor.Dead($6402)
jf @HAIT3_5712 
01C9: actor $6363 kill_actor $6402 
0084: $6528 = $6402 // $ = $ int 

:HAIT3_5712
0243: set_actor $6363 ped_stats_to 16 
02A9: set_actor $6363 immune_to_nonplayer 1 
Marker.CreateAboveActor($6365, $6363)
$6496 += 1 // $ += int 
$6364 = 1 // $ = int 

:HAIT3_5748
if 
  $6368 == 0 // $ == int 
jf @HAIT3_5871 
if 
   not Actor.Dead($6367)
jf @HAIT3_5871 
if 
84F0:   not is_actor_waiting_for_world_collision $6367 
jf @HAIT3_5871 
01ED: clear_actor $6367 threat_search 
if 
   not Actor.Dead($6405)
jf @HAIT3_5835 
01C9: actor $6367 kill_actor $6405 
0084: $6529 = $6405 // $ = $ int 

:HAIT3_5835
0243: set_actor $6367 ped_stats_to 16 
02A9: set_actor $6367 immune_to_nonplayer 1 
Marker.CreateAboveActor($6369, $6367)
$6496 += 1 // $ += int 
$6368 = 1 // $ = int 

:HAIT3_5871
if 
  $6372 == 0 // $ == int 
jf @HAIT3_5994 
if 
   not Actor.Dead($6371)
jf @HAIT3_5994 
if 
84F0:   not is_actor_waiting_for_world_collision $6371 
jf @HAIT3_5994 
01ED: clear_actor $6371 threat_search 
if 
   not Actor.Dead($6408)
jf @HAIT3_5958 
01C9: actor $6371 kill_actor $6408 
0084: $6530 = $6408 // $ = $ int 

:HAIT3_5958
0243: set_actor $6371 ped_stats_to 16 
02A9: set_actor $6371 immune_to_nonplayer 1 
Marker.CreateAboveActor($6373, $6371)
$6496 += 1 // $ += int 
$6372 = 1 // $ = int 

:HAIT3_5994
if 
  $6376 == 0 // $ == int 
jf @HAIT3_6117 
if 
   not Actor.Dead($6375)
jf @HAIT3_6117 
if 
84F0:   not is_actor_waiting_for_world_collision $6375 
jf @HAIT3_6117 
01ED: clear_actor $6375 threat_search 
if 
   not Actor.Dead($6411)
jf @HAIT3_6081 
01C9: actor $6375 kill_actor $6411 
0084: $6531 = $6411 // $ = $ int 

:HAIT3_6081
0243: set_actor $6375 ped_stats_to 16 
02A9: set_actor $6375 immune_to_nonplayer 1 
Marker.CreateAboveActor($6377, $6375)
$6496 += 1 // $ += int 
$6376 = 1 // $ = int 

:HAIT3_6117
if 
  $6380 == 0 // $ == int 
jf @HAIT3_6240 
if 
   not Actor.Dead($6379)
jf @HAIT3_6240 
if 
84F0:   not is_actor_waiting_for_world_collision $6379 
jf @HAIT3_6240 
01ED: clear_actor $6379 threat_search 
if 
   not Actor.Dead($6414)
jf @HAIT3_6204 
01C9: actor $6379 kill_actor $6414 
0084: $6532 = $6414 // $ = $ int 

:HAIT3_6204
0243: set_actor $6379 ped_stats_to 16 
02A9: set_actor $6379 immune_to_nonplayer 1 
Marker.CreateAboveActor($6381, $6379)
$6496 += 1 // $ += int 
$6380 = 1 // $ = int 

:HAIT3_6240
if 
  $6384 == 0 // $ == int 
jf @HAIT3_6363 
if 
   not Actor.Dead($6383)
jf @HAIT3_6363 
if 
84F0:   not is_actor_waiting_for_world_collision $6383 
jf @HAIT3_6363 
01ED: clear_actor $6383 threat_search 
if 
   not Actor.Dead($6417)
jf @HAIT3_6327 
01C9: actor $6383 kill_actor $6417 
0084: $6533 = $6417 // $ = $ int 

:HAIT3_6327
0243: set_actor $6383 ped_stats_to 16 
02A9: set_actor $6383 immune_to_nonplayer 1 
Marker.CreateAboveActor($6385, $6383)
$6496 += 1 // $ += int 
$6384 = 1 // $ = int 

:HAIT3_6363
if 
  $6388 == 0 // $ == int 
jf @HAIT3_6486 
if 
   not Actor.Dead($6387)
jf @HAIT3_6486 
if 
84F0:   not is_actor_waiting_for_world_collision $6387 
jf @HAIT3_6486 
01ED: clear_actor $6387 threat_search 
if 
   not Actor.Dead($6420)
jf @HAIT3_6450 
01C9: actor $6387 kill_actor $6420 
0084: $6534 = $6420 // $ = $ int 

:HAIT3_6450
0243: set_actor $6387 ped_stats_to 16 
02A9: set_actor $6387 immune_to_nonplayer 1 
Marker.CreateAboveActor($6389, $6387)
$6496 += 1 // $ += int 
$6388 = 1 // $ = int 

:HAIT3_6486
if 
  $6392 == 0 // $ == int 
jf @HAIT3_6609 
if 
   not Actor.Dead($6391)
jf @HAIT3_6609 
if 
84F0:   not is_actor_waiting_for_world_collision $6391 
jf @HAIT3_6609 
01ED: clear_actor $6391 threat_search 
if 
   not Actor.Dead($6423)
jf @HAIT3_6573 
01C9: actor $6391 kill_actor $6423 
0084: $6535 = $6423 // $ = $ int 

:HAIT3_6573
0243: set_actor $6391 ped_stats_to 16 
02A9: set_actor $6391 immune_to_nonplayer 1 
Marker.CreateAboveActor($6393, $6391)
$6496 += 1 // $ += int 
$6392 = 1 // $ = int 

:HAIT3_6609
if 
  $6396 == 0 // $ == int 
jf @HAIT3_6732 
if 
   not Actor.Dead($6395)
jf @HAIT3_6732 
if 
84F0:   not is_actor_waiting_for_world_collision $6395 
jf @HAIT3_6732 
01ED: clear_actor $6395 threat_search 
if 
   not Actor.Dead($6426)
jf @HAIT3_6696 
01C9: actor $6395 kill_actor $6426 
0084: $6536 = $6426 // $ = $ int 

:HAIT3_6696
0243: set_actor $6395 ped_stats_to 16 
02A9: set_actor $6395 immune_to_nonplayer 1 
Marker.CreateAboveActor($6397, $6395)
$6496 += 1 // $ += int 
$6396 = 1 // $ = int 

:HAIT3_6732
return 

:HAIT3_6734
if 
   not Actor.Dead($6363)
jf @HAIT3_6757 
02A9: set_actor $6363 immune_to_nonplayer 0 

:HAIT3_6757
if 
   not Actor.Dead($6367)
jf @HAIT3_6780 
02A9: set_actor $6367 immune_to_nonplayer 0 

:HAIT3_6780
if 
   not Actor.Dead($6371)
jf @HAIT3_6803 
02A9: set_actor $6371 immune_to_nonplayer 0 

:HAIT3_6803
if 
   not Actor.Dead($6375)
jf @HAIT3_6826 
02A9: set_actor $6375 immune_to_nonplayer 0 

:HAIT3_6826
if 
   not Actor.Dead($6379)
jf @HAIT3_6849 
02A9: set_actor $6379 immune_to_nonplayer 0 

:HAIT3_6849
if 
   not Actor.Dead($6383)
jf @HAIT3_6872 
02A9: set_actor $6383 immune_to_nonplayer 0 

:HAIT3_6872
if 
   not Actor.Dead($6387)
jf @HAIT3_6895 
02A9: set_actor $6387 immune_to_nonplayer 0 

:HAIT3_6895
if 
   not Actor.Dead($6391)
jf @HAIT3_6918 
02A9: set_actor $6391 immune_to_nonplayer 0 

:HAIT3_6918
if 
   not Actor.Dead($6395)
jf @HAIT3_6941 
02A9: set_actor $6395 immune_to_nonplayer 0 

:HAIT3_6941
if 
   not Actor.Dead($6399)
jf @HAIT3_6964 
02A9: set_actor $6399 immune_to_nonplayer 0 

:HAIT3_6964
if 
   not Actor.Dead($6402)
jf @HAIT3_6987 
02A9: set_actor $6402 immune_to_nonplayer 0 

:HAIT3_6987
if 
   not Actor.Dead($6405)
jf @HAIT3_7010 
02A9: set_actor $6405 immune_to_nonplayer 0 

:HAIT3_7010
if 
   not Actor.Dead($6408)
jf @HAIT3_7033 
02A9: set_actor $6408 immune_to_nonplayer 0 

:HAIT3_7033
if 
   not Actor.Dead($6411)
jf @HAIT3_7056 
02A9: set_actor $6411 immune_to_nonplayer 0 

:HAIT3_7056
if 
   not Actor.Dead($6414)
jf @HAIT3_7079 
02A9: set_actor $6414 immune_to_nonplayer 0 

:HAIT3_7079
if 
   not Actor.Dead($6417)
jf @HAIT3_7102 
02A9: set_actor $6417 immune_to_nonplayer 0 

:HAIT3_7102
if 
   not Actor.Dead($6420)
jf @HAIT3_7125 
02A9: set_actor $6420 immune_to_nonplayer 0 

:HAIT3_7125
if 
   not Actor.Dead($6423)
jf @HAIT3_7148 
02A9: set_actor $6423 immune_to_nonplayer 0 

:HAIT3_7148
if 
   not Actor.Dead($6426)
jf @HAIT3_7171 
02A9: set_actor $6426 immune_to_nonplayer 0 

:HAIT3_7171
$6495 = 1 // $ = int 
return 

:HAIT3_7180
if 
  $6538 == 0 // $ == int 
jf @HAIT3_7337 
if 
  $6358 == 0 // $ == int 
jf @HAIT3_7337 
if 
   Actor.Dead($6359)
jf @HAIT3_7273 
Marker.Disable($6361)
$6356 += 1 // $ += int 
0084: $6541 = $6359 // $ = $ int 
gosub @HAIT3_16351 
$6358 = 1 // $ = int 
jump @HAIT3_7337 

:HAIT3_7273
if 
  $6353 == 0 // $ == int 
jf @HAIT3_7306 
0084: $6499 = $6359 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_7306
if 
   Actor.Dead($6527)
jf @HAIT3_7337 
0084: $6497 = $6359 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_7337
if 
  $6538 == 1 // $ == int 
jf @HAIT3_7494 
if 
  $6362 == 0 // $ == int 
jf @HAIT3_7494 
if 
   Actor.Dead($6363)
jf @HAIT3_7430 
Marker.Disable($6365)
$6356 += 1 // $ += int 
0084: $6541 = $6363 // $ = $ int 
gosub @HAIT3_16351 
$6362 = 1 // $ = int 
jump @HAIT3_7494 

:HAIT3_7430
if 
  $6353 == 0 // $ == int 
jf @HAIT3_7463 
0084: $6499 = $6363 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_7463
if 
   Actor.Dead($6528)
jf @HAIT3_7494 
0084: $6497 = $6363 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_7494
if 
  $6538 == 2 // $ == int 
jf @HAIT3_7651 
if 
  $6366 == 0 // $ == int 
jf @HAIT3_7651 
if 
   Actor.Dead($6367)
jf @HAIT3_7587 
Marker.Disable($6369)
$6356 += 1 // $ += int 
0084: $6541 = $6367 // $ = $ int 
gosub @HAIT3_16351 
$6366 = 1 // $ = int 
jump @HAIT3_7651 

:HAIT3_7587
if 
  $6353 == 0 // $ == int 
jf @HAIT3_7620 
0084: $6499 = $6367 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_7620
if 
   Actor.Dead($6529)
jf @HAIT3_7651 
0084: $6497 = $6367 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_7651
if 
  $6538 == 3 // $ == int 
jf @HAIT3_7808 
if 
  $6370 == 0 // $ == int 
jf @HAIT3_7808 
if 
   Actor.Dead($6371)
jf @HAIT3_7744 
Marker.Disable($6373)
$6356 += 1 // $ += int 
0084: $6541 = $6371 // $ = $ int 
gosub @HAIT3_16351 
$6370 = 1 // $ = int 
jump @HAIT3_7808 

:HAIT3_7744
if 
  $6353 == 0 // $ == int 
jf @HAIT3_7777 
0084: $6499 = $6371 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_7777
if 
   Actor.Dead($6530)
jf @HAIT3_7808 
0084: $6497 = $6371 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_7808
if 
  $6538 == 4 // $ == int 
jf @HAIT3_7965 
if 
  $6374 == 0 // $ == int 
jf @HAIT3_7965 
if 
   Actor.Dead($6375)
jf @HAIT3_7901 
Marker.Disable($6377)
$6356 += 1 // $ += int 
0084: $6541 = $6375 // $ = $ int 
gosub @HAIT3_16351 
$6374 = 1 // $ = int 
jump @HAIT3_7965 

:HAIT3_7901
if 
  $6353 == 0 // $ == int 
jf @HAIT3_7934 
0084: $6499 = $6375 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_7934
if 
   Actor.Dead($6531)
jf @HAIT3_7965 
0084: $6497 = $6375 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_7965
if 
  $6538 == 5 // $ == int 
jf @HAIT3_8122 
if 
  $6378 == 0 // $ == int 
jf @HAIT3_8122 
if 
   Actor.Dead($6379)
jf @HAIT3_8058 
Marker.Disable($6381)
$6356 += 1 // $ += int 
0084: $6541 = $6379 // $ = $ int 
gosub @HAIT3_16351 
$6378 = 1 // $ = int 
jump @HAIT3_8122 

:HAIT3_8058
if 
  $6353 == 0 // $ == int 
jf @HAIT3_8091 
0084: $6499 = $6379 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_8091
if 
   Actor.Dead($6532)
jf @HAIT3_8122 
0084: $6497 = $6379 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_8122
if 
  $6538 == 6 // $ == int 
jf @HAIT3_8279 
if 
  $6382 == 0 // $ == int 
jf @HAIT3_8279 
if 
   Actor.Dead($6383)
jf @HAIT3_8215 
Marker.Disable($6385)
$6356 += 1 // $ += int 
0084: $6541 = $6383 // $ = $ int 
gosub @HAIT3_16351 
$6382 = 1 // $ = int 
jump @HAIT3_8279 

:HAIT3_8215
if 
  $6353 == 0 // $ == int 
jf @HAIT3_8248 
0084: $6499 = $6383 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_8248
if 
   Actor.Dead($6533)
jf @HAIT3_8279 
0084: $6497 = $6383 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_8279
if 
  $6538 == 7 // $ == int 
jf @HAIT3_8436 
if 
  $6386 == 0 // $ == int 
jf @HAIT3_8436 
if 
   Actor.Dead($6387)
jf @HAIT3_8372 
Marker.Disable($6389)
$6356 += 1 // $ += int 
0084: $6541 = $6387 // $ = $ int 
gosub @HAIT3_16351 
$6386 = 1 // $ = int 
jump @HAIT3_8436 

:HAIT3_8372
if 
  $6353 == 0 // $ == int 
jf @HAIT3_8405 
0084: $6499 = $6387 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_8405
if 
   Actor.Dead($6534)
jf @HAIT3_8436 
0084: $6497 = $6387 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_8436
if 
  $6538 == 8 // $ == int 
jf @HAIT3_8593 
if 
  $6390 == 0 // $ == int 
jf @HAIT3_8593 
if 
   Actor.Dead($6391)
jf @HAIT3_8529 
Marker.Disable($6393)
$6356 += 1 // $ += int 
0084: $6541 = $6391 // $ = $ int 
gosub @HAIT3_16351 
$6390 = 1 // $ = int 
jump @HAIT3_8593 

:HAIT3_8529
if 
  $6353 == 0 // $ == int 
jf @HAIT3_8562 
0084: $6499 = $6391 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_8562
if 
   Actor.Dead($6535)
jf @HAIT3_8593 
0084: $6497 = $6391 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_8593
if 
  $6538 == 9 // $ == int 
jf @HAIT3_8750 
if 
  $6394 == 0 // $ == int 
jf @HAIT3_8750 
if 
   Actor.Dead($6395)
jf @HAIT3_8686 
Marker.Disable($6397)
$6356 += 1 // $ += int 
0084: $6541 = $6395 // $ = $ int 
gosub @HAIT3_16351 
$6394 = 1 // $ = int 
jump @HAIT3_8750 

:HAIT3_8686
if 
  $6353 == 0 // $ == int 
jf @HAIT3_8719 
0084: $6499 = $6395 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_8719
if 
   Actor.Dead($6536)
jf @HAIT3_8750 
0084: $6497 = $6395 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_8750
return 

:HAIT3_8752
if 
0123:   actor $6499 spotted_player $PLAYER_CHAR 
jf @HAIT3_8879 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @HAIT3_8879 
if 
  $6354 == 0 // $ == int 
jf @HAIT3_8879 
if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
jf @HAIT3_8872 
$6353 = 0 // $ = int 
jump @HAIT3_8879 

:HAIT3_8872
$6353 = 1 // $ = int 

:HAIT3_8879
return 

:HAIT3_8881
if 
  $6538 == 10 // $ == int 
jf @HAIT3_9000 
if 
  $6398 == 0 // $ == int 
jf @HAIT3_9000 
if 
   Actor.Dead($6399)
jf @HAIT3_8969 
$6357 += 1 // $ += int 
0084: $6541 = $6399 // $ = $ int 
gosub @HAIT3_16351 
$6398 = 1 // $ = int 
jump @HAIT3_9000 

:HAIT3_8969
if 
   Actor.Dead($6517)
jf @HAIT3_9000 
0084: $6498 = $6399 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9000
if 
  $6538 == 11 // $ == int 
jf @HAIT3_9119 
if 
  $6401 == 0 // $ == int 
jf @HAIT3_9119 
if 
   Actor.Dead($6402)
jf @HAIT3_9088 
$6357 += 1 // $ += int 
0084: $6541 = $6402 // $ = $ int 
gosub @HAIT3_16351 
$6401 = 1 // $ = int 
jump @HAIT3_9119 

:HAIT3_9088
if 
   Actor.Dead($6518)
jf @HAIT3_9119 
0084: $6498 = $6402 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9119
if 
  $6538 == 12 // $ == int 
jf @HAIT3_9238 
if 
  $6404 == 0 // $ == int 
jf @HAIT3_9238 
if 
   Actor.Dead($6405)
jf @HAIT3_9207 
$6357 += 1 // $ += int 
0084: $6541 = $6405 // $ = $ int 
gosub @HAIT3_16351 
$6404 = 1 // $ = int 
jump @HAIT3_9238 

:HAIT3_9207
if 
   Actor.Dead($6519)
jf @HAIT3_9238 
0084: $6498 = $6405 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9238
if 
  $6538 == 13 // $ == int 
jf @HAIT3_9357 
if 
  $6407 == 0 // $ == int 
jf @HAIT3_9357 
if 
   Actor.Dead($6408)
jf @HAIT3_9326 
$6357 += 1 // $ += int 
0084: $6541 = $6408 // $ = $ int 
gosub @HAIT3_16351 
$6407 = 1 // $ = int 
jump @HAIT3_9357 

:HAIT3_9326
if 
   Actor.Dead($6520)
jf @HAIT3_9357 
0084: $6498 = $6408 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9357
if 
  $6538 == 14 // $ == int 
jf @HAIT3_9476 
if 
  $6410 == 0 // $ == int 
jf @HAIT3_9476 
if 
   Actor.Dead($6411)
jf @HAIT3_9445 
$6357 += 1 // $ += int 
0084: $6541 = $6411 // $ = $ int 
gosub @HAIT3_16351 
$6410 = 1 // $ = int 
jump @HAIT3_9476 

:HAIT3_9445
if 
   Actor.Dead($6521)
jf @HAIT3_9476 
0084: $6498 = $6411 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9476
if 
  $6538 == 15 // $ == int 
jf @HAIT3_9595 
if 
  $6413 == 0 // $ == int 
jf @HAIT3_9595 
if 
   Actor.Dead($6414)
jf @HAIT3_9564 
$6357 += 1 // $ += int 
0084: $6541 = $6414 // $ = $ int 
gosub @HAIT3_16351 
$6413 = 1 // $ = int 
jump @HAIT3_9595 

:HAIT3_9564
if 
   Actor.Dead($6522)
jf @HAIT3_9595 
0084: $6498 = $6414 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9595
if 
  $6538 == 16 // $ == int 
jf @HAIT3_9714 
if 
  $6416 == 0 // $ == int 
jf @HAIT3_9714 
if 
   Actor.Dead($6417)
jf @HAIT3_9683 
$6357 += 1 // $ += int 
0084: $6541 = $6417 // $ = $ int 
gosub @HAIT3_16351 
$6416 = 1 // $ = int 
jump @HAIT3_9714 

:HAIT3_9683
if 
   Actor.Dead($6523)
jf @HAIT3_9714 
0084: $6498 = $6417 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9714
if 
  $6538 == 17 // $ == int 
jf @HAIT3_9833 
if 
  $6419 == 0 // $ == int 
jf @HAIT3_9833 
if 
   Actor.Dead($6420)
jf @HAIT3_9802 
$6357 += 1 // $ += int 
0084: $6541 = $6420 // $ = $ int 
gosub @HAIT3_16351 
$6419 = 1 // $ = int 
jump @HAIT3_9833 

:HAIT3_9802
if 
   Actor.Dead($6524)
jf @HAIT3_9833 
0084: $6498 = $6420 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9833
if 
  $6538 == 18 // $ == int 
jf @HAIT3_9952 
if 
  $6422 == 0 // $ == int 
jf @HAIT3_9952 
if 
   Actor.Dead($6423)
jf @HAIT3_9921 
$6357 += 1 // $ += int 
0084: $6541 = $6423 // $ = $ int 
gosub @HAIT3_16351 
$6422 = 1 // $ = int 
jump @HAIT3_9952 

:HAIT3_9921
if 
   Actor.Dead($6525)
jf @HAIT3_9952 
0084: $6498 = $6423 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_9952
if 
  $6538 == 19 // $ == int 
jf @HAIT3_10071 
if 
  $6425 == 0 // $ == int 
jf @HAIT3_10071 
if 
   Actor.Dead($6426)
jf @HAIT3_10040 
$6357 += 1 // $ += int 
0084: $6541 = $6426 // $ = $ int 
gosub @HAIT3_16351 
$6425 = 1 // $ = int 
jump @HAIT3_10071 

:HAIT3_10040
if 
   Actor.Dead($6526)
jf @HAIT3_10071 
0084: $6498 = $6426 // $ = $ int 
gosub @HAIT3_15060 

:HAIT3_10071
return 

:HAIT3_10073
if 
  $6438 == 0 // $ == int 
jf @HAIT3_10317 
Car.Create($6429, #BURRITO, $6431, $6432, $6433)
Car.Angle($6429) = 275.73
0129: $6440 = create_actor 4 #CBA in_car $6429 driverseat 
01ED: clear_actor $6440 threat_search 
Marker.CreateAboveActor($6442, $6440)
0243: set_actor $6440 ped_stats_to 16 
Car.SetToNormalDriver($6429)
01C8: $6444 = create_actor_pedtype 4 model #CBB in_car $6429 passenger_seat 0 
01ED: clear_actor $6444 threat_search 
Marker.CreateAboveActor($6446, $6444)
0243: set_actor $6444 ped_stats_to 16 
01C8: $6448 = create_actor_pedtype 4 model #CBA in_car $6429 passenger_seat 1 
01ED: clear_actor $6448 threat_search 
Marker.CreateAboveActor($6450, $6448)
0243: set_actor $6448 ped_stats_to 16 
01C8: $6452 = create_actor_pedtype 4 model #CBB in_car $6429 passenger_seat 2 
01ED: clear_actor $6452 threat_search 
Marker.CreateAboveActor($6454, $6452)
0243: set_actor $6452 ped_stats_to 16 
Car.DriveTo($6429, $6434, $6435, $6436)
00AE: set_vehicle $6429 traffic_behavior_to 2 
Car.SetMaxSpeed($6429, 35.0)
00BC: text_highpriority 'HAM3_7' time 5000 1  // ~g~Look Out! They've brought reinforcements. Kill them all!!
$6538 = 19 // $ = int 
$6438 = 1 // $ = int 

:HAIT3_10317
return 

:HAIT3_10319
if 
  $6439 == 0 // $ == int 
jf @HAIT3_10795 
Actor.Create($6463, 4, #CBA, -862.426, 59.084, 8.38)
Marker.CreateAboveActor($6464, $6463)
01ED: clear_actor $6463 threat_search 
011A: set_actor $6463 search_threat 256 
0243: set_actor $6463 ped_stats_to 16 
0239: actor $6463 run_to $6455 $6456 
$6466 = 1 // $ = int 
Actor.Create($6468, 4, #CBB, -864.075, 59.57, 8.38)
01ED: clear_actor $6468 threat_search 
Marker.CreateAboveActor($6470, $6468)
011A: set_actor $6468 search_threat 256 
0243: set_actor $6468 ped_stats_to 16 
0239: actor $6468 run_to $6455 $6456 
$6471 = 1 // $ = int 
Actor.Create($6473, 4, #CBA, -865.799, 60.488, 8.38)
01ED: clear_actor $6473 threat_search 
Marker.CreateAboveActor($6476, $6473)
011A: set_actor $6473 search_threat 256 
01B2: give_actor $6473 weapon 10 ammo 1 // Load the weapon model before using this 
0243: set_actor $6473 ped_stats_to 16 
0239: actor $6473 run_to $6455 $6456 
$6475 = 1 // $ = int 
Actor.Create($6478, 4, #CBB, -868.311, 61.519, 8.38)
01ED: clear_actor $6478 threat_search 
Marker.CreateAboveActor($6481, $6478)
011A: set_actor $6478 search_threat 256 
0243: set_actor $6478 ped_stats_to 16 
0239: actor $6478 run_to $6455 $6456 
$6480 = 1 // $ = int 
Actor.Create($6483, 4, #CBA, -870.435, 62.566, 8.38)
01ED: clear_actor $6483 threat_search 
Marker.CreateAboveActor($6486, $6483)
011A: set_actor $6483 search_threat 256 
0243: set_actor $6483 ped_stats_to 16 
0239: actor $6483 run_to $6455 $6456 
$6485 = 1 // $ = int 
Actor.Create($6488, 4, #CBB, -872.876, 63.476, 8.38)
01ED: clear_actor $6488 threat_search 
Marker.CreateAboveActor($6491, $6488)
011A: set_actor $6488 search_threat 256 
0243: set_actor $6488 ped_stats_to 16 
0239: actor $6488 run_to $6455 $6456 
$6490 = 1 // $ = int 
00BC: text_highpriority 'HAM3_7' time 5000 1  // ~g~Look Out! They've brought reinforcements. Kill them all!!
$6538 = 23 // $ = int 
$6439 = 1 // $ = int 

:HAIT3_10795
return 

:HAIT3_10797
if 
  $6430 == 0 // $ == int 
jf @HAIT3_10967 
if 
   Car.Wrecked($6429)
jf @HAIT3_10845 
$6430 = 1 // $ = int 
jump @HAIT3_10967 

:HAIT3_10845
if 
  $6437 == 0 // $ == int 
jf @HAIT3_10967 
if 
01AF:   car $6429 0 $6434 $6435 $6436 radius 3.0 3.0 3.0 
jf @HAIT3_10927 
Car.SetMaxSpeed($6429, 0.0)
Car.SetToNormalDriver($6429)
$6437 = 1 // $ = int 

:HAIT3_10927
if 
  $6441 == 0 // $ == int 
jf @HAIT3_10952 
jump @HAIT3_10967 

:HAIT3_10952
Car.SetMaxSpeed($6429, 0.0)
Car.SetToNormalDriver($6429)

:HAIT3_10967
if 
  $6538 == 21 // $ == int 
jf @HAIT3_11272 
if 
  $6441 == 0 // $ == int 
jf @HAIT3_11272 
if 
   Actor.Dead($6440)
jf @HAIT3_11060 
Marker.Disable($6442)
$6356 += 1 // $ += int 
0084: $6541 = $6440 // $ = $ int 
gosub @HAIT3_16351 
$6441 = 1 // $ = int 
jump @HAIT3_11272 

:HAIT3_11060
if 
  $6437 == 1 // $ == int 
jf @HAIT3_11190 
if 
  $6458 == 0 // $ == int 
jf @HAIT3_11190 
if 
   Actor.Driving($6440)
jf @HAIT3_11151 
00D9: $6429 = actor $6440 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_11144 
01D3: actor $6440 leave_car $6429 

:HAIT3_11144
jump @HAIT3_11190 

:HAIT3_11151
0084: $6443 = $6426 // $ = $ int 
if 
   not Actor.Dead($6443)
jf @HAIT3_11183 
01C9: actor $6440 kill_actor $6443 

:HAIT3_11183
$6458 = 1 // $ = int 

:HAIT3_11190
if 
  $6458 == 1 // $ == int 
jf @HAIT3_11239 
if 
   Actor.Dead($6443)
jf @HAIT3_11239 
0084: $6497 = $6440 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_11239
if 
  $6353 == 0 // $ == int 
jf @HAIT3_11272 
0084: $6499 = $6440 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_11272
if 
  $6538 == 22 // $ == int 
jf @HAIT3_11693 
if 
  $6445 == 0 // $ == int 
jf @HAIT3_11693 
if 
   Actor.Dead($6444)
jf @HAIT3_11365 
Marker.Disable($6446)
$6356 += 1 // $ += int 
0084: $6541 = $6444 // $ = $ int 
gosub @HAIT3_16351 
$6445 = 1 // $ = int 
jump @HAIT3_11693 

:HAIT3_11365
if 
  $6441 == 1 // $ == int 
jf @HAIT3_11481 
if 
  $6430 == 0 // $ == int 
jf @HAIT3_11481 
if 
  $6459 == 0 // $ == int 
jf @HAIT3_11481 
if 
   Actor.Driving($6444)
jf @HAIT3_11474 
00D9: $6429 = actor $6444 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_11467 
01D3: actor $6444 leave_car $6429 

:HAIT3_11467
jump @HAIT3_11481 

:HAIT3_11474
$6459 = 1 // $ = int 

:HAIT3_11481
if 
  $6437 == 1 // $ == int 
jf @HAIT3_11611 
if 
  $6459 == 0 // $ == int 
jf @HAIT3_11611 
if 
   Actor.Driving($6444)
jf @HAIT3_11572 
00D9: $6429 = actor $6444 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_11565 
01D3: actor $6444 leave_car $6429 

:HAIT3_11565
jump @HAIT3_11611 

:HAIT3_11572
0084: $6447 = $6423 // $ = $ int 
if 
   not Actor.Dead($6447)
jf @HAIT3_11604 
01C9: actor $6444 kill_actor $6447 

:HAIT3_11604
$6459 = 1 // $ = int 

:HAIT3_11611
if 
  $6459 == 1 // $ == int 
jf @HAIT3_11660 
if 
   Actor.Dead($6447)
jf @HAIT3_11660 
0084: $6497 = $6444 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_11660
if 
  $6353 == 0 // $ == int 
jf @HAIT3_11693 
0084: $6499 = $6444 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_11693
if 
  $6538 == 23 // $ == int 
jf @HAIT3_12114 
if 
  $6449 == 0 // $ == int 
jf @HAIT3_12114 
if 
   Actor.Dead($6448)
jf @HAIT3_11786 
Marker.Disable($6450)
$6356 += 1 // $ += int 
0084: $6541 = $6448 // $ = $ int 
gosub @HAIT3_16351 
$6449 = 1 // $ = int 
jump @HAIT3_12114 

:HAIT3_11786
if 
  $6441 == 1 // $ == int 
jf @HAIT3_11934 
if 
  $6430 == 0 // $ == int 
jf @HAIT3_11934 
if 
  $6460 == 0 // $ == int 
jf @HAIT3_11934 
if 
   Actor.Driving($6448)
jf @HAIT3_11895 
00D9: $6429 = actor $6448 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_11888 
01D3: actor $6448 leave_car $6429 

:HAIT3_11888
jump @HAIT3_11934 

:HAIT3_11895
0084: $6451 = $6420 // $ = $ int 
if 
   not Actor.Dead($6451)
jf @HAIT3_11927 
01C9: actor $6448 kill_actor $6451 

:HAIT3_11927
$6460 = 1 // $ = int 

:HAIT3_11934
if 
  $6437 == 1 // $ == int 
jf @HAIT3_12032 
if 
  $6460 == 0 // $ == int 
jf @HAIT3_12032 
if 
   Actor.Driving($6448)
jf @HAIT3_12025 
00D9: $6429 = actor $6448 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_12018 
01D3: actor $6448 leave_car $6429 

:HAIT3_12018
jump @HAIT3_12032 

:HAIT3_12025
$6460 = 1 // $ = int 

:HAIT3_12032
if 
  $6460 == 1 // $ == int 
jf @HAIT3_12081 
if 
   Actor.Dead($6451)
jf @HAIT3_12081 
0084: $6497 = $6448 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_12081
if 
  $6353 == 0 // $ == int 
jf @HAIT3_12114 
0084: $6499 = $6448 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_12114
if 
  $6538 == 24 // $ == int 
jf @HAIT3_12535 
if 
  $6453 == 0 // $ == int 
jf @HAIT3_12535 
if 
   Actor.Dead($6452)
jf @HAIT3_12207 
Marker.Disable($6454)
$6356 += 1 // $ += int 
0084: $6541 = $6452 // $ = $ int 
gosub @HAIT3_16351 
$6453 = 1 // $ = int 
jump @HAIT3_12535 

:HAIT3_12207
if 
  $6441 == 1 // $ == int 
jf @HAIT3_12355 
if 
  $6430 == 0 // $ == int 
jf @HAIT3_12355 
if 
  $6461 == 0 // $ == int 
jf @HAIT3_12355 
if 
   Actor.Driving($6452)
jf @HAIT3_12316 
00D9: $6429 = actor $6452 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_12309 
01D3: actor $6452 leave_car $6429 

:HAIT3_12309
jump @HAIT3_12355 

:HAIT3_12316
0084: $6462 = $6420 // $ = $ int 
if 
   not Actor.Dead($6462)
jf @HAIT3_12348 
01C9: actor $6452 kill_actor $6462 

:HAIT3_12348
$6461 = 1 // $ = int 

:HAIT3_12355
if 
  $6437 == 1 // $ == int 
jf @HAIT3_12453 
if 
  $6461 == 0 // $ == int 
jf @HAIT3_12453 
if 
   Actor.Driving($6452)
jf @HAIT3_12446 
00D9: $6429 = actor $6452 car // add to mission cleanup 
if 
   not Car.Wrecked($6429)
jf @HAIT3_12439 
01D3: actor $6452 leave_car $6429 

:HAIT3_12439
jump @HAIT3_12453 

:HAIT3_12446
$6461 = 1 // $ = int 

:HAIT3_12453
if 
  $6461 == 1 // $ == int 
jf @HAIT3_12502 
if 
   Actor.Dead($6462)
jf @HAIT3_12502 
0084: $6497 = $6452 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_12502
if 
  $6353 == 0 // $ == int 
jf @HAIT3_12535 
0084: $6499 = $6452 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_12535
return 

:HAIT3_12537
if 
  $6538 == 25 // $ == int 
jf @HAIT3_12828 
if 
  $6465 == 0 // $ == int 
jf @HAIT3_12828 
if 
   Actor.Dead($6463)
jf @HAIT3_12630 
Marker.Disable($6464)
$6356 += 1 // $ += int 
0084: $6541 = $6463 // $ = $ int 
gosub @HAIT3_16351 
$6465 = 1 // $ = int 
jump @HAIT3_12828 

:HAIT3_12630
if 
  $6466 == 1 // $ == int 
jf @HAIT3_12689 
if 
00ED:   actor $6463 0 $6455 $6456 radius 4.0 4.0 
jf @HAIT3_12689 
$6466 = 2 // $ = int 

:HAIT3_12689
if 
  $6466 == 2 // $ == int 
jf @HAIT3_12746 
0084: $6467 = $6417 // $ = $ int 
if 
   not Actor.Dead($6467)
jf @HAIT3_12739 
01C9: actor $6463 kill_actor $6467 

:HAIT3_12739
$6466 = 3 // $ = int 

:HAIT3_12746
if 
  $6466 == 3 // $ == int 
jf @HAIT3_12795 
if 
   Actor.Dead($6467)
jf @HAIT3_12795 
0084: $6497 = $6463 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_12795
if 
  $6353 == 0 // $ == int 
jf @HAIT3_12828 
0084: $6499 = $6463 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_12828
if 
  $6538 == 26 // $ == int 
jf @HAIT3_13119 
if 
  $6469 == 0 // $ == int 
jf @HAIT3_13119 
if 
   Actor.Dead($6468)
jf @HAIT3_12921 
Marker.Disable($6470)
$6356 += 1 // $ += int 
0084: $6541 = $6468 // $ = $ int 
gosub @HAIT3_16351 
$6469 = 1 // $ = int 
jump @HAIT3_13119 

:HAIT3_12921
if 
  $6471 == 1 // $ == int 
jf @HAIT3_12980 
if 
00ED:   actor $6468 0 $6455 $6456 radius 4.0 4.0 
jf @HAIT3_12980 
$6471 = 2 // $ = int 

:HAIT3_12980
if 
  $6471 == 2 // $ == int 
jf @HAIT3_13037 
0084: $6472 = $6414 // $ = $ int 
if 
   not Actor.Dead($6472)
jf @HAIT3_13030 
01C9: actor $6468 kill_actor $6472 

:HAIT3_13030
$6471 = 3 // $ = int 

:HAIT3_13037
if 
  $6471 == 3 // $ == int 
jf @HAIT3_13086 
if 
   Actor.Dead($6472)
jf @HAIT3_13086 
0084: $6497 = $6468 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_13086
if 
  $6353 == 0 // $ == int 
jf @HAIT3_13119 
0084: $6499 = $6468 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_13119
if 
  $6538 == 27 // $ == int 
jf @HAIT3_13410 
if 
  $6474 == 0 // $ == int 
jf @HAIT3_13410 
if 
   Actor.Dead($6473)
jf @HAIT3_13212 
Marker.Disable($6476)
$6356 += 1 // $ += int 
0084: $6541 = $6473 // $ = $ int 
gosub @HAIT3_16351 
$6474 = 1 // $ = int 
jump @HAIT3_13410 

:HAIT3_13212
if 
  $6475 == 1 // $ == int 
jf @HAIT3_13271 
if 
00ED:   actor $6473 0 $6455 $6456 radius 4.0 4.0 
jf @HAIT3_13271 
$6475 = 2 // $ = int 

:HAIT3_13271
if 
  $6475 == 2 // $ == int 
jf @HAIT3_13328 
0084: $6477 = $6411 // $ = $ int 
if 
   not Actor.Dead($6477)
jf @HAIT3_13321 
01C9: actor $6473 kill_actor $6477 

:HAIT3_13321
$6475 = 3 // $ = int 

:HAIT3_13328
if 
  $6475 == 3 // $ == int 
jf @HAIT3_13377 
if 
   Actor.Dead($6477)
jf @HAIT3_13377 
0084: $6497 = $6473 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_13377
if 
  $6353 == 0 // $ == int 
jf @HAIT3_13410 
0084: $6499 = $6473 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_13410
if 
  $6538 == 28 // $ == int 
jf @HAIT3_13701 
if 
  $6479 == 0 // $ == int 
jf @HAIT3_13701 
if 
   Actor.Dead($6478)
jf @HAIT3_13503 
Marker.Disable($6481)
$6356 += 1 // $ += int 
0084: $6541 = $6478 // $ = $ int 
gosub @HAIT3_16351 
$6479 = 1 // $ = int 
jump @HAIT3_13701 

:HAIT3_13503
if 
  $6480 == 1 // $ == int 
jf @HAIT3_13562 
if 
00ED:   actor $6478 0 $6455 $6456 radius 4.0 4.0 
jf @HAIT3_13562 
$6480 = 2 // $ = int 

:HAIT3_13562
if 
  $6480 == 2 // $ == int 
jf @HAIT3_13619 
0084: $6482 = $6408 // $ = $ int 
if 
   not Actor.Dead($6482)
jf @HAIT3_13612 
01C9: actor $6478 kill_actor $6482 

:HAIT3_13612
$6480 = 3 // $ = int 

:HAIT3_13619
if 
  $6480 == 3 // $ == int 
jf @HAIT3_13668 
if 
   Actor.Dead($6482)
jf @HAIT3_13668 
0084: $6497 = $6478 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_13668
if 
  $6353 == 0 // $ == int 
jf @HAIT3_13701 
0084: $6499 = $6478 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_13701
if 
  $6538 == 29 // $ == int 
jf @HAIT3_13992 
if 
  $6484 == 0 // $ == int 
jf @HAIT3_13992 
if 
   Actor.Dead($6483)
jf @HAIT3_13794 
Marker.Disable($6486)
$6356 += 1 // $ += int 
0084: $6541 = $6483 // $ = $ int 
gosub @HAIT3_16351 
$6484 = 1 // $ = int 
jump @HAIT3_13992 

:HAIT3_13794
if 
  $6485 == 1 // $ == int 
jf @HAIT3_13853 
if 
00ED:   actor $6483 0 $6455 $6456 radius 4.0 4.0 
jf @HAIT3_13853 
$6485 = 2 // $ = int 

:HAIT3_13853
if 
  $6485 == 2 // $ == int 
jf @HAIT3_13910 
0084: $6487 = $6405 // $ = $ int 
if 
   not Actor.Dead($6487)
jf @HAIT3_13903 
01C9: actor $6483 kill_actor $6487 

:HAIT3_13903
$6485 = 3 // $ = int 

:HAIT3_13910
if 
  $6485 == 3 // $ == int 
jf @HAIT3_13959 
if 
   Actor.Dead($6487)
jf @HAIT3_13959 
0084: $6497 = $6483 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_13959
if 
  $6353 == 0 // $ == int 
jf @HAIT3_13992 
0084: $6499 = $6483 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_13992
if 
  $6538 == 30 // $ == int 
jf @HAIT3_14283 
if 
  $6489 == 0 // $ == int 
jf @HAIT3_14283 
if 
   Actor.Dead($6488)
jf @HAIT3_14085 
Marker.Disable($6491)
$6356 += 1 // $ += int 
0084: $6541 = $6488 // $ = $ int 
gosub @HAIT3_16351 
$6489 = 1 // $ = int 
jump @HAIT3_14283 

:HAIT3_14085
if 
  $6490 == 1 // $ == int 
jf @HAIT3_14144 
if 
00ED:   actor $6488 0 $6455 $6456 radius 4.0 4.0 
jf @HAIT3_14144 
$6490 = 2 // $ = int 

:HAIT3_14144
if 
  $6490 == 2 // $ == int 
jf @HAIT3_14201 
0084: $6492 = $6402 // $ = $ int 
if 
   not Actor.Dead($6492)
jf @HAIT3_14194 
01C9: actor $6488 kill_actor $6492 

:HAIT3_14194
$6490 = 3 // $ = int 

:HAIT3_14201
if 
  $6490 == 3 // $ == int 
jf @HAIT3_14250 
if 
   Actor.Dead($6492)
jf @HAIT3_14250 
0084: $6497 = $6488 // $ = $ int 
gosub @HAIT3_14353 

:HAIT3_14250
if 
  $6353 == 0 // $ == int 
jf @HAIT3_14283 
0084: $6499 = $6488 // $ = $ int 
gosub @HAIT3_8752 

:HAIT3_14283
return 

:HAIT3_14285
Actor.StorePos($6508, $6509, $6510, $6511)
0509: $6515 = distance_between_point $6500 $6501 and_point $6509 $6510 
if 
0024:   $6506 > $6515 // $ > $ float 
jf @HAIT3_14351 
0086: $6506 = $6515 // $ = $ float 
0084: $6507 = $6508 // $ = $ int 

:HAIT3_14351
return 

:HAIT3_14353
$6506 = 50.0 // $ = float 
$6507 = -1 // $ = int 
Actor.StorePos($6497, $6500, $6501, $6502)
if 
   not Actor.Dead($6399)
jf @HAIT3_14415 
0084: $6508 = $6399 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14415
if 
   not Actor.Dead($6402)
jf @HAIT3_14446 
0084: $6508 = $6402 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14446
if 
   not Actor.Dead($6405)
jf @HAIT3_14477 
0084: $6508 = $6405 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14477
if 
   not Actor.Dead($6408)
jf @HAIT3_14508 
0084: $6508 = $6408 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14508
if 
   not Actor.Dead($6411)
jf @HAIT3_14539 
0084: $6508 = $6411 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14539
if 
   not Actor.Dead($6414)
jf @HAIT3_14570 
0084: $6508 = $6414 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14570
if 
   not Actor.Dead($6417)
jf @HAIT3_14601 
0084: $6508 = $6417 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14601
if 
   not Actor.Dead($6420)
jf @HAIT3_14632 
0084: $6508 = $6420 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14632
if 
   not Actor.Dead($6423)
jf @HAIT3_14663 
0084: $6508 = $6423 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14663
if 
   not Actor.Dead($6426)
jf @HAIT3_14694 
0084: $6508 = $6426 // $ = $ int 
gosub @HAIT3_14285 

:HAIT3_14694
if 
   not $6507 == -1 // $ == int 
jf @HAIT3_14720 
01C9: actor $6497 kill_actor $6507 

:HAIT3_14720
if 
003A:   $6497 == $6359 // $ == $ int 
jf @HAIT3_14747 
0084: $6527 = $6507 // $ = $ int 

:HAIT3_14747
if 
003A:   $6497 == $6363 // $ == $ int 
jf @HAIT3_14774 
0084: $6528 = $6507 // $ = $ int 

:HAIT3_14774
if 
003A:   $6497 == $6367 // $ == $ int 
jf @HAIT3_14801 
0084: $6529 = $6507 // $ = $ int 

:HAIT3_14801
if 
003A:   $6497 == $6371 // $ == $ int 
jf @HAIT3_14828 
0084: $6530 = $6507 // $ = $ int 

:HAIT3_14828
if 
003A:   $6497 == $6375 // $ == $ int 
jf @HAIT3_14855 
0084: $6531 = $6507 // $ = $ int 

:HAIT3_14855
if 
003A:   $6497 == $6379 // $ == $ int 
jf @HAIT3_14882 
0084: $6532 = $6507 // $ = $ int 

:HAIT3_14882
if 
003A:   $6497 == $6383 // $ == $ int 
jf @HAIT3_14909 
0084: $6533 = $6507 // $ = $ int 

:HAIT3_14909
if 
003A:   $6497 == $6387 // $ == $ int 
jf @HAIT3_14936 
0084: $6534 = $6507 // $ = $ int 

:HAIT3_14936
if 
003A:   $6497 == $6391 // $ == $ int 
jf @HAIT3_14963 
0084: $6535 = $6507 // $ = $ int 

:HAIT3_14963
if 
003A:   $6497 == $6395 // $ == $ int 
jf @HAIT3_14990 
0084: $6536 = $6507 // $ = $ int 

:HAIT3_14990
return 

:HAIT3_14992
Actor.StorePos($6508, $6512, $6513, $6514)
0509: $6515 = distance_between_point $6503 $6504 and_point $6512 $6513 
if 
0024:   $6506 > $6515 // $ > $ float 
jf @HAIT3_15058 
0086: $6506 = $6515 // $ = $ float 
0084: $6516 = $6508 // $ = $ int 

:HAIT3_15058
return 

:HAIT3_15060
$6506 = 50.0 // $ = float 
$6516 = -1 // $ = int 
Actor.StorePos($6498, $6503, $6504, $6505)
if 
   not Actor.Dead($6359)
jf @HAIT3_15122 
0084: $6508 = $6359 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15122
if 
   not Actor.Dead($6363)
jf @HAIT3_15153 
0084: $6508 = $6363 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15153
if 
   not Actor.Dead($6367)
jf @HAIT3_15184 
0084: $6508 = $6367 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15184
if 
   not Actor.Dead($6371)
jf @HAIT3_15215 
0084: $6508 = $6371 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15215
if 
   not Actor.Dead($6375)
jf @HAIT3_15246 
0084: $6508 = $6375 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15246
if 
   not Actor.Dead($6379)
jf @HAIT3_15277 
0084: $6508 = $6379 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15277
if 
   not Actor.Dead($6383)
jf @HAIT3_15308 
0084: $6508 = $6383 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15308
if 
   not Actor.Dead($6387)
jf @HAIT3_15339 
0084: $6508 = $6387 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15339
if 
   not Actor.Dead($6391)
jf @HAIT3_15370 
0084: $6508 = $6391 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15370
if 
   not Actor.Dead($6395)
jf @HAIT3_15401 
0084: $6508 = $6395 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15401
if 
  $6438 == 1 // $ == int 
jf @HAIT3_15543 
if 
   not Actor.Dead($6440)
jf @HAIT3_15450 
0084: $6508 = $6440 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15450
if 
   not Actor.Dead($6444)
jf @HAIT3_15481 
0084: $6508 = $6444 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15481
if 
   not Actor.Dead($6448)
jf @HAIT3_15512 
0084: $6508 = $6448 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15512
if 
   not Actor.Dead($6452)
jf @HAIT3_15543 
0084: $6508 = $6452 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15543
if 
  $6439 == 1 // $ == int 
jf @HAIT3_15747 
if 
   not Actor.Dead($6463)
jf @HAIT3_15592 
0084: $6508 = $6463 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15592
if 
   not Actor.Dead($6468)
jf @HAIT3_15623 
0084: $6508 = $6468 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15623
if 
   not Actor.Dead($6473)
jf @HAIT3_15654 
0084: $6508 = $6473 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15654
if 
   not Actor.Dead($6478)
jf @HAIT3_15685 
0084: $6508 = $6478 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15685
if 
   not Actor.Dead($6483)
jf @HAIT3_15716 
0084: $6508 = $6483 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15716
if 
   not Actor.Dead($6488)
jf @HAIT3_15747 
0084: $6508 = $6488 // $ = $ int 
gosub @HAIT3_14992 

:HAIT3_15747
if 
   not $6516 == -1 // $ == int 
jf @HAIT3_15773 
01C9: actor $6498 kill_actor $6516 

:HAIT3_15773
if 
003A:   $6498 == $6399 // $ == $ int 
jf @HAIT3_15800 
0084: $6517 = $6516 // $ = $ int 

:HAIT3_15800
if 
003A:   $6498 == $6402 // $ == $ int 
jf @HAIT3_15827 
0084: $6518 = $6516 // $ = $ int 

:HAIT3_15827
if 
003A:   $6498 == $6405 // $ == $ int 
jf @HAIT3_15854 
0084: $6519 = $6516 // $ = $ int 

:HAIT3_15854
if 
003A:   $6498 == $6408 // $ == $ int 
jf @HAIT3_15881 
0084: $6520 = $6516 // $ = $ int 

:HAIT3_15881
if 
003A:   $6498 == $6411 // $ == $ int 
jf @HAIT3_15908 
0084: $6521 = $6516 // $ = $ int 

:HAIT3_15908
if 
003A:   $6498 == $6414 // $ == $ int 
jf @HAIT3_15935 
0084: $6522 = $6516 // $ = $ int 

:HAIT3_15935
if 
003A:   $6498 == $6417 // $ == $ int 
jf @HAIT3_15962 
0084: $6523 = $6516 // $ = $ int 

:HAIT3_15962
if 
003A:   $6498 == $6420 // $ == $ int 
jf @HAIT3_15989 
0084: $6524 = $6516 // $ = $ int 

:HAIT3_15989
if 
003A:   $6498 == $6423 // $ == $ int 
jf @HAIT3_16016 
0084: $6525 = $6516 // $ = $ int 

:HAIT3_16016
if 
003A:   $6498 == $6426 // $ == $ int 
jf @HAIT3_16043 
0084: $6526 = $6516 // $ = $ int 

:HAIT3_16043
if 
  $6438 == 1 // $ == int 
jf @HAIT3_16169 
if 
003A:   $6498 == $6440 // $ == $ int 
jf @HAIT3_16088 
0084: $6443 = $6516 // $ = $ int 

:HAIT3_16088
if 
003A:   $6498 == $6444 // $ == $ int 
jf @HAIT3_16115 
0084: $6447 = $6516 // $ = $ int 

:HAIT3_16115
if 
003A:   $6498 == $6448 // $ == $ int 
jf @HAIT3_16142 
0084: $6451 = $6516 // $ = $ int 

:HAIT3_16142
if 
003A:   $6498 == $6452 // $ == $ int 
jf @HAIT3_16169 
0084: $6462 = $6516 // $ = $ int 

:HAIT3_16169
if 
  $6439 == 1 // $ == int 
jf @HAIT3_16349 
if 
003A:   $6498 == $6463 // $ == $ int 
jf @HAIT3_16214 
0084: $6467 = $6516 // $ = $ int 

:HAIT3_16214
if 
003A:   $6498 == $6468 // $ == $ int 
jf @HAIT3_16241 
0084: $6472 = $6516 // $ = $ int 

:HAIT3_16241
if 
003A:   $6498 == $6473 // $ == $ int 
jf @HAIT3_16268 
0084: $6477 = $6516 // $ = $ int 

:HAIT3_16268
if 
003A:   $6498 == $6478 // $ == $ int 
jf @HAIT3_16295 
0084: $6482 = $6516 // $ = $ int 

:HAIT3_16295
if 
003A:   $6498 == $6483 // $ == $ int 
jf @HAIT3_16322 
0084: $6487 = $6516 // $ = $ int 

:HAIT3_16322
if 
003A:   $6498 == $6488 // $ == $ int 
jf @HAIT3_16349 
0084: $6492 = $6516 // $ = $ int 

:HAIT3_16349
return 

:HAIT3_16351
if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
jf @HAIT3_16418 
$6539 = 0 // $ = int 
jump @HAIT3_16527 

:HAIT3_16418
if 
  $6539 == 0 // $ == int 
jf @HAIT3_16527 
if 
   Actor.Dead($6541)
jf @HAIT3_16527 
if 
051A:   actor $6541 damaged_by_actor $PLAYER_ACTOR 
jf @HAIT3_16527 
054E: clear_actor $6541 damage 
if or
031D:   actor $6541 hit_by_weapon 46 
031D:   actor $6541 hit_by_weapon 39 
031D:   actor $6541 hit_by_weapon 40 
031D:   actor $6541 hit_by_weapon 47 
jf @HAIT3_16527 
0467: set_actor $6541 clear_last_weapon_damage 
$6539 = 1 // $ = int 

:HAIT3_16527
return 
if 
   not Actor.Dead($6359)
jf @HAIT3_16552 
02A9: set_actor $6359 immune_to_nonplayer 1 

:HAIT3_16552
if 
   not Actor.Dead($6363)
jf @HAIT3_16575 
02A9: set_actor $6363 immune_to_nonplayer 1 

:HAIT3_16575
if 
   not Actor.Dead($6367)
jf @HAIT3_16598 
02A9: set_actor $6367 immune_to_nonplayer 1 

:HAIT3_16598
if 
   not Actor.Dead($6371)
jf @HAIT3_16621 
02A9: set_actor $6371 immune_to_nonplayer 1 

:HAIT3_16621
if 
   not Actor.Dead($6375)
jf @HAIT3_16644 
02A9: set_actor $6375 immune_to_nonplayer 1 

:HAIT3_16644
if 
   not Actor.Dead($6379)
jf @HAIT3_16667 
02A9: set_actor $6379 immune_to_nonplayer 1 

:HAIT3_16667
if 
   not Actor.Dead($6383)
jf @HAIT3_16690 
02A9: set_actor $6383 immune_to_nonplayer 1 

:HAIT3_16690
if 
   not Actor.Dead($6387)
jf @HAIT3_16713 
02A9: set_actor $6387 immune_to_nonplayer 1 

:HAIT3_16713
if 
   not Actor.Dead($6391)
jf @HAIT3_16736 
02A9: set_actor $6391 immune_to_nonplayer 1 

:HAIT3_16736
if 
   not Actor.Dead($6395)
jf @HAIT3_16759 
02A9: set_actor $6395 immune_to_nonplayer 1 

:HAIT3_16759
if 
   not Actor.Dead($6399)
jf @HAIT3_16782 
02A9: set_actor $6399 immune_to_nonplayer 1 

:HAIT3_16782
if 
   not Actor.Dead($6402)
jf @HAIT3_16805 
02A9: set_actor $6402 immune_to_nonplayer 1 

:HAIT3_16805
if 
   not Actor.Dead($6405)
jf @HAIT3_16828 
02A9: set_actor $6405 immune_to_nonplayer 1 

:HAIT3_16828
if 
   not Actor.Dead($6408)
jf @HAIT3_16851 
02A9: set_actor $6408 immune_to_nonplayer 1 

:HAIT3_16851
if 
   not Actor.Dead($6411)
jf @HAIT3_16874 
02A9: set_actor $6411 immune_to_nonplayer 1 

:HAIT3_16874
if 
   not Actor.Dead($6414)
jf @HAIT3_16897 
02A9: set_actor $6414 immune_to_nonplayer 1 

:HAIT3_16897
if 
   not Actor.Dead($6417)
jf @HAIT3_16920 
02A9: set_actor $6417 immune_to_nonplayer 1 

:HAIT3_16920
if 
   not Actor.Dead($6420)
jf @HAIT3_16943 
02A9: set_actor $6420 immune_to_nonplayer 1 

:HAIT3_16943
if 
   not Actor.Dead($6423)
jf @HAIT3_16966 
02A9: set_actor $6423 immune_to_nonplayer 1 

:HAIT3_16966
if 
   not Actor.Dead($6426)
jf @HAIT3_16989 
02A9: set_actor $6426 immune_to_nonplayer 1 

:HAIT3_16989
if 
  $6438 == 1 // $ == int 
jf @HAIT3_17099 
if 
   not Actor.Dead($6440)
jf @HAIT3_17030 
02A9: set_actor $6440 immune_to_nonplayer 1 

:HAIT3_17030
if 
   not Actor.Dead($6444)
jf @HAIT3_17053 
02A9: set_actor $6444 immune_to_nonplayer 1 

:HAIT3_17053
if 
   not Actor.Dead($6448)
jf @HAIT3_17076 
02A9: set_actor $6448 immune_to_nonplayer 1 

:HAIT3_17076
if 
   not Actor.Dead($6452)
jf @HAIT3_17099 
02A9: set_actor $6452 immune_to_nonplayer 1 

:HAIT3_17099
if 
  $6439 == 1 // $ == int 
jf @HAIT3_17255 
if 
   not Actor.Dead($6463)
jf @HAIT3_17140 
02A9: set_actor $6463 immune_to_nonplayer 1 

:HAIT3_17140
if 
   not Actor.Dead($6468)
jf @HAIT3_17163 
02A9: set_actor $6468 immune_to_nonplayer 1 

:HAIT3_17163
if 
   not Actor.Dead($6473)
jf @HAIT3_17186 
02A9: set_actor $6473 immune_to_nonplayer 1 

:HAIT3_17186
if 
   not Actor.Dead($6478)
jf @HAIT3_17209 
02A9: set_actor $6478 immune_to_nonplayer 1 

:HAIT3_17209
if 
   not Actor.Dead($6483)
jf @HAIT3_17232 
02A9: set_actor $6483 immune_to_nonplayer 1 

:HAIT3_17232
if 
   not Actor.Dead($6488)
jf @HAIT3_17255 
02A9: set_actor $6488 immune_to_nonplayer 1 

:HAIT3_17255
return 
if 
   not Actor.Dead($6359)
jf @HAIT3_17280 
02A9: set_actor $6359 immune_to_nonplayer 0 

:HAIT3_17280
if 
   not Actor.Dead($6363)
jf @HAIT3_17303 
02A9: set_actor $6363 immune_to_nonplayer 0 

:HAIT3_17303
if 
   not Actor.Dead($6367)
jf @HAIT3_17326 
02A9: set_actor $6367 immune_to_nonplayer 0 

:HAIT3_17326
if 
   not Actor.Dead($6371)
jf @HAIT3_17349 
02A9: set_actor $6371 immune_to_nonplayer 0 

:HAIT3_17349
if 
   not Actor.Dead($6375)
jf @HAIT3_17372 
02A9: set_actor $6375 immune_to_nonplayer 0 

:HAIT3_17372
if 
   not Actor.Dead($6379)
jf @HAIT3_17395 
02A9: set_actor $6379 immune_to_nonplayer 0 

:HAIT3_17395
if 
   not Actor.Dead($6383)
jf @HAIT3_17418 
02A9: set_actor $6383 immune_to_nonplayer 0 

:HAIT3_17418
if 
   not Actor.Dead($6387)
jf @HAIT3_17441 
02A9: set_actor $6387 immune_to_nonplayer 0 

:HAIT3_17441
if 
   not Actor.Dead($6391)
jf @HAIT3_17464 
02A9: set_actor $6391 immune_to_nonplayer 0 

:HAIT3_17464
if 
   not Actor.Dead($6395)
jf @HAIT3_17487 
02A9: set_actor $6395 immune_to_nonplayer 0 

:HAIT3_17487
if 
   not Actor.Dead($6399)
jf @HAIT3_17510 
02A9: set_actor $6399 immune_to_nonplayer 0 

:HAIT3_17510
if 
   not Actor.Dead($6402)
jf @HAIT3_17533 
02A9: set_actor $6402 immune_to_nonplayer 0 

:HAIT3_17533
if 
   not Actor.Dead($6405)
jf @HAIT3_17556 
02A9: set_actor $6405 immune_to_nonplayer 0 

:HAIT3_17556
if 
   not Actor.Dead($6408)
jf @HAIT3_17579 
02A9: set_actor $6408 immune_to_nonplayer 0 

:HAIT3_17579
if 
   not Actor.Dead($6411)
jf @HAIT3_17602 
02A9: set_actor $6411 immune_to_nonplayer 0 

:HAIT3_17602
if 
   not Actor.Dead($6414)
jf @HAIT3_17625 
02A9: set_actor $6414 immune_to_nonplayer 0 

:HAIT3_17625
if 
   not Actor.Dead($6417)
jf @HAIT3_17648 
02A9: set_actor $6417 immune_to_nonplayer 0 

:HAIT3_17648
if 
   not Actor.Dead($6420)
jf @HAIT3_17671 
02A9: set_actor $6420 immune_to_nonplayer 0 

:HAIT3_17671
if 
   not Actor.Dead($6423)
jf @HAIT3_17694 
02A9: set_actor $6423 immune_to_nonplayer 0 

:HAIT3_17694
if 
   not Actor.Dead($6426)
jf @HAIT3_17717 
02A9: set_actor $6426 immune_to_nonplayer 0 

:HAIT3_17717
if 
  $6438 == 1 // $ == int 
jf @HAIT3_17804 
if 
   not Actor.Dead($6440)
jf @HAIT3_17758 
02A9: set_actor $6440 immune_to_nonplayer 0 

:HAIT3_17758
if 
   not Actor.Dead($6448)
jf @HAIT3_17781 
02A9: set_actor $6448 immune_to_nonplayer 0 

:HAIT3_17781
if 
   not Actor.Dead($6452)
jf @HAIT3_17804 
02A9: set_actor $6452 immune_to_nonplayer 0 

:HAIT3_17804
if 
  $6439 == 1 // $ == int 
jf @HAIT3_17937 
if 
   not Actor.Dead($6463)
jf @HAIT3_17845 
02A9: set_actor $6463 immune_to_nonplayer 0 

:HAIT3_17845
if 
   not Actor.Dead($6473)
jf @HAIT3_17868 
02A9: set_actor $6473 immune_to_nonplayer 0 

:HAIT3_17868
if 
   not Actor.Dead($6478)
jf @HAIT3_17891 
02A9: set_actor $6478 immune_to_nonplayer 0 

:HAIT3_17891
if 
   not Actor.Dead($6483)
jf @HAIT3_17914 
02A9: set_actor $6483 immune_to_nonplayer 0 

:HAIT3_17914
if 
   not Actor.Dead($6488)
jf @HAIT3_17937 
02A9: set_actor $6488 immune_to_nonplayer 0 

:HAIT3_17937
return 

//-------------Mission 63---------------
// Originally: Love Juice

:ROCKB1
script_name 'ROCKB1' 
gosub @ROCKB1_76 
if 
wasted_or_busted 
jf @ROCKB1_37 
gosub @ROCKB1_7245 

:ROCKB1_37
gosub @ROCKB1_7328 
terminate_this_script 
$6576 = 0.0 // $ = float 
$6577 = 0.0 // $ = float 
$6578 = 0.0 // $ = float 

:ROCKB1_76
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$6544 = 0 // $ = int 
$6545 = 0 // $ = int 
$6551 = 0 // $ = int 
$6555 = -513.988 // $ = float 
$6556 = 1133.143 // $ = float 
$6557 = 10.08 // $ = float 
$6559 = 0 // $ = int 
$6561 = 0 // $ = int 
$6553 = 0 // $ = int 
$6563 = 0 // $ = int 
$6566 = 0 // $ = int 
$6567 = 0.0 // $ = float 
$6568 = 0.0 // $ = float 
$6569 = 0.0 // $ = float 
$6571 = 0 // $ = int 
$6572 = 0 // $ = int 
$6574 = 91000 // $ = int 
$6575 = 0 // $ = int 
$6579 = 0 // $ = int 
$6581 = 0 // $ = int 
$6582 = 0 // $ = int 
$6583 = 0 // $ = int 
$6584 = 0 // $ = int 
$6549 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'ROCK1' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
select_interior 9 
Camera.SetAtPos(-879.75, 1157.77, 17.81)
04F9: set_extra_colors 17 fade 0 
038B: load_requested_models 

:ROCKB1_399
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @ROCKB1_441 
wait 0 
jump @ROCKB1_399 

:ROCKB1_441
02E4: load_cutscene_data 'ROK_1' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $474 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $474 'CSDICK' 
02E5: $475 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $475 'CSJEZZ' 
02E5: $445 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $445 'CSKENT' 
02E5: $476 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $476 'CSPERCY' 
02E5: $428 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $428 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 10.07 range 1.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB1_651
if 
  1056 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_686 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_651 

:ROCKB1_686
00BC: text_highpriority 'RBM1_A' time 10000 1  // AllllllllRrrighttt!

:ROCKB1_701
if 
  5224 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_736 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_701 

:ROCKB1_736
00BC: text_highpriority 'RBM1_B' time 10000 1  // Yessss! Brilliant, bloody brilliant!

:ROCKB1_751
if 
  7304 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_786 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_751 

:ROCKB1_786
00BC: text_highpriority 'RBM1_C' time 10000 1  // Hey, Tommy! Glad you could make it.

:ROCKB1_801
if 
  9427 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_836 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_801 

:ROCKB1_836
00BC: text_highpriority 'RBM1_D' time 10000 1  // Hey, you ever met Love Fist before?

:ROCKB1_851
if 
  11052 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_851 

:ROCKB1_886
00BC: text_highpriority 'RBM1_E' time 10000 1  // No, I haven't but I've always loved your music.

:ROCKB1_901
if 
  12782 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_936 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_901 

:ROCKB1_936
00BC: text_highpriority 'RBM1_F' time 10000 1  // Let me introduce you to the band.

:ROCKB1_951
if 
  14396 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_951 

:ROCKB1_986
00BC: text_highpriority 'RBM1_G' time 10000 1  // This is Percy, Dick, and Willy's in the kaze, and that was Jezz in the booth earlier,

:ROCKB1_1001
if 
  18961 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1036 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1001 

:ROCKB1_1036
00BC: text_highpriority 'RBM1_H' time 10000 1  // and guys, I want you to meet a good friend of mine.

:ROCKB1_1051
if 
  21292 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1086 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1051 

:ROCKB1_1086
00BC: text_highpriority 'RBM1_I' time 10000 1  // This is Tommy. We go way back.

:ROCKB1_1101
if 
  22918 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1136 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1101 

:ROCKB1_1136
00BC: text_highpriority 'RBM1_J' time 10000 1  // All right, pal.

:ROCKB1_1151
if 
  24055 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1186 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1151 

:ROCKB1_1186
00BC: text_highpriority 'RBM1_K' time 10000 1  // And eh, what was your name again?

:ROCKB1_1201
if 
  26610 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1236 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1201 

:ROCKB1_1236
00BC: text_highpriority 'RBM1_L' time 10000 1  // Leave it out, Jezz you, remember -

:ROCKB1_1251
if 
  28351 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1286 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1251 

:ROCKB1_1286
00BC: text_highpriority 'RBM1_M' time 10000 1  // don't be playing them games with me, mate,

:ROCKB1_1301
if 
  29855 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1336 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1301 

:ROCKB1_1336
00BC: text_highpriority 'RBM1_N' time 10000 1  // I'm too crafty for that, sunshine!

:ROCKB1_1351
if 
  34583 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1388 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1351 

:ROCKB1_1388
00BC: text_highpriority 'RBM1_O' time 10000 1  // You see, the thing is, Tom, the boys need some help.

:ROCKB1_1403
if 
  38289 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1440 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1403 

:ROCKB1_1440
00BC: text_highpriority 'RBM1_P' time 10000 1  // They ain't too connected here, they don't have the old 'how's your father?'

:ROCKB1_1455
if 
  41099 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1492 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1455 

:ROCKB1_1492
00BC: text_highpriority 'RBM1_Q' time 10000 1  // We need some drugs, pal!

:ROCKB1_1507
if 
  43119 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1544 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1507 

:ROCKB1_1544
00BC: text_highpriority 'RBM1_R' time 10000 1  // Gonna get on the old Love Fist fury, you know?!

:ROCKB1_1559
if 
  46114 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1596 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1559 

:ROCKB1_1596
00BC: text_highpriority 'RBM1_S' time 10000 1  // Well, this is Vice City, man. What's the problem?

:ROCKB1_1611
if 
  48332 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1648 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1611 

:ROCKB1_1648
00BC: text_highpriority 'RBM1_U' time 10000 1  // Love Juice, man!

:ROCKB1_1663
if 
  49782 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1700 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1663 

:ROCKB1_1700
00BC: text_highpriority 'RBM1_T' time 10000 1  // We need Love Juice, man, you know?

:ROCKB1_1715
if 
  52122 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1752 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1715 

:ROCKB1_1752
00BC: text_highpriority 'RBM1_V' time 10000 1  // Love Juice?

:ROCKB1_1767
if 
  53173 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1804 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1767 

:ROCKB1_1804
00BC: text_highpriority 'RBM1_W' time 10000 1  // Aye, two parts boomshine, 1 part trumpet, 5 fizz bombs and a liter of petrol.

:ROCKB1_1819
if 
  58523 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1856 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1819 

:ROCKB1_1856
00BC: text_highpriority 'RBM1_X' time 10000 1  // Can you help us out, pal?

:ROCKB1_1871
if 
  59953 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1908 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1871 

:ROCKB1_1908
00BC: text_highpriority 'RBM1_Y' time 10000 1  // Aw, it would really mean a lot to the boys.

:ROCKB1_1923
if 
  61300 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1960 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1923 

:ROCKB1_1960
00BC: text_highpriority 'RBM1_Z' time 10000 1  // You can do that for the boys, right?

:ROCKB1_1975
if 
  62839 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_2012 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1975 

:ROCKB1_2012
00BE: text_clear_all 
fade 0 2000 

:ROCKB1_2021
if 
fading 
jf @ROCKB1_2045 
wait 0 
jump @ROCKB1_2021 

:ROCKB1_2045
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetAtPos(-871.9, 1159.46, 10.07)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#BMYBB)
Model.Load(#BUDDYSHOT)
Model.Load(#STINGER)
Model.Load(#PCJ600)
023C: load_special_actor 6 'IGMERC' 
Model.Load(#CELLPHONE)

:ROCKB1_2146
if or
   not Model.Available(#BUDDYSHOT)
   not Model.Available(#STINGER)
   not Model.Available(#PCJ600)
823D:   not special_actor 6 loaded 
   not Model.Available(#CELLPHONE)
   not Model.Available(#BMYBB)
jf @ROCKB1_2196 
wait 0 
jump @ROCKB1_2146 

:ROCKB1_2196
018A: $6573 = create_checkpoint_at -867.8 1165.7 10.2 
Marker.Disable($6573)
Pickup.Create($6565, #BRIEFCASE, 3, $6567, $6568, $6569)
03DC: $6570 = create_marker_above_pickup $6565 
Marker.Disable($6570)
Pickup.Destroy($6565)
Actor.Create($6550, 4, #BMYBB, 308.24, -621.28, 8.9)
Marker.CreateAboveActor($6552, $6550)
0568: set_actor $6550 untargetable 2 
Marker.Disable($6552)
Actor.DestroyInstantly($6550)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
00BC: text_highpriority 'RBM1_12' time 4000 1  // ~g~Go and collect the 'Love Juice' ingredients from the dealer.
018A: $6558 = create_checkpoint_at $6555 $6556 $6557 

:ROCKB1_2356
if 
   not $6572 == 1 // $ == int 
jf @ROCKB1_3606 
wait 0 
if 
  $6553 == 0 // $ == int 
jf @ROCKB1_2811 
if 
  $6561 == 0 // $ == int 
jf @ROCKB1_2811 
if 
00F5:   player $PLAYER_CHAR 0 $6555 $6556 $6557 radius 2.0 2.0 2.0 
jf @ROCKB1_2613 
if or
04C9:   player $PLAYER_CHAR in_flying_vehicle 
04A8:   player $PLAYER_CHAR in_any_boat 
jf @ROCKB1_2524 
if 
  $6575 == 0 // $ == int 
jf @ROCKB1_2517 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6575 = 1 // $ = int 

:ROCKB1_2517
jump @ROCKB1_2606 

:ROCKB1_2524
if 
00F9:   player $PLAYER_CHAR stopped 0 $6555 $6556 $6557 radius 2.0 2.0 2.0 
jf @ROCKB1_2606 
if 
  $6575 == 0 // $ == int 
jf @ROCKB1_2606 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6575 = 1 // $ = int 

:ROCKB1_2606
jump @ROCKB1_2620 

:ROCKB1_2613
$6575 = 0 // $ = int 

:ROCKB1_2620
if and
00FA:   player $PLAYER_CHAR stopped 1 $6555 $6556 $6557 radius 2.0 2.0 2.0 
84C9:   not player $PLAYER_CHAR in_flying_vehicle 
84A8:   not player $PLAYER_CHAR in_any_boat 
jf @ROCKB1_2804 
if 
  $6559 == 0 // $ == int 
jf @ROCKB1_2712 
00BC: text_highpriority 'HORN' time 5000 1  // ~g~Sound the horn.
$6559 = 1 // $ = int 

:ROCKB1_2712
if and
0443:   player $PLAYER_CHAR sitting_in_any_car 
   Player.PressingHorn($PLAYER_CHAR)
jf @ROCKB1_2797 
00DA: $6560 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($6560)
jf @ROCKB1_2764 
020A: set_car $6560 door_status_to 4 

:ROCKB1_2764
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
gosub @ROCKB1_7505 

:ROCKB1_2797
jump @ROCKB1_2811 

:ROCKB1_2804
$6559 = 0 // $ = int 

:ROCKB1_2811
if 
  $6571 == 1 // $ == int 
jf @ROCKB1_2854 
if 
  $6566 == 0 // $ == int 
jf @ROCKB1_2854 
gosub @ROCKB1_8879 

:ROCKB1_2854
if 
  $6553 == 1 // $ == int 
jf @ROCKB1_3599 
if 
  $6551 == 0 // $ == int 
jf @ROCKB1_3599 
if 
   Actor.Dead($6550)
jf @ROCKB1_3126 
Marker.Disable($6552)
if 
  $6561 == 0 // $ == int 
jf @ROCKB1_2958 
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_7245 
jump @ROCKB1_3112 

:ROCKB1_2958
if or
031D:   actor $6550 hit_by_weapon 15 
031D:   actor $6550 hit_by_weapon 31 
031D:   actor $6550 hit_by_weapon 41 
jf @ROCKB1_3019 
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_7245 
jump @ROCKB1_3112 

:ROCKB1_3019
if 
056D:   actor $6550 defined 
jf @ROCKB1_3090 
Actor.StoreDeadActorPos($6550, $6567, $6568, $6569)
Pickup.Create($6565, #BRIEFCASE, 3, $6567, $6568, $6569)
03DC: $6570 = create_marker_above_pickup $6565 
$6571 = 1 // $ = int 
jump @ROCKB1_3112 

:ROCKB1_3090
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_7245 

:ROCKB1_3112
$6551 = 1 // $ = int 
jump @ROCKB1_3599 

:ROCKB1_3126
if 
  $6571 == 0 // $ == int 
jf @ROCKB1_3182 
if 
04AD:   actor $6550 in_water 
jf @ROCKB1_3182 
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_7245 

:ROCKB1_3182
if 
   not Actor.Dead($6550)
jf @ROCKB1_3599 
if 
  $6561 == 1 // $ == int 
jf @ROCKB1_3599 
if 
82CB:   not actor $6550 bounding_sphere_visible 
jf @ROCKB1_3295 
if 
80FB:   not player $PLAYER_CHAR 0 $6550 radius 180.0 180.0 180.0 
jf @ROCKB1_3295 
Marker.Disable($6552)
00BC: text_highpriority 'RBM1_15' time 5000 1  // ~r~You have lost the dealer, our cash and the drugs!
jump @ROCKB1_7245 

:ROCKB1_3295
if 
  $6584 == 0 // $ == int 
jf @ROCKB1_3360 
if 
   not Actor.Driving($6550)
jf @ROCKB1_3360 
if 
02CB:   actor $6550 bounding_sphere_visible 
jf @ROCKB1_3360 
01CC: actor $6550 kill_player $PLAYER_CHAR 
$6584 = 1 // $ = int 

:ROCKB1_3360
if 
  $6563 == 0 // $ == int 
jf @ROCKB1_3461 
if 
   Actor.Driving($6550)
jf @ROCKB1_3461 
011C: actor $6550 clear_objective 
00D9: $6564 = actor $6550 car // add to mission cleanup 
0190: add_car $6564 to_upsidedown_check 
03CC: add_stuck_car_check $6564 distance 0.1 time 2000 
Car.SetMaxSpeed($6564, 40.0)
00AE: set_vehicle $6564 traffic_behavior_to 2 
Car.SetToPsychoDriver($6564)
$6584 = 0 // $ = int 
$6563 = 1 // $ = int 

:ROCKB1_3461
if 
  $6563 == 1 // $ == int 
jf @ROCKB1_3536 
if 
   not Car.Wrecked($6564)
jf @ROCKB1_3536 
if or
018F:   is_car_stuck_on_roof $6564 
03CE:   car $6564 stuck 
0495:   vehicle $6564 burning 
jf @ROCKB1_3536 
01D3: actor $6550 leave_car $6564 
$6584 = 0 // $ = int 

:ROCKB1_3536
if 
  $6563 == 1 // $ == int 
jf @ROCKB1_3599 
if 
   not Actor.Driving($6550)
jf @ROCKB1_3599 
0191: remove_car $6564 from_upsidedown_check 
03CD: car $6564 remove_from_stuck_car_check 
Car.RemoveReferences($6564)
$6584 = 0 // $ = int 
$6563 = 0 // $ = int 

:ROCKB1_3599
jump @ROCKB1_2356 

:ROCKB1_3606
Car.RemoveReferences($6564)
Actor.RemoveReferences($6550)
TIMERA = 0 // @ = int 
03CF: load_wav 'MOBRING' as 1 
03CF: load_wav 'MOB_07A' as 2 

:ROCKB1_3647
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ROCKB1_3677 
wait 0 
jump @ROCKB1_3647 

:ROCKB1_3677
if 
  3000 > TIMERA // int > @ 
jf @ROCKB1_3707 
wait 0 
jump @ROCKB1_3677 

:ROCKB1_3707
03D1: play_wav 1 

:ROCKB1_3711
if 
83D2:   not wav 1 ended 
jf @ROCKB1_3737 
wait 0 
jump @ROCKB1_3711 

:ROCKB1_3737
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
044B:   actor $PLAYER_ACTOR on_foot 
jf @ROCKB1_3779 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
wait 1250 

:ROCKB1_3779
03CF: load_wav 'MOB_07B' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'MOB_07A' time 10000 1  // Hey mate, the guys could do with some company, if you know what I mean...

:ROCKB1_3810
if 
83D2:   not wav 2 ended 
jf @ROCKB1_3836 
wait 0 
jump @ROCKB1_3810 

:ROCKB1_3836
03D5: remove_text 'MOB_07A'  // Hey mate, the guys could do with some company, if you know what I mean...

:ROCKB1_3846
if 
83D0:   not wav 1 loaded 
jf @ROCKB1_3872 
wait 0 
jump @ROCKB1_3846 

:ROCKB1_3872
03D1: play_wav 1 
00BC: text_highpriority 'MOB_07B' time 5000 1  // I know just the girl.

:ROCKB1_3891
if 
83D2:   not wav 1 ended 
jf @ROCKB1_3917 
wait 0 
jump @ROCKB1_3891 

:ROCKB1_3917
03D5: remove_text 'MOB_07B'  // I know just the girl.
if 
044B:   actor $PLAYER_ACTOR on_foot 
jf @ROCKB1_3950 
052B: actor $PLAYER_ACTOR hold_cellphone 0 

:ROCKB1_3950
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'RBM1_1' time 5000 1  // ~g~Go and collect Mercedes from her apartment.
Actor.Create($6542, 5, #SPECIAL06, 297.849, 289.728, 16.64)
01ED: clear_actor $6542 threat_search 
Actor.Angle($6542) = 270.0
0245: set_actor $6542 walk_style_to 46 
0446: set_actor $6542 dismemberment_possible 0 
04F5: set_actor $6542 as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $6542 untargetable 1 
018A: $6546 = create_checkpoint_at 304.747 291.581 15.238 
$426 = 1 // $ = int 

:ROCKB1_4076
if or
80FA:   not player $PLAYER_CHAR stopped $426 304.747 291.581 15.238 radius 3.0 3.0 4.0 
8443:   not player $PLAYER_CHAR sitting_in_any_car 
  $6581 == 0 // $ == int 
jf @ROCKB1_4561 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_4193 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
$426 = 0 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_4193
$6549 = 0 // $ = int 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ROCKB1_4248 
00DA: $6548 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($6548)
jf @ROCKB1_4248 
01EA: $6549 = car $6548 max_passengers 

:ROCKB1_4248
if or
04A8:   player $PLAYER_CHAR in_any_boat 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 
  1 > $6549 // int > $ 
jf @ROCKB1_4306 
$6581 = 0 // $ = int 
jump @ROCKB1_4313 

:ROCKB1_4306
$6581 = 1 // $ = int 

:ROCKB1_4313
if 
00F5:   player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 
jf @ROCKB1_4547 
if or
04A8:   player $PLAYER_CHAR in_any_boat 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
  1 > $6549 // int > $ 
jf @ROCKB1_4452 
if 
  $6579 == 0 // $ == int 
jf @ROCKB1_4445 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6579 = 1 // $ = int 

:ROCKB1_4445
jump @ROCKB1_4540 

:ROCKB1_4452
if 
00F6:   player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 
jf @ROCKB1_4540 
if 
  $6579 == 0 // $ == int 
jf @ROCKB1_4540 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6579 = 1 // $ = int 

:ROCKB1_4540
jump @ROCKB1_4554 

:ROCKB1_4547
$6579 = 0 // $ = int 

:ROCKB1_4554
jump @ROCKB1_4076 

:ROCKB1_4561
Marker.Disable($6546)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00DA: $6547 = player $PLAYER_CHAR car 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 1 
0395: clear_area 0 at 297.02 299.427 17.47 range 1.0 
Camera.SetPosition(297.02, 299.427, 17.47, 0.0, 0.0, 0.0)
Camera.PointAt(297.473, 298.532, 17.43, 2)
if 
   Car.Wrecked($6547)
jf @ROCKB1_4711 
jump @ROCKB1_7245 
jump @ROCKB1_4771 

:ROCKB1_4711
if 
   not Actor.Dead($6542)
jf @ROCKB1_4742 
01D4: actor $6542 go_to_car $6547 and_enter_it_as_a_passenger 
jump @ROCKB1_4771 

:ROCKB1_4742
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_4771
03CF: load_wav 'ROK1_5' as 1 
03CF: load_wav 'ROK1_6' as 2 

:ROCKB1_4795
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ROCKB1_4945 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_4863 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_4863
if 
   Car.Wrecked($6547)
jf @ROCKB1_4938 
if 
   Actor.Dead($6542)
jf @ROCKB1_4931 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_4938 

:ROCKB1_4931
jump @ROCKB1_7245 

:ROCKB1_4938
jump @ROCKB1_4795 

:ROCKB1_4945
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_5' time 5000 1  // Hey, Mercedes!

:ROCKB1_4964
if 
83D2:   not wav 1 ended 
jf @ROCKB1_5110 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_5028 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_5028
if 
   Car.Wrecked($6547)
jf @ROCKB1_5103 
if 
   Actor.Dead($6542)
jf @ROCKB1_5096 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_5103 

:ROCKB1_5096
jump @ROCKB1_7245 

:ROCKB1_5103
jump @ROCKB1_4964 

:ROCKB1_5110
03D5: remove_text 'ROK1_5'  // Hey, Mercedes!
03CF: load_wav 'ROK1_7' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_6' time 5000 1  // Hiya, Tommy. And how are you?

:ROCKB1_5151
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
jf @ROCKB1_5301 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_5219 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_5219
if 
   Car.Wrecked($6547)
jf @ROCKB1_5294 
if 
   Actor.Dead($6542)
jf @ROCKB1_5287 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_5294 

:ROCKB1_5287
jump @ROCKB1_7245 

:ROCKB1_5294
jump @ROCKB1_5151 

:ROCKB1_5301
03D5: remove_text 'ROK1_6'  // Hiya, Tommy. And how are you?
03CF: load_wav 'ROK1_8' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_7' time 5000 1  // Just fine. Listen, you fancy having Love Fist?

:ROCKB1_5342
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
jf @ROCKB1_5492 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_5410 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_5410
if 
   Car.Wrecked($6547)
jf @ROCKB1_5485 
if 
   Actor.Dead($6542)
jf @ROCKB1_5478 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_5485 

:ROCKB1_5478
jump @ROCKB1_7245 

:ROCKB1_5485
jump @ROCKB1_5342 

:ROCKB1_5492
03D5: remove_text 'ROK1_7'  // Just fine. Listen, you fancy having Love Fist?
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_8' time 5000 1  // Ok, but just as a favor I expect returned..

:ROCKB1_5521
if 
83D2:   not wav 2 ended 
jf @ROCKB1_5667 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_5585 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_5585
if 
   Car.Wrecked($6547)
jf @ROCKB1_5660 
if 
   Actor.Dead($6542)
jf @ROCKB1_5653 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_5660 

:ROCKB1_5653
jump @ROCKB1_7245 

:ROCKB1_5660
jump @ROCKB1_5521 

:ROCKB1_5667
03D5: remove_text 'ROK1_8'  // Ok, but just as a favor I expect returned..

:ROCKB1_5677
if 
   not Actor.InCar($6542, $6547)
jf @ROCKB1_5827 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_5745 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_5745
if 
   Car.Wrecked($6547)
jf @ROCKB1_5820 
if 
   Actor.Dead($6542)
jf @ROCKB1_5813 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_5820 

:ROCKB1_5813
jump @ROCKB1_7245 

:ROCKB1_5820
jump @ROCKB1_5677 

:ROCKB1_5827
if 
   not Actor.Dead($6542)
jf @ROCKB1_5865 
01DF: tie_actor $6542 to_player $PLAYER_CHAR 
0319: set_actor $6542 running 1 
jump @ROCKB1_5894 

:ROCKB1_5865
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 

:ROCKB1_5894
$6544 = 1 // $ = int 
02A3: enable_widescreen 0 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'RBM1_13' time 7000 1  // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
018A: $6573 = create_checkpoint_at -867.8 1165.7 10.2 
014E: start_timer_at $6574 count_in_direction 1 
$426 = 1 // $ = int 

:ROCKB1_5984
if 
8101:   not actor $6542 stopped_near_point -867.8 1165.7 10.2 radius 4.0 4.0 4.0 sphere $426 
jf @ROCKB1_6344 
wait 0 
if 
  $6545 == 0 // $ == int 
jf @ROCKB1_6297 
if 
   Actor.Dead($6542)
jf @ROCKB1_6107 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6545 = 1 // $ = int 
jump @ROCKB1_7245 
jump @ROCKB1_6297 

:ROCKB1_6107
if 
  $6544 == 1 // $ == int 
jf @ROCKB1_6186 
if 
8320:   not actor $6542 in_range_of_player $PLAYER_CHAR 
jf @ROCKB1_6186 
Marker.Disable($6573)
Marker.CreateAboveActor($6543, $6542)
00BC: text_highpriority 'HEY' time 5000 1  // ~g~Don't go solo, keep your posse together!
$426 = 0 // $ = int 
$6544 = 0 // $ = int 

:ROCKB1_6186
if 
  $6544 == 0 // $ == int 
jf @ROCKB1_6297 
if 
00E9:   player $PLAYER_CHAR 0 $6542 radius 8.0 8.0 
jf @ROCKB1_6297 
Marker.Disable($6543)
00BC: text_highpriority 'RBM1_13' time 7000 1  // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
01DF: tie_actor $6542 to_player $PLAYER_CHAR 
018A: $6573 = create_checkpoint_at -867.8 1165.7 10.2 
$426 = 1 // $ = int 
$6544 = 1 // $ = int 

:ROCKB1_6297
if 
  $6574 == 0 // $ == int 
jf @ROCKB1_6337 
00BC: text_highpriority 'RBM1_7' time 5000 1  // ~r~You did not get the Love Juice in time!
jump @ROCKB1_7245 

:ROCKB1_6337
jump @ROCKB1_5984 

:ROCKB1_6344
014F: stop_timer $6574 
Marker.Disable($6573)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
if 
   Actor.Dead($6542)
jf @ROCKB1_6424 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 
jump @ROCKB1_6436 

:ROCKB1_6424
01E0: clear_leader $6542 
0245: set_actor $6542 walk_style_to 46 

:ROCKB1_6436
Camera.SetPosition(-874.13, 1153.04, 14.37, 0.0, 0.0, 0.0)
Camera.PointAt(-873.68, 1153.89, 14.1, 2)
03CF: load_wav 'MERC_39' as 1 

:ROCKB1_6499
if 
83D0:   not wav 1 loaded 
jf @ROCKB1_6563 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_6556 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_6556
jump @ROCKB1_6499 

:ROCKB1_6563
if 
   not Actor.Dead($6542)
jf @ROCKB1_6610 
if 
   not Actor.Driving($6542)
jf @ROCKB1_6603 
020F: actor $6542 look_at_player $PLAYER_CHAR 

:ROCKB1_6603
jump @ROCKB1_6632 

:ROCKB1_6610
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_6632
03D1: play_wav 1 
00BC: text_highpriority 'MERC_39' time 5000 1  // I'll see you later, big boy.

:ROCKB1_6651
if 
83D2:   not wav 1 ended 
jf @ROCKB1_6715 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_6708 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_6708
jump @ROCKB1_6651 

:ROCKB1_6715
03D5: remove_text 'MERC_39'  // I'll see you later, big boy.
if 
   Actor.Driving($6542)
jf @ROCKB1_6876 
00D9: $6580 = actor $6542 car // add to mission cleanup 
01D3: actor $6542 leave_car $6580 

:ROCKB1_6757
if 
   Actor.Driving($6542)
jf @ROCKB1_6876 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_6815 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_6815
if 
   Car.Wrecked($6580)
jf @ROCKB1_6869 
if 
   Actor.Dead($6542)
jf @ROCKB1_6869 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_6869
jump @ROCKB1_6757 

:ROCKB1_6876
0211: actor $6542 walk_to -873.33 1161.28 
TIMERA = 0 // @ = int 

:ROCKB1_6898
if 
  3000 > TIMERA // int > @ 
jf @ROCKB1_6966 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_6959 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_6959
jump @ROCKB1_6898 

:ROCKB1_6966
0395: clear_area 0 at -872.9 1153.53 11.72 range 1.0 
Camera.SetPosition(-872.9, 1153.53, 11.72, 0.0, 0.0, 0.0)
Camera.PointAt(-873.31, 1154.47, 11.48, 2)
if 
   not Actor.Dead($6542)
jf @ROCKB1_7094 
009F: set_actor $6542 idle 
Actor.PutAt($6542, -872.4, 1159.86, 10.09)
011C: actor $6542 clear_objective 
jump @ROCKB1_7116 

:ROCKB1_7094
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_7116
0211: actor $6542 walk_to -883.26 1159.3 
TIMERB = 0 // @ = int 

:ROCKB1_7138
if 
  2500 > TIMERB // int > @ 
jf @ROCKB1_7206 
wait 0 
if 
   Actor.Dead($6542)
jf @ROCKB1_7199 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_7245 

:ROCKB1_7199
jump @ROCKB1_7138 

:ROCKB1_7206
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly($6542)
jump @ROCKB1_7262 

:ROCKB1_7245
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ROCKB1_7262
$PASSED_ROCK3_PUBLICITY_TOUR = 1 // $ = int 
0318: set_latest_mission_passed 'ROCK_1'  // Love Juice
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
start_new_script @ROC2 
return 

:ROCKB1_7328
$ONMISSION = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
if 
   not Car.Wrecked($6564)
jf @ROCKB1_7368 
0191: remove_car $6564 from_upsidedown_check 
03CD: car $6564 remove_from_stuck_car_check 

:ROCKB1_7368
if 
   not Actor.Dead($6542)
jf @ROCKB1_7389 
Actor.DestroyWithFade($6542)

:ROCKB1_7389
if 
   Player.Defined($PLAYER_CHAR)
jf @ROCKB1_7428 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ROCKB1_7428 
052B: actor $PLAYER_ACTOR hold_cellphone 0 

:ROCKB1_7428
Marker.Disable($6543)
Marker.Disable($6558)
Marker.Disable($6546)
Marker.Disable($6573)
Marker.Disable($6570)
Marker.Disable($6552)
014F: stop_timer $6574 
Pickup.Destroy($6565)
Model.Destroy(#BMYBB)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#STINGER)
Model.Destroy(#PCJ600)
Model.Destroy(#CELLPHONE)
0296: unload_special_actor 6 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:ROCKB1_7505
02A3: enable_widescreen 1 
00DA: $6560 = player $PLAYER_CHAR car 
03D5: remove_text 'HORN'  // ~g~Sound the horn.
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0396: pause_timer 1 
Marker.Disable($6558)
03CF: load_wav 'ROK1_9' as 1 
03CF: load_wav 'ROK1_1A' as 2 

:ROCKB1_7568
if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
jf @ROCKB1_7598 
wait 0 
jump @ROCKB1_7568 

:ROCKB1_7598
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(-504.261, 1131.601, 14.157, 0.0, 0.0, 0.0)
Camera.PointAt(-505.183, 1131.776, 13.81, 2)
0395: clear_area 0 at -517.476 1121.888 10.05 range 1.0 
Actor.Create($6550, 4, #BMYBB, -517.476, 1121.888, 10.05)
0568: set_actor $6550 untargetable 2 
01ED: clear_actor $6550 threat_search 
02A9: set_actor $6550 immune_to_nonplayer 1 
03FE: set_actor $6550 money 1000 
$6553 = 1 // $ = int 
TIMERA = 0 // @ = int 
$6562 = 1 // $ = int 

:ROCKB1_7752
if 
   not $6562 == 8 // $ == int 
jf @ROCKB1_8719 
wait 0 
if 
  $6551 == 0 // $ == int 
jf @ROCKB1_8662 
if 
   Actor.Dead($6550)
jf @ROCKB1_7822 
$6551 = 1 // $ = int 
jump @ROCKB1_8662 

:ROCKB1_7822
if 
  $6562 == 1 // $ == int 
jf @ROCKB1_7928 
if 
   not Car.Wrecked($6560)
jf @ROCKB1_7885 
0407: create_coordinate $6576 $6577 $6578 from_car $6560 offset -1.7267 0.1686 -0.0662 

:ROCKB1_7885
0395: clear_area 0 at $6576 $6577 $6578 range 1.0 
0239: actor $6550 run_to $6576 $6577 
TIMERA = 0 // @ = int 
$6562 = 2 // $ = int 

:ROCKB1_7928
if 
  $6562 == 2 // $ == int 
jf @ROCKB1_8077 
if 
  TIMERA >= 5000 // @ >= int 
jf @ROCKB1_7979 
Actor.PutAt($6550, $6576, $6577, $6578)

:ROCKB1_7979
if 
00ED:   actor $6550 0 $6576 $6577 radius 0.5 0.5 
jf @ROCKB1_8077 
020F: actor $6550 look_at_player $PLAYER_CHAR 
011C: actor $6550 clear_objective 
0372: set_actor $6550 anim 19 wait_state_time 3000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_1A' time 3000 1  // Looking for something special? I got what you need!
Player.Money($PLAYER_CHAR) += -500
TIMERA = 0 // @ = int 
$6562 = 3 // $ = int 

:ROCKB1_8077
if 
  $6562 == 3 // $ == int 
jf @ROCKB1_8127 
if 
03D2:   wav 2 ended 
jf @ROCKB1_8127 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!
$6562 = 4 // $ = int 

:ROCKB1_8127
if 
  $6562 == 4 // $ == int 
jf @ROCKB1_8200 
if 
  TIMERA >= 3000 // @ >= int 
jf @ROCKB1_8200 
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_9' time 5000 1  // Thanks for the money, sucker!
01B2: give_actor $6550 weapon 21 ammo 30000 // Load the weapon model before using this 
$6562 = 5 // $ = int 

:ROCKB1_8200
if 
  $6562 == 5 // $ == int 
jf @ROCKB1_8365 
if 
   not Actor.Dead($6550)
jf @ROCKB1_8365 
0395: clear_area 0 at -523.372 1117.609 9.91 range 1.0 
Car.Create($6554, #PCJ600, -523.372, 1117.609, 9.91)
Car.Angle($6554) = 55.96
02A9: set_actor $6550 immune_to_nonplayer 0 
if 
   not Car.Wrecked($6554)
jf @ROCKB1_8336 
01D5: actor $6550 go_to_and_drive_car $6554 
$6582 = 1 // $ = int 
jump @ROCKB1_8351 

:ROCKB1_8336
01D0: actor $6550 avoid_player $PLAYER_CHAR 
$6583 = 1 // $ = int 

:ROCKB1_8351
TIMERA = 0 // @ = int 
$6562 = 6 // $ = int 

:ROCKB1_8365
if 
  $6562 == 6 // $ == int 
jf @ROCKB1_8618 
if 
  $6583 == 1 // $ == int 
jf @ROCKB1_8408 
$6562 = 8 // $ = int 

:ROCKB1_8408
if 
  $6582 == 1 // $ == int 
jf @ROCKB1_8618 
if 
  TIMERA > 3000 // @ > int 
jf @ROCKB1_8618 
0395: clear_area 0 at -518.031 1126.795 11.975 range 1.0 
Camera.SetPosition(-518.031, 1126.795, 11.975, 0.0, 0.0, 0.0)
Camera.PointAt(-518.735, 1126.094, 11.86, 2)
if 
   Actor.Driving($6550)
jf @ROCKB1_8618 
if 
   not Car.Wrecked($6554)
jf @ROCKB1_8618 
TIMERB = 0 // @ = int 
Marker.CreateAboveActor($6552, $6550)
00BC: text_highpriority 'RBM1_17' time 5000 1  // ~g~Kill the dealer and get the drugs!
00AE: set_vehicle $6554 traffic_behavior_to 2 
Car.SetMaxSpeed($6554, 40.0)
Car.SetToPsychoDriver($6554)
$6563 = 1 // $ = int 
$6562 = 7 // $ = int 

:ROCKB1_8618
if 
  $6562 == 7 // $ == int 
jf @ROCKB1_8662 
if 
  TIMERB > 1500 // @ > int 
jf @ROCKB1_8662 
$6562 = 8 // $ = int 

:ROCKB1_8662
if 
03D2:   wav 1 ended 
jf @ROCKB1_8687 
03D5: remove_text 'ROK1_9'  // Thanks for the money, sucker!

:ROCKB1_8687
if 
03D2:   wav 2 ended 
jf @ROCKB1_8712 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!

:ROCKB1_8712
jump @ROCKB1_7752 

:ROCKB1_8719
if 
   not Car.Wrecked($6554)
jf @ROCKB1_8757 
00AE: set_vehicle $6554 traffic_behavior_to 2 
Car.SetMaxSpeed($6554, 40.0)
Car.SetToPsychoDriver($6554)

:ROCKB1_8757
if 
03D2:   wav 1 ended 
jf @ROCKB1_8782 
03D5: remove_text 'ROK1_9'  // Thanks for the money, sucker!

:ROCKB1_8782
if 
03D2:   wav 2 ended 
jf @ROCKB1_8807 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!

:ROCKB1_8807
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
   not Car.Wrecked($6560)
jf @ROCKB1_8844 
020A: set_car $6560 door_status_to 1 

:ROCKB1_8844
01EB: set_traffic_density_multiplier_to 0.5 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0396: pause_timer 0 
Camera.Restore_WithJumpCut
$6561 = 1 // $ = int 
return 

:ROCKB1_8879
if 
  $6566 == 0 // $ == int 
jf @ROCKB1_8932 
if 
   Pickup.Picked_up($6565)
jf @ROCKB1_8932 
Marker.Disable($6570)
$6572 += 1 // $ += int 
$6566 = 1 // $ = int 

:ROCKB1_8932
return 

//-------------Mission 64---------------
// Originally: Psycho Killer

:ROCKB2
script_name 'ROCKB2' 
gosub @ROCKB2_46 
if 
wasted_or_busted 
jf @ROCKB2_37 
gosub @ROCKB2_9490 

:ROCKB2_37
gosub @ROCKB2_9573 
terminate_this_script 

:ROCKB2_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$6586 = 0 // $ = int 
$6588 = 0 // $ = int 
$6589 = 0 // $ = int 
$6649 = 0 // $ = int 
$6650 = 0 // $ = int 
$6652 = 0 // $ = int 
$6653 = 0 // $ = int 
$6658 = -874.345 // $ = float 
$6659 = 752.026 // $ = float 
$6660 = 10.09 // $ = float 
$6661 = -873.002 // $ = float 
$6662 = 746.816 // $ = float 
$6663 = 10.08 // $ = float 
$6591 = -861.15 // $ = float 
$6592 = 762.6 // $ = float 
$6593 = 9.91 // $ = float 
$6594 = -816.15 // $ = float 
$6595 = 754.526 // $ = float 
$6596 = 9.92 // $ = float 
$6597 = -771.009 // $ = float 
$6598 = 751.192 // $ = float 
$6599 = 9.92 // $ = float 
$6600 = -728.617 // $ = float 
$6601 = 749.005 // $ = float 
$6602 = 9.92 // $ = float 
$6603 = -691.349 // $ = float 
$6604 = 747.598 // $ = float 
$6605 = 9.92 // $ = float 
$6606 = -682.831 // $ = float 
$6607 = 747.244 // $ = float 
$6608 = 9.92 // $ = float 
$6609 = -670.763 // $ = float 
$6610 = 756.798 // $ = float 
$6611 = 9.91 // $ = float 
$6612 = -669.649 // $ = float 
$6613 = 794.065 // $ = float 
$6614 = 10.26 // $ = float 
$6615 = -668.671 // $ = float 
$6616 = 838.437 // $ = float 
$6617 = 10.26 // $ = float 
$6618 = -669.402 // $ = float 
$6619 = 874.856 // $ = float 
$6620 = 10.26 // $ = float 
$6621 = -670.437 // $ = float 
$6622 = 921.898 // $ = float 
$6623 = 10.26 // $ = float 
$6624 = -674.578 // $ = float 
$6625 = 973.947 // $ = float 
$6626 = 10.26 // $ = float 
$6627 = -680.215 // $ = float 
$6628 = 1021.183 // $ = float 
$6629 = 10.26 // $ = float 
$6630 = -681.531 // $ = float 
$6631 = 1071.533 // $ = float 
$6632 = 10.26 // $ = float 
$6633 = -682.642 // $ = float 
$6634 = 1114.051 // $ = float 
$6635 = 10.26 // $ = float 
$6636 = -684.139 // $ = float 
$6637 = 1159.16 // $ = float 
$6638 = 10.25 // $ = float 
$6639 = -683.05 // $ = float 
$6640 = 1177.357 // $ = float 
$6641 = 9.948 // $ = float 
$6642 = -694.014 // $ = float 
$6643 = 1185.806 // $ = float 
$6644 = 9.906 // $ = float 
$6645 = -610.05 // $ = float 
$6646 = 1170.63 // $ = float 
$6647 = 9.9 // $ = float 
$6665 = 0 // $ = int 
$6666 = -665.192 // $ = float 
$6667 = 1110.11 // $ = float 
$6668 = 10.08 // $ = float 
$6669 = 0 // $ = int 
$6670 = -690.68 // $ = float 
$6671 = 1115.54 // $ = float 
$6672 = 10.07 // $ = float 
$6673 = 0.0 // $ = float 
$6674 = 0.0 // $ = float 
$6675 = 0.0 // $ = float 
$6679 = 0 // $ = int 
$6680 = 0 // $ = int 
$6681 = 0 // $ = int 
$6696 = 0 // $ = int 
$6697 = 0 // $ = int 
$6698 = 0 // $ = int 
03BA: clear_cars_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
042B: clear_peds_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
0395: clear_area 1 at -869.44 770.12 9.91 range 30.0 
wait 0 
054C: use_GXT_table 'ROCK2' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
select_interior 9 
Camera.SetAtPos(-880.527, 1157.64, 18.67)
04F9: set_extra_colors 17 fade 0 
038B: load_requested_models 

:ROCKB2_1125
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @ROCKB2_1167 
wait 0 
jump @ROCKB2_1125 

:ROCKB2_1167
02E4: load_cutscene_data 'ROK_2' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $474 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $474 'CSDICK' 
02E5: $475 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $475 'CSJEZZ' 
02E5: $445 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $445 'CSKENT' 
02E5: $476 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $476 'CSPERCY' 
02E5: $428 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $428 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 10.07 range 2.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB2_1377
if 
  1079 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1412 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1377 

:ROCKB2_1412
00BC: text_highpriority 'RBM2_A' time 10000 1  // Tommy, man. Am I glad to see you!

:ROCKB2_1427
if 
  2647 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1462 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1427 

:ROCKB2_1462
00BC: text_highpriority 'RBM2_B' time 10000 1  // What's going on?

:ROCKB2_1477
if 
  3303 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1512 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1477 

:ROCKB2_1512
00BC: text_highpriority 'RBM2_C' time 10000 1  // Bad vibes, Tommy....

:ROCKB2_1527
if 
  4762 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1562 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1527 

:ROCKB2_1562
00BC: text_highpriority 'RBM2_D' time 10000 1  // Aye, I'm not joking, it's heavy stuff man, heavy you know?

:ROCKB2_1577
if 
  7952 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1612 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1577 

:ROCKB2_1612
00BC: text_highpriority 'RBM2_E' time 10000 1  // There's this cat, we hardly know him, but he knows us.

:ROCKB2_1627
if 
  11003 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1662 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1627 

:ROCKB2_1662
00BC: text_highpriority 'RBM2_F' time 10000 1  // Like this cat. Knows all about us.

:ROCKB2_1677
if 
  12952 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1712 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1677 

:ROCKB2_1712
00BC: text_highpriority 'RBM2_G' time 10000 1  // Knows that Willy likes his ladies' underwear, eh!

:ROCKB2_1727
if 
  15081 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1762 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1727 

:ROCKB2_1762
00BC: text_highpriority 'RBM2_H' time 10000 1  // Or that Percy likes Duran Duran!

:ROCKB2_1777
if 
  16366 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1812 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1777 

:ROCKB2_1812
00BC: text_highpriority 'RBM2_I' time 10000 1  // Shut up ye fool. Just 'cause Jezz bangs sheep.

:ROCKB2_1827
if 
  19135 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1862 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1827 

:ROCKB2_1862
00BC: text_highpriority 'RBM2_J' time 10000 1  // It's a love rocket thing, you know?

:ROCKB2_1877
if 
  20496 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1912 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1877 

:ROCKB2_1912
00BC: text_highpriority 'RBM2_R' time 10000 1  // Oi shut it!

:ROCKB2_1927
if 
  21594 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1962 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1927 

:ROCKB2_1962
00BC: text_highpriority 'RBM2_K' time 10000 1  // Yeah, the love rocket thing, right. But listen, this cat...

:ROCKB2_1977
if 
  24497 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2012 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1977 

:ROCKB2_2012
00BC: text_highpriority 'RBM2_L' time 10000 1  // yeh, yeh, the guy, he wants Love Fist dead.

:ROCKB2_2027
if 
  26615 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2062 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2027 

:ROCKB2_2062
00BC: text_highpriority 'RBM2_M' time 10000 1  // Dead Tommy.

:ROCKB2_2077
if 
  27614 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2112 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2077 

:ROCKB2_2112
00BC: text_highpriority 'RBM2_N' time 10000 1  // Love Fist gone. You know what they say, the good die young.

:ROCKB2_2127
if 
  30209 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2162 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2127 

:ROCKB2_2162
00BC: text_highpriority 'RBM2_O' time 10000 1  // but Tommy, you gotta save Love Fist!

:ROCKB2_2177
if 
  31227 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2177 

:ROCKB2_2212
00BC: text_highpriority 'RBM2_P' time 10000 1  // We got a signing in two hours and I think...

:ROCKB2_2227
if 
  34202 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2264 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2227 

:ROCKB2_2264
00BC: text_highpriority 'RBM2_Q' time 10000 1  // And the boys think the stalker's gonna try some monkey business there.

:ROCKB2_2279
if 
  37248 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2316 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2279 

:ROCKB2_2316
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 

:ROCKB2_2327
if 
fading 
jf @ROCKB2_2351 
wait 0 
jump @ROCKB2_2327 

:ROCKB2_2351
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetAtPos(-871.9, 1159.46, 10.07)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#GDA)
Model.Load(#SENTINEL)
Model.Load(#TRASH)
023C: load_special_actor 6 'PSYCHO' 
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#LOVEFIST)
Model.Load(#WFYG1)
Model.Load(#WFYG2)
Model.Load(#WMYCR)
04ED: load_animation 'RIOT' 
Model.Load(#BKA)
Model.Load(#BKB)
Model.Load(#LF_MEDIASTAGE)

:ROCKB2_2492
if or
   not Model.Available(#GDA)
   not Model.Available(#SENTINEL)
   not Model.Available(#UZI)
   not Model.Available(#TRASH)
823D:   not special_actor 6 loaded 
   not Model.Available(#LF_MEDIASTAGE)
jf @ROCKB2_2542 
wait 0 
jump @ROCKB2_2492 

:ROCKB2_2542
03CF: load_wav 'ROK2_01' as 1 
03CF: load_wav 'PSYCH_1' as 2 

:ROCKB2_2566
if or
   not Model.Available(#WFYG1)
   not Model.Available(#WFYG2)
   not Model.Available(#LOVEFIST)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
   not Model.Available(#WMYCR)
jf @ROCKB2_2613 
wait 0 
jump @ROCKB2_2566 

:ROCKB2_2613
if or
84EE:   not animation 'RIOT' loaded 
   not Model.Available(#BKA)
   not Model.Available(#BKB)
   not Model.Available(#COLT45)
jf @ROCKB2_2658 
wait 0 
jump @ROCKB2_2613 

:ROCKB2_2658
Car.Create($6677, #LOVEFIST, -862.22, 1149.87, 9.75)
Car.Angle($6677) = 178.437
Marker.CreateAboveCar($6678, $6677)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:ROCKB2_2719
if 
fading 
jf @ROCKB2_2781 
wait 0 
if 
   Car.Wrecked($6677)
jf @ROCKB2_2774 
00BC: text_highpriority 'RBM2_2' time 5000 1  // ~r~You've wrecked the band's car!
jump @ROCKB2_9490 

:ROCKB2_2774
jump @ROCKB2_2719 

:ROCKB2_2781
00BC: text_highpriority 'RBM2_1' time 5000 1  // ~g~Drive the limo to the signing event and try to draw the psycho out.

:ROCKB2_2796
if 
80DC:   not player $PLAYER_CHAR in_car $6677 
jf @ROCKB2_2864 
wait 0 
if 
   Car.Wrecked($6677)
jf @ROCKB2_2857 
00BC: text_highpriority 'RBM2_2' time 5000 1  // ~r~You've wrecked the band's car!
jump @ROCKB2_9490 

:ROCKB2_2857
jump @ROCKB2_2796 

:ROCKB2_2864
$6680 = 1 // $ = int 
Marker.Disable($6678)
03D7: set_wav 1 location -875.225 755.786 11.092 
03D1: play_wav 1 
Actor.Create($6656, 4, #GDA, -876.059, 750.314, 10.087)
01ED: clear_actor $6656 threat_search 
Actor.Angle($6656) = 16.0
0243: set_actor $6656 ped_stats_to 16 
Actor.Create($6657, 4, #GDA, -870.89, 750.314, 10.087)
01ED: clear_actor $6657 threat_search 
Actor.Angle($6657) = 16.0
0243: set_actor $6657 ped_stats_to 16 
Actor.Create($6648, 5, #WFYG1, -877.13, 751.69, 10.08)
01ED: clear_actor $6648 threat_search 
Actor.Angle($6648) = 276.0
0372: set_actor $6648 anim 29 wait_state_time 1000000 ms 
Actor.Create($6651, 5, #WFYG2, -879.13, 751.69, 10.08)
01ED: clear_actor $6651 threat_search 
Actor.Angle($6651) = 276.0
Actor.Create($6585, 4, #SPECIAL06, -881.13, 751.69, 10.08)
0568: set_actor $6585 untargetable 2 
01ED: clear_actor $6585 threat_search 
Actor.Angle($6585) = 276.0
0372: set_actor $6585 anim 29 wait_state_time 1000000 ms 
Actor.Create($6654, 5, #WFYG1, -881.948, 754.142, 10.09)
01ED: clear_actor $6654 threat_search 
Actor.Angle($6654) = 171.339
Actor.Create($6655, 5, #WFYG2, -881.87, 756.396, 10.09)
01ED: clear_actor $6655 threat_search 
Actor.Angle($6655) = 189.55
03F9: make_actors $6655 $6654 converse_in 1000000 ms 
Actor.Create($6682, 5, #WFYG1, -873.03, 757.606, 10.09)
01ED: clear_actor $6682 threat_search 
Actor.Angle($6682) = 59.35
Actor.Create($6683, 5, #WFYG2, -875.061, 758.918, 10.09)
01ED: clear_actor $6683 threat_search 
Actor.Angle($6683) = 238.128
03F9: make_actors $6683 $6682 converse_in 1000000 ms 
Actor.Create($6684, 5, #WFYG1, -878.734, 755.467, 10.09)
01ED: clear_actor $6684 threat_search 
Actor.Angle($6684) = 0.0
Actor.Create($6685, 5, #WFYG2, -878.106, 756.674, 10.09)
01ED: clear_actor $6685 threat_search 
Actor.Angle($6685) = 0.0
03F9: make_actors $6684 $6685 converse_in 1000000 ms 
Actor.Create($6686, 5, #WFYG1, -880.432, 761.017, 10.09)
01ED: clear_actor $6686 threat_search 
Actor.Angle($6686) = 211.157
0372: set_actor $6686 anim 29 wait_state_time 1000000 ms 
Actor.Create($6687, 5, #WFYG2, -880.529, 758.98, 10.09)
01ED: clear_actor $6687 threat_search 
Actor.Angle($6687) = 191.085
0372: set_actor $6687 anim 29 wait_state_time 1000000 ms 
Actor.Create($6688, 4, #WMYCR, -877.909, 758.973, 10.09)
01ED: clear_actor $6688 threat_search 
Actor.Angle($6688) = 207.253
0372: set_actor $6688 anim 29 wait_state_time 1000000 ms 
Actor.Create($6689, 4, #WMYCR, -874.309, 756.278, 10.09)
01ED: clear_actor $6689 threat_search 
Actor.Angle($6689) = 205.828
0372: set_actor $6689 anim 29 wait_state_time 1000000 ms 
Actor.Create($6690, 5, #WFYG2, -868.406, 754.232, 10.09)
01ED: clear_actor $6690 threat_search 
Actor.Angle($6690) = 141.694
0372: set_actor $6690 anim 29 wait_state_time 1000000 ms 
Actor.Create($6691, 5, #WFYG1, -869.254, 756.061, 10.09)
01ED: clear_actor $6691 threat_search 
Actor.Angle($6691) = 165.718
0372: set_actor $6691 anim 29 wait_state_time 1000000 ms 
Actor.Create($6692, 4, #BKB, -871.932, 758.94, 10.09)
01ED: clear_actor $6692 threat_search 
Actor.Angle($6692) = 175.0
0372: set_actor $6692 anim 29 wait_state_time 1000000 ms 
Actor.Create($6693, 4, #BKA, -870.592, 756.081, 10.09)
01ED: clear_actor $6693 threat_search 
Actor.Angle($6693) = 186.374
0372: set_actor $6693 anim 29 wait_state_time 1000000 ms 
Actor.Create($6694, 4, #BKB, -870.124, 757.097, 10.09)
01ED: clear_actor $6694 threat_search 
Actor.Angle($6694) = 150.524
0372: set_actor $6694 anim 29 wait_state_time 1000000 ms 
Object.Create($6695, #LF_MEDIASTAGE, -868.367, 753.316, 10.09)
Object.Angle($6695) = 180.0
018A: $6676 = create_checkpoint_at -869.44 770.12 9.91 
$426 = 1 // $ = int 

:ROCKB2_3931
if or
80FA:   not player $PLAYER_CHAR stopped $426 -869.44 770.12 9.91 radius 6.0 4.0 8.0 
  $6680 == 0 // $ == int 
jf @ROCKB2_4785 
wait 0 
if 
   Actor.Dead($6585)
jf @ROCKB2_4029 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4029
if 
   Actor.Dead($6648)
jf @ROCKB2_4067 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4067
if 
   Actor.Dead($6651)
jf @ROCKB2_4105 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4105
if 
   Actor.Dead($6654)
jf @ROCKB2_4143 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4143
if 
   Actor.Dead($6655)
jf @ROCKB2_4181 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4181
if 
   Actor.Dead($6682)
jf @ROCKB2_4219 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4219
if 
   Actor.Dead($6683)
jf @ROCKB2_4257 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4257
if 
   Actor.Dead($6684)
jf @ROCKB2_4295 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4295
if 
   Actor.Dead($6685)
jf @ROCKB2_4333 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4333
if 
   Actor.Dead($6686)
jf @ROCKB2_4371 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4371
if 
   Actor.Dead($6687)
jf @ROCKB2_4409 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4409
if 
   Actor.Dead($6688)
jf @ROCKB2_4447 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4447
if 
   Actor.Dead($6689)
jf @ROCKB2_4485 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4485
if 
   Actor.Dead($6656)
jf @ROCKB2_4523 
00BC: text_highpriority 'RBM2_8' time 5000 1  // ~r~The security guards have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4523
if 
   Actor.Dead($6657)
jf @ROCKB2_4561 
00BC: text_highpriority 'RBM2_8' time 5000 1  // ~r~The security guards have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_4561
if 
   Car.Wrecked($6677)
jf @ROCKB2_4606 
00BC: text_highpriority 'RBM2_2' time 5000 1  // ~r~You've wrecked the band's car!
jump @ROCKB2_9490 
jump @ROCKB2_4778 

:ROCKB2_4606
if 
80DC:   not player $PLAYER_CHAR in_car $6677 
jf @ROCKB2_4699 
if 
  $6679 == 0 // $ == int 
jf @ROCKB2_4692 
Marker.Disable($6676)
Marker.CreateAboveCar($6678, $6677)
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$426 = 0 // $ = int 
$6680 = 0 // $ = int 
$6679 = 1 // $ = int 

:ROCKB2_4692
jump @ROCKB2_4778 

:ROCKB2_4699
if 
  $6679 == 1 // $ == int 
jf @ROCKB2_4778 
Marker.Disable($6678)
018A: $6676 = create_checkpoint_at -869.44 770.12 9.91 
00BC: text_highpriority 'RBM2_3' time 5000 1  // ~g~Get to the signing!
$426 = 1 // $ = int 
$6680 = 1 // $ = int 
$6679 = 0 // $ = int 

:ROCKB2_4778
jump @ROCKB2_3931 

:ROCKB2_4785
Marker.Disable($6676)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 0 at -871.706 752.216 10.415 range 1.0 
Camera.SetPosition(-871.706, 752.216, 10.415, 0.0, 0.0, 0.0)
Camera.PointAt(-872.667, 752.154, 10.683, 2)

:ROCKB2_4890
if 
  $6681 == 0 // $ == int 
jf @ROCKB2_7874 
wait 0 
if 
  $6649 == 0 // $ == int 
jf @ROCKB2_5505 
if 
  4 > $6650 // int > $ 
jf @ROCKB2_5505 
if 
   Actor.Dead($6648)
jf @ROCKB2_5000 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 
$6649 = 1 // $ = int 
jump @ROCKB2_5505 

:ROCKB2_5000
if 
  $6650 == 0 // $ == int 
jf @ROCKB2_5223 
0395: clear_area 0 at $6658 $6659 $6660 range 2.0 
0395: clear_area 0 at $6661 $6662 $6663 range 2.0 
0395: clear_area 0 at -877.13 751.69 10.08 range 2.0 
0395: clear_area 0 at -879.13 751.69 10.08 range 2.0 
0395: clear_area 0 at -881.13 751.69 10.08 range 2.0 
if 
   not Actor.Dead($6656)
jf @ROCKB2_5159 
0372: set_actor $6656 anim 19 wait_state_time 2000 ms 
jump @ROCKB2_5181 

:ROCKB2_5159
00BC: text_highpriority 'RBM2_8' time 5000 1  // ~r~The security guards have been attacked, the psycho won't show!
jump @ROCKB2_9490 

:ROCKB2_5181
053D: clear_actor $6648 wait_state 
0579: stop_actor $6648 
0211: actor $6648 walk_to $6658 $6659 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6650 = 1 // $ = int 

:ROCKB2_5223
if 
  $6650 == 1 // $ == int 
jf @ROCKB2_5367 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_5308 
if 
80ED:   not actor $6648 0 $6658 $6659 radius 0.5 0.5 
jf @ROCKB2_5308 
Actor.PutAt($6648, $6658, $6659, $6660)

:ROCKB2_5308
if 
00ED:   actor $6648 0 $6658 $6659 radius 0.5 0.5 
jf @ROCKB2_5367 
0211: actor $6648 walk_to $6661 $6662 
TIMERB = 0 // @ = int 
$6650 = 2 // $ = int 

:ROCKB2_5367
if 
  $6650 == 2 // $ == int 
jf @ROCKB2_5505 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_5452 
if 
80ED:   not actor $6648 0 $6661 $6662 radius 0.5 0.5 
jf @ROCKB2_5452 
Actor.PutAt($6648, $6661, $6662, $6663)

:ROCKB2_5452
if 
00ED:   actor $6648 0 $6661 $6662 radius 0.5 0.5 
jf @ROCKB2_5505 
009F: set_actor $6648 idle 
TIMERB = 0 // @ = int 
$6650 = 3 // $ = int 

:ROCKB2_5505
if 
  $6650 == 3 // $ == int 
jf @ROCKB2_5535 
Actor.DestroyInstantly($6648)
$6650 = 4 // $ = int 

:ROCKB2_5535
if 
  $6652 == 0 // $ == int 
jf @ROCKB2_6045 
if 
  4 > $6653 // int > $ 
jf @ROCKB2_6015 
if 
   Actor.Dead($6651)
jf @ROCKB2_5623 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 
$6652 = 1 // $ = int 
jump @ROCKB2_6015 

:ROCKB2_5623
if 
  $6650 >= 1 // $ >= int 
jf @ROCKB2_6015 
if 
  4 > $6653 // int > $ 
jf @ROCKB2_6015 
if 
  $6653 == 0 // $ == int 
jf @ROCKB2_5738 
if 
  TIMERA > 350 // @ > int 
jf @ROCKB2_5738 
053D: clear_actor $6651 wait_state 
0579: stop_actor $6651 
0211: actor $6651 walk_to $6658 $6659 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6653 = 1 // $ = int 

:ROCKB2_5738
if 
  $6653 == 1 // $ == int 
jf @ROCKB2_5882 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_5823 
if 
80ED:   not actor $6651 0 $6658 $6659 radius 0.5 0.5 
jf @ROCKB2_5823 
Actor.PutAt($6651, $6658, $6659, $6660)

:ROCKB2_5823
if 
00ED:   actor $6651 0 $6658 $6659 radius 0.5 0.5 
jf @ROCKB2_5882 
0211: actor $6651 walk_to $6661 $6662 
TIMERB = 0 // @ = int 
$6653 = 2 // $ = int 

:ROCKB2_5882
if 
  $6653 == 2 // $ == int 
jf @ROCKB2_6015 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_5967 
if 
80ED:   not actor $6651 0 $6661 $6662 radius 0.5 0.5 
jf @ROCKB2_5967 
Actor.PutAt($6651, $6661, $6662, $6663)

:ROCKB2_5967
if 
00ED:   actor $6651 0 $6661 $6662 radius 0.5 0.5 
jf @ROCKB2_6015 
TIMERB = 0 // @ = int 
$6653 = 3 // $ = int 

:ROCKB2_6015
if 
  $6653 == 3 // $ == int 
jf @ROCKB2_6045 
Actor.DestroyInstantly($6651)
$6653 = 4 // $ = int 

:ROCKB2_6045
if 
  $6586 == 0 // $ == int 
jf @ROCKB2_7230 
if 
   Actor.Dead($6585)
jf @ROCKB2_6115 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9490 
$6586 = 1 // $ = int 
jump @ROCKB2_7230 

:ROCKB2_6115
if 
  $6653 >= 1 // $ >= int 
jf @ROCKB2_7230 
if 
  $6588 == 0 // $ == int 
jf @ROCKB2_6212 
if 
  TIMERA > 450 // @ > int 
jf @ROCKB2_6212 
053D: clear_actor $6585 wait_state 
0579: stop_actor $6585 
0211: actor $6585 walk_to $6658 $6659 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6588 = 1 // $ = int 

:ROCKB2_6212
if 
  $6588 == 1 // $ == int 
jf @ROCKB2_6367 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_6297 
if 
80ED:   not actor $6585 0 $6658 $6659 radius 1.0 1.0 
jf @ROCKB2_6297 
Actor.PutAt($6585, $6658, $6659, $6660)

:ROCKB2_6297
if 
00ED:   actor $6585 0 $6658 $6659 radius 1.0 1.0 
jf @ROCKB2_6367 
009F: set_actor $6585 idle 
if 
   not Actor.Dead($6656)
jf @ROCKB2_6360 
020E: actor $6585 look_at_actor $6656 

:ROCKB2_6360
$6588 = 2 // $ = int 

:ROCKB2_6367
if 
  $6588 == 2 // $ == int 
jf @ROCKB2_6553 
0395: clear_area 0 at $6591 $6592 $6593 range 1.0 
Car.Create($6590, #SENTINEL, $6591, $6592, $6593)
Car.Angle($6590) = 260.0
Car.ImmuneToNonPlayer($6590, True)
03D1: play_wav 2 
00BC: text_highpriority 'PSYCH_1' time 5000 1  // I'll see Love Fist burn!
01B2: give_actor $6585 weapon 17 ammo 30000 // Load the weapon model before using this 
if 
   not Actor.Dead($6657)
jf @ROCKB2_6497 
Actor.Health($6657) = 20
020E: actor $6657 look_at_actor $6585 

:ROCKB2_6497
if 
   not Actor.Dead($6656)
jf @ROCKB2_6553 
020E: actor $6656 look_at_actor $6585 
Actor.Health($6656) = 20
01C9: actor $6585 kill_actor $6656 
0372: set_actor $6656 anim 17 wait_state_time 2000 ms 
$6588 = 3 // $ = int 

:ROCKB2_6553
if 
  $6588 == 3 // $ == int 
jf @ROCKB2_6644 
if 
03D2:   wav 2 ended 
jf @ROCKB2_6615 
03D5: remove_text 'PSYCH_1'  // I'll see Love Fist burn!
03CF: load_wav 'PSYCH_2' as 2 
$6588 = 4 // $ = int 

:ROCKB2_6615
if 
   not Actor.Dead($6657)
jf @ROCKB2_6644 
0579: stop_actor $6657 
01CF: actor $6657 avoid_actor $6585 

:ROCKB2_6644
if 
  $6588 == 4 // $ == int 
jf @ROCKB2_6684 
if 
03D0:   wav 2 loaded 
jf @ROCKB2_6684 
$6588 = 5 // $ = int 

:ROCKB2_6684
if 
  $6588 == 5 // $ == int 
jf @ROCKB2_6801 
Actor.Angle($6585) = 288.184
03D1: play_wav 2 
00BC: text_highpriority 'PSYCH_2' time 5000 1  // Love Fist ruined my life!
Camera.SetPosition(-873.219, 752.811, 11.062, 0.0, 0.0, 0.0)
Camera.PointAt(-874.159, 752.585, 11.319, 2)
0372: set_actor $6585 anim 19 wait_state_time 1000000 ms 
$6588 = 6 // $ = int 

:ROCKB2_6801
if 
  $6588 == 6 // $ == int 
jf @ROCKB2_6865 
if 
03D2:   wav 2 ended 
jf @ROCKB2_6865 
03D5: remove_text 'PSYCH_2'  // Love Fist ruined my life!
0372: set_actor $6585 anim 0 wait_state_time 1 ms 
0579: stop_actor $6585 
$6588 = 7 // $ = int 

:ROCKB2_6865
if 
  $6588 == 7 // $ == int 
jf @ROCKB2_6942 
if 
   not Car.Wrecked($6590)
jf @ROCKB2_6935 
0319: set_actor $6585 running 1 
01D5: actor $6585 go_to_and_drive_car $6590 
TIMERB = 0 // @ = int 
$6588 = 8 // $ = int 
jump @ROCKB2_6942 

:ROCKB2_6935
jump @ROCKB2_9490 

:ROCKB2_6942
if 
  $6588 == 8 // $ == int 
jf @ROCKB2_7091 
if 
  TIMERB > 1200 // @ > int 
jf @ROCKB2_7091 
if 
   not Car.Wrecked($6590)
jf @ROCKB2_7084 
0395: clear_area 0 at -871.587 751.17 12.45 range 1.0 
Camera.SetPosition(-871.587, 751.17, 12.45, 0.0, 0.0, 0.0)
Camera.PointAt(-870.721, 751.668, 12.4, 2)
$6588 = 9 // $ = int 
jump @ROCKB2_7091 

:ROCKB2_7084
jump @ROCKB2_9490 

:ROCKB2_7091
if 
  $6588 == 9 // $ == int 
jf @ROCKB2_7205 
if 
   not Car.Wrecked($6590)
jf @ROCKB2_7198 
if 
   Actor.InCar($6585, $6590)
jf @ROCKB2_7191 
03CC: add_stuck_car_check $6590 distance 0.5 time 2000 
0190: add_car $6590 to_upsidedown_check 
Marker.CreateAboveActor($6587, $6585)
$6698 = 1 // $ = int 
$6697 = 1 // $ = int 
$6588 = 10 // $ = int 

:ROCKB2_7191
jump @ROCKB2_7205 

:ROCKB2_7198
jump @ROCKB2_9490 

:ROCKB2_7205
if 
  $6588 == 10 // $ == int 
jf @ROCKB2_7230 
$6681 = 1 // $ = int 

:ROCKB2_7230
if 
  $6588 == 3 // $ == int 
jf @ROCKB2_7867 
040D: unload_wav 1 
if 
   not Actor.Dead($6654)
jf @ROCKB2_7293 
053D: clear_actor $6654 wait_state 
0579: stop_actor $6654 
0243: set_actor $6654 ped_stats_to 39 
01CF: actor $6654 avoid_actor $6585 

:ROCKB2_7293
if 
   not Actor.Dead($6655)
jf @ROCKB2_7334 
053D: clear_actor $6655 wait_state 
0579: stop_actor $6655 
0243: set_actor $6655 ped_stats_to 39 
01CF: actor $6655 avoid_actor $6585 

:ROCKB2_7334
if 
   not Actor.Dead($6682)
jf @ROCKB2_7375 
053D: clear_actor $6682 wait_state 
0579: stop_actor $6682 
0243: set_actor $6682 ped_stats_to 39 
01CF: actor $6682 avoid_actor $6585 

:ROCKB2_7375
if 
   not Actor.Dead($6683)
jf @ROCKB2_7416 
053D: clear_actor $6683 wait_state 
0579: stop_actor $6683 
0243: set_actor $6683 ped_stats_to 39 
01CF: actor $6683 avoid_actor $6585 

:ROCKB2_7416
if 
   not Actor.Dead($6684)
jf @ROCKB2_7457 
053D: clear_actor $6684 wait_state 
0579: stop_actor $6684 
0243: set_actor $6684 ped_stats_to 39 
01CF: actor $6684 avoid_actor $6585 

:ROCKB2_7457
if 
   not Actor.Dead($6685)
jf @ROCKB2_7498 
053D: clear_actor $6685 wait_state 
0579: stop_actor $6685 
0243: set_actor $6685 ped_stats_to 39 
01CF: actor $6685 avoid_actor $6585 

:ROCKB2_7498
if 
   not Actor.Dead($6686)
jf @ROCKB2_7539 
053D: clear_actor $6686 wait_state 
0579: stop_actor $6686 
0243: set_actor $6686 ped_stats_to 39 
01CF: actor $6686 avoid_actor $6585 

:ROCKB2_7539
if 
   not Actor.Dead($6687)
jf @ROCKB2_7580 
053D: clear_actor $6687 wait_state 
0579: stop_actor $6687 
0243: set_actor $6687 ped_stats_to 39 
01CF: actor $6687 avoid_actor $6585 

:ROCKB2_7580
if 
   not Actor.Dead($6688)
jf @ROCKB2_7621 
053D: clear_actor $6688 wait_state 
0579: stop_actor $6688 
0243: set_actor $6688 ped_stats_to 39 
01CF: actor $6688 avoid_actor $6585 

:ROCKB2_7621
if 
   not Actor.Dead($6689)
jf @ROCKB2_7662 
053D: clear_actor $6689 wait_state 
0579: stop_actor $6689 
0243: set_actor $6689 ped_stats_to 39 
01CF: actor $6689 avoid_actor $6585 

:ROCKB2_7662
if 
   not Actor.Dead($6690)
jf @ROCKB2_7703 
053D: clear_actor $6690 wait_state 
0579: stop_actor $6690 
0243: set_actor $6690 ped_stats_to 39 
01CF: actor $6690 avoid_actor $6585 

:ROCKB2_7703
if 
   not Actor.Dead($6691)
jf @ROCKB2_7744 
053D: clear_actor $6691 wait_state 
0579: stop_actor $6691 
0243: set_actor $6691 ped_stats_to 39 
01CF: actor $6691 avoid_actor $6585 

:ROCKB2_7744
if 
   not Actor.Dead($6692)
jf @ROCKB2_7785 
053D: clear_actor $6692 wait_state 
0579: stop_actor $6692 
0243: set_actor $6692 ped_stats_to 39 
01CF: actor $6692 avoid_actor $6585 

:ROCKB2_7785
if 
   not Actor.Dead($6693)
jf @ROCKB2_7826 
053D: clear_actor $6693 wait_state 
0579: stop_actor $6693 
0243: set_actor $6693 ped_stats_to 39 
01CF: actor $6693 avoid_actor $6585 

:ROCKB2_7826
if 
   not Actor.Dead($6694)
jf @ROCKB2_7867 
053D: clear_actor $6694 wait_state 
0579: stop_actor $6694 
0243: set_actor $6694 ped_stats_to 39 
01CF: actor $6694 avoid_actor $6585 

:ROCKB2_7867
jump @ROCKB2_4890 

:ROCKB2_7874
if 
   not Actor.Dead($6656)
jf @ROCKB2_7900 
0579: stop_actor $6656 
053D: clear_actor $6656 wait_state 

:ROCKB2_7900
if 
   not Actor.Dead($6657)
jf @ROCKB2_7926 
0579: stop_actor $6657 
053D: clear_actor $6657 wait_state 

:ROCKB2_7926
if 
   not Actor.Dead($6648)
jf @ROCKB2_7952 
0579: stop_actor $6648 
053D: clear_actor $6648 wait_state 

:ROCKB2_7952
if 
   not Actor.Dead($6651)
jf @ROCKB2_7978 
0579: stop_actor $6651 
053D: clear_actor $6651 wait_state 

:ROCKB2_7978
if 
   not Actor.Dead($6654)
jf @ROCKB2_8004 
0579: stop_actor $6654 
053D: clear_actor $6654 wait_state 

:ROCKB2_8004
if 
   not Actor.Dead($6655)
jf @ROCKB2_8030 
0579: stop_actor $6655 
053D: clear_actor $6655 wait_state 

:ROCKB2_8030
if 
   not Actor.Dead($6682)
jf @ROCKB2_8056 
0579: stop_actor $6682 
053D: clear_actor $6682 wait_state 

:ROCKB2_8056
if 
   not Actor.Dead($6683)
jf @ROCKB2_8082 
0579: stop_actor $6683 
053D: clear_actor $6683 wait_state 

:ROCKB2_8082
if 
   not Actor.Dead($6684)
jf @ROCKB2_8108 
0579: stop_actor $6684 
053D: clear_actor $6684 wait_state 

:ROCKB2_8108
if 
   not Actor.Dead($6685)
jf @ROCKB2_8134 
0579: stop_actor $6685 
053D: clear_actor $6685 wait_state 

:ROCKB2_8134
if 
   not Actor.Dead($6686)
jf @ROCKB2_8160 
0579: stop_actor $6686 
053D: clear_actor $6686 wait_state 

:ROCKB2_8160
if 
   not Actor.Dead($6687)
jf @ROCKB2_8186 
0579: stop_actor $6687 
053D: clear_actor $6687 wait_state 

:ROCKB2_8186
if 
   not Actor.Dead($6688)
jf @ROCKB2_8212 
0579: stop_actor $6688 
053D: clear_actor $6688 wait_state 

:ROCKB2_8212
if 
   not Actor.Dead($6689)
jf @ROCKB2_8238 
0579: stop_actor $6689 
053D: clear_actor $6689 wait_state 

:ROCKB2_8238
if 
   not Actor.Dead($6690)
jf @ROCKB2_8264 
0579: stop_actor $6690 
053D: clear_actor $6690 wait_state 

:ROCKB2_8264
if 
   not Actor.Dead($6691)
jf @ROCKB2_8290 
0579: stop_actor $6691 
053D: clear_actor $6691 wait_state 

:ROCKB2_8290
if 
   not Actor.Dead($6692)
jf @ROCKB2_8316 
0579: stop_actor $6692 
053D: clear_actor $6692 wait_state 

:ROCKB2_8316
if 
   not Actor.Dead($6693)
jf @ROCKB2_8342 
0579: stop_actor $6693 
053D: clear_actor $6693 wait_state 

:ROCKB2_8342
if 
   not Actor.Dead($6694)
jf @ROCKB2_8368 
0579: stop_actor $6694 
053D: clear_actor $6694 wait_state 

:ROCKB2_8368
Actor.RemoveReferences($6656)
Actor.RemoveReferences($6657)
Actor.RemoveReferences($6648)
Actor.RemoveReferences($6651)
Actor.RemoveReferences($6654)
Actor.RemoveReferences($6655)
Actor.RemoveReferences($6682)
Actor.RemoveReferences($6683)
Actor.RemoveReferences($6684)
Actor.RemoveReferences($6685)
Actor.RemoveReferences($6686)
Actor.RemoveReferences($6687)
Actor.RemoveReferences($6688)
Actor.RemoveReferences($6689)
Actor.RemoveReferences($6690)
Actor.RemoveReferences($6691)
Actor.RemoveReferences($6692)
Actor.RemoveReferences($6693)
Actor.RemoveReferences($6694)
Model.Destroy(#LF_MEDIASTAGE)
04EF: release_animation 'RIOT' 
00BC: text_highpriority 'RBM2_4' time 5000 1  // ~g~Get the Psycho! Don't let him escape!
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:ROCKB2_8522
if 
  $6586 == 0 // $ == int 
jf @ROCKB2_9478 
wait 0 
if 
   not Actor.Dead($6585)
jf @ROCKB2_8687 
if 
  $6698 == 1 // $ == int 
jf @ROCKB2_8611 
if 
   not Actor.Driving($6585)
jf @ROCKB2_8611 
01B2: give_actor $6585 weapon 23 ammo 30000 // Load the weapon model before using this 
$6698 = 0 // $ = int 

:ROCKB2_8611
if 
82CB:   not actor $6585 bounding_sphere_visible 
jf @ROCKB2_8680 
if 
80E9:   not player $PLAYER_CHAR 0 $6585 radius 200.0 200.0 
jf @ROCKB2_8680 
00BC: text_highpriority 'RBM2_5' time 5000 1  // ~r~You lost him, you idiot!
jump @ROCKB2_9490 

:ROCKB2_8680
jump @ROCKB2_8699 

:ROCKB2_8687
Marker.Disable($6587)
$6586 = 1 // $ = int 

:ROCKB2_8699
if 
  $6698 == 1 // $ == int 
jf @ROCKB2_8822 
if 
   not Car.Wrecked($6590)
jf @ROCKB2_8822 
if 
   not Actor.Dead($6585)
jf @ROCKB2_8822 
if 
   Actor.InCar($6585, $6590)
jf @ROCKB2_8807 
if 
  19 > $6589 // int > $ 
jf @ROCKB2_8800 
gosub @ROCKB2_10280 
gosub @ROCKB2_11721 

:ROCKB2_8800
jump @ROCKB2_8822 

:ROCKB2_8807
Car.SetMaxSpeed($6590, 0.0)
Car.SetToNormalDriver($6590)

:ROCKB2_8822
if 
   not Actor.Dead($6585)
jf @ROCKB2_9149 
if 
  $6696 == 0 // $ == int 
jf @ROCKB2_8903 
if 
   not Actor.Driving($6585)
jf @ROCKB2_8903 
if 
02CB:   actor $6585 bounding_sphere_visible 
jf @ROCKB2_8903 
01CC: actor $6585 kill_player $PLAYER_CHAR 
$6696 = 1 // $ = int 

:ROCKB2_8903
if 
  $6697 == 0 // $ == int 
jf @ROCKB2_9004 
if 
   Actor.Driving($6585)
jf @ROCKB2_9004 
011C: actor $6585 clear_objective 
00D9: $6590 = actor $6585 car // add to mission cleanup 
0190: add_car $6590 to_upsidedown_check 
03CC: add_stuck_car_check $6590 distance 0.1 time 2000 
Car.SetMaxSpeed($6590, 30.0)
00AE: set_vehicle $6590 traffic_behavior_to 2 
Car.SetToPsychoDriver($6590)
$6696 = 0 // $ = int 
$6697 = 1 // $ = int 

:ROCKB2_9004
if 
  $6697 == 1 // $ == int 
jf @ROCKB2_9079 
if 
   not Car.Wrecked($6590)
jf @ROCKB2_9079 
if or
018F:   is_car_stuck_on_roof $6590 
03CE:   car $6590 stuck 
0495:   vehicle $6590 burning 
jf @ROCKB2_9079 
01D3: actor $6585 leave_car $6590 
$6696 = 0 // $ = int 

:ROCKB2_9079
if 
  $6697 == 1 // $ == int 
jf @ROCKB2_9149 
if 
   not Actor.Driving($6585)
jf @ROCKB2_9149 
0191: remove_car $6590 from_upsidedown_check 
03CD: car $6590 remove_from_stuck_car_check 
Car.RemoveReferences($6590)
$6698 = 0 // $ = int 
$6696 = 0 // $ = int 
$6697 = 0 // $ = int 

:ROCKB2_9149
if 
  $6665 == 0 // $ == int 
jf @ROCKB2_9219 
if 
  $6589 >= 13 // $ >= int 
jf @ROCKB2_9219 
Car.Create($6664, #TRASH, $6666, $6667, $6668)
Car.Angle($6664) = 93.0
$6665 = 1 // $ = int 

:ROCKB2_9219
if 
  $6665 == 1 // $ == int 
jf @ROCKB2_9471 
if 
   not Car.Wrecked($6664)
jf @ROCKB2_9471 
if 
  $6669 == 0 // $ == int 
jf @ROCKB2_9368 
if 
  $6589 >= 13 // $ >= int 
jf @ROCKB2_9368 
if 
0057:   player $PLAYER_CHAR 0 -717.148 1014.399 8.0 -655.46 1172.155 15.0 
jf @ROCKB2_9368 
Car.SetMaxSpeed($6664, 40.0)
Car.DriveTo($6664, $6670, $6671, $6672)
$6669 = 1 // $ = int 

:ROCKB2_9368
if 
  $6669 == 1 // $ == int 
jf @ROCKB2_9471 
if 
   not Car.Wrecked($6664)
jf @ROCKB2_9471 
if 
01AF:   car $6664 0 $6670 $6671 $6672 radius 2.0 2.0 2.0 
jf @ROCKB2_9471 
Car.SetMaxSpeed($6664, 20.0)
Car.SetToPsychoDriver($6664)
Car.RemoveReferences($6664)
$6669 = 2 // $ = int 

:ROCKB2_9471
jump @ROCKB2_8522 

:ROCKB2_9478
Marker.Disable($6587)
jump @ROCKB2_9507 

:ROCKB2_9490
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ROCKB2_9507
$PASSED_ROCK2_PSYCHO_KILLER = 1 // $ = int 
0318: set_latest_mission_passed 'ROCK_2'  // Psycho Killer
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 4000
start_new_script @ROC3 
return 

:ROCKB2_9573
if 
   not Car.Wrecked($6677)
jf @ROCKB2_9594 
Car.RemoveReferences($6677)

:ROCKB2_9594
if 
   not Actor.Dead($6656)
jf @ROCKB2_9620 
0579: stop_actor $6656 
053D: clear_actor $6656 wait_state 

:ROCKB2_9620
if 
   not Actor.Dead($6657)
jf @ROCKB2_9646 
0579: stop_actor $6657 
053D: clear_actor $6657 wait_state 

:ROCKB2_9646
if 
   not Actor.Dead($6648)
jf @ROCKB2_9672 
0579: stop_actor $6648 
053D: clear_actor $6648 wait_state 

:ROCKB2_9672
if 
   not Actor.Dead($6651)
jf @ROCKB2_9698 
0579: stop_actor $6651 
053D: clear_actor $6651 wait_state 

:ROCKB2_9698
if 
   not Actor.Dead($6654)
jf @ROCKB2_9724 
0579: stop_actor $6654 
053D: clear_actor $6654 wait_state 

:ROCKB2_9724
if 
   not Actor.Dead($6655)
jf @ROCKB2_9750 
0579: stop_actor $6655 
053D: clear_actor $6655 wait_state 

:ROCKB2_9750
if 
   not Actor.Dead($6682)
jf @ROCKB2_9776 
0579: stop_actor $6682 
053D: clear_actor $6682 wait_state 

:ROCKB2_9776
if 
   not Actor.Dead($6683)
jf @ROCKB2_9802 
0579: stop_actor $6683 
053D: clear_actor $6683 wait_state 

:ROCKB2_9802
if 
   not Actor.Dead($6684)
jf @ROCKB2_9828 
0579: stop_actor $6684 
053D: clear_actor $6684 wait_state 

:ROCKB2_9828
if 
   not Actor.Dead($6685)
jf @ROCKB2_9854 
0579: stop_actor $6685 
053D: clear_actor $6685 wait_state 

:ROCKB2_9854
if 
   not Actor.Dead($6686)
jf @ROCKB2_9880 
0579: stop_actor $6686 
053D: clear_actor $6686 wait_state 

:ROCKB2_9880
if 
   not Actor.Dead($6687)
jf @ROCKB2_9906 
0579: stop_actor $6687 
053D: clear_actor $6687 wait_state 

:ROCKB2_9906
if 
   not Actor.Dead($6688)
jf @ROCKB2_9932 
0579: stop_actor $6688 
053D: clear_actor $6688 wait_state 

:ROCKB2_9932
if 
   not Actor.Dead($6689)
jf @ROCKB2_9958 
0579: stop_actor $6689 
053D: clear_actor $6689 wait_state 

:ROCKB2_9958
if 
   not Actor.Dead($6690)
jf @ROCKB2_9984 
0579: stop_actor $6690 
053D: clear_actor $6690 wait_state 

:ROCKB2_9984
if 
   not Actor.Dead($6691)
jf @ROCKB2_10010 
0579: stop_actor $6691 
053D: clear_actor $6691 wait_state 

:ROCKB2_10010
if 
   not Actor.Dead($6692)
jf @ROCKB2_10036 
0579: stop_actor $6692 
053D: clear_actor $6692 wait_state 

:ROCKB2_10036
if 
   not Actor.Dead($6693)
jf @ROCKB2_10062 
0579: stop_actor $6693 
053D: clear_actor $6693 wait_state 

:ROCKB2_10062
if 
   not Actor.Dead($6694)
jf @ROCKB2_10088 
0579: stop_actor $6694 
053D: clear_actor $6694 wait_state 

:ROCKB2_10088
if 
   not Actor.Dead($6585)
jf @ROCKB2_10114 
0579: stop_actor $6585 
053D: clear_actor $6585 wait_state 

:ROCKB2_10114
04EF: release_animation 'RIOT' 
Actor.DestroyWithFade($6585)
040D: unload_wav 1 
$ONMISSION = 0 // $ = int 
Marker.Disable($6587)
Marker.Disable($6676)
Marker.Disable($6678)
0296: unload_special_actor 6 
Model.Destroy(#GDA)
Model.Destroy(#SENTINEL)
Model.Destroy(#TRASH)
Model.Destroy(#UZI)
Model.Destroy(#COLT45)
Model.Destroy(#WFYG1)
Model.Destroy(#WFYG2)
Model.Destroy(#LOVEFIST)
Model.Destroy(#WMYCR)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#LF_MEDIASTAGE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
   not Car.Wrecked($6590)
jf @ROCKB2_10276 
0191: remove_car $6590 from_upsidedown_check 
03CD: car $6590 remove_from_stuck_car_check 

:ROCKB2_10276
mission_cleanup 
return 

:ROCKB2_10280
if 
   Car.Wrecked($6590)
jf @ROCKB2_10349 
if 
  $6586 == 0 // $ == int 
jf @ROCKB2_10342 
if 
   Actor.Dead($6585)
jf @ROCKB2_10342 
Marker.Disable($6587)
$6586 = 1 // $ = int 

:ROCKB2_10342
jump @ROCKB2_11719 

:ROCKB2_10349
if 
  $6589 == 0 // $ == int 
jf @ROCKB2_10405 
Car.SetMaxSpeed($6590, 40.0)
00AE: set_vehicle $6590 traffic_behavior_to 2 
Car.DriveTo($6590, $6594, $6595, $6596)
$6589 = 1 // $ = int 

:ROCKB2_10405
if 
  $6589 == 1 // $ == int 
jf @ROCKB2_10478 
if 
01AD:   car $6590 sphere 0 near_point $6594 $6595 radius 6.0 4.0 
jf @ROCKB2_10478 
Car.DriveTo($6590, $6597, $6598, $6599)
$6589 = 2 // $ = int 

:ROCKB2_10478
if 
  $6589 == 2 // $ == int 
jf @ROCKB2_10551 
if 
01AD:   car $6590 sphere 0 near_point $6597 $6598 radius 6.0 4.0 
jf @ROCKB2_10551 
Car.DriveTo($6590, $6600, $6601, $6602)
$6589 = 3 // $ = int 

:ROCKB2_10551
if 
  $6589 == 3 // $ == int 
jf @ROCKB2_10624 
if 
01AD:   car $6590 sphere 0 near_point $6600 $6601 radius 6.0 4.0 
jf @ROCKB2_10624 
Car.DriveTo($6590, $6603, $6604, $6605)
$6589 = 4 // $ = int 

:ROCKB2_10624
if 
  $6589 == 4 // $ == int 
jf @ROCKB2_10697 
if 
01AD:   car $6590 sphere 0 near_point $6603 $6604 radius 6.0 4.0 
jf @ROCKB2_10697 
Car.DriveTo($6590, $6606, $6607, $6608)
$6589 = 5 // $ = int 

:ROCKB2_10697
if 
  $6589 == 5 // $ == int 
jf @ROCKB2_10779 
if 
01AD:   car $6590 sphere 0 near_point $6606 $6607 radius 6.0 4.0 
jf @ROCKB2_10779 
0477: set_car $6590 action 3 time 5 
Car.DriveTo($6590, $6609, $6610, $6611)
$6589 = 6 // $ = int 

:ROCKB2_10779
if 
  $6589 == 6 // $ == int 
jf @ROCKB2_10852 
if 
01AD:   car $6590 sphere 0 near_point $6609 $6610 radius 6.0 4.0 
jf @ROCKB2_10852 
Car.DriveTo($6590, $6612, $6613, $6614)
$6589 = 7 // $ = int 

:ROCKB2_10852
if 
  $6589 == 7 // $ == int 
jf @ROCKB2_10925 
if 
01AD:   car $6590 sphere 0 near_point $6612 $6613 radius 6.0 4.0 
jf @ROCKB2_10925 
Car.DriveTo($6590, $6615, $6616, $6617)
$6589 = 8 // $ = int 

:ROCKB2_10925
if 
  $6589 == 8 // $ == int 
jf @ROCKB2_10998 
if 
01AD:   car $6590 sphere 0 near_point $6615 $6616 radius 6.0 4.0 
jf @ROCKB2_10998 
Car.DriveTo($6590, $6618, $6619, $6620)
$6589 = 9 // $ = int 

:ROCKB2_10998
if 
  $6589 == 9 // $ == int 
jf @ROCKB2_11071 
if 
01AD:   car $6590 sphere 0 near_point $6618 $6619 radius 6.0 4.0 
jf @ROCKB2_11071 
Car.DriveTo($6590, $6621, $6622, $6623)
$6589 = 10 // $ = int 

:ROCKB2_11071
if 
  $6589 == 10 // $ == int 
jf @ROCKB2_11144 
if 
01AD:   car $6590 sphere 0 near_point $6621 $6622 radius 6.0 4.0 
jf @ROCKB2_11144 
Car.DriveTo($6590, $6624, $6625, $6626)
$6589 = 11 // $ = int 

:ROCKB2_11144
if 
  $6589 == 11 // $ == int 
jf @ROCKB2_11217 
if 
01AD:   car $6590 sphere 0 near_point $6624 $6625 radius 6.0 4.0 
jf @ROCKB2_11217 
Car.DriveTo($6590, $6627, $6628, $6629)
$6589 = 12 // $ = int 

:ROCKB2_11217
if 
  $6589 == 12 // $ == int 
jf @ROCKB2_11290 
if 
01AD:   car $6590 sphere 0 near_point $6627 $6628 radius 6.0 4.0 
jf @ROCKB2_11290 
Car.DriveTo($6590, $6630, $6631, $6632)
$6589 = 13 // $ = int 

:ROCKB2_11290
if 
  $6589 == 13 // $ == int 
jf @ROCKB2_11363 
if 
01AD:   car $6590 sphere 0 near_point $6630 $6631 radius 6.0 4.0 
jf @ROCKB2_11363 
Car.DriveTo($6590, $6633, $6634, $6635)
$6589 = 14 // $ = int 

:ROCKB2_11363
if 
  $6589 == 14 // $ == int 
jf @ROCKB2_11436 
if 
01AD:   car $6590 sphere 0 near_point $6633 $6634 radius 6.0 4.0 
jf @ROCKB2_11436 
Car.DriveTo($6590, $6636, $6637, $6638)
$6589 = 15 // $ = int 

:ROCKB2_11436
if 
  $6589 == 15 // $ == int 
jf @ROCKB2_11509 
if 
01AD:   car $6590 sphere 0 near_point $6636 $6637 radius 6.0 4.0 
jf @ROCKB2_11509 
Car.DriveTo($6590, $6639, $6640, $6641)
$6589 = 16 // $ = int 

:ROCKB2_11509
if 
  $6589 == 16 // $ == int 
jf @ROCKB2_11582 
if 
01AD:   car $6590 sphere 0 near_point $6639 $6640 radius 6.0 4.0 
jf @ROCKB2_11582 
Car.DriveTo($6590, $6642, $6643, $6644)
$6589 = 17 // $ = int 

:ROCKB2_11582
if 
  $6589 == 17 // $ == int 
jf @ROCKB2_11655 
if 
01AD:   car $6590 sphere 0 near_point $6642 $6643 radius 6.0 4.0 
jf @ROCKB2_11655 
Car.DriveTo($6590, $6645, $6646, $6647)
$6589 = 18 // $ = int 

:ROCKB2_11655
if 
  $6589 == 18 // $ == int 
jf @ROCKB2_11719 
if 
01AD:   car $6590 sphere 0 near_point $6645 $6646 radius 6.0 4.0 
jf @ROCKB2_11719 
Car.SetToPsychoDriver($6590)
$6589 = 19 // $ = int 

:ROCKB2_11719
return 

:ROCKB2_11721
if 
   not Car.Wrecked($6590)
jf @ROCKB2_12105 
if 
01F4:   car $6590 flipped 
jf @ROCKB2_11921 
if 
82CA:   not car $6590 bounding_sphere_visible 
jf @ROCKB2_11921 
Car.StorePos($6590, $6591, $6592, $6593)
02C1: set $6673 $6674 $6675 to_car_path_coords_closest_to $6591 $6592 $6593 
if 
838A:   not car_in_cube $6673 $6674 $6675 4.0 4.0 3.0 
jf @ROCKB2_11921 
if 
80C2:   not sphere_onscreen $6673 $6674 $6675 4.0 
jf @ROCKB2_11921 
Car.PutAt($6590, $6673, $6674, $6675)
if 
  $6589 >= 19 // $ >= int 
jf @ROCKB2_11921 
Car.SetMaxSpeed($6590, 40.0)
00AE: set_vehicle $6590 traffic_behavior_to 2 
Car.SetToPsychoDriver($6590)

:ROCKB2_11921
if 
03CE:   car $6590 stuck 
jf @ROCKB2_12105 
if 
82CA:   not car $6590 bounding_sphere_visible 
jf @ROCKB2_12105 
Car.StorePos($6590, $6591, $6592, $6593)
02C1: set $6673 $6674 $6675 to_car_path_coords_closest_to $6591 $6592 $6593 
if 
838A:   not car_in_cube $6673 $6674 $6675 4.0 4.0 3.0 
jf @ROCKB2_12105 
if 
80C2:   not sphere_onscreen $6673 $6674 $6675 4.0 
jf @ROCKB2_12105 
Car.PutAt($6590, $6673, $6674, $6675)
if 
  $6589 >= 19 // $ >= int 
jf @ROCKB2_12105 
Car.SetMaxSpeed($6590, 40.0)
00AE: set_vehicle $6590 traffic_behavior_to 2 
Car.SetToPsychoDriver($6590)

:ROCKB2_12105
return 

//-------------Mission 65---------------
// Originally: Publicity Tour

:ROCKB3
script_name 'ROCKB3' 
gosub @ROCKB3_67 
if 
wasted_or_busted 
jf @ROCKB3_37 
gosub @ROCKB3_9274 

:ROCKB3_37
gosub @ROCKB3_9369 
terminate_this_script 
$6724 = 0 // $ = int 
$6725 = 0 // $ = int 
$6726 = 0 // $ = int 

:ROCKB3_67
$ONMISSION = 1 // $ = int 
$409 = 1 // $ = int 
increment_mission_attempts 
$6702 = 0 // $ = int 
$6703 = 100.0 // $ = float 
$6700 = 0.0 // $ = float 
$6705 = 1 // $ = int 
$6706 = 0 // $ = int 
$6707 = 0 // $ = int 
$6708 = 0 // $ = int 
$6710 = 0 // $ = int 
$6712 = 0 // $ = int 
$6714 = 0 // $ = int 
$6715 = 0 // $ = int 
$6716 = 0 // $ = int 
$6717 = 0 // $ = int 
$6718 = 0 // $ = int 
$6719 = 0 // $ = int 
$6720 = 0 // $ = int 
$6721 = 0 // $ = int 
$6722 = 0 // $ = int 
$6723 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'ROCK3' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
select_interior 9 
Camera.SetAtPos(-879.75, 1157.77, 17.81)
04F9: set_extra_colors 17 fade 0 
038B: load_requested_models 

:ROCKB3_347
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
jf @ROCKB3_389 
wait 0 
jump @ROCKB3_347 

:ROCKB3_389
02E4: load_cutscene_data 'ROK_3A' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $474 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $474 'CSDICK' 
02E5: $475 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $475 'CSJEZZ' 
02E5: $445 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $445 'CSKENT' 
02E5: $476 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $476 'CSPERCY' 
02E5: $428 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $428 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 10.07 range 1.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB3_599
if 
  374 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_634 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_599 

:ROCKB3_634
00BC: text_highpriority 'RBM3_A' time 10000 1  // Tommy! Tommy! Tommy, man, that psycho's back!

:ROCKB3_649
if 
  4104 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_684 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_649 

:ROCKB3_684
00BC: text_highpriority 'RBM3_B' time 10000 1  // What's going on?

:ROCKB3_699
if 
  4760 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_734 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_699 

:ROCKB3_734
00BC: text_highpriority 'RBM3_C' time 10000 1  // That psycho won't leave Love Fist alone!

:ROCKB3_749
if 
  6489 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_784 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_749 

:ROCKB3_784
00BC: text_highpriority 'RBM3_D' time 10000 1  // You didnae kill him man. And now he's back.

:ROCKB3_799
if 
  8719 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_834 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_799 

:ROCKB3_834
00BC: text_highpriority 'RBM3_E' time 10000 1  // Yeah, yeah, yeah, and the thing is...

:ROCKB3_849
if 
  9730 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_884 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_849 

:ROCKB3_884
00BC: text_highpriority 'RBM3_F' time 10000 1  // The thing is, we need someone to drive the limo we can trust,

:ROCKB3_899
if 
  12434 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_934 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_899 

:ROCKB3_934
00BC: text_highpriority 'RBM3_G' time 10000 1  // cause that nutter keeps making threats!

:ROCKB3_949
if 
  13952 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_984 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_949 

:ROCKB3_984
00BC: text_highpriority 'RBM3_H' time 10000 1  // I'm shitin' masel' man. I need ma ma!

:ROCKB3_999
if 
  15620 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1034 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_999 

:ROCKB3_1034
00BC: text_highpriority 'RBM3_I' time 10000 1  // We're all bricking ourselves, man.

:ROCKB3_1049
if 
  16985 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1084 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1049 

:ROCKB3_1084
00BC: text_highpriority 'RBM3_J' time 10000 1  // Okay guys, calm down, I'll handle this.

:ROCKB3_1099
if 
  21240 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1134 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1099 

:ROCKB3_1134
00BC: text_highpriority 'RBM3_K' time 10000 1  // Normally I wouldn't busy myself with driving around a bunch of drunken Scottish bisexuals,

:ROCKB3_1149
if 
  26029 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1184 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1149 

:ROCKB3_1184
00BC: text_highpriority 'RBM3_L' time 10000 1  // but, in your case I'll make an exception.

:ROCKB3_1199
if 
  28823 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1234 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1199 

:ROCKB3_1234
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 

:ROCKB3_1245
if 
fading 
jf @ROCKB3_1269 
wait 0 
jump @ROCKB3_1245 

:ROCKB3_1269
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetAtPos(-871.9, 1159.46, 10.07)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
set_weather 2 
041E: set_radio_station 7 -1 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @ROCKB3_1404 
0395: clear_area 1 at -871.9 1159.46 10.07 range 1.0 
0362: put_actor $PLAYER_ACTOR at -871.9 1159.46 10.07 and_remove_from_car 

:ROCKB3_1404
Model.Load(#LOVEFIST)
023C: load_special_actor 6 'IGJEZZ' 
023C: load_special_actor 7 'IGDICK' 
023C: load_special_actor 8 'IGPERCY' 

:ROCKB3_1445
if or
   not Model.Available(#LOVEFIST)
823D:   not special_actor 6 loaded 
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
jf @ROCKB3_1484 
wait 0 
jump @ROCKB3_1445 

:ROCKB3_1484
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -870.157 1145.945 11.05 range 1.0 
Camera.SetPosition(-870.157, 1145.945, 11.05, 0.0, 0.0, 0.0)
Camera.PointAt(-870.468, 1146.895, 11.078, 2)
0395: clear_area 0 at -872.155 1151.921 11.054 range 4.0 
Car.Create($6699, #LOVEFIST, -872.155, 1151.921, 11.054)
Car.Angle($6699) = 177.458
03AB: set_car $6699 strong 1 
Car.Health($6699) = 1500
01C8: $6709 = create_actor_pedtype 4 model #SPECIAL06 in_car $6699 passenger_seat 0 
01ED: clear_actor $6709 threat_search 
039E: set_actor $6709 locked_while_in_vehicle 1 
0526: set_actor $6709 stay_in_car_when_jacked 1 
01C8: $6711 = create_actor_pedtype 4 model #SPECIAL07 in_car $6699 passenger_seat 1 
01ED: clear_actor $6711 threat_search 
039E: set_actor $6711 locked_while_in_vehicle 1 
0526: set_actor $6711 stay_in_car_when_jacked 1 
01C8: $6713 = create_actor_pedtype 4 model #SPECIAL08 in_car $6699 passenger_seat 2 
01ED: clear_actor $6713 threat_search 
039E: set_actor $6713 locked_while_in_vehicle 1 
0526: set_actor $6713 stay_in_car_when_jacked 1 
036A: put_actor $PLAYER_ACTOR in_car $6699 
Car.SetToNormalDriver($6699)
020A: set_car $6699 door_status_to 4 
0169: set_fade_color 0 0 0 
wait 2500 
fade 1 2000 

:ROCKB3_1795
if 
fading 
jf @ROCKB3_2084 
wait 0 
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_1882 
if or
   Actor.Dead($6709)
  $6719 == 1 // $ == int 
jf @ROCKB3_1882 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_1882
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_1952 
if or
   Actor.Dead($6711)
  $6720 == 1 // $ == int 
jf @ROCKB3_1952 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_1952
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_2022 
if or
   Actor.Dead($6713)
  $6721 == 1 // $ == int 
jf @ROCKB3_2022 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_2022
if or
   Car.Wrecked($6699)
  $6722 == 1 // $ == int 
jf @ROCKB3_2077 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_2077
jump @ROCKB3_1795 

:ROCKB3_2084
TIMERB = 0 // @ = int 

:ROCKB3_2091
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_3164 
wait 0 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_2204 
if 
  $409 == 1 // $ == int 
jf @ROCKB3_2197 
if 
  6 > $6723 // int > $ 
jf @ROCKB3_2197 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_2197 
$6723 = 6 // $ = int 

:ROCKB3_2197
gosub @ROCKB3_9604 

:ROCKB3_2204
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_2480 
if 
  $6717 == 0 // $ == int 
jf @ROCKB3_2254 
TIMERB = 0 // @ = int 
$6717 = 1 // $ = int 

:ROCKB3_2254
if 
  $6717 == 1 // $ == int 
jf @ROCKB3_2308 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_2308 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6717 = 2 // $ = int 

:ROCKB3_2308
if 
  $6717 == 2 // $ == int 
jf @ROCKB3_2340 
TIMERB = 0 // @ = int 
$6717 = 3 // $ = int 

:ROCKB3_2340
if 
  $6717 == 3 // $ == int 
jf @ROCKB3_2394 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_2394 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6717 = 4 // $ = int 

:ROCKB3_2394
if 
  $6717 == 4 // $ == int 
jf @ROCKB3_2426 
TIMERB = 0 // @ = int 
$6717 = 5 // $ = int 

:ROCKB3_2426
if 
  $6717 == 5 // $ == int 
jf @ROCKB3_2480 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_2480 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6717 = 6 // $ = int 

:ROCKB3_2480
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_2550 
if or
   Actor.Dead($6709)
  $6719 == 1 // $ == int 
jf @ROCKB3_2550 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_2550
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_2620 
if or
   Actor.Dead($6711)
  $6720 == 1 // $ == int 
jf @ROCKB3_2620 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_2620
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_2690 
if or
   Actor.Dead($6713)
  $6721 == 1 // $ == int 
jf @ROCKB3_2690 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_2690
if or
   Car.Wrecked($6699)
  $6722 == 1 // $ == int 
  $6707 == 1 // $ == int 
  $6710 == 1 // $ == int 
  $6712 == 1 // $ == int 
  $6714 == 1 // $ == int 
jf @ROCKB3_2780 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
jump @ROCKB3_2914 

:ROCKB3_2780
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_2844 
if 
80DC:   not player $PLAYER_CHAR in_car $6699 
jf @ROCKB3_2844 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_2844
02E3: $6700 = car $6699 speed 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_2914 
if 
  TIMERB > 5000 // @ > int 
jf @ROCKB3_2914 
if 
  $6723 == 0 // $ == int 
jf @ROCKB3_2914 
$6723 = 1 // $ = int 

:ROCKB3_2914
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_3157 
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_3157 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_3157 
$6700 -= 26.0 // $ -= float 
$6700 /= 25.0 // $ /= float 
0059: $6703 += $6700 // $ += $ float 
if 
  $6703 > 100.0 // $ > float 
jf @ROCKB3_3028 
$6703 = 100.0 // $ = float 

:ROCKB3_3028
if 
  1.0 > $6703 // float > $ 
jf @ROCKB3_3121 
if 
   not Car.Wrecked($6699)
jf @ROCKB3_3099 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
jump @ROCKB3_3121 

:ROCKB3_3099
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_3121
0086: $1067 = $6703 // $ = $ float 
$1067 *= -1.0 // $ *= float 
$1067 += 100.0 // $ += float 
008C: $6702 = float_to_integer $1067 

:ROCKB3_3157
jump @ROCKB3_2091 

:ROCKB3_3164
01B7: release_weather 
0151: remove_status_text $6702 
00BA: text_styled 'RBM3_7' 4000 ms 4  // ~g~BOMB DEFUSED!

:ROCKB3_3186
if 
  29 > $6723 // int > $ 
jf @ROCKB3_3666 
wait 0 
if 
  29 > $6723 // int > $ 
jf @ROCKB3_3233 
gosub @ROCKB3_12611 

:ROCKB3_3233
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_3296 
if 
   Actor.Dead($6709)
jf @ROCKB3_3296 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_3296
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_3359 
if 
   Actor.Dead($6711)
jf @ROCKB3_3359 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_3359
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_3422 
if 
   Actor.Dead($6713)
jf @ROCKB3_3422 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_3422
if 
   Car.Wrecked($6699)
jf @ROCKB3_3467 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
jump @ROCKB3_3659 

:ROCKB3_3467
if and
  $6710 == 0 // $ == int 
  $6712 == 0 // $ == int 
  $6714 == 0 // $ == int 
jf @ROCKB3_3555 
if and
   Actor.InCar($6709, $6699)
   Actor.InCar($6711, $6699)
   Actor.InCar($6713, $6699)
jf @ROCKB3_3548 
$6716 = 1 // $ = int 
jump @ROCKB3_3555 

:ROCKB3_3548
$6716 = 0 // $ = int 

:ROCKB3_3555
if 
80DC:   not player $PLAYER_CHAR in_car $6699 
jf @ROCKB3_3629 
if 
  $6724 == 0 // $ == int 
jf @ROCKB3_3622 
Marker.CreateAboveCar($6701, $6699)
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$6724 = 1 // $ = int 

:ROCKB3_3622
jump @ROCKB3_3659 

:ROCKB3_3629
if 
  $6724 == 1 // $ == int 
jf @ROCKB3_3659 
Marker.Disable($6701)
$6724 = 0 // $ = int 

:ROCKB3_3659
jump @ROCKB3_3186 

:ROCKB3_3666
if 
   not Car.Wrecked($6699)
jf @ROCKB3_3696 
020A: set_car $6699 door_status_to 1 
jump @ROCKB3_3718 

:ROCKB3_3696
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_3718
041E: set_radio_station 4 -1 
00BC: text_highpriority 'RBM3_1' time 5000 1  // ~g~Drive Love Fist to the venue.
018A: $6704 = create_checkpoint_at -870.933 1053.342 9.9 
$6708 = 1 // $ = int 

:ROCKB3_3766
if or
81AF:   not car $6699 1 -870.933 1053.342 9.9 radius 3.0 3.0 3.0 
  $6716 == 0 // $ == int 
jf @ROCKB3_4306 
wait 0 
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_3888 
if 
   Actor.Dead($6709)
jf @ROCKB3_3888 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_3888
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_3951 
if 
   Actor.Dead($6711)
jf @ROCKB3_3951 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_3951
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_4014 
if 
   Actor.Dead($6713)
jf @ROCKB3_4014 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_4014
if 
   Car.Wrecked($6699)
jf @ROCKB3_4059 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
jump @ROCKB3_4299 

:ROCKB3_4059
if and
  $6710 == 0 // $ == int 
  $6712 == 0 // $ == int 
  $6714 == 0 // $ == int 
jf @ROCKB3_4155 
if and
   Actor.InCar($6709, $6699)
   Actor.InCar($6711, $6699)
   Actor.InCar($6713, $6699)
00DC:   player $PLAYER_CHAR in_car $6699 
jf @ROCKB3_4148 
$6716 = 1 // $ = int 
jump @ROCKB3_4155 

:ROCKB3_4148
$6716 = 0 // $ = int 

:ROCKB3_4155
if 
80DC:   not player $PLAYER_CHAR in_car $6699 
jf @ROCKB3_4234 
if 
  $6708 == 1 // $ == int 
jf @ROCKB3_4227 
Marker.Disable($6704)
Marker.CreateAboveCar($6701, $6699)
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$6708 = 0 // $ = int 

:ROCKB3_4227
jump @ROCKB3_4299 

:ROCKB3_4234
if 
  $6708 == 0 // $ == int 
jf @ROCKB3_4299 
Marker.Disable($6701)
00BC: text_highpriority 'RBM3_1' time 5000 1  // ~g~Drive Love Fist to the venue.
018A: $6704 = create_checkpoint_at -870.933 1053.342 9.9 
$6708 = 1 // $ = int 

:ROCKB3_4299
jump @ROCKB3_3766 

:ROCKB3_4306
if 
   not Car.Wrecked($6699)
jf @ROCKB3_4336 
020A: set_car $6699 door_status_to 1 
jump @ROCKB3_4358 

:ROCKB3_4336
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_4358
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -880.363 1043.654 12.096 range 1.0 
Camera.SetPosition(-880.363, 1043.654, 12.096, 0.0, 0.0, 0.0)
Camera.PointAt(-879.557, 1044.242, 12.035, 2)
if 
   not Car.Wrecked($6699)
jf @ROCKB3_4648 
01D3: actor $PLAYER_ACTOR leave_car $6699 
if 
   not Actor.Dead($6709)
jf @ROCKB3_4513 
01D3: actor $6709 leave_car $6699 
jump @ROCKB3_4535 

:ROCKB3_4513
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_4535
if 
   not Actor.Dead($6711)
jf @ROCKB3_4566 
01D3: actor $6711 leave_car $6699 
jump @ROCKB3_4588 

:ROCKB3_4566
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_4588
if 
   not Actor.Dead($6713)
jf @ROCKB3_4619 
01D3: actor $6713 leave_car $6699 
jump @ROCKB3_4641 

:ROCKB3_4619
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_4641
jump @ROCKB3_4670 

:ROCKB3_4648
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_4670
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($6709)
   Actor.Driving($6711)
   Actor.Driving($6713)
jf @ROCKB3_4939 
wait 0 
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_4768 
if 
   Actor.Dead($6709)
jf @ROCKB3_4768 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_4768
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_4831 
if 
   Actor.Dead($6711)
jf @ROCKB3_4831 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_4831
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_4894 
if 
   Actor.Dead($6713)
jf @ROCKB3_4894 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_4894
if 
   Car.Wrecked($6699)
jf @ROCKB3_4932 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_4932
jump @ROCKB3_4670 

:ROCKB3_4939
fade 0 1500 

:ROCKB3_4946
if 
fading 
jf @ROCKB3_5197 
wait 0 
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_5026 
if 
   Actor.Dead($6709)
jf @ROCKB3_5026 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_5026
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_5089 
if 
   Actor.Dead($6711)
jf @ROCKB3_5089 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_5089
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_5152 
if 
   Actor.Dead($6713)
jf @ROCKB3_5152 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_5152
if 
   Car.Wrecked($6699)
jf @ROCKB3_5190 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 

:ROCKB3_5190
jump @ROCKB3_4946 

:ROCKB3_5197
Camera.Restore_WithJumpCut
select_interior 8 
$6725 = 1 // $ = int 
Camera.SetAtPos(-928.915, 1056.264, 12.28)
04F9: set_extra_colors 12 fade 0 
0055: put_player $PLAYER_CHAR at -924.115 1054.524 12.28 
0171: set_player $PLAYER_CHAR z_angle_to 188.883 
Actor.DestroyInstantly($6709)
if 
   not Actor.Dead($6711)
jf @ROCKB3_5321 
Actor.PutAt($6711, -925.288, 1053.268, 12.2)
Actor.Angle($6711) = 249.491
jump @ROCKB3_5350 

:ROCKB3_5321
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_5350
if 
   not Actor.Dead($6713)
jf @ROCKB3_5403 
Actor.PutAt($6713, -923.094, 1053.125, 12.2)
Actor.Angle($6713) = 44.398
jump @ROCKB3_5432 

:ROCKB3_5403
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6710 = 1 // $ = int 

:ROCKB3_5432
02E4: load_cutscene_data 'FIST' 
0395: clear_area 0 at -924.114 1038.89 12.675 range 1.0 
Camera.SetPosition(-924.114, 1038.89, 12.675, 0.0, 0.0, 0.0)
Camera.PointAt(-924.114, 1039.858, 12.925, 2)
Car.Destroy($6699)
fade 1 1000 

:ROCKB3_5529
if 
fading 
jf @ROCKB3_5679 
wait 0 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_5609 
if 
   Actor.Dead($6711)
jf @ROCKB3_5609 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_5609
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_5672 
if 
   Actor.Dead($6713)
jf @ROCKB3_5672 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_5672
jump @ROCKB3_5529 

:ROCKB3_5679
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB3_5686
if 
  16980 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_5847 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_5777 
if 
   Actor.Dead($6711)
jf @ROCKB3_5777 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_5777
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_5840 
if 
   Actor.Dead($6713)
jf @ROCKB3_5840 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_5840
jump @ROCKB3_5686 

:ROCKB3_5847
Camera.SetPosition(-926.72, 1048.895, 13.04, 0.0, 0.0, 0.0)
Camera.PointAt(-926.32, 1049.811, 13.075, 2)
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_5980 
if 
   Actor.Dead($6713)
jf @ROCKB3_5968 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 
jump @ROCKB3_5980 

:ROCKB3_5968
0372: set_actor $6713 anim 19 wait_state_time 1000000 ms 

:ROCKB3_5980
00BC: text_highpriority 'ROK3_73' time 10000 1  // Jezz is running the tape,

:ROCKB3_5995
if 
  18851 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6156 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_6086 
if 
   Actor.Dead($6711)
jf @ROCKB3_6086 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_6086
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_6149 
if 
   Actor.Dead($6713)
jf @ROCKB3_6149 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_6149
jump @ROCKB3_5995 

:ROCKB3_6156
00BC: text_highpriority 'ROK3_62' time 10000 1  // so we thought we'd show you our Temple of Rock -

:ROCKB3_6171
if 
  22311 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6332 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_6262 
if 
   Actor.Dead($6711)
jf @ROCKB3_6262 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_6262
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_6325 
if 
   Actor.Dead($6713)
jf @ROCKB3_6325 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_6325
jump @ROCKB3_6171 

:ROCKB3_6332
00BC: text_highpriority 'ROK3_63' time 10000 1  // Get a feel for that Love Fist fury!

:ROCKB3_6347
if 
  24834 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6508 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_6438 
if 
   Actor.Dead($6711)
jf @ROCKB3_6438 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_6438
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_6501 
if 
   Actor.Dead($6713)
jf @ROCKB3_6501 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_6501
jump @ROCKB3_6347 

:ROCKB3_6508
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_6587 
if 
   Actor.Dead($6713)
jf @ROCKB3_6578 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 
jump @ROCKB3_6587 

:ROCKB3_6578
0372: set_actor $6713 anim 0 wait_state_time 1 ms 

:ROCKB3_6587
00BC: text_highpriority 'ROK3_64' time 10000 1  // Listen to yourself, man. It's papier-mache and gaffa tape.
Camera.SetPosition(-919.641, 1050.383, 14.67, 0.0, 0.0, 0.0)
Camera.PointAt(-919.783, 1051.364, 14.799, 2)

:ROCKB3_6653
if 
  28433 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6814 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_6744 
if 
   Actor.Dead($6711)
jf @ROCKB3_6744 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_6744
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_6807 
if 
   Actor.Dead($6713)
jf @ROCKB3_6807 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_6807
jump @ROCKB3_6653 

:ROCKB3_6814
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_6896 
if 
   Actor.Dead($6711)
jf @ROCKB3_6884 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 
jump @ROCKB3_6896 

:ROCKB3_6884
0372: set_actor $6711 anim 19 wait_state_time 1000000 ms 

:ROCKB3_6896
00BC: text_highpriority 'ROK3_65' time 10000 1  // Hey, to the kids, it's a temple and we are the priests!

:ROCKB3_6911
if 
  32395 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7072 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_7002 
if 
   Actor.Dead($6711)
jf @ROCKB3_7002 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_7002
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_7065 
if 
   Actor.Dead($6713)
jf @ROCKB3_7065 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_7065
jump @ROCKB3_6911 

:ROCKB3_7072
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_7151 
if 
   Actor.Dead($6711)
jf @ROCKB3_7142 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 
jump @ROCKB3_7151 

:ROCKB3_7142
0372: set_actor $6711 anim 0 wait_state_time 1 ms 

:ROCKB3_7151
00BC: text_highpriority 'ROK3_66' time 10000 1  // Aye, well, if the kids like their priests half cut and tone deaf,

:ROCKB3_7166
if 
  36052 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7329 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_7259 
if 
   Actor.Dead($6711)
jf @ROCKB3_7259 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_7259
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_7322 
if 
   Actor.Dead($6713)
jf @ROCKB3_7322 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_7322
jump @ROCKB3_7166 

:ROCKB3_7329
00BC: text_highpriority 'ROK3_67' time 10000 1  // who am I to argue?

:ROCKB3_7344
if 
  37237 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7507 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_7437 
if 
   Actor.Dead($6711)
jf @ROCKB3_7437 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_7437
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_7500 
if 
   Actor.Dead($6713)
jf @ROCKB3_7500 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_7500
jump @ROCKB3_7344 

:ROCKB3_7507
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_7589 
if 
   Actor.Dead($6713)
jf @ROCKB3_7577 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 
jump @ROCKB3_7589 

:ROCKB3_7577
0372: set_actor $6713 anim 19 wait_state_time 1000000 ms 

:ROCKB3_7589
00BC: text_highpriority 'ROK3_68' time 10000 1  // Oh geez, the tape's getting chewed again.
Camera.SetPosition(-926.72, 1048.895, 13.04, 0.0, 0.0, 0.0)
Camera.PointAt(-926.32, 1049.811, 13.075, 2)

:ROCKB3_7655
if 
  40045 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7818 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_7748 
if 
   Actor.Dead($6711)
jf @ROCKB3_7748 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_7748
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_7811 
if 
   Actor.Dead($6713)
jf @ROCKB3_7811 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_7811
jump @ROCKB3_7655 

:ROCKB3_7818
00BC: text_highpriority 'ROK3_69' time 10000 1  // At this rate, we'll never get to play live.

:ROCKB3_7833
if 
  42415 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7996 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_7926 
if 
   Actor.Dead($6711)
jf @ROCKB3_7926 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_7926
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_7989 
if 
   Actor.Dead($6713)
jf @ROCKB3_7989 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_7989
jump @ROCKB3_7833 

:ROCKB3_7996
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_8075 
if 
   Actor.Dead($6713)
jf @ROCKB3_8066 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 
jump @ROCKB3_8075 

:ROCKB3_8066
0372: set_actor $6713 anim 0 wait_state_time 1 ms 

:ROCKB3_8075
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_8157 
if 
   Actor.Dead($6711)
jf @ROCKB3_8145 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 
jump @ROCKB3_8157 

:ROCKB3_8145
0372: set_actor $6713 anim 19 wait_state_time 1000000 ms 

:ROCKB3_8157
00BC: text_highpriority 'ROK3_70' time 10000 1  // Oohh shite! My bowels...

:ROCKB3_8172
if 
  44776 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_8335 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_8265 
if 
   Actor.Dead($6711)
jf @ROCKB3_8265 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_8265
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_8328 
if 
   Actor.Dead($6713)
jf @ROCKB3_8328 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_8328
jump @ROCKB3_8172 

:ROCKB3_8335
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_8414 
if 
   Actor.Dead($6711)
jf @ROCKB3_8405 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 
jump @ROCKB3_8414 

:ROCKB3_8405
0372: set_actor $6713 anim 0 wait_state_time 1 ms 

:ROCKB3_8414
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_8496 
if 
   Actor.Dead($6713)
jf @ROCKB3_8484 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 
jump @ROCKB3_8496 

:ROCKB3_8484
0372: set_actor $6713 anim 19 wait_state_time 1000000 ms 

:ROCKB3_8496
00BC: text_highpriority 'ROK3_71' time 10000 1  // We gotta get on with it - thanks again Tommy, Know what I am saying, nice one, bye!

:ROCKB3_8511
if 
  49873 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_8674 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_8604 
if 
   Actor.Dead($6711)
jf @ROCKB3_8604 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_8604
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_8667 
if 
   Actor.Dead($6713)
jf @ROCKB3_8667 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_8667
jump @ROCKB3_8511 

:ROCKB3_8674
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_8753 
if 
   Actor.Dead($6713)
jf @ROCKB3_8744 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 
jump @ROCKB3_8753 

:ROCKB3_8744
0372: set_actor $6713 anim 0 wait_state_time 1 ms 

:ROCKB3_8753
00BE: text_clear_all 
fade 0 1500 

:ROCKB3_8762
if 
  51280 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_8925 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_8855 
if 
   Actor.Dead($6711)
jf @ROCKB3_8855 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_8855
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_8918 
if 
   Actor.Dead($6713)
jf @ROCKB3_8918 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_8918
jump @ROCKB3_8762 

:ROCKB3_8925
02EA: end_cutscene 
TIMERA = 0 // @ = int 

:ROCKB3_8934
if 
fading 
jf @ROCKB3_9084 
wait 0 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_9014 
if 
   Actor.Dead($6711)
jf @ROCKB3_9014 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6712 = 1 // $ = int 

:ROCKB3_9014
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_9077 
if 
   Actor.Dead($6713)
jf @ROCKB3_9077 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9274 
$6714 = 1 // $ = int 

:ROCKB3_9077
jump @ROCKB3_8934 

:ROCKB3_9084
Actor.DestroyInstantly($6711)
Actor.DestroyInstantly($6713)
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
$6725 = 0 // $ = int 
Camera.SetAtPos(-885.396, 1054.467, 12.583)
Camera.SetPosition(-887.965, 1054.653, 14.846, 0.0, 0.0, 0.0)
Camera.PointAt(-887.016, 1054.583, 14.538, 2)
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 
0171: set_player $PLAYER_CHAR z_angle_to 280.871 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
fade 1 1500 

:ROCKB3_9218
if 
fading 
jf @ROCKB3_9242 
wait 0 
jump @ROCKB3_9218 

:ROCKB3_9242
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
jump @ROCKB3_9299 

:ROCKB3_9274
040D: unload_wav 1 
040D: unload_wav 2 
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ROCKB3_9299
$593 = 1 // $ = int 
0318: set_latest_mission_passed 'ROCK_3'  // Publicity Tour
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 8000
014C: set_parked_car_generator $2391 cars_to_generate_to 101 
Marker.Disable($590)
return 

:ROCKB3_9369
$ONMISSION = 0 // $ = int 
041E: set_radio_station 4 -1 
if 
   not Car.Wrecked($6699)
jf @ROCKB3_9410 
020A: set_car $6699 door_status_to 1 
Car.RemoveReferences($6699)

:ROCKB3_9410
Actor.DestroyWithFade($6709)
Actor.DestroyWithFade($6711)
Actor.DestroyWithFade($6713)
01B7: release_weather 
040D: unload_wav 1 
040D: unload_wav 2 
04FA: clear_extra_colors_with_fade 0 
if 
  $6725 == 1 // $ == int 
jf @ROCKB3_9563 
select_interior 0 
Camera.SetAtPos(-885.396, 1054.467, 12.583)
Camera.SetPosition(-887.965, 1054.653, 14.846, 0.0, 0.0, 0.0)
Camera.PointAt(-887.016, 1054.583, 14.538, 2)
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 
0171: set_player $PLAYER_CHAR z_angle_to 280.871 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 

:ROCKB3_9563
Marker.Disable($6701)
Marker.Disable($6704)
0151: remove_status_text $6702 
Model.Destroy(#LOVEFIST)
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:ROCKB3_9604
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_9880 
if 
  $6717 == 0 // $ == int 
jf @ROCKB3_9654 
TIMERB = 0 // @ = int 
$6717 = 1 // $ = int 

:ROCKB3_9654
if 
  $6717 == 1 // $ == int 
jf @ROCKB3_9708 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_9708 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6717 = 2 // $ = int 

:ROCKB3_9708
if 
  $6717 == 2 // $ == int 
jf @ROCKB3_9740 
TIMERB = 0 // @ = int 
$6717 = 3 // $ = int 

:ROCKB3_9740
if 
  $6717 == 3 // $ == int 
jf @ROCKB3_9794 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_9794 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6717 = 4 // $ = int 

:ROCKB3_9794
if 
  $6717 == 4 // $ == int 
jf @ROCKB3_9826 
TIMERB = 0 // @ = int 
$6717 = 5 // $ = int 

:ROCKB3_9826
if 
  $6717 == 5 // $ == int 
jf @ROCKB3_9880 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_9880 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6717 = 6 // $ = int 

:ROCKB3_9880
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_9921 
if 
   Actor.Dead($6709)
jf @ROCKB3_9921 
$6719 = 1 // $ = int 

:ROCKB3_9921
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_9962 
if 
   Actor.Dead($6711)
jf @ROCKB3_9962 
$6720 = 1 // $ = int 

:ROCKB3_9962
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_10003 
if 
   Actor.Dead($6713)
jf @ROCKB3_10003 
$6721 = 1 // $ = int 

:ROCKB3_10003
if 
   Car.Wrecked($6699)
jf @ROCKB3_10033 
$6722 = 1 // $ = int 
jump @ROCKB3_10294 

:ROCKB3_10033
02E3: $6700 = car $6699 speed 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6699 
jf @ROCKB3_10080 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!

:ROCKB3_10080
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_10294 
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_10294 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_10294 
$6700 -= 26.0 // $ -= float 
$6700 /= 25.0 // $ /= float 
0059: $6703 += $6700 // $ += $ float 
if 
  1.0 > $6703 // float > $ 
jf @ROCKB3_10227 
if 
   not Car.Wrecked($6699)
jf @ROCKB3_10227 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_10227 

:ROCKB3_10227
if 
  $6703 > 100.0 // $ > float 
jf @ROCKB3_10258 
$6703 = 100.0 // $ = float 

:ROCKB3_10258
0086: $1067 = $6703 // $ = $ float 
$1067 *= -1.0 // $ *= float 
$1067 += 100.0 // $ += float 
008C: $6702 = float_to_integer $1067 

:ROCKB3_10294
if 
  $6723 == 1 // $ == int 
jf @ROCKB3_10455 
03CF: load_wav 'ROK3_1' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_1' time 10000 1  // At last man, time for a well earned drink. The venue's just a hundred yards down the road.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_1'  // At last man, time for a well earned drink. The venue's just a hundred yards down the road.
$6723 = 2 // $ = int 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_10455 
if 
  $409 == 1 // $ == int 
jf @ROCKB3_10455 
if 
  6 > $6723 // int > $ 
jf @ROCKB3_10455 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10455 
$6723 = 6 // $ = int 

:ROCKB3_10455
if 
  $6723 == 2 // $ == int 
jf @ROCKB3_10616 
03CF: load_wav 'ROK3_2' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_2' time 10000 1  // Better make it a large one then. Hey Tommy, change the tunes, man.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_2'  // Better make it a large one then. Hey Tommy, change the tunes, man.
$6723 = 3 // $ = int 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_10616 
if 
  $409 == 1 // $ == int 
jf @ROCKB3_10616 
if 
  6 > $6723 // int > $ 
jf @ROCKB3_10616 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10616 
$6723 = 6 // $ = int 

:ROCKB3_10616
if 
  $6723 == 3 // $ == int 
jf @ROCKB3_10777 
03CF: load_wav 'ROK3_3' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_3' time 10000 1  // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_3'  // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
$6723 = 4 // $ = int 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_10777 
if 
  $409 == 1 // $ == int 
jf @ROCKB3_10777 
if 
  6 > $6723 // int > $ 
jf @ROCKB3_10777 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10777 
$6723 = 6 // $ = int 

:ROCKB3_10777
if 
  $6723 == 4 // $ == int 
jf @ROCKB3_10944 
03CF: load_wav 'ROK3_4' as $6705 
gosub @ROCKB3_12844 
041E: set_radio_station 9 -1 
00BC: text_highpriority 'ROK3_4' time 10000 1  // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_4'  // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
$6723 = 5 // $ = int 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_10944 
if 
  $409 == 1 // $ == int 
jf @ROCKB3_10944 
if 
  6 > $6723 // int > $ 
jf @ROCKB3_10944 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10944 
$6723 = 6 // $ = int 

:ROCKB3_10944
if 
  $6723 == 5 // $ == int 
jf @ROCKB3_11021 
03CF: load_wav 'ROK3_5' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_5' time 10000 1  // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_5'  // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
$6723 = 6 // $ = int 

:ROCKB3_11021
if 
  $6723 == 6 // $ == int 
jf @ROCKB3_11139 
if 
  $6715 == 0 // $ == int 
jf @ROCKB3_11125 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03E5: text_box 'RBM3_2'  // While the bomb is armed if you try to leave the car it will explode...
03C4: set_status_text_to $6702 1 'RBM3_6'  // DETONATION:
TIMERA = 0 // @ = int 
$6715 = 1 // $ = int 

:ROCKB3_11125
$409 = 1 // $ = int 
$6723 = 7 // $ = int 

:ROCKB3_11139
if 
  $6723 == 7 // $ == int 
jf @ROCKB3_11216 
03CF: load_wav 'ROK3_6' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_6' time 10000 1  // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_6'  // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
$6723 = 8 // $ = int 

:ROCKB3_11216
if 
  $6723 == 8 // $ == int 
jf @ROCKB3_11293 
03CF: load_wav 'ROK3_7' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_7' time 10000 1  // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_7'  // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
$6723 = 9 // $ = int 

:ROCKB3_11293
if 
  $6723 == 9 // $ == int 
jf @ROCKB3_11370 
03CF: load_wav 'ROK3_8' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_8' time 10000 1  // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_8'  // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
$6723 = 10 // $ = int 

:ROCKB3_11370
if 
  $6723 == 10 // $ == int 
jf @ROCKB3_11447 
03CF: load_wav 'ROK3_9' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_9' time 10000 1  // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_9'  // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
$6723 = 11 // $ = int 

:ROCKB3_11447
if 
  $6723 == 11 // $ == int 
jf @ROCKB3_11524 
03CF: load_wav 'ROK3_10' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_10' time 10000 1  // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_10'  // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
$6723 = 12 // $ = int 

:ROCKB3_11524
if 
  $6723 == 12 // $ == int 
jf @ROCKB3_11601 
03CF: load_wav 'ROK3_11' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_11' time 10000 1  // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_11'  // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
$6723 = 13 // $ = int 

:ROCKB3_11601
if 
  $6723 == 13 // $ == int 
jf @ROCKB3_11678 
03CF: load_wav 'ROK3_12' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_12' time 10000 1  // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_12'  // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
$6723 = 14 // $ = int 

:ROCKB3_11678
if 
  $6723 == 14 // $ == int 
jf @ROCKB3_11755 
03CF: load_wav 'ROK3_13' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_13' time 10000 1  // I don't have a clue. Willy, say something. I'm gonna play bass in hell.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_13'  // I don't have a clue. Willy, say something. I'm gonna play bass in hell.
$6723 = 15 // $ = int 

:ROCKB3_11755
if 
  $6723 == 15 // $ == int 
jf @ROCKB3_11832 
03CF: load_wav 'ROK3_14' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_14' time 10000 1  // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_14'  // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
$6723 = 16 // $ = int 

:ROCKB3_11832
if 
  $6723 == 16 // $ == int 
jf @ROCKB3_11909 
03CF: load_wav 'ROK3_15' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_15' time 10000 1  // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_15'  // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
$6723 = 17 // $ = int 

:ROCKB3_11909
if 
  $6723 == 17 // $ == int 
jf @ROCKB3_11986 
03CF: load_wav 'ROK3_16' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_16' time 10000 1  // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_16'  // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
$6723 = 18 // $ = int 

:ROCKB3_11986
if 
  $6723 == 18 // $ == int 
jf @ROCKB3_12063 
03CF: load_wav 'ROK3_17' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_17' time 10000 1  // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_17'  // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
$6723 = 19 // $ = int 

:ROCKB3_12063
if 
  $6723 == 19 // $ == int 
jf @ROCKB3_12140 
03CF: load_wav 'ROK3_18' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_18' time 10000 1  // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_18'  // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
$6723 = 20 // $ = int 

:ROCKB3_12140
if 
  $6723 == 20 // $ == int 
jf @ROCKB3_12217 
03CF: load_wav 'ROK3_19' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_19' time 10000 1  // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_19'  // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
$6723 = 21 // $ = int 

:ROCKB3_12217
if 
  $6723 == 21 // $ == int 
jf @ROCKB3_12294 
03CF: load_wav 'ROK3_20' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_20' time 10000 1  // Or is this one green? Any of these wires look green to you?
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_20'  // Or is this one green? Any of these wires look green to you?
$6723 = 22 // $ = int 

:ROCKB3_12294
if 
  $6723 == 22 // $ == int 
jf @ROCKB3_12371 
03CF: load_wav 'ROK3_21' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_21' time 10000 1  // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_21'  // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
$6723 = 23 // $ = int 

:ROCKB3_12371
if 
  $6723 == 23 // $ == int 
jf @ROCKB3_12448 
03CF: load_wav 'ROK3_22' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_22' time 10000 1  // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_22'  // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
$6723 = 24 // $ = int 

:ROCKB3_12448
if 
  $6723 == 24 // $ == int 
jf @ROCKB3_12525 
03CF: load_wav 'ROK3_23' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_23' time 10000 1  // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_23'  // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
$6723 = 25 // $ = int 

:ROCKB3_12525
if 
  $6723 == 25 // $ == int 
jf @ROCKB3_12609 
03CF: load_wav 'ROK3_24' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_24' time 10000 1  // NO! Man, we're okay. We ain't been blown up, pal.
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_24'  // NO! Man, we're okay. We ain't been blown up, pal.
$6723 = 26 // $ = int 
$6706 = 1 // $ = int 

:ROCKB3_12609
return 

:ROCKB3_12611
if 
  $6723 == 26 // $ == int 
jf @ROCKB3_12688 
03CF: load_wav 'ROK3_25' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_25' time 10000 1  // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_25'  // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
$6723 = 27 // $ = int 

:ROCKB3_12688
if 
  $6723 == 27 // $ == int 
jf @ROCKB3_12765 
03CF: load_wav 'ROK3_26' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_26' time 10000 1  // A racket to make? Groupies to abuse? LOVE FIST!
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_26'  // A racket to make? Groupies to abuse? LOVE FIST!
$6723 = 28 // $ = int 

:ROCKB3_12765
if 
  $6723 == 28 // $ == int 
jf @ROCKB3_12842 
03CF: load_wav 'ROK3_27' as $6705 
gosub @ROCKB3_12844 
00BC: text_highpriority 'ROK3_27' time 10000 1  // Have you finished with that bottle?
gosub @ROCKB3_13704 
03D5: remove_text 'ROK3_27'  // Have you finished with that bottle?
$6723 = 29 // $ = int 

:ROCKB3_12842
return 

:ROCKB3_12844
if 
83D0:   not wav $6705 loaded 
jf @ROCKB3_13697 
wait 0 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_13158 
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_13158 
if 
  $6717 == 0 // $ == int 
jf @ROCKB3_12932 
TIMERB = 0 // @ = int 
$6717 = 1 // $ = int 

:ROCKB3_12932
if 
  $6717 == 1 // $ == int 
jf @ROCKB3_12986 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_12986 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6717 = 2 // $ = int 

:ROCKB3_12986
if 
  $6717 == 2 // $ == int 
jf @ROCKB3_13018 
TIMERB = 0 // @ = int 
$6717 = 3 // $ = int 

:ROCKB3_13018
if 
  $6717 == 3 // $ == int 
jf @ROCKB3_13072 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13072 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6717 = 4 // $ = int 

:ROCKB3_13072
if 
  $6717 == 4 // $ == int 
jf @ROCKB3_13104 
TIMERB = 0 // @ = int 
$6717 = 5 // $ = int 

:ROCKB3_13104
if 
  $6717 == 5 // $ == int 
jf @ROCKB3_13158 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13158 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6717 = 6 // $ = int 

:ROCKB3_13158
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_13199 
if 
   Actor.Dead($6709)
jf @ROCKB3_13199 
$6719 = 1 // $ = int 

:ROCKB3_13199
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_13240 
if 
   Actor.Dead($6711)
jf @ROCKB3_13240 
$6720 = 1 // $ = int 

:ROCKB3_13240
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_13281 
if 
   Actor.Dead($6713)
jf @ROCKB3_13281 
$6721 = 1 // $ = int 

:ROCKB3_13281
if 
   Car.Wrecked($6699)
jf @ROCKB3_13311 
$6722 = 1 // $ = int 
jump @ROCKB3_13572 

:ROCKB3_13311
02E3: $6700 = car $6699 speed 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6699 
jf @ROCKB3_13358 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!

:ROCKB3_13358
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_13572 
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_13572 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_13572 
$6700 -= 26.0 // $ -= float 
$6700 /= 25.0 // $ /= float 
0059: $6703 += $6700 // $ += $ float 
if 
  1.0 > $6703 // float > $ 
jf @ROCKB3_13505 
if 
   not Car.Wrecked($6699)
jf @ROCKB3_13505 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_13505 

:ROCKB3_13505
if 
  $6703 > 100.0 // $ > float 
jf @ROCKB3_13536 
$6703 = 100.0 // $ = float 

:ROCKB3_13536
0086: $1067 = $6703 // $ = $ float 
$1067 *= -1.0 // $ *= float 
$1067 += 100.0 // $ += float 
008C: $6702 = float_to_integer $1067 

:ROCKB3_13572
if 
  $6706 == 1 // $ == int 
jf @ROCKB3_13690 
if 
  $6718 == 0 // $ == int 
jf @ROCKB3_13690 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_13649 
if 
   Actor.Dead($6711)
jf @ROCKB3_13649 
$6720 = 1 // $ = int 

:ROCKB3_13649
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_13690 
if 
   Actor.Dead($6713)
jf @ROCKB3_13690 
$6721 = 1 // $ = int 

:ROCKB3_13690
jump @ROCKB3_12844 

:ROCKB3_13697
03D1: play_wav $6705 
return 

:ROCKB3_13704
if 
83D2:   not wav $6705 ended 
jf @ROCKB3_14564 
wait 0 
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_14018 
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_14018 
if 
  $6717 == 0 // $ == int 
jf @ROCKB3_13792 
TIMERB = 0 // @ = int 
$6717 = 1 // $ = int 

:ROCKB3_13792
if 
  $6717 == 1 // $ == int 
jf @ROCKB3_13846 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13846 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6717 = 2 // $ = int 

:ROCKB3_13846
if 
  $6717 == 2 // $ == int 
jf @ROCKB3_13878 
TIMERB = 0 // @ = int 
$6717 = 3 // $ = int 

:ROCKB3_13878
if 
  $6717 == 3 // $ == int 
jf @ROCKB3_13932 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13932 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6717 = 4 // $ = int 

:ROCKB3_13932
if 
  $6717 == 4 // $ == int 
jf @ROCKB3_13964 
TIMERB = 0 // @ = int 
$6717 = 5 // $ = int 

:ROCKB3_13964
if 
  $6717 == 5 // $ == int 
jf @ROCKB3_14018 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_14018 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6717 = 6 // $ = int 

:ROCKB3_14018
if 
  $6710 == 0 // $ == int 
jf @ROCKB3_14059 
if 
   Actor.Dead($6709)
jf @ROCKB3_14059 
$6719 = 1 // $ = int 

:ROCKB3_14059
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_14100 
if 
   Actor.Dead($6711)
jf @ROCKB3_14100 
$6720 = 1 // $ = int 

:ROCKB3_14100
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_14141 
if 
   Actor.Dead($6713)
jf @ROCKB3_14141 
$6721 = 1 // $ = int 

:ROCKB3_14141
if 
   Car.Wrecked($6699)
jf @ROCKB3_14171 
$6722 = 1 // $ = int 
jump @ROCKB3_14439 

:ROCKB3_14171
02E3: $6700 = car $6699 speed 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6699 
jf @ROCKB3_14225 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
$6707 = 1 // $ = int 

:ROCKB3_14225
if 
  $6706 == 0 // $ == int 
jf @ROCKB3_14439 
if 
  $6715 == 1 // $ == int 
jf @ROCKB3_14439 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_14439 
$6700 -= 26.0 // $ -= float 
$6700 /= 25.0 // $ /= float 
0059: $6703 += $6700 // $ += $ float 
if 
  1.0 > $6703 // float > $ 
jf @ROCKB3_14372 
if 
   not Car.Wrecked($6699)
jf @ROCKB3_14372 
020B: explode_car $6699 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_14372 

:ROCKB3_14372
if 
  $6703 > 100.0 // $ > float 
jf @ROCKB3_14403 
$6703 = 100.0 // $ = float 

:ROCKB3_14403
0086: $1067 = $6703 // $ = $ float 
$1067 *= -1.0 // $ *= float 
$1067 += 100.0 // $ += float 
008C: $6702 = float_to_integer $1067 

:ROCKB3_14439
if 
  $6706 == 1 // $ == int 
jf @ROCKB3_14557 
if 
  $6718 == 0 // $ == int 
jf @ROCKB3_14557 
if 
  $6712 == 0 // $ == int 
jf @ROCKB3_14516 
if 
   Actor.Dead($6711)
jf @ROCKB3_14516 
$6720 = 1 // $ = int 

:ROCKB3_14516
if 
  $6714 == 0 // $ == int 
jf @ROCKB3_14557 
if 
   Actor.Dead($6713)
jf @ROCKB3_14557 
$6721 = 1 // $ = int 

:ROCKB3_14557
jump @ROCKB3_13704 

:ROCKB3_14564
return 

//-------------Mission 66---------------
// Originally: Weapon Range

:RANGE
script_name 'RANGE' 
gosub @RANGE_46 
if 
wasted_or_busted 
jf @RANGE_37 
gosub @RANGE_6148 

:RANGE_37
gosub @RANGE_6250 
terminate_this_script 

:RANGE_46
$ONMISSION = 1 // $ = int 
if 
  $410 == 0 // $ == int 
jf @RANGE_73 
increment_mission_attempts 

:RANGE_73
$4318 = 0 // $ = int 
$4313 = 0 // $ = int 
$4370 = 0 // $ = int 
$4311 = 0 // $ = int 
$4389 = 30 // $ = int 
$4369 = 0 // $ = int 
$4312 = 0 // $ = int 
$4082 = 0 // $ = int 
$4078 = 121000 // $ = int 
$4075 = 0 // $ = int 
$4077 = 0 // $ = int 
$4081 = 0 // $ = int 
$4088 = 0 // $ = int 
$4089 = 0 // $ = int 
$4090 = 0 // $ = int 
$4091 = 0 // $ = int 
$4092 = 0 // $ = int 
$4093 = 0 // $ = int 
$4100 = 0.0 // $ = float 
$4101 = 0.0 // $ = float 
$4102 = 0.0 // $ = float 
$4087 = 0 // $ = int 
$4100 = -673.29 // $ = float 
$4101 = 1238.52 // $ = float 
$4102 = 11.5 // $ = float 
$4108 = 0 // $ = int 
$4109 = 0 // $ = int 
$4110 = 0 // $ = int 
$4111 = 0 // $ = int 
$4112 = 0 // $ = int 
$4113 = 0 // $ = int 
$4120 = 0.0 // $ = float 
$4121 = 0.0 // $ = float 
$4122 = 0.0 // $ = float 
$4107 = 0 // $ = int 
$4123 = 0.0 // $ = float 
$4124 = 0.0 // $ = float 
$4125 = 0.0 // $ = float 
$4126 = 0 // $ = int 
$4120 = -676.11 // $ = float 
$4121 = 1227.0 // $ = float 
$4122 = 11.5 // $ = float 
$4128 = 0 // $ = int 
$4129 = 0 // $ = int 
$4130 = 0 // $ = int 
$4131 = 0 // $ = int 
$4132 = 0 // $ = int 
$4133 = 0 // $ = int 
$4140 = 0.0 // $ = float 
$4141 = 0.0 // $ = float 
$4142 = 0.0 // $ = float 
$4127 = 0 // $ = int 
$4143 = 0.0 // $ = float 
$4144 = 0.0 // $ = float 
$4145 = 0.0 // $ = float 
$4146 = 0 // $ = int 
$4140 = -679.04 // $ = float 
$4141 = 1238.52 // $ = float 
$4142 = 11.5 // $ = float 
$4339 = 0 // $ = int 
$4340 = 0 // $ = int 
$4341 = 0 // $ = int 
$4371 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ2' 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Model.Load(#COLT45)
Model.Load(#TAR_FRAME)
Model.Load(#TAR_DOWNLEFT)
Model.Load(#TAR_DOWNRIGHT)
Model.Load(#TAR_TOP)
Model.Load(#TAR_UPLEFT)
Model.Load(#TAR_UPRIGHT)
Model.Load(#FAKETARGET)
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:RANGE_674
if or
   not Model.Available(#COLT45)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
   not Model.Available(#FAKETARGET)
jf @RANGE_714 
wait 0 
jump @RANGE_674 

:RANGE_714
if or
   not Model.Available(#TAR_FRAME)
   not Model.Available(#TAR_DOWNLEFT)
   not Model.Available(#TAR_DOWNRIGHT)
   not Model.Available(#TAR_TOP)
   not Model.Available(#TAR_UPLEFT)
   not Model.Available(#TAR_UPRIGHT)
jf @RANGE_766 
wait 0 
jump @RANGE_714 

:RANGE_766
Object.Init($4345, #FAKETARGET, -668.42, 1231.65, 10.08)
Object.RemoveFromMissionCleanupList($4345)
Object.Angle($4345) = 90.0
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $4339 ammo $4340 model $4341 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $4345 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
$4312 = 100 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:RANGE_902
if 
fading 
jf @RANGE_996 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_989 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_989
jump @RANGE_902 

:RANGE_996
Player.CanMove($PLAYER_CHAR, True)
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1033 
jump @RANGE_1641 

:RANGE_1033
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
TIMERA = 0 // @ = int 

:RANGE_1055
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1185 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1108 
jump @RANGE_1641 

:RANGE_1108
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1178 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_1178
jump @RANGE_1055 

:RANGE_1185
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:RANGE_1207
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1337 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1260 
jump @RANGE_1641 

:RANGE_1260
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1330 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_1330
jump @RANGE_1207 

:RANGE_1337
00BC: text_highpriority 'BJM2_2' time 8000 1  // ~g~To exit the round press ~h~::EXIT::~g~
TIMERA = 0 // @ = int 

:RANGE_1359
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1489 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1412 
jump @RANGE_1641 

:RANGE_1412
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1482 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_1482
jump @RANGE_1359 

:RANGE_1489
00BC: text_highpriority 'BJM2_23' time 8000 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
TIMERA = 0 // @ = int 

:RANGE_1511
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1641 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1564 
jump @RANGE_1641 

:RANGE_1564
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1634 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_1634
jump @RANGE_1511 

:RANGE_1641
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'BNK2_1' time 5000 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
$426 = 1 // $ = int 

:RANGE_1688
if 
83D2:   not wav 1 ended 
jf @RANGE_1784 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1777 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_1777
jump @RANGE_1688 

:RANGE_1784
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 5000 1  // AIM 3-2-1 FIRE!

:RANGE_1813
if 
83D2:   not wav 2 ended 
jf @RANGE_1909 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1902 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_1902
jump @RANGE_1813 

:RANGE_1909
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $4078 count_in_direction 1 
04F7: status_text $4389 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $4369 0 line 1 'BJM2_15'  // SCORE:
TIMERA = 0 // @ = int 
018D: $4368 = create_sound 11 at -679.403 1232.564 11.105 

:RANGE_1989
if 
  $4077 == 0 // $ == int 
jf @RANGE_5724 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_2081 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_2081
if 
00E1:   player 0 pressed_button 14 
jf @RANGE_2105 
$4077 = 1 // $ = int 

:RANGE_2105
if 
  $4344 == 0 // $ == int 
jf @RANGE_2142 
03CF: load_wav 'BNK2_3' as 1 
$4344 = 1 // $ = int 

:RANGE_2142
if 
  $4344 == 1 // $ == int 
jf @RANGE_2182 
if 
03D0:   wav 1 loaded 
jf @RANGE_2182 
$4344 = 2 // $ = int 

:RANGE_2182
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $4081 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $4078 == 0 // $ == int 
  $4081 == 0 // $ == int 
jf @RANGE_2313 
if 
  $4371 == 0 // $ == int 
jf @RANGE_2261 
TIMERA = 0 // @ = int 
$4371 = 1 // $ = int 
jump @RANGE_2313 

:RANGE_2261
if 
  TIMERA > 200 // @ > int 
jf @RANGE_2313 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$4348 = 1 // $ = int 
$4077 = 1 // $ = int 

:RANGE_2313
01BD: $4379 = current_time_in_ms 
if 
  $4380 == 0 // $ == int 
jf @RANGE_2356 
01BD: $4379 = current_time_in_ms 
0084: $4381 = $4379 // $ = $ int 
$4380 = 1 // $ = int 

:RANGE_2356
if 
  $4380 == 1 // $ == int 
jf @RANGE_2390 
0084: $4382 = $4379 // $ = $ int 
0060: $4382 -= $4381 // $ -= $ int 

:RANGE_2390
if 
  $4382 >= 2000 // $ >= int 
jf @RANGE_2645 
if 
  $4087 == 0 // $ == int 
jf @RANGE_2645 
Object.Create($4094, #TAR_FRAME, $4100, $4101, $4102)
Object.Angle($4094) = 90.0
Object.Create($4095, #TAR_DOWNLEFT, $4100, $4101, $4102)
Object.Angle($4095) = 90.0
Object.Create($4096, #TAR_DOWNRIGHT, $4100, $4101, $4102)
Object.Angle($4096) = 90.0
Object.Create($4097, #TAR_TOP, $4100, $4101, $4102)
Object.Angle($4097) = 90.0
Object.Create($4098, #TAR_UPLEFT, $4100, $4101, $4102)
Object.Angle($4098) = 90.0
Object.Create($4099, #TAR_UPRIGHT, $4100, $4101, $4102)
Object.Angle($4099) = 90.0
$4088 = 0 // $ = int 
$4089 = 0 // $ = int 
$4090 = 0 // $ = int 
$4091 = 0 // $ = int 
$4092 = 0 // $ = int 
$4093 = 0 // $ = int 
$4106 = 0 // $ = int 
$4087 = 1 // $ = int 

:RANGE_2645
if 
  $4087 == 1 // $ == int 
jf @RANGE_2936 
if 
  $4088 == 0 // $ == int 
jf @RANGE_2833 
if 
8366:   not object $4094 damaged 
jf @RANGE_2711 
Object.StorePos($4094, $4103, $4104, $4105)

:RANGE_2711
if 
  $4106 == 0 // $ == int 
jf @RANGE_2781 
if 
  1228.7 >= $4104 // float >= $ 
jf @RANGE_2764 
$4106 = 1 // $ = int 
jump @RANGE_2774 

:RANGE_2764
007E: $4104 -= frame_delta_time * 0.06 // float 

:RANGE_2774
jump @RANGE_2826 

:RANGE_2781
if 
  $4104 >= 1236.5 // $ >= float 
jf @RANGE_2816 
$4106 = 0 // $ = int 
jump @RANGE_2826 

:RANGE_2816
0078: $4104 += frame_delta_time * 0.06 // float 

:RANGE_2826
jump @RANGE_2936 

:RANGE_2833
if 
8366:   not object $4094 damaged 
jf @RANGE_2936 
Object.StorePos($4094, $4103, $4104, $4105)
if 
  $4104 >= 1239.0 // $ >= float 
jf @RANGE_2926 
if 
8366:   not object $4094 damaged 
jf @RANGE_2905 
Object.Destroy($4094)

:RANGE_2905
$4087 = 0 // $ = int 
$4380 = 0 // $ = int 
jump @RANGE_2936 

:RANGE_2926
0078: $4104 += frame_delta_time * 0.06 // float 

:RANGE_2936
if 
  $4087 == 1 // $ == int 
jf @RANGE_3437 
01BC: put_object $4094 at $4103 $4104 $4105 
if 
  $4088 == 0 // $ == int 
jf @RANGE_3437 
if and
  $4089 == 1 // $ == int 
  $4090 == 1 // $ == int 
  $4091 == 1 // $ == int 
  $4092 == 1 // $ == int 
  $4093 == 1 // $ == int 
jf @RANGE_3067 
$4390 += 1 // $ += int 
$4075 += 1 // $ += int 
$4369 += 1 // $ += int 
$4380 = 0 // $ = int 
$4088 = 1 // $ = int 

:RANGE_3067
if 
  $4089 == 0 // $ == int 
jf @RANGE_3141 
if 
0366:   object $4095 damaged 
jf @RANGE_3127 
Object.Destroy($4095)
$4082 += 1 // $ += int 
$4089 = 1 // $ = int 
jump @RANGE_3141 

:RANGE_3127
01BC: put_object $4095 at $4103 $4104 $4105 

:RANGE_3141
if 
  $4090 == 0 // $ == int 
jf @RANGE_3215 
if 
0366:   object $4096 damaged 
jf @RANGE_3201 
Object.Destroy($4096)
$4082 += 1 // $ += int 
$4090 = 1 // $ = int 
jump @RANGE_3215 

:RANGE_3201
01BC: put_object $4096 at $4103 $4104 $4105 

:RANGE_3215
if 
  $4091 == 0 // $ == int 
jf @RANGE_3289 
if 
0366:   object $4097 damaged 
jf @RANGE_3275 
Object.Destroy($4097)
$4082 += 1 // $ += int 
$4091 = 1 // $ = int 
jump @RANGE_3289 

:RANGE_3275
01BC: put_object $4097 at $4103 $4104 $4105 

:RANGE_3289
if 
  $4092 == 0 // $ == int 
jf @RANGE_3363 
if 
0366:   object $4098 damaged 
jf @RANGE_3349 
Object.Destroy($4098)
$4082 += 1 // $ += int 
$4092 = 1 // $ = int 
jump @RANGE_3363 

:RANGE_3349
01BC: put_object $4098 at $4103 $4104 $4105 

:RANGE_3363
if 
  $4093 == 0 // $ == int 
jf @RANGE_3437 
if 
0366:   object $4099 damaged 
jf @RANGE_3423 
Object.Destroy($4099)
$4082 += 1 // $ += int 
$4093 = 1 // $ = int 
jump @RANGE_3437 

:RANGE_3423
01BC: put_object $4099 at $4103 $4104 $4105 

:RANGE_3437
if 
  $4383 == 0 // $ == int 
jf @RANGE_3475 
01BD: $4379 = current_time_in_ms 
0084: $4384 = $4379 // $ = $ int 
$4383 = 1 // $ = int 

:RANGE_3475
if 
  $4383 == 1 // $ == int 
jf @RANGE_3509 
0084: $4385 = $4379 // $ = $ int 
0060: $4385 -= $4384 // $ -= $ int 

:RANGE_3509
if 
  $4385 >= 2000 // $ >= int 
jf @RANGE_3764 
if 
  $4107 == 0 // $ == int 
jf @RANGE_3764 
Object.Create($4114, #TAR_FRAME, $4120, $4121, $4122)
Object.Angle($4114) = 90.0
Object.Create($4115, #TAR_DOWNLEFT, $4120, $4121, $4122)
Object.Angle($4115) = 90.0
Object.Create($4116, #TAR_DOWNRIGHT, $4120, $4121, $4122)
Object.Angle($4116) = 90.0
Object.Create($4117, #TAR_TOP, $4120, $4121, $4122)
Object.Angle($4117) = 90.0
Object.Create($4118, #TAR_UPLEFT, $4120, $4121, $4122)
Object.Angle($4118) = 90.0
Object.Create($4119, #TAR_UPRIGHT, $4120, $4121, $4122)
Object.Angle($4119) = 90.0
$4108 = 0 // $ = int 
$4109 = 0 // $ = int 
$4110 = 0 // $ = int 
$4111 = 0 // $ = int 
$4112 = 0 // $ = int 
$4113 = 0 // $ = int 
$4126 = 1 // $ = int 
$4107 = 1 // $ = int 

:RANGE_3764
if 
  $4107 == 1 // $ == int 
jf @RANGE_4055 
if 
  $4108 == 0 // $ == int 
jf @RANGE_3952 
if 
8366:   not object $4114 damaged 
jf @RANGE_3830 
Object.StorePos($4114, $4123, $4124, $4125)

:RANGE_3830
if 
  $4126 == 0 // $ == int 
jf @RANGE_3900 
if 
  1228.7 >= $4124 // float >= $ 
jf @RANGE_3883 
$4126 = 1 // $ = int 
jump @RANGE_3893 

:RANGE_3883
007E: $4124 -= frame_delta_time * 0.04 // float 

:RANGE_3893
jump @RANGE_3945 

:RANGE_3900
if 
  $4124 >= 1236.5 // $ >= float 
jf @RANGE_3935 
$4126 = 0 // $ = int 
jump @RANGE_3945 

:RANGE_3935
0078: $4124 += frame_delta_time * 0.04 // float 

:RANGE_3945
jump @RANGE_4055 

:RANGE_3952
if 
8366:   not object $4114 damaged 
jf @RANGE_4055 
Object.StorePos($4114, $4123, $4124, $4125)
if 
  1227.0 >= $4124 // float >= $ 
jf @RANGE_4045 
if 
8366:   not object $4114 damaged 
jf @RANGE_4024 
Object.Destroy($4114)

:RANGE_4024
$4107 = 0 // $ = int 
$4383 = 0 // $ = int 
jump @RANGE_4055 

:RANGE_4045
007E: $4124 -= frame_delta_time * 0.06 // float 

:RANGE_4055
if 
  $4107 == 1 // $ == int 
jf @RANGE_4570 
01BC: put_object $4114 at $4123 $4124 $4125 
if 
  $4108 == 0 // $ == int 
jf @RANGE_4570 
if and
  $4109 == 1 // $ == int 
  $4110 == 1 // $ == int 
  $4111 == 1 // $ == int 
  $4112 == 1 // $ == int 
  $4113 == 1 // $ == int 
jf @RANGE_4200 
$4390 += 1 // $ += int 
$4075 += 1 // $ += int 
$4075 += 1 // $ += int 
$4369 += 1 // $ += int 
$4369 += 1 // $ += int 
$4383 = 0 // $ = int 
$4108 = 1 // $ = int 

:RANGE_4200
if 
  $4109 == 0 // $ == int 
jf @RANGE_4274 
if 
0366:   object $4115 damaged 
jf @RANGE_4260 
Object.Destroy($4115)
$4082 += 1 // $ += int 
$4109 = 1 // $ = int 
jump @RANGE_4274 

:RANGE_4260
01BC: put_object $4115 at $4123 $4124 $4125 

:RANGE_4274
if 
  $4110 == 0 // $ == int 
jf @RANGE_4348 
if 
0366:   object $4116 damaged 
jf @RANGE_4334 
Object.Destroy($4116)
$4082 += 1 // $ += int 
$4110 = 1 // $ = int 
jump @RANGE_4348 

:RANGE_4334
01BC: put_object $4116 at $4123 $4124 $4125 

:RANGE_4348
if 
  $4111 == 0 // $ == int 
jf @RANGE_4422 
if 
0366:   object $4117 damaged 
jf @RANGE_4408 
Object.Destroy($4117)
$4082 += 1 // $ += int 
$4111 = 1 // $ = int 
jump @RANGE_4422 

:RANGE_4408
01BC: put_object $4117 at $4123 $4124 $4125 

:RANGE_4422
if 
  $4112 == 0 // $ == int 
jf @RANGE_4496 
if 
0366:   object $4118 damaged 
jf @RANGE_4482 
Object.Destroy($4118)
$4082 += 1 // $ += int 
$4112 = 1 // $ = int 
jump @RANGE_4496 

:RANGE_4482
01BC: put_object $4118 at $4123 $4124 $4125 

:RANGE_4496
if 
  $4113 == 0 // $ == int 
jf @RANGE_4570 
if 
0366:   object $4119 damaged 
jf @RANGE_4556 
Object.Destroy($4119)
$4082 += 1 // $ += int 
$4113 = 1 // $ = int 
jump @RANGE_4570 

:RANGE_4556
01BC: put_object $4119 at $4123 $4124 $4125 

:RANGE_4570
if 
  $4386 == 0 // $ == int 
jf @RANGE_4608 
01BD: $4379 = current_time_in_ms 
0084: $4387 = $4379 // $ = $ int 
$4386 = 1 // $ = int 

:RANGE_4608
if 
  $4386 == 1 // $ == int 
jf @RANGE_4642 
0084: $4388 = $4379 // $ = $ int 
0060: $4388 -= $4387 // $ -= $ int 

:RANGE_4642
if 
  $4388 >= 2000 // $ >= int 
jf @RANGE_4897 
if 
  $4127 == 0 // $ == int 
jf @RANGE_4897 
Object.Create($4134, #TAR_FRAME, $4140, $4141, $4142)
Object.Angle($4134) = 90.0
Object.Create($4135, #TAR_DOWNLEFT, $4140, $4141, $4142)
Object.Angle($4135) = 90.0
Object.Create($4136, #TAR_DOWNRIGHT, $4140, $4141, $4142)
Object.Angle($4136) = 90.0
Object.Create($4137, #TAR_TOP, $4140, $4141, $4142)
Object.Angle($4137) = 90.0
Object.Create($4138, #TAR_UPLEFT, $4140, $4141, $4142)
Object.Angle($4138) = 90.0
Object.Create($4139, #TAR_UPRIGHT, $4140, $4141, $4142)
Object.Angle($4139) = 90.0
$4128 = 0 // $ = int 
$4129 = 0 // $ = int 
$4130 = 0 // $ = int 
$4131 = 0 // $ = int 
$4132 = 0 // $ = int 
$4133 = 0 // $ = int 
$4146 = 0 // $ = int 
$4127 = 1 // $ = int 

:RANGE_4897
if 
  $4127 == 1 // $ == int 
jf @RANGE_5188 
if 
  $4128 == 0 // $ == int 
jf @RANGE_5085 
if 
8366:   not object $4134 damaged 
jf @RANGE_4963 
Object.StorePos($4134, $4143, $4144, $4145)

:RANGE_4963
if 
  $4146 == 0 // $ == int 
jf @RANGE_5033 
if 
  1228.7 >= $4144 // float >= $ 
jf @RANGE_5016 
$4146 = 1 // $ = int 
jump @RANGE_5026 

:RANGE_5016
007E: $4144 -= frame_delta_time * 0.02 // float 

:RANGE_5026
jump @RANGE_5078 

:RANGE_5033
if 
  $4144 >= 1236.5 // $ >= float 
jf @RANGE_5068 
$4146 = 0 // $ = int 
jump @RANGE_5078 

:RANGE_5068
0078: $4144 += frame_delta_time * 0.02 // float 

:RANGE_5078
jump @RANGE_5188 

:RANGE_5085
if 
8366:   not object $4134 damaged 
jf @RANGE_5188 
Object.StorePos($4134, $4143, $4144, $4145)
if 
  $4144 >= 1239.0 // $ >= float 
jf @RANGE_5178 
if 
8366:   not object $4134 damaged 
jf @RANGE_5157 
Object.Destroy($4134)

:RANGE_5157
$4127 = 0 // $ = int 
$4388 = 0 // $ = int 
jump @RANGE_5188 

:RANGE_5178
0078: $4144 += frame_delta_time * 0.06 // float 

:RANGE_5188
if 
  $4127 == 1 // $ == int 
jf @RANGE_5717 
01BC: put_object $4134 at $4143 $4144 $4145 
if 
  $4128 == 0 // $ == int 
jf @RANGE_5717 
if and
  $4129 == 1 // $ == int 
  $4130 == 1 // $ == int 
  $4131 == 1 // $ == int 
  $4132 == 1 // $ == int 
  $4133 == 1 // $ == int 
jf @RANGE_5347 
$4390 += 1 // $ += int 
$4075 += 1 // $ += int 
$4075 += 1 // $ += int 
$4075 += 1 // $ += int 
$4369 += 1 // $ += int 
$4369 += 1 // $ += int 
$4369 += 1 // $ += int 
$4388 = 0 // $ = int 
$4128 = 1 // $ = int 

:RANGE_5347
if 
  $4129 == 0 // $ == int 
jf @RANGE_5421 
if 
0366:   object $4135 damaged 
jf @RANGE_5407 
Object.Destroy($4135)
$4082 += 1 // $ += int 
$4129 = 1 // $ = int 
jump @RANGE_5421 

:RANGE_5407
01BC: put_object $4135 at $4143 $4144 $4145 

:RANGE_5421
if 
  $4130 == 0 // $ == int 
jf @RANGE_5495 
if 
0366:   object $4136 damaged 
jf @RANGE_5481 
Object.Destroy($4136)
$4082 += 1 // $ += int 
$4130 = 1 // $ = int 
jump @RANGE_5495 

:RANGE_5481
01BC: put_object $4136 at $4143 $4144 $4145 

:RANGE_5495
if 
  $4131 == 0 // $ == int 
jf @RANGE_5569 
if 
0366:   object $4137 damaged 
jf @RANGE_5555 
Object.Destroy($4137)
$4082 += 1 // $ += int 
$4131 = 1 // $ = int 
jump @RANGE_5569 

:RANGE_5555
01BC: put_object $4137 at $4143 $4144 $4145 

:RANGE_5569
if 
  $4132 == 0 // $ == int 
jf @RANGE_5643 
if 
0366:   object $4138 damaged 
jf @RANGE_5629 
Object.Destroy($4138)
$4082 += 1 // $ += int 
$4132 = 1 // $ = int 
jump @RANGE_5643 

:RANGE_5629
01BC: put_object $4138 at $4143 $4144 $4145 

:RANGE_5643
if 
  $4133 == 0 // $ == int 
jf @RANGE_5717 
if 
0366:   object $4139 damaged 
jf @RANGE_5703 
Object.Destroy($4139)
$4082 += 1 // $ += int 
$4133 = 1 // $ = int 
jump @RANGE_5717 

:RANGE_5703
01BC: put_object $4139 at $4143 $4144 $4145 

:RANGE_5717
jump @RANGE_1989 

:RANGE_5724
018E: stop_sound $4368 
if 
  $4348 == 1 // $ == int 
jf @RANGE_5843 

:RANGE_5747
if 
83D2:   not wav 1 ended 
jf @RANGE_5843 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_5836 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6148 

:RANGE_5836
jump @RANGE_5747 

:RANGE_5843
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press ~h~::EXIT::~g~
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $4313 = $4312 // $ = $ int 
0060: $4313 -= $4081 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
014F: stop_timer $4078 
01E3: text_1number_styled 'RANGE_1' number $4075 time 4000 style 1  // SCORE FOR SHOOT: ~1~
wait 4000 
0084: $4311 = $4082 // $ = $ int 
$4311 *= 100 // $ *= int 
if 
  $4313 > 0 // $ > int 
jf @RANGE_5982 
0070: $4311 /= $4313 // $ /= $ int 
jump @RANGE_5989 

:RANGE_5982
$4311 = 0 // $ = int 

:RANGE_5989
01E3: text_1number_styled 'BJM2_3' number $4311 time 4000 style 1  // HIT RATE: ~1~%
wait 4000 
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($4345)
Player.CanMove($PLAYER_CHAR, True)
if 
  $4369 >= 45 // $ >= int 
jf @RANGE_6108 
if 
  $410 == 0 // $ == int 
jf @RANGE_6108 
030C: progress_made += 1 
0331: set_player $PLAYER_CHAR fast_reload 1 
00BC: text_highpriority 'RELOAD' time 5000 1  // ~g~You have won the fast reload ability!
$410 = 1 // $ = int 

:RANGE_6108
if 
001C:   $4369 > $4389 // $ > $ int 
jf @RANGE_6141 
jump @RANGE_6165 
jump @RANGE_6148 

:RANGE_6141
jump @RANGE_6148 

:RANGE_6148
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:RANGE_6165
01EB: set_traffic_density_multiplier_to 1.0 
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 500
if 
  $2005 == 0 // $ == int 
jf @RANGE_6225 
0595: mission_complete 
$2005 = 1 // $ = int 

:RANGE_6225
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
042F: register_highest_int_stat 0 to $4369 
042F: register_highest_int_stat 1 to $4311 
return 

:RANGE_6250
018E: stop_sound $4368 
Object.Destroy($4094)
Object.Destroy($4095)
Object.Destroy($4096)
Object.Destroy($4097)
Object.Destroy($4098)
Object.Destroy($4099)
Object.Destroy($4114)
Object.Destroy($4115)
Object.Destroy($4116)
Object.Destroy($4117)
Object.Destroy($4118)
Object.Destroy($4119)
Object.Destroy($4134)
Object.Destroy($4135)
Object.Destroy($4136)
Object.Destroy($4137)
Object.Destroy($4138)
Object.Destroy($4139)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
  $4340 > 0 // $ > int 
jf @RANGE_6373 
Model.Load($4341)

:RANGE_6373
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon $4339 ammo $4340 // Load the weapon model before using this 
Model.Destroy($4341)
$ONMISSION = 0 // $ = int 
$1299 = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Object.Destroy($4345)
0151: remove_status_text $4369 
0151: remove_status_text $4389 
014F: stop_timer $4078 
Model.Destroy(#COLT45)
Model.Destroy(#TAR_FRAME)
Model.Destroy(#TAR_DOWNLEFT)
Model.Destroy(#TAR_DOWNRIGHT)
Model.Destroy(#TAR_TOP)
Model.Destroy(#TAR_UPLEFT)
Model.Destroy(#TAR_UPRIGHT)
Model.Destroy(#FAKETARGET)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 67---------------
// Originally: Road Kill

:ASSIN1
script_name 'ASSIN1' 
gosub @ASSIN1_46 
if 
wasted_or_busted 
jf @ASSIN1_37 
gosub @ASSIN1_1831 

:ASSIN1_37
gosub @ASSIN1_1915 
terminate_this_script 

:ASSIN1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN1' 
Model.Load(#PIZZABOY)
Model.Load(#HMYRI)
Model.Load(#PIZZABOX)
Model.Load(#CELLPHONE)

:ASSIN1_88
if or
   not Model.Available(#PIZZABOY)
   not Model.Available(#HMYRI)
   not Model.Available(#PIZZABOX)
   not Model.Available(#CELLPHONE)
jf @ASSIN1_129 
wait 0 
jump @ASSIN1_88 

:ASSIN1_129
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 37.6088 -1023.987 9.4108 range 1.0 
0395: clear_area 0 at 36.86817 -1027.187 10.41709 range 1.0 
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 36.8778 -1023.988 9.4108 
0171: set_player $PLAYER_CHAR z_angle_to -0.01 
Camera.SetPosition(36.86817, -1027.187, 10.41709, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB1_1B' as 1 
03CF: load_wav 'JOB1_1C' as 2 

:ASSIN1_338
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN1_368 
wait 0 
jump @ASSIN1_338 

:ASSIN1_368
if 
fading 
jf @ASSIN1_392 
wait 0 
jump @ASSIN1_368 

:ASSIN1_392
00BC: text_highpriority 'ASM1_D' time 10000 1  // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
03D1: play_wav 1 

:ASSIN1_411
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN1_466 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN1_459 
jump @ASSIN1_694 

:ASSIN1_459
jump @ASSIN1_411 

:ASSIN1_466
03D5: remove_text 'ASM1_D'  // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
040D: unload_wav 1 
00BC: text_highpriority 'ASM1_C' time 10000 1  // I have more work for you with a more 'hands-on' approach.
03D1: play_wav 2 

:ASSIN1_499
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN1_554 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN1_547 
jump @ASSIN1_694 

:ASSIN1_547
jump @ASSIN1_499 

:ASSIN1_554
03D5: remove_text 'ASM1_C'  // I have more work for you with a more 'hands-on' approach.
040D: unload_wav 2 
03CF: load_wav 'JOB1_1D' as 1 

:ASSIN1_580
if 
83D0:   not wav 1 loaded 
jf @ASSIN1_606 
wait 0 
jump @ASSIN1_580 

:ASSIN1_606
00BC: text_highpriority 'ASM1_B' time 10000 1  // Your next job is taped under the phone.
03D1: play_wav 1 

:ASSIN1_625
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN1_680 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN1_673 
jump @ASSIN1_694 

:ASSIN1_673
jump @ASSIN1_625 

:ASSIN1_680
03D5: remove_text 'ASM1_B'  // Your next job is taped under the phone.
040D: unload_wav 1 

:ASSIN1_694
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 

:ASSIN1_749
if 
fading 
jf @ASSIN1_773 
wait 0 
jump @ASSIN1_749 

:ASSIN1_773
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1500 

:ASSIN1_788
if 
fading 
jf @ASSIN1_812 
wait 0 
jump @ASSIN1_788 

:ASSIN1_812
Player.CanMove($PLAYER_CHAR, True)
$6732 = 121.0519 // $ = float 
$6733 = -1443.547 // $ = float 
$6734 = 9.845 // $ = float 
$6735 = 150.0 // $ = float 
$6736 = 0 // $ = int 
$6739 = 0 // $ = int 
$6738 = 0 // $ = int 
$6737 = 50 // $ = int 
0481: set_enter_car_range_multiplier 3.0 

:ASSIN1_894
wait 0 
if 
  $6739 == 0 // $ == int 
jf @ASSIN1_1085 
00BC: text_highpriority 'ASM1_7' time 10000 2  // ~g~Carl Pearson, Pizza Delivery Man. Kill him before he completes his deliveries.
$6739 = 2 // $ = int 
04E3: set_player $PLAYER_CHAR mood 2 duration 350000 
03C4: set_status_text_to $6737 0 'ASM1_6'  // Deliveries left:
0395: clear_area 0 at $6732 $6733 $6734 range 5.0 
Car.Create($6728, #PIZZABOY, $6732, $6733, $6734)
Car.Angle($6728) = $6735
0129: $6727 = create_actor 4 #HMYRI in_car $6728 driverseat 
0568: set_actor $6727 untargetable 2 
02A9: set_actor $6727 immune_to_nonplayer 1 
035F: set_actor $6727 armour_to 50 
Car.SetToPsychoDriver($6728)
Car.SetMaxSpeed($6728, 32.0)
00AE: set_vehicle $6728 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($6728, True)
Marker.CreateAboveActor($6729, $6727)
$6739 = 1 // $ = int 

:ASSIN1_1085
if 
  $6739 == 1 // $ == int 
jf @ASSIN1_1824 
if 
   Actor.Dead($6727)
jf @ASSIN1_1126 
jump @ASSIN1_1848 

:ASSIN1_1126
if 
   not Actor.Dead($6727)
jf @ASSIN1_1187 
if 
  $6737 == 0 // $ == int 
jf @ASSIN1_1187 
0151: remove_status_text $6737 
00BC: text_highpriority 'ASM1_5' time 5000 1  // ~r~Your target completed his deliveries!
jump @ASSIN1_1831 

:ASSIN1_1187
if 
   not Actor.Dead($6727)
jf @ASSIN1_1516 
if 
  2 > $6736 // int > $ 
jf @ASSIN1_1307 
if 
   not Car.Wrecked($6728)
jf @ASSIN1_1300 
if 
80DC:   not player $PLAYER_CHAR in_car $6728 
jf @ASSIN1_1286 
if 
02BF:   car $6728 sunk 
jf @ASSIN1_1279 
$6736 = 2 // $ = int 

:ASSIN1_1279
jump @ASSIN1_1293 

:ASSIN1_1286
$6736 = 2 // $ = int 

:ASSIN1_1293
jump @ASSIN1_1307 

:ASSIN1_1300
$6736 = 2 // $ = int 

:ASSIN1_1307
if 
  $6736 == 0 // $ == int 
jf @ASSIN1_1363 
if 
   not Actor.Driving($6727)
jf @ASSIN1_1363 
01D5: actor $6727 go_to_and_drive_car $6728 
0319: set_actor $6727 running 1 
$6736 = 1 // $ = int 

:ASSIN1_1363
if 
  $6736 == 1 // $ == int 
jf @ASSIN1_1429 
if 
0448:   actor $6727 sitting_in_car $6728 
jf @ASSIN1_1429 
Car.SetMaxSpeed($6728, 32.0)
00AE: set_vehicle $6728 traffic_behavior_to 2 
Car.SetToPsychoDriver($6728)
$6736 = 0 // $ = int 

:ASSIN1_1429
if 
  $6736 == 2 // $ == int 
jf @ASSIN1_1516 
if or
044B:   actor $6727 on_foot 
   Car.Wrecked($6728)
jf @ASSIN1_1495 
011C: actor $6727 clear_objective 
01D0: actor $6727 avoid_player $PLAYER_CHAR 
$6736 = 3 // $ = int 
jump @ASSIN1_1516 

:ASSIN1_1495
if 
0449:   actor $6727 sitting_in_any_car 
jf @ASSIN1_1516 
03E2: actor $6727 leave_any_car 

:ASSIN1_1516
if 
  $6738 == 0 // $ == int 
jf @ASSIN1_1768 
if 
   not Car.Wrecked($6728)
jf @ASSIN1_1768 
if 
   not Actor.Dead($6727)
jf @ASSIN1_1768 
if 
0448:   actor $6727 sitting_in_car $6728 
jf @ASSIN1_1768 
02E3: $6742 = car $6728 speed 
if 
  $6742 > 10.0 // $ > float 
jf @ASSIN1_1768 
Object.Init($6744, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $6744 relative_to_car $6728 offset 0.5 0.0 0.7 
Object.CollisionDetection($6744, True)
Object.ToggleInMovingList($6744, True)
$6743 = Actor.Angle($6727)
$6740 -= 90.0 // $ -= float 
$6741 -= 90.0 // $ -= float 
02F7: $6740 = cosine $6743 // float 
02F6: $6741 = sine $6743 // float 
$6740 *= 11.0 // $ *= float 
$6741 *= 11.0 // $ *= float 
038C: object $6744 scatter $6740 $6741 6.0 
$6738 = 1 // $ = int 
TIMERA = 0 // @ = int 

:ASSIN1_1768
if 
  $6738 == 1 // $ == int 
jf @ASSIN1_1824 
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN1_1824 
Object.Destroy($6744)
$6737 -= 1 // $ -= int 
$6738 = 0 // $ = int 

:ASSIN1_1824
jump @ASSIN1_894 

:ASSIN1_1831
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ASSIN1_1848
$601 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_1'  // Road Kill
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Player.Money($PLAYER_CHAR) += 500
Marker.Disable($600)
return 

:ASSIN1_1915
$ONMISSION = 0 // $ = int 
Model.Destroy(#PIZZABOX)
Model.Destroy(#HMYRI)
Model.Destroy(#PIZZABOY)
Model.Destroy(#CELLPHONE)
0151: remove_status_text $6737 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($6729)
mission_cleanup 
return 

//-------------Mission 68---------------
// Originally: Waste the Wife

:ASSIN2
script_name 'ASSIN2' 
gosub @ASSIN2_46 
if 
wasted_or_busted 
jf @ASSIN2_37 
gosub @ASSIN2_4071 

:ASSIN2_37
gosub @ASSIN2_4155 
terminate_this_script 

:ASSIN2_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN2' 
$6749 = 0 // $ = int 
$6750 = 394.9916 // $ = float 
$6751 = 202.5176 // $ = float 
$6752 = 9.763453 // $ = float 
$6753 = 403.978 // $ = float 
$6754 = 222.629 // $ = float 
$6755 = 10.761 // $ = float 
$6756 = 0 // $ = int 
$6757 = 0 // $ = int 
$6759 = 0 // $ = int 
$6760 = 0 // $ = int 
$6761 = 0 // $ = int 
$6762 = 0 // $ = int 
$6768 = 0 // $ = int 
$6766 = 99999 // $ = int 
$6767 = 0 // $ = int 
$6749 = 0 // $ = int 
Model.Load(#COMET)
Model.Load(#WFYRI)
Model.Load(#CELLPHONE)

:ASSIN2_223
if or
   not Model.Available(#COMET)
   not Model.Available(#WFYRI)
   not Model.Available(#CELLPHONE)
jf @ASSIN2_259 
wait 0 
jump @ASSIN2_223 

:ASSIN2_259
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 482.4669 244.3981 10.0611 range 1.0 
042B: clear_peds_from_cube 467.323 237.113 5.992 491.743 252.845 15.029 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 482.4622 244.5908 10.10115 
0171: set_player $PLAYER_CHAR z_angle_to 359.0237 
Camera.SetPosition(482.462, 242.7434, 12.795, 0.0, 0.0, 0.0)
0395: clear_area 0 at 482.462 242.7434 12.795 range 1.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB2_1B' as 1 
03CF: load_wav 'JOB1_1C' as 2 

:ASSIN2_468
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN2_498 
wait 0 
jump @ASSIN2_468 

:ASSIN2_498
if 
fading 
jf @ASSIN2_522 
wait 0 
jump @ASSIN2_498 

:ASSIN2_522
00BC: text_highpriority 'ASM2_A' time 10000 1  // My compliments on a job well done Mr. Teal. My client was very pleased.
03D1: play_wav 1 

:ASSIN2_541
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN2_596 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN2_589 
jump @ASSIN2_824 

:ASSIN2_589
jump @ASSIN2_541 

:ASSIN2_596
03D5: remove_text 'ASM2_A'  // My compliments on a job well done Mr. Teal. My client was very pleased.
040D: unload_wav 1 
00BC: text_highpriority 'ASM1_C' time 10000 1  // I have more work for you with a more 'hands-on' approach.
03D1: play_wav 2 

:ASSIN2_629
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN2_684 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN2_677 
jump @ASSIN2_824 

:ASSIN2_677
jump @ASSIN2_629 

:ASSIN2_684
03D5: remove_text 'ASM1_C'  // I have more work for you with a more 'hands-on' approach.
040D: unload_wav 2 
03CF: load_wav 'JOB1_1D' as 1 

:ASSIN2_710
if 
83D0:   not wav 1 loaded 
jf @ASSIN2_736 
wait 0 
jump @ASSIN2_710 

:ASSIN2_736
00BC: text_highpriority 'ASM1_B' time 10000 1  // Your next job is taped under the phone.
03D1: play_wav 1 

:ASSIN2_755
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN2_810 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN2_803 
jump @ASSIN2_824 

:ASSIN2_803
jump @ASSIN2_755 

:ASSIN2_810
03D5: remove_text 'ASM1_B'  // Your next job is taped under the phone.
040D: unload_wav 1 

:ASSIN2_824
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:ASSIN2_872
if 
fading 
jf @ASSIN2_896 
wait 0 
jump @ASSIN2_872 

:ASSIN2_896
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1500 

:ASSIN2_911
if 
fading 
jf @ASSIN2_935 
wait 0 
jump @ASSIN2_911 

:ASSIN2_935
Player.CanMove($PLAYER_CHAR, True)

:ASSIN2_942
wait 0 
if 
  $6756 == 0 // $ == int 
jf @ASSIN2_1071 
00BC: text_highpriority 'ASM2_1' time 10000 2  // ~g~Mrs. Dawson will be leaving the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident.
018A: $6758 = create_checkpoint_at $6753 $6754 $6755 
TIMERA = 0 // @ = int 
$6756 = 1 // $ = int 

:ASSIN2_1071
if 
  $6756 == 1 // $ == int 
jf @ASSIN2_2168 
if 
  $6757 == 0 // $ == int 
jf @ASSIN2_2168 
if 
00F8:   player $PLAYER_CHAR stopped 1 $6753 $6754 $6755 radius 2.0 2.0 3.0 
jf @ASSIN2_2168 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @ASSIN2_2153 
Marker.Disable($6758)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0395: clear_area 1 at $6750 $6751 $6752 range 30.0 
Actor.Create($6745, 5, #WFYRI, 379.3426, 203.4908, 11.39251)
0489: set_actor $6745 muted 1 
Actor.Angle($6745) = 268.9735
Camera.SetPosition(390.952, 212.377, 16.131, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0395: clear_area 1 at $6750 $6751 $6752 range 15.0 
Car.Create($6746, #COMET, $6750, $6751, $6752)
0229: set_car $6746 color_to 6 6 
Car.Angle($6746) = 178.2268
Car.SetMaxSpeed($6746, 0.0)
00AE: set_vehicle $6746 traffic_behavior_to 0 
Car.Health($6746) = 893
020A: set_car $6746 door_status_to 3 

:ASSIN2_1367
if 
   not $6759 == 5 // $ == int 
jf @ASSIN2_2100 
wait 0 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_1461 
if 
   not Actor.Dead($6745)
jf @ASSIN2_1461 
if 
  $6759 == 0 // $ == int 
jf @ASSIN2_1461 
01D5: actor $6745 go_to_and_drive_car $6746 
TIMERA = 0 // @ = int 
$6759 = 1 // $ = int 

:ASSIN2_1461
if 
   not Actor.Dead($6745)
jf @ASSIN2_1625 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_1625 
if 
  $6759 == 1 // $ == int 
jf @ASSIN2_1625 
if 
  TIMERA > 1000 // @ > int 
jf @ASSIN2_1625 
Camera.SetPosition(378.6064, 203.7468, 11.02881, 0.0, 0.0, 0.0)
Camera.PointAt(379.5837, 203.6236, 11.19348, 2)
00BC: text_highpriority 'ASM2_8' time 6000 2  // ~g~You must make Mrs. Dawson's death look like an accident. Do not use any weapons.
00BB: text_lowpriority 'ASM2_10' time 6000 2  // ~g~When her car bursts into flames make your self scarce!
TIMERA = 0 // @ = int 
$6759 = 2 // $ = int 

:ASSIN2_1625
if 
  $6759 == 2 // $ == int 
jf @ASSIN2_1890 
if 
   not Actor.Dead($6745)
jf @ASSIN2_1890 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_1890 
if 
00FF:   actor $6745 0 384.3994 203.4012 10.39251 radius 1.5 1.5 1.5 
jf @ASSIN2_1834 
0395: clear_area 1 at $6750 $6751 $6752 range 50.0 
Camera.SetPosition(390.022, 205.2038, 10.93295, 0.0, 0.0, 0.0)
Actor.PutAt($6745, 390.8115, 202.5918, 10.07062)
Actor.Angle($6745) = 270.7903
01D5: actor $6745 go_to_and_drive_car $6746 
Camera.OnVehicle($6746, 15, 2)
$6759 = 3 // $ = int 
jump @ASSIN2_1890 

:ASSIN2_1834
if 
  TIMERA > 14000 // @ > int 
jf @ASSIN2_1890 
Actor.PutAt($6745, 384.3994, 203.4012, 10.39251)
Actor.Angle($6745) = 270.0
TIMERA = 0 // @ = int 

:ASSIN2_1890
if 
  $6759 == 3 // $ == int 
jf @ASSIN2_2024 
if 
   not Actor.Dead($6745)
jf @ASSIN2_2024 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_2024 
if 
0448:   actor $6745 sitting_in_car $6746 
jf @ASSIN2_2024 
Marker.CreateAboveActor($6747, $6745)
020A: set_car $6746 door_status_to 2 
Car.SetMaxSpeed($6746, 15.0)
Car.SetToPsychoDriver($6746)
00AE: set_vehicle $6746 traffic_behavior_to 1 
Car.ImmuneToNonPlayer($6746, True)
054A: set_actor $6745 can_be_shot_in_a_car 0 
TIMERA = 0 // @ = int 
$6759 = 4 // $ = int 

:ASSIN2_2024
if 
  $6759 == 4 // $ == int 
jf @ASSIN2_2093 
if 
  TIMERA > 4000 // @ > int 
jf @ASSIN2_2093 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03D5: remove_text 'ASM2_10'  // ~g~When her car bursts into flames make your self scarce!
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
$6759 = 5 // $ = int 

:ASSIN2_2093
jump @ASSIN2_1367 

:ASSIN2_2100
$6757 = 1 // $ = int 
$6756 = 2 // $ = int 
03CC: add_stuck_car_check $6746 distance 0.5 time 1000 
0190: add_car $6746 to_upsidedown_check 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
TIMERA = 0 // @ = int 
jump @ASSIN2_2168 

:ASSIN2_2153
00BC: text_highpriority 'ASM2_9' time 3000 2  // ~g~You need some wheels for this job!

:ASSIN2_2168
if 
  $6757 == 1 // $ == int 
jf @ASSIN2_2391 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_2391 
if 
82BF:   not car $6746 sunk 
jf @ASSIN2_2391 
if 
8495:   not vehicle $6746 burning 
jf @ASSIN2_2391 
if or
03CE:   car $6746 stuck 
018F:   is_car_stuck_on_roof $6746 
jf @ASSIN2_2391 
if 
82CA:   not car $6746 bounding_sphere_visible 
jf @ASSIN2_2391 
Car.StorePos($6746, $6763, $6764, $6765)
02C1: set $6763 $6764 $6765 to_car_path_coords_closest_to $6763 $6764 $6765 
if 
838A:   not car_in_cube $6763 $6764 $6765 4.0 4.0 3.0 
jf @ASSIN2_2391 
if 
80C2:   not sphere_onscreen $6763 $6764 $6765 3.0 
jf @ASSIN2_2391 
Car.SetMaxSpeed($6746, 30.0)
00AE: set_vehicle $6746 traffic_behavior_to 2 
Car.SetToPsychoDriver($6746)

:ASSIN2_2391
if 
   not Car.Wrecked($6746)
jf @ASSIN2_2467 
$6748 = Car.Health($6746)
$6748 -= 243 // $ -= int 
$6748 *= 10 // $ *= int 
$6748 /= 65 // $ /= int 
if 
  0 >= $6748 // int >= $ 
jf @ASSIN2_2460 
0151: remove_status_text $6748 

:ASSIN2_2460
jump @ASSIN2_2474 

:ASSIN2_2467
$6748 = 0 // $ = int 

:ASSIN2_2474
if 
  $6756 == 2 // $ == int 
jf @ASSIN2_2532 
if 
  $6762 == 0 // $ == int 
jf @ASSIN2_2532 
03C4: set_status_text_to $6748 1 'ASM2_2'  // health:
$6762 = 1 // $ = int 

:ASSIN2_2532
if 
  $6757 == 1 // $ == int 
jf @ASSIN2_2661 
if 
  $6756 == 2 // $ == int 
jf @ASSIN2_2661 
if 
   not Actor.Dead($6745)
jf @ASSIN2_2661 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_2661 
if 
  $6760 == 0 // $ == int 
jf @ASSIN2_2661 
if 
8185:   not car $6746 health > 892 
jf @ASSIN2_2661 
Car.SetMaxSpeed($6746, 29.0)
00AE: set_vehicle $6746 traffic_behavior_to 2 
$6760 = 1 // $ = int 

:ASSIN2_2661
if 
   not Actor.Dead($6745)
jf @ASSIN2_3527 
if 
  $6768 == 0 // $ == int 
jf @ASSIN2_3192 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_3185 
if 
0495:   vehicle $6746 burning 
jf @ASSIN2_2778 
if 
  $6766 > 1 // $ > int 
jf @ASSIN2_2771 
$6767 = 1 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_9' as 1 

:ASSIN2_2771
jump @ASSIN2_3185 

:ASSIN2_2778
if 
  14 > $6748 // int > $ 
jf @ASSIN2_2847 
if 
  $6766 > 2 // $ > int 
jf @ASSIN2_2840 
$6767 = 2 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_8' as 1 

:ASSIN2_2840
jump @ASSIN2_3185 

:ASSIN2_2847
if 
  28 > $6748 // int > $ 
jf @ASSIN2_2916 
if 
  $6766 > 3 // $ > int 
jf @ASSIN2_2909 
$6767 = 3 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_7' as 1 

:ASSIN2_2909
jump @ASSIN2_3185 

:ASSIN2_2916
if 
  45 > $6748 // int > $ 
jf @ASSIN2_2985 
if 
  $6766 > 4 // $ > int 
jf @ASSIN2_2978 
$6767 = 4 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_6' as 1 

:ASSIN2_2978
jump @ASSIN2_3185 

:ASSIN2_2985
if 
  59 > $6748 // int > $ 
jf @ASSIN2_3054 
if 
  $6766 > 5 // $ > int 
jf @ASSIN2_3047 
$6767 = 5 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_5' as 1 

:ASSIN2_3047
jump @ASSIN2_3185 

:ASSIN2_3054
if 
  72 > $6748 // int > $ 
jf @ASSIN2_3123 
if 
  $6766 > 6 // $ > int 
jf @ASSIN2_3116 
$6767 = 6 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_4' as 1 

:ASSIN2_3116
jump @ASSIN2_3185 

:ASSIN2_3123
if 
  88 > $6748 // int > $ 
jf @ASSIN2_3185 
if 
  $6766 > 7 // $ > int 
jf @ASSIN2_3185 
$6767 = 7 // $ = int 
$6768 = 1 // $ = int 
03CF: load_wav 'JOB2_3' as 1 

:ASSIN2_3185
jump @ASSIN2_3520 

:ASSIN2_3192
if 
  $6768 == 1 // $ == int 
jf @ASSIN2_3363 
if 
03D0:   wav 1 loaded 
jf @ASSIN2_3356 
03D1: play_wav 1 
if or
  $6767 == 2 // $ == int 
  $6767 == 4 // $ == int 
  $6767 == 5 // $ == int 
  $6767 == 7 // $ == int 
jf @ASSIN2_3283 
00BC: text_highpriority 'ASM2_13' time 3000 1  // Oh my god!

:ASSIN2_3283
if 
  $6767 == 3 // $ == int 
jf @ASSIN2_3316 
00BC: text_highpriority 'ASM2_12' time 3000 1  // Somebody help me!

:ASSIN2_3316
if 
  $6767 == 6 // $ == int 
jf @ASSIN2_3349 
00BC: text_highpriority 'ASM2_11' time 3000 1  // Help me!

:ASSIN2_3349
$6768 = 2 // $ = int 

:ASSIN2_3356
jump @ASSIN2_3520 

:ASSIN2_3363
if 
  $6768 == 2 // $ == int 
jf @ASSIN2_3520 
if 
03D2:   wav 1 ended 
jf @ASSIN2_3520 
$6768 = 0 // $ = int 
040D: unload_wav 1 
if or
  $6767 == 2 // $ == int 
  $6767 == 4 // $ == int 
  $6767 == 5 // $ == int 
  $6767 == 7 // $ == int 
jf @ASSIN2_3456 
03D5: remove_text 'ASM2_13'  // Oh my god!

:ASSIN2_3456
if 
  $6767 == 3 // $ == int 
jf @ASSIN2_3484 
03D5: remove_text 'ASM2_12'  // Somebody help me!

:ASSIN2_3484
if 
  $6767 == 6 // $ == int 
jf @ASSIN2_3512 
03D5: remove_text 'ASM2_11'  // Help me!

:ASSIN2_3512
0084: $6766 = $6767 // $ = $ int 

:ASSIN2_3520
jump @ASSIN2_3538 

:ASSIN2_3527
$6768 = 0 // $ = int 
040D: unload_wav 1 

:ASSIN2_3538
if 
   not Car.Wrecked($6746)
jf @ASSIN2_3718 
if 
   not Actor.Dead($6745)
jf @ASSIN2_3718 
if 
0495:   vehicle $6746 burning 
jf @ASSIN2_3718 
if 
01FC:   player $PLAYER_CHAR near_car $6746 radius 20.0 20.0 0 
jf @ASSIN2_3671 
$6749 = 1 // $ = int 
if 
  $6761 == 0 // $ == int 
jf @ASSIN2_3664 
00BC: text_highpriority 'ASM2_3' time 3000 2  // ~g~She's gonna blow! Get out of there!
$6761 = 1 // $ = int 

:ASSIN2_3664
jump @ASSIN2_3718 

:ASSIN2_3671
$6749 = 0 // $ = int 
if 
  $6761 == 0 // $ == int 
jf @ASSIN2_3718 
00BC: text_highpriority 'ASM2_3' time 3000 2  // ~g~She's gonna blow! Get out of there!
$6761 = 1 // $ = int 

:ASSIN2_3718
if 
  $6757 > 0 // $ > int 
jf @ASSIN2_3836 
if and
   Car.Wrecked($6746)
   Actor.Dead($6745)
jf @ASSIN2_3836 
if 
831E:   not vehicle $6746 hit_by_weapon 47 
jf @ASSIN2_3836 
if and
831D:   not actor $6745 hit_by_weapon 47 
  $6749 == 0 // $ == int 
jf @ASSIN2_3814 
jump @ASSIN2_4088 
jump @ASSIN2_3836 

:ASSIN2_3814
00BC: text_highpriority 'ASM2_6' time 5000 1  // ~r~You were too near the scene of the 'accident'!
jump @ASSIN2_4071 

:ASSIN2_3836
if 
  $6757 > 0 // $ > int 
jf @ASSIN2_3955 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_3955 
if 
   not Actor.Dead($6745)
jf @ASSIN2_3955 
if 
80E9:   not player $PLAYER_CHAR 0 $6745 radius 250.0 250.0 
jf @ASSIN2_3955 
if 
82CB:   not actor $6745 bounding_sphere_visible 
jf @ASSIN2_3955 
00BC: text_highpriority 'ASM2_5' time 5000 1  // ~r~She got away!
jump @ASSIN2_4071 

:ASSIN2_3955
if 
  $6757 > 0 // $ > int 
jf @ASSIN2_4064 
if 
   not Car.Wrecked($6746)
jf @ASSIN2_4064 
if 
   not Actor.Dead($6745)
jf @ASSIN2_4064 
if 
   Actor.InCar($6745, $6746)
jf @ASSIN2_4064 
if 
031E:   vehicle $6746 hit_by_weapon 47 
jf @ASSIN2_4064 
00BC: text_highpriority 'ASM2_7' time 5000 1  // ~r~It's supposed to look like an accident! Try ramming her off the road instead!
jump @ASSIN2_4071 

:ASSIN2_4064
jump @ASSIN2_942 

:ASSIN2_4071
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ASSIN2_4088
$602 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_2'  // Waste the Wife
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
Marker.Disable($600)
return 

:ASSIN2_4155
$ONMISSION = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Model.Destroy(#WFYRI)
Model.Destroy(#COMET)
Model.Destroy(#CELLPHONE)
Marker.Disable($6747)
Marker.Disable($6758)
0151: remove_status_text $6748 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 69---------------
// Originally: Autocide

:ASSIN3
script_name 'ASSIN3' 
gosub @ASSIN3_46 
if 
wasted_or_busted 
jf @ASSIN3_37 
gosub @ASSIN3_6662 

:ASSIN3_37
gosub @ASSIN3_6750 
terminate_this_script 

:ASSIN3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN3' 
Model.Load(#WMYCW)
Model.Load(#GDA)
Model.Load(#HMYAP)
Model.Load(#JMOTO)
Model.Load(#BOBCAT)
Model.Load(#TROPIC)
Model.Load(#PCJ600)
Model.Load(#SECURICA)
Model.Load(#BUDDYSHOT)
Model.Load(#CELLPHONE)

:ASSIN3_115
if or
   not Model.Available(#WMYCW)
   not Model.Available(#BOBCAT)
   not Model.Available(#TROPIC)
   not Model.Available(#PCJ600)
   not Model.Available(#BUDDYSHOT)
jf @ASSIN3_161 
wait 0 
jump @ASSIN3_115 

:ASSIN3_161
if or
   not Model.Available(#GDA)
   not Model.Available(#SECURICA)
   not Model.Available(#HMYAP)
   not Model.Available(#JMOTO)
   not Model.Available(#CELLPHONE)
jf @ASSIN3_205 
wait 0 
jump @ASSIN3_161 

:ASSIN3_205
023C: load_special_actor 1 'MBB' 

:ASSIN3_217
if 
823D:   not special_actor 1 loaded 
jf @ASSIN3_243 
wait 0 
jump @ASSIN3_217 

:ASSIN3_243
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 38.39647 -1026.227 9.660453 range 4.0 
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 38.39647 -1023.988 9.450843 
0171: set_player $PLAYER_CHAR z_angle_to 9.008627 
Camera.SetPosition(38.39647, -1026.227, 9.660453, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB3_1' as 1 
03CF: load_wav 'JOB3_2' as 2 

:ASSIN3_421
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN3_451 
wait 0 
jump @ASSIN3_421 

:ASSIN3_451
fade 1 1000 

:ASSIN3_458
if 
fading 
jf @ASSIN3_482 
wait 0 
jump @ASSIN3_458 

:ASSIN3_482
00BC: text_highpriority 'ASM3_C' time 10000 1  // A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
03D1: play_wav 1 

:ASSIN3_501
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN3_556 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN3_549 
jump @ASSIN3_784 

:ASSIN3_549
jump @ASSIN3_501 

:ASSIN3_556
03D5: remove_text 'ASM3_C'  // A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
040D: unload_wav 1 
00BC: text_highpriority 'ASM3_D' time 10000 1  // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
03D1: play_wav 2 

:ASSIN3_589
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN3_644 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN3_637 
jump @ASSIN3_784 

:ASSIN3_637
jump @ASSIN3_589 

:ASSIN3_644
03D5: remove_text 'ASM3_D'  // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
040D: unload_wav 2 
03CF: load_wav 'JOB3_3' as 1 

:ASSIN3_670
if 
83D0:   not wav 1 loaded 
jf @ASSIN3_696 
wait 0 
jump @ASSIN3_670 

:ASSIN3_696
00BC: text_highpriority 'ASM3_E' time 10000 1  // Each target and their likely whereabouts are taped under the phone.
03D1: play_wav 1 

:ASSIN3_715
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN3_770 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN3_763 
jump @ASSIN3_784 

:ASSIN3_763
jump @ASSIN3_715 

:ASSIN3_770
03D5: remove_text 'ASM3_E'  // Each target and their likely whereabouts are taped under the phone.
040D: unload_wav 1 

:ASSIN3_784
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1000 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 

:ASSIN3_839
if 
fading 
jf @ASSIN3_863 
wait 0 
jump @ASSIN3_839 

:ASSIN3_863
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1000 

:ASSIN3_878
if 
fading 
jf @ASSIN3_902 
wait 0 
jump @ASSIN3_878 

:ASSIN3_902
Player.CanMove($PLAYER_CHAR, True)
$6820 = -42.95979 // $ = float 
$6821 = -1049.275 // $ = float 
$6822 = 10.46391 // $ = float 
$6770 = -52.03355 // $ = float 
$6771 = -885.0644 // $ = float 
$6772 = 26.44922 // $ = float 
$6773 = 278.4962 // $ = float 
$6777 = 353.931 // $ = float 
$6778 = -729.856 // $ = float 
$6779 = 10.426 // $ = float 
$6780 = 336.07 // $ = float 
$6787 = 406.6844 // $ = float 
$6788 = 210.52 // $ = float 
$6789 = 10.79 // $ = float 
$6790 = 52.8 // $ = float 
$6799 = 36.2 // $ = float 
$6800 = -668.4 // $ = float 
$6801 = 4.95 // $ = float 
$6802 = 131.2 // $ = float 
$6809 = 31.4084 // $ = float 
$6810 = -1388.646 // $ = float 
$6811 = 9.2868 // $ = float 
$6812 = 152.6697 // $ = float 
$6833 = 540000 // $ = int 
$6826 = 0 // $ = int 
$6827 = 0 // $ = int 
$6828 = 0 // $ = int 
$6829 = 0 // $ = int 
$6830 = 0 // $ = int 
$6831 = 0 // $ = int 
$6785 = 0 // $ = int 
$6795 = 0 // $ = int 
$6807 = 0 // $ = int 
$6817 = 0 // $ = int 
$6783 = 0 // $ = int 
$6793 = 0 // $ = int 
$6805 = 0 // $ = int 
$6814 = 0 // $ = int 
$6815 = 0 // $ = int 
$6832 = 0 // $ = int 
$6775 = 0 // $ = int 
$6806 = 0 // $ = int 
$6840 = 0 // $ = int 
0481: set_enter_car_range_multiplier 3.5 

:ASSIN3_1289
wait 0 
if 
  $6826 == 0 // $ == int 
jf @ASSIN3_1333 
03C3: set_timer_with_text_to $6833 type 1 text 'ASM3_11'  // TIME:
$6826 = 1 // $ = int 

:ASSIN3_1333
if 
  $6826 == 1 // $ == int 
jf @ASSIN3_1510 
032B: $6819 = create_weapon_pickup #SNIPER 3 ammo 12 at $6820 $6821 $6822 
032B: $6824 = create_weapon_pickup #UZI 3 ammo 180 at -43.07554 -1052.056 10.47165 
03DC: $6823 = create_marker_above_pickup $6819 
0165: set_marker $6823 color_to 6 
0395: clear_area 0 at -41.6449 -1039.381 9.4545 range 1.5 
Car.Create($6825, #PCJ600, -41.6449, -1039.381, 9.4545)
0229: set_car $6825 color_to 1 1 
Car.Angle($6825) = 79.1594
00BC: text_highpriority 'ASM3_12' time 8000 2  // ~g~A selection of weapons have been left for you nearby if you require them. You have ~h~9 MINUTES ~g~to kill all members of the gang.
TIMERA = 0 // @ = int 
$6826 = 2 // $ = int 

:ASSIN3_1510
if 
  $6826 == 2 // $ == int 
jf @ASSIN3_1579 
if or
   Pickup.Picked_up($6819)
80E3:   not player $PLAYER_CHAR 0 $6820 $6821 radius 130.0 130.0 
jf @ASSIN3_1579 
Marker.Disable($6823)
$6826 = 3 // $ = int 

:ASSIN3_1579
if 
  $6827 == 0 // $ == int 
jf @ASSIN3_1630 
if or
  TIMERA > 9999 // @ > int 
  $6826 == 3 // $ == int 
jf @ASSIN3_1630 
$6827 = 1 // $ = int 

:ASSIN3_1630
if 
  $6827 == 1 // $ == int 
jf @ASSIN3_1772 
0395: clear_area 0 at $6770 $6771 $6772 range 1.0 
Actor.Create($6769, 4, #WMYCW, $6770, $6771, $6772)
0568: set_actor $6769 untargetable 2 
01ED: clear_actor $6769 threat_search 
Actor.Angle($6769) = $6773
Marker.CreateAboveActor($6774, $6769)
0350: set_actor $6769 maintain_position_when_attacked 1 
00BC: text_highpriority 'ASM3_13' time 8000 2  // ~g~Mike Griffin is working on an advertising board in Washington.
018C: play_sound 1 at 0.0 0.0 0.0 
04E3: set_player $PLAYER_CHAR mood 2 duration 350000 
$6827 = 2 // $ = int 

:ASSIN3_1772
if 
   not Actor.Dead($6769)
jf @ASSIN3_1912 
if 
037E:   sniper_bullet_in_area -30.3157 -896.563 17.36755 -55.192 -880.0 37.84 
jf @ASSIN3_1882 
$6775 = 1 // $ = int 
if 
  $6775 == 1 // $ == int 
jf @ASSIN3_1875 
0372: set_actor $6769 anim 14 wait_state_time 60000 ms 
$6775 = 2 // $ = int 

:ASSIN3_1875
jump @ASSIN3_1912 

:ASSIN3_1882
if 
  $6775 == 0 // $ == int 
jf @ASSIN3_1912 
0372: set_actor $6769 anim 25 wait_state_time 60000 ms 

:ASSIN3_1912
if 
  $6827 > 1 // $ > int 
jf @ASSIN3_2002 
if 
  3 > $6827 // int > $ 
jf @ASSIN3_2002 
if 
   Actor.Dead($6769)
jf @ASSIN3_2002 
$6827 = 3 // $ = int 
$6828 = 1 // $ = int 
Marker.Disable($6774)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_2002
if 
  $6828 == 1 // $ == int 
jf @ASSIN3_2179 
Model.Destroy(#WMYCW)
Actor.RemoveReferences($6769)
0395: clear_area 0 at $6777 $6778 $6779 range 3.0 
Car.Create($6782, #SECURICA, $6777, $6778, $6779)
Car.Angle($6782) = $6780
0129: $6776 = create_actor 4 #GDA in_car $6782 driverseat 
0568: set_actor $6776 untargetable 2 
01ED: clear_actor $6776 threat_search 
Car.SetToNormalDriver($6782)
Marker.CreateAboveActor($6781, $6776)
020A: set_car $6782 door_status_to 3 
Car.Health($6782) = 2200
Car.ImmuneToNonPlayer($6782, True)
01EC: make_car $6782 very_heavy 1 
00BC: text_highpriority 'ASM3_14' time 8000 2  // ~g~Dick Tanner is working for DBP Security in Ocean Drive.
018C: play_sound 1 at 0.0 0.0 0.0 
$6828 = 2 // $ = int 

:ASSIN3_2179
if 
  $6828 == 2 // $ == int 
jf @ASSIN3_2363 
if 
  $6783 == 0 // $ == int 
jf @ASSIN3_2363 
if 
  TIMERA > 799 // @ > int 
jf @ASSIN3_2363 
if 
   not Actor.Dead($6776)
jf @ASSIN3_2363 
if 
00FB:   player $PLAYER_CHAR 0 $6776 radius 20.0 20.0 2.0 
jf @ASSIN3_2363 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_2363 
if 
02CA:   car $6782 bounding_sphere_visible 
jf @ASSIN3_2363 
if 
850D:   not actor $6776 leaving_car_to_die 
jf @ASSIN3_2363 
00BC: text_highpriority 'ASM3_18' time 2000 2  // ~g~Don't get too close to the target or he may spot you!
TIMERA = 0 // @ = int 
$6785 += 1 // $ += int 

:ASSIN3_2363
if 
  $6828 == 2 // $ == int 
jf @ASSIN3_2540 
if 
  $6783 == 0 // $ == int 
jf @ASSIN3_2540 
if 
   not Actor.Dead($6776)
jf @ASSIN3_2540 
if 
02CB:   actor $6776 bounding_sphere_visible 
jf @ASSIN3_2540 
if 
00FB:   player $PLAYER_CHAR 0 $6776 radius 11.0 11.0 2.0 
jf @ASSIN3_2540 
if 
02D7:   player $PLAYER_CHAR current_weapon == 47 
jf @ASSIN3_2540 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_2540 
if 
02CA:   car $6782 bounding_sphere_visible 
jf @ASSIN3_2540 
if 
850D:   not actor $6776 leaving_car_to_die 
jf @ASSIN3_2540 
$6785 = 20 // $ = int 

:ASSIN3_2540
if 
  $6828 == 2 // $ == int 
jf @ASSIN3_2617 
if 
  $6783 == 0 // $ == int 
jf @ASSIN3_2617 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_2617 
if 
0496:   vehicle $6782 tire 4 deflated 
jf @ASSIN3_2617 
$6785 = 20 // $ = int 

:ASSIN3_2617
if 
  $6828 == 2 // $ == int 
jf @ASSIN3_2832 
if 
  $6783 == 0 // $ == int 
jf @ASSIN3_2832 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_2832 
$6784 = Car.Health($6782)
if or
  2200 > $6784 // int > $ 
  $6785 > 3 // $ > int 
jf @ASSIN3_2832 
if 
   not Actor.Dead($6776)
jf @ASSIN3_2832 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_2832 
if 
   Actor.InCar($6776, $6782)
jf @ASSIN3_2832 
if 
850D:   not actor $6776 leaving_car_to_die 
jf @ASSIN3_2832 
Car.SetMaxSpeed($6782, 38.0)
Car.SetToPsychoDriver($6782)
00AE: set_vehicle $6782 traffic_behavior_to 3 
00BC: text_highpriority 'ASM3_19' time 5000 2  // ~g~He's seen you! Waste him!
03CC: add_stuck_car_check $6782 distance 0.5 time 1000 
0190: add_car $6782 to_upsidedown_check 
$6783 = 1 // $ = int 

:ASSIN3_2832
if 
  $6783 == 1 // $ == int 
jf @ASSIN3_3108 
if 
  3 > $6828 // int > $ 
jf @ASSIN3_3108 
if 
   not Actor.Dead($6776)
jf @ASSIN3_3108 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_3108 
if 
   Actor.InCar($6776, $6782)
jf @ASSIN3_3108 
if 
82BF:   not car $6782 sunk 
jf @ASSIN3_3108 
if 
8495:   not vehicle $6782 burning 
jf @ASSIN3_3108 
if or
03CE:   car $6782 stuck 
018F:   is_car_stuck_on_roof $6782 
jf @ASSIN3_3108 
if 
82CA:   not car $6782 bounding_sphere_visible 
jf @ASSIN3_3108 
Car.StorePos($6782, $6837, $6838, $6839)
02C1: set $6837 $6838 $6839 to_car_path_coords_closest_to $6837 $6838 $6839 
if 
838A:   not car_in_cube $6837 $6838 $6839 4.0 4.0 3.0 
jf @ASSIN3_3108 
if 
80C2:   not sphere_onscreen $6837 $6838 $6839 3.0 
jf @ASSIN3_3108 
Car.SetMaxSpeed($6782, 38.0)
Car.SetToPsychoDriver($6782)
00AE: set_vehicle $6782 traffic_behavior_to 3 

:ASSIN3_3108
if 
  $6783 == 1 // $ == int 
jf @ASSIN3_3205 
if 
   not Actor.Dead($6776)
jf @ASSIN3_3205 
if 
   not Car.Wrecked($6782)
jf @ASSIN3_3205 
$6784 = Car.Health($6782)
if 
  450 > $6784 // int > $ 
jf @ASSIN3_3205 
Car.SetToNormalDriver($6782)
01D0: actor $6776 avoid_player $PLAYER_CHAR 
$6783 = 2 // $ = int 

:ASSIN3_3205
if 
  $6828 > 1 // $ > int 
jf @ASSIN3_3276 
if 
  3 > $6828 // int > $ 
jf @ASSIN3_3276 
if 
   Actor.Dead($6776)
jf @ASSIN3_3276 
$6828 = 3 // $ = int 
$6829 = 1 // $ = int 
Marker.Disable($6781)

:ASSIN3_3276
if 
  $6829 == 1 // $ == int 
jf @ASSIN3_3544 
Model.Destroy(#GDA)
Actor.RemoveReferences($6776)
Model.Destroy(#SECURICA)
Car.RemoveReferences($6782)
0395: clear_area 0 at $6787 $6788 $6789 range 3.0 
Car.Create($6792, #BOBCAT, $6787, $6788, $6789)
0229: set_car $6792 color_to 0 15 
Car.Angle($6792) = $6790
Car.Health($6792) = 1000
0129: $6786 = create_actor 4 #HMYAP in_car $6792 driverseat 
0568: set_actor $6786 untargetable 2 
01ED: clear_actor $6786 threat_search 
Car.SetToNormalDriver($6792)
Marker.CreateAboveActor($6791, $6786)
02A9: set_actor $6786 immune_to_nonplayer 1 
01C8: $6796 = create_actor_pedtype 4 model #HMYAP in_car $6792 passenger_seat 0 
0568: set_actor $6796 untargetable 2 
Marker.CreateAboveActor($6797, $6796)
01B2: give_actor $6796 weapon 21 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $6796 weapon_accuracy_to 95 
01ED: clear_actor $6796 threat_search 
011A: set_actor $6796 search_threat 1 
0243: set_actor $6796 ped_stats_to 16 
02A9: set_actor $6796 immune_to_nonplayer 1 
020A: set_car $6792 door_status_to 3 
Car.ImmuneToNonPlayer($6792, True)
00BC: text_highpriority 'ASM3_15' time 8000 2  // ~g~Marcus Hammond and Franco Carter are located near the Jewelry shop in Vice Point.
018C: play_sound 1 at 0.0 0.0 0.0 
$6829 = 2 // $ = int 

:ASSIN3_3544
if 
  $6829 == 2 // $ == int 
jf @ASSIN3_3746 
if 
  $6793 == 0 // $ == int 
jf @ASSIN3_3746 
if 
  TIMERA > 799 // @ > int 
jf @ASSIN3_3746 
if 
   not Actor.Dead($6786)
jf @ASSIN3_3746 
if 
00FB:   player $PLAYER_CHAR 0 $6786 radius 36.0 36.0 2.0 
jf @ASSIN3_3746 
if 
   not Car.Wrecked($6792)
jf @ASSIN3_3746 
if 
02CA:   car $6792 bounding_sphere_visible 
jf @ASSIN3_3746 
if 
   not $6795 > 2 // $ > int 
jf @ASSIN3_3746 
if 
850D:   not actor $6786 leaving_car_to_die 
jf @ASSIN3_3746 
00BC: text_highpriority 'ASM3_22' time 2000 2  // ~g~Don't get too close to the targets or they may spot you!
TIMERA = 0 // @ = int 
$6795 += 1 // $ += int 

:ASSIN3_3746
if 
  $6829 == 2 // $ == int 
jf @ASSIN3_3875 
if 
  $6793 == 0 // $ == int 
jf @ASSIN3_3875 
if 
   not Actor.Dead($6786)
jf @ASSIN3_3875 
if 
02CB:   actor $6786 bounding_sphere_visible 
jf @ASSIN3_3875 
if 
00FB:   player $PLAYER_CHAR 0 $6786 radius 20.0 20.0 2.0 
jf @ASSIN3_3875 
if 
02D7:   player $PLAYER_CHAR current_weapon == 47 
jf @ASSIN3_3875 
$6795 = 20 // $ = int 

:ASSIN3_3875
if 
  $6829 == 2 // $ == int 
jf @ASSIN3_3952 
if 
  $6793 == 0 // $ == int 
jf @ASSIN3_3952 
if 
   not Car.Wrecked($6792)
jf @ASSIN3_3952 
if 
0496:   vehicle $6792 tire 4 deflated 
jf @ASSIN3_3952 
$6795 = 20 // $ = int 

:ASSIN3_3952
if 
  $6829 == 2 // $ == int 
jf @ASSIN3_4086 
if 
  $6793 == 0 // $ == int 
jf @ASSIN3_4086 
if 
   not Car.Wrecked($6792)
jf @ASSIN3_4086 
$6794 = Car.Health($6792)
if or
  1000 > $6794 // int > $ 
  $6795 > 2 // $ > int 
   Actor.Dead($6786)
jf @ASSIN3_4086 
00BC: text_highpriority 'ASM3_20' time 5000 2  // ~g~They have seen you! Make sure you waste them both!
if 
   not Actor.Dead($6796)
jf @ASSIN3_4079 
03E2: actor $6796 leave_any_car 

:ASSIN3_4079
$6793 = 1 // $ = int 

:ASSIN3_4086
if 
  $6793 == 1 // $ == int 
jf @ASSIN3_4165 
if 
   not Actor.Dead($6796)
jf @ASSIN3_4158 
if 
   not Actor.Driving($6796)
jf @ASSIN3_4151 
01CA: actor $6796 kill_player $PLAYER_CHAR 
$6793 = 2 // $ = int 

:ASSIN3_4151
jump @ASSIN3_4165 

:ASSIN3_4158
$6793 = 2 // $ = int 

:ASSIN3_4165
if or
  $6793 == 2 // $ == int 
   Actor.Dead($6796)
jf @ASSIN3_4342 
if 
   not Actor.Dead($6786)
jf @ASSIN3_4342 
if 
   not Car.Wrecked($6792)
jf @ASSIN3_4342 
if 
   Actor.InCar($6786, $6792)
jf @ASSIN3_4342 
if 
850D:   not actor $6786 leaving_car_to_die 
jf @ASSIN3_4342 
if 
  $6840 == 0 // $ == int 
jf @ASSIN3_4342 
00BC: text_highpriority 'ASM3_20' time 5000 2  // ~g~They have seen you! Make sure you waste them both!
Car.SetMaxSpeed($6792, 34.0)
Car.SetToPsychoDriver($6792)
00AE: set_vehicle $6792 traffic_behavior_to 2 
03CC: add_stuck_car_check $6792 distance 0.5 time 1000 
0190: add_car $6792 to_upsidedown_check 
$6793 = 3 // $ = int 
$6840 = 1 // $ = int 

:ASSIN3_4342
if 
  $6793 == 3 // $ == int 
jf @ASSIN3_4464 
if 
   not Actor.Dead($6786)
jf @ASSIN3_4464 
if 
   not Car.Wrecked($6792)
jf @ASSIN3_4464 
$6794 = Car.Health($6792)
if 
  500 > $6794 // int > $ 
jf @ASSIN3_4464 
if 
81FC:   not player $PLAYER_CHAR near_car $6792 radius 40.0 40.0 0 
jf @ASSIN3_4464 
00AF: set_car $6792 driver_behaviour_to 2 
$6793 = 4 // $ = int 

:ASSIN3_4464
if 
  $6793 > 2 // $ > int 
jf @ASSIN3_4735 
if 
  3 > $6829 // int > $ 
jf @ASSIN3_4735 
if 
   not Actor.Dead($6786)
jf @ASSIN3_4735 
if 
   not Car.Wrecked($6792)
jf @ASSIN3_4735 
if 
   Actor.InCar($6786, $6792)
jf @ASSIN3_4735 
if 
82BF:   not car $6792 sunk 
jf @ASSIN3_4735 
if 
8495:   not vehicle $6792 burning 
jf @ASSIN3_4735 
if or
03CE:   car $6792 stuck 
018F:   is_car_stuck_on_roof $6792 
jf @ASSIN3_4735 
if 
82CA:   not car $6792 bounding_sphere_visible 
jf @ASSIN3_4735 
Car.StorePos($6792, $6834, $6835, $6836)
02C1: set $6834 $6835 $6836 to_car_path_coords_closest_to $6834 $6835 $6836 
if 
838A:   not car_in_cube $6834 $6835 $6836 4.0 4.0 3.0 
jf @ASSIN3_4735 
if 
80C2:   not sphere_onscreen $6834 $6835 $6836 3.0 
jf @ASSIN3_4735 
00AF: set_car $6792 driver_behaviour_to 2 
Car.SetMaxSpeed($6792, 35.0)

:ASSIN3_4735
if 
  $6829 > 1 // $ > int 
jf @ASSIN3_4813 
if 
  3 > $6829 // int > $ 
jf @ASSIN3_4813 
if 
   Actor.Dead($6786)
jf @ASSIN3_4792 
Marker.Disable($6791)

:ASSIN3_4792
if 
   Actor.Dead($6796)
jf @ASSIN3_4813 
Marker.Disable($6797)

:ASSIN3_4813
if 
  $6829 > 1 // $ > int 
jf @ASSIN3_4905 
if 
  3 > $6829 // int > $ 
jf @ASSIN3_4905 
if 
   Actor.Dead($6786)
jf @ASSIN3_4905 
if 
   Actor.Dead($6796)
jf @ASSIN3_4905 
$6829 = 3 // $ = int 
Marker.Disable($6791)
Marker.Disable($6797)
$6830 = 1 // $ = int 

:ASSIN3_4905
if 
  $6830 == 1 // $ == int 
jf @ASSIN3_5138 
Model.Destroy(#HMYAP)
Model.Destroy(#BOBCAT)
Model.Destroy(#BUDDYSHOT)
Actor.RemoveReferences($6786)
Actor.RemoveReferences($6796)
Car.RemoveReferences($6792)
0395: clear_area 0 at $6799 $6800 $6801 range 3.0 
Car.Create($6804, #TROPIC, $6799, $6800, $6801)
Car.Angle($6804) = $6802
Actor.Create($6798, 4, #JMOTO, 50.916, -640.893, 8.3173)
0568: set_actor $6798 untargetable 2 
0464: put_actor $6798 into_turret_on_car $6804 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 0 
Marker.CreateAboveActor($6803, $6798)
Car.ImmuneToNonPlayer($6804, True)
0350: set_actor $6798 maintain_position_when_attacked 1 
0372: set_actor $6798 anim 13 wait_state_time 800000 ms 
00BC: text_highpriority 'ASM3_16' time 8000 2  // ~g~Nick Kong is cruising off Washington Beach.
018C: play_sound 1 at 0.0 0.0 0.0 
01ED: clear_actor $6798 threat_search 
$6830 = 2 // $ = int 

:ASSIN3_5138
if 
  $6830 == 2 // $ == int 
jf @ASSIN3_5306 
if 
  $6805 == 0 // $ == int 
jf @ASSIN3_5306 
if 
  TIMERA > 999 // @ > int 
jf @ASSIN3_5306 
if 
   not Actor.Dead($6798)
jf @ASSIN3_5306 
if 
00FB:   player $PLAYER_CHAR 0 $6798 radius 30.0 30.0 5.0 
jf @ASSIN3_5306 
if 
   not Car.Wrecked($6804)
jf @ASSIN3_5306 
if 
02CA:   car $6804 bounding_sphere_visible 
jf @ASSIN3_5306 
00BC: text_highpriority 'ASM3_18' time 2000 2  // ~g~Don't get too close to the target or he may spot you!
TIMERA = 0 // @ = int 
$6807 += 1 // $ += int 

:ASSIN3_5306
if 
   not Actor.Dead($6798)
jf @ASSIN3_5402 
if 
037E:   sniper_bullet_in_area 4.66 -711.711 5.474 8.897 -684.8 11.77 
jf @ASSIN3_5402 
if 
  $6806 == 0 // $ == int 
jf @ASSIN3_5402 
0372: set_actor $6798 anim 14 wait_state_time 600000 ms 
$6806 = 2 // $ = int 

:ASSIN3_5402
if 
  $6830 == 2 // $ == int 
jf @ASSIN3_5540 
if 
  $6805 == 0 // $ == int 
jf @ASSIN3_5540 
if 
   not Car.Wrecked($6804)
jf @ASSIN3_5540 
if or
  $6806 == 2 // $ == int 
  $6807 > 10 // $ > int 
jf @ASSIN3_5540 
if 
   not Actor.Dead($6798)
jf @ASSIN3_5540 
if 
00E9:   player $PLAYER_CHAR 0 $6798 radius 120.0 120.0 
jf @ASSIN3_5540 
0350: set_actor $6798 maintain_position_when_attacked 1 
$6805 = 1 // $ = int 

:ASSIN3_5540
if 
  $6830 > 1 // $ > int 
jf @ASSIN3_5611 
if 
  3 > $6830 // int > $ 
jf @ASSIN3_5611 
if 
   Actor.Dead($6798)
jf @ASSIN3_5611 
$6830 = 3 // $ = int 
$6831 = 1 // $ = int 
Marker.Disable($6803)

:ASSIN3_5611
if 
  $6831 == 1 // $ == int 
jf @ASSIN3_5823 
Model.Destroy(#TROPIC)
Model.Destroy(#JMOTO)
Actor.RemoveReferences($6798)
Car.RemoveReferences($6804)
0395: clear_area 0 at $6809 $6810 $6811 range 10.0 
Car.Create($6816, #PCJ600, $6809, $6810, $6811)
0229: set_car $6816 color_to 7 7 
Car.Angle($6816) = $6812
0129: $6808 = create_actor 21 #SPECIAL01 in_car $6816 driverseat 
0568: set_actor $6808 untargetable 2 
01ED: clear_actor $6808 threat_search 
Marker.CreateAboveActor($6813, $6808)
020A: set_car $6816 door_status_to 2 
Car.ImmuneToNonPlayer($6816, True)
02A9: set_actor $6808 immune_to_nonplayer 1 
Car.SetMaxSpeed($6816, 12.0)
Car.SetToPsychoDriver($6816)
00AE: set_vehicle $6816 traffic_behavior_to 1 
Car.ImmuneToNonPlayer($6816, True)
00BC: text_highpriority 'ASM3_17' time 8000 2  // ~g~Charlie Dilson is riding in Washington.
018C: play_sound 1 at 0.0 0.0 0.0 
$6831 = 2 // $ = int 

:ASSIN3_5823
if 
  $6831 == 2 // $ == int 
jf @ASSIN3_5975 
if 
  $6814 == 0 // $ == int 
jf @ASSIN3_5975 
if 
  TIMERA > 999 // @ > int 
jf @ASSIN3_5975 
if 
   not Actor.Dead($6808)
jf @ASSIN3_5975 
if 
00FB:   player $PLAYER_CHAR 0 $6808 radius 90.0 90.0 5.0 
jf @ASSIN3_5975 
if 
02CB:   actor $6808 bounding_sphere_visible 
jf @ASSIN3_5975 
00BC: text_highpriority 'ASM3_18' time 5000 2  // ~g~Don't get too close to the target or he may spot you!
TIMERA = 0 // @ = int 
$6817 += 1 // $ += int 

:ASSIN3_5975
if 
  $6831 == 2 // $ == int 
jf @ASSIN3_6086 
if 
  $6814 == 0 // $ == int 
jf @ASSIN3_6086 
if 
   not Actor.Dead($6808)
jf @ASSIN3_6086 
if 
02CB:   actor $6808 bounding_sphere_visible 
jf @ASSIN3_6086 
if 
00FB:   player $PLAYER_CHAR 0 $6808 radius 70.0 70.0 5.0 
jf @ASSIN3_6086 
$6817 = 20 // $ = int 

:ASSIN3_6086
if 
  $6831 == 2 // $ == int 
jf @ASSIN3_6253 
if 
  $6814 == 0 // $ == int 
jf @ASSIN3_6253 
if 
   not Car.Wrecked($6816)
jf @ASSIN3_6253 
$6818 = Car.Health($6816)
if or
  1000 > $6818 // int > $ 
  $6817 > 1 // $ > int 
jf @ASSIN3_6253 
if 
   Actor.Driving($6808)
jf @ASSIN3_6224 
$6832 = 1 // $ = int 
$6814 = 1 // $ = int 
00BC: text_highpriority 'ASM3_19' time 5000 2  // ~g~He's seen you! Waste him!
jump @ASSIN3_6253 

:ASSIN3_6224
$6832 = 0 // $ = int 
$6814 = 1 // $ = int 
00BC: text_highpriority 'ASM3_19' time 5000 2  // ~g~He's seen you! Waste him!

:ASSIN3_6253
if 
  $6814 == 1 // $ == int 
jf @ASSIN3_6505 
if 
   not Actor.Dead($6808)
jf @ASSIN3_6505 
if 
  $6832 == 0 // $ == int 
jf @ASSIN3_6408 
if 
   not Actor.Driving($6808)
jf @ASSIN3_6408 
if 
   not Car.Wrecked($6816)
jf @ASSIN3_6400 
if 
80DC:   not player $PLAYER_CHAR in_car $6816 
jf @ASSIN3_6385 
01D5: actor $6808 go_to_and_drive_car $6816 
0319: set_actor $6808 running 1 
$6832 = 1 // $ = int 
jump @ASSIN3_6393 

:ASSIN3_6385
01D0: actor $6808 avoid_player $PLAYER_CHAR 

:ASSIN3_6393
jump @ASSIN3_6408 

:ASSIN3_6400
01D0: actor $6808 avoid_player $PLAYER_CHAR 

:ASSIN3_6408
if 
  $6832 == 1 // $ == int 
jf @ASSIN3_6505 
if 
   not Car.Wrecked($6816)
jf @ASSIN3_6505 
if 
   Actor.InCar($6808, $6816)
jf @ASSIN3_6497 
Car.SetMaxSpeed($6816, 42.0)
00AE: set_vehicle $6816 traffic_behavior_to 2 
Car.SetToPsychoDriver($6816)
$6832 = 0 // $ = int 
jump @ASSIN3_6505 

:ASSIN3_6497
01D0: actor $6808 avoid_player $PLAYER_CHAR 

:ASSIN3_6505
if 
  $6831 > 1 // $ > int 
jf @ASSIN3_6576 
if 
  3 > $6831 // int > $ 
jf @ASSIN3_6576 
if 
   Actor.Dead($6808)
jf @ASSIN3_6576 
$6831 = 3 // $ = int 
$6815 = 1 // $ = int 
Marker.Disable($6813)

:ASSIN3_6576
if and
  $6815 == 1 // $ == int 
  $6833 > 0 // $ > int 
jf @ASSIN3_6608 
jump @ASSIN3_6679 

:ASSIN3_6608
if and
  $6815 == 0 // $ == int 
  1 > $6833 // int > $ 
jf @ASSIN3_6655 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_6662 

:ASSIN3_6655
jump @ASSIN3_1289 

:ASSIN3_6662
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ASSIN3_6679
$603 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_3'  // Autocide
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Marker.Disable($600)
return 

:ASSIN3_6750
$ONMISSION = 0 // $ = int 
Pickup.Destroy($6819)
Pickup.Destroy($6824)
Marker.Disable($6774)
Marker.Disable($6781)
Marker.Disable($6791)
Marker.Disable($6797)
Marker.Disable($6803)
Marker.Disable($6813)
Marker.Disable($6823)
Actor.DestroyWithFade($6808)
Model.Destroy(#TROPIC)
Model.Destroy(#PCJ600)
Model.Destroy(#WMYCW)
Model.Destroy(#GDA)
Model.Destroy(#HMYAP)
Model.Destroy(#JMOTO)
Model.Destroy(#BOBCAT)
Model.Destroy(#SECURICA)
Model.Destroy(#CELLPHONE)
Model.Destroy(#BUDDYSHOT)
0296: unload_special_actor 1 
014F: stop_timer $6833 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 70---------------
// Originally: Check Out at the Check In

:ASSIN4
script_name 'ASSIN4' 
gosub @ASSIN4_46 
if 
wasted_or_busted 
jf @ASSIN4_37 
gosub @ASSIN4_7577 

:ASSIN4_37
gosub @ASSIN4_7661 
terminate_this_script 

:ASSIN4_46
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'ASSIN4' 
Model.Load(#WMORI)
Model.Load(#HFYBU)
Model.Load(#UZI)
Model.Load(#CELLPHONE)

:ASSIN4_87
if or
   not Model.Available(#WMORI)
   not Model.Available(#HFYBU)
   not Model.Available(#CELLPHONE)
   not Model.Available(#UZI)
jf @ASSIN4_127 
wait 0 
jump @ASSIN4_87 

:ASSIN4_127
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:ASSIN4_151
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASSIN4_181 
wait 0 
jump @ASSIN4_151 

:ASSIN4_181
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 38.39647 -1023.988 9.450843 range 4.0 
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 
0055: put_player $PLAYER_CHAR at -1482.114 -825.2285 13.8377 
0171: set_player $PLAYER_CHAR z_angle_to 100.263 
Camera.SetPosition(-1479.544, -825.3295, 15.01768, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB4_1' as 1 
03CF: load_wav 'JOB4_2' as 2 

:ASSIN4_359
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN4_389 
wait 0 
jump @ASSIN4_359 

:ASSIN4_389
fade 1 1000 

:ASSIN4_396
if 
fading 
jf @ASSIN4_420 
wait 0 
jump @ASSIN4_396 

:ASSIN4_420
00BC: text_highpriority 'ASM4_A' time 10000 1  // Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
03D1: play_wav 1 

:ASSIN4_439
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN4_494 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_487 
jump @ASSIN4_838 

:ASSIN4_487
jump @ASSIN4_439 

:ASSIN4_494
03D5: remove_text 'ASM4_A'  // Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
040D: unload_wav 1 
0395: clear_area 0 at -1474.531 -826.0056 15.00762 range 3.0 
Camera.SetPosition(-1475.931, -826.0056, 15.00762, 0.0, 0.0, 0.0)
Camera.PointAt(-1476.763, -825.4517, 14.99366, 2)
00BC: text_highpriority 'ASM4_B' time 10000 1  // Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
03D1: play_wav 2 

:ASSIN4_602
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN4_657 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_650 
jump @ASSIN4_838 

:ASSIN4_650
jump @ASSIN4_602 

:ASSIN4_657
03D5: remove_text 'ASM4_B'  // Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
040D: unload_wav 2 
03CF: load_wav 'JOB4_3' as 1 

:ASSIN4_683
if 
83D0:   not wav 1 loaded 
jf @ASSIN4_709 
wait 0 
jump @ASSIN4_683 

:ASSIN4_709
Camera.SetPosition(-1484.055, -825.312, 16.72996, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
00BC: text_highpriority 'ASM4_C' time 10000 1  // You must kill that person, retrieve his case and take it to the location taped under the phone.
03D1: play_wav 1 

:ASSIN4_769
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN4_824 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_817 
jump @ASSIN4_838 

:ASSIN4_817
jump @ASSIN4_769 

:ASSIN4_824
03D5: remove_text 'ASM4_C'  // You must kill that person, retrieve his case and take it to the location taped under the phone.
040D: unload_wav 1 

:ASSIN4_838
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1000 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 

:ASSIN4_893
if 
fading 
jf @ASSIN4_917 
wait 0 
jump @ASSIN4_893 

:ASSIN4_917
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1000 

:ASSIN4_932
if 
fading 
jf @ASSIN4_956 
wait 0 
jump @ASSIN4_932 

:ASSIN4_956
Player.CanMove($PLAYER_CHAR, True)
$6862 = -1493.219 // $ = float 
$6863 = -798.9757 // $ = float 
$6864 = 14.868 // $ = float 
$6865 = -1421.181 // $ = float 
$6866 = -874.6884 // $ = float 
$6867 = 19.8471 // $ = float 
$6868 = 289.025 // $ = float 
$6869 = -1388.918 // $ = float 
$6870 = -865.0283 // $ = float 
$6871 = 13.87768 // $ = float 
$6872 = 50.33542 // $ = float 
$6859 = -1360.671 // $ = float 
$6860 = -930.4258 // $ = float 
$6861 = 19.8531 // $ = float 
$6882 = -1387.584 // $ = float 
$6883 = -865.2448 // $ = float 
$6884 = 13.87768 // $ = float 
$6885 = 65.23693 // $ = float 
$6873 = -1484.78 // $ = float 
$6874 = -807.7946 // $ = float 
$6875 = 14.878 // $ = float 
$6879 = -676.2405 // $ = float 
$6880 = 1197.764 // $ = float 
$6881 = 10.07 // $ = float 
$6854 = 0 // $ = int 
$6855 = 0 // $ = int 
$6856 = 0 // $ = int 
$6857 = 0 // $ = int 
$6851 = 0 // $ = int 
$6858 = 0 // $ = int 
$6849 = 0 // $ = int 
$6850 = 0 // $ = int 
$6852 = 0 // $ = int 
$6886 = 0 // $ = int 
$6891 = 0 // $ = int 
$6889 = 0 // $ = int 
$6890 = 0 // $ = int 
$6887 = 0 // $ = int 
$6930 = 0 // $ = int 
TIMERA = 0 // @ = int 
$6906 = -1152.279 // $ = float 
$6907 = -939.467 // $ = float 
$6908 = 14.688 // $ = float 
$6909 = 88.806 // $ = float 
$6910 = 0 // $ = int 
$6913 = -1163.086 // $ = float 
$6914 = -948.9131 // $ = float 
$6915 = 14.68145 // $ = float 
$6916 = 89.2464 // $ = float 
$6917 = 0 // $ = int 
$6920 = -1139.197 // $ = float 
$6921 = -1086.208 // $ = float 
$6922 = 14.71668 // $ = float 
$6923 = 295.402 // $ = float 
$6924 = 0 // $ = int 
$6927 = 0 // $ = int 
$6928 = 0 // $ = int 
$6929 = 0 // $ = int 
032B: $6844 = create_weapon_pickup #SNIPER 3 ammo 10 at $6873 $6874 $6875 
03DC: $6845 = create_marker_above_pickup $6844 
00BC: text_highpriority 'ASM4_15' time 5000 2  // ~g~Get the sniper rifle to your right.
015C: set_zone_gang_info 'TERMINL' 1 50 0 0 0 0 25 0 0 0 0 10 
015C: set_zone_gang_info 'TERMINL' 0 50 0 0 0 0 25 0 0 0 0 10 

:ASSIN4_1717
wait 0 
if 
  $6851 == 0 // $ == int 
jf @ASSIN4_2628 
if 
   Pickup.Picked_up($6844)
jf @ASSIN4_2628 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Actor.Create($6841, 4, #HFYBU, $6865, $6866, $6867)
02A9: set_actor $6841 immune_to_nonplayer 1 
Actor.Angle($6841) = $6868
Marker.CreateAboveActor($6842, $6841)
01ED: clear_actor $6841 threat_search 
04F5: set_actor $6841 as_player_friend $PLAYER_CHAR flag 1 
0372: set_actor $6841 anim 13 wait_state_time 15000 ms 
Actor.Create($6843, 4, #WMORI, $6869, $6870, $6871)
02A9: set_actor $6843 immune_to_nonplayer 1 
Actor.Angle($6843) = $6872
0372: set_actor $6843 anim 13 wait_state_time 50000 ms 
01ED: clear_actor $6843 threat_search 
0350: set_actor $6843 maintain_position_when_attacked 1 
Actor.Create($6848, 21, #SPECIAL01, $6882, $6883, $6884)
Actor.Angle($6848) = $6885
01B2: give_actor $6848 weapon 23 ammo 300000 // Load the weapon model before using this 
01DE: tie_actor $6848 to_actor $6843 
0243: set_actor $6848 ped_stats_to 16 
01ED: clear_actor $6848 threat_search 
0350: set_actor $6848 maintain_position_when_attacked 1 
02A9: set_actor $6848 immune_to_nonplayer 1 
Camera.SetPosition(-1488.089, -811.8918, 16.87549, 0.0, 0.0, 0.0)
Camera.PointAt(-1487.585, -812.7545, 16.91248, 2)
0395: clear_area 0 at $6865 $6866 $6867 range 75.0 
0395: clear_area 0 at $6869 $6870 $6871 range 75.0 
TIMERA = 0 // @ = int 

:ASSIN4_2055
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2124 
wait 0 
00BC: text_highpriority 'ASM4_16' time 5000 2  // ~g~Watch the woman on the balcony, she will walk down the escalators and ask someone the time.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2117 
jump @ASSIN4_2599 

:ASSIN4_2117
jump @ASSIN4_2055 

:ASSIN4_2124
Camera.SetPosition(-1419.446, -874.2186, 21.14, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($6841)
jf @ASSIN4_2181 
Camera.OnPed($6841, 15, 2)

:ASSIN4_2181
TIMERA = 0 // @ = int 

:ASSIN4_2188
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2257 
wait 0 
00BC: text_highpriority 'ASM4_17' time 5000 2  // ~g~Once the conversation has finished kill the person she spoke to, but do not kill her.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2250 
jump @ASSIN4_2599 

:ASSIN4_2250
jump @ASSIN4_2188 

:ASSIN4_2257
Camera.SetPosition(-1407.901, -847.96, 19.56, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($6841)
jf @ASSIN4_2314 
Camera.OnPed($6841, 15, 2)

:ASSIN4_2314
TIMERA = 0 // @ = int 

:ASSIN4_2321
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2390 
wait 0 
00BC: text_highpriority 'ASM4_18' time 5000 2  // ~g~Once the target is dead retrieve his briefcase and take it to Ammu-Nation in Downtown.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2383 
jump @ASSIN4_2599 

:ASSIN4_2383
jump @ASSIN4_2321 

:ASSIN4_2390
Camera.SetPosition(-1443.797, -858.3729, 19.361, 0.0, 0.0, 0.0)
if 
   not Actor.Dead($6841)
jf @ASSIN4_2447 
Camera.OnPed($6841, 15, 2)

:ASSIN4_2447
TIMERA = 0 // @ = int 

:ASSIN4_2454
if 
  6000 > TIMERA // int > @ 
jf @ASSIN4_2523 
wait 0 
00BC: text_highpriority 'ASM4_19' time 6000 2  // ~g~Keep your distance from the target! Use the distance bar in the upper right corner of the screen.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2516 
jump @ASSIN4_2599 

:ASSIN4_2516
jump @ASSIN4_2454 

:ASSIN4_2523
TIMERA = 0 // @ = int 

:ASSIN4_2530
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2599 
wait 0 
00BC: text_highpriority 'ASM4_20' time 5000 2  // ~g~If it gets full he will see you.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2592 
jump @ASSIN4_2599 

:ASSIN4_2592
jump @ASSIN4_2530 

:ASSIN4_2599
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
$6851 = 1 // $ = int 
TIMERA = 0 // @ = int 

:ASSIN4_2628
if 
  $6851 == 1 // $ == int 
jf @ASSIN4_2719 
if 
  TIMERA > 15000 // @ > int 
jf @ASSIN4_2719 
if 
   not Actor.Dead($6841)
jf @ASSIN4_2719 
if 
   not Actor.Dead($6843)
jf @ASSIN4_2719 
04C2: actor $6841 walk_to_actor $6843 
TIMERA = 0 // @ = int 
$6851 = 2 // $ = int 

:ASSIN4_2719
if 
  $6851 == 2 // $ == int 
jf @ASSIN4_2872 
if 
   not Actor.Dead($6841)
jf @ASSIN4_2872 
if 
   not Actor.Dead($6843)
jf @ASSIN4_2872 
if 
   not Actor.Dead($6848)
jf @ASSIN4_2872 
if or
0126:   actor $6841 objective_passed 
  TIMERA > 120000 // @ > int 
jf @ASSIN4_2872 
011C: actor $6841 clear_objective 
0372: set_actor $6843 anim 0 wait_state_time 100 ms 
022C: set_actor $6848 to_look_at_actor $6841 
03F9: make_actors $6841 $6843 converse_in 5000 ms 
TIMERA = 0 // @ = int 
$6851 = 3 // $ = int 
$6858 = 1 // $ = int 
$6849 = 1 // $ = int 

:ASSIN4_2872
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN4_2944 
if 
  $6849 == 1 // $ == int 
jf @ASSIN4_2944 
if 
   not Actor.Dead($6848)
jf @ASSIN4_2944 
022F: set_actor $6848 stop_looking 
0350: set_actor $6848 maintain_position_when_attacked 0 
$6849 = 2 // $ = int 

:ASSIN4_2944
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN4_3016 
if 
  $6858 == 1 // $ == int 
jf @ASSIN4_3016 
if 
   not Actor.Dead($6841)
jf @ASSIN4_3016 
009C: set_actor $6841 wander_direction -1 
Marker.Disable($6842)
$6858 = 2 // $ = int 

:ASSIN4_3016
if 
  $6851 == 3 // $ == int 
jf @ASSIN4_3098 
if 
   not Actor.Dead($6843)
jf @ASSIN4_3098 
if 
  TIMERA > 4999 // @ > int 
jf @ASSIN4_3098 
0211: actor $6843 walk_to -1389.755 -859.1885 
TIMERB = 0 // @ = int 
$6851 = 4 // $ = int 

:ASSIN4_3098
if 
   not Actor.Dead($6843)
jf @ASSIN4_3697 
if 
  $6851 > 3 // $ > int 
jf @ASSIN4_3697 
if 
  $6930 == 0 // $ == int 
jf @ASSIN4_3172 
0211: actor $6843 walk_to -1392.829 -862.1075 
$6930 = 1 // $ = int 

:ASSIN4_3172
if 
  $6930 == 1 // $ == int 
jf @ASSIN4_3252 
if 
00F0:   actor $6843 stopped 0 -1392.829 -862.1075 radius 1.0 1.0 
jf @ASSIN4_3252 
0372: set_actor $6843 anim 3 wait_state_time 1000 ms 
TIMERA = 0 // @ = int 
$6930 = 2 // $ = int 

:ASSIN4_3252
if 
  $6930 == 2 // $ == int 
jf @ASSIN4_3320 
if 
  TIMERA > 1000 // @ > int 
jf @ASSIN4_3320 
0372: set_actor $6843 anim 0 wait_state_time 100 ms 
0211: actor $6843 walk_to -1389.674 -859.1384 
$6930 = 3 // $ = int 

:ASSIN4_3320
if 
  $6930 == 3 // $ == int 
jf @ASSIN4_3400 
if 
00F0:   actor $6843 stopped 0 -1389.674 -859.1384 radius 1.0 1.0 
jf @ASSIN4_3400 
0372: set_actor $6843 anim 3 wait_state_time 2000 ms 
TIMERA = 0 // @ = int 
$6930 = 4 // $ = int 

:ASSIN4_3400
if 
  $6930 == 4 // $ == int 
jf @ASSIN4_3468 
if 
  TIMERA > 2000 // @ > int 
jf @ASSIN4_3468 
0372: set_actor $6843 anim 0 wait_state_time 100 ms 
0211: actor $6843 walk_to -1380.315 -850.1871 
$6930 = 5 // $ = int 

:ASSIN4_3468
if 
  $6930 == 5 // $ == int 
jf @ASSIN4_3531 
if 
00F0:   actor $6843 stopped 0 -1380.315 -850.1871 radius 1.0 1.0 
jf @ASSIN4_3531 
$6930 = 6 // $ = int 

:ASSIN4_3531
if 
  $6891 == 0 // $ == int 
jf @ASSIN4_3614 
if 
  $6930 == 6 // $ == int 
jf @ASSIN4_3614 
if 
  TIMERB > 1000 // @ > int 
jf @ASSIN4_3614 
009E: set_actor $6843 path $6859 $6860 $6861 unknown 2.0 0 
TIMERB = 0 // @ = int 

:ASSIN4_3614
if 
  $6891 == 1 // $ == int 
jf @ASSIN4_3697 
if 
  $6930 == 6 // $ == int 
jf @ASSIN4_3697 
if 
  TIMERB > 1000 // @ > int 
jf @ASSIN4_3697 
009E: set_actor $6843 path $6859 $6860 $6861 unknown 2.0 1 
TIMERB = 0 // @ = int 

:ASSIN4_3697
if 
  $6851 > 3 // $ > int 
jf @ASSIN4_3745 
if 
   not Actor.Dead($6843)
jf @ASSIN4_3745 
Actor.StorePos($6843, $6876, $6877, $6878)

:ASSIN4_3745
if 
  $6851 > 3 // $ > int 
jf @ASSIN4_3981 
if 
   Actor.Dead($6843)
jf @ASSIN4_3981 
if 
  $6850 == 0 // $ == int 
jf @ASSIN4_3981 
Pickup.Create($6846, #BRIEFCASE, 3, $6876, $6877, $6878)
03DC: $6847 = create_marker_above_pickup $6846 
00BC: text_highpriority 'ASM4_21' time 5000 2  // ~g~Get the briefcase!
0151: remove_status_text $6892 
Player.WantedLevel($PLAYER_CHAR) = 2
04E3: set_player $PLAYER_CHAR mood 2 duration 300000 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 5 0 0 0 0 5 
015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 5 0 0 0 0 5 
if 
   not Actor.Dead($6848)
jf @ASSIN4_3960 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_3960
$6851 = -1 // $ = int 
$6852 = 1 // $ = int 
$6850 = 1 // $ = int 

:ASSIN4_3981
if 
  $6851 == 1 // $ == int 
jf @ASSIN4_4064 
if 
  $6890 == 1 // $ == int 
jf @ASSIN4_4064 
if 
  $6889 == 0 // $ == int 
jf @ASSIN4_4064 
03C4: set_status_text_to $6892 1 'ASM4_12'  // Distance:
$6890 = 2 // $ = int 
$6889 = 1 // $ = int 

:ASSIN4_4064
if 
  $6851 > 0 // $ > int 
jf @ASSIN4_4256 
if 
   not Actor.Dead($6843)
jf @ASSIN4_4256 
0054: store_player $PLAYER_CHAR position_to $6895 $6896 $6897 
Actor.StorePos($6843, $6898, $6899, $6900)
0509: $6901 = distance_between_point $6895 $6896 and_point $6898 $6899 
if 
  $6901 > 69.0 // $ > float 
jf @ASSIN4_4174 
$6901 = 70.0 // $ = float 

:ASSIN4_4174
if 
  36.0 > $6901 // float > $ 
jf @ASSIN4_4205 
$6901 = 35.0 // $ = float 

:ASSIN4_4205
$6894 = 70.0 // $ = float 
0061: $6894 -= $6901 // $ -= $ float 
0086: $6893 = $6894 // $ = $ float 
$6893 /= 0.35 // $ /= float 
008C: $6892 = float_to_integer $6893 
$6890 = 1 // $ = int 

:ASSIN4_4256
if 
  $6851 > 3 // $ > int 
jf @ASSIN4_4382 
if 
   not Actor.Dead($6843)
jf @ASSIN4_4382 
if 
  $6892 > 97 // $ > int 
jf @ASSIN4_4382 
if 
  $6891 == 0 // $ == int 
jf @ASSIN4_4382 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $6892 
if 
   not Actor.Dead($6848)
jf @ASSIN4_4375 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_4375
$6891 = 1 // $ = int 

:ASSIN4_4382
if 
  $6851 > 3 // $ > int 
jf @ASSIN4_4542 
if 
   not Actor.Dead($6843)
jf @ASSIN4_4542 
if 
00FB:   player $PLAYER_CHAR 0 $6843 radius 40.0 40.0 20.0 
jf @ASSIN4_4542 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN4_4542 
if 
  $6891 == 0 // $ == int 
jf @ASSIN4_4542 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $6892 
if 
   not Actor.Dead($6848)
jf @ASSIN4_4535 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_4535
$6891 = 1 // $ = int 

:ASSIN4_4542
if 
  $6851 > 3 // $ > int 
jf @ASSIN4_4784 
if 
  $6887 == 0 // $ == int 
jf @ASSIN4_4784 
if 
051A:   actor $6848 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_4681 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
if 
   not Actor.Dead($6848)
jf @ASSIN4_4641 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_4641
if 
   not Actor.Dead($6848)
jf @ASSIN4_4662 
054E: clear_actor $6848 damage 

:ASSIN4_4662
0151: remove_status_text $6892 
$6891 = 1 // $ = int 
$6887 = 1 // $ = int 

:ASSIN4_4681
if 
051A:   actor $6843 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_4784 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
if 
   not Actor.Dead($6848)
jf @ASSIN4_4744 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_4744
if 
   not Actor.Dead($6843)
jf @ASSIN4_4765 
054E: clear_actor $6843 damage 

:ASSIN4_4765
0151: remove_status_text $6892 
$6891 = 1 // $ = int 
$6887 = 1 // $ = int 

:ASSIN4_4784
if 
  $6852 == 1 // $ == int 
jf @ASSIN4_5126 
if 
   Pickup.Picked_up($6846)
jf @ASSIN4_5126 
Model.Destroy(#WMORI)
Model.Destroy(#HFYBU)
Actor.RemoveReferences($6843)
Model.Load(#MAVERICK)
Model.Load(#ADMIRAL)

:ASSIN4_4841
if or
   not Model.Available(#MAVERICK)
   not Model.Available(#ADMIRAL)
jf @ASSIN4_4873 
wait 0 
jump @ASSIN4_4841 

:ASSIN4_4873
Car.Create($6888, #MAVERICK, -1369.432, -1256.787, 17.3662)
Car.Angle($6888) = 308.4397
Marker.Disable($6847)
00BC: text_highpriority 'ASM4_22' time 5000 2  // ~g~Take the briefcase to Ammu-Nation in Downtown.
018A: $6853 = create_checkpoint_at $6879 $6880 $6881 
Car.Create($6902, #ADMIRAL, $6906, $6907, $6908)
0229: set_car $6902 color_to 0 0 
Car.Angle($6902) = $6909
0129: $6911 = create_actor 4 #SPECIAL01 in_car $6902 driverseat 
054A: set_actor $6911 can_be_shot_in_a_car 0 
01C8: $6912 = create_actor_pedtype 4 model #SPECIAL02 in_car $6902 passenger_seat 0 
Car.SetToNormalDriver($6902)
020A: set_car $6902 door_status_to 2 
Car.ImmuneToNonPlayer($6902, True)
$6910 = 1 // $ = int 
Car.Create($6903, #ADMIRAL, $6913, $6914, $6915)
0229: set_car $6903 color_to 0 0 
Car.Angle($6903) = $6916
0129: $6918 = create_actor 4 #SPECIAL02 in_car $6903 driverseat 
054A: set_actor $6918 can_be_shot_in_a_car 0 
01C8: $6919 = create_actor_pedtype 4 model #SPECIAL01 in_car $6903 passenger_seat 0 
Car.SetToNormalDriver($6903)
020A: set_car $6903 door_status_to 2 
$6917 = 1 // $ = int 
$6852 = 2 // $ = int 

:ASSIN4_5126
if 
  $6852 == 2 // $ == int 
jf @ASSIN4_6737 
if 
  $6910 == 1 // $ == int 
jf @ASSIN4_5332 
if 
   not Car.Wrecked($6902)
jf @ASSIN4_5332 
if or
0056:   player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 
8185:   not car $6902 health > 998 
jf @ASSIN4_5332 
if 
   not Actor.Dead($6911)
jf @ASSIN4_5332 
if 
   not Actor.Dead($6912)
jf @ASSIN4_5332 
if 
   Actor.Driving($6911)
jf @ASSIN4_5332 
if 
   Actor.Driving($6912)
jf @ASSIN4_5332 
Car.SetMaxSpeed($6902, 66.0)
02C2: car $6902 drive_to_point -1202.135 -937.3721 14.65 
01EC: make_car $6902 very_heavy 1 
$6910 = 2 // $ = int 

:ASSIN4_5332
if 
  $6910 == 2 // $ == int 
jf @ASSIN4_5482 
if 
   not Actor.Dead($6911)
jf @ASSIN4_5482 
if 
   not Actor.Dead($6912)
jf @ASSIN4_5482 
if 
   not Car.Wrecked($6902)
jf @ASSIN4_5482 
if 
   Actor.Driving($6911)
jf @ASSIN4_5482 
if 
   Actor.Driving($6912)
jf @ASSIN4_5482 
if 
01AD:   car $6902 sphere 0 near_point -1202.135 -937.3721 radius 7.0 7.0 
jf @ASSIN4_5482 
00AF: set_car $6902 driver_behaviour_to 4 
$6910 = 3 // $ = int 

:ASSIN4_5482
if 
  $6910 == 3 // $ == int 
jf @ASSIN4_5734 
if 
   not Actor.Dead($6911)
jf @ASSIN4_5734 
if 
   not Actor.Dead($6912)
jf @ASSIN4_5734 
if 
   not Car.Wrecked($6902)
jf @ASSIN4_5734 
if 
   Actor.Driving($6911)
jf @ASSIN4_5734 
if 
01FC:   player $PLAYER_CHAR near_car $6902 radius 30.0 30.0 0 
jf @ASSIN4_5734 
Car.StorePos($6902, $6906, $6907, $6908)
Actor.DestroyInstantly($6912)
$6908 -= 20.0 // $ -= float 
Actor.Create($6912, 4, #SPECIAL01, $6906, $6907, $6908)
0464: put_actor $6912 into_turret_on_car $6902 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
Actor.SetCarWeapon($6912, 23, 3000)
02E2: set_actor $6912 weapon_accuracy_to 40 
0243: set_actor $6912 ped_stats_to 16 
0350: set_actor $6912 maintain_position_when_attacked 1 
01CA: actor $6912 kill_player $PLAYER_CHAR 
00AE: set_vehicle $6902 traffic_behavior_to 2 
00AF: set_car $6902 driver_behaviour_to 4 
$6910 = 4 // $ = int 

:ASSIN4_5734
if 
  $6910 == 4 // $ == int 
jf @ASSIN4_5874 
if 
   not Actor.Dead($6912)
jf @ASSIN4_5874 
if 
  $6927 == 0 // $ == int 
jf @ASSIN4_5825 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASSIN4_5825 
03C1: $6905 = player $PLAYER_CHAR car_no_save 
01D9: actor $6912 destroy_car $6905 
$6927 = 1 // $ = int 

:ASSIN4_5825
if 
  $6927 == 1 // $ == int 
jf @ASSIN4_5874 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ASSIN4_5874 
01CA: actor $6912 kill_player $PLAYER_CHAR 
$6927 = 0 // $ = int 

:ASSIN4_5874
if 
  $6917 == 1 // $ == int 
jf @ASSIN4_6055 
if 
   not Car.Wrecked($6903)
jf @ASSIN4_6055 
if or
0056:   player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 
8185:   not car $6903 health > 998 
jf @ASSIN4_6055 
if 
   not Actor.Dead($6918)
jf @ASSIN4_6055 
if 
   not Actor.Dead($6919)
jf @ASSIN4_6055 
if 
   Actor.Driving($6918)
jf @ASSIN4_6055 
if 
   Actor.Driving($6919)
jf @ASSIN4_6055 
Car.SetMaxSpeed($6903, 66.0)
Car.DriveTo($6903, -1202.935, -947.956, 14.534)
$6917 = 2 // $ = int 

:ASSIN4_6055
if 
  $6917 == 2 // $ == int 
jf @ASSIN4_6205 
if 
   not Actor.Dead($6918)
jf @ASSIN4_6205 
if 
   not Actor.Dead($6919)
jf @ASSIN4_6205 
if 
   not Car.Wrecked($6903)
jf @ASSIN4_6205 
if 
   Actor.Driving($6918)
jf @ASSIN4_6205 
if 
   Actor.Driving($6919)
jf @ASSIN4_6205 
if 
01AD:   car $6903 sphere 0 near_point -1202.935 -947.956 radius 10.0 10.0 
jf @ASSIN4_6205 
00AF: set_car $6903 driver_behaviour_to 2 
$6917 = 3 // $ = int 

:ASSIN4_6205
if 
  $6917 == 3 // $ == int 
jf @ASSIN4_6450 
if 
   not Actor.Dead($6918)
jf @ASSIN4_6450 
if 
   not Actor.Dead($6919)
jf @ASSIN4_6450 
if 
   not Car.Wrecked($6903)
jf @ASSIN4_6450 
if 
   Actor.Driving($6918)
jf @ASSIN4_6450 
if 
01FC:   player $PLAYER_CHAR near_car $6903 radius 30.0 30.0 0 
jf @ASSIN4_6450 
Car.StorePos($6903, $6913, $6914, $6915)
Actor.DestroyInstantly($6919)
$6915 -= 20.0 // $ -= float 
Actor.Create($6919, 4, #SPECIAL01, $6913, $6914, $6915)
0464: put_actor $6919 into_turret_on_car $6903 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
Actor.SetCarWeapon($6919, 23, 3000)
02E2: set_actor $6919 weapon_accuracy_to 40 
0243: set_actor $6919 ped_stats_to 16 
0350: set_actor $6919 maintain_position_when_attacked 1 
01CA: actor $6919 kill_player $PLAYER_CHAR 
00AF: set_car $6903 driver_behaviour_to 2 
$6917 = 4 // $ = int 

:ASSIN4_6450
if 
  $6917 == 4 // $ == int 
jf @ASSIN4_6590 
if 
   not Actor.Dead($6919)
jf @ASSIN4_6590 
if 
  $6928 == 0 // $ == int 
jf @ASSIN4_6541 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASSIN4_6541 
03C1: $6905 = player $PLAYER_CHAR car_no_save 
01D9: actor $6919 destroy_car $6905 
$6928 = 1 // $ = int 

:ASSIN4_6541
if 
  $6928 == 1 // $ == int 
jf @ASSIN4_6590 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ASSIN4_6590 
01CA: actor $6919 kill_player $PLAYER_CHAR 
$6928 = 0 // $ = int 

:ASSIN4_6590
if 
   Actor.Dead($6848)
jf @ASSIN4_6611 
Actor.RemoveReferences($6848)

:ASSIN4_6611
if 
   Actor.Dead($6911)
jf @ASSIN4_6632 
Actor.RemoveReferences($6911)

:ASSIN4_6632
if 
   Actor.Dead($6912)
jf @ASSIN4_6653 
Actor.RemoveReferences($6912)

:ASSIN4_6653
if 
   Actor.Dead($6918)
jf @ASSIN4_6674 
Actor.RemoveReferences($6918)

:ASSIN4_6674
if 
   Actor.Dead($6919)
jf @ASSIN4_6695 
Actor.RemoveReferences($6919)

:ASSIN4_6695
if 
   Car.Wrecked($6902)
jf @ASSIN4_6716 
Car.RemoveReferences($6902)

:ASSIN4_6716
if 
   Car.Wrecked($6903)
jf @ASSIN4_6737 
Car.RemoveReferences($6903)

:ASSIN4_6737
if or
  $6851 > 0 // $ > int 
  $6851 == -1 // $ == int 
jf @ASSIN4_6800 
if 
   Actor.Dead($6841)
jf @ASSIN4_6800 
00BC: text_highpriority 'ASM4_25' time 5000 1  // ~r~You killed the woman you fool!
jump @ASSIN4_7577 

:ASSIN4_6800
if 
  $6851 > 0 // $ > int 
jf @ASSIN4_6903 
if 
  4 > $6851 // int > $ 
jf @ASSIN4_6903 
if 
   Actor.Dead($6843)
jf @ASSIN4_6903 
00BC: text_highpriority 'ASM4_29' time 5000 1  // ~r~Itchy trigger finger? You killed him too soon!
if 
   not Actor.Dead($6848)
jf @ASSIN4_6896 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_6896
jump @ASSIN4_7577 

:ASSIN4_6903
if and
  4 > $6851 // int > $ 
  $6851 > 0 // $ > int 
jf @ASSIN4_7142 
if 
  $6887 == 0 // $ == int 
jf @ASSIN4_7142 
if 
051A:   actor $6848 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_7044 
if 
   not Actor.Dead($6848)
jf @ASSIN4_6994 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_6994
if 
   not Actor.Dead($6848)
jf @ASSIN4_7015 
054E: clear_actor $6848 damage 

:ASSIN4_7015
00BC: text_highpriority 'ASM4_28' time 5000 1  // ~r~The target heard you firing your weapon!
$6887 = 1 // $ = int 
jump @ASSIN4_7577 

:ASSIN4_7044
if 
051A:   actor $6843 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_7142 
if 
   not Actor.Dead($6848)
jf @ASSIN4_7092 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_7092
if 
   not Actor.Dead($6843)
jf @ASSIN4_7113 
054E: clear_actor $6843 damage 

:ASSIN4_7113
00BC: text_highpriority 'ASM4_28' time 5000 1  // ~r~The target heard you firing your weapon!
$6887 = 1 // $ = int 
jump @ASSIN4_7577 

:ASSIN4_7142
if 
  $6851 > 0 // $ > int 
jf @ASSIN4_7297 
if 
  4 > $6851 // int > $ 
jf @ASSIN4_7297 
if 
   not Actor.Dead($6843)
jf @ASSIN4_7297 
if 
00FB:   player $PLAYER_CHAR 0 $6843 radius 40.0 40.0 20.0 
jf @ASSIN4_7297 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN4_7297 
00BC: text_highpriority 'ASM4_28' time 5000 1  // ~r~The target heard you firing your weapon!
if 
   not Actor.Dead($6848)
jf @ASSIN4_7290 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_7290
jump @ASSIN4_7577 

:ASSIN4_7297
if 
  $6851 > 0 // $ > int 
jf @ASSIN4_7402 
if 
  4 > $6851 // int > $ 
jf @ASSIN4_7402 
if 
  $6892 > 97 // $ > int 
jf @ASSIN4_7402 
00BC: text_highpriority 'ASM4_27' time 5000 1  // ~r~The target has seen you! You should have kept your distance!
if 
   not Actor.Dead($6848)
jf @ASSIN4_7395 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_7395
jump @ASSIN4_7577 

:ASSIN4_7402
if 
   not Actor.Dead($6843)
jf @ASSIN4_7503 
if 
00EC:   actor $6843 0 $6859 $6860 radius 5.0 5.0 
jf @ASSIN4_7503 
00BC: text_highpriority 'ASM4_26' time 5000 1  // ~r~The target has boarded his flight!
if 
   not Actor.Dead($6848)
jf @ASSIN4_7496 
01E0: clear_leader $6848 
01CA: actor $6848 kill_player $PLAYER_CHAR 

:ASSIN4_7496
jump @ASSIN4_7577 

:ASSIN4_7503
if 
  $6852 > 1 // $ > int 
jf @ASSIN4_7570 
if 
00F6:   player $PLAYER_CHAR 1 $6879 $6880 $6881 radius 3.0 3.0 3.0 
jf @ASSIN4_7570 
jump @ASSIN4_7594 

:ASSIN4_7570
jump @ASSIN4_1717 

:ASSIN4_7577
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:ASSIN4_7594
$604 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_4'  // Check Out at the Check In
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 8000
030C: progress_made += 1 
0394: play_music 1 
0533: increment_assassination_contracts_by 1 
Marker.Disable($600)
return 

:ASSIN4_7661
$ONMISSION = 0 // $ = int 
Marker.Disable($6853)
Marker.Disable($6847)
Marker.Disable($6845)
Marker.Disable($6842)
Pickup.Destroy($6846)
Pickup.Destroy($6844)
Model.Destroy(#WMORI)
Model.Destroy(#HFYBU)
Model.Destroy(#ADMIRAL)
Model.Destroy(#MAVERICK)
Model.Destroy(#UZI)
Actor.DestroyWithFade($6848)
Actor.DestroyWithFade($6843)
Actor.DestroyWithFade($6911)
Actor.DestroyWithFade($6912)
Actor.DestroyWithFade($6918)
Actor.DestroyWithFade($6919)
0151: remove_status_text $6892 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 20 
015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 50 0 0 0 0 10 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 71---------------
// Originally: Loose Ends

:ASSIN5
script_name 'ASSIN5' 
gosub @ASSIN5_46 
if 
wasted_or_busted 
jf @ASSIN5_37 
gosub @ASSIN5_12297 

:ASSIN5_37
gosub @ASSIN5_12445 
terminate_this_script 

:ASSIN5_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN5' 
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#MP5LNG)
Model.Load(#CELLPHONE)
Model.Load(#ADMIRAL)
Model.Load(#PONY)
Model.Load(#MAVERICK)
Model.Load(#BARREL4)

:ASSIN5_107
if or
   not Model.Available(#SGA)
   not Model.Available(#SGB)
   not Model.Available(#MP5LNG)
   not Model.Available(#CELLPHONE)
jf @ASSIN5_147 
wait 0 
jump @ASSIN5_107 

:ASSIN5_147
if or
   not Model.Available(#ADMIRAL)
   not Model.Available(#PONY)
   not Model.Available(#MAVERICK)
   not Model.Available(#BARREL4)
jf @ASSIN5_189 
wait 0 
jump @ASSIN5_147 

:ASSIN5_189
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:ASSIN5_213
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASSIN5_243 
wait 0 
jump @ASSIN5_213 

:ASSIN5_243
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -977.4625 -530.668 9.9113 range 4.0 
0395: clear_area 0 at -989.819 -524.6922 11.39922 range 3.0 
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 
0055: put_player $PLAYER_CHAR at -977.4625 -530.668 9.9113 
0171: set_player $PLAYER_CHAR z_angle_to 284.6051 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
Camera.SetPosition(-981.4931, -531.1837, 11.49621, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer

:ASSIN5_421
if 
834E:   not move_object $2219 to -973.664 -516.25 10.092 speed 0.0 0.1 0.0 collision_check 0 
jf @ASSIN5_480 
wait 0 
jump @ASSIN5_421 

:ASSIN5_480
03CF: load_wav 'JOB5_1' as 1 
03CF: load_wav 'JOB5_2' as 2 

:ASSIN5_504
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN5_534 
wait 0 
jump @ASSIN5_504 

:ASSIN5_534
fade 1 500 

:ASSIN5_541
if 
fading 
jf @ASSIN5_565 
wait 0 
jump @ASSIN5_541 

:ASSIN5_565
00BC: text_highpriority 'ASM5_A' time 10000 1  // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
03D1: play_wav 1 

:ASSIN5_584
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN5_639 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN5_632 
jump @ASSIN5_918 

:ASSIN5_632
jump @ASSIN5_584 

:ASSIN5_639
03D5: remove_text 'ASM5_A'  // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
040D: unload_wav 1 
00BC: text_highpriority 'ASM5_B' time 10000 1  // Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
03D1: play_wav 2 

:ASSIN5_672
if and
83D2:   not wav 2 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN5_727 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN5_720 
jump @ASSIN5_918 

:ASSIN5_720
jump @ASSIN5_672 

:ASSIN5_727
03D5: remove_text 'ASM5_B'  // Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
040D: unload_wav 2 
03CF: load_wav 'JOB5_3' as 1 

:ASSIN5_753
if 
83D0:   not wav 1 loaded 
jf @ASSIN5_779 
wait 0 
jump @ASSIN5_753 

:ASSIN5_779
Camera.SetPosition(-988.1754, -532.6743, 11.89331, 0.0, 0.0, 0.0)
Camera.PointAt(-987.3879, -532.0587, 11.84551, 2)
00BC: text_highpriority 'ASM5_C' time 10000 1  // There is a gate to your left that leads to the back of the factory.
03D1: play_wav 1 

:ASSIN5_849
if and
83D2:   not wav 1 ended 
   not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN5_904 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN5_897 
jump @ASSIN5_918 

:ASSIN5_897
jump @ASSIN5_849 

:ASSIN5_904
03D5: remove_text 'ASM5_C'  // There is a gate to your left that leads to the back of the factory.
040D: unload_wav 1 

:ASSIN5_918
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1000 

:ASSIN5_952
if 
fading 
jf @ASSIN5_976 
wait 0 
jump @ASSIN5_952 

:ASSIN5_976
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 
0482: set_threat_reaction_range_multiplier 2.0 
03C7: set_sensitivity_to_crime_to 0.1 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
$7044 = 0 // $ = int 
$7045 = 0 // $ = int 
$7046 = 0 // $ = int 
$7047 = 0 // $ = int 
$7048 = 0 // $ = int 
$7049 = 0 // $ = int 
$7050 = 0 // $ = int 
$7051 = 0 // $ = int 
$7052 = 0 // $ = int 
$7053 = 0 // $ = int 
$7054 = 0 // $ = int 
$7055 = 0 // $ = int 
$7056 = 0 // $ = int 
$7057 = 0 // $ = int 
$7058 = 0 // $ = int 
$7059 = 0 // $ = int 
$7060 = 0 // $ = int 
$7061 = 0 // $ = int 
$7062 = 0 // $ = int 
$7063 = 0 // $ = int 
$7064 = 0 // $ = int 
$7065 = 0 // $ = int 
$7066 = 0 // $ = int 
$7067 = 0 // $ = int 
$7068 = 0 // $ = int 
$7069 = 0 // $ = int 
$7070 = 0 // $ = int 
$7079 = 0 // $ = int 
$7071 = 0 // $ = int 
$7072 = 0 // $ = int 
$7073 = 0 // $ = int 
$7074 = 0 // $ = int 
$7075 = 0 // $ = int 
$7076 = 0 // $ = int 
$7077 = 0 // $ = int 
$7078 = 0 // $ = int 
$7080 = 0 // $ = int 
$7081 = 0 // $ = int 
$7082 = 0 // $ = int 
$7083 = 0 // $ = int 
$7084 = 0 // $ = int 
$7085 = 0 // $ = int 
$7086 = 0 // $ = int 
$7087 = 0 // $ = int 
$7088 = 0 // $ = int 
$7089 = 0 // $ = int 
$7090 = 0 // $ = int 
$7091 = 0 // $ = int 
$7092 = 0 // $ = int 
$7093 = 0 // $ = int 
$7094 = 0 // $ = int 
$7095 = 0 // $ = int 
$7096 = 0 // $ = int 
$7097 = 0 // $ = int 
Actor.Create($6965, 21, #SPECIAL01, -888.0087, -516.6854, 28.1699)
01B2: give_actor $6965 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6965) = 112.8337
01ED: clear_actor $6965 threat_search 
0243: set_actor $6965 ped_stats_to 16 
011A: set_actor $6965 search_threat 1 
02A9: set_actor $6965 immune_to_nonplayer 1 
Actor.Create($6966, 21, #SPECIAL02, -886.0616, -514.7507, 28.1699)
01B2: give_actor $6966 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6966) = 105.293
01ED: clear_actor $6966 threat_search 
0243: set_actor $6966 ped_stats_to 16 
011A: set_actor $6966 search_threat 1 
02A9: set_actor $6966 immune_to_nonplayer 1 
Actor.Create($6967, 21, #SPECIAL01, -886.1217, -518.1573, 28.16999)
01B2: give_actor $6967 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6967) = 104.0362
01ED: clear_actor $6967 threat_search 
0243: set_actor $6967 ped_stats_to 16 
011A: set_actor $6967 search_threat 1 
02A9: set_actor $6967 immune_to_nonplayer 1 
Actor.Create($6968, 4, #SGA, -893.7256, -517.13, 28.1754)
01B2: give_actor $6968 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6968) = 279.891
01ED: clear_actor $6968 threat_search 
0243: set_actor $6968 ped_stats_to 16 
011A: set_actor $6968 search_threat 1 
02A9: set_actor $6968 immune_to_nonplayer 1 
Actor.Create($6969, 4, #SGB, -894.7341, -515.9601, 28.1754)
01B2: give_actor $6969 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6969) = 285.984
01ED: clear_actor $6969 threat_search 
0243: set_actor $6969 ped_stats_to 16 
011A: set_actor $6969 search_threat 1 
02A9: set_actor $6969 immune_to_nonplayer 1 
03F9: make_actors $6968 $6965 converse_in 800000 ms 
Object.Create($6980, #BARREL4, -904.3218, -566.7883, 9.7807)
Car.Create($6931, #MAVERICK, -870.6392, -516.396, 28.1699)
0229: set_car $6931 color_to 7 1 
Car.Angle($6931) = 183.0478
Car.SetToNormalDriver($6931)
Car.Create($6970, #ADMIRAL, -941.5502, -513.9277, 9.9197)
0229: set_car $6970 color_to 0 0 
Car.SetToNormalDriver($6970)
Car.Angle($6970) = 5.3408
Actor.Create($6934, 21, #SPECIAL01, -939.6057, -512.2731, 9.9113)
01B2: give_actor $6934 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6934) = 90.5315
01ED: clear_actor $6934 threat_search 
011A: set_actor $6934 search_threat 1 
0243: set_actor $6934 ped_stats_to 16 
02A9: set_actor $6934 immune_to_nonplayer 1 
0350: set_actor $6934 maintain_position_when_attacked 1 
Actor.Create($6935, 21, #SPECIAL02, -939.5907, -516.5395, 9.9532)
01B2: give_actor $6935 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6935) = 90.1574
01ED: clear_actor $6935 threat_search 
011A: set_actor $6935 search_threat 1 
0243: set_actor $6935 ped_stats_to 16 
02A9: set_actor $6935 immune_to_nonplayer 1 
0350: set_actor $6935 maintain_position_when_attacked 1 
Actor.Create($6936, 21, #SPECIAL02, -905.3917, -512.3774, 16.9633)
01B2: give_actor $6936 weapon 25 ammo 3000 // Load the weapon model before using this 
Actor.Angle($6936) = 119.0373
01ED: clear_actor $6936 threat_search 
011A: set_actor $6936 search_threat 1 
0243: set_actor $6936 ped_stats_to 16 
02A9: set_actor $6936 immune_to_nonplayer 1 
Actor.Create($6937, 21, #SPECIAL01, -900.4265, -545.6013, 21.4256)
01B2: give_actor $6937 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6937) = 81.1633
01ED: clear_actor $6937 threat_search 
011A: set_actor $6937 search_threat 1 
0243: set_actor $6937 ped_stats_to 16 
02A9: set_actor $6937 immune_to_nonplayer 1 
Actor.Create($6938, 21, #SPECIAL02, -919.222, -544.302, 10.49)
01B2: give_actor $6938 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6938) = 8.948461
02A9: set_actor $6938 immune_to_nonplayer 1 
0350: set_actor $6938 maintain_position_when_attacked 1 
Car.Create($6972, #PONY, -925.0329, -530.9766, 10.1511)
0229: set_car $6972 color_to 0 0 
Car.Angle($6972) = 100.691
Car.ImmuneToNonPlayer($6972, True)
0129: $6939 = create_actor 21 #SPECIAL01 in_car $6972 driverseat 
01B2: give_actor $6939 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6939 threat_search 
011A: set_actor $6939 search_threat 1 
0243: set_actor $6939 ped_stats_to 16 
02A9: set_actor $6939 immune_to_nonplayer 1 
02E2: set_actor $6939 weapon_accuracy_to 10 
01C8: $6940 = create_actor_pedtype 21 model #SPECIAL02 in_car $6972 passenger_seat 0 
01B2: give_actor $6940 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6940 threat_search 
011A: set_actor $6940 search_threat 1 
0243: set_actor $6940 ped_stats_to 16 
02A9: set_actor $6940 immune_to_nonplayer 1 
02E2: set_actor $6940 weapon_accuracy_to 10 
01C8: $6941 = create_actor_pedtype 21 model #SPECIAL01 in_car $6972 passenger_seat 1 
01B2: give_actor $6941 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6941 threat_search 
011A: set_actor $6941 search_threat 1 
0243: set_actor $6941 ped_stats_to 16 
02A9: set_actor $6941 immune_to_nonplayer 1 
02E2: set_actor $6941 weapon_accuracy_to 10 
01C8: $6942 = create_actor_pedtype 21 model #SPECIAL01 in_car $6972 passenger_seat 2 
01B2: give_actor $6942 weapon 25 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6942 threat_search 
011A: set_actor $6942 search_threat 1 
0243: set_actor $6942 ped_stats_to 16 
02A9: set_actor $6942 immune_to_nonplayer 1 
02E2: set_actor $6942 weapon_accuracy_to 10 
Car.SetToNormalDriver($6972)
Car.Create($6971, #ADMIRAL, -923.2911, -534.3985, 10.1921)
Car.Angle($6971) = 95.827
0229: set_car $6971 color_to 0 0 
Car.ImmuneToNonPlayer($6971, True)
Actor.Create($6943, 21, #SPECIAL02, -910.9335, -549.9265, 10.5692)
01B2: give_actor $6943 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6943) = 357.5166
01ED: clear_actor $6943 threat_search 
011A: set_actor $6943 search_threat 1 
0243: set_actor $6943 ped_stats_to 16 
02A9: set_actor $6943 immune_to_nonplayer 1 
0350: set_actor $6943 maintain_position_when_attacked 1 
Actor.Create($6944, 21, #SPECIAL01, -919.4705, -564.1069, 10.1924)
01B2: give_actor $6944 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6944) = 11.053
01ED: clear_actor $6944 threat_search 
011A: set_actor $6944 search_threat 1 
0243: set_actor $6944 ped_stats_to 16 
02A9: set_actor $6944 immune_to_nonplayer 1 
0350: set_actor $6944 maintain_position_when_attacked 1 
Actor.Create($6945, 21, #SPECIAL02, -907.8641, -562.6886, 10.3168)
01B2: give_actor $6945 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6945) = 354.8635
01ED: clear_actor $6945 threat_search 
011A: set_actor $6945 search_threat 1 
0243: set_actor $6945 ped_stats_to 16 
02A9: set_actor $6945 immune_to_nonplayer 1 
0350: set_actor $6945 maintain_position_when_attacked 1 
Actor.Create($6946, 21, #SPECIAL02, -898.9297, -605.6819, 11.8547)
01B2: give_actor $6946 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6946) = 182.2136
01ED: clear_actor $6946 threat_search 
011A: set_actor $6946 search_threat 1 
0243: set_actor $6946 ped_stats_to 16 
02A9: set_actor $6946 immune_to_nonplayer 1 
0350: set_actor $6946 maintain_position_when_attacked 1 
Actor.Create($6947, 21, #SPECIAL01, -909.2119, -602.8759, 9.5246)
01B2: give_actor $6947 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6947) = 12.6305
01ED: clear_actor $6947 threat_search 
011A: set_actor $6947 search_threat 1 
0243: set_actor $6947 ped_stats_to 16 
02A9: set_actor $6947 immune_to_nonplayer 1 
0350: set_actor $6947 maintain_position_when_attacked 1 
Actor.Create($6948, 21, #SPECIAL01, -916.5301, -562.2043, 12.0173)
01B2: give_actor $6948 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6948) = 137.803
01ED: clear_actor $6948 threat_search 
011A: set_actor $6948 search_threat 1 
0243: set_actor $6948 ped_stats_to 16 
02A9: set_actor $6948 immune_to_nonplayer 1 
0350: set_actor $6948 maintain_position_when_attacked 1 
Actor.Create($6949, 21, #SPECIAL02, -881.8743, -584.6597, 18.6255)
01B2: give_actor $6949 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6949) = 192.3254
01ED: clear_actor $6949 threat_search 
011A: set_actor $6949 search_threat 1 
0243: set_actor $6949 ped_stats_to 16 
02A9: set_actor $6949 immune_to_nonplayer 1 
Actor.Create($6950, 21, #SPECIAL01, -931.1354, -585.5306, 9.1849)
01B2: give_actor $6950 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6950) = 18.2377
01ED: clear_actor $6950 threat_search 
011A: set_actor $6950 search_threat 1 
0243: set_actor $6950 ped_stats_to 16 
02A9: set_actor $6950 immune_to_nonplayer 1 
Actor.Create($6951, 21, #SPECIAL02, -925.1932, -615.1325, 12.7716)
01B2: give_actor $6951 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6951) = 18.3567
01ED: clear_actor $6951 threat_search 
011A: set_actor $6951 search_threat 1 
0243: set_actor $6951 ped_stats_to 16 
02A9: set_actor $6951 immune_to_nonplayer 1 
0350: set_actor $6951 maintain_position_when_attacked 1 
Actor.Create($6952, 21, #SPECIAL02, -929.0777, -614.6532, 14.9469)
01B2: give_actor $6952 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6952) = 17.6835
01ED: clear_actor $6952 threat_search 
011A: set_actor $6952 search_threat 1 
0243: set_actor $6952 ped_stats_to 16 
02A9: set_actor $6952 immune_to_nonplayer 1 
0350: set_actor $6951 maintain_position_when_attacked 1 
Actor.Create($6953, 21, #SPECIAL01, -927.3255, -620.7064, 14.9642)
01B2: give_actor $6953 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6953) = 1.3416
01ED: clear_actor $6953 threat_search 
011A: set_actor $6953 search_threat 1 
0243: set_actor $6953 ped_stats_to 16 
02A9: set_actor $6953 immune_to_nonplayer 1 
0350: set_actor $6953 maintain_position_when_attacked 1 
Actor.Create($6954, 21, #SPECIAL02, -897.9171, -632.6987, 15.5191)
01B2: give_actor $6954 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6954) = 102.1576
01ED: clear_actor $6954 threat_search 
011A: set_actor $6954 search_threat 1 
0243: set_actor $6954 ped_stats_to 16 
02A9: set_actor $6954 immune_to_nonplayer 1 
0350: set_actor $6954 maintain_position_when_attacked 1 
Actor.Create($6955, 21, #SPECIAL01, -878.5259, -624.2981, 14.7945)
01B2: give_actor $6955 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6955) = 346.1281
01ED: clear_actor $6955 threat_search 
011A: set_actor $6955 search_threat 1 
0243: set_actor $6955 ped_stats_to 16 
02A9: set_actor $6955 immune_to_nonplayer 1 
0350: set_actor $6955 maintain_position_when_attacked 1 
Actor.Create($6956, 21, #SPECIAL02, -867.262, -608.2192, 23.1638)
01B2: give_actor $6956 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6956) = 138.8068
01ED: clear_actor $6956 threat_search 
011A: set_actor $6956 search_threat 1 
0243: set_actor $6956 ped_stats_to 16 
02A9: set_actor $6956 immune_to_nonplayer 1 
0350: set_actor $6956 maintain_position_when_attacked 1 
Actor.Create($6957, 21, #SPECIAL01, -874.3932, -605.0528, 14.7369)
01B2: give_actor $6957 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6957) = 101.475
01ED: clear_actor $6957 threat_search 
011A: set_actor $6957 search_threat 1 
0243: set_actor $6957 ped_stats_to 16 
02A9: set_actor $6957 immune_to_nonplayer 1 
0350: set_actor $6957 maintain_position_when_attacked 1 
Actor.Create($6958, 21, #SPECIAL01, -924.4441, -575.0138, 9.2581)
01B2: give_actor $6958 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6958) = 1.4189
01ED: clear_actor $6958 threat_search 
011A: set_actor $6958 search_threat 1 
0243: set_actor $6958 ped_stats_to 16 
02A9: set_actor $6958 immune_to_nonplayer 1 
0350: set_actor $6958 maintain_position_when_attacked 1 
Actor.Create($6959, 21, #SPECIAL01, -867.9724, -601.2151, 23.1638)
01B2: give_actor $6959 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6959) = 127.6761
01ED: clear_actor $6959 threat_search 
011A: set_actor $6959 search_threat 1 
0243: set_actor $6959 ped_stats_to 16 
02A9: set_actor $6959 immune_to_nonplayer 1 
0350: set_actor $6959 maintain_position_when_attacked 1 
Actor.Create($6960, 21, #SPECIAL02, -896.634, -565.709, 12.025)
01B2: give_actor $6960 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6960) = 37.43
01ED: clear_actor $6960 threat_search 
011A: set_actor $6960 search_threat 1 
0243: set_actor $6960 ped_stats_to 16 
02A9: set_actor $6960 immune_to_nonplayer 1 
0350: set_actor $6960 maintain_position_when_attacked 1 
02E2: set_actor $6960 weapon_accuracy_to 90 
Actor.Create($6961, 21, #SPECIAL02, -878.1485, -571.4688, 18.6207)
01B2: give_actor $6961 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6961) = 138.079
01ED: clear_actor $6961 threat_search 
011A: set_actor $6961 search_threat 1 
0243: set_actor $6961 ped_stats_to 16 
02A9: set_actor $6961 immune_to_nonplayer 1 
0350: set_actor $6961 maintain_position_when_attacked 1 
Actor.Create($6962, 21, #SPECIAL01, -892.1982, -552.9963, 23.8094)
01B2: give_actor $6962 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6962) = 190.8916
01ED: clear_actor $6962 threat_search 
011A: set_actor $6962 search_threat 1 
0243: set_actor $6962 ped_stats_to 16 
02A9: set_actor $6962 immune_to_nonplayer 1 
0350: set_actor $6962 maintain_position_when_attacked 1 
Actor.Create($6963, 21, #SPECIAL01, -929.842, -637.3516, 14.9582)
01B2: give_actor $6963 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6963) = 10.5009
01ED: clear_actor $6963 threat_search 
011A: set_actor $6963 search_threat 1 
0243: set_actor $6963 ped_stats_to 16 
02A9: set_actor $6963 immune_to_nonplayer 1 
0350: set_actor $6963 maintain_position_when_attacked 1 
Actor.Create($6964, 21, #SPECIAL01, -914.1021, -530.2435, 10.1809)
01B2: give_actor $6964 weapon 25 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6964) = 45.0281
01ED: clear_actor $6964 threat_search 
011A: set_actor $6964 search_threat 1 
0243: set_actor $6964 ped_stats_to 16 
02A9: set_actor $6964 immune_to_nonplayer 1 
0350: set_actor $6964 maintain_position_when_attacked 1 
fade 1 500 

:ASSIN5_4329
if 
fading 
jf @ASSIN5_4353 
wait 0 
jump @ASSIN5_4329 

:ASSIN5_4353
wait 0 
if 
  $7044 == 0 // $ == int 
jf @ASSIN5_4520 
Pickup.Create($6975, #BODYARMOUR, 3, -883.108, -615.856, 11.134)
Pickup.Create($6978, #HEALTH, 3, -867.2684, -615.3924, 15.7369)
Pickup.Create($6932, #BRIEFCASE, 3, -891.4261, -516.9407, 29.1699)
03DC: $6933 = create_marker_above_pickup $6932 
032B: $6976 = create_weapon_pickup #M4 3 ammo 130 at -973.5544 -518.9319 10.926 
032B: $6977 = create_weapon_pickup #SHOTGSPA 3 ammo 50 at -898.9763 -549.0946 22.432 
$7044 = 1 // $ = int 

:ASSIN5_4520
if 
  $7044 == 1 // $ == int 
jf @ASSIN5_4560 
00BC: text_highpriority 'ASM5_1' time 7000 2  // ~g~Enter the compound behind the Cherry Popper Ice Cream Company. The deal is taking place on the roof.
$7044 = 2 // $ = int 

:ASSIN5_4560
if 
  $7044 == 2 // $ == int 
jf @ASSIN5_12290 
if 
  $7045 == 0 // $ == int 
jf @ASSIN5_4847 
if 
   not Car.Wrecked($6971)
jf @ASSIN5_4847 
$6973 = Car.Health($6971)
if 
   not Car.Wrecked($6972)
jf @ASSIN5_4847 
$6974 = Car.Health($6972)
if or
00E3:   player $PLAYER_CHAR 0 -914.0022 -533.3141 radius 12.0 12.0 
  990 > $6973 // int > $ 
  990 > $6974 // int > $ 
jf @ASSIN5_4847 
if 
   not Actor.Dead($6939)
jf @ASSIN5_4722 
01CA: actor $6939 kill_player $PLAYER_CHAR 

:ASSIN5_4722
if 
   not Actor.Dead($6940)
jf @ASSIN5_4746 
01CA: actor $6940 kill_player $PLAYER_CHAR 

:ASSIN5_4746
if 
   not Actor.Dead($6941)
jf @ASSIN5_4770 
01CA: actor $6941 kill_player $PLAYER_CHAR 

:ASSIN5_4770
if 
   not Actor.Dead($6942)
jf @ASSIN5_4794 
01CA: actor $6942 kill_player $PLAYER_CHAR 

:ASSIN5_4794
if 
   not Car.Wrecked($6971)
jf @ASSIN5_4817 
Car.ImmuneToNonPlayer($6971, False)

:ASSIN5_4817
if 
   not Car.Wrecked($6972)
jf @ASSIN5_4840 
Car.ImmuneToNonPlayer($6972, False)

:ASSIN5_4840
$7045 = 1 // $ = int 

:ASSIN5_4847
if 
   not Actor.Dead($6934)
jf @ASSIN5_5153 
if 
  $7046 == 0 // $ == int 
jf @ASSIN5_4896 
01CA: actor $6934 kill_player $PLAYER_CHAR 
$7046 = 1 // $ = int 

:ASSIN5_4896
if 
  $7046 == 1 // $ == int 
jf @ASSIN5_5153 
if 
  $7069 == 0 // $ == int 
jf @ASSIN5_5052 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5003 
if 
80E9:   not player $PLAYER_CHAR 0 $6934 radius 5.0 5.0 
jf @ASSIN5_4996 
01BD: $6983 = current_time_in_ms 
04EB: actor $6934 crouch 1 300000 ms 

:ASSIN5_4996
jump @ASSIN5_5052 

:ASSIN5_5003
01BD: $6981 = current_time_in_ms 
0084: $6982 = $6981 // $ = $ int 
0060: $6982 -= $6983 // $ -= $ int 
if 
  $6982 > 2500 // $ > int 
jf @ASSIN5_5052 
04EB: actor $6934 crouch 0 100 ms 

:ASSIN5_5052
if 
  $7069 == 0 // $ == int 
jf @ASSIN5_5153 
if or
00E9:   player $PLAYER_CHAR 0 $6934 radius 5.0 5.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_5153 
04EB: actor $6934 crouch 0 100 ms 
0350: set_actor $6934 maintain_position_when_attacked 0 
01CA: actor $6934 kill_player $PLAYER_CHAR 
$7069 = 1 // $ = int 

:ASSIN5_5153
if 
   not Actor.Dead($6935)
jf @ASSIN5_5438 
if 
  $7047 == 0 // $ == int 
jf @ASSIN5_5202 
01CA: actor $6935 kill_player $PLAYER_CHAR 
$7047 = 1 // $ = int 

:ASSIN5_5202
if 
  $7047 == 1 // $ == int 
jf @ASSIN5_5438 
if 
  $7070 == 0 // $ == int 
jf @ASSIN5_5358 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5309 
if 
80E9:   not player $PLAYER_CHAR 0 $6935 radius 5.0 5.0 
jf @ASSIN5_5302 
01BD: $6986 = current_time_in_ms 
04EB: actor $6935 crouch 1 300000 ms 

:ASSIN5_5302
jump @ASSIN5_5358 

:ASSIN5_5309
01BD: $6984 = current_time_in_ms 
0084: $6985 = $6984 // $ = $ int 
0060: $6985 -= $6986 // $ -= $ int 
if 
  $6985 > 2000 // $ > int 
jf @ASSIN5_5358 
04EB: actor $6935 crouch 0 100 ms 

:ASSIN5_5358
if 
  $7070 == 0 // $ == int 
jf @ASSIN5_5438 
if 
00E9:   player $PLAYER_CHAR 0 $6935 radius 5.0 5.0 
jf @ASSIN5_5438 
04EB: actor $6935 crouch 0 100 ms 
0350: set_actor $6935 maintain_position_when_attacked 0 
01CA: actor $6935 kill_player $PLAYER_CHAR 
$7070 = 1 // $ = int 

:ASSIN5_5438
if 
   not Actor.Dead($6938)
jf @ASSIN5_5723 
if 
  $7048 == 0 // $ == int 
jf @ASSIN5_5487 
01CA: actor $6938 kill_player $PLAYER_CHAR 
$7048 = 1 // $ = int 

:ASSIN5_5487
if 
  $7048 == 1 // $ == int 
jf @ASSIN5_5723 
if 
  $7071 == 0 // $ == int 
jf @ASSIN5_5643 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5594 
if 
80E9:   not player $PLAYER_CHAR 0 $6938 radius 5.0 5.0 
jf @ASSIN5_5587 
01BD: $6989 = current_time_in_ms 
04EB: actor $6938 crouch 1 300000 ms 

:ASSIN5_5587
jump @ASSIN5_5643 

:ASSIN5_5594
01BD: $6987 = current_time_in_ms 
0084: $6988 = $6987 // $ = $ int 
0060: $6988 -= $6989 // $ -= $ int 
if 
  $6988 > 2500 // $ > int 
jf @ASSIN5_5643 
04EB: actor $6938 crouch 0 100 ms 

:ASSIN5_5643
if 
  $7071 == 0 // $ == int 
jf @ASSIN5_5723 
if 
00E9:   player $PLAYER_CHAR 0 $6938 radius 7.0 7.0 
jf @ASSIN5_5723 
04EB: actor $6938 crouch 0 100 ms 
0350: set_actor $6938 maintain_position_when_attacked 0 
01CA: actor $6938 kill_player $PLAYER_CHAR 
$7071 = 1 // $ = int 

:ASSIN5_5723
if 
   not Actor.Dead($6943)
jf @ASSIN5_6045 
if 
  $7049 == 0 // $ == int 
jf @ASSIN5_5772 
01CA: actor $6943 kill_player $PLAYER_CHAR 
$7049 = 1 // $ = int 

:ASSIN5_5772
if 
  $7049 == 1 // $ == int 
jf @ASSIN5_6045 
if 
  $7072 == 0 // $ == int 
jf @ASSIN5_5928 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5879 
if 
80E9:   not player $PLAYER_CHAR 0 $6943 radius 5.0 5.0 
jf @ASSIN5_5872 
01BD: $6992 = current_time_in_ms 
04EB: actor $6943 crouch 1 300000 ms 

:ASSIN5_5872
jump @ASSIN5_5928 

:ASSIN5_5879
01BD: $6990 = current_time_in_ms 
0084: $6991 = $6990 // $ = $ int 
0060: $6991 -= $6992 // $ -= $ int 
if 
  $6991 > 3500 // $ > int 
jf @ASSIN5_5928 
04EB: actor $6943 crouch 0 100 ms 

:ASSIN5_5928
if 
  $7072 == 0 // $ == int 
jf @ASSIN5_6045 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6045 
if or
00E9:   player $PLAYER_CHAR 0 $6943 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_6045 
04EB: actor $6943 crouch 0 100 ms 
0350: set_actor $6943 maintain_position_when_attacked 0 
01CA: actor $6943 kill_player $PLAYER_CHAR 
$7072 = 1 // $ = int 

:ASSIN5_6045
if 
   not Actor.Dead($6944)
jf @ASSIN5_6334 
if 
  $7050 == 0 // $ == int 
jf @ASSIN5_6094 
01CA: actor $6944 kill_player $PLAYER_CHAR 
$7050 = 1 // $ = int 

:ASSIN5_6094
if 
  $7050 == 1 // $ == int 
jf @ASSIN5_6334 
if 
  $7073 == 0 // $ == int 
jf @ASSIN5_6250 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6201 
if 
80E9:   not player $PLAYER_CHAR 0 $6944 radius 5.0 5.0 
jf @ASSIN5_6194 
01BD: $6995 = current_time_in_ms 
04EB: actor $6944 crouch 1 300000 ms 

:ASSIN5_6194
jump @ASSIN5_6250 

:ASSIN5_6201
01BD: $6993 = current_time_in_ms 
0084: $6994 = $6993 // $ = $ int 
0060: $6994 -= $6995 // $ -= $ int 
if 
  $6994 > 2500 // $ > int 
jf @ASSIN5_6250 
04EB: actor $6944 crouch 0 100 ms 

:ASSIN5_6250
if 
  $7073 == 0 // $ == int 
jf @ASSIN5_6334 
if or
00E9:   player $PLAYER_CHAR 0 $6944 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_6334 
02E2: set_actor $6944 weapon_accuracy_to 90 
$7073 = 1 // $ = int 

:ASSIN5_6334
if 
   not Actor.Dead($6945)
jf @ASSIN5_6619 
if 
  $7051 == 0 // $ == int 
jf @ASSIN5_6383 
01CA: actor $6945 kill_player $PLAYER_CHAR 
$7051 = 1 // $ = int 

:ASSIN5_6383
if 
  $7051 == 1 // $ == int 
jf @ASSIN5_6619 
if 
  $7074 == 0 // $ == int 
jf @ASSIN5_6539 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6490 
if 
80E9:   not player $PLAYER_CHAR 0 $6945 radius 5.0 5.0 
jf @ASSIN5_6483 
01BD: $6998 = current_time_in_ms 
04EB: actor $6945 crouch 1 300000 ms 

:ASSIN5_6483
jump @ASSIN5_6539 

:ASSIN5_6490
01BD: $6996 = current_time_in_ms 
0084: $6997 = $6996 // $ = $ int 
0060: $6997 -= $6998 // $ -= $ int 
if 
  $6997 > 3500 // $ > int 
jf @ASSIN5_6539 
04EB: actor $6945 crouch 0 100 ms 

:ASSIN5_6539
if 
  $7074 == 0 // $ == int 
jf @ASSIN5_6619 
if 
00E9:   player $PLAYER_CHAR 0 $6945 radius 10.0 10.0 
jf @ASSIN5_6619 
04EB: actor $6945 crouch 0 100 ms 
0350: set_actor $6945 maintain_position_when_attacked 0 
01CA: actor $6945 kill_player $PLAYER_CHAR 
$7074 = 1 // $ = int 

:ASSIN5_6619
if 
   not Actor.Dead($6947)
jf @ASSIN5_6920 
if 
  $7053 == 0 // $ == int 
jf @ASSIN5_6668 
01CA: actor $6947 kill_player $PLAYER_CHAR 
$7053 = 1 // $ = int 

:ASSIN5_6668
if 
  $7053 == 1 // $ == int 
jf @ASSIN5_6920 
if 
  $7076 == 0 // $ == int 
jf @ASSIN5_6824 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6775 
if 
80E9:   not player $PLAYER_CHAR 0 $6947 radius 5.0 5.0 
jf @ASSIN5_6768 
01BD: $7001 = current_time_in_ms 
04EB: actor $6947 crouch 1 300000 ms 

:ASSIN5_6768
jump @ASSIN5_6824 

:ASSIN5_6775
01BD: $6999 = current_time_in_ms 
0084: $7000 = $6999 // $ = $ int 
0060: $7000 -= $7001 // $ -= $ int 
if 
  $7000 > 3000 // $ > int 
jf @ASSIN5_6824 
04EB: actor $6947 crouch 0 100 ms 

:ASSIN5_6824
if 
  $7076 == 0 // $ == int 
jf @ASSIN5_6920 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6920 
if 
00E9:   player $PLAYER_CHAR 0 $6947 radius 10.0 10.0 
jf @ASSIN5_6920 
04EB: actor $6947 crouch 0 100 ms 
0350: set_actor $6947 maintain_position_when_attacked 0 
01CA: actor $6947 kill_player $PLAYER_CHAR 
$7076 = 1 // $ = int 

:ASSIN5_6920
if 
   not Actor.Dead($6946)
jf @ASSIN5_7061 
if 
  $7052 == 0 // $ == int 
jf @ASSIN5_6981 
01CA: actor $6946 kill_player $PLAYER_CHAR 
04EB: actor $6946 crouch 1 800000 ms 
$7052 = 1 // $ = int 

:ASSIN5_6981
if 
  $7075 == 0 // $ == int 
jf @ASSIN5_7061 
if 
00E9:   player $PLAYER_CHAR 0 $6946 radius 5.0 5.0 
jf @ASSIN5_7061 
04EB: actor $6946 crouch 0 100 ms 
0350: set_actor $6946 maintain_position_when_attacked 0 
01CA: actor $6946 kill_player $PLAYER_CHAR 
$7075 = 1 // $ = int 

:ASSIN5_7061
if 
   not Actor.Dead($6948)
jf @ASSIN5_7202 
if 
  $7054 == 0 // $ == int 
jf @ASSIN5_7122 
01CA: actor $6948 kill_player $PLAYER_CHAR 
04EB: actor $6948 crouch 1 800000 ms 
$7054 = 1 // $ = int 

:ASSIN5_7122
if 
  $7077 == 0 // $ == int 
jf @ASSIN5_7202 
if 
00E9:   player $PLAYER_CHAR 0 $6948 radius 5.0 5.0 
jf @ASSIN5_7202 
04EB: actor $6948 crouch 0 100 ms 
0350: set_actor $6948 maintain_position_when_attacked 0 
01CA: actor $6948 kill_player $PLAYER_CHAR 
$7077 = 1 // $ = int 

:ASSIN5_7202
if 
  $7079 == 0 // $ == int 
jf @ASSIN5_7350 
if 
   not Actor.Dead($6936)
jf @ASSIN5_7350 
if 
02CB:   actor $6936 bounding_sphere_visible 
jf @ASSIN5_7350 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7350 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7350 
if or
00E9:   player $PLAYER_CHAR 0 $6936 radius 30.0 30.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_7350 
02E2: set_actor $6936 weapon_accuracy_to 95 
$7079 = 1 // $ = int 

:ASSIN5_7350
if 
   not Actor.Dead($6951)
jf @ASSIN5_7651 
if 
  $7055 == 0 // $ == int 
jf @ASSIN5_7399 
01CA: actor $6951 kill_player $PLAYER_CHAR 
$7055 = 1 // $ = int 

:ASSIN5_7399
if 
  $7055 == 1 // $ == int 
jf @ASSIN5_7651 
if 
  $7082 == 0 // $ == int 
jf @ASSIN5_7555 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7506 
if 
80E9:   not player $PLAYER_CHAR 0 $6951 radius 5.0 5.0 
jf @ASSIN5_7499 
01BD: $7004 = current_time_in_ms 
04EB: actor $6951 crouch 1 300000 ms 

:ASSIN5_7499
jump @ASSIN5_7555 

:ASSIN5_7506
01BD: $7002 = current_time_in_ms 
0084: $7003 = $7002 // $ = $ int 
0060: $7003 -= $7004 // $ -= $ int 
if 
  $7003 > 2000 // $ > int 
jf @ASSIN5_7555 
04EB: actor $6951 crouch 0 100 ms 

:ASSIN5_7555
if 
  $7082 == 0 // $ == int 
jf @ASSIN5_7651 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7651 
if 
00E9:   player $PLAYER_CHAR 0 $6951 radius 10.0 10.0 
jf @ASSIN5_7651 
04EB: actor $6951 crouch 0 100 ms 
0350: set_actor $6951 maintain_position_when_attacked 0 
01CA: actor $6951 kill_player $PLAYER_CHAR 
$7082 = 1 // $ = int 

:ASSIN5_7651
if 
   not Actor.Dead($6952)
jf @ASSIN5_7956 
if 
  $7056 == 0 // $ == int 
jf @ASSIN5_7700 
01CA: actor $6952 kill_player $PLAYER_CHAR 
$7056 = 1 // $ = int 

:ASSIN5_7700
if 
  $7056 == 1 // $ == int 
jf @ASSIN5_7956 
if 
  $7083 == 0 // $ == int 
jf @ASSIN5_7856 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7807 
if 
80E9:   not player $PLAYER_CHAR 0 $6952 radius 5.0 5.0 
jf @ASSIN5_7800 
01BD: $7007 = current_time_in_ms 
04EB: actor $6952 crouch 1 300000 ms 

:ASSIN5_7800
jump @ASSIN5_7856 

:ASSIN5_7807
01BD: $7005 = current_time_in_ms 
0084: $7006 = $7005 // $ = $ int 
0060: $7006 -= $7007 // $ -= $ int 
if 
  $7006 > 4000 // $ > int 
jf @ASSIN5_7856 
04EB: actor $6952 crouch 0 100 ms 

:ASSIN5_7856
if 
  $7083 == 0 // $ == int 
jf @ASSIN5_7956 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7956 
if or
00E9:   player $PLAYER_CHAR 0 $6952 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_7956 
02E2: set_actor $6952 weapon_accuracy_to 90 
$7083 = 1 // $ = int 

:ASSIN5_7956
if 
   not Actor.Dead($6953)
jf @ASSIN5_8261 
if 
  $7057 == 0 // $ == int 
jf @ASSIN5_8005 
01CA: actor $6953 kill_player $PLAYER_CHAR 
$7057 = 1 // $ = int 

:ASSIN5_8005
if 
  $7057 == 1 // $ == int 
jf @ASSIN5_8261 
if 
  $7084 == 0 // $ == int 
jf @ASSIN5_8161 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8112 
if 
80E9:   not player $PLAYER_CHAR 0 $6953 radius 5.0 5.0 
jf @ASSIN5_8105 
01BD: $7010 = current_time_in_ms 
04EB: actor $6953 crouch 1 300000 ms 

:ASSIN5_8105
jump @ASSIN5_8161 

:ASSIN5_8112
01BD: $7008 = current_time_in_ms 
0084: $7009 = $7008 // $ = $ int 
0060: $7009 -= $7010 // $ -= $ int 
if 
  $7009 > 3500 // $ > int 
jf @ASSIN5_8161 
04EB: actor $6953 crouch 0 100 ms 

:ASSIN5_8161
if 
  $7084 == 0 // $ == int 
jf @ASSIN5_8261 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8261 
if or
00E9:   player $PLAYER_CHAR 0 $6953 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_8261 
02E2: set_actor $6953 weapon_accuracy_to 90 
$7084 = 1 // $ = int 

:ASSIN5_8261
if 
   not Actor.Dead($6954)
jf @ASSIN5_8566 
if 
  $7058 == 0 // $ == int 
jf @ASSIN5_8310 
01CA: actor $6954 kill_player $PLAYER_CHAR 
$7058 = 1 // $ = int 

:ASSIN5_8310
if 
  $7058 == 1 // $ == int 
jf @ASSIN5_8566 
if 
  $7085 == 0 // $ == int 
jf @ASSIN5_8466 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8417 
if 
80E9:   not player $PLAYER_CHAR 0 $6954 radius 5.0 5.0 
jf @ASSIN5_8410 
01BD: $7013 = current_time_in_ms 
04EB: actor $6954 crouch 1 300000 ms 

:ASSIN5_8410
jump @ASSIN5_8466 

:ASSIN5_8417
01BD: $7011 = current_time_in_ms 
0084: $7012 = $7011 // $ = $ int 
0060: $7012 -= $7013 // $ -= $ int 
if 
  $7012 > 4000 // $ > int 
jf @ASSIN5_8466 
04EB: actor $6954 crouch 0 100 ms 

:ASSIN5_8466
if 
  $7085 == 0 // $ == int 
jf @ASSIN5_8566 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8566 
if or
00E9:   player $PLAYER_CHAR 0 $6954 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_8566 
02E2: set_actor $6954 weapon_accuracy_to 90 
$7085 = 1 // $ = int 

:ASSIN5_8566
if 
   not Actor.Dead($6955)
jf @ASSIN5_8851 
if 
  $7059 == 0 // $ == int 
jf @ASSIN5_8615 
01CA: actor $6955 kill_player $PLAYER_CHAR 
$7059 = 1 // $ = int 

:ASSIN5_8615
if 
  $7059 == 1 // $ == int 
jf @ASSIN5_8851 
if 
  $7086 == 0 // $ == int 
jf @ASSIN5_8771 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8722 
if 
80E9:   not player $PLAYER_CHAR 0 $6955 radius 5.0 5.0 
jf @ASSIN5_8715 
01BD: $7016 = current_time_in_ms 
04EB: actor $6955 crouch 1 300000 ms 

:ASSIN5_8715
jump @ASSIN5_8771 

:ASSIN5_8722
01BD: $7014 = current_time_in_ms 
0084: $7015 = $7014 // $ = $ int 
0060: $7015 -= $7016 // $ -= $ int 
if 
  $7015 > 4000 // $ > int 
jf @ASSIN5_8771 
04EB: actor $6955 crouch 0 100 ms 

:ASSIN5_8771
if 
  $7086 == 0 // $ == int 
jf @ASSIN5_8851 
if 
00E9:   player $PLAYER_CHAR 0 $6955 radius 10.0 10.0 
jf @ASSIN5_8851 
04EB: actor $6955 crouch 0 100 ms 
0350: set_actor $6955 maintain_position_when_attacked 0 
01CA: actor $6955 kill_player $PLAYER_CHAR 
$7086 = 1 // $ = int 

:ASSIN5_8851
if 
   not Actor.Dead($6956)
jf @ASSIN5_9136 
if 
  $7060 == 0 // $ == int 
jf @ASSIN5_8900 
01CA: actor $6956 kill_player $PLAYER_CHAR 
$7060 = 1 // $ = int 

:ASSIN5_8900
if 
  $7060 == 1 // $ == int 
jf @ASSIN5_9136 
if 
  $7087 == 0 // $ == int 
jf @ASSIN5_9056 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9007 
if 
80E9:   not player $PLAYER_CHAR 0 $6956 radius 5.0 5.0 
jf @ASSIN5_9000 
01BD: $7019 = current_time_in_ms 
04EB: actor $6956 crouch 1 300000 ms 

:ASSIN5_9000
jump @ASSIN5_9056 

:ASSIN5_9007
01BD: $7017 = current_time_in_ms 
0084: $7018 = $7017 // $ = $ int 
0060: $7018 -= $7019 // $ -= $ int 
if 
  $7018 > 3000 // $ > int 
jf @ASSIN5_9056 
04EB: actor $6956 crouch 0 100 ms 

:ASSIN5_9056
if 
  $7087 == 0 // $ == int 
jf @ASSIN5_9136 
if 
00E9:   player $PLAYER_CHAR 0 $6956 radius 10.0 10.0 
jf @ASSIN5_9136 
04EB: actor $6956 crouch 0 100 ms 
0350: set_actor $6956 maintain_position_when_attacked 0 
01CA: actor $6956 kill_player $PLAYER_CHAR 
$7087 = 1 // $ = int 

:ASSIN5_9136
if 
   not Actor.Dead($6957)
jf @ASSIN5_9458 
if 
  $7061 == 0 // $ == int 
jf @ASSIN5_9185 
01CA: actor $6957 kill_player $PLAYER_CHAR 
$7061 = 1 // $ = int 

:ASSIN5_9185
if 
  $7061 == 1 // $ == int 
jf @ASSIN5_9458 
if 
  $7088 == 0 // $ == int 
jf @ASSIN5_9341 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9292 
if 
80E9:   not player $PLAYER_CHAR 0 $6957 radius 5.0 5.0 
jf @ASSIN5_9285 
01BD: $7022 = current_time_in_ms 
04EB: actor $6957 crouch 1 300000 ms 

:ASSIN5_9285
jump @ASSIN5_9341 

:ASSIN5_9292
01BD: $7020 = current_time_in_ms 
0084: $7021 = $7020 // $ = $ int 
0060: $7021 -= $7022 // $ -= $ int 
if 
  $7021 > 2000 // $ > int 
jf @ASSIN5_9341 
04EB: actor $6957 crouch 0 100 ms 

:ASSIN5_9341
if 
  $7088 == 0 // $ == int 
jf @ASSIN5_9458 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9458 
if or
00E9:   player $PLAYER_CHAR 0 $6957 radius 2.0 2.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_9458 
04EB: actor $6957 crouch 0 100 ms 
0350: set_actor $6957 maintain_position_when_attacked 0 
01CA: actor $6957 kill_player $PLAYER_CHAR 
$7088 = 1 // $ = int 

:ASSIN5_9458
if 
   not Actor.Dead($6958)
jf @ASSIN5_9743 
if 
  $7062 == 0 // $ == int 
jf @ASSIN5_9507 
01CA: actor $6958 kill_player $PLAYER_CHAR 
$7062 = 1 // $ = int 

:ASSIN5_9507
if 
  $7062 == 1 // $ == int 
jf @ASSIN5_9743 
if 
  $7089 == 0 // $ == int 
jf @ASSIN5_9663 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9614 
if 
80E9:   not player $PLAYER_CHAR 0 $6958 radius 5.0 5.0 
jf @ASSIN5_9607 
01BD: $7025 = current_time_in_ms 
04EB: actor $6958 crouch 1 300000 ms 

:ASSIN5_9607
jump @ASSIN5_9663 

:ASSIN5_9614
01BD: $7023 = current_time_in_ms 
0084: $7024 = $7023 // $ = $ int 
0060: $7024 -= $7025 // $ -= $ int 
if 
  $7024 > 3000 // $ > int 
jf @ASSIN5_9663 
04EB: actor $6958 crouch 0 100 ms 

:ASSIN5_9663
if 
  $7089 == 0 // $ == int 
jf @ASSIN5_9743 
if 
00E9:   player $PLAYER_CHAR 0 $6958 radius 3.0 3.0 
jf @ASSIN5_9743 
04EB: actor $6958 crouch 0 100 ms 
0350: set_actor $6958 maintain_position_when_attacked 0 
01CA: actor $6958 kill_player $PLAYER_CHAR 
$7089 = 1 // $ = int 

:ASSIN5_9743
if 
  $7081 == 0 // $ == int 
jf @ASSIN5_9875 
if 
   not Actor.Dead($6950)
jf @ASSIN5_9875 
if 
02CB:   actor $6950 bounding_sphere_visible 
jf @ASSIN5_9875 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9875 
if or
00E9:   player $PLAYER_CHAR 0 $6950 radius 20.0 20.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_9875 
02E2: set_actor $6950 weapon_accuracy_to 90 
$7081 = 1 // $ = int 

:ASSIN5_9875
if 
   not Actor.Dead($6959)
jf @ASSIN5_10197 
if 
  $7063 == 0 // $ == int 
jf @ASSIN5_9924 
01CA: actor $6959 kill_player $PLAYER_CHAR 
$7063 = 1 // $ = int 

:ASSIN5_9924
if 
  $7063 == 1 // $ == int 
jf @ASSIN5_10197 
if 
  $7090 == 0 // $ == int 
jf @ASSIN5_10080 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10031 
if 
80E9:   not player $PLAYER_CHAR 0 $6959 radius 5.0 5.0 
jf @ASSIN5_10024 
01BD: $7028 = current_time_in_ms 
04EB: actor $6959 crouch 1 300000 ms 

:ASSIN5_10024
jump @ASSIN5_10080 

:ASSIN5_10031
01BD: $7026 = current_time_in_ms 
0084: $7027 = $7026 // $ = $ int 
0060: $7027 -= $7028 // $ -= $ int 
if 
  $7027 > 2000 // $ > int 
jf @ASSIN5_10080 
04EB: actor $6959 crouch 0 100 ms 

:ASSIN5_10080
if 
  $7090 == 0 // $ == int 
jf @ASSIN5_10197 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10197 
if or
00E9:   player $PLAYER_CHAR 0 $6959 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_10197 
04EB: actor $6959 crouch 0 100 ms 
0350: set_actor $6959 maintain_position_when_attacked 0 
01CA: actor $6959 kill_player $PLAYER_CHAR 
$7090 = 1 // $ = int 

:ASSIN5_10197
if 
   not Actor.Dead($6960)
jf @ASSIN5_10510 
if 
  $7064 == 0 // $ == int 
jf @ASSIN5_10246 
01CA: actor $6960 kill_player $PLAYER_CHAR 
$7064 = 1 // $ = int 

:ASSIN5_10246
if 
  $7064 == 1 // $ == int 
jf @ASSIN5_10510 
if 
  $7091 == 0 // $ == int 
jf @ASSIN5_10402 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10353 
if 
80E9:   not player $PLAYER_CHAR 0 $6960 radius 5.0 5.0 
jf @ASSIN5_10346 
01BD: $7031 = current_time_in_ms 
04EB: actor $6960 crouch 1 300000 ms 

:ASSIN5_10346
jump @ASSIN5_10402 

:ASSIN5_10353
01BD: $7029 = current_time_in_ms 
0084: $7030 = $7029 // $ = $ int 
0060: $7030 -= $7031 // $ -= $ int 
if 
  $7030 > 2500 // $ > int 
jf @ASSIN5_10402 
04EB: actor $6960 crouch 0 100 ms 

:ASSIN5_10402
if 
  $7091 == 0 // $ == int 
jf @ASSIN5_10510 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10510 
if or
00E9:   player $PLAYER_CHAR 0 $6960 radius 5.0 5.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_10510 
01CA: actor $6960 kill_player $PLAYER_CHAR 
02E2: set_actor $6960 weapon_accuracy_to 90 
$7091 = 1 // $ = int 

:ASSIN5_10510
if 
   not Actor.Dead($6961)
jf @ASSIN5_10795 
if 
  $7065 == 0 // $ == int 
jf @ASSIN5_10559 
01CA: actor $6961 kill_player $PLAYER_CHAR 
$7065 = 1 // $ = int 

:ASSIN5_10559
if 
  $7065 == 1 // $ == int 
jf @ASSIN5_10795 
if 
  $7092 == 0 // $ == int 
jf @ASSIN5_10715 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10666 
if 
80E9:   not player $PLAYER_CHAR 0 $6961 radius 5.0 5.0 
jf @ASSIN5_10659 
01BD: $7034 = current_time_in_ms 
04EB: actor $6961 crouch 1 300000 ms 

:ASSIN5_10659
jump @ASSIN5_10715 

:ASSIN5_10666
01BD: $7032 = current_time_in_ms 
0084: $7033 = $7032 // $ = $ int 
0060: $7033 -= $7034 // $ -= $ int 
if 
  $7033 > 4000 // $ > int 
jf @ASSIN5_10715 
04EB: actor $6961 crouch 0 100 ms 

:ASSIN5_10715
if 
  $7092 == 0 // $ == int 
jf @ASSIN5_10795 
if 
00E9:   player $PLAYER_CHAR 0 $6961 radius 7.0 7.0 
jf @ASSIN5_10795 
04EB: actor $6961 crouch 0 100 ms 
0350: set_actor $6961 maintain_position_when_attacked 0 
01CA: actor $6961 kill_player $PLAYER_CHAR 
$7092 = 1 // $ = int 

:ASSIN5_10795
if 
   not Actor.Dead($6962)
jf @ASSIN5_11080 
if 
  $7066 == 0 // $ == int 
jf @ASSIN5_10844 
01CA: actor $6962 kill_player $PLAYER_CHAR 
$7066 = 1 // $ = int 

:ASSIN5_10844
if 
  $7066 == 1 // $ == int 
jf @ASSIN5_11080 
if 
  $7093 == 0 // $ == int 
jf @ASSIN5_11000 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10951 
if 
80E9:   not player $PLAYER_CHAR 0 $6962 radius 3.0 3.0 
jf @ASSIN5_10944 
01BD: $7037 = current_time_in_ms 
04EB: actor $6962 crouch 1 300000 ms 

:ASSIN5_10944
jump @ASSIN5_11000 

:ASSIN5_10951
01BD: $7035 = current_time_in_ms 
0084: $7036 = $7035 // $ = $ int 
0060: $7036 -= $7037 // $ -= $ int 
if 
  $7036 > 3000 // $ > int 
jf @ASSIN5_11000 
04EB: actor $6962 crouch 0 100 ms 

:ASSIN5_11000
if 
  $7093 == 0 // $ == int 
jf @ASSIN5_11080 
if 
00E9:   player $PLAYER_CHAR 0 $6962 radius 3.0 3.0 
jf @ASSIN5_11080 
04EB: actor $6962 crouch 0 100 ms 
0350: set_actor $6962 maintain_position_when_attacked 0 
01CA: actor $6962 kill_player $PLAYER_CHAR 
$7093 = 1 // $ = int 

:ASSIN5_11080
if 
   not Actor.Dead($6963)
jf @ASSIN5_11385 
if 
  $7067 == 0 // $ == int 
jf @ASSIN5_11129 
01CA: actor $6963 kill_player $PLAYER_CHAR 
$7067 = 1 // $ = int 

:ASSIN5_11129
if 
  $7067 == 1 // $ == int 
jf @ASSIN5_11385 
if 
  $7094 == 0 // $ == int 
jf @ASSIN5_11285 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11236 
if 
80E9:   not player $PLAYER_CHAR 0 $6963 radius 3.0 3.0 
jf @ASSIN5_11229 
01BD: $7040 = current_time_in_ms 
04EB: actor $6963 crouch 1 300000 ms 

:ASSIN5_11229
jump @ASSIN5_11285 

:ASSIN5_11236
01BD: $7038 = current_time_in_ms 
0084: $7039 = $7038 // $ = $ int 
0060: $7039 -= $7040 // $ -= $ int 
if 
  $7039 > 3000 // $ > int 
jf @ASSIN5_11285 
04EB: actor $6963 crouch 0 100 ms 

:ASSIN5_11285
if 
  $7094 == 0 // $ == int 
jf @ASSIN5_11385 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11385 
if or
00E9:   player $PLAYER_CHAR 0 $6963 radius 3.0 3.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_11385 
02E2: set_actor $6963 weapon_accuracy_to 95 
$7094 = 1 // $ = int 

:ASSIN5_11385
if 
   not Actor.Dead($6964)
jf @ASSIN5_11670 
if 
  $7068 == 0 // $ == int 
jf @ASSIN5_11434 
01CA: actor $6964 kill_player $PLAYER_CHAR 
$7068 = 1 // $ = int 

:ASSIN5_11434
if 
  $7068 == 1 // $ == int 
jf @ASSIN5_11670 
if 
  $7095 == 0 // $ == int 
jf @ASSIN5_11590 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11541 
if 
80E9:   not player $PLAYER_CHAR 0 $6964 radius 3.0 3.0 
jf @ASSIN5_11534 
01BD: $7043 = current_time_in_ms 
04EB: actor $6964 crouch 1 300000 ms 

:ASSIN5_11534
jump @ASSIN5_11590 

:ASSIN5_11541
01BD: $7041 = current_time_in_ms 
0084: $7042 = $7041 // $ = $ int 
0060: $7042 -= $7043 // $ -= $ int 
if 
  $7042 > 3000 // $ > int 
jf @ASSIN5_11590 
04EB: actor $6964 crouch 0 100 ms 

:ASSIN5_11590
if 
  $7095 == 0 // $ == int 
jf @ASSIN5_11670 
if 
00E9:   player $PLAYER_CHAR 0 $6964 radius 3.0 3.0 
jf @ASSIN5_11670 
04EB: actor $6964 crouch 0 100 ms 
0350: set_actor $6964 maintain_position_when_attacked 0 
01CA: actor $6964 kill_player $PLAYER_CHAR 
$7095 = 1 // $ = int 

:ASSIN5_11670
if 
0056:   player $PLAYER_CHAR 0 -896.5784 -551.9854 -879.3575 -504.746 
jf @ASSIN5_11748 
if 
  $7097 == 0 // $ == int 
jf @ASSIN5_11748 
00BC: text_highpriority 'ASM5_2' time 7000 2  // ~g~Get the merchandise and take it to the helipad at the airport!
$7097 = 1 // $ = int 

:ASSIN5_11748
if 
  $7096 == 0 // $ == int 
jf @ASSIN5_11829 
if 
   Pickup.Picked_up($6932)
jf @ASSIN5_11829 
Marker.Disable($6933)
00BC: text_highpriority 'ASM5_3' time 7000 2  // ~g~Take the merchandise to the helipad at the airport!
018A: $6979 = create_checkpoint_at -1368.395 -1255.998 17.2 
$7096 = 1 // $ = int 

:ASSIN5_11829
if 
  $7096 == 1 // $ == int 
jf @ASSIN5_11907 
if 
00F5:   player $PLAYER_CHAR 1 -1368.395 -1255.998 17.2 radius 5.0 5.0 4.0 
jf @ASSIN5_11907 
Marker.Disable($6979)
jump @ASSIN5_12373 

:ASSIN5_11907
if 
   Actor.Dead($6934)
jf @ASSIN5_11928 
Actor.RemoveReferences($6934)

:ASSIN5_11928
if 
   Actor.Dead($6935)
jf @ASSIN5_11949 
Actor.RemoveReferences($6935)

:ASSIN5_11949
if 
   Actor.Dead($6938)
jf @ASSIN5_11970 
Actor.RemoveReferences($6938)

:ASSIN5_11970
if 
   Actor.Dead($6939)
jf @ASSIN5_11991 
Actor.RemoveReferences($6939)

:ASSIN5_11991
if 
   Actor.Dead($6940)
jf @ASSIN5_12012 
Actor.RemoveReferences($6940)

:ASSIN5_12012
if 
   Actor.Dead($6941)
jf @ASSIN5_12033 
Actor.RemoveReferences($6941)

:ASSIN5_12033
if 
   Actor.Dead($6942)
jf @ASSIN5_12054 
Actor.RemoveReferences($6942)

:ASSIN5_12054
if 
   Actor.Dead($6943)
jf @ASSIN5_12075 
Actor.RemoveReferences($6943)

:ASSIN5_12075
if 
   Actor.Dead($6944)
jf @ASSIN5_12096 
Actor.RemoveReferences($6944)

:ASSIN5_12096
if 
   Actor.Dead($6947)
jf @ASSIN5_12117 
Actor.RemoveReferences($6947)

:ASSIN5_12117
if 
   Actor.Dead($6948)
jf @ASSIN5_12138 
Actor.RemoveReferences($6948)

:ASSIN5_12138
if 
   Actor.Dead($6951)
jf @ASSIN5_12159 
Actor.RemoveReferences($6951)

:ASSIN5_12159
if 
   Actor.Dead($6952)
jf @ASSIN5_12180 
Actor.RemoveReferences($6952)

:ASSIN5_12180
if 
   Actor.Dead($6953)
jf @ASSIN5_12201 
Actor.RemoveReferences($6953)

:ASSIN5_12201
if 
   Actor.Dead($6954)
jf @ASSIN5_12222 
Actor.RemoveReferences($6954)

:ASSIN5_12222
if 
   Car.Wrecked($6972)
jf @ASSIN5_12248 
Car.RemoveReferences($6972)
Model.Destroy(#PONY)

:ASSIN5_12248
if 
   Car.Wrecked($6970)
jf @ASSIN5_12269 
Car.RemoveReferences($6970)

:ASSIN5_12269
if 
   Car.Wrecked($6971)
jf @ASSIN5_12290 
Car.RemoveReferences($6971)

:ASSIN5_12290
jump @ASSIN5_4353 

:ASSIN5_12297
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!

:ASSIN5_12312
if 
834E:   not move_object $2219 to -973.664 -519.65 10.092 speed 0.0 1.0 0.0 collision_check 0 
jf @ASSIN5_12371 
wait 0 
jump @ASSIN5_12312 

:ASSIN5_12371
return 

:ASSIN5_12373
$605 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_5'  // Loose Ends
Object.RemoveReferences($2219)
01E3: text_1number_styled 'M_PASS' number 16000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 16000
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Marker.Disable($600)
return 

:ASSIN5_12445
$ONMISSION = 0 // $ = int 
Pickup.Destroy($6975)
Pickup.Destroy($6976)
Pickup.Destroy($6977)
Pickup.Destroy($6978)
Pickup.Destroy($6932)
Marker.Disable($6933)
Marker.Disable($6979)
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#MP5LNG)
Model.Destroy(#ADMIRAL)
Model.Destroy(#PONY)
Model.Destroy(#MAVERICK)
Model.Destroy(#BARREL4)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Actor.DestroyWithFade($6934)
Actor.DestroyWithFade($6935)
Actor.DestroyWithFade($6936)
Actor.DestroyWithFade($6937)
Actor.DestroyWithFade($6938)
Actor.DestroyWithFade($6939)
Actor.DestroyWithFade($6940)
Actor.DestroyWithFade($6941)
Actor.DestroyWithFade($6942)
Actor.DestroyWithFade($6943)
Actor.DestroyWithFade($6944)
Actor.DestroyWithFade($6945)
Actor.DestroyWithFade($6946)
Actor.DestroyWithFade($6947)
Actor.DestroyWithFade($6948)
Actor.DestroyWithFade($6949)
Actor.DestroyWithFade($6950)
Actor.DestroyWithFade($6951)
Actor.DestroyWithFade($6952)
Actor.DestroyWithFade($6953)
Actor.DestroyWithFade($6954)
Actor.DestroyWithFade($6955)
Actor.DestroyWithFade($6956)
Actor.DestroyWithFade($6957)
Actor.DestroyWithFade($6958)
Actor.DestroyWithFade($6959)
Actor.DestroyWithFade($6960)
Actor.DestroyWithFade($6961)
Actor.DestroyWithFade($6962)
Actor.DestroyWithFade($6963)
Actor.DestroyWithFade($6964)
Object.Destroy($6980)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 72---------------
// Originally: V.I.P.

:TAXWAR1
gosub @TAXWAR1_36 
if 
wasted_or_busted 
jf @TAXWAR1_27 
gosub @TAXWAR1_3915 

:TAXWAR1_27
gosub @TAXWAR1_3998 
terminate_this_script 

:TAXWAR1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'TAXWAR1' 
wait 0 
054C: use_GXT_table 'TAXIWA1' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
$7110 = 0 // $ = int 
2@ = 0 // @ = int 
1@ = 0 // @ = int 
3@ = 0 // @ = int 
03CF: load_wav 'TAX1_1' as 1 
03CF: load_wav 'TAX1_2' as 2 

:TAXWAR1_143
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @TAXWAR1_173 
wait 0 
jump @TAXWAR1_143 

:TAXWAR1_173
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_1' time 4500 1  // Ok, we got a high class fare needs picking up from Starfish island - any takers?
wait 500 
TIMERA = 0 // @ = int 

:TAXWAR1_204
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR1_258 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR1_251 
jump @TAXWAR1_338 

:TAXWAR1_251
jump @TAXWAR1_204 

:TAXWAR1_258
03D1: play_wav 2 
00BC: text_highpriority 'TAX1_2' time 3000 1  // Tommy here, I'll take it!
TIMERA = 0 // @ = int 

:TAXWAR1_284
if 
   not TIMERA > 3000 // @ > int 
jf @TAXWAR1_338 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR1_331 
jump @TAXWAR1_338 

:TAXWAR1_331
jump @TAXWAR1_284 

:TAXWAR1_338
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
Model.Load(#TAXI)
Model.Load(#WMOCA)
Model.Load(#WMOBU)
Model.Load(#KAUFMAN)

:TAXWAR1_377
if or
   not Model.Available(#TAXI)
   not Model.Available(#WMOCA)
   not Model.Available(#WMOBU)
   not Model.Available(#KAUFMAN)
jf @TAXWAR1_417 
wait 0 
jump @TAXWAR1_377 

:TAXWAR1_417
018A: $7104 = create_checkpoint_at -576.7 -480.1 10.8 
00BC: text_highpriority 'TAXW1_1' time 10000 1  // ~g~Pick up the V.I.P. on Starfish Island.
$7117 = 61000 // $ = int 
014E: start_timer_at $7117 count_in_direction 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXWAR1_493 
00DA: $614 = player $PLAYER_CHAR car 

:TAXWAR1_493
if 
   Car.Wrecked($614)
jf @TAXWAR1_509 

:TAXWAR1_509
if or
80F8:   not player $PLAYER_CHAR stopped 1 -576.7 -480.1 10.5 radius 2.5 2.5 3.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
   not Player.PressingHorn($PLAYER_CHAR)
jf @TAXWAR1_757 
wait 0 
if 
   Car.Wrecked($614)
jf @TAXWAR1_590 

:TAXWAR1_590
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR1_624 
00DA: $614 = player $PLAYER_CHAR car 
jump @TAXWAR1_639 

:TAXWAR1_624
00BC: text_highpriority 'TAXW1_5' time 1000 1  // ~g~You need to be in a Kaufman cab!

:TAXWAR1_639
if 
  $7117 == 0 // $ == int 
jf @TAXWAR1_679 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @TAXWAR1_3915 

:TAXWAR1_679
if and
00F8:   player $PLAYER_CHAR stopped 1 -576.7 -480.1 11.0 radius 2.5 2.5 3.0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR1_750 
00BC: text_highpriority 'HORN' time 1000 1  // ~g~Sound the horn.

:TAXWAR1_750
jump @TAXWAR1_509 

:TAXWAR1_757
if 
   not Car.Wrecked($614)
jf @TAXWAR1_780 
020A: set_car $614 door_status_to 4 

:TAXWAR1_780
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
014F: stop_timer $7117 
Actor.Create(0@, 4, #WMOBU, -573.9, -448.1, 14.1)
Actor.Angle(0@) = 270.0
01ED: clear_actor 0@ threat_search 
0211: actor 0@ walk_to -564.3 -447.9 
Camera.SetPosition(-576.171, -461.122, 11.516, 0.0, 0.0, 0.0)
Camera.PointAt(-575.533, -460.37, 11.682, 2)
03CF: load_wav 'TAX1_3' as 1 
wait 3000 
Camera.SetPosition(-584.096, -471.163, 12.693, 0.0, 0.0, 0.0)
Camera.PointAt(-583.402, -471.861, 12.514, 2)
Car.Create($7130, #TAXI, -546.0, -474.3, 10.0)
03BA: clear_cars_from_cube -600.8 -487.6 0.0 -463.6 -433.6 20.0 
0129: $7111 = create_actor 4 #WMOCA in_car $7130 driverseat 
0568: set_actor $7111 untargetable 2 
Car.Angle($7130) = 90.0
Car.SetMaxSpeed($7130, 30.0)
04BA: set_car $7130 speed_instantly 10.0 
00AE: set_vehicle $7130 traffic_behavior_to 3 
Car.ImmuneToNonPlayer($7130, True)
0243: set_actor $7111 ped_stats_to 16 
Marker.Disable($7104)
04E0: car $7130 abandon_path_radius 100 
Car.DriveTo($7130, -578.0, -474.3, 10.8)
TIMERB = 0 // @ = int 

:TAXWAR1_1138
if 
81AD:   not car $7130 sphere 0 near_point -578.0 -474.3 radius 6.0 4.0 
jf @TAXWAR1_1297 
wait 0 
if 
   Car.Wrecked($7130)
jf @TAXWAR1_1203 
jump @TAXWAR1_3915 

:TAXWAR1_1203
if 
   Actor.Dead($7111)
jf @TAXWAR1_1241 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_3915 

:TAXWAR1_1241
if 
   Actor.Dead($7111)
jf @TAXWAR1_1264 
jump @TAXWAR1_3915 

:TAXWAR1_1264
if 
  TIMERB > 10000 // @ > int 
jf @TAXWAR1_1290 
jump @TAXWAR1_1297 

:TAXWAR1_1290
jump @TAXWAR1_1138 

:TAXWAR1_1297
if 
03D0:   wav 1 loaded 
jf @TAXWAR1_1331 
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_3' time 4000 1  // This is my fare, back off asshole!

:TAXWAR1_1331
if 
   not Actor.Dead(0@)
jf @TAXWAR1_1383 
Actor.PutAt(0@, -576.2, -471.1, 10.4)
01D4: actor 0@ go_to_car $7130 and_enter_it_as_a_passenger 
Marker.CreateAboveActor($7131, 0@)

:TAXWAR1_1383
if 
   not Car.Wrecked($7130)
jf @TAXWAR1_1409 
Car.SetMaxSpeed($7130, 0.0)

:TAXWAR1_1409
if 
   not Actor.InCar(0@, $7130)
jf @TAXWAR1_1538 
wait 0 
if 
   Car.Wrecked($7130)
jf @TAXWAR1_1470 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_3915 

:TAXWAR1_1470
if 
   Actor.Dead($7111)
jf @TAXWAR1_1508 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_3915 

:TAXWAR1_1508
if 
   Actor.Dead(0@)
jf @TAXWAR1_1531 
jump @TAXWAR1_3915 

:TAXWAR1_1531
jump @TAXWAR1_1409 

:TAXWAR1_1538
if 
   not Car.Wrecked($7130)
jf @TAXWAR1_1561 
020A: set_car $7130 door_status_to 3 

:TAXWAR1_1561
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore
if 
   not Car.Wrecked($614)
jf @TAXWAR1_1597 
020A: set_car $614 door_status_to 1 

:TAXWAR1_1597
00BC: text_highpriority 'TAXW1_2' time 5000 1  // ~g~Get the V.I.P back! Take the other car out!
Car.DriveTo($7130, -683.0, -488.6, 10.6)
Car.SetMaxSpeed($7130, 30.0)
00AE: set_vehicle $7130 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($7130, False)
0593: set_actor 0@ frightened_in_jacked_car 1 
018A: $7104 = create_checkpoint_at -1438.1 -833.6 11.3 
03CF: load_wav 'TAX1_4' as 1 

:TAXWAR1_1695
if 
8101:   not actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 
jf @TAXWAR1_3067 
wait 0 
if 
   Actor.Dead(0@)
jf @TAXWAR1_1785 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_3915 

:TAXWAR1_1785
if 
   Car.Wrecked($614)
jf @TAXWAR1_1801 

:TAXWAR1_1801
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXWAR1_1825 
00DA: $614 = player $PLAYER_CHAR car 

:TAXWAR1_1825
if 
   not Car.Wrecked($7130)
jf @TAXWAR1_2336 
if 
80DC:   not player $PLAYER_CHAR in_car $7130 
jf @TAXWAR1_2336 
if 
01AF:   car $7130 0 -683.0 -488.6 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_1928 
Car.DriveTo($7130, -847.1, -516.6, 10.6)

:TAXWAR1_1928
if 
01AF:   car $7130 0 -847.1 -516.6 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_1996 
Car.DriveTo($7130, -831.4, -639.5, 10.6)

:TAXWAR1_1996
if 
01AF:   car $7130 0 -831.4 -639.5 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_2064 
Car.DriveTo($7130, -1131.7, -687.8, 10.6)

:TAXWAR1_2064
if 
01AF:   car $7130 0 -1131.7 -687.8 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_2132 
Car.DriveTo($7130, -914.3, -1067.2, 10.6)

:TAXWAR1_2132
if 
01AF:   car $7130 0 -914.3 -1067.2 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_2200 
Car.DriveTo($7130, -1197.3, -1070.9, 11.3)

:TAXWAR1_2200
if 
01AF:   car $7130 0 -1197.3 -1070.9 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_2268 
Car.DriveTo($7130, -1407.5, -785.4, 11.3)

:TAXWAR1_2268
if 
01AF:   car $7130 0 -1407.5 -785.4 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_2336 
Car.DriveTo($7130, -1438.1, -833.6, 11.3)

:TAXWAR1_2336
if 
   not Car.Wrecked($7130)
jf @TAXWAR1_2723 
if or
8185:   not car $7130 health > 500 
   Actor.Dead($7111)
jf @TAXWAR1_2723 
if 
  1@ == 0 // @ == int 
jf @TAXWAR1_2723 
if 
   not Car.Wrecked($7130)
jf @TAXWAR1_2417 
020A: set_car $7130 door_status_to 1 

:TAXWAR1_2417
01D3: actor 0@ leave_car $7130 

:TAXWAR1_2425
if 
   Actor.InCar(0@, $7130)
jf @TAXWAR1_2604 
wait 0 
if 
   Car.Wrecked($614)
jf @TAXWAR1_2464 

:TAXWAR1_2464
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXWAR1_2488 
00DA: $614 = player $PLAYER_CHAR car 

:TAXWAR1_2488
if 
   Car.Wrecked($7130)
jf @TAXWAR1_2504 

:TAXWAR1_2504
if 
   Actor.Dead(0@)
jf @TAXWAR1_2542 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_3915 

:TAXWAR1_2542
if 
0101:   actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 4.0 4.0 5.0 sphere 1 
jf @TAXWAR1_2597 
jump @TAXWAR1_3067 

:TAXWAR1_2597
jump @TAXWAR1_2425 

:TAXWAR1_2604
if 
   not Actor.Dead(0@)
jf @TAXWAR1_2627 
0593: set_actor 0@ frightened_in_jacked_car 0 

:TAXWAR1_2627
if 
03D0:   wav 1 loaded 
jf @TAXWAR1_2661 
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_4' time 4000 1  // Come on come on, Get in, quick!

:TAXWAR1_2661
TIMERB = 0 // @ = int 
if 
   not Actor.Dead(0@)
jf @TAXWAR1_2716 
03CF: load_wav 'TAX1_5' as 2 
011C: actor 0@ clear_objective 
0319: set_actor 0@ running 1 
01DE: tie_actor 0@ to_actor $PLAYER_ACTOR 

:TAXWAR1_2716
1@ = 1 // @ = int 

:TAXWAR1_2723
if 
  1@ == 1 // @ == int 
jf @TAXWAR1_3060 
if 
  TIMERA > 500 // @ > int 
jf @TAXWAR1_2812 
if and
   not Car.Wrecked($7130)
   not Actor.Dead($7111)
jf @TAXWAR1_2812 
Car.SetMaxSpeed($7130, 50.0)
00AE: set_vehicle $7130 traffic_behavior_to 3 
00AF: set_car $7130 driver_behaviour_to 2 
TIMERA = 0 // @ = int 

:TAXWAR1_2812
if 
   not Car.Wrecked($614)
jf @TAXWAR1_2872 
if 
   Actor.InCar(0@, $614)
jf @TAXWAR1_2859 
Marker.Disable($7131)
jump @TAXWAR1_2872 

:TAXWAR1_2859
Marker.Disable($7131)
Marker.CreateAboveActor($7131, 0@)

:TAXWAR1_2872
if 
  3@ == 0 // @ == int 
jf @TAXWAR1_3022 
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3022 
if 
00FB:   player $PLAYER_CHAR 0 0@ radius 15.0 15.0 6.0 
jf @TAXWAR1_3022 
if 
  TIMERB > 2000 // @ > int 
jf @TAXWAR1_3022 
if 
03D0:   wav 2 loaded 
jf @TAXWAR1_3022 
03D1: play_wav 2 
00BC: text_highpriority 'TAX1_5' time 4000 1  // Ok, ok! Just don't hurt me!
wait 4000 
00BC: text_highpriority 'TAXW1_6' time 8000 1  // ~g~Take the V.I.P. to the airport!
3@ = 1 // @ = int 

:TAXWAR1_3022
if 
   Actor.Dead(0@)
jf @TAXWAR1_3060 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_3915 

:TAXWAR1_3060
jump @TAXWAR1_1695 

:TAXWAR1_3067
if 
   not Car.Wrecked($7130)
jf @TAXWAR1_3177 
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3177 
if and
   Actor.InCar(0@, $7130)
01AF:   car $7130 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_3177 
00BC: text_highpriority 'TAXW1_4' time 5000 1  // ~r~The V.I.P. has been dropped off!
jump @TAXWAR1_3915 

:TAXWAR1_3177
if 
   not Car.Wrecked($614)
jf @TAXWAR1_3316 
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3316 
if and
0101:   actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 
80F5:   not player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_3316 
00BC: text_highpriority 'TAXW1_4' time 5000 1  // ~r~The V.I.P. has been dropped off!
jump @TAXWAR1_3915 

:TAXWAR1_3316
if 
   not Car.Wrecked($614)
jf @TAXWAR1_3609 
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3609 
if and
   Actor.InCar(0@, $614)
01B0:   car $614 stopped 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_3609 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1462.635, -791.768, 15.662, 0.0, 0.0, 0.0)
Camera.PointAt(-1462.162, -792.641, 15.783, 2)
wait 2000 
Camera.SetPosition(-1468.559, -834.603, 16.36, 0.0, 0.0, 0.0)
Camera.PointAt(-1467.827, -833.977, 16.091, 2)
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3595 
01E0: clear_leader 0@ 
0319: set_actor 0@ running 0 
0362: put_actor 0@ at -1459.6 -825.3 13.9 and_remove_from_car 
Actor.Angle(0@) = 146.0
0211: actor 0@ walk_to -1465.7 -832.2 

:TAXWAR1_3595
wait 3500 
Camera.Restore_WithJumpCut
jump @TAXWAR1_3932 

:TAXWAR1_3609
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3915 
if and
00FF:   actor 0@ 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
00F6:   player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_3915 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1462.635, -791.768, 15.662, 0.0, 0.0, 0.0)
Camera.PointAt(-1462.162, -792.641, 15.783, 2)
wait 2000 
Camera.SetPosition(-1468.559, -834.603, 16.36, 0.0, 0.0, 0.0)
Camera.PointAt(-1467.827, -833.977, 16.091, 2)
if 
   not Actor.Dead(0@)
jf @TAXWAR1_3901 
01E0: clear_leader 0@ 
0319: set_actor 0@ running 0 
Actor.PutAt(0@, -1459.6, -825.3, 13.9)
Actor.Angle(0@) = 146.0
0211: actor 0@ walk_to -1465.7 -832.2 

:TAXWAR1_3901
wait 3500 
Camera.Restore_WithJumpCut
jump @TAXWAR1_3932 

:TAXWAR1_3915
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:TAXWAR1_3932
$611 = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'TAXI_1'  // V.I.P.
030C: progress_made += 1 
start_new_script @TWAR2 
return 

:TAXWAR1_3998
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($7131)
Marker.Disable($7104)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#WMOBU)
Model.Destroy(#KAUFMAN)
014F: stop_timer $7117 
$675 = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

//-------------Mission 73---------------
// Originally: Friendly Rivalry

:TAXWAR2
gosub @TAXWAR2_36 
if 
wasted_or_busted 
jf @TAXWAR2_27 
gosub @TAXWAR2_1617 

:TAXWAR2_27
gosub @TAXWAR2_1700 
terminate_this_script 

:TAXWAR2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'TAXWAR2' 
wait 0 
054C: use_GXT_table 'TAXIWA2' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
$7110 = 0 // $ = int 
$7124 = 0 // $ = int 
$7125 = 0 // $ = int 
$7126 = 0 // $ = int 
$7132 = 0 // $ = int 
$7133 = 0 // $ = int 
$7134 = 0 // $ = int 
$7118 = 0 // $ = int 
$7119 = 0 // $ = int 
$7120 = 0 // $ = int 
03CF: load_wav 'TAX2_1' as 1 
03CF: load_wav 'TAX2_2' as 2 

:TAXWAR2_185
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @TAXWAR2_215 
wait 0 
jump @TAXWAR2_185 

:TAXWAR2_215
03D1: play_wav 1 
00BC: text_highpriority 'TAX2_1' time 4000 1  // Calling all cars, we're losing fares all over town. What's with you guys?
wait 500 
TIMERA = 0 // @ = int 

:TAXWAR2_246
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR2_300 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR2_293 
jump @TAXWAR2_498 

:TAXWAR2_293
jump @TAXWAR2_246 

:TAXWAR2_300
03D1: play_wav 2 
00BC: text_highpriority 'TAX2_2' time 4000 1  // VC Cabs keep beating us to it. They've just got too many cars - we can't compete!
TIMERA = 0 // @ = int 

:TAXWAR2_326
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR2_380 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR2_373 
jump @TAXWAR2_498 

:TAXWAR2_373
jump @TAXWAR2_326 

:TAXWAR2_380
03CF: load_wav 'TAX2_3' as 1 

:TAXWAR2_392
if 
83D0:   not wav 1 loaded 
jf @TAXWAR2_418 
wait 0 
jump @TAXWAR2_392 

:TAXWAR2_418
03D1: play_wav 1 
00BC: text_highpriority 'TAX2_3' time 6000 1  // Mr. Vercetti, if you're out there listening in, you gotta put some VC Cabs out of action before we go bust!
TIMERA = 0 // @ = int 

:TAXWAR2_444
if 
   not TIMERA > 6000 // @ > int 
jf @TAXWAR2_498 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR2_491 
jump @TAXWAR2_498 

:TAXWAR2_491
jump @TAXWAR2_444 

:TAXWAR2_498
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
Model.Load(#TAXI)
Model.Load(#WMOCA)
Model.Load(#UZI)
Model.Load(#KAUFMAN)

:TAXWAR2_538
if or
   not Model.Available(#TAXI)
   not Model.Available(#WMOCA)
   not Model.Available(#UZI)
   not Model.Available(#KAUFMAN)
jf @TAXWAR2_579 
wait 0 
jump @TAXWAR2_538 

:TAXWAR2_579
0563: give_player $PLAYER_CHAR ammo 300 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
Car.Create($7098, #TAXI, -893.3, -653.1, -100.0)
0129: $7111 = create_actor 4 #WMOCA in_car $7098 driverseat 
Marker.CreateAboveCar($7104, $7098)
Car.SetMaxSpeed($7098, 17.0)
00AE: set_vehicle $7098 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($7098, True)
0243: set_actor $7111 ped_stats_to 16 
Car.Create($7099, #TAXI, -978.7, -606.3, -100.0)
0129: $7112 = create_actor 4 #WMOCA in_car $7099 driverseat 
Marker.CreateAboveCar($7105, $7099)
Car.SetMaxSpeed($7099, 17.0)
00AE: set_vehicle $7099 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($7099, True)
0243: set_actor $7112 ped_stats_to 16 
Car.Create($7100, #TAXI, -1059.0, -334.8, -100.0)
0129: $7113 = create_actor 4 #WMOCA in_car $7100 driverseat 
Marker.CreateAboveCar($7106, $7100)
Car.SetMaxSpeed($7100, 17.0)
00AE: set_vehicle $7100 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($7100, True)
0243: set_actor $7113 ped_stats_to 16 
0568: set_actor $7111 untargetable 2 
0568: set_actor $7112 untargetable 2 
0568: set_actor $7113 untargetable 2 
00BC: text_highpriority 'TAXW2_1' time 10000 1  // ~g~Destroy 3 of the rival taxis!

:TAXWAR2_852
if 
   not $7110 == 3 // $ == int 
jf @TAXWAR2_1610 
wait 0 
if and
   Car.Wrecked($7098)
  $7124 == 0 // $ == int 
jf @TAXWAR2_935 
Marker.Disable($7104)
$7124 = 1 // $ = int 
$7110 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_935
if 
   not Car.Wrecked($7098)
jf @TAXWAR2_1061 
if 
8185:   not car $7098 health > 999 
jf @TAXWAR2_1061 
if 
   not Actor.Dead($7111)
jf @TAXWAR2_1061 
if 
   Actor.InCar($7111, $7098)
jf @TAXWAR2_1061 
if 
  $7132 == 0 // $ == int 
jf @TAXWAR2_1061 
Car.SetMaxSpeed($7098, 35.0)
00AE: set_vehicle $7098 traffic_behavior_to 2 
00AF: set_car $7098 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($7098, False)
$7132 = 1 // $ = int 

:TAXWAR2_1061
if 
   not Car.Wrecked($7098)
jf @TAXWAR2_1117 
if and
00DC:   player $PLAYER_CHAR in_car $7098 
  $7118 == 0 // $ == int 
jf @TAXWAR2_1117 
Car.ImmuneToNonPlayer($7098, False)
$7118 = 1 // $ = int 

:TAXWAR2_1117
if and
   Car.Wrecked($7099)
  $7125 == 0 // $ == int 
jf @TAXWAR2_1178 
Marker.Disable($7105)
$7125 = 1 // $ = int 
$7110 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_1178
if 
   not Car.Wrecked($7099)
jf @TAXWAR2_1304 
if 
8185:   not car $7099 health > 999 
jf @TAXWAR2_1304 
if 
   not Actor.Dead($7112)
jf @TAXWAR2_1304 
if 
   Actor.InCar($7112, $7099)
jf @TAXWAR2_1304 
if 
  $7133 == 0 // $ == int 
jf @TAXWAR2_1304 
Car.SetMaxSpeed($7099, 35.0)
00AE: set_vehicle $7099 traffic_behavior_to 2 
00AF: set_car $7099 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($7099, False)
$7133 = 1 // $ = int 

:TAXWAR2_1304
if 
   not Car.Wrecked($7099)
jf @TAXWAR2_1360 
if and
00DC:   player $PLAYER_CHAR in_car $7099 
  $7119 == 0 // $ == int 
jf @TAXWAR2_1360 
Car.ImmuneToNonPlayer($7099, False)
$7119 = 1 // $ = int 

:TAXWAR2_1360
if and
   Car.Wrecked($7100)
  $7126 == 0 // $ == int 
jf @TAXWAR2_1421 
Marker.Disable($7106)
$7126 = 1 // $ = int 
$7110 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_1421
if 
   not Car.Wrecked($7100)
jf @TAXWAR2_1547 
if 
8185:   not car $7100 health > 999 
jf @TAXWAR2_1547 
if 
   not Actor.Dead($7113)
jf @TAXWAR2_1547 
if 
   Actor.InCar($7113, $7100)
jf @TAXWAR2_1547 
if 
  $7134 == 0 // $ == int 
jf @TAXWAR2_1547 
Car.SetMaxSpeed($7100, 35.0)
00AE: set_vehicle $7100 traffic_behavior_to 2 
00AF: set_car $7100 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($7100, False)
$7134 = 1 // $ = int 

:TAXWAR2_1547
if 
   not Car.Wrecked($7100)
jf @TAXWAR2_1603 
if and
00DC:   player $PLAYER_CHAR in_car $7100 
  $7120 == 0 // $ == int 
jf @TAXWAR2_1603 
Car.ImmuneToNonPlayer($7100, False)
$7120 = 1 // $ = int 

:TAXWAR2_1603
jump @TAXWAR2_852 

:TAXWAR2_1610
jump @TAXWAR2_1634 

:TAXWAR2_1617
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:TAXWAR2_1634
$612 = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'TAXI_2'  // Friendly Rivalry
030C: progress_made += 1 
start_new_script @TWAR3 
return 

:TAXWAR2_1700
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($7104)
Marker.Disable($7105)
Marker.Disable($7106)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#UZI)
Model.Destroy(#KAUFMAN)
$675 = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

//-------------Mission 74---------------
// Originally: Cabmaggedon

:TAXWAR3
gosub @TAXWAR3_36 
if 
wasted_or_busted 
jf @TAXWAR3_27 
gosub @TAXWAR3_5359 

:TAXWAR3_27
gosub @TAXWAR3_5489 
terminate_this_script 

:TAXWAR3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'TAXWAR3' 
wait 0 
054C: use_GXT_table 'TAXIWA3' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
$7110 = 0 // $ = int 
$7124 = 0 // $ = int 
$7125 = 0 // $ = int 
$7126 = 0 // $ = int 
$7127 = 0 // $ = int 
$7128 = 0 // $ = int 
$7129 = 0 // $ = int 
$7132 = 0 // $ = int 
$7133 = 0 // $ = int 
$7134 = 0 // $ = int 
$7135 = 0 // $ = int 
$7136 = 0 // $ = int 
$7137 = 0 // $ = int 
1@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
03CF: load_wav 'TAX3_1' as 1 
03CF: load_wav 'TAX3_2' as 2 

:TAXWAR3_227
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @TAXWAR3_257 
wait 0 
jump @TAXWAR3_227 

:TAXWAR3_257
03D1: play_wav 1 
00BC: text_highpriority 'TAX3_1' time 4500 1  // Car 13, We got a Miss Cortez, asked for you especially.
wait 500 
TIMERA = 0 // @ = int 

:TAXWAR3_288
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR3_342 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR3_335 
jump @TAXWAR3_422 

:TAXWAR3_335
jump @TAXWAR3_288 

:TAXWAR3_342
03D1: play_wav 2 
00BC: text_highpriority 'TAX3_2' time 3000 1  // Ok, I got it. Car 13 out!
TIMERA = 0 // @ = int 

:TAXWAR3_368
if 
   not TIMERA > 3000 // @ > int 
jf @TAXWAR3_422 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR3_415 
jump @TAXWAR3_422 

:TAXWAR3_415
jump @TAXWAR3_368 

:TAXWAR3_422
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
Model.Load(#TAXI)
Model.Load(#WMOCA)
Model.Load(#ZEBRA)
Model.Load(#KAUFMAN)
Model.Load(#KATANA)

:TAXWAR3_467
if or
   not Model.Available(#TAXI)
   not Model.Available(#WMOCA)
   not Model.Available(#ZEBRA)
   not Model.Available(#KAUFMAN)
   not Model.Available(#KATANA)
jf @TAXWAR3_513 
wait 0 
jump @TAXWAR3_467 

:TAXWAR3_513
03CF: load_wav 'TAX3_3' as 1 
03CF: load_wav 'TAX3_4' as 2 
00BC: text_highpriority 'TAXW3_1' time 10000 1  // ~g~Go and pick up Mercedes.
018A: $7104 = create_checkpoint_at -1094.0 -1292.0 10.5 

:TAXWAR3_572
if or
80F8:   not player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
   not Player.PressingHorn($PLAYER_CHAR)
jf @TAXWAR3_764 
wait 0 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR3_671 
00DA: $614 = player $PLAYER_CHAR car 
jump @TAXWAR3_686 

:TAXWAR3_671
00BC: text_highpriority 'TAXW1_5' time 1000 1  // ~g~You need to be in a Kaufman cab!

:TAXWAR3_686
if and
00F8:   player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR3_757 
00BC: text_highpriority 'HORN' time 1000 1  // ~g~Sound the horn.

:TAXWAR3_757
jump @TAXWAR3_572 

:TAXWAR3_764
if 
   not Car.Wrecked($614)
jf @TAXWAR3_787 
020A: set_car $614 door_status_to 4 

:TAXWAR3_787
Marker.Disable($7104)
0395: clear_area 1 at -989.9 -1252.2 10.4 range 50.0 
Car.Create($7098, #TAXI, -983.5, -1248.9, 10.5)
0129: $7111 = create_actor 4 #WMOCA in_car $7098 driverseat 
Marker.CreateAboveCar($7104, $7098)
Car.Angle($7098) = 70.0
Car.SetMaxSpeed($7098, 0.0)
00AE: set_vehicle $7098 traffic_behavior_to 0 
0243: set_actor $7111 ped_stats_to 16 
04E0: car $7098 abandon_path_radius 255 
Car.Create($7099, #TAXI, -976.1, -1251.7, 10.5)
0129: $7112 = create_actor 4 #WMOCA in_car $7099 driverseat 
Marker.CreateAboveCar($7105, $7099)
Car.Angle($7099) = 70.0
Car.SetMaxSpeed($7099, 0.0)
00AE: set_vehicle $7099 traffic_behavior_to 0 
0243: set_actor $7112 ped_stats_to 16 
04E0: car $7099 abandon_path_radius 255 
Car.Create($7100, #TAXI, -970.5, -1253.6, 10.5)
0129: $7113 = create_actor 4 #WMOCA in_car $7100 driverseat 
Marker.CreateAboveCar($7106, $7100)
Car.Angle($7100) = 70.0
Car.SetMaxSpeed($7100, 0.0)
00AE: set_vehicle $7100 traffic_behavior_to 0 
0243: set_actor $7113 ped_stats_to 16 
04E0: car $7100 abandon_path_radius 255 
Car.Create($7101, #TAXI, -964.9, -1255.8, 10.5)
0129: $7114 = create_actor 4 #WMOCA in_car $7101 driverseat 
Marker.CreateAboveCar($7107, $7101)
Car.Angle($7101) = 70.0
Car.SetMaxSpeed($7101, 0.0)
00AE: set_vehicle $7101 traffic_behavior_to 0 
0243: set_actor $7114 ped_stats_to 16 
04E0: car $7101 abandon_path_radius 255 
Car.Create($7102, #TAXI, -959.0, -1257.9, 10.5)
0129: $7115 = create_actor 4 #WMOCA in_car $7102 driverseat 
Marker.CreateAboveCar($7108, $7102)
Car.Angle($7102) = 70.0
Car.SetMaxSpeed($7102, 0.0)
00AE: set_vehicle $7102 traffic_behavior_to 0 
0243: set_actor $7115 ped_stats_to 16 
04E0: car $7102 abandon_path_radius 255 
Car.Create($7103, #TAXI, -951.6, -1261.1, 10.5)
0129: $7116 = create_actor 4 #WMOCA in_car $7103 driverseat 
Marker.CreateAboveCar($7109, $7103)
Car.Angle($7103) = 70.0
Car.SetMaxSpeed($7103, 0.0)
00AE: set_vehicle $7103 traffic_behavior_to 0 
0243: set_actor $7116 ped_stats_to 16 
04E0: car $7103 abandon_path_radius 255 
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1089.808, -1286.083, 13.512, 0.0, 0.0, 0.0)
Camera.PointAt(-1090.248, -1286.97, 13.374, 2)
wait 2000 
Camera.SetPosition(-1098.031, -1296.028, 14.583, 0.0, 0.0, 0.0)
Camera.PointAt(-1097.359, -1295.294, 14.484, 2)
if 
03D0:   wav 1 loaded 
jf @TAXWAR3_1483 
03D1: play_wav 1 
00BC: text_highpriority 'TAX3_3' time 4000 1  // Hmmmm, no sign of Mercedes...

:TAXWAR3_1483
wait 2000 
Camera.SetPosition(-989.263, -1239.276, 10.429, 0.0, 0.0, 0.0)
Camera.PointAt(-989.007, -1240.218, 10.646, 2)
TIMERB = 0 // @ = int 
if 
   not Car.Wrecked($7098)
jf @TAXWAR3_1592 
Car.SetMaxSpeed($7098, 30.0)
Car.DriveTo($7098, -1065.6, -1224.2, 10.5)

:TAXWAR3_1592
if 
   not Car.Wrecked($7099)
jf @TAXWAR3_1638 
Car.SetMaxSpeed($7099, 28.0)
Car.DriveTo($7099, -1065.6, -1224.2, 10.5)

:TAXWAR3_1638
if 
   not Car.Wrecked($7100)
jf @TAXWAR3_1684 
Car.SetMaxSpeed($7100, 26.0)
Car.DriveTo($7100, -1065.6, -1224.2, 10.5)

:TAXWAR3_1684
if 
   not Car.Wrecked($7101)
jf @TAXWAR3_1730 
Car.SetMaxSpeed($7101, 24.0)
Car.DriveTo($7101, -1065.6, -1224.2, 10.5)

:TAXWAR3_1730
if 
   not Car.Wrecked($7102)
jf @TAXWAR3_1776 
Car.SetMaxSpeed($7102, 22.0)
Car.DriveTo($7102, -1065.6, -1224.2, 10.5)

:TAXWAR3_1776
if 
   not Car.Wrecked($7103)
jf @TAXWAR3_1822 
Car.SetMaxSpeed($7103, 19.0)
Car.DriveTo($7103, -1065.6, -1224.2, 10.5)

:TAXWAR3_1822
if 
   not TIMERB > 10000 // @ > int 
jf @TAXWAR3_2426 
wait 0 
if 
   not Car.Wrecked($7098)
jf @TAXWAR3_1929 
if 
01AF:   car $7098 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_1929 
Car.DriveTo($7098, -1096.0, -1253.0, 10.5)

:TAXWAR3_1929
if 
   not Car.Wrecked($7099)
jf @TAXWAR3_2013 
if 
01AF:   car $7099 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2013 
Car.DriveTo($7099, -1090.1, -1257.2, 10.5)

:TAXWAR3_2013
if 
   not Car.Wrecked($7100)
jf @TAXWAR3_2097 
if 
01AF:   car $7100 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2097 
Car.DriveTo($7100, -1083.4, -1258.8, 10.5)

:TAXWAR3_2097
if 
   not Car.Wrecked($7101)
jf @TAXWAR3_2181 
if 
01AF:   car $7101 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2181 
Car.DriveTo($7101, -1075.7, -1261.5, 10.5)

:TAXWAR3_2181
if 
   not Car.Wrecked($7102)
jf @TAXWAR3_2265 
if 
01AF:   car $7102 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2265 
Car.DriveTo($7102, -1067.4, -1264.3, 10.5)

:TAXWAR3_2265
if 
   not Car.Wrecked($7103)
jf @TAXWAR3_2349 
if 
01AF:   car $7103 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2349 
Car.DriveTo($7103, -1060.7, -1266.1, 10.5)

:TAXWAR3_2349
if 
  TIMERB > 2500 // @ > int 
jf @TAXWAR3_2419 
Camera.SetPosition(-1107.913, -1266.256, 12.023, 0.0, 0.0, 0.0)
Camera.PointAt(-1107.038, -1265.79, 11.892, 2)

:TAXWAR3_2419
jump @TAXWAR3_1822 

:TAXWAR3_2426
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$7117 = 61000 // $ = int 
014E: start_timer_at $7117 count_in_direction 1 
00BC: text_highpriority 'TAXW3_2' time 8000 1  // ~g~Stay alive until the timer runs out.
if 
   not Car.Wrecked($614)
jf @TAXWAR3_2496 
020A: set_car $614 door_status_to 1 

:TAXWAR3_2496
wait 1000 

:TAXWAR3_2501
if and
   not 1 > $7117 // int > $ 
   not $7110 == 6 // $ == int 
jf @TAXWAR3_3610 
wait 0 
if and
   Car.Wrecked($7098)
  $7124 == 0 // $ == int 
jf @TAXWAR3_2572 
Marker.Disable($7104)
$7124 = 1 // $ = int 
$7110 += 1 // $ += int 

:TAXWAR3_2572
if 
   not Car.Wrecked($7098)
jf @TAXWAR3_2679 
if 
  $7132 == 0 // $ == int 
jf @TAXWAR3_2672 
if 
   not Actor.Dead($7111)
jf @TAXWAR3_2672 
if 
   Actor.InCar($7111, $7098)
jf @TAXWAR3_2672 
Car.SetMaxSpeed($7098, 40.0)
00AE: set_vehicle $7098 traffic_behavior_to 3 
00AF: set_car $7098 driver_behaviour_to 2 
$7132 = 1 // $ = int 

:TAXWAR3_2672
jump @TAXWAR3_2684 

:TAXWAR3_2679
Marker.Disable($7104)

:TAXWAR3_2684
if and
   Car.Wrecked($7099)
  $7125 == 0 // $ == int 
jf @TAXWAR3_2726 
Marker.Disable($7105)
$7125 = 1 // $ = int 
$7110 += 1 // $ += int 

:TAXWAR3_2726
if 
   not Car.Wrecked($7099)
jf @TAXWAR3_2833 
if 
  $7133 == 0 // $ == int 
jf @TAXWAR3_2826 
if 
   not Actor.Dead($7112)
jf @TAXWAR3_2826 
if 
   Actor.InCar($7112, $7099)
jf @TAXWAR3_2826 
Car.SetMaxSpeed($7099, 40.0)
00AE: set_vehicle $7099 traffic_behavior_to 3 
00AF: set_car $7099 driver_behaviour_to 2 
$7133 = 1 // $ = int 

:TAXWAR3_2826
jump @TAXWAR3_2838 

:TAXWAR3_2833
Marker.Disable($7105)

:TAXWAR3_2838
if and
   Car.Wrecked($7100)
  $7126 == 0 // $ == int 
jf @TAXWAR3_2880 
Marker.Disable($7106)
$7126 = 1 // $ = int 
$7110 += 1 // $ += int 

:TAXWAR3_2880
if 
   not Car.Wrecked($7100)
jf @TAXWAR3_2987 
if 
  $7134 == 0 // $ == int 
jf @TAXWAR3_2980 
if 
   not Actor.Dead($7113)
jf @TAXWAR3_2980 
if 
   Actor.InCar($7113, $7100)
jf @TAXWAR3_2980 
Car.SetMaxSpeed($7100, 40.0)
00AE: set_vehicle $7100 traffic_behavior_to 3 
00AF: set_car $7100 driver_behaviour_to 2 
$7134 = 1 // $ = int 

:TAXWAR3_2980
jump @TAXWAR3_2992 

:TAXWAR3_2987
Marker.Disable($7106)

:TAXWAR3_2992
if and
   Car.Wrecked($7101)
  $7127 == 0 // $ == int 
jf @TAXWAR3_3034 
Marker.Disable($7107)
$7127 = 1 // $ = int 
$7110 += 1 // $ += int 

:TAXWAR3_3034
if 
   not Car.Wrecked($7101)
jf @TAXWAR3_3141 
if 
  $7135 == 0 // $ == int 
jf @TAXWAR3_3134 
if 
   not Actor.Dead($7114)
jf @TAXWAR3_3134 
if 
   Actor.InCar($7114, $7101)
jf @TAXWAR3_3134 
Car.SetMaxSpeed($7101, 40.0)
00AE: set_vehicle $7101 traffic_behavior_to 3 
00AF: set_car $7101 driver_behaviour_to 2 
$7135 = 1 // $ = int 

:TAXWAR3_3134
jump @TAXWAR3_3146 

:TAXWAR3_3141
Marker.Disable($7107)

:TAXWAR3_3146
if and
   Car.Wrecked($7102)
  $7128 == 0 // $ == int 
jf @TAXWAR3_3188 
Marker.Disable($7108)
$7128 = 1 // $ = int 
$7110 += 1 // $ += int 

:TAXWAR3_3188
if 
   not Car.Wrecked($7102)
jf @TAXWAR3_3295 
if 
  $7136 == 0 // $ == int 
jf @TAXWAR3_3288 
if 
   not Actor.Dead($7115)
jf @TAXWAR3_3288 
if 
   Actor.InCar($7115, $7102)
jf @TAXWAR3_3288 
Car.SetMaxSpeed($7102, 40.0)
00AE: set_vehicle $7102 traffic_behavior_to 3 
00AF: set_car $7102 driver_behaviour_to 2 
$7136 = 1 // $ = int 

:TAXWAR3_3288
jump @TAXWAR3_3300 

:TAXWAR3_3295
Marker.Disable($7108)

:TAXWAR3_3300
if and
   Car.Wrecked($7103)
  $7129 == 0 // $ == int 
jf @TAXWAR3_3342 
Marker.Disable($7109)
$7129 = 1 // $ = int 
$7110 += 1 // $ += int 

:TAXWAR3_3342
if 
   not Car.Wrecked($7103)
jf @TAXWAR3_3449 
if 
  $7137 == 0 // $ == int 
jf @TAXWAR3_3442 
if 
   not Actor.Dead($7116)
jf @TAXWAR3_3442 
if 
   Actor.InCar($7116, $7103)
jf @TAXWAR3_3442 
Car.SetMaxSpeed($7103, 30.0)
00AE: set_vehicle $7103 traffic_behavior_to 3 
00AF: set_car $7103 driver_behaviour_to 2 
$7137 = 1 // $ = int 

:TAXWAR3_3442
jump @TAXWAR3_3454 

:TAXWAR3_3449
Marker.Disable($7109)

:TAXWAR3_3454
if 
  3@ == 0 // @ == int 
jf @TAXWAR3_3603 
018C: play_sound 3 at -989.9 -1252.2 10.4 
018D: $313 = create_sound 2 at -989.9 -1252.2 10.4 

:TAXWAR3_3513
if 
834E:   not move_object $2193 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 
jf @TAXWAR3_3572 
wait 0 
jump @TAXWAR3_3513 

:TAXWAR3_3572
018E: stop_sound $313 
018C: play_sound 3 at -986.272 -1243.532 10.4 
3@ = 1 // @ = int 

:TAXWAR3_3603
jump @TAXWAR3_2501 

:TAXWAR3_3610
if 
   not Car.Wrecked($7098)
jf @TAXWAR3_3636 
Car.SetMaxSpeed($7098, 0.0)

:TAXWAR3_3636
if 
   not Car.Wrecked($7099)
jf @TAXWAR3_3662 
Car.SetMaxSpeed($7099, 0.0)

:TAXWAR3_3662
if 
   not Car.Wrecked($7100)
jf @TAXWAR3_3688 
Car.SetMaxSpeed($7100, 0.0)

:TAXWAR3_3688
if 
   not Car.Wrecked($7101)
jf @TAXWAR3_3714 
Car.SetMaxSpeed($7101, 0.0)

:TAXWAR3_3714
if 
   not Car.Wrecked($7102)
jf @TAXWAR3_3740 
Car.SetMaxSpeed($7102, 0.0)

:TAXWAR3_3740
if 
   not Car.Wrecked($7103)
jf @TAXWAR3_3766 
Car.SetMaxSpeed($7103, 0.0)

:TAXWAR3_3766
Marker.Disable($7104)
Marker.Disable($7105)
Marker.Disable($7106)
Marker.Disable($7107)
Marker.Disable($7108)
Marker.Disable($7109)
Car.RemoveReferences($7098)
Car.RemoveReferences($7099)
Car.RemoveReferences($7100)
Car.RemoveReferences($7101)
Car.RemoveReferences($7102)
Car.RemoveReferences($7103)
Actor.RemoveReferences($7111)
Actor.RemoveReferences($7112)
Actor.RemoveReferences($7113)
Actor.RemoveReferences($7114)
Actor.RemoveReferences($7115)
Actor.RemoveReferences($7116)
Model.Destroy(#TAXI)
014F: stop_timer $7117 
Car.Create($7130, #ZEBRA, -983.5, -1248.9, 10.4)
0129: 0@ = create_actor 4 #WMOCA in_car $7130 driverseat 
0568: set_actor 0@ untargetable 2 
Car.Health($7130) = 2000
020A: set_car $7130 door_status_to 3 
Actor.Health(0@) = 300
Car.Angle($7130) = 66.0
Car.SetMaxSpeed($7130, 0.0)
00AE: set_vehicle $7130 traffic_behavior_to 0 
0243: set_actor 0@ ped_stats_to 16 
04E0: car $7130 abandon_path_radius 255 
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
00F5:   player $PLAYER_CHAR 0 -998.5 -1243.2 10.5 radius 10.0 10.0 4.0 
jf @TAXWAR3_4057 
0055: put_player $PLAYER_CHAR at -1028.3 -1237.6 10.5 

:TAXWAR3_4057
Camera.SetPosition(-988.01, -1242.028, 10.362, 0.0, 0.0, 0.0)
Camera.PointAt(-987.595, -1242.919, 10.541, 2)
0395: clear_area 1 at -983.5 -1248.9 10.4 range 30.0 
wait 1000 
018C: play_sound 3 at -986.272 -1243.532 10.4 
018D: $313 = create_sound 2 at -986.272 -1243.532 10.4 

:TAXWAR3_4178
if 
834E:   not move_object $2193 to -989.9 -1252.2 10.4 speed 0.05 0.12 0.0 collision_check 0 
jf @TAXWAR3_4237 
wait 0 
jump @TAXWAR3_4178 

:TAXWAR3_4237
018E: stop_sound $313 
018C: play_sound 3 at -989.9 -1252.2 10.4 
if 
03D0:   wav 2 loaded 
jf @TAXWAR3_4295 
03D1: play_wav 2 
00BC: text_highpriority 'TAX3_4' time 4000 1  // It's time for Kaufman Cab's guardian angel to eat some fender!

:TAXWAR3_4295
wait 3500 
if 
   not Car.Wrecked($7130)
jf @TAXWAR3_4346 
Car.SetMaxSpeed($7130, 30.0)
Car.DriveTo($7130, -1017.4, -1235.7, 10.5)

:TAXWAR3_4346
wait 1000 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: text_highpriority 'TAXW3_3' time 8000 1  // ~g~Take out the leader cab!
if 
   not Actor.Dead(0@)
jf @TAXWAR3_4405 
Marker.CreateAboveActor($7131, 0@)

:TAXWAR3_4405
3@ = 0 // @ = int 

:TAXWAR3_4412
if 
   not Actor.Dead(0@)
jf @TAXWAR3_5003 
wait 0 
if 
   not Car.Wrecked($7130)
jf @TAXWAR3_4532 
if 
   not Actor.Dead(0@)
jf @TAXWAR3_4532 
if 
   Actor.InCar(0@, $7130)
jf @TAXWAR3_4532 
if 
  1@ == 0 // @ == int 
jf @TAXWAR3_4532 
Car.SetMaxSpeed($7130, 40.0)
00AE: set_vehicle $7130 traffic_behavior_to 3 
00AF: set_car $7130 driver_behaviour_to 2 
1@ = 1 // @ = int 

:TAXWAR3_4532
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @TAXWAR3_4626 
if 
  TIMERA > 6000 // @ > int 
jf @TAXWAR3_4619 
if 
   not Car.Wrecked($7130)
jf @TAXWAR3_4619 
0477: set_car $7130 action 2 time 2000 
if 
  TIMERA > 8000 // @ > int 
jf @TAXWAR3_4619 
TIMERA = 0 // @ = int 

:TAXWAR3_4619
jump @TAXWAR3_4633 

:TAXWAR3_4626
TIMERA = 0 // @ = int 

:TAXWAR3_4633
if 
  3@ == 0 // @ == int 
jf @TAXWAR3_4782 
018C: play_sound 3 at -989.9 -1252.2 10.4 
018D: $313 = create_sound 2 at -989.9 -1252.2 10.4 

:TAXWAR3_4692
if 
834E:   not move_object $2193 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 
jf @TAXWAR3_4751 
wait 0 
jump @TAXWAR3_4692 

:TAXWAR3_4751
018E: stop_sound $313 
018C: play_sound 3 at -986.272 -1243.532 10.4 
3@ = 1 // @ = int 

:TAXWAR3_4782
if 
   not Car.Wrecked($7130)
jf @TAXWAR3_4996 
if 
  4@ == 0 // @ == int 
jf @TAXWAR3_4996 
if 
8185:   not car $7130 health > 250 
jf @TAXWAR3_4996 
if 
   not Actor.Dead(0@)
jf @TAXWAR3_4989 
01D3: actor 0@ leave_car $7130 
0243: set_actor 0@ ped_stats_to 30 
01B2: give_actor 0@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 10 
020A: set_car $7130 door_status_to 1 

:TAXWAR3_4889
if 
   Actor.InCar(0@, $7130)
jf @TAXWAR3_4965 
wait 0 
if 
   Actor.Dead(0@)
jf @TAXWAR3_4935 
jump @TAXWAR3_5003 

:TAXWAR3_4935
if 
   Car.Wrecked($7130)
jf @TAXWAR3_4958 
jump @TAXWAR3_5003 

:TAXWAR3_4958
jump @TAXWAR3_4889 

:TAXWAR3_4965
if 
   not Actor.Dead(0@)
jf @TAXWAR3_4989 
01C9: actor 0@ kill_actor $PLAYER_ACTOR 

:TAXWAR3_4989
4@ = 1 // @ = int 

:TAXWAR3_4996
jump @TAXWAR3_4412 

:TAXWAR3_5003
wait 2000 
04A6: $926 = create_asset_money_pickup_at $886 $887 $888 money $925 rate $925 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
fade 0 500 

:TAXWAR3_5046
if 
fading 
jf @TAXWAR3_5070 
wait 0 
jump @TAXWAR3_5046 

:TAXWAR3_5070
Camera.SetAtPos(-1017.904, 207.165, 15.09)
Camera.SetPosition(-1018.54, 207.931, 15.185, 0.0, 0.0, 0.0)
Camera.PointAt(-1017.904, 207.165, 15.09, 2)
fade 1 500 

:TAXWAR3_5145
if 
fading 
jf @TAXWAR3_5169 
wait 0 
jump @TAXWAR3_5145 

:TAXWAR3_5169
0394: play_music 1 
00BA: text_styled 'TAX_AS1' 5000 ms 6  // TAXI FIRM ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-1002.412, 192.715, 13.452)
Camera.SetPosition(-1003.2, 193.281, 13.694, 0.0, 0.0, 0.0)
Camera.PointAt(-1002.412, 192.715, 13.452, 2)
01E5: text_1number_highpriority 'TAX_AS2' $925 time 6000 1  // ~g~Kaufman Cabs will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:TAXWAR3_5291
if 
fading 
jf @TAXWAR3_5315 
wait 0 
jump @TAXWAR3_5291 

:TAXWAR3_5315
Camera.SetAtPos(-1119.7, -1381.3, 11.5)
fade 1 500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
jump @TAXWAR3_5376 

:TAXWAR3_5359
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:TAXWAR3_5376
$613 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 5000
Marker.Disable($609)
Marker.Disable($923)
04CE: $609 = create_icon_marker_without_sphere $736 at $793 $794 $795 
014C: set_parked_car_generator $2231 cars_to_generate_to 0 
014C: set_parked_car_generator $2340 cars_to_generate_to 101 
$927 = 1 // $ = int 
$1479 += 1 // $ += int 
0318: set_latest_mission_passed 'TAXI_3'  // Cabmaggedon
0551: set_kaufman_radio 1 
030C: progress_made += 1 
return 

:TAXWAR3_5489
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($7104)
Marker.Disable($7105)
Marker.Disable($7106)
Marker.Disable($7107)
Marker.Disable($7108)
Marker.Disable($7109)
Marker.Disable($7131)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#KAUFMAN)
Model.Destroy(#ZEBRA)
Model.Destroy(#KATANA)
014F: stop_timer $7117 
$675 = 0 // $ = int 
Object.Destroy($2193)
if 
   not Car.Wrecked($7130)
jf @TAXWAR3_5600 
020A: set_car $7130 door_status_to 1 

:TAXWAR3_5600
Object.Init($2193, #ELECTRICGATE, -989.9, -1252.2, 10.4)
Object.Angle($2193) = 249.0
Object.RemoveFromMissionCleanupList($2193)
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

//-------------Mission 75---------------
// Originally: TAXI DRIVER

:TAXI
gosub @TAXI_16 
gosub @TAXI_6968 
terminate_this_script 

:TAXI_16
script_name 'TAXI' 
set_wb_check_to 0 
$ONMISSION = 1 // $ = int 
$617 = 1 // $ = int 
$7142 = 0 // $ = int 
$7146 = 0 // $ = int 
$7144 = 0 // $ = int 
$7147 = 0 // $ = int 
$7143 = -1 // $ = int 
$7140 = 0 // $ = int 
$7145 = 0 // $ = int 
$7156 = 5 // $ = int 
$7155 = 500 // $ = int 
054C: use_GXT_table 'TAXI1' 
wait 0 
03C4: set_status_text_to $7144 0 'FARES'  // FARES:
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_160 
jump @TAXI_6552 

:TAXI_160
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXI_191 
00DA: $7141 = player $PLAYER_CHAR car 
jump @TAXI_198 

:TAXI_191
jump @TAXI_6552 

:TAXI_198
Car.ToggleTaxiLight($7141, True)
00BC: text_highpriority 'TAXI1' time 1500 1  // ~g~Look for a fare.
wait 0 

:TAXI_224
if 
  $679 == 0 // $ == int 
jf @TAXI_259 
03E5: text_box 'TAXIH1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
$679 = 1 // $ = int 

:TAXI_259
$7153 = 0 // $ = int 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_289 
jump @TAXI_6552 

:TAXI_289
if 
   Car.Wrecked($7141)
jf @TAXI_312 
jump @TAXI_6552 

:TAXI_312
if 
80DC:   not player $PLAYER_CHAR in_car $7141 
jf @TAXI_338 
jump @TAXI_6552 

:TAXI_338
if 
   not $319 == 3 // $ == int 
jf @TAXI_394 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_387 
jump @TAXI_6347 

:TAXI_387
jump @TAXI_425 

:TAXI_394
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_425 
jump @TAXI_6347 

:TAXI_425
if and
  $7142 == 1 // $ == int 
  $7146 == 0 // $ == int 
jf @TAXI_457 
jump @TAXI_6552 

:TAXI_457
02DD: get_random_actor $7143 in_zone 'VICE_C' 1 1 1 
if 
  $7143 == -1 // $ == int 
jf @TAXI_505 
wait 0 
jump @TAXI_224 

:TAXI_505
009F: set_actor $7143 idle 
01ED: clear_actor $7143 threat_search 
0291: set_actor $7143 heed_threats 0 
Marker.CreateAboveActor($7138, $7143)
0365: set_actor $7143 objective_hail_taxi 

:TAXI_535
if or
80FD:   not player $PLAYER_CHAR 0 $7143 in_car radius 7.0 7.0 2.0 
81C1:   not car $7141 stopped 
jf @TAXI_913 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_603 
jump @TAXI_6552 

:TAXI_603
if 
   Car.Wrecked($7141)
jf @TAXI_626 
jump @TAXI_6552 

:TAXI_626
if 
   Actor.Dead($7143)
jf @TAXI_649 
jump @TAXI_6486 

:TAXI_649
if 
80DC:   not player $PLAYER_CHAR in_car $7141 
jf @TAXI_675 
jump @TAXI_6552 

:TAXI_675
if 
80FD:   not player $PLAYER_CHAR 0 $7143 in_car radius 90.0 90.0 20.0 
jf @TAXI_718 
jump @TAXI_6486 

:TAXI_718
if 
   not $319 == 3 // $ == int 
jf @TAXI_774 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_767 
jump @TAXI_6347 

:TAXI_767
jump @TAXI_805 

:TAXI_774
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_805 
jump @TAXI_6347 

:TAXI_805
if and
  $7142 == 1 // $ == int 
  $7146 == 0 // $ == int 
jf @TAXI_837 
jump @TAXI_6552 

:TAXI_837
if and
0185:   car $7141 health > 400 
  $7140 == 1 // $ == int 
jf @TAXI_882 
Marker.Disable($678)
$7140 = 0 // $ = int 
$7145 = 0 // $ = int 

:TAXI_882
if 
   not Actor.Dead($7143)
jf @TAXI_906 
020F: actor $7143 look_at_player $PLAYER_CHAR 

:TAXI_906
jump @TAXI_535 

:TAXI_913
if 
8185:   not car $7141 health > 400 
jf @TAXI_1294 
00BC: text_highpriority 'TAXI7' time 4000 1  // ~r~Your car is trashed, get it repaired.
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @TAXI_1024 
Marker.Disable($678)
02A8: $678 = create_marker 27 at -3.8 -1265.8 12.0 

:TAXI_1024
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @TAXI_1101 
Marker.Disable($678)
02A8: $678 = create_marker 27 at 319.0 441.3 12.0 

:TAXI_1101
if or
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @TAXI_1165 
Marker.Disable($678)
02A8: $678 = create_marker 27 at -903.0 -1261.1 12.0 

:TAXI_1165
if or
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
jf @TAXI_1255 
Marker.Disable($678)
02A8: $678 = create_marker 27 at -876.2 -105.5 12.0 

:TAXI_1255
if 
  $7140 == 0 // $ == int 
jf @TAXI_1287 
$7140 = 1 // $ = int 
$7145 = 1 // $ = int 

:TAXI_1287
jump @TAXI_6486 

:TAXI_1294
0319: set_actor $7143 running 1 
01D4: actor $7143 go_to_car $7141 and_enter_it_as_a_passenger 

:TAXI_1309
if 
   not Actor.InCar($7143, $7141)
jf @TAXI_1677 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_1355 
jump @TAXI_6552 

:TAXI_1355
if 
   Car.Wrecked($7141)
jf @TAXI_1378 
jump @TAXI_6552 

:TAXI_1378
if 
   Actor.Dead($7143)
jf @TAXI_1401 
jump @TAXI_6486 

:TAXI_1401
if 
80DC:   not player $PLAYER_CHAR in_car $7141 
jf @TAXI_1427 
jump @TAXI_6552 

:TAXI_1427
if 
80FD:   not player $PLAYER_CHAR 0 $7143 in_car radius 90.0 90.0 20.0 
jf @TAXI_1470 
jump @TAXI_6486 

:TAXI_1470
if 
   not $319 == 3 // $ == int 
jf @TAXI_1526 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_1519 
jump @TAXI_6347 

:TAXI_1519
jump @TAXI_1557 

:TAXI_1526
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_1557 
jump @TAXI_6347 

:TAXI_1557
if and
  $7142 == 1 // $ == int 
  $7146 == 0 // $ == int 
jf @TAXI_1589 
jump @TAXI_6552 

:TAXI_1589
if and
0185:   car $7141 health > 400 
  $7140 == 1 // $ == int 
jf @TAXI_1627 
Marker.Disable($678)
$7140 = 0 // $ = int 

:TAXI_1627
if 
80FD:   not player $PLAYER_CHAR 0 $7143 in_car radius 7.0 7.0 2.0 
jf @TAXI_1670 
jump @TAXI_535 

:TAXI_1670
jump @TAXI_1309 

:TAXI_1677
Actor.StorePos($7143, $7163, $7164, $7165)
Marker.Disable($7138)
Car.ToggleTaxiLight($7141, False)

:TAXI_1703
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_1730 
jump @TAXI_6552 

:TAXI_1730
0209: $676 = random_int_in_ranges 1 16 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_1762 
jump @TAXI_6552 

:TAXI_1762
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_3268 
if 
  $676 == 1 // $ == int 
jf @TAXI_1945 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_1900 
jump @TAXI_1703 

:TAXI_1900
00BC: text_highpriority 'MFARE1' time 5000 1  // ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown.
$7157 = -679.1 // $ = float 
$7158 = 1193.5 // $ = float 
$7159 = 9.4 // $ = float 

:TAXI_1945
if 
  $676 == 2 // $ == int 
jf @TAXI_2039 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @TAXI_1994 
jump @TAXI_1703 

:TAXI_1994
00BC: text_highpriority 'MFARE2' time 5000 1  // ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport.
$7157 = -1457.7 // $ = float 
$7158 = -825.1 // $ = float 
$7159 = 13.1 // $ = float 

:TAXI_2039
if 
  $676 == 3 // $ == int 
jf @TAXI_2133 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2088 
jump @TAXI_1703 

:TAXI_2088
00BC: text_highpriority 'WFARE3' time 5000 1  // ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana.
$7157 = -1009.0 // $ = float 
$7158 = -880.9 // $ = float 
$7159 = 11.9 // $ = float 

:TAXI_2133
if 
  $676 == 4 // $ == int 
jf @TAXI_2227 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_2182 
jump @TAXI_1703 

:TAXI_2182
00BC: text_highpriority 'WFARE4' time 5000 1  // ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti.
$7157 = -1018.4 // $ = float 
$7158 = 195.9 // $ = float 
$7159 = 10.1 // $ = float 

:TAXI_2227
if 
  $676 == 5 // $ == int 
jf @TAXI_2321 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2276 
jump @TAXI_1703 

:TAXI_2276
00BC: text_highpriority 'WFARE5' time 5000 1  // ~g~Destination ~w~'The Hardware store' ~g~in Little Havana.
$7157 = -971.2 // $ = float 
$7158 = -677.2 // $ = float 
$7159 = 10.4 // $ = float 

:TAXI_2321
if 
  $676 == 6 // $ == int 
jf @TAXI_2415 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2370 
jump @TAXI_1703 

:TAXI_2370
00BC: text_highpriority 'WFARE6' time 5000 1  // ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown.
$7157 = -600.6 // $ = float 
$7158 = 667.3 // $ = float 
$7159 = 9.9 // $ = float 

:TAXI_2415
if 
  $676 == 7 // $ == int 
jf @TAXI_2509 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2464 
jump @TAXI_1703 

:TAXI_2464
00BC: text_highpriority 'WFARE7' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Little Havana.
$7157 = -865.6 // $ = float 
$7158 = -677.0 // $ = float 
$7159 = 10.0 // $ = float 

:TAXI_2509
if 
  $676 == 8 // $ == int 
jf @TAXI_2603 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2558 
jump @TAXI_1703 

:TAXI_2558
00BC: text_highpriority 'WFARE8' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Downtown.
$7157 = -661.7 // $ = float 
$7158 = 755.7 // $ = float 
$7159 = 9.8 // $ = float 

:TAXI_2603
if 
  $676 == 9 // $ == int 
jf @TAXI_2697 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2652 
jump @TAXI_1703 

:TAXI_2652
00BC: text_highpriority 'WFARE9' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Downtown.
$7157 = -800.4 // $ = float 
$7158 = 1167.8 // $ = float 
$7159 = 9.6 // $ = float 

:TAXI_2697
if 
  $676 == 10 // $ == int 
jf @TAXI_2791 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2746 
jump @TAXI_1703 

:TAXI_2746
00BC: text_highpriority 'WFARE10' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Little Havana.
$7157 = -871.9 // $ = float 
$7158 = -467.2 // $ = float 
$7159 = 9.8 // $ = float 

:TAXI_2791
if 
  $676 == 11 // $ == int 
jf @TAXI_2885 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2840 
jump @TAXI_1703 

:TAXI_2840
00BC: text_highpriority 'WFARE11' time 5000 1  // ~g~Destination ~w~'The Stadium' ~g~in Downtown.
$7157 = -1024.6 // $ = float 
$7158 = 1332.8 // $ = float 
$7159 = 7.4 // $ = float 

:TAXI_2885
if 
  $676 == 12 // $ == int 
jf @TAXI_2979 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_2934 
jump @TAXI_1703 

:TAXI_2934
00BC: text_highpriority 'WFARE12' time 5000 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti.
$7157 = -1064.6 // $ = float 
$7158 = 84.0 // $ = float 
$7159 = 10.2 // $ = float 

:TAXI_2979
if 
  $676 == 13 // $ == int 
jf @TAXI_3073 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_3028 
jump @TAXI_1703 

:TAXI_3028
00BC: text_highpriority 'WFARE13' time 5000 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown.
$7157 = -878.6 // $ = float 
$7158 = 795.7 // $ = float 
$7159 = 10.0 // $ = float 

:TAXI_3073
if 
  $676 == 14 // $ == int 
jf @TAXI_3167 
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @TAXI_3122 
jump @TAXI_1703 

:TAXI_3122
00BC: text_highpriority 'WFARE14' time 5000 1  // ~g~Destination ~w~'Docks' ~g~in Viceport.
$7157 = -745.0 // $ = float 
$7158 = -1264.0 // $ = float 
$7159 = 10.1 // $ = float 

:TAXI_3167
if 
  $676 == 15 // $ == int 
jf @TAXI_3261 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_3216 
jump @TAXI_1703 

:TAXI_3216
00BC: text_highpriority 'WFARE15' time 5000 1  // ~g~Destination ~w~'Chemist' ~g~in Little Haiti.
$7157 = -850.6 // $ = float 
$7158 = -92.4 // $ = float 
$7159 = 10.1 // $ = float 

:TAXI_3261
jump @TAXI_4678 

:TAXI_3268
if 
  $676 == 1 // $ == int 
jf @TAXI_3362 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3317 
jump @TAXI_1703 

:TAXI_3317
00BC: text_highpriority 'FARE1' time 5000 1  // ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach.
$7157 = 100.7 // $ = float 
$7158 = -1476.8 // $ = float 
$7159 = 9.4 // $ = float 

:TAXI_3362
if 
  $676 == 2 // $ == int 
jf @TAXI_3456 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_3411 
jump @TAXI_1703 

:TAXI_3411
00BC: text_highpriority 'FARE2' time 5000 1  // ~g~Destination ~w~'The Malibu club' ~g~in Vice Point.
$7157 = 505.8 // $ = float 
$7158 = -93.9 // $ = float 
$7159 = 9.4 // $ = float 

:TAXI_3456
if 
  $676 == 3 // $ == int 
jf @TAXI_3550 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3505 
jump @TAXI_1703 

:TAXI_3505
00BC: text_highpriority 'FARE3' time 5000 1  // ~g~Destination ~w~'The Marina' ~g~in Ocean Beach.
$7157 = -244.7 // $ = float 
$7158 = -1301.8 // $ = float 
$7159 = 6.9 // $ = float 

:TAXI_3550
if 
  $676 == 4 // $ == int 
jf @TAXI_3644 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3599 
jump @TAXI_1703 

:TAXI_3599
00BC: text_highpriority 'FARE4' time 5000 1  // ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach.
$7157 = -53.5 // $ = float 
$7158 = -1481.7 // $ = float 
$7159 = 8.1 // $ = float 

:TAXI_3644
if 
  $676 == 5 // $ == int 
jf @TAXI_3738 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @TAXI_3693 
jump @TAXI_1703 

:TAXI_3693
00BC: text_highpriority 'FARE5' time 5000 1  // ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach.
$7157 = 201.6 // $ = float 
$7158 = -491.7 // $ = float 
$7159 = 10.3 // $ = float 

:TAXI_3738
if 
  $676 == 6 // $ == int 
jf @TAXI_3832 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_3787 
jump @TAXI_1703 

:TAXI_3787
00BC: text_highpriority 'FARE6' time 5000 1  // ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point.
$7157 = 483.3 // $ = float 
$7158 = 1124.3 // $ = float 
$7159 = 15.4 // $ = float 

:TAXI_3832
if 
  $676 == 7 // $ == int 
jf @TAXI_3926 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_3881 
jump @TAXI_1703 

:TAXI_3881
00BC: text_highpriority 'FARE7' time 5000 1  // ~g~Destination ~w~'The Jewelers' ~g~in Vice Point.
$7157 = 394.8 // $ = float 
$7158 = 203.8 // $ = float 
$7159 = 9.9 // $ = float 

:TAXI_3926
if 
  $676 == 8 // $ == int 
jf @TAXI_4020 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3975 
jump @TAXI_1703 

:TAXI_3975
00BC: text_highpriority 'FARE8' time 5000 1  // ~g~Destination ~w~'The Beach' ~g~in Ocean Beach.
$7157 = 482.3 // $ = float 
$7158 = -1218.7 // $ = float 
$7159 = 9.7 // $ = float 

:TAXI_4020
if 
  $676 == 9 // $ == int 
jf @TAXI_4114 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @TAXI_4069 
jump @TAXI_1703 

:TAXI_4069
00BC: text_highpriority 'FARE9' time 5000 1  // ~g~Destination ~w~'The Beach' ~g~in Washington Beach.
$7157 = 600.0 // $ = float 
$7158 = -618.2 // $ = float 
$7159 = 11.2 // $ = float 

:TAXI_4114
if 
  $676 == 10 // $ == int 
jf @TAXI_4208 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4163 
jump @TAXI_1703 

:TAXI_4163
00BC: text_highpriority 'FARE10' time 5000 1  // ~g~Destination ~w~'The Beach' ~g~in Vice Point.
$7157 = 736.2 // $ = float 
$7158 = 493.1 // $ = float 
$7159 = 10.9 // $ = float 

:TAXI_4208
if 
  $676 == 11 // $ == int 
jf @TAXI_4302 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_4257 
jump @TAXI_1703 

:TAXI_4257
00BC: text_highpriority 'FARE11' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Ocean Beach.
$7157 = -99.7 // $ = float 
$7158 = -975.7 // $ = float 
$7159 = 9.4 // $ = float 

:TAXI_4302
if 
  $676 == 12 // $ == int 
jf @TAXI_4396 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4351 
jump @TAXI_1703 

:TAXI_4351
00BC: text_highpriority 'FARE12' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Vice Point.
$7157 = 431.1 // $ = float 
$7158 = 705.3 // $ = float 
$7159 = 10.4 // $ = float 

:TAXI_4396
if 
  $676 == 13 // $ == int 
jf @TAXI_4490 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @TAXI_4445 
jump @TAXI_1703 

:TAXI_4445
00BC: text_highpriority 'FARE13' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Washington Beach.
$7157 = 403.9 // $ = float 
$7158 = -467.5 // $ = float 
$7159 = 9.1 // $ = float 

:TAXI_4490
if 
  $676 == 14 // $ == int 
jf @TAXI_4584 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4539 
jump @TAXI_1703 

:TAXI_4539
00BC: text_highpriority 'FARE14' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Vice Point.
$7157 = 520.7 // $ = float 
$7158 = 507.5 // $ = float 
$7159 = 10.1 // $ = float 

:TAXI_4584
if 
  $676 == 15 // $ == int 
jf @TAXI_4678 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4633 
jump @TAXI_1703 

:TAXI_4633
00BC: text_highpriority 'FARE15' time 5000 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point.
$7157 = 433.0 // $ = float 
$7158 = 68.1 // $ = float 
$7159 = 10.0 // $ = float 

:TAXI_4678
018A: $7139 = create_checkpoint_at $7157 $7158 $7159 
018B: set_marker $7139 display 2 
if 
   Car.Wrecked($7141)
jf @TAXI_4722 
jump @TAXI_6552 

:TAXI_4722
0086: $7166 = $7163 // $ = $ float 
0061: $7166 -= $7160 // $ -= $ float 
0086: $7167 = $7164 // $ = $ float 
0061: $7167 -= $7161 // $ -= $ float 
0086: $7168 = $7166 // $ = $ float 
0069: $7168 *= $7166 // $ *= $ float 
0086: $7169 = $7167 // $ = $ float 
0069: $7169 *= $7167 // $ *= $ float 
0086: $7170 = $7168 // $ = $ float 
0059: $7170 += $7169 // $ += $ float 
01FB: $7171 = square_root $7170 
008C: $7148 = float_to_integer $7171 
0084: $7149 = $7148 // $ = $ int 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_5193 
if 
  $7144 == 0 // $ == int 
jf @TAXI_4940 
$7148 *= 80 // $ *= int 

:TAXI_4940
if 
  $7144 == 1 // $ == int 
jf @TAXI_4965 
$7148 *= 75 // $ *= int 

:TAXI_4965
if 
  $7144 == 2 // $ == int 
jf @TAXI_4990 
$7148 *= 70 // $ *= int 

:TAXI_4990
if 
  $7144 == 3 // $ == int 
jf @TAXI_5015 
$7148 *= 69 // $ *= int 

:TAXI_5015
if 
  $7144 == 4 // $ == int 
jf @TAXI_5040 
$7148 *= 68 // $ *= int 

:TAXI_5040
if 
  $7144 == 5 // $ == int 
jf @TAXI_5065 
$7148 *= 66 // $ *= int 

:TAXI_5065
if and
  $7144 > 5 // $ > int 
  10 >= $7144 // int >= $ 
jf @TAXI_5097 
$7148 *= 65 // $ *= int 

:TAXI_5097
if and
  $7144 > 11 // $ > int 
  20 >= $7144 // int >= $ 
jf @TAXI_5129 
$7148 *= 60 // $ *= int 

:TAXI_5129
if and
  $7144 > 20 // $ > int 
  50 >= $7144 // int >= $ 
jf @TAXI_5161 
$7148 *= 55 // $ *= int 

:TAXI_5161
if 
  $7144 > 50 // $ > int 
jf @TAXI_5186 
$7148 *= 50 // $ *= int 

:TAXI_5186
jump @TAXI_5464 

:TAXI_5193
if 
  $7144 == 0 // $ == int 
jf @TAXI_5218 
$7148 *= 90 // $ *= int 

:TAXI_5218
if 
  $7144 == 1 // $ == int 
jf @TAXI_5243 
$7148 *= 85 // $ *= int 

:TAXI_5243
if 
  $7144 == 2 // $ == int 
jf @TAXI_5268 
$7148 *= 80 // $ *= int 

:TAXI_5268
if 
  $7144 == 3 // $ == int 
jf @TAXI_5293 
$7148 *= 79 // $ *= int 

:TAXI_5293
if 
  $7144 == 4 // $ == int 
jf @TAXI_5318 
$7148 *= 78 // $ *= int 

:TAXI_5318
if 
  $7144 == 5 // $ == int 
jf @TAXI_5343 
$7148 *= 76 // $ *= int 

:TAXI_5343
if and
  $7144 > 5 // $ > int 
  10 >= $7144 // int >= $ 
jf @TAXI_5375 
$7148 *= 75 // $ *= int 

:TAXI_5375
if and
  $7144 > 11 // $ > int 
  20 >= $7144 // int >= $ 
jf @TAXI_5407 
$7148 *= 70 // $ *= int 

:TAXI_5407
if and
  $7144 > 20 // $ > int 
  50 >= $7144 // int >= $ 
jf @TAXI_5439 
$7148 *= 65 // $ *= int 

:TAXI_5439
if 
  $7144 > 50 // $ > int 
jf @TAXI_5464 
$7148 *= 60 // $ *= int 

:TAXI_5464
0058: $7146 += $7148 // $ += $ int 
0084: $7154 = $7148 // $ = $ int 
$7154 /= 100 // $ /= int 
$7154 *= 65 // $ *= int 
TIMERB = 0 // @ = int 
if 
  $7142 == 0 // $ == int 
jf @TAXI_5541 
03C3: set_timer_with_text_to $7146 type 1 text 'SEG3_1'  // TIME:
$7142 = 1 // $ = int 

:TAXI_5541
if 
  $7144 == 0 // $ == int 
jf @TAXI_5567 
$7146 += 5000 // $ += int 

:TAXI_5567
if or
80FA:   not player $PLAYER_CHAR stopped 1 $7157 $7158 $7159 radius 4.0 4.0 4.0 
80DC:   not player $PLAYER_CHAR in_car $7141 
jf @TAXI_5969 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_5644 
jump @TAXI_6552 

:TAXI_5644
if 
   Car.Wrecked($7141)
jf @TAXI_5667 
jump @TAXI_6552 

:TAXI_5667
if 
80DC:   not player $PLAYER_CHAR in_car $7141 
jf @TAXI_5693 
jump @TAXI_6552 

:TAXI_5693
0293: $319 = get_controller_mode 
if 
   not $319 == 3 // $ == int 
jf @TAXI_5754 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_5747 
jump @TAXI_6347 

:TAXI_5747
jump @TAXI_5785 

:TAXI_5754
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_5785 
jump @TAXI_6347 

:TAXI_5785
if 
  $7146 == 0 // $ == int 
jf @TAXI_5810 
jump @TAXI_6271 

:TAXI_5810
if 
8185:   not car $7141 health > 400 
jf @TAXI_5873 
if 
  $7140 == 0 // $ == int 
jf @TAXI_5873 
Marker.Disable($678)
$7140 = 1 // $ = int 
gosub @TAXI_6293 
jump @TAXI_6486 

:TAXI_5873
if 
   not Car.Wrecked($7141)
jf @TAXI_5934 
if and
0185:   car $7141 health > 400 
  $7140 == 1 // $ == int 
jf @TAXI_5934 
Marker.Disable($678)
$7140 = 0 // $ = int 
$7145 = 0 // $ = int 

:TAXI_5934
if and
01F4:   car $7141 flipped 
01C1:   car $7141 stopped 
jf @TAXI_5962 
jump @TAXI_6293 

:TAXI_5962
jump @TAXI_5567 

:TAXI_5969
if 
001F:   TIMERB > $7154 // @ > $ int 
jf @TAXI_6025 
0084: $7153 = $7149 // $ = $ int 
$7153 /= 10 // $ /= int 
00BA: text_styled 'TAXI4' 5000 ms 5  // Fare complete!
jump @TAXI_6055 

:TAXI_6025
0084: $7153 = $7149 // $ = $ int 
$7153 /= 8 // $ /= int 
00BA: text_styled 'TAXI5' 5000 ms 5  // SPEED BONUS!!

:TAXI_6055
Player.Money($PLAYER_CHAR) += $7153
01E3: text_1number_styled 'TSCORE2' number $7153 time 6000 style 6  // $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0058: $7147 += $7153 // $ += $ int 
$673 += 1 // $ += int 
0315: increment_taxi_dropoffs 
$7144 += 1 // $ += int 
if and
  $677 == 0 // $ == int 
  $673 > 99 // $ > int 
jf @TAXI_6178 
increment_mission_attempts 
0595: mission_complete 
0572: set_taxi_boost_jump 1 
03E5: text_box 'NITRO'  // All taxi's now have a boost jump! Just press ::HORN::
030C: progress_made += 1 
$677 = 1 // $ = int 

:TAXI_6178
$7146 += 10000 // $ += int 
gosub @TAXI_6552 
if 
003A:   $7144 == $7156 // $ == $ int 
jf @TAXI_6264 
036D: text_2numbers_styled 'IN_ROW' numbers $7144 $7155 time 5000 style 6  // ~1~ IN A ROW bonus! $~1~
Player.Money($PLAYER_CHAR) += $7155
0058: $7147 += $7155 // $ += $ int 
$7156 += 5 // $ += int 
$7155 += 500 // $ += int 

:TAXI_6264
jump @TAXI_6486 

:TAXI_6271
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @TAXI_6552 

:TAXI_6293
wait 0 
00BC: text_highpriority 'TAXI3' time 5000 1  // ~r~Your passenger fled in terror!
if 
   not Actor.Dead($7143)
jf @TAXI_6333 
0193: set_actor $7143 objective_to_act_like_ped 

:TAXI_6333
$7145 = 1 // $ = int 
jump @TAXI_6552 

:TAXI_6347
0293: $319 = get_controller_mode 
if 
   not $319 == 3 // $ == int 
jf @TAXI_6428 

:TAXI_6370
if 
00E1:   player 0 pressed_button 19 
jf @TAXI_6421 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_6414 
jump @TAXI_6552 

:TAXI_6414
jump @TAXI_6370 

:TAXI_6421
jump @TAXI_6479 

:TAXI_6428
if 
00E1:   player 0 pressed_button 14 
jf @TAXI_6479 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_6472 
jump @TAXI_6552 

:TAXI_6472
jump @TAXI_6428 

:TAXI_6479
jump @TAXI_6552 

:TAXI_6486
Marker.Disable($7138)
Marker.Disable($7139)
Actor.RemoveReferences($7143)
if 
   not Car.Wrecked($7141)
jf @TAXI_6524 
Car.ToggleTaxiLight($7141, True)

:TAXI_6524
wait 0 
00BB: text_lowpriority 'TAXI1' time 1500 1  // ~g~Look for a fare.
jump @TAXI_224 
return 

:TAXI_6552
if 
   not Actor.Dead($7143)
jf @TAXI_6833 
if 
   not Car.Wrecked($7141)
jf @TAXI_6833 
if 
   Actor.InCar($7143, $7141)
jf @TAXI_6833 
01D3: actor $7143 leave_car $7141 
if 
   Player.Defined($PLAYER_CHAR)
jf @TAXI_6634 
Player.CanMove($PLAYER_CHAR, False)

:TAXI_6634
if 
   Actor.InCar($7143, $7141)
jf @TAXI_6833 
wait 0 
if or
   Actor.Dead($7143)
   Car.Wrecked($7141)
jf @TAXI_6685 
jump @TAXI_6876 

:TAXI_6685
if 
   not Player.Defined($PLAYER_CHAR)
jf @TAXI_6708 
jump @TAXI_6876 

:TAXI_6708
if 
80DC:   not player $PLAYER_CHAR in_car $7141 
jf @TAXI_6734 
jump @TAXI_6876 

:TAXI_6734
0293: $319 = get_controller_mode 
if 
   not $319 == 3 // $ == int 
jf @TAXI_6795 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_6788 
jump @TAXI_6876 

:TAXI_6788
jump @TAXI_6826 

:TAXI_6795
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_6826 
jump @TAXI_6876 

:TAXI_6826
jump @TAXI_6634 

:TAXI_6833
if 
   Player.Defined($PLAYER_CHAR)
jf @TAXI_6856 
Player.CanMove($PLAYER_CHAR, True)

:TAXI_6856
if 
  $7145 == 1 // $ == int 
jf @TAXI_6876 
return 

:TAXI_6876
wait 0 
if 
   not Actor.Dead($7143)
jf @TAXI_6943 
if 
   not Car.Wrecked($7141)
jf @TAXI_6943 
if 
   not Actor.InCar($7143, $7141)
jf @TAXI_6943 
009C: set_actor $7143 wander_direction 0 
Actor.RemoveReferences($7143)

:TAXI_6943
if 
   Player.Defined($PLAYER_CHAR)
jf @TAXI_6966 
Player.CanMove($PLAYER_CHAR, True)

:TAXI_6966
return 

:TAXI_6968
014F: stop_timer $7146 
0151: remove_status_text $7144 
if 
   not Car.Wrecked($7141)
jf @TAXI_7001 
Car.ToggleTaxiLight($7141, False)

:TAXI_7001
Marker.Disable($7138)
Marker.Disable($7139)
Marker.Disable($678)
Actor.RemoveReferences($7143)
00BA: text_styled 'TAXI6' 5000 ms 5  // Taxi mission over
01E3: text_1number_styled 'TSCORE' number $7147 time 6000 style 6  // EARNINGS: $~1~
0316: save_taxi_earnings_from $7147 
set_wb_check_to 1 
$ONMISSION = 0 // $ = int 
$617 = 0 // $ = int 
$675 = 0 // $ = int 
if 
   Player.Defined($PLAYER_CHAR)
jf @TAXI_7107 
Player.CanMove($PLAYER_CHAR, True)

:TAXI_7107
03E6: remove_text_box 
mission_cleanup 
return 

//-------------Mission 76---------------
// Originally: PARAMEDIC

:AMBULAN
gosub @AMBULAN_16 
gosub @AMBULAN_7425 
terminate_this_script 

:AMBULAN_16
$ONMISSION = 1 // $ = int 
$622 = 1 // $ = int 
script_name 'AMBULAN' 
if 
  $1982 == 0 // $ == int 
jf @AMBULAN_60 
increment_mission_attempts 

:AMBULAN_60
wait 0 
054C: use_GXT_table 'AMBULAE' 
$7172 = 0 // $ = int 
$7173 = 0 // $ = int 
$7178 = 0 // $ = int 
$7179 = 0 // $ = int 
$7180 = 0 // $ = int 
$7181 = 0 // $ = int 
$7182 = 0 // $ = int 
$7176 = 1 // $ = int 
$7175 = 0 // $ = int 
2@ = 0 // @ = int 
5@ = 0 // @ = int 
8@ = 0 // @ = int 
11@ = 0 // @ = int 
14@ = 0 // @ = int 
$7198 = 0 // $ = int 
$7201 = 0 // $ = int 
$7204 = 0 // $ = int 
$7207 = 0 // $ = int 
$7210 = 0 // $ = int 
$7213 = 0 // $ = int 
$7216 = 0 // $ = int 
$7185 = 0 // $ = int 
$7244 = 10.0 // $ = float 
$7188 = 1 // $ = int 
$7187 = 0 // $ = int 
$7189 = 0 // $ = int 
$7183 = 0 // $ = int 
$7184 = 0 // $ = int 
$7191 = 0 // $ = int 
$7192 = 0 // $ = int 
$7193 = 0 // $ = int 
$7190 = 0 // $ = int 
$7195 = 0 // $ = int 
$7220 = 0 // $ = int 
$7231 = 0.0 // $ = float 
$7232 = 0.0 // $ = float 
$7233 = 0.0 // $ = float 
00BC: text_highpriority 'ATUTOR2' time 3000 1  // ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime_to 0.5 

:AMBULAN_367
01E4: text_1number_lowpriority 'ALEVEL' $7188 time 5000 4  // Paramedic Mission Level ~1~
014F: stop_timer $7172 
$7172 = 0 // $ = int 
if 
00E3:   player $PLAYER_CHAR 0 361.298 -958.797 radius 750.0 850.0 
jf @AMBULAN_492 
$7223 = -133.0288 // $ = float 
$7224 = -981.1411 // $ = float 
$7225 = 9.4084 // $ = float 
$7229 = -134.3 // $ = float 
$7230 = -982.6 // $ = float 
jump @AMBULAN_770 

:AMBULAN_492
if 
00E3:   player $PLAYER_CHAR 0 574.234 641.203 radius 750.0 750.0 
jf @AMBULAN_587 
$7223 = 479.1241 // $ = float 
$7224 = 710.748 // $ = float 
$7225 = 10.3577 // $ = float 
$7229 = 496.5145 // $ = float 
$7230 = 708.1912 // $ = float 
jump @AMBULAN_770 

:AMBULAN_587
if 
00E3:   player $PLAYER_CHAR 0 -1138.702 -902.039 radius 750.0 900.0 
jf @AMBULAN_682 
$7223 = -871.6317 // $ = float 
$7224 = -477.0081 // $ = float 
$7225 = 10.0683 // $ = float 
$7229 = -887.111 // $ = float 
$7230 = -470.534 // $ = float 
jump @AMBULAN_770 

:AMBULAN_682
if 
00E3:   player $PLAYER_CHAR 0 -1025.766 847.961 radius 850.0 850.0 
jf @AMBULAN_770 
$7223 = -823.111 // $ = float 
$7224 = 1167.676 // $ = float 
$7225 = 9.8744 // $ = float 
$7229 = -823.264 // $ = float 
$7230 = 1140.061 // $ = float 

:AMBULAN_770
if 
001C:   $7176 > $7175 // $ > $ int 
jf @AMBULAN_849 
gosub @AMBULAN_2333 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_821 
jump @AMBULAN_7425 

:AMBULAN_821
gosub @AMBULAN_1011 
gosub @AMBULAN_5692 
$7175 += 1 // $ += int 
jump @AMBULAN_770 

:AMBULAN_849
if 
  $7176 > 3 // $ > int 
jf @AMBULAN_881 
$7184 = 1 // $ = int 
jump @AMBULAN_888 

:AMBULAN_881
$7184 = 0 // $ = int 

:AMBULAN_888
0084: $7187 = $7172 // $ = $ int 
0070: $7187 /= $7176 // $ /= $ int 
$7187 /= 2 // $ /= int 
0084: $7177 = $7176 // $ = $ int 
$7177 += 1 // $ += int 
0068: $7187 *= $7177 // $ *= $ int 
0058: $7172 += $7187 // $ += $ int 
0070: $7172 /= $7176 // $ /= $ int 
0084: $7187 = $7172 // $ = $ int 
$7187 /= 2 // $ /= int 
014E: start_timer_at $7172 count_in_direction 1 
if 
  $ONMISSION == 0 // $ == int 
jf @AMBULAN_1004 
018A: $7186 = create_checkpoint_at $7223 $7224 $7225 

:AMBULAN_1004
jump @AMBULAN_5736 

:AMBULAN_1011
if and
  $7176 > 0 // $ > int 
  2@ == 0 // @ == int 
jf @AMBULAN_1121 
0376: 0@ = create_random_actor $7231 $7232 $7233 
2@ = 1 // @ = int 
0332: set_actor 0@ bleeding_to 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle(0@) = $7243
0319: set_actor 0@ running 1 
01ED: clear_actor 0@ threat_search 
Marker.CreateAboveActor(1@, 0@)
0192: set_actor 0@ objective_to_stand_still 
return 

:AMBULAN_1121
if and
  $7176 > 1 // $ > int 
  5@ == 0 // @ == int 
jf @AMBULAN_1231 
0376: 3@ = create_random_actor $7231 $7232 $7233 
5@ = 1 // @ = int 
0332: set_actor 3@ bleeding_to 1 
02A9: set_actor 3@ immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle(3@) = $7243
0319: set_actor 3@ running 1 
01ED: clear_actor 3@ threat_search 
Marker.CreateAboveActor(4@, 3@)
0192: set_actor 3@ objective_to_stand_still 
return 

:AMBULAN_1231
if and
  $7176 > 2 // $ > int 
  8@ == 0 // @ == int 
jf @AMBULAN_1341 
0376: 6@ = create_random_actor $7231 $7232 $7233 
8@ = 1 // @ = int 
0332: set_actor 6@ bleeding_to 1 
02A9: set_actor 6@ immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle(6@) = $7243
0319: set_actor 6@ running 1 
01ED: clear_actor 6@ threat_search 
Marker.CreateAboveActor(7@, 6@)
0192: set_actor 6@ objective_to_stand_still 
return 

:AMBULAN_1341
if and
  $7176 > 3 // $ > int 
  11@ == 0 // @ == int 
jf @AMBULAN_1451 
0376: 9@ = create_random_actor $7231 $7232 $7233 
11@ = 1 // @ = int 
0332: set_actor 9@ bleeding_to 1 
02A9: set_actor 9@ immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle(9@) = $7243
0319: set_actor 9@ running 1 
01ED: clear_actor 9@ threat_search 
Marker.CreateAboveActor(10@, 9@)
0192: set_actor 9@ objective_to_stand_still 
return 

:AMBULAN_1451
if and
  $7176 > 4 // $ > int 
  14@ == 0 // @ == int 
jf @AMBULAN_1561 
0376: 12@ = create_random_actor $7231 $7232 $7233 
14@ = 1 // @ = int 
0332: set_actor 12@ bleeding_to 1 
02A9: set_actor 12@ immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle(12@) = $7243
0319: set_actor 12@ running 1 
01ED: clear_actor 12@ threat_search 
Marker.CreateAboveActor(13@, 12@)
0192: set_actor 12@ objective_to_stand_still 
return 

:AMBULAN_1561
if and
  $7176 > 5 // $ > int 
  $7198 == 0 // $ == int 
jf @AMBULAN_1671 
0376: $7196 = create_random_actor $7231 $7232 $7233 
$7198 = 1 // $ = int 
0332: set_actor $7196 bleeding_to 1 
02A9: set_actor $7196 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7196) = $7243
0319: set_actor $7196 running 1 
01ED: clear_actor $7196 threat_search 
Marker.CreateAboveActor($7197, $7196)
0192: set_actor $7196 objective_to_stand_still 
return 

:AMBULAN_1671
if and
  $7176 > 6 // $ > int 
  $7201 == 0 // $ == int 
jf @AMBULAN_1781 
0376: $7199 = create_random_actor $7231 $7232 $7233 
$7201 = 1 // $ = int 
0332: set_actor $7199 bleeding_to 1 
02A9: set_actor $7199 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7199) = $7243
0319: set_actor $7199 running 1 
01ED: clear_actor $7199 threat_search 
Marker.CreateAboveActor($7200, $7199)
0192: set_actor $7199 objective_to_stand_still 
return 

:AMBULAN_1781
if and
  $7176 > 7 // $ > int 
  $7204 == 0 // $ == int 
jf @AMBULAN_1891 
0376: $7202 = create_random_actor $7231 $7232 $7233 
$7204 = 1 // $ = int 
0332: set_actor $7202 bleeding_to 1 
02A9: set_actor $7202 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7202) = $7243
0319: set_actor $7202 running 1 
01ED: clear_actor $7202 threat_search 
Marker.CreateAboveActor($7203, $7202)
0192: set_actor $7202 objective_to_stand_still 
return 

:AMBULAN_1891
if and
  $7176 > 8 // $ > int 
  $7207 == 0 // $ == int 
jf @AMBULAN_2001 
0376: $7205 = create_random_actor $7231 $7232 $7233 
$7207 = 1 // $ = int 
0332: set_actor $7205 bleeding_to 1 
02A9: set_actor $7205 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7205) = $7243
0319: set_actor $7205 running 1 
01ED: clear_actor $7205 threat_search 
Marker.CreateAboveActor($7206, $7205)
0192: set_actor $7205 objective_to_stand_still 
return 

:AMBULAN_2001
if and
  $7176 > 9 // $ > int 
  $7210 == 0 // $ == int 
jf @AMBULAN_2111 
0376: $7208 = create_random_actor $7231 $7232 $7233 
$7210 = 1 // $ = int 
0332: set_actor $7208 bleeding_to 1 
02A9: set_actor $7208 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7208) = $7243
0319: set_actor $7208 running 1 
01ED: clear_actor $7208 threat_search 
Marker.CreateAboveActor($7209, $7208)
0192: set_actor $7208 objective_to_stand_still 
return 

:AMBULAN_2111
if and
  $7176 > 10 // $ > int 
  $7213 == 0 // $ == int 
jf @AMBULAN_2221 
0376: $7211 = create_random_actor $7231 $7232 $7233 
$7213 = 1 // $ = int 
0332: set_actor $7211 bleeding_to 1 
02A9: set_actor $7211 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7211) = $7243
0319: set_actor $7211 running 1 
01ED: clear_actor $7211 threat_search 
Marker.CreateAboveActor($7212, $7211)
0192: set_actor $7211 objective_to_stand_still 
return 

:AMBULAN_2221
if and
  $7176 > 11 // $ > int 
  $7216 == 0 // $ == int 
jf @AMBULAN_2331 
0376: $7214 = create_random_actor $7231 $7232 $7233 
$7216 = 1 // $ = int 
0332: set_actor $7214 bleeding_to 1 
02A9: set_actor $7214 immune_to_nonplayer 1 
0208: $7243 = random_float 0.0 359.9 
Actor.Angle($7214) = $7243
0319: set_actor $7214 running 1 
01ED: clear_actor $7214 threat_search 
Marker.CreateAboveActor($7215, $7214)
0192: set_actor $7214 objective_to_stand_still 
return 

:AMBULAN_2331
return 

:AMBULAN_2333
wait 0 
0054: store_player $PLAYER_CHAR position_to $7226 $7227 $7228 
if 
  $7223 == -133.0288 // $ == float 
jf @AMBULAN_2402 
0208: $7221 = random_float -388.702 1111.298 
0208: $7222 = random_float -1808.797 -108.797 

:AMBULAN_2402
if 
  $7223 == 479.1241 // $ == float 
jf @AMBULAN_2453 
0208: $7221 = random_float -175.766 1324.234 
0208: $7222 = random_float -108.797 1391.203 

:AMBULAN_2453
if 
  $7223 == -871.6317 // $ == float 
jf @AMBULAN_2504 
0208: $7221 = random_float -1888.702 -388.702 
0208: $7222 = random_float -1802.039 -2.039 

:AMBULAN_2504
if 
  $7223 == -823.111 // $ == float 
jf @AMBULAN_2555 
0208: $7221 = random_float -1875.766 -175.766 
0208: $7222 = random_float -2.039 1697.961 

:AMBULAN_2555
0293: $319 = get_controller_mode 
if 
   not $319 == 3 // $ == int 
jf @AMBULAN_2609 
if 
00E1:   player 0 pressed_button 19 
jf @AMBULAN_2602 
$7193 = 1 // $ = int 

:AMBULAN_2602
jump @AMBULAN_2633 

:AMBULAN_2609
if 
00E1:   player 0 pressed_button 14 
jf @AMBULAN_2633 
$7193 = 1 // $ = int 

:AMBULAN_2633
if 
  $7193 == 1 // $ == int 
jf @AMBULAN_2758 
if 
   not $319 == 3 // $ == int 
jf @AMBULAN_2717 
if 
80E1:   not player 0 pressed_button 19 
jf @AMBULAN_2710 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
$7220 = 1 // $ = int 
return 

:AMBULAN_2710
jump @AMBULAN_2758 

:AMBULAN_2717
if 
80E1:   not player 0 pressed_button 14 
jf @AMBULAN_2758 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
$7220 = 1 // $ = int 
return 

:AMBULAN_2758
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULAN_2801 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
$7220 = 1 // $ = int 
return 

:AMBULAN_2801
02C0: set $7231 $7232 $7233 to_ped_path_coords_closest_to $7221 $7222 $7228 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @AMBULAN_3071 
if and
  $7231 > -2327.212 // $ > float 
  -261.402 > $7231 // float > $ 
  $7232 > -2027.821 // $ > float 
  1894.426 > $7232 // float > $ 
jf @AMBULAN_2897 
jump @AMBULAN_2333 

:AMBULAN_2897
if and
  $7231 > -265.018 // $ > float 
  170.188 > $7231 // float > $ 
  $7232 > -275.942 // $ > float 
  1689.059 > $7232 // float > $ 
jf @AMBULAN_2955 
jump @AMBULAN_2333 

:AMBULAN_2955
if and
  $7231 > -265.657 // $ > float 
  36.828 > $7231 // float > $ 
  $7232 > -729.217 // $ > float 
  -275.488 > $7232 // float > $ 
jf @AMBULAN_3013 
jump @AMBULAN_2333 

:AMBULAN_3013
if and
  $7231 > 164.191 // $ > float 
  259.713 > $7231 // float > $ 
  $7232 > -187.926 // $ > float 
  631.97 > $7232 // float > $ 
jf @AMBULAN_3071 
jump @AMBULAN_2333 

:AMBULAN_3071
if and
  $7231 > 333.358 // $ > float 
  435.544 > $7231 // float > $ 
  $7232 > -557.261 // $ > float 
  -433.179 > $7232 // float > $ 
jf @AMBULAN_3129 
jump @AMBULAN_2333 

:AMBULAN_3129
if and
  $7231 > -64.434 // $ > float 
  81.544 > $7231 // float > $ 
  $7232 > -995.198 // $ > float 
  -896.662 > $7232 // float > $ 
jf @AMBULAN_3187 
jump @AMBULAN_2333 

:AMBULAN_3187
if and
  $7231 > 446.491 // $ > float 
  599.769 > $7231 // float > $ 
  $7232 > -92.564 // $ > float 
  53.415 > $7232 // float > $ 
jf @AMBULAN_3245 
jump @AMBULAN_2333 

:AMBULAN_3245
if and
  $7231 > -192.361 // $ > float 
  234.821 > $7231 // float > $ 
  $7232 > -272.607 // $ > float 
  406.194 > $7232 // float > $ 
jf @AMBULAN_3303 
jump @AMBULAN_2333 

:AMBULAN_3303
if and
  $7231 > -290.702 // $ > float 
  282.265 > $7231 // float > $ 
  $7232 > 398.714 // $ > float 
  661.476 > $7232 // float > $ 
jf @AMBULAN_3361 
jump @AMBULAN_2333 

:AMBULAN_3361
if and
  $7231 > -728.193 // $ > float 
  -67.639 > $7231 // float > $ 
  $7232 > -20.866 // $ > float 
  99.566 > $7232 // float > $ 
jf @AMBULAN_3419 
jump @AMBULAN_2333 

:AMBULAN_3419
if and
  $7231 > -516.97 // $ > float 
  -188.518 > $7231 // float > $ 
  $7232 > -667.97 // $ > float 
  -507.393 > $7232 // float > $ 
jf @AMBULAN_3477 
jump @AMBULAN_2333 

:AMBULAN_3477
if and
  $7231 > -710.393 // $ > float 
  -579.012 > $7231 // float > $ 
  $7232 > -1416.112 // $ > float 
  -1211.742 > $7232 // float > $ 
jf @AMBULAN_3535 
jump @AMBULAN_2333 

:AMBULAN_3535
if and
  $7231 > 333.358 // $ > float 
  493.934 > $7231 // float > $ 
  $7232 > 991.328 // $ > float 
  1261.389 > $7232 // float > $ 
jf @AMBULAN_3593 
jump @AMBULAN_2333 

:AMBULAN_3593
if and
  $7231 > -790.682 // $ > float 
  -626.456 > $7231 // float > $ 
  $7232 > 1196.908 // $ > float 
  1306.392 > $7232 // float > $ 
jf @AMBULAN_3651 
jump @AMBULAN_2333 

:AMBULAN_3651
if and
  $7231 > -1173.877 // $ > float 
  -1027.898 > $7231 // float > $ 
  $7232 > 237.098 // $ > float 
  415.922 > $7232 // float > $ 
jf @AMBULAN_3709 
jump @AMBULAN_2333 

:AMBULAN_3709
if and
  $7231 > -1389.195 // $ > float 
  -1199.422 > $7231 // float > $ 
  $7232 > -47.561 // $ > float 
  229.799 > $7232 // float > $ 
jf @AMBULAN_3767 
jump @AMBULAN_2333 

:AMBULAN_3767
if and
  $7231 > -1571.667 // $ > float 
  -1290.658 > $7231 // float > $ 
  $7232 > -1007.371 // $ > float 
  -784.753 > $7232 // float > $ 
jf @AMBULAN_3825 
jump @AMBULAN_2333 

:AMBULAN_3825
if and
  $7231 > -757.335 // $ > float 
  -219.313 > $7231 // float > $ 
  $7232 > -979.568 // $ > float 
  -878.689 > $7232 // float > $ 
jf @AMBULAN_3883 
jump @AMBULAN_2333 

:AMBULAN_3883
if and
  $7231 > -180.88 // $ > float 
  64.112 > $7231 // float > $ 
  $7232 > -499.183 // $ > float 
  -417.519 > $7232 // float > $ 
jf @AMBULAN_3941 
jump @AMBULAN_2333 

:AMBULAN_3941
if and
  $7231 > 511.112 // $ > float 
  638.214 > $7231 // float > $ 
  $7232 > -1815.644 // $ > float 
  -1679.04 > $7232 // float > $ 
jf @AMBULAN_3999 
jump @AMBULAN_2333 

:AMBULAN_3999
if and
  $7231 > -691.673 // $ > float 
  -581.673 > $7231 // float > $ 
  $7232 > -1519.748 // $ > float 
  -1449.748 > $7232 // float > $ 
jf @AMBULAN_4057 
jump @AMBULAN_2333 

:AMBULAN_4057
if and
  $7231 > -1176.038 // $ > float 
  -1012.796 > $7231 // float > $ 
  $7232 > -266.898 // $ > float 
  -158.26 > $7232 // float > $ 
jf @AMBULAN_4115 
jump @AMBULAN_2333 

:AMBULAN_4115
if and
  $7231 > -1031.494 // $ > float 
  -949.479 > $7231 // float > $ 
  $7232 > -902.312 // $ > float 
  -821.592 > $7232 // float > $ 
jf @AMBULAN_4173 
jump @AMBULAN_2333 

:AMBULAN_4173
if and
  $7231 > -896.098 // $ > float 
  -855.09 > $7231 // float > $ 
  $7232 > -593.101 // $ > float 
  -548.64 > $7232 // float > $ 
jf @AMBULAN_4231 
jump @AMBULAN_2333 

:AMBULAN_4231
if and
  $7231 > -1012.06 // $ > float 
  -982.06 > $7231 // float > $ 
  $7232 > 181.561 // $ > float 
  216.561 > $7232 // float > $ 
jf @AMBULAN_4289 
jump @AMBULAN_2333 

:AMBULAN_4289
if and
  $7231 > -112.495 // $ > float 
  9.705 > $7231 // float > $ 
  $7232 > 920.349 // $ > float 
  1025.694 > $7232 // float > $ 
jf @AMBULAN_4347 
jump @AMBULAN_2333 

:AMBULAN_4347
if and
  $7231 > 533.891 // $ > float 
  673.891 > $7231 // float > $ 
  $7232 > -343.116 // $ > float 
  -183.116 > $7232 // float > $ 
jf @AMBULAN_4405 
jump @AMBULAN_2333 

:AMBULAN_4405
if and
  $7231 > -1783.222 // $ > float 
  -1586.599 > $7231 // float > $ 
  $7232 > -307.5092 // $ > float 
  -84.3105 > $7232 // float > $ 
jf @AMBULAN_4463 
jump @AMBULAN_2333 

:AMBULAN_4463
if and
  $7231 > -903.6972 // $ > float 
  -882.7946 > $7231 // float > $ 
  $7232 > 791.7817 // $ > float 
  808.3229 > $7232 // float > $ 
jf @AMBULAN_4521 
jump @AMBULAN_2333 

:AMBULAN_4521
if and
  $7231 > -1059.234 // $ > float 
  -1040.148 > $7231 // float > $ 
  $7232 > 73.3646 // $ > float 
  89.7497 > $7232 // float > $ 
jf @AMBULAN_4579 
jump @AMBULAN_2333 

:AMBULAN_4579
if and
  $7231 > -1235.792 // $ > float 
  -1110.932 > $7231 // float > $ 
  $7232 > 32.1217 // $ > float 
  126.1341 > $7232 // float > $ 
jf @AMBULAN_4637 
jump @AMBULAN_2333 

:AMBULAN_4637
if 
  6.0 > $7233 // float > $ 
jf @AMBULAN_4665 
jump @AMBULAN_2333 

:AMBULAN_4665
0086: $7237 = $7226 // $ = $ float 
0061: $7237 -= $7231 // $ -= $ float 
0086: $7238 = $7227 // $ = $ float 
0061: $7238 -= $7232 // $ -= $ float 
0069: $7237 *= $7237 // $ *= $ float 
0069: $7238 *= $7238 // $ *= $ float 
0086: $7239 = $7237 // $ = $ float 
0059: $7239 += $7238 // $ += $ float 
01FB: $7240 = square_root $7239 
if 
  120.0 > $7240 // float > $ 
jf @AMBULAN_4765 
jump @AMBULAN_2333 

:AMBULAN_4765
0086: $7237 = $7223 // $ = $ float 
0061: $7237 -= $7231 // $ -= $ float 
0086: $7238 = $7224 // $ = $ float 
0061: $7238 -= $7232 // $ -= $ float 
0069: $7237 *= $7237 // $ *= $ float 
0069: $7238 *= $7238 // $ *= $ float 
0086: $7239 = $7237 // $ = $ float 
0059: $7239 += $7238 // $ += $ float 
01FB: $7241 = square_root $7239 
if 
  100.0 > $7241 // float > $ 
jf @AMBULAN_4865 
jump @AMBULAN_2333 

:AMBULAN_4865
if 
  2@ > 0 // @ > int 
jf @AMBULAN_4940 
if 
   not Actor.Dead(0@)
jf @AMBULAN_4940 
if 
00EC:   actor 0@ 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_4940 
jump @AMBULAN_2333 

:AMBULAN_4940
if 
  5@ > 0 // @ > int 
jf @AMBULAN_5015 
if 
   not Actor.Dead(3@)
jf @AMBULAN_5015 
if 
00EC:   actor 3@ 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5015 
jump @AMBULAN_2333 

:AMBULAN_5015
if 
  8@ > 0 // @ > int 
jf @AMBULAN_5090 
if 
   not Actor.Dead(6@)
jf @AMBULAN_5090 
if 
00EC:   actor 6@ 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5090 
jump @AMBULAN_2333 

:AMBULAN_5090
if 
  11@ > 0 // @ > int 
jf @AMBULAN_5165 
if 
   not Actor.Dead(9@)
jf @AMBULAN_5165 
if 
00EC:   actor 9@ 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5165 
jump @AMBULAN_2333 

:AMBULAN_5165
if 
  14@ > 0 // @ > int 
jf @AMBULAN_5240 
if 
   not Actor.Dead(12@)
jf @AMBULAN_5240 
if 
00EC:   actor 12@ 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5240 
jump @AMBULAN_2333 

:AMBULAN_5240
if 
  $7198 > 0 // $ > int 
jf @AMBULAN_5315 
if 
   not Actor.Dead($7196)
jf @AMBULAN_5315 
if 
00EC:   actor $7196 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5315 
jump @AMBULAN_2333 

:AMBULAN_5315
if 
  $7201 > 0 // $ > int 
jf @AMBULAN_5390 
if 
   not Actor.Dead($7199)
jf @AMBULAN_5390 
if 
00EC:   actor $7199 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5390 
jump @AMBULAN_2333 

:AMBULAN_5390
if 
  $7204 > 0 // $ > int 
jf @AMBULAN_5465 
if 
   not Actor.Dead($7202)
jf @AMBULAN_5465 
if 
00EC:   actor $7202 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5465 
jump @AMBULAN_2333 

:AMBULAN_5465
if 
  $7207 > 0 // $ > int 
jf @AMBULAN_5540 
if 
   not Actor.Dead($7205)
jf @AMBULAN_5540 
if 
00EC:   actor $7205 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5540 
jump @AMBULAN_2333 

:AMBULAN_5540
if 
  $7210 > 0 // $ > int 
jf @AMBULAN_5615 
if 
   not Actor.Dead($7208)
jf @AMBULAN_5615 
if 
00EC:   actor $7208 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5615 
jump @AMBULAN_2333 

:AMBULAN_5615
if 
  $7213 > 0 // $ > int 
jf @AMBULAN_5690 
if 
   not Actor.Dead($7211)
jf @AMBULAN_5690 
if 
00EC:   actor $7211 0 $7231 $7232 radius 25.0 25.0 
jf @AMBULAN_5690 
jump @AMBULAN_2333 

:AMBULAN_5690
return 

:AMBULAN_5692
0086: $7242 = $7241 // $ = $ float 
0071: $7242 /= $7244 // $ /= $ float 
$7242 *= 1000.0 // $ *= float 
008C: $7174 = float_to_integer $7242 
0058: $7172 += $7174 // $ += $ int 
return 

:AMBULAN_5736
wait 0 
0293: $319 = get_controller_mode 
if 
   not $319 == 3 // $ == int 
jf @AMBULAN_5794 
if 
00E1:   player 0 pressed_button 19 
jf @AMBULAN_5787 
$7193 = 1 // $ = int 

:AMBULAN_5787
jump @AMBULAN_5818 

:AMBULAN_5794
if 
00E1:   player 0 pressed_button 14 
jf @AMBULAN_5818 
$7193 = 1 // $ = int 

:AMBULAN_5818
if 
  $7193 == 1 // $ == int 
jf @AMBULAN_5939 
if 
   not $319 == 3 // $ == int 
jf @AMBULAN_5900 
if 
80E1:   not player 0 pressed_button 19 
jf @AMBULAN_5893 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_7425 

:AMBULAN_5893
jump @AMBULAN_5939 

:AMBULAN_5900
if 
80E1:   not player 0 pressed_button 14 
jf @AMBULAN_5939 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_7425 

:AMBULAN_5939
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULAN_5987 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_7425 
jump @AMBULAN_5995 

:AMBULAN_5987
00DA: $7173 = player $PLAYER_CHAR car 

:AMBULAN_5995
if and
  $7176 > 6 // $ > int 
  $7184 == 2 // $ == int 
  $7191 == 0 // $ == int 
jf @AMBULAN_6041 
$7184 = 1 // $ = int 
$7191 += 1 // $ += int 

:AMBULAN_6041
if and
  $7176 > 9 // $ > int 
  $7184 == 2 // $ == int 
  $7191 == 1 // $ == int 
jf @AMBULAN_6087 
$7184 = 1 // $ = int 
$7191 += 1 // $ += int 

:AMBULAN_6087
if and
  $7176 > 12 // $ > int 
  $7184 == 2 // $ == int 
  $7191 == 2 // $ == int 
jf @AMBULAN_6133 
$7184 = 1 // $ = int 
$7191 += 1 // $ += int 

:AMBULAN_6133
if 
  2@ > 0 // @ > int 
jf @AMBULAN_6215 
008A: $7217 = 0@ // $ = @ int 
008A: $7218 = 2@ // $ = @ int 
008A: $7219 = 1@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6207 
jump @AMBULAN_7425 

:AMBULAN_6207
008B: 2@ = $7218 // @ = $ int 

:AMBULAN_6215
if 
  5@ > 0 // @ > int 
jf @AMBULAN_6297 
008A: $7217 = 3@ // $ = @ int 
008A: $7218 = 5@ // $ = @ int 
008A: $7219 = 4@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6289 
jump @AMBULAN_7425 

:AMBULAN_6289
008B: 5@ = $7218 // @ = $ int 

:AMBULAN_6297
if 
  8@ > 0 // @ > int 
jf @AMBULAN_6379 
008A: $7217 = 6@ // $ = @ int 
008A: $7218 = 8@ // $ = @ int 
008A: $7219 = 7@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6371 
jump @AMBULAN_7425 

:AMBULAN_6371
008B: 8@ = $7218 // @ = $ int 

:AMBULAN_6379
if 
  11@ > 0 // @ > int 
jf @AMBULAN_6461 
008A: $7217 = 9@ // $ = @ int 
008A: $7218 = 11@ // $ = @ int 
008A: $7219 = 10@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6453 
jump @AMBULAN_7425 

:AMBULAN_6453
008B: 11@ = $7218 // @ = $ int 

:AMBULAN_6461
if 
  14@ > 0 // @ > int 
jf @AMBULAN_6543 
008A: $7217 = 12@ // $ = @ int 
008A: $7218 = 14@ // $ = @ int 
008A: $7219 = 13@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6535 
jump @AMBULAN_7425 

:AMBULAN_6535
008B: 14@ = $7218 // @ = $ int 

:AMBULAN_6543
if 
  $7198 > 0 // $ > int 
jf @AMBULAN_6625 
0084: $7217 = $7196 // $ = $ int 
0084: $7218 = $7198 // $ = $ int 
0084: $7219 = $7197 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6617 
jump @AMBULAN_7425 

:AMBULAN_6617
0084: $7198 = $7218 // $ = $ int 

:AMBULAN_6625
if 
  $7201 > 0 // $ > int 
jf @AMBULAN_6707 
0084: $7217 = $7199 // $ = $ int 
0084: $7218 = $7201 // $ = $ int 
0084: $7219 = $7200 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6699 
jump @AMBULAN_7425 

:AMBULAN_6699
0084: $7201 = $7218 // $ = $ int 

:AMBULAN_6707
if 
  $7204 > 0 // $ > int 
jf @AMBULAN_6789 
0084: $7217 = $7202 // $ = $ int 
0084: $7218 = $7204 // $ = $ int 
0084: $7219 = $7203 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6781 
jump @AMBULAN_7425 

:AMBULAN_6781
0084: $7204 = $7218 // $ = $ int 

:AMBULAN_6789
if 
  $7207 > 0 // $ > int 
jf @AMBULAN_6871 
0084: $7217 = $7205 // $ = $ int 
0084: $7218 = $7207 // $ = $ int 
0084: $7219 = $7206 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6863 
jump @AMBULAN_7425 

:AMBULAN_6863
0084: $7207 = $7218 // $ = $ int 

:AMBULAN_6871
if 
  $7210 > 0 // $ > int 
jf @AMBULAN_6953 
0084: $7217 = $7208 // $ = $ int 
0084: $7218 = $7210 // $ = $ int 
0084: $7219 = $7209 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_6945 
jump @AMBULAN_7425 

:AMBULAN_6945
0084: $7210 = $7218 // $ = $ int 

:AMBULAN_6953
if 
  $7213 > 0 // $ > int 
jf @AMBULAN_7035 
0084: $7217 = $7211 // $ = $ int 
0084: $7218 = $7213 // $ = $ int 
0084: $7219 = $7212 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_7027 
jump @AMBULAN_7425 

:AMBULAN_7027
0084: $7213 = $7218 // $ = $ int 

:AMBULAN_7035
if 
  $7216 > 0 // $ > int 
jf @AMBULAN_7117 
0084: $7217 = $7214 // $ = $ int 
0084: $7218 = $7216 // $ = $ int 
0084: $7219 = $7215 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $7220 == 1 // $ == int 
jf @AMBULAN_7109 
jump @AMBULAN_7425 

:AMBULAN_7109
0084: $7216 = $7218 // $ = $ int 

:AMBULAN_7117
if 
003A:   $7185 == $7176 // $ == $ int 
jf @AMBULAN_7418 
0084: $7183 = $7188 // $ = $ int 
0068: $7183 *= $7188 // $ *= $ int 
$7183 *= 50 // $ *= int 
01E3: text_1number_styled 'REWARD' number $7183 time 6000 style 6  // REWARD $~1~
0058: $619 += $7185 // $ += $ int 
0058: $7195 += $7185 // $ += $ int 
$7176 += 1 // $ += int 
$7185 = 0 // $ = int 
$7175 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += $7183
$7192 = 0 // $ = int 
Marker.Disable($7186)
Marker.Disable(1@)
Marker.Disable(4@)
Marker.Disable(7@)
Marker.Disable(10@)
Marker.Disable(13@)
Marker.Disable($7197)
Marker.Disable($7200)
Marker.Disable($7203)
Marker.Disable($7206)
Marker.Disable($7209)
Marker.Disable($7212)
Marker.Disable($7215)
0403: save_highest_ambulance_level $7188 
$7188 += 1 // $ += int 
if 
  $7188 == 13 // $ == int 
jf @AMBULAN_7411 
01E3: text_1number_styled 'A_COMP1' number 15000 time 5000 style 5  // Paramedic missions complete: $~1~
Player.Money($PLAYER_CHAR) += 25000
0394: play_music 1 
Player.InfiniteRun($PLAYER_CHAR, True)
if 
  $1982 == 0 // $ == int 
jf @AMBULAN_7409 
030C: progress_made += 1 
03E5: text_box 'A_COMP2'  // You will never get tired!
Player.InfiniteRun($PLAYER_CHAR, True)
0595: mission_complete 
$1982 = 1 // $ = int 

:AMBULAN_7409
return 

:AMBULAN_7411
jump @AMBULAN_367 

:AMBULAN_7418
jump @AMBULAN_5736 

:AMBULAN_7425
014F: stop_timer $7172 
if 
   not $7188 == 13 // $ == int 
jf @AMBULAN_7481 
00BA: text_styled 'A_FAIL1' 5000 ms 5  // Paramedic mission ended.
01E3: text_1number_styled 'A_SAVES' number $7195 time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_7481
$7192 = 0 // $ = int 
Marker.Disable($7186)
Marker.Disable(1@)
Marker.Disable(4@)
Marker.Disable(7@)
Marker.Disable(10@)
Marker.Disable(13@)
Marker.Disable($7197)
Marker.Disable($7200)
Marker.Disable($7203)
Marker.Disable($7206)
Marker.Disable($7209)
Marker.Disable($7212)
Marker.Disable($7215)
03C7: set_sensitivity_to_crime_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
$622 = 0 // $ = int 
mission_cleanup 
if 
  $1982 == 1 // $ == int 
jf @AMBULAN_7616 
03E5: text_box 'A_COMP2'  // You will never get tired!
$1982 = 2 // $ = int 

:AMBULAN_7616
return 

:AMBULAN_7618
if 
   Actor.Dead($7217)
jf @AMBULAN_7658 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
$7220 = 1 // $ = int 
return 

:AMBULAN_7658
if 
  $7172 == 0 // $ == int 
jf @AMBULAN_7710 
0321: kill_actor $7217 
Actor.DestroyWithFade($7217)
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
$7220 = 1 // $ = int 
return 

:AMBULAN_7710
if 
  $7218 == 3 // $ == int 
jf @AMBULAN_7882 
Actor.StorePos($7217, $7234, $7235, $7236)
$7179 = Car.Health($7173)
if 
001C:   $7178 > $7179 // $ > $ int 
jf @AMBULAN_7882 
0084: $7180 = $7178 // $ = $ int 
0060: $7180 -= $7179 // $ -= $ int 
$7180 *= 50 // $ *= int 
0060: $7172 -= $7180 // $ -= $ int 
if 
03A3:   actor $7217 male 
jf @AMBULAN_7836 
018C: play_sound 19 at $7234 $7235 $7236 
jump @AMBULAN_7849 

:AMBULAN_7836
018C: play_sound 20 at $7234 $7235 $7236 

:AMBULAN_7849
if 
  0 > $7172 // int > $ 
jf @AMBULAN_7874 
$7172 = 0 // $ = int 

:AMBULAN_7874
0084: $7178 = $7179 // $ = $ int 

:AMBULAN_7882
if 
  $7218 == 1 // $ == int 
jf @AMBULAN_8048 
if 
00FD:   player $PLAYER_CHAR 0 $7217 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_8048 
01E9: $7182 = car $7173 num_passengers 
01EA: $7181 = car $7173 max_passengers 
if 
003A:   $7182 == $7181 // $ == $ int 
jf @AMBULAN_8000 
00BC: text_highpriority 'A_FULL' time 5000 1  // ~r~Ambulance full!!
$7190 = 1 // $ = int 
jump @AMBULAN_8007 

:AMBULAN_8000
$7190 = 0 // $ = int 

:AMBULAN_8007
$7178 = Car.Health($7173)
if 
  $7190 == 0 // $ == int 
jf @AMBULAN_8048 
01D4: actor $7217 go_to_car $7173 and_enter_it_as_a_passenger 
$7218 = 2 // $ = int 

:AMBULAN_8048
if 
  $7218 == 2 // $ == int 
jf @AMBULAN_8143 
if 
80EB:   not player $PLAYER_CHAR 0 $7217 radius 20.0 20.0 
jf @AMBULAN_8104 
$7218 = 1 // $ = int 

:AMBULAN_8104
if 
04FF:   actor $7217 no_objective 
jf @AMBULAN_8143 
if 
   not Actor.Driving($7217)
jf @AMBULAN_8143 
$7218 = 1 // $ = int 

:AMBULAN_8143
if 
  $7218 == 2 // $ == int 
jf @AMBULAN_8270 
if 
   Actor.Driving($7217)
jf @AMBULAN_8270 
Marker.Disable($7219)
if 
  $7192 == 0 // $ == int 
jf @AMBULAN_8221 
018A: $7186 = create_checkpoint_at $7223 $7224 $7225 
$7192 = 1 // $ = int 

:AMBULAN_8221
0084: $7189 = $7187 // $ = $ int 
$7189 /= 1000 // $ /= int 
01E3: text_1number_styled 'A_TIME' number $7189 time 6000 style 6  // +~1~ seconds
0058: $7172 += $7187 // $ += $ int 
$7218 = 3 // $ = int 

:AMBULAN_8270
if 
  $7218 == 3 // $ == int 
jf @AMBULAN_8348 
if 
00FA:   player $PLAYER_CHAR stopped 1 $7223 $7224 $7225 radius 6.0 6.0 2.0 
jf @AMBULAN_8348 
0239: actor $7217 run_to $7229 $7230 
$7218 = 4 // $ = int 

:AMBULAN_8348
if 
  $7218 == 4 // $ == int 
jf @AMBULAN_8557 
0239: actor $7217 run_to $7229 $7230 
if 
   not Actor.Driving($7217)
jf @AMBULAN_8557 
0239: actor $7217 run_to $7229 $7230 
Actor.RemoveReferences($7217)
00BA: text_styled 'A_PASS' 3000 ms 5  // Rescued!
if 
  $7184 == 1 // $ == int 
jf @AMBULAN_8522 
0084: $7189 = $7187 // $ = $ int 
$7189 /= 1000 // $ /= int 
01E3: text_1number_styled 'A_TIME' number $7189 time 6000 style 6  // +~1~ seconds
00DA: $7173 = player $PLAYER_CHAR car 
$7194 = Car.Health($7173)
$7194 += 110 // $ += int 
Car.Health($7173) = $7194
0058: $7172 += $7187 // $ += $ int 
$7184 += 1 // $ += int 

:AMBULAN_8522
018C: play_sound 1 at 0.0 0.0 0.0 
$7185 += 1 // $ += int 
0401: increment_people_saved_in_ambulance 
$7218 = 0 // $ = int 

:AMBULAN_8557
return 

//-------------Mission 77---------------
// Originally: FIREFIGHTER

:FIRETRU
gosub @FIRETRU_16 
gosub @FIRETRU_7909 
terminate_this_script 

:FIRETRU_16
$ONMISSION = 1 // $ = int 
$624 = 1 // $ = int 
script_name 'FIRETRU' 
wait 0 
if 
  $1984 == 0 // $ == int 
jf @FIRETRU_64 
increment_mission_attempts 

:FIRETRU_64
054C: use_GXT_table 'FIRETRK' 
$7273 = 0 // $ = int 
$7276 = 0 // $ = int 
$7277 = 0 // $ = int 
$7279 = 0 // $ = int 
$7278 = 0 // $ = int 
$7282 = 0 // $ = int 
$7281 = 0 // $ = int 
$7303 = 5.5 // $ = float 
$7280 = 1 // $ = int 
$7274 = 0 // $ = int 
$7367 = 0 // $ = int 
$7275 = 0 // $ = int 
$7283 = 0 // $ = int 
1@ = -1 // @ = int 
1@ = -1 // @ = int 
1@ = -1 // @ = int 
$7288 = 0 // $ = int 
$7250 = 0 // $ = int 
$7251 = 0 // $ = int 
$7252 = 0 // $ = int 
$7253 = 0 // $ = int 
$7254 = 0 // $ = int 
$7255 = 0 // $ = int 
$7256 = 0 // $ = int 
$7257 = 0 // $ = int 
$7258 = 0 // $ = int 
03C7: set_sensitivity_to_crime_to 0.5 
if 
  $ONMISSION == 0 // $ == int 
jf @FIRETRU_480 
018A: $7259 = create_checkpoint_at $749 $750 $751 
018A: $7260 = create_checkpoint_at $749 $750 $751 
018A: $7261 = create_checkpoint_at $749 $750 $751 
018A: $7262 = create_checkpoint_at $749 $750 $751 
018A: $7263 = create_checkpoint_at $749 $750 $751 
018A: $7264 = create_checkpoint_at $749 $750 $751 
018A: $7265 = create_checkpoint_at $749 $750 $751 
018A: $7266 = create_checkpoint_at $749 $750 $751 
018A: $7267 = create_checkpoint_at $749 $750 $751 
018A: $7268 = create_checkpoint_at $749 $750 $751 
018A: $7269 = create_checkpoint_at $749 $750 $751 
018A: $7270 = create_checkpoint_at $749 $750 $751 
018A: $7271 = create_checkpoint_at $749 $750 $751 
018A: $7272 = create_checkpoint_at $749 $750 $751 

:FIRETRU_480
$7287 = 0 // $ = int 
$7285 = 0 // $ = int 
$7290 = 0 // $ = int 
$7291 = 0 // $ = int 
$7292 = 0 // $ = int 
$7294 = 0 // $ = int 
$7295 = 0 // $ = int 
$7296 = 0 // $ = int 
$7297 = 0 // $ = int 
$7298 = 0 // $ = int 
$7299 = 0 // $ = int 
$7300 = 0 // $ = int 
$7301 = 0 // $ = int 
$7302 = 0 // $ = int 
0209: $4528 = random_int_in_ranges 25 44 
if 
  $4528 == 25 // $ == int 
jf @FIRETRU_613 
04AE: $7367 = 135 // = constant 

:FIRETRU_613
if 
  $4528 == 26 // $ == int 
jf @FIRETRU_639 
04AE: $7367 = 148 // = constant 

:FIRETRU_639
if 
  $4528 == 27 // $ == int 
jf @FIRETRU_665 
04AE: $7367 = 151 // = constant 

:FIRETRU_665
if 
  $4528 == 28 // $ == int 
jf @FIRETRU_691 
04AE: $7367 = 130 // = constant 

:FIRETRU_691
if 
  $4528 == 29 // $ == int 
jf @FIRETRU_717 
04AE: $7367 = 134 // = constant 

:FIRETRU_717
if 
  $4528 == 30 // $ == int 
jf @FIRETRU_743 
04AE: $7367 = 175 // = constant 

:FIRETRU_743
if 
  $4528 == 31 // $ == int 
jf @FIRETRU_769 
04AE: $7367 = 196 // = constant 

:FIRETRU_769
if 
  $4528 == 32 // $ == int 
jf @FIRETRU_795 
04AE: $7367 = 197 // = constant 

:FIRETRU_795
if 
  $4528 == 33 // $ == int 
jf @FIRETRU_821 
04AE: $7367 = 209 // = constant 

:FIRETRU_821
if 
  $4528 == 34 // $ == int 
jf @FIRETRU_847 
04AE: $7367 = 143 // = constant 

:FIRETRU_847
if 
  $4528 == 35 // $ == int 
jf @FIRETRU_873 
04AE: $7367 = 150 // = constant 

:FIRETRU_873
if 
  $4528 == 36 // $ == int 
jf @FIRETRU_899 
04AE: $7367 = 168 // = constant 

:FIRETRU_899
if 
  $4528 == 37 // $ == int 
jf @FIRETRU_925 
04AE: $7367 = 170 // = constant 

:FIRETRU_925
if 
  $4528 == 38 // $ == int 
jf @FIRETRU_951 
04AE: $7367 = 179 // = constant 

:FIRETRU_951
if 
  $4528 == 39 // $ == int 
jf @FIRETRU_977 
04AE: $7367 = 200 // = constant 

:FIRETRU_977
if 
  $4528 == 40 // $ == int 
jf @FIRETRU_1003 
04AE: $7367 = 212 // = constant 

:FIRETRU_1003
if 
  $4528 == 41 // $ == int 
jf @FIRETRU_1029 
04AE: $7367 = 216 // = constant 

:FIRETRU_1029
if 
  $4528 == 42 // $ == int 
jf @FIRETRU_1055 
04AE: $7367 = 222 // = constant 

:FIRETRU_1055
if 
  $4528 == 43 // $ == int 
jf @FIRETRU_1081 
04AE: $7367 = 174 // = constant 

:FIRETRU_1081
Model.Load($7367)

:FIRETRU_1086
gosub @FIRETRU_6266 
if 
  $7274 == 1 // $ == int 
jf @FIRETRU_1118 
jump @FIRETRU_7909 

:FIRETRU_1118
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @FIRETRU_1173 
0208: $7374 = random_float -247.43 683.41 
0208: $7375 = random_float -1813.62 1308.102 
jump @FIRETRU_1278 

:FIRETRU_1173
if 
0056:   player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 
jf @FIRETRU_1248 
0208: $7374 = random_float -1802.615 -270.134 
0208: $7375 = random_float -1518.473 1591.896 
jump @FIRETRU_1278 

:FIRETRU_1248
0208: $7374 = random_float -247.43 683.41 
0208: $7375 = random_float -1813.62 1308.102 

:FIRETRU_1278
if 
  5 > $7280 // int > $ 
jf @FIRETRU_1325 
02C1: set $7374 $7375 $7376 to_car_path_coords_closest_to $7374 $7375 10.0 
jump @FIRETRU_2054 

:FIRETRU_1325
if 
  9 > $7280 // int > $ 
jf @FIRETRU_1646 
04B9: get_closest_straight_road $7374 $7375 10.0 12.0 500.0 $7374 $7375 $7376 $7377 $7378 $7379 $751 
if and
  $7374 == 0.0 // $ == float 
  $7375 == 0.0 // $ == float 
  $7377 == 0.0 // $ == float 
  $7378 == 0.0 // $ == float 
jf @FIRETRU_1449 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_1449
0086: $7395 = $7377 // $ = $ float 
0061: $7395 -= $7374 // $ -= $ float 
0086: $7396 = $7378 // $ = $ float 
0061: $7396 -= $7375 // $ -= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $7395 // $ *= $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $7396 // $ *= $ float 
0086: $7397 = $7410 // $ = $ float 
0059: $7397 += $7411 // $ += $ float 
01FB: $7397 = square_root $7397 
$5292 = 12.0 // $ = float 
0071: $5292 /= $7397 // $ /= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $5292 // $ *= $ float 
0086: $7377 = $7374 // $ = $ float 
0059: $7377 += $7410 // $ += $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $5292 // $ *= $ float 
0086: $7378 = $7375 // $ = $ float 
0059: $7378 += $7411 // $ += $ float 
$7376 += 0.5 // $ += float 
$7379 += 0.5 // $ += float 
jump @FIRETRU_2054 

:FIRETRU_1646
04B9: get_closest_straight_road $7374 $7375 10.0 18.0 500.0 $7377 $7378 $7379 $7380 $7381 $7382 $751 
if and
  $7377 == 0.0 // $ == float 
  $7378 == 0.0 // $ == float 
  $7380 == 0.0 // $ == float 
  $7381 == 0.0 // $ == float 
jf @FIRETRU_1752 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_1752
0086: $7395 = $7380 // $ = $ float 
0061: $7395 -= $7377 // $ -= $ float 
0086: $7396 = $7381 // $ = $ float 
0061: $7396 -= $7378 // $ -= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $7395 // $ *= $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $7396 // $ *= $ float 
0086: $7397 = $7410 // $ = $ float 
0059: $7397 += $7411 // $ += $ float 
01FB: $7397 = square_root $7397 
$5292 = 18.0 // $ = float 
0071: $5292 /= $7397 // $ /= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $5292 // $ *= $ float 
0086: $7380 = $7377 // $ = $ float 
0059: $7380 += $7410 // $ += $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $5292 // $ *= $ float 
0086: $7381 = $7378 // $ = $ float 
0059: $7381 += $7411 // $ += $ float 
0086: $7374 = $7377 // $ = $ float 
0061: $7374 -= $7380 // $ -= $ float 
$7374 /= 2.0 // $ /= float 
0059: $7374 += $7380 // $ += $ float 
0086: $7375 = $7378 // $ = $ float 
0061: $7375 -= $7381 // $ -= $ float 
$7375 /= 2.0 // $ /= float 
0059: $7375 += $7381 // $ += $ float 
0086: $7376 = $7379 // $ = $ float 
0061: $7376 -= $7382 // $ -= $ float 
$7376 /= 2.0 // $ /= float 
0059: $7376 += $7382 // $ += $ float 
$7379 += 0.5 // $ += float 
$7376 += 0.5 // $ += float 
$7382 += 0.5 // $ += float 

:FIRETRU_2054
if 
  7.0 > $7376 // float > $ 
jf @FIRETRU_2086 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2086
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
0509: $7304 = distance_between_point $397 $398 and_point $7374 $7375 
if or
  150.0 > $7304 // float > $ 
  $7304 > 600.0 // $ > float 
jf @FIRETRU_2159 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2159
if and
  $7374 > -1905.785 // $ > float 
  -1105.785 > $7374 // float > $ 
  $7375 > 745.678 // $ > float 
  1773.513 > $7375 // float > $ 
jf @FIRETRU_2221 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2221
if and
  $7374 > -265.018 // $ > float 
  170.188 > $7374 // float > $ 
  $7375 > -275.942 // $ > float 
  1689.059 > $7375 // float > $ 
jf @FIRETRU_2283 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2283
if and
  $7374 > 164.191 // $ > float 
  259.713 > $7374 // float > $ 
  $7375 > -187.926 // $ > float 
  631.97 > $7375 // float > $ 
jf @FIRETRU_2345 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2345
if and
  $7374 > -731.729 // $ > float 
  -263.334 > $7374 // float > $ 
  $7375 > -4.399 // $ > float 
  62.853 > $7375 // float > $ 
jf @FIRETRU_2407 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2407
if and
  $7374 > -180.88 // $ > float 
  64.112 > $7374 // float > $ 
  $7375 > -499.183 // $ > float 
  -417.519 > $7375 // float > $ 
jf @FIRETRU_2469 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2469
if and
  $7374 > -762.855 // $ > float 
  -172.566 > $7374 // float > $ 
  $7375 > -667.099 // $ > float 
  -224.382 > $7375 // float > $ 
jf @FIRETRU_2531 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2531
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @FIRETRU_2797 
if and
  $7374 > -2327.212 // $ > float 
  -261.402 > $7374 // float > $ 
  $7375 > -2027.821 // $ > float 
  1894.426 > $7375 // float > $ 
jf @FIRETRU_2611 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2611
if and
  $7374 > -265.018 // $ > float 
  170.188 > $7374 // float > $ 
  $7375 > -275.942 // $ > float 
  1689.059 > $7375 // float > $ 
jf @FIRETRU_2673 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2673
if and
  $7374 > -265.657 // $ > float 
  36.828 > $7374 // float > $ 
  $7375 > -729.217 // $ > float 
  -275.488 > $7375 // float > $ 
jf @FIRETRU_2735 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2735
if and
  $7374 > 164.191 // $ > float 
  259.713 > $7374 // float > $ 
  $7375 > -187.926 // $ > float 
  631.97 > $7375 // float > $ 
jf @FIRETRU_2797 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2797
0086: $7305 = $7304 // $ = $ float 
0071: $7305 /= $7303 // $ /= $ float 
$7305 *= 1000.0 // $ *= float 
008C: $7275 = float_to_integer $7305 
0058: $7273 += $7275 // $ += $ int 
if 
  $7279 == 0 // $ == int 
jf @FIRETRU_2888 
if 
  50000 > $7273 // int > $ 
jf @FIRETRU_2888 
$7273 = 50000 // $ = int 

:FIRETRU_2888
if 
   not Model.Available($7367)
jf @FIRETRU_2947 
wait 0 
gosub @FIRETRU_6266 
if 
  $7274 == 1 // $ == int 
jf @FIRETRU_2940 
jump @FIRETRU_7909 

:FIRETRU_2940
jump @FIRETRU_2888 

:FIRETRU_2947
Car.Create(1@, $7367, $7374, $7375, $7376)
0208: $7306 = random_float 0.0 359.9 
Car.Angle(1@) = $7306
0325: $7246 = create_car 1@ fire 
Marker.CreateAboveCar($7260, 1@)
018B: set_marker $7260 display 2 
03ED: set_car 1@ not_damaged_when_upside_down 1 
$7287 += 1 // $ += int 
0560: create_random_actor_in_vehicle 1@ in_driverseat_handle_as 5@ 
02A9: set_actor 5@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 
if 
  $7280 > 2 // $ > int 
jf @FIRETRU_3088 
0561: 6@ = create_random_ped_in_vehicle 1@ passengerseat 0 
02A9: set_actor 6@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3088
if 
  $7280 > 3 // $ > int 
jf @FIRETRU_3130 
0561: 7@ = create_random_ped_in_vehicle 1@ passengerseat 1 
02A9: set_actor 7@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3130
if 
  $7280 > 4 // $ > int 
jf @FIRETRU_3317 
0086: $7410 = $7377 // $ = $ float 
$7410 -= 5.0 // $ -= float 
0086: $749 = $7410 // $ = $ float 
$749 += 10.0 // $ += float 
0208: $7377 = random_float $7410 $749 
0086: $7411 = $7378 // $ = $ float 
$7411 -= 5.0 // $ -= float 
0086: $750 = $7411 // $ = $ float 
$750 += 10.0 // $ += float 
0208: $7378 = random_float $7411 $750 
Car.Create(2@, $7367, $7377, $7378, $7379)
039F: car 2@ race_to $7374 $7375 
0325: $7247 = create_car 2@ fire 
04BA: set_car 2@ speed_instantly 20.0 
Marker.CreateAboveCar($7261, 2@)
018B: set_marker $7261 display 2 
03ED: set_car 2@ not_damaged_when_upside_down 1 
$7287 += 1 // $ += int 

:FIRETRU_3317
if 
  $7280 > 5 // $ > int 
jf @FIRETRU_3357 
0560: create_random_actor_in_vehicle 2@ in_driverseat_handle_as 8@ 
02A9: set_actor 8@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3357
if 
  $7280 > 6 // $ > int 
jf @FIRETRU_3399 
0561: 9@ = create_random_ped_in_vehicle 2@ passengerseat 0 
02A9: set_actor 9@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3399
if 
  $7280 > 7 // $ > int 
jf @FIRETRU_3441 
0561: 10@ = create_random_ped_in_vehicle 2@ passengerseat 1 
02A9: set_actor 10@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3441
if 
  $7280 > 8 // $ > int 
jf @FIRETRU_3628 
0086: $7410 = $7380 // $ = $ float 
$7410 -= 5.0 // $ -= float 
0086: $749 = $7410 // $ = $ float 
$749 += 10.0 // $ += float 
0208: $7380 = random_float $7410 $749 
0086: $7411 = $7381 // $ = $ float 
$7411 -= 5.0 // $ -= float 
0086: $750 = $7411 // $ = $ float 
$750 += 10.0 // $ += float 
0208: $7381 = random_float $7411 $750 
Car.Create(3@, $7367, $7380, $7381, $7382)
039F: car 3@ race_to $7374 $7375 
0325: $7248 = create_car 3@ fire 
04BA: set_car 3@ speed_instantly 20.0 
Marker.CreateAboveCar($7262, 3@)
018B: set_marker $7262 display 2 
03ED: set_car 3@ not_damaged_when_upside_down 1 
$7287 += 1 // $ += int 

:FIRETRU_3628
Model.Destroy($7367)
if 
  $7280 > 9 // $ > int 
jf @FIRETRU_3673 
0560: create_random_actor_in_vehicle 3@ in_driverseat_handle_as 11@ 
02A9: set_actor 11@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3673
if 
  $7280 > 10 // $ > int 
jf @FIRETRU_3715 
0561: 12@ = create_random_ped_in_vehicle 3@ passengerseat 0 
02A9: set_actor 12@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3715
if 
  $7280 > 11 // $ > int 
jf @FIRETRU_3757 
0561: 13@ = create_random_ped_in_vehicle 3@ passengerseat 1 
02A9: set_actor 13@ immune_to_nonplayer 1 
$7287 += 1 // $ += int 

:FIRETRU_3757
if 
   not Car.Wrecked(1@)
jf @FIRETRU_3780 
00AF: set_car 1@ driver_behaviour_to 11 

:FIRETRU_3780
if 
   not Car.Wrecked(2@)
jf @FIRETRU_3803 
00AF: set_car 2@ driver_behaviour_to 11 

:FIRETRU_3803
if 
   not Car.Wrecked(3@)
jf @FIRETRU_3826 
00AF: set_car 3@ driver_behaviour_to 11 

:FIRETRU_3826
if 
   not Actor.Dead(5@)
jf @FIRETRU_4995 
if 
  5 > $7280 // int > $ 
jf @FIRETRU_4431 
if 
0154:   actor 5@ in_zone 'VICE_C'  // Vice City
jf @FIRETRU_3907 
0384: text_1string_highpriority 'F_START' 'VICE_C' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice City

:FIRETRU_3907
if 
0154:   actor 5@ in_zone 'BEACH1'  // Ocean Beach
jf @FIRETRU_3954 
0384: text_1string_highpriority 'F_START' 'BEACH1' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach

:FIRETRU_3954
if 
0154:   actor 5@ in_zone 'BEACH2'  // Washington Beach
jf @FIRETRU_4001 
0384: text_1string_highpriority 'F_START' 'BEACH2' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Washington Beach

:FIRETRU_4001
if 
0154:   actor 5@ in_zone 'BEACH3'  // Vice Point
jf @FIRETRU_4048 
0384: text_1string_highpriority 'F_START' 'BEACH3' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice Point

:FIRETRU_4048
if 
0154:   actor 5@ in_zone 'GOLFC'  // Leaf Links
jf @FIRETRU_4095 
0384: text_1string_highpriority 'F_START' 'GOLFC' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Leaf Links

:FIRETRU_4095
if 
0154:   actor 5@ in_zone 'STARI'  // Starfish Island
jf @FIRETRU_4142 
0384: text_1string_highpriority 'F_START' 'STARI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Starfish Island

:FIRETRU_4142
if 
0154:   actor 5@ in_zone 'DOCKS'  // Viceport
jf @FIRETRU_4189 
0384: text_1string_highpriority 'F_START' 'DOCKS' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Viceport

:FIRETRU_4189
if 
0154:   actor 5@ in_zone 'HAVANA'  // Little Havana
jf @FIRETRU_4236 
0384: text_1string_highpriority 'F_START' 'HAVANA' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Havana

:FIRETRU_4236
if 
0154:   actor 5@ in_zone 'HAITI'  // Little Haiti
jf @FIRETRU_4283 
0384: text_1string_highpriority 'F_START' 'HAITI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Haiti

:FIRETRU_4283
if 
0154:   actor 5@ in_zone 'PORNI'  // Prawn Island
jf @FIRETRU_4330 
0384: text_1string_highpriority 'F_START' 'PORNI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Prawn Island

:FIRETRU_4330
if 
0154:   actor 5@ in_zone 'DTOWN'  // Downtown
jf @FIRETRU_4377 
0384: text_1string_highpriority 'F_START' 'DTOWN' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Downtown

:FIRETRU_4377
if 
0154:   actor 5@ in_zone 'A_PORT'  // Escobar International
jf @FIRETRU_4424 
0384: text_1string_highpriority 'F_START' 'A_PORT' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Escobar International

:FIRETRU_4424
jump @FIRETRU_4995 

:FIRETRU_4431
if 
0154:   actor 5@ in_zone 'VICE_C'  // Vice City
jf @FIRETRU_4478 
0384: text_1string_highpriority 'F_STAR1' 'VICE_C' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice City

:FIRETRU_4478
if 
0154:   actor 5@ in_zone 'BEACH1'  // Ocean Beach
jf @FIRETRU_4525 
0384: text_1string_highpriority 'F_STAR1' 'BEACH1' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach

:FIRETRU_4525
if 
0154:   actor 5@ in_zone 'BEACH2'  // Washington Beach
jf @FIRETRU_4572 
0384: text_1string_highpriority 'F_STAR1' 'BEACH2' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Washington Beach

:FIRETRU_4572
if 
0154:   actor 5@ in_zone 'BEACH3'  // Vice Point
jf @FIRETRU_4619 
0384: text_1string_highpriority 'F_STAR1' 'BEACH3' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice Point

:FIRETRU_4619
if 
0154:   actor 5@ in_zone 'GOLFC'  // Leaf Links
jf @FIRETRU_4666 
0384: text_1string_highpriority 'F_STAR1' 'GOLFC' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Leaf Links

:FIRETRU_4666
if 
0154:   actor 5@ in_zone 'STARI'  // Starfish Island
jf @FIRETRU_4713 
0384: text_1string_highpriority 'F_STAR1' 'STARI' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Starfish Island

:FIRETRU_4713
if 
0154:   actor 5@ in_zone 'DOCKS'  // Viceport
jf @FIRETRU_4760 
0384: text_1string_highpriority 'F_STAR1' 'DOCKS' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Viceport

:FIRETRU_4760
if 
0154:   actor 5@ in_zone 'HAVANA'  // Little Havana
jf @FIRETRU_4807 
0384: text_1string_highpriority 'F_STAR1' 'HAVANA' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Havana

:FIRETRU_4807
if 
0154:   actor 5@ in_zone 'HAITI'  // Little Haiti
jf @FIRETRU_4854 
0384: text_1string_highpriority 'F_STAR1' 'HAITI' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Haiti

:FIRETRU_4854
if 
0154:   actor 5@ in_zone 'PORNI'  // Prawn Island
jf @FIRETRU_4901 
0384: text_1string_highpriority 'F_STAR1' 'PORNI' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Prawn Island

:FIRETRU_4901
if 
0154:   actor 5@ in_zone 'DTOWN'  // Downtown
jf @FIRETRU_4948 
0384: text_1string_highpriority 'F_STAR1' 'DTOWN' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Downtown

:FIRETRU_4948
if 
0154:   actor 5@ in_zone 'A_PORT'  // Escobar International
jf @FIRETRU_4995 
0384: text_1string_highpriority 'F_STAR1' 'A_PORT' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Escobar International

:FIRETRU_4995
01E4: text_1number_lowpriority 'FIRELVL' $7280 time 3000 1  // Fire Truck Mission level ~1~
if 
  $7280 == 1 // $ == int 
jf @FIRETRU_5043 
$7287 -= 1 // $ -= int 
Actor.DestroyInstantly(5@)

:FIRETRU_5043
if 
  $635 == 0 // $ == int 
jf @FIRETRU_5134 
0293: $319 = get_controller_mode 
if 
  3 > $319 // int > $ 
jf @FIRETRU_5094 
03E5: text_box 'SPRAY_1'  // Use ~h~::FIRE::~w~ to fire the water cannon. Aim using ~h~::TANKLEFT::~w~ and ~h~::TANKRIGHT::~w~

:FIRETRU_5094
if 
  $319 == 3 // $ == int 
jf @FIRETRU_5122 
03E5: text_box 'SPRAY_4'  // Use ~h~::FIRE::~w~ to fire the water cannon. Aim using ~h~::TANKLEFT::~w~ and ~h~::TANKRIGHT::~w~

:FIRETRU_5122
$635 = 1 // $ = int 
wait 4000 

:FIRETRU_5134
if 
  $7277 == 0 // $ == int 
jf @FIRETRU_5173 
014E: start_timer_at $7273 count_in_direction 1 
$7277 = 1 // $ = int 
jump @FIRETRU_5177 

:FIRETRU_5173
0396: pause_timer 0 

:FIRETRU_5177
0084: $7284 = $7280 // $ = $ int 
$7284 -= 4 // $ -= int 
01BD: $5239 = current_time_in_ms 
0084: $7288 = $5239 // $ = $ int 
$7288 += 3000 // $ += int 

:FIRETRU_5213
if 
  $7274 == 1 // $ == int 
jf @FIRETRU_5238 
jump @FIRETRU_7909 

:FIRETRU_5238
wait 0 
01BD: $5239 = current_time_in_ms 
gosub @FIRETRU_6266 
if 
  $7274 == 1 // $ == int 
jf @FIRETRU_5279 
jump @FIRETRU_7909 

:FIRETRU_5279
0085: 0@ = 1@ // @ = @ int 
0084: $7245 = $7246 // $ = $ int 
0084: $7289 = $7290 // $ = $ int 
0084: $7259 = $7260 // $ = $ int 
gosub @FIRETRU_6574 
0084: $7246 = $7245 // $ = $ int 
0084: $7290 = $7289 // $ = $ int 
0084: $7260 = $7259 // $ = $ int 
if 
  $7280 > 1 // $ > int 
jf @FIRETRU_5423 
0085: 4@ = 5@ // @ = @ int 
0084: $7293 = $7294 // $ = $ int 
0084: $7249 = $7250 // $ = $ int 
0084: $7263 = $7264 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7294 = $7293 // $ = $ int 
0084: $7250 = $7249 // $ = $ int 
0084: $7264 = $7263 // $ = $ int 

:FIRETRU_5423
if 
  $7280 > 2 // $ > int 
jf @FIRETRU_5504 
0085: 4@ = 6@ // @ = @ int 
0084: $7293 = $7295 // $ = $ int 
0084: $7249 = $7251 // $ = $ int 
0084: $7263 = $7265 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7295 = $7293 // $ = $ int 
0084: $7251 = $7249 // $ = $ int 
0084: $7265 = $7263 // $ = $ int 

:FIRETRU_5504
if 
  $7280 > 3 // $ > int 
jf @FIRETRU_5585 
0085: 4@ = 7@ // @ = @ int 
0084: $7293 = $7296 // $ = $ int 
0084: $7249 = $7252 // $ = $ int 
0084: $7263 = $7266 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7296 = $7293 // $ = $ int 
0084: $7252 = $7249 // $ = $ int 
0084: $7266 = $7263 // $ = $ int 

:FIRETRU_5585
if 
  $7280 > 4 // $ > int 
jf @FIRETRU_5666 
0085: 0@ = 2@ // @ = @ int 
0084: $7245 = $7247 // $ = $ int 
0084: $7289 = $7291 // $ = $ int 
0084: $7259 = $7261 // $ = $ int 
gosub @FIRETRU_6574 
0084: $7247 = $7245 // $ = $ int 
0084: $7291 = $7289 // $ = $ int 
0084: $7261 = $7259 // $ = $ int 

:FIRETRU_5666
if 
  $7280 > 5 // $ > int 
jf @FIRETRU_5747 
0085: 4@ = 8@ // @ = @ int 
0084: $7293 = $7297 // $ = $ int 
0084: $7249 = $7253 // $ = $ int 
0084: $7263 = $7267 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7297 = $7293 // $ = $ int 
0084: $7253 = $7249 // $ = $ int 
0084: $7267 = $7263 // $ = $ int 

:FIRETRU_5747
if 
  $7280 > 6 // $ > int 
jf @FIRETRU_5828 
0085: 4@ = 9@ // @ = @ int 
0084: $7293 = $7298 // $ = $ int 
0084: $7249 = $7254 // $ = $ int 
0084: $7263 = $7268 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7298 = $7293 // $ = $ int 
0084: $7254 = $7249 // $ = $ int 
0084: $7268 = $7263 // $ = $ int 

:FIRETRU_5828
if 
  $7280 > 7 // $ > int 
jf @FIRETRU_5909 
0085: 4@ = 10@ // @ = @ int 
0084: $7293 = $7299 // $ = $ int 
0084: $7249 = $7255 // $ = $ int 
0084: $7263 = $7269 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7299 = $7293 // $ = $ int 
0084: $7255 = $7249 // $ = $ int 
0084: $7269 = $7263 // $ = $ int 

:FIRETRU_5909
if 
  $7280 > 8 // $ > int 
jf @FIRETRU_5990 
0085: 0@ = 3@ // @ = @ int 
0084: $7245 = $7248 // $ = $ int 
0084: $7289 = $7292 // $ = $ int 
0084: $7259 = $7262 // $ = $ int 
gosub @FIRETRU_6574 
0084: $7248 = $7245 // $ = $ int 
0084: $7292 = $7289 // $ = $ int 
0084: $7262 = $7259 // $ = $ int 

:FIRETRU_5990
if 
  $7280 > 9 // $ > int 
jf @FIRETRU_6071 
0085: 4@ = 11@ // @ = @ int 
0084: $7293 = $7300 // $ = $ int 
0084: $7249 = $7256 // $ = $ int 
0084: $7263 = $7270 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7300 = $7293 // $ = $ int 
0084: $7256 = $7249 // $ = $ int 
0084: $7270 = $7263 // $ = $ int 

:FIRETRU_6071
if 
  $7280 > 10 // $ > int 
jf @FIRETRU_6152 
0085: 4@ = 12@ // @ = @ int 
0084: $7293 = $7301 // $ = $ int 
0084: $7249 = $7257 // $ = $ int 
0084: $7263 = $7271 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7301 = $7293 // $ = $ int 
0084: $7257 = $7249 // $ = $ int 
0084: $7271 = $7263 // $ = $ int 

:FIRETRU_6152
if 
  $7280 > 11 // $ > int 
jf @FIRETRU_6233 
0085: 4@ = 13@ // @ = @ int 
0084: $7293 = $7302 // $ = $ int 
0084: $7249 = $7258 // $ = $ int 
0084: $7263 = $7272 // $ = $ int 
gosub @FIRETRU_7070 
0084: $7302 = $7293 // $ = $ int 
0084: $7258 = $7249 // $ = $ int 
0084: $7272 = $7263 // $ = $ int 

:FIRETRU_6233
if 
003A:   $7285 == $7287 // $ == $ int 
jf @FIRETRU_6259 
jump @FIRETRU_7494 

:FIRETRU_6259
jump @FIRETRU_5213 

:FIRETRU_6266
if 
  $7277 == 1 // $ == int 
jf @FIRETRU_6326 
if 
  1 > $7273 // int > $ 
jf @FIRETRU_6326 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$7274 = 1 // $ = int 
return 

:FIRETRU_6326
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRETRU_6369 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
$7274 = 1 // $ = int 
return 

:FIRETRU_6369
0293: $319 = get_controller_mode 
if 
   not $319 == 3 // $ == int 
jf @FIRETRU_6423 
if 
00E1:   player 0 pressed_button 19 
jf @FIRETRU_6416 
$7281 = 1 // $ = int 

:FIRETRU_6416
jump @FIRETRU_6447 

:FIRETRU_6423
if 
00E1:   player 0 pressed_button 14 
jf @FIRETRU_6447 
$7281 = 1 // $ = int 

:FIRETRU_6447
if 
  $7281 == 1 // $ == int 
jf @FIRETRU_6572 
if 
   not $319 == 3 // $ == int 
jf @FIRETRU_6531 
if 
80E1:   not player 0 pressed_button 19 
jf @FIRETRU_6524 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
$7274 = 1 // $ = int 
return 

:FIRETRU_6524
jump @FIRETRU_6572 

:FIRETRU_6531
if 
80E1:   not player 0 pressed_button 14 
jf @FIRETRU_6572 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
$7274 = 1 // $ = int 
return 

:FIRETRU_6572
return 

:FIRETRU_6574
if 
   not $7289 == 10 // $ == int 
jf @FIRETRU_7068 
if 
   not Car.Wrecked(0@)
jf @FIRETRU_6911 
if 
82D0:   not fire $7245 extinguished 
jf @FIRETRU_6794 
$7286 = Car.Health(0@)
if 
001C:   $5239 > $7288 // $ > $ int 
jf @FIRETRU_6706 
if 
  700 > $7286 // int > $ 
jf @FIRETRU_6699 
020B: explode_car 0@ 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$7274 = 1 // $ = int 
return 

:FIRETRU_6699
jump @FIRETRU_6714 

:FIRETRU_6706
Car.Health(0@) = 1000

:FIRETRU_6714
if 
  $7289 == 0 // $ == int 
jf @FIRETRU_6787 
if 
003A:   $7285 == $7284 // $ == $ int 
jf @FIRETRU_6787 
Car.SetToPsychoDriver(0@)
Car.SetMaxSpeed(0@, 20.0)
00AE: set_vehicle 0@ traffic_behavior_to 2 
Car.ImmuneToNonPlayer(0@, True)
$7289 = 1 // $ = int 

:FIRETRU_6787
jump @FIRETRU_6904 

:FIRETRU_6794
if 
   not $7289 == 10 // $ == int 
jf @FIRETRU_6904 
Marker.Disable($7259)
045F: set_car 0@ everyone_exit 
0404: increment_fires_extinguished 
if 
  $7278 == 0 // $ == int 
jf @FIRETRU_6864 
03C4: set_status_text_to $7279 0 'F_EXTIN'  // FIRES:
$7278 = 1 // $ = int 

:FIRETRU_6864
018C: play_sound 1 at 0.0 0.0 0.0 
$7289 = 10 // $ = int 
$7279 += 1 // $ += int 
$7285 += 1 // $ += int 

:FIRETRU_6904
jump @FIRETRU_7068 

:FIRETRU_6911
if 
02BF:   car 0@ sunk 
jf @FIRETRU_7044 
if 
   not $7289 == 10 // $ == int 
jf @FIRETRU_7037 
Marker.Disable($7259)
045F: set_car 0@ everyone_exit 
0404: increment_fires_extinguished 
if 
  $7278 == 0 // $ == int 
jf @FIRETRU_6997 
03C4: set_status_text_to $7279 0 'F_EXTIN'  // FIRES:
$7278 = 1 // $ = int 

:FIRETRU_6997
018C: play_sound 1 at 0.0 0.0 0.0 
$7289 = 10 // $ = int 
$7279 += 1 // $ += int 
$7285 += 1 // $ += int 

:FIRETRU_7037
jump @FIRETRU_7068 

:FIRETRU_7044
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$7274 = 1 // $ = int 
return 

:FIRETRU_7068
return 

:FIRETRU_7070
if 
  2 > $7293 // int > $ 
jf @FIRETRU_7492 
if 
   not Actor.Dead(4@)
jf @FIRETRU_7304 
if 
  $7293 == 0 // $ == int 
jf @FIRETRU_7176 
if 
   not Actor.Driving(4@)
jf @FIRETRU_7176 
0326: $7249 = create_actor 4@ fire 
01D0: actor 4@ avoid_player $PLAYER_CHAR 
Marker.CreateAboveActor($7263, 4@)
018B: set_marker $7263 display 2 
$7293 = 1 // $ = int 

:FIRETRU_7176
if 
  $7293 == 1 // $ == int 
jf @FIRETRU_7297 
if 
02D0:   fire $7249 extinguished 
jf @FIRETRU_7297 
Marker.Disable($7263)
0404: increment_fires_extinguished 
if 
  $7278 == 0 // $ == int 
jf @FIRETRU_7257 
03C4: set_status_text_to $7279 0 'F_EXTIN'  // FIRES:
$7278 = 1 // $ = int 

:FIRETRU_7257
018C: play_sound 1 at 0.0 0.0 0.0 
$7279 += 1 // $ += int 
$7285 += 1 // $ += int 
$7293 = 2 // $ = int 

:FIRETRU_7297
jump @FIRETRU_7492 

:FIRETRU_7304
if 
04AD:   actor 4@ in_water 
jf @FIRETRU_7468 
if 
  $7293 == 1 // $ == int 
jf @FIRETRU_7437 
02D1: destroy_fire $7249 
Marker.Disable($7263)
0404: increment_fires_extinguished 
if 
  $7278 == 0 // $ == int 
jf @FIRETRU_7390 
03C4: set_status_text_to $7279 0 'F_EXTIN'  // FIRES:
$7278 = 1 // $ = int 

:FIRETRU_7390
018C: play_sound 1 at 0.0 0.0 0.0 
$7279 += 1 // $ += int 
$7285 += 1 // $ += int 
$7293 = 2 // $ = int 
jump @FIRETRU_7461 

:FIRETRU_7437
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$7274 = 1 // $ = int 
return 

:FIRETRU_7461
jump @FIRETRU_7492 

:FIRETRU_7468
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$7274 = 1 // $ = int 
return 

:FIRETRU_7492
return 

:FIRETRU_7494
0396: pause_timer 1 
00BA: text_styled 'F_PASS1' 5000 ms 5  // Fire extinguished!
0084: $7276 = $7280 // $ = $ int 
0068: $7276 *= $7280 // $ *= $ int 
$7276 *= 50 // $ *= int 
0058: $7282 += $7276 // $ += $ int 
01E3: text_1number_styled 'REWARD' number $7276 time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += $7276
if 
  $7280 > 11 // $ > int 
jf @FIRETRU_7636 
if 
  $1984 == 0 // $ == int 
jf @FIRETRU_7636 
055D: make_player $PLAYER_CHAR fireproof 1 
03E5: text_box 'FIREPRO'  // Fire Truck Mission level 12 complete. You are now completely fireproof!!
030C: progress_made += 1 
0595: mission_complete 
$1984 = 1 // $ = int 

:FIRETRU_7636
0599: set_highest_firefighter_mission_level $7280 
$7280 += 1 // $ += int 
031A: remove_all_fires 
Marker.Disable($7259)
Marker.Disable($7260)
Marker.Disable($7261)
Marker.Disable($7262)
Marker.Disable($7263)
Marker.Disable($7264)
Marker.Disable($7265)
Marker.Disable($7266)
Marker.Disable($7267)
Marker.Disable($7268)
Marker.Disable($7269)
Marker.Disable($7270)
Marker.Disable($7271)
Marker.Disable($7272)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FIRETRU_7768 
00DA: $5218 = player $PLAYER_CHAR car 
$7283 = Car.Health($5218)
$7283 += 150 // $ += int 
Car.Health($5218) = $7283

:FIRETRU_7768
Car.RemoveReferences(1@)
if 
   not Car.Wrecked(1@)
jf @FIRETRU_7796 
Car.ImmuneToNonPlayer(1@, False)

:FIRETRU_7796
Car.RemoveReferences(2@)
if 
   not Car.Wrecked(2@)
jf @FIRETRU_7824 
Car.ImmuneToNonPlayer(2@, False)

:FIRETRU_7824
Car.RemoveReferences(3@)
if 
   not Car.Wrecked(3@)
jf @FIRETRU_7852 
Car.ImmuneToNonPlayer(3@, False)

:FIRETRU_7852
Actor.RemoveReferences(5@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Model.Destroy($7367)
jump @FIRETRU_480 

:FIRETRU_7909
014F: stop_timer $7273 
0151: remove_status_text $7279 
00BA: text_styled 'F_FAIL1' 5000 ms 5  // Fire Fighter mission ended.
01E3: text_1number_styled 'TSCORE' number $7282 time 6000 style 6  // EARNINGS: $~1~
031A: remove_all_fires 
03C7: set_sensitivity_to_crime_to 1.0 
Marker.Disable($7259)
Marker.Disable($7260)
Marker.Disable($7261)
Marker.Disable($7262)
Marker.Disable($7263)
Marker.Disable($7264)
Marker.Disable($7265)
Marker.Disable($7266)
Marker.Disable($7267)
Marker.Disable($7268)
Marker.Disable($7269)
Marker.Disable($7270)
Marker.Disable($7271)
Marker.Disable($7272)
if 
   not Actor.Dead(5@)
jf @FIRETRU_8059 
02A9: set_actor 5@ immune_to_nonplayer 0 
0321: kill_actor 5@ 

:FIRETRU_8059
if 
   not Actor.Dead(6@)
jf @FIRETRU_8087 
02A9: set_actor 6@ immune_to_nonplayer 0 
0321: kill_actor 6@ 

:FIRETRU_8087
if 
   not Actor.Dead(7@)
jf @FIRETRU_8115 
02A9: set_actor 7@ immune_to_nonplayer 0 
0321: kill_actor 7@ 

:FIRETRU_8115
if 
   not Actor.Dead(8@)
jf @FIRETRU_8143 
02A9: set_actor 8@ immune_to_nonplayer 0 
0321: kill_actor 8@ 

:FIRETRU_8143
if 
   not Actor.Dead(9@)
jf @FIRETRU_8171 
02A9: set_actor 9@ immune_to_nonplayer 0 
0321: kill_actor 9@ 

:FIRETRU_8171
if 
   not Actor.Dead(10@)
jf @FIRETRU_8199 
02A9: set_actor 10@ immune_to_nonplayer 0 
0321: kill_actor 10@ 

:FIRETRU_8199
if 
   not Actor.Dead(11@)
jf @FIRETRU_8227 
02A9: set_actor 11@ immune_to_nonplayer 0 
0321: kill_actor 11@ 

:FIRETRU_8227
if 
   not Actor.Dead(12@)
jf @FIRETRU_8255 
02A9: set_actor 12@ immune_to_nonplayer 0 
0321: kill_actor 12@ 

:FIRETRU_8255
if 
   not Actor.Dead(13@)
jf @FIRETRU_8283 
02A9: set_actor 13@ immune_to_nonplayer 0 
0321: kill_actor 13@ 

:FIRETRU_8283
if 
   not Car.Wrecked(1@)
jf @FIRETRU_8311 
Car.ImmuneToNonPlayer(1@, False)
020B: explode_car 1@ 

:FIRETRU_8311
if 
   not Car.Wrecked(2@)
jf @FIRETRU_8339 
Car.ImmuneToNonPlayer(2@, False)
020B: explode_car 2@ 

:FIRETRU_8339
if 
   not Car.Wrecked(3@)
jf @FIRETRU_8367 
Car.ImmuneToNonPlayer(3@, False)
020B: explode_car 3@ 

:FIRETRU_8367
Model.Destroy($7367)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
$624 = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 78---------------
// Originally: VIGILANTE

:COPCAR
gosub @COPCAR_36 
if 
wasted_or_busted 
jf @COPCAR_27 
gosub @COPCAR_11758 

:COPCAR_27
gosub @COPCAR_11760 
terminate_this_script 

:COPCAR_36
$ONMISSION = 1 // $ = int 
script_name 'COPCAR' 
wait 0 
if 
  $1983 == 0 // $ == int 
jf @COPCAR_77 
increment_mission_attempts 

:COPCAR_77
054C: use_GXT_table 'COPCAR' 
$7324 = 0 // $ = int 
$7332 = -100 // $ = int 
$7334 = 0 // $ = int 
$7327 = 0 // $ = int 
$7341 = 0 // $ = int 
$7338 = 0 // $ = int 
$7326 = 0 // $ = int 
$7328 = 0 // $ = int 
$7340 = 0 // $ = int 
$7329 = 0 // $ = int 
$7330 = 0 // $ = int 
$7331 = 0 // $ = int 
$7333 = 0 // $ = int 
$7335 = 0 // $ = int 
$7336 = 0 // $ = int 
$7337 = 0 // $ = int 
$7339 = 0 // $ = int 
$7367 = 0 // $ = int 
$7368 = 0 // $ = int 
$7412 = 4.0 // $ = float 
$7413 = 1.0 // $ = float 
$7369 = 0 // $ = int 
$5314 = 0.0 // $ = float 
$7394 = 0.0 // $ = float 
$7414 = 0.0 // $ = float 
$7415 = 0.0 // $ = float 
$7416 = 0.0 // $ = float 
$7417 = 0.0 // $ = float 
2@ = 0.0 // @ = float 
3@ = 0.0 // @ = float 
4@ = 0.0 // @ = float 
5@ = 0.0 // @ = float 
8@ = 0.0 // @ = float 
9@ = 0.0 // @ = float 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#RUGER)
Model.Load(#CHROMEGUN)
Model.Load(#MACHETE)
Model.Load(#BAT)
038B: load_requested_models 

:COPCAR_419
if or
   not Model.Available(#COLT45)
   not Model.Available(#TEC9)
   not Model.Available(#RUGER)
   not Model.Available(#CHROMEGUN)
jf @COPCAR_461 
wait 0 
jump @COPCAR_419 

:COPCAR_461
if or
   not Model.Available(#MACHETE)
   not Model.Available(#BAT)
jf @COPCAR_493 
wait 0 
jump @COPCAR_461 

:COPCAR_493
0481: set_enter_car_range_multiplier 6.0 
0482: set_threat_reaction_range_multiplier 3.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COPCAR_538 
03C1: $7307 = player $PLAYER_CHAR car_no_save 
053F: set_car $7307 tires_vulnerable 0 

:COPCAR_538
$7350 = 0 // $ = int 
$7359 = 0 // $ = int 
$7366 = 0 // $ = int 
$7326 = 0 // $ = int 
$7342 = 0 // $ = int 
$7343 = 0 // $ = int 
$7344 = 0 // $ = int 
$7345 = 0 // $ = int 
$7346 = 0 // $ = int 
$7347 = 0 // $ = int 
$7348 = 0 // $ = int 
$7351 = 0 // $ = int 
$7352 = 0 // $ = int 
$7353 = 0 // $ = int 
$7354 = 0 // $ = int 
$7355 = 0 // $ = int 
$7356 = 0 // $ = int 
$7357 = 0 // $ = int 
$7360 = 0 // $ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
$7361 = 0 // $ = int 
$7362 = 0 // $ = int 
$7363 = 0 // $ = int 
$7364 = 0 // $ = int 
$7398 = 0.0 // $ = float 
$7399 = 0.0 // $ = float 
$7400 = 0.0 // $ = float 
$7401 = 0.0 // $ = float 
$2969 = 0 // $ = int 
gosub @COPCAR_11841 
0209: $7368 = random_int_in_ranges 9 95 
Model.Load($7368)

:COPCAR_781
gosub @COPCAR_16370 
if 
  $7334 == 1 // $ == int 
jf @COPCAR_813 
jump @COPCAR_11758 

:COPCAR_813
0054: store_player $PLAYER_CHAR position_to $397 $398 $751 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @COPCAR_882 
0208: $7374 = random_float -247.43 683.41 
0208: $7375 = random_float -1813.62 1308.102 
jump @COPCAR_987 

:COPCAR_882
if 
0056:   player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 
jf @COPCAR_957 
0208: $7374 = random_float -1802.615 -270.134 
0208: $7375 = random_float -1518.473 1591.896 
jump @COPCAR_987 

:COPCAR_957
0208: $7374 = random_float -247.43 683.41 
0208: $7375 = random_float -1813.62 1308.102 

:COPCAR_987
$7376 = 10.0 // $ = float 
if 
  4 > $7324 // int > $ 
jf @COPCAR_1048 
03D3: point $7374 $7375 $7376 get_nearby_vector $7374 $7375 $7376 $7383 
$7376 += 0.5 // $ += float 

:COPCAR_1048
if and
  $7324 > 3 // $ > int 
  8 > $7324 // int > $ 
jf @COPCAR_1433 
04B9: get_closest_straight_road $7374 $7375 $7376 8.0 500.0 $7374 $7375 $7376 $7377 $7378 $7379 $7383 
if and
  $7374 == 0.0 // $ == float 
  $7375 == 0.0 // $ == float 
  $7377 == 0.0 // $ == float 
  $7378 == 0.0 // $ == float 
jf @COPCAR_1177 
wait 0 
jump @COPCAR_781 

:COPCAR_1177
0086: $7395 = $7377 // $ = $ float 
0061: $7395 -= $7374 // $ -= $ float 
0086: $7396 = $7378 // $ = $ float 
0061: $7396 -= $7375 // $ -= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $7395 // $ *= $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $7396 // $ *= $ float 
0086: $7397 = $7410 // $ = $ float 
0059: $7397 += $7411 // $ += $ float 
01FB: $7397 = square_root $7397 
$5292 = 8.0 // $ = float 
0071: $5292 /= $7397 // $ /= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $5292 // $ *= $ float 
0086: $7377 = $7374 // $ = $ float 
0059: $7377 += $7410 // $ += $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $5292 // $ *= $ float 
0086: $7378 = $7375 // $ = $ float 
0059: $7378 += $7411 // $ += $ float 
$5292 = 2.0 // $ = float 
0071: $5292 /= $7397 // $ /= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $5292 // $ *= $ float 
0059: $7374 += $7410 // $ += $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $5292 // $ *= $ float 
0059: $7375 += $7411 // $ += $ float 
$7376 += 0.5 // $ += float 
$7379 += 0.5 // $ += float 

:COPCAR_1433
if and
  $7324 > 7 // $ > int 
  12 > $7324 // int > $ 
jf @COPCAR_1930 
04B9: get_closest_straight_road $7374 $7375 $7376 13.0 500.0 $7374 $7375 $7376 $7380 $7381 $7382 $7383 
if and
  $7374 == 0.0 // $ == float 
  $7375 == 0.0 // $ == float 
  $7380 == 0.0 // $ == float 
  $7381 == 0.0 // $ == float 
jf @COPCAR_1562 
wait 0 
jump @COPCAR_781 

:COPCAR_1562
0086: $7395 = $7380 // $ = $ float 
0061: $7395 -= $7374 // $ -= $ float 
0086: $7396 = $7381 // $ = $ float 
0061: $7396 -= $7375 // $ -= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $7395 // $ *= $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $7396 // $ *= $ float 
0086: $7397 = $7410 // $ = $ float 
0059: $7397 += $7411 // $ += $ float 
01FB: $7397 = square_root $7397 
$5292 = 13.0 // $ = float 
0071: $5292 /= $7397 // $ /= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $5292 // $ *= $ float 
0086: $7380 = $7374 // $ = $ float 
0059: $7380 += $7410 // $ += $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $5292 // $ *= $ float 
0086: $7381 = $7375 // $ = $ float 
0059: $7381 += $7411 // $ += $ float 
$5292 = 2.0 // $ = float 
0071: $5292 /= $7397 // $ /= $ float 
0086: $7410 = $7395 // $ = $ float 
0069: $7410 *= $5292 // $ *= $ float 
0059: $7374 += $7410 // $ += $ float 
0086: $7411 = $7396 // $ = $ float 
0069: $7411 *= $5292 // $ *= $ float 
0059: $7375 += $7411 // $ += $ float 
0086: $7377 = $7374 // $ = $ float 
0061: $7377 -= $7380 // $ -= $ float 
$7377 /= 2.0 // $ /= float 
0059: $7377 += $7380 // $ += $ float 
0086: $7378 = $7375 // $ = $ float 
0061: $7378 -= $7381 // $ -= $ float 
$7378 /= 2.0 // $ /= float 
0059: $7378 += $7381 // $ += $ float 
0086: $7379 = $7376 // $ = $ float 
0061: $7379 -= $7382 // $ -= $ float 
$7379 /= 2.0 // $ /= float 
0059: $7379 += $7382 // $ += $ float 
$7376 += 0.5 // $ += float 
$7379 += 0.5 // $ += float 
$7382 += 0.5 // $ += float 

:COPCAR_1930
if 
  7.0 > $7376 // float > $ 
jf @COPCAR_1962 
wait 0 
jump @COPCAR_781 

:COPCAR_1962
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
0509: $7385 = distance_between_point $397 $398 and_point $7374 $7375 
if or
  150.0 > $7385 // float > $ 
  $7385 > 600.0 // $ > float 
jf @COPCAR_2035 
wait 0 
jump @COPCAR_781 

:COPCAR_2035
if and
  $7374 > -1905.785 // $ > float 
  -1105.785 > $7374 // float > $ 
  $7375 > 745.678 // $ > float 
  1773.513 > $7375 // float > $ 
jf @COPCAR_2097 
wait 0 
jump @COPCAR_781 

:COPCAR_2097
if and
  $7374 > -265.018 // $ > float 
  170.188 > $7374 // float > $ 
  $7375 > -275.942 // $ > float 
  1689.059 > $7375 // float > $ 
jf @COPCAR_2159 
wait 0 
jump @COPCAR_781 

:COPCAR_2159
if and
  $7374 > 164.191 // $ > float 
  259.713 > $7374 // float > $ 
  $7375 > -187.926 // $ > float 
  631.97 > $7375 // float > $ 
jf @COPCAR_2221 
wait 0 
jump @COPCAR_781 

:COPCAR_2221
if and
  $7374 > -731.729 // $ > float 
  -263.334 > $7374 // float > $ 
  $7375 > -4.399 // $ > float 
  62.853 > $7375 // float > $ 
jf @COPCAR_2283 
wait 0 
jump @COPCAR_781 

:COPCAR_2283
if and
  $7374 > -180.88 // $ > float 
  64.112 > $7374 // float > $ 
  $7375 > -499.183 // $ > float 
  -417.519 > $7375 // float > $ 
jf @COPCAR_2345 
wait 0 
jump @COPCAR_781 

:COPCAR_2345
if and
  $7374 > -762.855 // $ > float 
  -172.566 > $7374 // float > $ 
  $7375 > -667.099 // $ > float 
  -224.382 > $7375 // float > $ 
jf @COPCAR_2407 
wait 0 
jump @COPCAR_781 

:COPCAR_2407
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @COPCAR_2673 
if and
  $7374 > -2327.212 // $ > float 
  -261.402 > $7374 // float > $ 
  $7375 > -2027.821 // $ > float 
  1894.426 > $7375 // float > $ 
jf @COPCAR_2487 
wait 0 
jump @COPCAR_781 

:COPCAR_2487
if and
  $7374 > -265.018 // $ > float 
  170.188 > $7374 // float > $ 
  $7375 > -275.942 // $ > float 
  1689.059 > $7375 // float > $ 
jf @COPCAR_2549 
wait 0 
jump @COPCAR_781 

:COPCAR_2549
if and
  $7374 > -265.657 // $ > float 
  36.828 > $7374 // float > $ 
  $7375 > -729.217 // $ > float 
  -275.488 > $7375 // float > $ 
jf @COPCAR_2611 
wait 0 
jump @COPCAR_781 

:COPCAR_2611
if and
  $7374 > 164.191 // $ > float 
  259.713 > $7374 // float > $ 
  $7375 > -187.926 // $ > float 
  631.97 > $7375 // float > $ 
jf @COPCAR_2673 
wait 0 
jump @COPCAR_781 

:COPCAR_2673
0099: $7325 = random_int_in_ranges_0_to_32767 

:COPCAR_2678
if 
  $7325 == 0 // $ == int 
jf @COPCAR_2708 
0099: $7325 = random_int_in_ranges_0_to_32767 
jump @COPCAR_2678 

:COPCAR_2708
if or
   not Model.Available($7367)
   not Model.Available($7368)
jf @COPCAR_2772 
wait 0 
gosub @COPCAR_16370 
if 
  $7334 == 1 // $ == int 
jf @COPCAR_2765 
jump @COPCAR_11758 

:COPCAR_2765
jump @COPCAR_2708 

:COPCAR_2772
Car.Create($7308, $7367, $7374, $7375, $7376)
Car.Health($7308) = 800
00AE: set_vehicle $7308 traffic_behavior_to 2 
048B: set_car $7308 route_seed $7325 
04BD: set_car $7308 is_part_of_convoy 1 
Car.Angle($7308) = $7383
0428: set_car $7308 avoid_level_transitions 1 

:COPCAR_2834
if 
04F1:   is_car_waiting_for_world_collision $7308 
jf @COPCAR_2916 
wait 0 
if 
   Car.Wrecked($7308)
jf @COPCAR_2877 
jump @COPCAR_11758 

:COPCAR_2877
gosub @COPCAR_16370 
if 
  $7334 == 1 // $ == int 
jf @COPCAR_2909 
jump @COPCAR_11758 

:COPCAR_2909
jump @COPCAR_2834 

:COPCAR_2916
0129: $7309 = create_actor 15 $7368 in_car $7308 driverseat 
if 
   not $ONMISSION == 1 // $ == int 
jf @COPCAR_2989 
018A: $7371 = create_checkpoint_at $749 $750 $751 
018A: $7372 = create_checkpoint_at $749 $750 $751 
018A: $7373 = create_checkpoint_at $749 $750 $751 

:COPCAR_2989
Marker.Disable($7371)
Marker.CreateAboveActor($7371, $7309)
0084: $7323 = $7309 // $ = $ int 
gosub @COPCAR_15798 
if 
  $7324 > 0 // $ > int 
jf @COPCAR_3072 
01C8: $7310 = create_actor_pedtype 15 model $7368 in_car $7308 passenger_seat 0 
0084: $7323 = $7310 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3079 

:COPCAR_3072
$7346 = 1 // $ = int 

:COPCAR_3079
if 
  $7324 > 1 // $ > int 
jf @COPCAR_3134 
01C8: $7311 = create_actor_pedtype 15 model $7368 in_car $7308 passenger_seat 1 
0084: $7323 = $7311 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3141 

:COPCAR_3134
$7347 = 1 // $ = int 

:COPCAR_3141
if 
  $7324 > 2 // $ > int 
jf @COPCAR_3196 
01C8: $7312 = create_actor_pedtype 15 model $7368 in_car $7308 passenger_seat 2 
0084: $7323 = $7312 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3203 

:COPCAR_3196
$7348 = 1 // $ = int 

:COPCAR_3203
if 
  $7324 > 3 // $ > int 
jf @COPCAR_3413 
Car.Create($7313, $7367, $7377, $7378, $7379)
04BD: set_car $7313 is_part_of_convoy 1 
Car.Angle($7313) = $7383
0428: set_car $7313 avoid_level_transitions 1 
00AE: set_vehicle $7313 traffic_behavior_to 2 
Car.Health($7313) = 800
048B: set_car $7313 route_seed $7325 

:COPCAR_3283
if 
04F1:   is_car_waiting_for_world_collision $7313 
jf @COPCAR_3365 
wait 0 
if 
   Car.Wrecked($7313)
jf @COPCAR_3326 
jump @COPCAR_11758 

:COPCAR_3326
gosub @COPCAR_16370 
if 
  $7334 == 1 // $ == int 
jf @COPCAR_3358 
jump @COPCAR_11758 

:COPCAR_3358
jump @COPCAR_3283 

:COPCAR_3365
0129: $7314 = create_actor 15 $7368 in_car $7313 driverseat 
0084: $7323 = $7314 // $ = $ int 
gosub @COPCAR_15798 
Marker.Disable($7372)
Marker.CreateAboveActor($7372, $7314)
jump @COPCAR_3427 

:COPCAR_3413
$7359 = 1 // $ = int 
$7354 = 1 // $ = int 

:COPCAR_3427
if 
  $7324 > 4 // $ > int 
jf @COPCAR_3482 
01C8: $7315 = create_actor_pedtype 15 model $7368 in_car $7313 passenger_seat 0 
0084: $7323 = $7315 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3489 

:COPCAR_3482
$7355 = 1 // $ = int 

:COPCAR_3489
if 
  $7324 > 5 // $ > int 
jf @COPCAR_3544 
01C8: $7316 = create_actor_pedtype 15 model $7368 in_car $7313 passenger_seat 1 
0084: $7323 = $7316 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3551 

:COPCAR_3544
$7356 = 1 // $ = int 

:COPCAR_3551
if 
  $7324 > 6 // $ > int 
jf @COPCAR_3606 
01C8: $7317 = create_actor_pedtype 15 model $7368 in_car $7313 passenger_seat 2 
0084: $7323 = $7317 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3613 

:COPCAR_3606
$7357 = 1 // $ = int 

:COPCAR_3613
if 
  $7324 > 7 // $ > int 
jf @COPCAR_3823 
Car.Create($7318, $7367, $7380, $7381, $7382)
04BD: set_car $7318 is_part_of_convoy 1 
Car.Angle($7318) = $7383
0428: set_car $7318 avoid_level_transitions 1 
00AE: set_vehicle $7318 traffic_behavior_to 2 
Car.Health($7318) = 800
048B: set_car $7318 route_seed $7325 

:COPCAR_3693
if 
04F1:   is_car_waiting_for_world_collision $7318 
jf @COPCAR_3775 
wait 0 
if 
   Car.Wrecked($7318)
jf @COPCAR_3736 
jump @COPCAR_11758 

:COPCAR_3736
gosub @COPCAR_16370 
if 
  $7334 == 1 // $ == int 
jf @COPCAR_3768 
jump @COPCAR_11758 

:COPCAR_3768
jump @COPCAR_3693 

:COPCAR_3775
0129: $7319 = create_actor 15 $7368 in_car $7318 driverseat 
0084: $7323 = $7319 // $ = $ int 
gosub @COPCAR_15798 
Marker.Disable($7373)
Marker.CreateAboveActor($7373, $7319)
jump @COPCAR_3837 

:COPCAR_3823
$7366 = 1 // $ = int 
$7361 = 1 // $ = int 

:COPCAR_3837
if 
  $7324 > 8 // $ > int 
jf @COPCAR_3892 
01C8: $7320 = create_actor_pedtype 15 model $7368 in_car $7318 passenger_seat 0 
0084: $7323 = $7320 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3899 

:COPCAR_3892
$7362 = 1 // $ = int 

:COPCAR_3899
if 
  $7324 > 9 // $ > int 
jf @COPCAR_3954 
01C8: $7321 = create_actor_pedtype 15 model $7368 in_car $7318 passenger_seat 1 
0084: $7323 = $7321 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_3961 

:COPCAR_3954
$7363 = 1 // $ = int 

:COPCAR_3961
if 
  $7324 > 10 // $ > int 
jf @COPCAR_4016 
01C8: $7322 = create_actor_pedtype 15 model $7368 in_car $7318 passenger_seat 2 
0084: $7323 = $7322 // $ = $ int 
gosub @COPCAR_15798 
jump @COPCAR_4023 

:COPCAR_4016
$7364 = 1 // $ = int 

:COPCAR_4023
Model.Destroy($7367)
Model.Destroy($7368)
gosub @COPCAR_15216 
Actor.StorePos($7309, $7386, $7387, $751)
03AA: play_suspect_last_seen_at $7386 $7387 $751 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
0086: $5290 = $397 // $ = $ float 
0061: $5290 -= $7386 // $ -= $ float 
0086: $5291 = $398 // $ = $ float 
0061: $5291 -= $7387 // $ -= $ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $7384 = $5291 // $ = $ float 
0059: $7384 += $5291 // $ += $ float 
01FB: $7384 = square_root $7384 
0071: $7384 /= $7412 // $ /= $ float 
$7384 *= 1000.0 // $ *= float 
008C: $7339 = float_to_integer $7384 
if 
  40000 > $7339 // int > $ 
jf @COPCAR_4208 
$7339 = 40000 // $ = int 

:COPCAR_4208
0058: $7332 += $7339 // $ += $ int 
$7339 /= 1000 // $ /= int 
if 
  $7341 == 1 // $ == int 
jf @COPCAR_4267 
01E3: text_1number_styled 'A_TIME' number $7339 time 4000 style 6  // +~1~ seconds
jump @COPCAR_4320 

:COPCAR_4267
if 
  45000 > $7332 // int > $ 
jf @COPCAR_4298 
$7332 = 45000 // $ = int 

:COPCAR_4298
$7332 += 30000 // $ += int 
014E: start_timer_at $7332 count_in_direction 1 
$7341 = 1 // $ = int 

:COPCAR_4320
01BD: $5239 = current_time_in_ms 
0084: $7349 = $5239 // $ = $ int 
0084: $7358 = $5239 // $ = $ int 
0084: $7365 = $5239 // $ = $ int 
if 
  13 > $7324 // int > $ 
jf @COPCAR_4377 
$7412 -= 0.1 // $ -= float 

:COPCAR_4377
0396: pause_timer 0 
0084: $7370 = $7324 // $ = $ int 
$7370 += 1 // $ += int 
01E5: text_1number_highpriority 'CLEVEL' $7370 time 5000 1  // Vigilante Mission Level ~1~

:COPCAR_4414
wait 0 
01BD: $5239 = current_time_in_ms 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
gosub @COPCAR_16370 
if 
  $7334 == 1 // $ == int 
jf @COPCAR_4469 
jump @COPCAR_11758 

:COPCAR_4469
if or
  $7342 == -1 // $ == int 
  $7351 == -1 // $ == int 
  $7360 == -1 // $ == int 
jf @COPCAR_4508 
$7326 = 1 // $ = int 

:COPCAR_4508
$2969 += 1 // $ += int 
if 
  $2969 > 2 // $ > int 
jf @COPCAR_4540 
$2969 = 0 // $ = int 

:COPCAR_4540
if 
  $2969 == 0 // $ == int 
jf @COPCAR_6393 
if 
   not Actor.Dead($7309)
jf @COPCAR_5636 
if 
0449:   actor $7309 sitting_in_any_car 
jf @COPCAR_5233 
Car.RemoveReferences($7308)
$7308 = Actor.CurrentCar($7309)
if 
  $7342 == -1 // $ == int 
jf @COPCAR_4685 
046D: $7330 = actor $7309 car_free_seats // members_in_group 
if 
  $7330 > 0 // $ > int 
jf @COPCAR_4670 
0084: $7349 = $5239 // $ = $ int 
$7349 += 2000 // $ += int 
jump @COPCAR_4678 

:COPCAR_4670
0084: $7349 = $5239 // $ = $ int 

:COPCAR_4678
$7342 = 0 // $ = int 

:COPCAR_4685
if 
  $7342 == 0 // $ == int 
jf @COPCAR_4766 
if 
001C:   $5239 > $7349 // $ > $ int 
jf @COPCAR_4766 
Car.SetMaxSpeed($7308, 100.0)
00AE: set_vehicle $7308 traffic_behavior_to 2 
Car.SetToPsychoDriver($7308)
0084: $7343 = $5239 // $ = $ int 
$7342 = 1 // $ = int 
$7344 = 0 // $ = int 

:COPCAR_4766
if 
  $7342 > 0 // $ > int 
jf @COPCAR_5226 
if 
00DC:   player $PLAYER_CHAR in_car $7308 
jf @COPCAR_4811 
01CA: actor $7309 kill_player $PLAYER_CHAR 

:COPCAR_4811
0084: $5308 = $7308 // $ = $ int 
0084: $5309 = $7344 // $ = $ int 
0084: $5310 = $7343 // $ = $ int 
0086: $5305 = $7414 // $ = $ float 
0086: $5306 = $7415 // $ = $ float 
0086: $5307 = $7416 // $ = $ float 
if 
  $7417 > 0.0 // $ > float 
jf @COPCAR_4887 
gosub @COPCAR_13644 

:COPCAR_4887
0084: $7344 = $5309 // $ = $ int 
0084: $7343 = $5310 // $ = $ int 
0086: $7414 = $5305 // $ = $ float 
0086: $7415 = $5306 // $ = $ float 
0086: $7416 = $5307 // $ = $ float 
if 
  $7344 == -9 // $ == int 
jf @COPCAR_4960 
046B: actor $7309 leave_car $7308 and_flee 
$7344 = 0 // $ = int 

:COPCAR_4960
if 
8185:   not car $7308 health > 400 
jf @COPCAR_4987 
01CA: actor $7309 kill_player $PLAYER_CHAR 

:COPCAR_4987
if 
8185:   not car $7308 health > 251 
jf @COPCAR_5037 
046B: actor $7309 leave_car $7308 and_flee 
0084: $7349 = $5239 // $ = $ int 
$7349 += 2000 // $ += int 
jump @COPCAR_5045 

:COPCAR_5037
0084: $7349 = $5239 // $ = $ int 

:COPCAR_5045
gosub @COPCAR_14253 
Actor.StorePos($7309, $7386, $7387, $751)
0086: $5290 = $397 // $ = $ float 
0061: $5290 -= $7386 // $ -= $ float 
0086: $5291 = $398 // $ = $ float 
0061: $5291 -= $7387 // $ -= $ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
$7417 = 1000.0 // $ = float 
0071: $7417 /= $5292 // $ /= $ float 
if 
  $7417 > 100.0 // $ > float 
jf @COPCAR_5187 
$7417 = 100.0 // $ = float 

:COPCAR_5187
if 
  15.0 > $7417 // float > $ 
jf @COPCAR_5218 
$7417 = 15.0 // $ = float 

:COPCAR_5218
Car.SetMaxSpeed($7308, $7417)

:COPCAR_5226
jump @COPCAR_5629 

:COPCAR_5233
$7342 = -1 // $ = int 
gosub @COPCAR_14253 
if 
001C:   $5239 > $7349 // $ > $ int 
jf @COPCAR_5629 
if 
00E9:   player $PLAYER_CHAR 0 $7309 radius 45.0 45.0 
jf @COPCAR_5505 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COPCAR_5328 
01CA: actor $7309 kill_player $PLAYER_CHAR 
jump @COPCAR_5498 

:COPCAR_5328
if 
00E9:   player $PLAYER_CHAR 0 $7309 radius 30.0 30.0 
jf @COPCAR_5374 
01CA: actor $7309 kill_player $PLAYER_CHAR 
jump @COPCAR_5498 

:COPCAR_5374
0084: $5297 = $7309 // $ = $ int 
if 
   not Car.Wrecked($7308)
jf @COPCAR_5491 
if 
0185:   car $7308 health > 400 
jf @COPCAR_5477 
if 
0202:   actor $7309 near_car $7308 radius 40.0 40.0 sphere 0 
jf @COPCAR_5463 
01D5: actor $7309 go_to_and_drive_car $7308 
jump @COPCAR_5470 

:COPCAR_5463
gosub @COPCAR_13066 

:COPCAR_5470
jump @COPCAR_5484 

:COPCAR_5477
gosub @COPCAR_13066 

:COPCAR_5484
jump @COPCAR_5498 

:COPCAR_5491
gosub @COPCAR_13066 

:COPCAR_5498
jump @COPCAR_5629 

:COPCAR_5505
0084: $5297 = $7309 // $ = $ int 
if 
   not Car.Wrecked($7308)
jf @COPCAR_5622 
if 
0185:   car $7308 health > 400 
jf @COPCAR_5608 
if 
0202:   actor $7309 near_car $7308 radius 40.0 40.0 sphere 0 
jf @COPCAR_5594 
01D5: actor $7309 go_to_and_drive_car $7308 
jump @COPCAR_5601 

:COPCAR_5594
gosub @COPCAR_13066 

:COPCAR_5601
jump @COPCAR_5615 

:COPCAR_5608
gosub @COPCAR_13066 

:COPCAR_5615
jump @COPCAR_5629 

:COPCAR_5622
gosub @COPCAR_13066 

:COPCAR_5629
jump @COPCAR_6087 

:COPCAR_5636
Marker.Disable($7371)
Actor.RemoveReferences($7309)
if 
  $7345 == 0 // $ == int 
jf @COPCAR_5732 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_5725 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_5725
$7345 = 1 // $ = int 

:COPCAR_5732
if 
   not Actor.Dead($7310)
jf @COPCAR_5894 
0084: $7309 = $7310 // $ = $ int 
$7310 = -1 // $ = int 
$7345 = 0 // $ = int 
$7346 = 1 // $ = int 
Marker.CreateAboveActor($7371, $7309)
if 
   not Actor.Dead($7311)
jf @COPCAR_5836 
01DE: tie_actor $7311 to_actor $7309 
if 
831F:   not actor $7311 in_range_of_actor $7309 
jf @COPCAR_5836 
01CC: actor $7311 kill_player $PLAYER_CHAR 

:COPCAR_5836
if 
   not Actor.Dead($7312)
jf @COPCAR_5887 
01DE: tie_actor $7312 to_actor $7309 
if 
831F:   not actor $7312 in_range_of_actor $7309 
jf @COPCAR_5887 
01CC: actor $7312 kill_player $PLAYER_CHAR 

:COPCAR_5887
jump @COPCAR_6087 

:COPCAR_5894
Actor.RemoveReferences($7310)
if 
   not Actor.Dead($7311)
jf @COPCAR_6010 
0084: $7309 = $7311 // $ = $ int 
$7311 = -1 // $ = int 
$7345 = 0 // $ = int 
$7347 = 1 // $ = int 
Marker.CreateAboveActor($7371, $7309)
if 
   not Actor.Dead($7312)
jf @COPCAR_6003 
01DE: tie_actor $7312 to_actor $7309 
if 
831F:   not actor $7312 in_range_of_actor $7309 
jf @COPCAR_6003 
01CC: actor $7312 kill_player $PLAYER_CHAR 

:COPCAR_6003
jump @COPCAR_6087 

:COPCAR_6010
Actor.RemoveReferences($7311)
if 
   not Actor.Dead($7312)
jf @COPCAR_6075 
0084: $7309 = $7312 // $ = $ int 
$7312 = -1 // $ = int 
$7345 = 0 // $ = int 
$7348 = 1 // $ = int 
Marker.CreateAboveActor($7371, $7309)
jump @COPCAR_6087 

:COPCAR_6075
Actor.RemoveReferences($7312)
$7350 = 1 // $ = int 

:COPCAR_6087
if 
   Actor.Dead($7310)
jf @COPCAR_6189 
if 
  $7346 == 0 // $ == int 
jf @COPCAR_6189 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_6182 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_6182
$7346 = 1 // $ = int 

:COPCAR_6189
if 
   Actor.Dead($7311)
jf @COPCAR_6291 
if 
  $7347 == 0 // $ == int 
jf @COPCAR_6291 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_6284 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_6284
$7347 = 1 // $ = int 

:COPCAR_6291
if 
   Actor.Dead($7312)
jf @COPCAR_6393 
if 
  $7348 == 0 // $ == int 
jf @COPCAR_6393 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_6386 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_6386
$7348 = 1 // $ = int 

:COPCAR_6393
if 
  $2969 == 1 // $ == int 
jf @COPCAR_8713 
if 
   not Actor.Dead($7314)
jf @COPCAR_7956 
if 
0449:   actor $7314 sitting_in_any_car 
jf @COPCAR_7553 
Car.RemoveReferences($7313)
$7313 = Actor.CurrentCar($7314)
if 
  $7351 == -1 // $ == int 
jf @COPCAR_6538 
046D: $7330 = actor $7314 car_free_seats // members_in_group 
if 
  $7330 > 0 // $ > int 
jf @COPCAR_6523 
0084: $7358 = $5239 // $ = $ int 
$7358 += 2000 // $ += int 
jump @COPCAR_6531 

:COPCAR_6523
0084: $7358 = $5239 // $ = $ int 

:COPCAR_6531
$7351 = 0 // $ = int 

:COPCAR_6538
if 
  $7351 == 0 // $ == int 
jf @COPCAR_6697 
if 
001C:   $5239 > $7358 // $ > $ int 
jf @COPCAR_6697 
Car.SetMaxSpeed($7313, 100.0)
00AE: set_vehicle $7313 traffic_behavior_to 2 
if 
  $7326 == 0 // $ == int 
jf @COPCAR_6645 
if 
   not Car.Wrecked($7308)
jf @COPCAR_6638 
Car.SetToPsychoDriver($7313)
jump @COPCAR_6645 

:COPCAR_6638
$7326 = 1 // $ = int 

:COPCAR_6645
if 
  $7326 == 1 // $ == int 
jf @COPCAR_6675 
04BD: set_car $7313 is_part_of_convoy 0 
Car.SetToPsychoDriver($7313)

:COPCAR_6675
0084: $7352 = $5239 // $ = $ int 
$7351 = 1 // $ = int 
$7353 = 0 // $ = int 

:COPCAR_6697
if 
  $7351 > 0 // $ > int 
jf @COPCAR_7546 
if 
00DC:   player $PLAYER_CHAR in_car $7313 
jf @COPCAR_6742 
01CA: actor $7314 kill_player $PLAYER_CHAR 

:COPCAR_6742
0084: $5308 = $7313 // $ = $ int 
0084: $5309 = $7353 // $ = $ int 
0084: $5310 = $7352 // $ = $ int 
0088: $5305 = 2@ // $ = @ float 
0088: $5306 = 3@ // $ = @ float 
0088: $5307 = 4@ // $ = @ float 
if 
  5@ > 0.0 // @ > float 
jf @COPCAR_6818 
gosub @COPCAR_13644 

:COPCAR_6818
0084: $7353 = $5309 // $ = $ int 
0084: $7352 = $5310 // $ = $ int 
0089: 2@ = $5305 // @ = $ float 
0089: 3@ = $5306 // @ = $ float 
0089: 4@ = $5307 // @ = $ float 
if 
  $7353 == -9 // $ == int 
jf @COPCAR_6891 
046B: actor $7314 leave_car $7313 and_flee 
$7353 = 0 // $ = int 

:COPCAR_6891
if 
8185:   not car $7313 health > 400 
jf @COPCAR_6918 
01CA: actor $7314 kill_player $PLAYER_CHAR 

:COPCAR_6918
if 
8185:   not car $7313 health > 251 
jf @COPCAR_6968 
046B: actor $7314 leave_car $7313 and_flee 
0084: $7358 = $5239 // $ = $ int 
$7358 += 2000 // $ += int 
jump @COPCAR_6976 

:COPCAR_6968
0084: $7358 = $5239 // $ = $ int 

:COPCAR_6976
gosub @COPCAR_14574 
Actor.StorePos($7314, 0@, 1@, $751)
0086: $5290 = $397 // $ = $ float 
0067: $5290 -= 0@ // $ -= @ float 
0086: $5291 = $398 // $ = $ float 
0067: $5291 -= 1@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
5@ = 1000.0 // @ = float 
0077: 5@ /= $5292 // $ /= @ float 
if 
  5@ > 100.0 // @ > float 
jf @COPCAR_7118 
5@ = 100.0 // @ = float 

:COPCAR_7118
if 
  15.0 > 5@ // float > @ 
jf @COPCAR_7149 
5@ = 15.0 // @ = float 

:COPCAR_7149
if 
  $7326 == 0 // $ == int 
jf @COPCAR_7501 
if 
   not Car.Wrecked($7308)
jf @COPCAR_7489 
0084: $5295 = $7313 // $ = $ int 
0084: $5296 = $7308 // $ = $ int 
gosub @COPCAR_12853 
0089: 5@ = $7394 // @ = $ float 
02F8: get_vehicle $7313 Z_angle_sine_to $7408 
02F9: get_vehicle $7313 Z_angle_cosine_to $7409 
Car.StorePos($7308, $7402, $7403, $751)
Car.StorePos($7313, $7404, $7405, $751)
0086: $7390 = $7404 // $ = $ float 
0061: $7390 -= $7402 // $ -= $ float 
0069: $7408 *= $7390 // $ *= $ float 
0086: $7391 = $7405 // $ = $ float 
0061: $7391 -= $7403 // $ -= $ float 
0069: $7409 *= $7391 // $ *= $ float 
0086: $7398 = $7408 // $ = $ float 
0059: $7398 += $7409 // $ += $ float 
02F8: get_vehicle $7308 Z_angle_sine_to $7408 
02F9: get_vehicle $7308 Z_angle_cosine_to $7409 
Car.StorePos($7313, $7404, $7405, $751)
Car.StorePos($7308, $7402, $7403, $751)
0086: $7390 = $7402 // $ = $ float 
0061: $7390 -= $7404 // $ -= $ float 
0069: $7408 *= $7390 // $ *= $ float 
0086: $7391 = $7403 // $ = $ float 
0061: $7391 -= $7405 // $ -= $ float 
0069: $7409 *= $7391 // $ *= $ float 
0086: $7399 = $7408 // $ = $ float 
0059: $7399 += $7409 // $ += $ float 
if 
  $7398 > 0.0 // $ > float 
jf @COPCAR_7482 
if 
  0.0 > $7399 // float > $ 
jf @COPCAR_7482 
5@ = 0.0 // @ = float 

:COPCAR_7482
jump @COPCAR_7501 

:COPCAR_7489
Car.SetToPsychoDriver($7313)
$7326 = 1 // $ = int 

:COPCAR_7501
if 
  5@ == 0.0 // @ == float 
jf @COPCAR_7538 
0477: set_car $7313 action 1 time 17 
jump @COPCAR_7546 

:COPCAR_7538
Car.SetMaxSpeed($7313, 5@)

:COPCAR_7546
jump @COPCAR_7949 

:COPCAR_7553
$7351 = -1 // $ = int 
gosub @COPCAR_14574 
if 
001C:   $5239 > $7358 // $ > $ int 
jf @COPCAR_7949 
if 
00E9:   player $PLAYER_CHAR 0 $7314 radius 40.0 40.0 
jf @COPCAR_7825 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COPCAR_7648 
01CA: actor $7314 kill_player $PLAYER_CHAR 
jump @COPCAR_7818 

:COPCAR_7648
if 
00E9:   player $PLAYER_CHAR 0 $7314 radius 25.0 25.0 
jf @COPCAR_7694 
01CA: actor $7314 kill_player $PLAYER_CHAR 
jump @COPCAR_7818 

:COPCAR_7694
0084: $5297 = $7314 // $ = $ int 
if 
   not Car.Wrecked($7313)
jf @COPCAR_7811 
if 
0185:   car $7313 health > 400 
jf @COPCAR_7797 
if 
0202:   actor $7314 near_car $7313 radius 40.0 40.0 sphere 0 
jf @COPCAR_7783 
01D5: actor $7314 go_to_and_drive_car $7313 
jump @COPCAR_7790 

:COPCAR_7783
gosub @COPCAR_13066 

:COPCAR_7790
jump @COPCAR_7804 

:COPCAR_7797
gosub @COPCAR_13066 

:COPCAR_7804
jump @COPCAR_7818 

:COPCAR_7811
gosub @COPCAR_13066 

:COPCAR_7818
jump @COPCAR_7949 

:COPCAR_7825
0084: $5297 = $7314 // $ = $ int 
if 
   not Car.Wrecked($7313)
jf @COPCAR_7942 
if 
0185:   car $7313 health > 400 
jf @COPCAR_7928 
if 
0202:   actor $7314 near_car $7313 radius 40.0 40.0 sphere 0 
jf @COPCAR_7914 
01D5: actor $7314 go_to_and_drive_car $7313 
jump @COPCAR_7921 

:COPCAR_7914
gosub @COPCAR_13066 

:COPCAR_7921
jump @COPCAR_7935 

:COPCAR_7928
gosub @COPCAR_13066 

:COPCAR_7935
jump @COPCAR_7949 

:COPCAR_7942
gosub @COPCAR_13066 

:COPCAR_7949
jump @COPCAR_8407 

:COPCAR_7956
Marker.Disable($7372)
Actor.RemoveReferences($7314)
if 
  $7354 == 0 // $ == int 
jf @COPCAR_8052 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_8045 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_8045
$7354 = 1 // $ = int 

:COPCAR_8052
if 
   not Actor.Dead($7315)
jf @COPCAR_8214 
0084: $7314 = $7315 // $ = $ int 
$7315 = -1 // $ = int 
$7354 = 0 // $ = int 
$7355 = 1 // $ = int 
Marker.CreateAboveActor($7372, $7314)
if 
   not Actor.Dead($7316)
jf @COPCAR_8156 
01DE: tie_actor $7316 to_actor $7314 
if 
831F:   not actor $7316 in_range_of_actor $7314 
jf @COPCAR_8156 
01CC: actor $7316 kill_player $PLAYER_CHAR 

:COPCAR_8156
if 
   not Actor.Dead($7317)
jf @COPCAR_8207 
01DE: tie_actor $7317 to_actor $7314 
if 
831F:   not actor $7317 in_range_of_actor $7314 
jf @COPCAR_8207 
01CC: actor $7317 kill_player $PLAYER_CHAR 

:COPCAR_8207
jump @COPCAR_8407 

:COPCAR_8214
Actor.RemoveReferences($7315)
if 
   not Actor.Dead($7316)
jf @COPCAR_8330 
0084: $7314 = $7316 // $ = $ int 
$7316 = -1 // $ = int 
$7354 = 0 // $ = int 
$7356 = 1 // $ = int 
Marker.CreateAboveActor($7372, $7314)
if 
   not Actor.Dead($7317)
jf @COPCAR_8323 
01DE: tie_actor $7317 to_actor $7314 
if 
831F:   not actor $7317 in_range_of_actor $7314 
jf @COPCAR_8323 
01CC: actor $7317 kill_player $PLAYER_CHAR 

:COPCAR_8323
jump @COPCAR_8407 

:COPCAR_8330
Actor.RemoveReferences($7316)
if 
   not Actor.Dead($7317)
jf @COPCAR_8395 
0084: $7314 = $7317 // $ = $ int 
$7317 = -1 // $ = int 
$7354 = 0 // $ = int 
$7357 = 1 // $ = int 
Marker.CreateAboveActor($7372, $7314)
jump @COPCAR_8407 

:COPCAR_8395
Actor.RemoveReferences($7317)
$7359 = 1 // $ = int 

:COPCAR_8407
if 
   Actor.Dead($7315)
jf @COPCAR_8509 
if 
  $7355 == 0 // $ == int 
jf @COPCAR_8509 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_8502 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_8502
$7355 = 1 // $ = int 

:COPCAR_8509
if 
   Actor.Dead($7316)
jf @COPCAR_8611 
if 
  $7356 == 0 // $ == int 
jf @COPCAR_8611 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_8604 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_8604
$7356 = 1 // $ = int 

:COPCAR_8611
if 
   Actor.Dead($7317)
jf @COPCAR_8713 
if 
  $7357 == 0 // $ == int 
jf @COPCAR_8713 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_8706 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_8706
$7357 = 1 // $ = int 

:COPCAR_8713
if 
  $2969 == 2 // $ == int 
jf @COPCAR_11033 
if 
   not Actor.Dead($7319)
jf @COPCAR_10276 
if 
0449:   actor $7319 sitting_in_any_car 
jf @COPCAR_9873 
Car.RemoveReferences($7318)
$7318 = Actor.CurrentCar($7319)
if 
  $7360 == -1 // $ == int 
jf @COPCAR_8858 
046D: $7330 = actor $7319 car_free_seats // members_in_group 
if 
  $7330 > 0 // $ > int 
jf @COPCAR_8843 
0084: $7365 = $5239 // $ = $ int 
$7365 += 2000 // $ += int 
jump @COPCAR_8851 

:COPCAR_8843
0084: $7365 = $5239 // $ = $ int 

:COPCAR_8851
$7360 = 0 // $ = int 

:COPCAR_8858
if 
  $7360 == 0 // $ == int 
jf @COPCAR_9017 
if 
001C:   $5239 > $7365 // $ > $ int 
jf @COPCAR_9017 
Car.SetMaxSpeed($7318, 100.0)
00AE: set_vehicle $7318 traffic_behavior_to 2 
if 
  $7326 == 0 // $ == int 
jf @COPCAR_8965 
if 
   not Car.Wrecked($7313)
jf @COPCAR_8958 
Car.SetToPsychoDriver($7318)
jump @COPCAR_8965 

:COPCAR_8958
$7326 = 1 // $ = int 

:COPCAR_8965
if 
  $7326 == 1 // $ == int 
jf @COPCAR_8995 
04BD: set_car $7318 is_part_of_convoy 0 
Car.SetToPsychoDriver($7318)

:COPCAR_8995
008B: 12@ = $5239 // @ = $ int 
$7360 = 1 // $ = int 
13@ = 0 // @ = int 

:COPCAR_9017
if 
  $7360 > 0 // $ > int 
jf @COPCAR_9866 
if 
00DC:   player $PLAYER_CHAR in_car $7318 
jf @COPCAR_9062 
01CA: actor $7319 kill_player $PLAYER_CHAR 

:COPCAR_9062
0084: $5308 = $7318 // $ = $ int 
008A: $5309 = 13@ // $ = @ int 
008A: $5310 = 12@ // $ = @ int 
0088: $5305 = 8@ // $ = @ float 
0088: $5306 = 9@ // $ = @ float 
0088: $5307 = 10@ // $ = @ float 
if 
  11@ > 0.0 // @ > float 
jf @COPCAR_9138 
gosub @COPCAR_13644 

:COPCAR_9138
008B: 13@ = $5309 // @ = $ int 
008B: 12@ = $5310 // @ = $ int 
0089: 8@ = $5305 // @ = $ float 
0089: 9@ = $5306 // @ = $ float 
0089: 10@ = $5307 // @ = $ float 
if 
  13@ == -9 // @ == int 
jf @COPCAR_9211 
046B: actor $7319 leave_car $7318 and_flee 
13@ = 0 // @ = int 

:COPCAR_9211
if 
8185:   not car $7318 health > 400 
jf @COPCAR_9238 
01CA: actor $7319 kill_player $PLAYER_CHAR 

:COPCAR_9238
if 
8185:   not car $7318 health > 251 
jf @COPCAR_9288 
046B: actor $7319 leave_car $7318 and_flee 
0084: $7365 = $5239 // $ = $ int 
$7365 += 2000 // $ += int 
jump @COPCAR_9296 

:COPCAR_9288
0084: $7365 = $5239 // $ = $ int 

:COPCAR_9296
gosub @COPCAR_14895 
Actor.StorePos($7319, 6@, 7@, $751)
0086: $5290 = $397 // $ = $ float 
0067: $5290 -= 6@ // $ -= @ float 
0086: $5291 = $398 // $ = $ float 
0067: $5291 -= 7@ // $ -= @ float 
0069: $5290 *= $5290 // $ *= $ float 
0069: $5291 *= $5291 // $ *= $ float 
0086: $5292 = $5290 // $ = $ float 
0059: $5292 += $5291 // $ += $ float 
01FB: $5292 = square_root $5292 
11@ = 1000.0 // @ = float 
0077: 11@ /= $5292 // $ /= @ float 
if 
  11@ > 100.0 // @ > float 
jf @COPCAR_9438 
11@ = 100.0 // @ = float 

:COPCAR_9438
if 
  15.0 > 11@ // float > @ 
jf @COPCAR_9469 
11@ = 15.0 // @ = float 

:COPCAR_9469
if 
  $7326 == 0 // $ == int 
jf @COPCAR_9821 
if 
   not Car.Wrecked($7313)
jf @COPCAR_9809 
0084: $5295 = $7318 // $ = $ int 
0084: $5296 = $7313 // $ = $ int 
gosub @COPCAR_12853 
0089: 11@ = $7394 // @ = $ float 
02F8: get_vehicle $7318 Z_angle_sine_to $7408 
02F9: get_vehicle $7318 Z_angle_cosine_to $7409 
Car.StorePos($7313, $7404, $7405, $751)
Car.StorePos($7318, $7406, $7407, $751)
0086: $7390 = $7406 // $ = $ float 
0061: $7390 -= $7404 // $ -= $ float 
0069: $7408 *= $7390 // $ *= $ float 
0086: $7391 = $7407 // $ = $ float 
0061: $7391 -= $7405 // $ -= $ float 
0069: $7409 *= $7391 // $ *= $ float 
0086: $7400 = $7408 // $ = $ float 
0059: $7400 += $7409 // $ += $ float 
02F8: get_vehicle $7313 Z_angle_sine_to $7408 
02F9: get_vehicle $7313 Z_angle_cosine_to $7409 
Car.StorePos($7318, $7406, $7407, $751)
Car.StorePos($7313, $7404, $7405, $751)
0086: $7390 = $7404 // $ = $ float 
0061: $7390 -= $7406 // $ -= $ float 
0069: $7408 *= $7390 // $ *= $ float 
0086: $7391 = $7405 // $ = $ float 
0061: $7391 -= $7407 // $ -= $ float 
0069: $7409 *= $7391 // $ *= $ float 
0086: $7401 = $7408 // $ = $ float 
0059: $7401 += $7409 // $ += $ float 
if 
  $7400 > 0.0 // $ > float 
jf @COPCAR_9802 
if 
  0.0 > $7401 // float > $ 
jf @COPCAR_9802 
11@ = 0.0 // @ = float 

:COPCAR_9802
jump @COPCAR_9821 

:COPCAR_9809
Car.SetToPsychoDriver($7318)
$7326 = 1 // $ = int 

:COPCAR_9821
if 
  11@ == 0.0 // @ == float 
jf @COPCAR_9858 
0477: set_car $7318 action 1 time 17 
jump @COPCAR_9866 

:COPCAR_9858
Car.SetMaxSpeed($7318, 11@)

:COPCAR_9866
jump @COPCAR_10269 

:COPCAR_9873
$7360 = -1 // $ = int 
gosub @COPCAR_14895 
if 
001C:   $5239 > $7365 // $ > $ int 
jf @COPCAR_10269 
if 
00E9:   player $PLAYER_CHAR 0 $7319 radius 40.0 40.0 
jf @COPCAR_10145 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COPCAR_9968 
01CA: actor $7319 kill_player $PLAYER_CHAR 
jump @COPCAR_10138 

:COPCAR_9968
if 
00E9:   player $PLAYER_CHAR 0 $7319 radius 25.0 25.0 
jf @COPCAR_10014 
01CA: actor $7319 kill_player $PLAYER_CHAR 
jump @COPCAR_10138 

:COPCAR_10014
0084: $5297 = $7319 // $ = $ int 
if 
   not Car.Wrecked($7318)
jf @COPCAR_10131 
if 
0185:   car $7318 health > 400 
jf @COPCAR_10117 
if 
0202:   actor $7319 near_car $7318 radius 40.0 40.0 sphere 0 
jf @COPCAR_10103 
01D5: actor $7319 go_to_and_drive_car $7318 
jump @COPCAR_10110 

:COPCAR_10103
gosub @COPCAR_13066 

:COPCAR_10110
jump @COPCAR_10124 

:COPCAR_10117
gosub @COPCAR_13066 

:COPCAR_10124
jump @COPCAR_10138 

:COPCAR_10131
gosub @COPCAR_13066 

:COPCAR_10138
jump @COPCAR_10269 

:COPCAR_10145
0084: $5297 = $7319 // $ = $ int 
if 
   not Car.Wrecked($7318)
jf @COPCAR_10262 
if 
0185:   car $7318 health > 400 
jf @COPCAR_10248 
if 
0202:   actor $7319 near_car $7318 radius 40.0 40.0 sphere 0 
jf @COPCAR_10234 
01D5: actor $7319 go_to_and_drive_car $7318 
jump @COPCAR_10241 

:COPCAR_10234
gosub @COPCAR_13066 

:COPCAR_10241
jump @COPCAR_10255 

:COPCAR_10248
gosub @COPCAR_13066 

:COPCAR_10255
jump @COPCAR_10269 

:COPCAR_10262
gosub @COPCAR_13066 

:COPCAR_10269
jump @COPCAR_10727 

:COPCAR_10276
Marker.Disable($7373)
Actor.RemoveReferences($7319)
if 
  $7361 == 0 // $ == int 
jf @COPCAR_10372 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_10365 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_10365
$7361 = 1 // $ = int 

:COPCAR_10372
if 
   not Actor.Dead($7320)
jf @COPCAR_10534 
0084: $7319 = $7320 // $ = $ int 
$7320 = -1 // $ = int 
$7361 = 0 // $ = int 
$7362 = 1 // $ = int 
Marker.CreateAboveActor($7373, $7319)
if 
   not Actor.Dead($7321)
jf @COPCAR_10476 
01DE: tie_actor $7321 to_actor $7319 
if 
831F:   not actor $7321 in_range_of_actor $7319 
jf @COPCAR_10476 
01CC: actor $7321 kill_player $PLAYER_CHAR 

:COPCAR_10476
if 
   not Actor.Dead($7322)
jf @COPCAR_10527 
01DE: tie_actor $7322 to_actor $7319 
if 
831F:   not actor $7322 in_range_of_actor $7319 
jf @COPCAR_10527 
01CC: actor $7322 kill_player $PLAYER_CHAR 

:COPCAR_10527
jump @COPCAR_10727 

:COPCAR_10534
Actor.RemoveReferences($7320)
if 
   not Actor.Dead($7321)
jf @COPCAR_10650 
0084: $7319 = $7321 // $ = $ int 
$7321 = -1 // $ = int 
$7361 = 0 // $ = int 
$7363 = 1 // $ = int 
Marker.CreateAboveActor($7373, $7319)
if 
   not Actor.Dead($7322)
jf @COPCAR_10643 
01DE: tie_actor $7322 to_actor $7319 
if 
831F:   not actor $7322 in_range_of_actor $7319 
jf @COPCAR_10643 
01CC: actor $7322 kill_player $PLAYER_CHAR 

:COPCAR_10643
jump @COPCAR_10727 

:COPCAR_10650
Actor.RemoveReferences($7321)
if 
   not Actor.Dead($7322)
jf @COPCAR_10715 
0084: $7319 = $7322 // $ = $ int 
$7322 = -1 // $ = int 
$7361 = 0 // $ = int 
$7364 = 1 // $ = int 
Marker.CreateAboveActor($7373, $7319)
jump @COPCAR_10727 

:COPCAR_10715
Actor.RemoveReferences($7322)
$7366 = 1 // $ = int 

:COPCAR_10727
if 
   Actor.Dead($7320)
jf @COPCAR_10829 
if 
  $7362 == 0 // $ == int 
jf @COPCAR_10829 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_10822 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_10822
$7362 = 1 // $ = int 

:COPCAR_10829
if 
   Actor.Dead($7321)
jf @COPCAR_10931 
if 
  $7363 == 0 // $ == int 
jf @COPCAR_10931 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_10924 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_10924
$7363 = 1 // $ = int 

:COPCAR_10931
if 
   Actor.Dead($7322)
jf @COPCAR_11033 
if 
  $7364 == 0 // $ == int 
jf @COPCAR_11033 
$7327 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $7327 == 1 // $ == int 
jf @COPCAR_11026 
03C4: set_status_text_to $7327 0 'KILLS'  // KILLS:

:COPCAR_11026
$7364 = 1 // $ = int 

:COPCAR_11033
if and
  $7350 == 1 // $ == int 
  $7359 == 1 // $ == int 
  $7366 == 1 // $ == int 
jf @COPCAR_11072 
jump @COPCAR_11079 

:COPCAR_11072
jump @COPCAR_4414 

:COPCAR_11079
0578: save_highest_vigilante_level $7370 
$7324 += 1 // $ += int 
if or
056C:   actor $PLAYER_ACTOR in_any_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_11161 
03C1: $7307 = player $PLAYER_CHAR car_no_save 
053F: set_car $7307 tires_vulnerable 0 
$7340 = Car.Health($7307)
$7340 += 100 // $ += int 
Car.Health($7307) = $7340

:COPCAR_11161
Car.RemoveReferences($7308)
Actor.RemoveReferences($7309)
Actor.RemoveReferences($7310)
Actor.RemoveReferences($7311)
Actor.RemoveReferences($7312)
Car.RemoveReferences($7313)
Actor.RemoveReferences($7314)
Actor.RemoveReferences($7315)
Actor.RemoveReferences($7316)
Actor.RemoveReferences($7317)
Car.RemoveReferences($7318)
Actor.RemoveReferences($7319)
Actor.RemoveReferences($7320)
Actor.RemoveReferences($7321)
Actor.RemoveReferences($7322)
Marker.Disable($7371)
Marker.Disable($7372)
Marker.Disable($7373)
0084: $7329 = $7324 // $ = $ int 
0068: $7329 *= $7324 // $ *= $ int 
$7329 *= 50 // $ *= int 
01E3: text_1number_styled 'C_PASS' number $7329 time 5000 style 5  // THREAT ELIMINATED: $ ~1~
Player.Money($PLAYER_CHAR) += $7329
if 
  $1983 == 0 // $ == int 
jf @COPCAR_11374 
if 
  $7324 == 12 // $ == int 
jf @COPCAR_11374 
03E5: text_box 'C_COMP1'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150
030C: progress_made += 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
035F: set_actor $PLAYER_ACTOR armour_to 150 
0595: mission_complete 
$1983 = 1 // $ = int 

:COPCAR_11374
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_11660 
if 
  $7333 == 0 // $ == int 
jf @COPCAR_11482 
01BD: $7328 = current_time_in_ms 
if 
  $7332 > 60000 // $ > int 
jf @COPCAR_11467 
$7331 = 60000 // $ = int 
jump @COPCAR_11475 

:COPCAR_11467
0084: $7331 = $7332 // $ = $ int 

:COPCAR_11475
$7333 = 1 // $ = int 

:COPCAR_11482
01BD: $7335 = current_time_in_ms 
0084: $7336 = $7335 // $ = $ int 
0060: $7336 -= $7328 // $ -= $ int 
0060: $7331 -= $7336 // $ -= $ int 
0084: $7328 = $7335 // $ = $ int 
0084: $7337 = $7331 // $ = $ int 
$7337 /= 1000 // $ /= int 
if 
  1 > $7337 // int > $ 
jf @COPCAR_11615 
$7337 = 0 // $ = int 
if 
001C:   $7335 > $7369 // $ > $ int 
jf @COPCAR_11608 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
$7334 = 1 // $ = int 
jump @COPCAR_11758 

:COPCAR_11608
jump @COPCAR_11631 

:COPCAR_11615
0084: $7369 = $7335 // $ = $ int 
$7369 += 1000 // $ += int 

:COPCAR_11631
01E5: text_1number_highpriority 'COPCART' $7337 time 200 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
wait 0 
jump @COPCAR_11374 

:COPCAR_11660
0396: pause_timer 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COPCAR_11718 
03C1: $7307 = player $PLAYER_CHAR car_no_save 
053F: set_car $7307 tires_vulnerable 0 
$7340 = Car.Health($7307)
$7340 += 100 // $ += int 
Car.Health($7307) = $7340

:COPCAR_11718
if 
  13 > $7324 // int > $ 
jf @COPCAR_11751 
$7413 -= 0.05 // $ -= float 
03C7: set_sensitivity_to_crime_to $7413 

:COPCAR_11751
jump @COPCAR_538 

:COPCAR_11758
return 

:COPCAR_11760
$ONMISSION = 0 // $ = int 
Marker.Disable($7371)
Marker.Disable($7372)
Marker.Disable($7373)
014F: stop_timer $7332 
0151: remove_status_text $7327 
Model.Destroy($7367)
Model.Destroy($7368)
Model.Destroy(#COLT45)
Model.Destroy(#TEC9)
Model.Destroy(#RUGER)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#MACHETE)
Model.Destroy(#BAT)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:COPCAR_11841
if 
  $7324 > 1 // $ > int 
jf @COPCAR_11875 
0209: $4528 = random_int_in_ranges 26 37 
jump @COPCAR_11884 

:COPCAR_11875
0209: $4528 = random_int_in_ranges 0 37 

:COPCAR_11884
if 
  $4528 == 0 // $ == int 
jf @COPCAR_11910 
04AE: $7367 = 191 // = constant 

:COPCAR_11910
if 
  $4528 == 1 // $ == int 
jf @COPCAR_11936 
04AE: $7367 = 192 // = constant 

:COPCAR_11936
if 
  $4528 == 2 // $ == int 
jf @COPCAR_11962 
04AE: $7367 = 193 // = constant 

:COPCAR_11962
if 
  $4528 == 3 // $ == int 
jf @COPCAR_11988 
04AE: $7367 = 198 // = constant 

:COPCAR_11988
if 
  $4528 == 4 // $ == int 
jf @COPCAR_12014 
04AE: $7367 = 210 // = constant 

:COPCAR_12014
if 
  $4528 == 5 // $ == int 
jf @COPCAR_12040 
04AE: $7367 = 132 // = constant 

:COPCAR_12040
if 
  $4528 == 6 // $ == int 
jf @COPCAR_12066 
04AE: $7367 = 141 // = constant 

:COPCAR_12066
if 
  $4528 == 7 // $ == int 
jf @COPCAR_12092 
04AE: $7367 = 145 // = constant 

:COPCAR_12092
if 
  $4528 == 8 // $ == int 
jf @COPCAR_12118 
04AE: $7367 = 159 // = constant 

:COPCAR_12118
if 
  $4528 == 9 // $ == int 
jf @COPCAR_12144 
04AE: $7367 = 207 // = constant 

:COPCAR_12144
if 
  $4528 == 10 // $ == int 
jf @COPCAR_12170 
04AE: $7367 = 154 // = constant 

:COPCAR_12170
if 
  $4528 == 11 // $ == int 
jf @COPCAR_12196 
04AE: $7367 = 131 // = constant 

:COPCAR_12196
if 
  $4528 == 12 // $ == int 
jf @COPCAR_12222 
04AE: $7367 = 133 // = constant 

:COPCAR_12222
if 
  $4528 == 13 // $ == int 
jf @COPCAR_12248 
04AE: $7367 = 140 // = constant 

:COPCAR_12248
if 
  $4528 == 14 // $ == int 
jf @COPCAR_12274 
04AE: $7367 = 143 // = constant 

:COPCAR_12274
if 
  $4528 == 15 // $ == int 
jf @COPCAR_12300 
04AE: $7367 = 144 // = constant 

:COPCAR_12300
if 
  $4528 == 16 // $ == int 
jf @COPCAR_12326 
04AE: $7367 = 152 // = constant 

:COPCAR_12326
if 
  $4528 == 17 // $ == int 
jf @COPCAR_12352 
04AE: $7367 = 149 // = constant 

:COPCAR_12352
if 
  $4528 == 18 // $ == int 
jf @COPCAR_12378 
04AE: $7367 = 153 // = constant 

:COPCAR_12378
if 
  $4528 == 19 // $ == int 
jf @COPCAR_12404 
04AE: $7367 = 169 // = constant 

:COPCAR_12404
if 
  $4528 == 20 // $ == int 
jf @COPCAR_12430 
04AE: $7367 = 186 // = constant 

:COPCAR_12430
if 
  $4528 == 21 // $ == int 
jf @COPCAR_12456 
04AE: $7367 = 205 // = constant 

:COPCAR_12456
if 
  $4528 == 22 // $ == int 
jf @COPCAR_12482 
04AE: $7367 = 212 // = constant 

:COPCAR_12482
if 
  $4528 == 23 // $ == int 
jf @COPCAR_12508 
04AE: $7367 = 208 // = constant 

:COPCAR_12508
if 
  $4528 == 24 // $ == int 
jf @COPCAR_12534 
04AE: $7367 = 204 // = constant 

:COPCAR_12534
if 
  $4528 == 25 // $ == int 
jf @COPCAR_12560 
04AE: $7367 = 170 // = constant 

:COPCAR_12560
if 
  $4528 == 26 // $ == int 
jf @COPCAR_12586 
04AE: $7367 = 135 // = constant 

:COPCAR_12586
if 
  $4528 == 27 // $ == int 
jf @COPCAR_12612 
04AE: $7367 = 148 // = constant 

:COPCAR_12612
if 
  $4528 == 28 // $ == int 
jf @COPCAR_12638 
04AE: $7367 = 151 // = constant 

:COPCAR_12638
if 
  $4528 == 29 // $ == int 
jf @COPCAR_12664 
04AE: $7367 = 130 // = constant 

:COPCAR_12664
if 
  $4528 == 30 // $ == int 
jf @COPCAR_12690 
04AE: $7367 = 134 // = constant 

:COPCAR_12690
if 
  $4528 == 31 // $ == int 
jf @COPCAR_12716 
04AE: $7367 = 175 // = constant 

:COPCAR_12716
if 
  $4528 == 32 // $ == int 
jf @COPCAR_12742 
04AE: $7367 = 196 // = constant 

:COPCAR_12742
if 
  $4528 == 33 // $ == int 
jf @COPCAR_12768 
04AE: $7367 = 197 // = constant 

:COPCAR_12768
if 
  $4528 == 34 // $ == int 
jf @COPCAR_12794 
04AE: $7367 = 222 // = constant 

:COPCAR_12794
if 
  $4528 == 35 // $ == int 
jf @COPCAR_12820 
04AE: $7367 = 209 // = constant 

:COPCAR_12820
if 
  $4528 == 36 // $ == int 
jf @COPCAR_12846 
04AE: $7367 = 174 // = constant 

:COPCAR_12846
Model.Load($7367)
return 

:COPCAR_12853
if 
  $5296 == -1 // $ == int 
jf @COPCAR_12892 
0054: store_player $PLAYER_CHAR position_to $7392 $7393 $7390 
jump @COPCAR_12906 

:COPCAR_12892
Car.StorePos($5296, $7392, $7393, $7390)

:COPCAR_12906
Car.StorePos($5295, $7388, $7389, $7390)
0086: $7390 = $7388 // $ = $ float 
0061: $7390 -= $7392 // $ -= $ float 
0086: $7391 = $7389 // $ = $ float 
0061: $7391 -= $7393 // $ -= $ float 
0069: $7390 *= $7390 // $ *= $ float 
0069: $7391 *= $7391 // $ *= $ float 
0059: $7390 += $7391 // $ += $ float 
01FB: $7390 = square_root $7390 
0086: $7394 = $7390 // $ = $ float 
$7394 += 3.0 // $ += float 
if 
  $7394 > 100.0 // $ > float 
jf @COPCAR_13033 
$7394 = 100.0 // $ = float 

:COPCAR_13033
if 
  0.0 > $7394 // float > $ 
jf @COPCAR_13064 
$7394 = 0.0 // $ = float 

:COPCAR_13064
return 

:COPCAR_13066
if 
   not Actor.Dead($5297)
jf @COPCAR_13642 
Actor.StorePos($5297, $5300, $5301, $5302)
if 
  $5314 == 919.9 // $ == float 
jf @COPCAR_13134 
Car.Create($755, $7367, $5300, $5301, $5302)

:COPCAR_13134
if 
00E9:   player $PLAYER_CHAR 0 $5297 radius 40.0 40.0 
jf @COPCAR_13421 
0086: $5303 = $5300 // $ = $ float 
$5303 += 40.0 // $ += float 
0086: $5304 = $5301 // $ = $ float 
$5304 += 40.0 // $ += float 
$5300 -= 40.0 // $ -= float 
$5301 -= 40.0 // $ -= float 
Car.RemoveReferences($755)
$755 = -1 // $ = int 
0327: $755 = create_random_car_with_actors -1 in_area $5300 $5301 $5303 $5304 
if or
  $755 == -1 // $ == int 
003A:   $7308 == $755 // $ == $ int 
jf @COPCAR_13293 
01CA: actor $5297 kill_player $PLAYER_CHAR 
jump @COPCAR_13414 

:COPCAR_13293
if 
0185:   car $755 health > 400 
jf @COPCAR_13394 
046D: $7330 = actor $5297 car_free_seats // members_in_group 
01EA: $5367 = car $755 max_passengers 
if 
801C:   not  $7330 > $5367 // $ > $ int 
jf @COPCAR_13379 
020A: set_car $755 door_status_to 1 
Car.SetMaxSpeed($755, 0.0)
01D5: actor $5297 go_to_and_drive_car $755 
jump @COPCAR_13387 

:COPCAR_13379
01CA: actor $5297 kill_player $PLAYER_CHAR 

:COPCAR_13387
jump @COPCAR_13414 

:COPCAR_13394
01CA: actor $5297 kill_player $PLAYER_CHAR 
Car.RemoveReferences($755)
$755 = -1 // $ = int 

:COPCAR_13414
jump @COPCAR_13642 

:COPCAR_13421
03D3: point $5300 $5301 $5302 get_nearby_vector $5300 $5301 $5302 $5314 
if 
80C2:   not sphere_onscreen $5300 $5301 $5302 3.0 
jf @COPCAR_13642 
if 
838A:   not car_in_cube $5300 $5301 $5302 3.0 3.0 2.0 
jf @COPCAR_13569 
if 
   Model.Available($7367)
jf @COPCAR_13562 
Car.RemoveReferences($755)
Car.Create($755, $7367, $5300, $5301, $5302)
Car.Angle($755) = $5314
01D5: actor $5297 go_to_and_drive_car $755 

:COPCAR_13562
jump @COPCAR_13642 

:COPCAR_13569
if 
00FF:   actor $5297 0 $5300 $5301 $5302 radius 3.0 3.0 2.0 
jf @COPCAR_13642 
02C0: set $5300 $5301 $5302 to_ped_path_coords_closest_to $5300 $5301 $5302 
0239: actor $5297 run_to $5300 $5301 

:COPCAR_13642
return 

:COPCAR_13644
01BD: $5315 = current_time_in_ms 
if 
   not Car.Wrecked($5308)
jf @COPCAR_14251 
if and
01F4:   car $5308 flipped 
01C1:   car $5308 stopped 
jf @COPCAR_13847 
$7326 = 1 // $ = int 
if 
01FC:   player $PLAYER_CHAR near_car $5308 radius 90.0 90.0 0 
jf @COPCAR_13745 
03ED: set_car $5308 not_damaged_when_upside_down 0 
$5309 = -9 // $ = int 
jump @COPCAR_13847 

:COPCAR_13745
if 
82CA:   not car $5308 bounding_sphere_visible 
jf @COPCAR_13847 
Car.StorePos($5308, $5311, $5312, $5313)
03D3: point $5311 $5312 $5313 get_nearby_vector $5311 $5312 $5313 $5314 
if 
80C2:   not sphere_onscreen $5311 $5312 $5313 4.0 
jf @COPCAR_13847 
Car.PutAt($5308, $5311, $5312, $5313)
Car.Angle($5308) = $5314

:COPCAR_13847
if 
01AF:   car $5308 0 $5305 $5306 $5307 radius 4.0 4.0 4.0 
jf @COPCAR_14188 
if 
  $5309 == 0 // $ == int 
jf @COPCAR_13922 
0084: $5310 = $5315 // $ = $ int 
$5309 = 1 // $ = int 

:COPCAR_13922
0060: $5315 -= $5310 // $ -= $ int 
if 
  $5309 == 1 // $ == int 
jf @COPCAR_14188 
if 
  $5315 > 8000 // $ > int 
jf @COPCAR_14188 
if 
01FC:   player $PLAYER_CHAR near_car $5308 radius 90.0 90.0 0 
jf @COPCAR_14027 
03ED: set_car $5308 not_damaged_when_upside_down 0 
0084: $5310 = $5315 // $ = $ int 
$5309 = -9 // $ = int 
jump @COPCAR_14188 

:COPCAR_14027
if 
82CA:   not car $5308 bounding_sphere_visible 
jf @COPCAR_14188 
Car.StorePos($5308, $5311, $5312, $5313)
03D3: point $5311 $5312 $5313 get_nearby_vector $5311 $5312 $5313 $5314 
if 
838A:   not car_in_cube $5311 $5312 $5313 4.0 4.0 4.0 
jf @COPCAR_14188 
if 
80C2:   not sphere_onscreen $5311 $5312 $5313 4.0 
jf @COPCAR_14188 
Car.PutAt($5308, $5311, $5312, $5313)
Car.Angle($5308) = $5314
0084: $5310 = $5315 // $ = $ int 
$5309 = 0 // $ = int 
$7326 = 1 // $ = int 

:COPCAR_14188
if 
81AF:   not car $5308 0 $5305 $5306 $5307 radius 4.0 4.0 4.0 
jf @COPCAR_14251 
Car.StorePos($5308, $5305, $5306, $5307)
$5309 = 0 // $ = int 

:COPCAR_14251
return 

:COPCAR_14253
if 
   not Actor.Dead($7309)
jf @COPCAR_14572 
if 
   not Actor.Dead($7310)
jf @COPCAR_14365 
if 
831F:   not actor $7310 in_range_of_actor $7309 
jf @COPCAR_14358 
if 
00F2:   actor $7310 near_actor $7309 radius 30.0 30.0 0 
jf @COPCAR_14350 
01DE: tie_actor $7310 to_actor $7309 
jump @COPCAR_14358 

:COPCAR_14350
01CC: actor $7310 kill_player $PLAYER_CHAR 

:COPCAR_14358
jump @COPCAR_14370 

:COPCAR_14365
Actor.RemoveReferences($7310)

:COPCAR_14370
if 
   not Actor.Dead($7311)
jf @COPCAR_14466 
if 
831F:   not actor $7311 in_range_of_actor $7309 
jf @COPCAR_14459 
if 
00F2:   actor $7311 near_actor $7309 radius 30.0 30.0 0 
jf @COPCAR_14451 
01DE: tie_actor $7311 to_actor $7309 
jump @COPCAR_14459 

:COPCAR_14451
01CC: actor $7311 kill_player $PLAYER_CHAR 

:COPCAR_14459
jump @COPCAR_14471 

:COPCAR_14466
Actor.RemoveReferences($7311)

:COPCAR_14471
if 
   not Actor.Dead($7312)
jf @COPCAR_14567 
if 
831F:   not actor $7312 in_range_of_actor $7309 
jf @COPCAR_14560 
if 
00F2:   actor $7312 near_actor $7309 radius 30.0 30.0 0 
jf @COPCAR_14552 
01DE: tie_actor $7312 to_actor $7309 
jump @COPCAR_14560 

:COPCAR_14552
01CC: actor $7312 kill_player $PLAYER_CHAR 

:COPCAR_14560
jump @COPCAR_14572 

:COPCAR_14567
Actor.RemoveReferences($7312)

:COPCAR_14572
return 

:COPCAR_14574
if 
   not Actor.Dead($7314)
jf @COPCAR_14893 
if 
   not Actor.Dead($7315)
jf @COPCAR_14686 
if 
831F:   not actor $7315 in_range_of_actor $7314 
jf @COPCAR_14679 
if 
00F2:   actor $7315 near_actor $7314 radius 30.0 30.0 0 
jf @COPCAR_14671 
01DE: tie_actor $7315 to_actor $7314 
jump @COPCAR_14679 

:COPCAR_14671
01CC: actor $7315 kill_player $PLAYER_CHAR 

:COPCAR_14679
jump @COPCAR_14691 

:COPCAR_14686
Actor.RemoveReferences($7315)

:COPCAR_14691
if 
   not Actor.Dead($7316)
jf @COPCAR_14787 
if 
831F:   not actor $7316 in_range_of_actor $7314 
jf @COPCAR_14780 
if 
00F2:   actor $7316 near_actor $7314 radius 30.0 30.0 0 
jf @COPCAR_14772 
01DE: tie_actor $7316 to_actor $7314 
jump @COPCAR_14780 

:COPCAR_14772
01CC: actor $7316 kill_player $PLAYER_CHAR 

:COPCAR_14780
jump @COPCAR_14792 

:COPCAR_14787
Actor.RemoveReferences($7316)

:COPCAR_14792
if 
   not Actor.Dead($7317)
jf @COPCAR_14888 
if 
831F:   not actor $7317 in_range_of_actor $7314 
jf @COPCAR_14881 
if 
00F2:   actor $7317 near_actor $7314 radius 30.0 30.0 0 
jf @COPCAR_14873 
01DE: tie_actor $7317 to_actor $7314 
jump @COPCAR_14881 

:COPCAR_14873
01CC: actor $7317 kill_player $PLAYER_CHAR 

:COPCAR_14881
jump @COPCAR_14893 

:COPCAR_14888
Actor.RemoveReferences($7317)

:COPCAR_14893
return 

:COPCAR_14895
if 
   not Actor.Dead($7319)
jf @COPCAR_15214 
if 
   not Actor.Dead($7320)
jf @COPCAR_15007 
if 
831F:   not actor $7320 in_range_of_actor $7319 
jf @COPCAR_15000 
if 
00F2:   actor $7320 near_actor $7319 radius 30.0 30.0 0 
jf @COPCAR_14992 
01DE: tie_actor $7320 to_actor $7319 
jump @COPCAR_15000 

:COPCAR_14992
01CC: actor $7320 kill_player $PLAYER_CHAR 

:COPCAR_15000
jump @COPCAR_15012 

:COPCAR_15007
Actor.RemoveReferences($7320)

:COPCAR_15012
if 
   not Actor.Dead($7321)
jf @COPCAR_15108 
if 
831F:   not actor $7321 in_range_of_actor $7319 
jf @COPCAR_15101 
if 
00F2:   actor $7321 near_actor $7319 radius 30.0 30.0 0 
jf @COPCAR_15093 
01DE: tie_actor $7321 to_actor $7319 
jump @COPCAR_15101 

:COPCAR_15093
01CC: actor $7321 kill_player $PLAYER_CHAR 

:COPCAR_15101
jump @COPCAR_15113 

:COPCAR_15108
Actor.RemoveReferences($7321)

:COPCAR_15113
if 
   not Actor.Dead($7322)
jf @COPCAR_15209 
if 
831F:   not actor $7322 in_range_of_actor $7319 
jf @COPCAR_15202 
if 
00F2:   actor $7322 near_actor $7319 radius 30.0 30.0 0 
jf @COPCAR_15194 
01DE: tie_actor $7322 to_actor $7319 
jump @COPCAR_15202 

:COPCAR_15194
01CC: actor $7322 kill_player $PLAYER_CHAR 

:COPCAR_15202
jump @COPCAR_15214 

:COPCAR_15209
Actor.RemoveReferences($7322)

:COPCAR_15214
return 

:COPCAR_15216
if 
   not Actor.Dead($7309)
jf @COPCAR_15796 
if 
0154:   actor $7309 in_zone 'VICE_C'  // Vice City
jf @COPCAR_15279 
0384: text_1string_highpriority 'C_BREIF' 'VICE_C' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Vice City

:COPCAR_15279
if 
0154:   actor $7309 in_zone 'BEACH1'  // Ocean Beach
jf @COPCAR_15326 
0384: text_1string_highpriority 'C_BREIF' 'BEACH1' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Ocean Beach

:COPCAR_15326
if 
0154:   actor $7309 in_zone 'BEACH2'  // Washington Beach
jf @COPCAR_15373 
0384: text_1string_highpriority 'C_BREIF' 'BEACH2' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Washington Beach

:COPCAR_15373
if 
0154:   actor $7309 in_zone 'BEACH3'  // Vice Point
jf @COPCAR_15420 
0384: text_1string_highpriority 'C_BREIF' 'BEACH3' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Vice Point

:COPCAR_15420
if 
0154:   actor $7309 in_zone 'GOLFC'  // Leaf Links
jf @COPCAR_15467 
0384: text_1string_highpriority 'C_BREIF' 'GOLFC' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Leaf Links

:COPCAR_15467
if 
0154:   actor $7309 in_zone 'STARI'  // Starfish Island
jf @COPCAR_15514 
0384: text_1string_highpriority 'C_BREIF' 'STARI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Starfish Island

:COPCAR_15514
if 
0154:   actor $7309 in_zone 'DOCKS'  // Viceport
jf @COPCAR_15561 
0384: text_1string_highpriority 'C_BREIF' 'DOCKS' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Viceport

:COPCAR_15561
if 
0154:   actor $7309 in_zone 'HAVANA'  // Little Havana
jf @COPCAR_15608 
0384: text_1string_highpriority 'C_BREIF' 'HAVANA' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Little Havana

:COPCAR_15608
if 
0154:   actor $7309 in_zone 'HAITI'  // Little Haiti
jf @COPCAR_15655 
0384: text_1string_highpriority 'C_BREIF' 'HAITI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Little Haiti

:COPCAR_15655
if 
0154:   actor $7309 in_zone 'PORNI'  // Prawn Island
jf @COPCAR_15702 
0384: text_1string_highpriority 'C_BREIF' 'PORNI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Prawn Island

:COPCAR_15702
if 
0154:   actor $7309 in_zone 'DTOWN'  // Downtown
jf @COPCAR_15749 
0384: text_1string_highpriority 'C_BREIF' 'DTOWN' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Downtown

:COPCAR_15749
if 
0154:   actor $7309 in_zone 'A_PORT'  // Escobar International
jf @COPCAR_15796 
0384: text_1string_highpriority 'C_BREIF' 'A_PORT' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Escobar International

:COPCAR_15796
return 

:COPCAR_15798
0433: set_actor $7323 is_criminal 1 
0319: set_actor $7323 running 1 
02A9: set_actor $7323 immune_to_nonplayer 1 
01ED: clear_actor $7323 threat_search 
0243: set_actor $7323 ped_stats_to 16 
011A: set_actor $7323 search_threat 1 
011A: set_actor $7323 search_threat 2 
011A: set_actor $7323 search_threat 4 
011A: set_actor $7323 search_threat 8 
011A: set_actor $7323 search_threat 16 
011A: set_actor $7323 search_threat 32 
011A: set_actor $7323 search_threat 64 
011A: set_actor $7323 search_threat 128 
011A: set_actor $7323 search_threat 256 
011A: set_actor $7323 search_threat 512 
011A: set_actor $7323 search_threat 1024 
011A: set_actor $7323 search_threat 2048 
011A: set_actor $7323 search_threat 4096 
011A: set_actor $7323 search_threat 8192 
011A: set_actor $7323 search_threat 16384 
011A: set_actor $7323 search_threat 65536 
011A: set_actor $7323 search_threat 131072 
011A: set_actor $7323 search_threat 262144 
011A: set_actor $7323 search_threat 524288 
011A: set_actor $7323 search_threat 1048576 
011A: set_actor $7323 search_threat 2097152 
011A: set_actor $7323 search_threat 4194304 
011A: set_actor $7323 search_threat 16777216 
0291: set_actor $7323 heed_threats 1 
if 
  $7324 == 0 // $ == int 
jf @COPCAR_16058 
0209: $4528 = random_int_in_ranges 0 2 

:COPCAR_16058
if 
  $7324 > 1 // $ > int 
jf @COPCAR_16085 
0209: $4528 = random_int_in_ranges 0 3 

:COPCAR_16085
if 
  $7324 > 3 // $ > int 
jf @COPCAR_16112 
0209: $4528 = random_int_in_ranges 0 4 

:COPCAR_16112
if 
  $7324 > 5 // $ > int 
jf @COPCAR_16139 
0209: $4528 = random_int_in_ranges 0 5 

:COPCAR_16139
if 
  $7324 > 7 // $ > int 
jf @COPCAR_16166 
0209: $4528 = random_int_in_ranges 0 6 

:COPCAR_16166
if 
  $4528 == 0 // $ == int 
jf @COPCAR_16249 
0209: $4528 = random_int_in_ranges 10 13 
if 
  $4528 == 10 // $ == int 
jf @COPCAR_16221 
01B2: give_actor $7323 weapon 9 ammo 9999 // Load the weapon model before using this 

:COPCAR_16221
if 
  $4528 == 11 // $ == int 
jf @COPCAR_16249 
01B2: give_actor $7323 weapon 6 ammo 9999 // Load the weapon model before using this 

:COPCAR_16249
if 
  $4528 == 1 // $ == int 
jf @COPCAR_16277 
01B2: give_actor $7323 weapon 17 ammo 9999 // Load the weapon model before using this 

:COPCAR_16277
if 
  $4528 == 2 // $ == int 
jf @COPCAR_16305 
01B2: give_actor $7323 weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_16305
if 
  $4528 == 3 // $ == int 
jf @COPCAR_16333 
01B2: give_actor $7323 weapon 27 ammo 9999 // Load the weapon model before using this 

:COPCAR_16333
if or
  $4528 == 4 // $ == int 
  $4528 == 5 // $ == int 
jf @COPCAR_16368 
01B2: give_actor $7323 weapon 19 ammo 9999 // Load the weapon model before using this 

:COPCAR_16368
return 

:COPCAR_16370
if 
   not $7332 == -100 // $ == int 
jf @COPCAR_16430 
if 
  1 > $7332 // int > $ 
jf @COPCAR_16430 
$7334 = 1 // $ = int 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
return 

:COPCAR_16430
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_16704 
0396: pause_timer 0 
if 
  $7333 == 0 // $ == int 
jf @COPCAR_16542 
01BD: $7328 = current_time_in_ms 
if 
  $7332 > 60000 // $ > int 
jf @COPCAR_16527 
$7331 = 60000 // $ = int 
jump @COPCAR_16535 

:COPCAR_16527
0084: $7331 = $7332 // $ = $ int 

:COPCAR_16535
$7333 = 1 // $ = int 

:COPCAR_16542
01BD: $7335 = current_time_in_ms 
0084: $7336 = $7335 // $ = $ int 
0060: $7336 -= $7328 // $ -= $ int 
0060: $7331 -= $7336 // $ -= $ int 
0084: $7328 = $7335 // $ = $ int 
0084: $7337 = $7331 // $ = $ int 
$7337 /= 1000 // $ /= int 
if 
  1 > $7337 // int > $ 
jf @COPCAR_16670 
$7337 = 0 // $ = int 
if 
001C:   $7335 > $7369 // $ > $ int 
jf @COPCAR_16663 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
$7334 = 1 // $ = int 
return 

:COPCAR_16663
jump @COPCAR_16686 

:COPCAR_16670
0084: $7369 = $7335 // $ = $ int 
$7369 += 1000 // $ += int 

:COPCAR_16686
01E5: text_1number_highpriority 'COPCART' $7337 time 200 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_16704
0293: $319 = get_controller_mode 
if or
056C:   actor $PLAYER_ACTOR in_any_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_16936 
03C1: $7307 = player $PLAYER_CHAR car_no_save 
053F: set_car $7307 tires_vulnerable 0 
if 
   not $319 == 3 // $ == int 
jf @COPCAR_16855 
if 
00E1:   player 0 pressed_button 19 
jf @COPCAR_16823 
if 
  $7338 == 1 // $ == int 
jf @COPCAR_16816 
$7338 = 2 // $ = int 

:COPCAR_16816
jump @COPCAR_16848 

:COPCAR_16823
if 
  $7338 == 0 // $ == int 
jf @COPCAR_16848 
$7338 = 1 // $ = int 

:COPCAR_16848
jump @COPCAR_16929 

:COPCAR_16855
if 
00E1:   player 0 pressed_button 14 
jf @COPCAR_16904 
if 
  $7338 == 1 // $ == int 
jf @COPCAR_16897 
$7338 = 2 // $ = int 

:COPCAR_16897
jump @COPCAR_16929 

:COPCAR_16904
if 
  $7338 == 0 // $ == int 
jf @COPCAR_16929 
$7338 = 1 // $ = int 

:COPCAR_16929
$7333 = 0 // $ = int 

:COPCAR_16936
if 
  $7338 == 2 // $ == int 
jf @COPCAR_17061 
if 
   not $319 == 3 // $ == int 
jf @COPCAR_17020 
if 
80E1:   not player 0 pressed_button 19 
jf @COPCAR_17013 
00BC: text_highpriority 'C_CANC' time 3000 1  // ~r~Vigilante mission cancelled!
$7334 = 1 // $ = int 
return 

:COPCAR_17013
jump @COPCAR_17061 

:COPCAR_17020
if 
80E1:   not player 0 pressed_button 14 
jf @COPCAR_17061 
00BC: text_highpriority 'C_CANC' time 3000 1  // ~r~Vigilante mission cancelled!
$7334 = 1 // $ = int 
return 

:COPCAR_17061
return 

//-------------Mission 79---------------
// Originally: HOTRING

:OVALRNG
gosub @OVALRNG_36 
if 
wasted_or_busted 
jf @OVALRNG_27 
gosub @OVALRNG_17790 

:OVALRNG_27
gosub @OVALRNG_18173 
terminate_this_script 

:OVALRNG_36
$ONMISSION = 1 // $ = int 
script_name 'OVALRNG' 
wait 0 
if 
  $1998 == 0 // $ == int 
jf @OVALRNG_77 
increment_mission_attempts 

:OVALRNG_77
054C: use_GXT_table 'OVALRIG' 
$7872 = 0 // $ = int 
$7868 = 0 // $ = int 
$7869 = 0 // $ = int 
$7870 = 0 // $ = int 
$7871 = 0 // $ = int 
$7453 = 0 // $ = int 
$7459 = 0 // $ = int 
$7465 = 0 // $ = int 
$7471 = 0 // $ = int 
$7477 = 0 // $ = int 
$7483 = 0 // $ = int 
$7489 = 0 // $ = int 
$7495 = 0 // $ = int 
$7501 = 0 // $ = int 
$7489 = 0 // $ = int 
$7513 = 0 // $ = int 
$7519 = 0 // $ = int 
$7440 = 0 // $ = int 
$7444 = 0 // $ = int 
$7448 = 0 // $ = int 
$7454 = 0 // $ = int 
$7460 = 0 // $ = int 
$7466 = 0 // $ = int 
$7472 = 0 // $ = int 
$7478 = 0 // $ = int 
$7484 = 0 // $ = int 
$7490 = 0 // $ = int 
$7496 = 0 // $ = int 
$7502 = 0 // $ = int 
$7508 = 0 // $ = int 
$7514 = 0 // $ = int 
$7520 = 0 // $ = int 
$7875 = 0 // $ = int 
$7876 = 0 // $ = int 
$7877 = 0 // $ = int 
$7523 = 0 // $ = int 
$7524 = 0 // $ = int 
$7525 = 0 // $ = int 
$7526 = 0 // $ = int 
$7527 = 0 // $ = int 
$7528 = 0 // $ = int 
$7529 = 0 // $ = int 
$7530 = 0 // $ = int 
$7531 = 0 // $ = int 
$7532 = 0 // $ = int 
$7533 = 0 // $ = int 
$7534 = 0 // $ = int 
$7442 = 0 // $ = int 
$7446 = 0 // $ = int 
$7450 = 0 // $ = int 
$7456 = 0 // $ = int 
$7462 = 0 // $ = int 
$7468 = 0 // $ = int 
$7474 = 0 // $ = int 
$7480 = 0 // $ = int 
$7486 = 0 // $ = int 
$7492 = 0 // $ = int 
$7498 = 0 // $ = int 
$7504 = 0 // $ = int 
$7510 = 0 // $ = int 
$7516 = 0 // $ = int 
$7522 = 0 // $ = int 
$7431 = 0 // $ = int 
$7418 = -1 // $ = int 
$7419 = 0 // $ = int 
$7420 = 0 // $ = int 
$7421 = 0 // $ = int 
$7422 = 0 // $ = int 
$7423 = 0 // $ = int 
$7424 = -1 // $ = int 
$7425 = -1 // $ = int 
$7427 = 0 // $ = int 
$7429 = 0 // $ = int 
$7436 = 0 // $ = int 
$7873 = 0 // $ = int 
$7434 = 0 // $ = int 
$7437 = 0 // $ = int 
$7430 = 0 // $ = int 
$7433 = 100 // $ = int 
$7930 = 0.0 // $ = float 
$7931 = 0.0 // $ = float 
$7932 = 0.0 // $ = float 
$7939 = -1288.976 // $ = float 
$7940 = 1190.669 // $ = float 
$7941 = 264.291 // $ = float 
$7942 = -1257.085 // $ = float 
$7943 = 1245.841 // $ = float 
$7944 = 264.296 // $ = float 
$7945 = -1296.749 // $ = float 
$7946 = 1306.123 // $ = float 
$7947 = 264.296 // $ = float 
$7948 = -1366.372 // $ = float 
$7949 = 1326.72 // $ = float 
$7950 = 264.296 // $ = float 
$7951 = -1419.235 // $ = float 
$7952 = 1327.06 // $ = float 
$7953 = 264.296 // $ = float 
$7954 = -1500.381 // $ = float 
$7955 = 1306.066 // $ = float 
$7956 = 264.296 // $ = float 
$7957 = -1540.008 // $ = float 
$7958 = 1245.841 // $ = float 
$7959 = 264.296 // $ = float 
$7960 = -1500.446 // $ = float 
$7961 = 1185.51 // $ = float 
$7962 = 264.296 // $ = float 
$7963 = -1419.234 // $ = float 
$7964 = 1164.33 // $ = float 
$7965 = 264.296 // $ = float 
$7966 = -1355.087 // $ = float 
$7967 = 1165.782 // $ = float 
$7968 = 264.296 // $ = float 
select_interior 16 
057E: make_radar_grey 1 
0581: enable_radar 0 
04F9: set_extra_colors 11 fade 0 
0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379 
Model.Load(#WMYCR)
Model.Load(#HOTRINA)
Model.Load(#HOTRINB)
Model.Load(#HOTRING)
Camera.SetAtPos(-1343.743, 1151.814, 275.7988)
038B: load_requested_models 

:OVALRNG_1046
if or
   not Model.Available(#WMYCR)
   not Model.Available(#HOTRINA)
   not Model.Available(#HOTRINB)
   not Model.Available(#HOTRING)
jf @OVALRNG_1087 
wait 0 
jump @OVALRNG_1046 

:OVALRNG_1087
Camera.SetPosition(-1318.205, 1163.39, 273.7596, 0.0, 0.0, 0.0)
Camera.PointAt(-1319.118, 1163.731, 273.5374, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
if 
  $ONMISSION == 0 // $ == int 
jf @OVALRNG_1562 
Actor.Create($7425, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7854, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7855, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7856, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7452, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7458, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7464, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7470, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7476, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7482, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7488, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7494, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7500, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7506, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7512, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7518, 4, #MALE01, 0.0, 0.0, 0.0)

:OVALRNG_1562
Car.Create($7439, #HOTRINA, -1344.487, 1172.733, 263.8694)
Car.Angle($7439) = 284.8876
Car.StorePos($7439, $7921, $7922, $7923)
0084: $7424 = $7439 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7854 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 0 -1 
Car.Create($7443, #HOTRINA, -1343.438, 1167.837, 264.6195)
Car.Angle($7443) = 281.5068
Car.StorePos($7443, $7924, $7925, $7926)
0084: $7424 = $7443 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7855 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 1 -1 
Car.Create($7447, #HOTRINA, -1354.297, 1170.289, 263.9862)
Car.Angle($7447) = 282.7367
Car.StorePos($7447, $7927, $7928, $7929)
0084: $7424 = $7447 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7856 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 2 -1 
Car.Create($7451, #HOTRINA, -1352.847, 1165.527, 264.7497)
Car.Angle($7451) = 284.2442
Car.StorePos($7451, 0@, 1@, 2@)
0084: $7424 = $7451 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7452 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 3 -1 
Car.Create($7457, #HOTRINA, -1363.758, 1169.078, 264.0151)
Car.Angle($7457) = 276.4275
Car.StorePos($7457, 3@, 4@, 5@)
0084: $7424 = $7457 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7458 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 4 -1 
Car.Create($7463, #HOTRINA, -1363.67, 1164.15, 264.7848)
Car.Angle($7463) = 277.8466
Car.StorePos($7463, 6@, 7@, 8@)
0084: $7424 = $7463 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7464 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 5 -1 
Car.Create($7469, #HOTRINA, -1373.879, 1168.654, 264.0179)
Car.Angle($7469) = 273.302
Car.StorePos($7469, 9@, 10@, 11@)
0084: $7424 = $7469 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7470 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 0 -1 
Car.Create($7475, #HOTRINB, -1374.561, 1163.055, 264.9375)
Car.Angle($7475) = 272.9799
Car.StorePos($7475, 12@, 13@, 14@)
0084: $7424 = $7475 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7476 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 1 -1 
Car.Create($7481, #HOTRINB, -1383.668, 1167.947, 264.1144)
Car.Angle($7481) = 273.0015
Car.StorePos($7481, $7535, $7536, $7537)
0084: $7424 = $7481 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7482 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 2 -1 
Car.Create($7487, #HOTRINB, -1383.582, 1162.903, 264.9546)
Car.Angle($7487) = 269.9305
Car.StorePos($7487, $7538, $7539, $7540)
0084: $7424 = $7487 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7488 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 3 -1 
Car.Create($7493, #HOTRINB, -1393.223, 1167.712, 264.1403)
Car.Angle($7493) = 270.1651
Car.StorePos($7493, $7541, $7542, $7543)
0084: $7424 = $7493 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7494 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 4 -1 
Car.Create($7499, #HOTRINB, -1393.104, 1163.053, 264.914)
Car.Angle($7499) = 270.334
Car.StorePos($7499, $7544, $7545, $7546)
0084: $7424 = $7499 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7500 = $7425 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 5 -1 
Car.Create($7505, #HOTRINB, -1402.184, 1167.193, 264.2093)
Car.Angle($7505) = 271.0722
Car.StorePos($7505, $7547, $7548, $7549)
0084: $7424 = $7505 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7506 = $7425 // $ = $ int 
Car.Create($7511, #HOTRINA, -1402.375, 1163.057, 264.9016)
Car.Angle($7511) = 266.2549
Car.StorePos($7511, $7550, $7551, $7552)
0084: $7424 = $7511 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7512 = $7425 // $ = $ int 
Car.Create($7517, #HOTRINB, -1412.111, 1167.211, 264.2081)
Car.Angle($7517) = 273.8779
Car.StorePos($7517, $7553, $7554, $7555)
0084: $7424 = $7517 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7518 = $7425 // $ = $ int 
Car.Create($7432, #HOTRING, -1411.949, 1162.92, 264.916)
Car.Angle($7432) = 271.2772
Car.Health($7432) = 1250
Car.SetImmunities($7432, 0, 1, 1, 0, 0)
Car.StorePos($7432, $7915, $7916, $7917)
0169: set_fade_color 0 0 1 
fade 1 1500 
wait 250 
$7426 = 1 // $ = int 
gosub @OVALRNG_18808 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @OVALRNG_2871 
if 
   not Car.Wrecked($7432)
jf @OVALRNG_2864 
0369: put_player $PLAYER_CHAR in_car $7432 

:OVALRNG_2864
jump @OVALRNG_2919 

:OVALRNG_2871
012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car 
wait 0 
if 
   not Car.Wrecked($7432)
jf @OVALRNG_2919 
0369: put_player $PLAYER_CHAR in_car $7432 

:OVALRNG_2919
00BC: text_highpriority 'HOTR_01' time 8000 1  // ~g~The Race lasts for 12 laps. Only 1st, 2nd and 3rd places qualify for winnings.
01BD: $5239 = current_time_in_ms 
$7423 = 1 // $ = int 
03F0: enable_text_draw 1 
TIMERA = 0 // @ = int 

:OVALRNG_2957
wait 0 
01BD: $5239 = current_time_in_ms 
if 
00F6:   player $PLAYER_CHAR 1 -1414.753 1155.434 266.3521 radius 1.5 2.0 1.5 
jf @OVALRNG_3036 
00BC: text_highpriority 'HOTR_14' time 2500 1  // ~r~You have been disqualified!
jump @OVALRNG_17790 

:OVALRNG_3036
if 
  5 > $7418 // int > $ 
jf @OVALRNG_3163 
if 
  $7418 > -1 // $ > int 
jf @OVALRNG_3163 
if 
00E1:   player 0 pressed_button 16 
jf @OVALRNG_3138 
if 
  $7434 == 1 // $ == int 
jf @OVALRNG_3131 
03EB: clear_small_messages_only 
0084: $7419 = $5239 // $ = $ int 
$7419 -= 100 // $ -= int 
$7418 = 5 // $ = int 

:OVALRNG_3131
jump @OVALRNG_3163 

:OVALRNG_3138
if 
  $7434 == 0 // $ == int 
jf @OVALRNG_3163 
$7434 = 1 // $ = int 

:OVALRNG_3163
if 
  $7418 == -1 // $ == int 
jf @OVALRNG_3224 
$7431 = 2 // $ = int 
if 
   not fading 
jf @OVALRNG_3224 
0084: $7419 = $5239 // $ = $ int 
$7419 += 3000 // $ += int 
$7418 = 0 // $ = int 

:OVALRNG_3224
if 
  $7418 == 0 // $ == int 
jf @OVALRNG_3335 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_3335 
Camera.SetPosition(-1334.666, 1172.511, 266.2422, 0.0, 0.0, 0.0)
Camera.PointAt(-1335.628, 1172.264, 266.1259, 2)
0084: $7419 = $5239 // $ = $ int 
$7419 += 3000 // $ += int 
$7418 = 1 // $ = int 

:OVALRNG_3335
if 
  $7418 == 1 // $ == int 
jf @OVALRNG_3461 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_3461 
Camera.SetPosition(-1323.005, 1328.07, 270.0141, 0.0, 0.0, 0.0)
Camera.PointAt(-1323.981, 1328.235, 269.8705, 2)
00BC: text_highpriority 'HOTR_02' time 3500 1  // ~g~If your car is destroyed you will be disqualified.
0084: $7419 = $5239 // $ = $ int 
$7419 += 3500 // $ += int 
$7418 = 2 // $ = int 

:OVALRNG_3461
if 
  $7418 == 2 // $ == int 
jf @OVALRNG_3587 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_3587 
Camera.SetPosition(-1378.531, 1355.834, 271.5822, 0.0, 0.0, 0.0)
Camera.PointAt(-1379.45, 1355.702, 271.2112, 2)
00BB: text_lowpriority 'HOTR_03' time 4500 1  // ~g~When your car is damaged you can get it repaired at the pitstop.
0084: $7419 = $5239 // $ = $ int 
$7419 += 4500 // $ += int 
$7418 = 3 // $ = int 

:OVALRNG_3587
if 
  $7418 == 3 // $ == int 
jf @OVALRNG_3713 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_3713 
Camera.SetPosition(-1394.765, 1175.184, 269.201, 0.0, 0.0, 0.0)
Camera.PointAt(-1395.474, 1174.495, 269.0483, 2)
00BC: text_highpriority 'HOTR_04' time 4500 1  // ~g~This is the way to leave the stadium.
0084: $7419 = $5239 // $ = $ int 
$7419 += 2500 // $ += int 
$7418 = 4 // $ = int 

:OVALRNG_3713
if 
  $7418 == 4 // $ == int 
jf @OVALRNG_3824 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_3824 
Camera.SetPosition(-1405.329, 1161.493, 270.4964, 0.0, 0.0, 0.0)
Camera.PointAt(-1406.135, 1160.961, 270.2356, 1)
0084: $7419 = $5239 // $ = $ int 
$7419 += 2000 // $ += int 
$7418 = 5 // $ = int 

:OVALRNG_3824
if 
  $7418 == 5 // $ == int 
jf @OVALRNG_3937 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_3937 
03F0: enable_text_draw 0 
$7431 = 0 // $ = int 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 7 at 0.0 0.0 0.0 
0084: $7419 = $5239 // $ = $ int 
$7419 += 1000 // $ += int 
$7418 = 6 // $ = int 

:OVALRNG_3937
if 
  $7418 == 6 // $ == int 
jf @OVALRNG_4031 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_4031 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 8 at 0.0 0.0 0.0 
0084: $7419 = $5239 // $ = $ int 
$7419 += 1000 // $ += int 
$7418 = 7 // $ = int 

:OVALRNG_4031
if 
  $7418 == 7 // $ == int 
jf @OVALRNG_4125 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_4125 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 9 at 0.0 0.0 0.0 
0084: $7419 = $5239 // $ = $ int 
$7419 += 1000 // $ += int 
$7418 = 8 // $ = int 

:OVALRNG_4125
if 
  $7418 == 8 // $ == int 
jf @OVALRNG_4372 
if 
001C:   $5239 > $7419 // $ > $ int 
jf @OVALRNG_4372 
if 
   not Car.Wrecked($7432)
jf @OVALRNG_4372 
$7426 = 0 // $ = int 
gosub @OVALRNG_18808 
00BA: text_styled 'RACES_7' 800 ms 4  // GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
04F7: status_text $7433 1 line 1 'HOTR_05'  // Car Health:
0084: $7872 = $7868 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7915 = $7930 // $ = $ float 
0086: $7916 = $7931 // $ = $ float 
0086: $7917 = $7932 // $ = $ float 
0084: $7868 = $7872 // $ = $ int 
04F7: status_text $7420 0 line 2 'HOTR_06'  // Laps:
04F7: status_text $7873 0 line 3 'HOTR_09'  // Position:
03C3: set_timer_with_text_to $7429 type 0 text 'HOTR_10'  // Race Time:
0084: $7430 = $5239 // $ = $ int 
$7418 = 9 // $ = int 

:OVALRNG_4372
if 
  $7418 == 9 // $ == int 
jf @OVALRNG_14261 
$7873 = 1 // $ = int 
if 
   Car.Wrecked($7432)
jf @OVALRNG_4442 
00BC: text_highpriority 'HOTR_12' time 2000 1  // ~r~Your car has been destroyed!
jump @OVALRNG_17790 
jump @OVALRNG_4607 

:OVALRNG_4442
if 
01B0:   car $7432 stopped 1 -1396.369 1354.573 265.0766 radius 9.0 4.0 5.0 
jf @OVALRNG_4559 
if 
0442:   player $PLAYER_CHAR sitting_in_car $7432 
jf @OVALRNG_4559 
$7433 = Car.Health($7432)
$7433 += 5 // $ += int 
if 
  $7433 > 1250 // $ > int 
jf @OVALRNG_4551 
$7433 = 1250 // $ = int 

:OVALRNG_4551
Car.Health($7432) = $7433

:OVALRNG_4559
$7433 = Car.Health($7432)
$7433 -= 250 // $ -= int 
$7433 /= 10 // $ /= int 
if 
  0 > $7433 // int > $ 
jf @OVALRNG_4607 
$7433 = 0 // $ = int 

:OVALRNG_4607
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7915 $7916 $7917 radius 24.0 24.0 24.0 
jf @OVALRNG_4928 
0084: $7872 = $7868 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7915 = $7930 // $ = $ float 
0086: $7916 = $7931 // $ = $ float 
0086: $7917 = $7932 // $ = $ float 
0084: $7868 = $7872 // $ = $ int 
if 
  $7868 == 0 // $ == int 
jf @OVALRNG_4928 
$7420 += 1 // $ += int 
0084: $7428 = $5239 // $ = $ int 
0060: $7428 -= $7430 // $ -= $ int 
0084: $7890 = $7428 // $ = $ int 
$7890 /= 1000 // $ /= int 
0084: $7435 = $7890 // $ = $ int 
$7435 *= 1000 // $ *= int 
0084: $7883 = $7428 // $ = $ int 
0060: $7883 -= $7435 // $ -= $ int 
0084: $7435 = $7883 // $ = $ int 
$7435 /= 10 // $ /= int 
if 
001C:   $1995 > $7428 // $ > $ int 
jf @OVALRNG_4901 
0084: $1995 = $7428 // $ = $ int 
042E: register_lowest_int_stat 21 to $1995 
if 
  $7435 > 9 // $ > int 
jf @OVALRNG_4880 
02FD: text_2numbers_highpriority 'HOTR_11' $7890 $7435 time 5000 1  // New best lap time: ~1~.~1~ seconds
jump @OVALRNG_4901 

:OVALRNG_4880
02FD: text_2numbers_highpriority 'HOTR_34' $7890 $7435 time 5000 1  // New best lap time: ~1~.0~1~ seconds

:OVALRNG_4901
0084: $7430 = $5239 // $ = $ int 
018C: play_sound 1 at 0.0 0.0 0.0 

:OVALRNG_4928
0084: $7421 = $7420 // $ = $ int 
$7421 *= 100 // $ *= int 
0058: $7421 += $7868 // $ += $ int 
if 
   Car.Wrecked($7439)
jf @OVALRNG_5170 
Car.RemoveReferences($7439)
Actor.RemoveReferences($7854)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_5163 
Car.Create($7439, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7439 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7854 = $7425 // $ = $ int 
if 
001C:   $7420 > $7440 // $ > $ int 
jf @OVALRNG_5093 
0084: $7440 = $7420 // $ = $ int 

:OVALRNG_5093
$7869 = 0 // $ = int 
0084: $7872 = $7869 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7921 = $7930 // $ = $ float 
0086: $7922 = $7931 // $ = $ float 
0086: $7923 = $7932 // $ = $ float 
Car.DriveTo($7439, $7921, $7922, $7923)
04BA: set_car $7439 speed_instantly 30.0 

:OVALRNG_5163
jump @OVALRNG_5541 

:OVALRNG_5170
if 
01AF:   car $7439 0 $7921 $7922 $7923 radius 24.0 24.0 24.0 
jf @OVALRNG_5321 
0084: $7872 = $7869 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7921 = $7930 // $ = $ float 
0086: $7922 = $7931 // $ = $ float 
0086: $7923 = $7932 // $ = $ float 
0084: $7869 = $7872 // $ = $ int 
if 
  $7869 == 0 // $ == int 
jf @OVALRNG_5284 
$7440 += 1 // $ += int 

:OVALRNG_5284
Car.DriveTo($7439, $7921, $7922, $7923)
0084: $7441 = $7440 // $ = $ int 
$7441 *= 100 // $ *= int 
0058: $7441 += $7869 // $ += $ int 

:OVALRNG_5321
if 
01AF:   car $7439 0 $5281 $5282 $5283 radius 3.0 3.0 3.0 
jf @OVALRNG_5397 
if 
001C:   $5239 > $7875 // $ > $ int 
jf @OVALRNG_5390 
Car.Health($7439) = 230

:OVALRNG_5390
jump @OVALRNG_5427 

:OVALRNG_5397
Car.StorePos($7439, $5281, $5282, $5283)
0084: $7875 = $5239 // $ = $ int 
$7875 += 5000 // $ += int 

:OVALRNG_5427
if 
01AF:   car $7439 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_5525 
if 
001C:   $5239 > $7442 // $ > $ int 
jf @OVALRNG_5518 
Car.Health($7439) = 100
Car.RemoveReferences($7439)
Actor.RemoveReferences($7854)
$7439 = -1 // $ = int 

:OVALRNG_5518
jump @OVALRNG_5541 

:OVALRNG_5525
0084: $7442 = $5239 // $ = $ int 
$7442 += 3000 // $ += int 

:OVALRNG_5541
0084: $7422 = $7441 // $ = $ int 
0084: $755 = $7439 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7443)
jf @OVALRNG_5792 
Car.RemoveReferences($7443)
Actor.RemoveReferences($7855)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_5785 
0506: vehicle_model #HOTRINA set_next_variation 0 -1 
Car.Create($7443, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7443 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7855 = $7425 // $ = $ int 
if 
001C:   $7420 > $7444 // $ > $ int 
jf @OVALRNG_5715 
0084: $7444 = $7420 // $ = $ int 

:OVALRNG_5715
$7870 = 0 // $ = int 
0084: $7872 = $7870 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7924 = $7930 // $ = $ float 
0086: $7925 = $7931 // $ = $ float 
0086: $7926 = $7932 // $ = $ float 
Car.DriveTo($7443, $7924, $7925, $7926)
04BA: set_car $7443 speed_instantly 30.0 

:OVALRNG_5785
jump @OVALRNG_6163 

:OVALRNG_5792
if 
01AF:   car $7443 0 $7924 $7925 $7926 radius 24.0 24.0 24.0 
jf @OVALRNG_5943 
0084: $7872 = $7870 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7924 = $7930 // $ = $ float 
0086: $7925 = $7931 // $ = $ float 
0086: $7926 = $7932 // $ = $ float 
0084: $7870 = $7872 // $ = $ int 
if 
  $7870 == 0 // $ == int 
jf @OVALRNG_5906 
$7444 += 1 // $ += int 

:OVALRNG_5906
Car.DriveTo($7443, $7924, $7925, $7926)
0084: $7445 = $7444 // $ = $ int 
$7445 *= 100 // $ *= int 
0058: $7445 += $7870 // $ += $ int 

:OVALRNG_5943
if 
01AF:   car $7443 0 $5284 $5285 $5286 radius 3.0 3.0 3.0 
jf @OVALRNG_6019 
if 
001C:   $5239 > $7876 // $ > $ int 
jf @OVALRNG_6012 
Car.Health($7443) = 230

:OVALRNG_6012
jump @OVALRNG_6049 

:OVALRNG_6019
Car.StorePos($7443, $5284, $5285, $5286)
0084: $7876 = $5239 // $ = $ int 
$7876 += 5000 // $ += int 

:OVALRNG_6049
if 
01AF:   car $7443 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_6147 
if 
001C:   $5239 > $7446 // $ > $ int 
jf @OVALRNG_6140 
Car.Health($7443) = 100
Car.RemoveReferences($7443)
Actor.RemoveReferences($7855)
$7443 = -1 // $ = int 

:OVALRNG_6140
jump @OVALRNG_6163 

:OVALRNG_6147
0084: $7446 = $5239 // $ = $ int 
$7446 += 3000 // $ += int 

:OVALRNG_6163
0084: $7422 = $7445 // $ = $ int 
0084: $755 = $7443 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7447)
jf @OVALRNG_6414 
Car.RemoveReferences($7447)
Actor.RemoveReferences($7856)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_6407 
0506: vehicle_model #HOTRINA set_next_variation 1 -1 
Car.Create($7447, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7447 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7856 = $7425 // $ = $ int 
if 
001C:   $7420 > $7448 // $ > $ int 
jf @OVALRNG_6337 
0084: $7448 = $7420 // $ = $ int 

:OVALRNG_6337
$7871 = 0 // $ = int 
0084: $7872 = $7871 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7927 = $7930 // $ = $ float 
0086: $7928 = $7931 // $ = $ float 
0086: $7929 = $7932 // $ = $ float 
Car.DriveTo($7447, $7927, $7928, $7929)
04BA: set_car $7447 speed_instantly 30.0 

:OVALRNG_6407
jump @OVALRNG_6785 

:OVALRNG_6414
if 
01AF:   car $7447 0 $7927 $7928 $7929 radius 24.0 24.0 24.0 
jf @OVALRNG_6565 
0084: $7872 = $7871 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7927 = $7930 // $ = $ float 
0086: $7928 = $7931 // $ = $ float 
0086: $7929 = $7932 // $ = $ float 
0084: $7871 = $7872 // $ = $ int 
if 
  $7871 == 0 // $ == int 
jf @OVALRNG_6528 
$7448 += 1 // $ += int 

:OVALRNG_6528
Car.DriveTo($7447, $7927, $7928, $7929)
0084: $7449 = $7448 // $ = $ int 
$7449 *= 100 // $ *= int 
0058: $7449 += $7871 // $ += $ int 

:OVALRNG_6565
if 
01AF:   car $7447 0 $5287 $5288 $5289 radius 3.0 3.0 3.0 
jf @OVALRNG_6641 
if 
001C:   $5239 > $7877 // $ > $ int 
jf @OVALRNG_6634 
Car.Health($7447) = 230

:OVALRNG_6634
jump @OVALRNG_6671 

:OVALRNG_6641
Car.StorePos($7447, $5287, $5288, $5289)
0084: $7877 = $5239 // $ = $ int 
$7877 += 5000 // $ += int 

:OVALRNG_6671
if 
01AF:   car $7447 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_6769 
if 
001C:   $5239 > $7450 // $ > $ int 
jf @OVALRNG_6762 
Car.Health($7447) = 100
Car.RemoveReferences($7447)
Actor.RemoveReferences($7856)
$7447 = -1 // $ = int 

:OVALRNG_6762
jump @OVALRNG_6785 

:OVALRNG_6769
0084: $7450 = $5239 // $ = $ int 
$7450 += 3000 // $ += int 

:OVALRNG_6785
0084: $7422 = $7449 // $ = $ int 
0084: $755 = $7447 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7451)
jf @OVALRNG_7036 
Car.RemoveReferences($7451)
Actor.RemoveReferences($7452)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_7029 
0506: vehicle_model #HOTRINA set_next_variation 2 -1 
Car.Create($7451, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7451 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7452 = $7425 // $ = $ int 
if 
001C:   $7420 > $7454 // $ > $ int 
jf @OVALRNG_6959 
0084: $7454 = $7420 // $ = $ int 

:OVALRNG_6959
$7453 = 0 // $ = int 
0084: $7872 = $7453 // $ = $ int 
gosub @OVALRNG_18246 
0089: 0@ = $7930 // @ = $ float 
0089: 1@ = $7931 // @ = $ float 
0089: 2@ = $7932 // @ = $ float 
Car.DriveTo($7451, 0@, 1@, 2@)
04BA: set_car $7451 speed_instantly 30.0 

:OVALRNG_7029
jump @OVALRNG_7407 

:OVALRNG_7036
if 
01AF:   car $7451 0 0@ 1@ 2@ radius 24.0 24.0 24.0 
jf @OVALRNG_7187 
0084: $7872 = $7453 // $ = $ int 
gosub @OVALRNG_18246 
0089: 0@ = $7930 // @ = $ float 
0089: 1@ = $7931 // @ = $ float 
0089: 2@ = $7932 // @ = $ float 
0084: $7453 = $7872 // $ = $ int 
if 
  $7453 == 0 // $ == int 
jf @OVALRNG_7150 
$7454 += 1 // $ += int 

:OVALRNG_7150
Car.DriveTo($7451, 0@, 1@, 2@)
0084: $7455 = $7454 // $ = $ int 
$7455 *= 100 // $ *= int 
0058: $7455 += $7453 // $ += $ int 

:OVALRNG_7187
if 
01AF:   car $7451 0 $7556 $7557 $7558 radius 3.0 3.0 3.0 
jf @OVALRNG_7263 
if 
001C:   $5239 > $7523 // $ > $ int 
jf @OVALRNG_7256 
Car.Health($7451) = 230

:OVALRNG_7256
jump @OVALRNG_7293 

:OVALRNG_7263
Car.StorePos($7451, $7556, $7557, $7558)
0084: $7523 = $5239 // $ = $ int 
$7523 += 5000 // $ += int 

:OVALRNG_7293
if 
01AF:   car $7451 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_7391 
if 
001C:   $5239 > $7456 // $ > $ int 
jf @OVALRNG_7384 
Car.Health($7451) = 100
Car.RemoveReferences($7451)
Actor.RemoveReferences($7452)
$7451 = -1 // $ = int 

:OVALRNG_7384
jump @OVALRNG_7407 

:OVALRNG_7391
0084: $7456 = $5239 // $ = $ int 
$7456 += 3000 // $ += int 

:OVALRNG_7407
0084: $7422 = $7455 // $ = $ int 
0084: $755 = $7451 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7457)
jf @OVALRNG_7658 
Car.RemoveReferences($7457)
Actor.RemoveReferences($7458)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_7651 
0506: vehicle_model #HOTRINA set_next_variation 3 -1 
Car.Create($7457, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7457 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7458 = $7425 // $ = $ int 
if 
001C:   $7420 > $7460 // $ > $ int 
jf @OVALRNG_7581 
0084: $7460 = $7420 // $ = $ int 

:OVALRNG_7581
$7459 = 0 // $ = int 
0084: $7872 = $7459 // $ = $ int 
gosub @OVALRNG_18246 
0089: 3@ = $7930 // @ = $ float 
0089: 4@ = $7931 // @ = $ float 
0089: 5@ = $7932 // @ = $ float 
Car.DriveTo($7457, 3@, 4@, 5@)
04BA: set_car $7457 speed_instantly 30.0 

:OVALRNG_7651
jump @OVALRNG_8029 

:OVALRNG_7658
if 
01AF:   car $7457 0 3@ 4@ 5@ radius 24.0 24.0 24.0 
jf @OVALRNG_7809 
0084: $7872 = $7459 // $ = $ int 
gosub @OVALRNG_18246 
0089: 3@ = $7930 // @ = $ float 
0089: 4@ = $7931 // @ = $ float 
0089: 5@ = $7932 // @ = $ float 
0084: $7459 = $7872 // $ = $ int 
if 
  $7459 == 0 // $ == int 
jf @OVALRNG_7772 
$7460 += 1 // $ += int 

:OVALRNG_7772
Car.DriveTo($7457, 3@, 4@, 5@)
0084: $7461 = $7460 // $ = $ int 
$7461 *= 100 // $ *= int 
0058: $7461 += $7459 // $ += $ int 

:OVALRNG_7809
if 
01AF:   car $7457 0 $7559 $7560 $7561 radius 3.0 3.0 3.0 
jf @OVALRNG_7885 
if 
001C:   $5239 > $7524 // $ > $ int 
jf @OVALRNG_7878 
Car.Health($7457) = 230

:OVALRNG_7878
jump @OVALRNG_7915 

:OVALRNG_7885
Car.StorePos($7457, $7559, $7560, $7561)
0084: $7524 = $5239 // $ = $ int 
$7524 += 5000 // $ += int 

:OVALRNG_7915
if 
01AF:   car $7457 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_8013 
if 
001C:   $5239 > $7462 // $ > $ int 
jf @OVALRNG_8006 
Car.Health($7457) = 100
Car.RemoveReferences($7457)
Actor.RemoveReferences($7458)
$7457 = -1 // $ = int 

:OVALRNG_8006
jump @OVALRNG_8029 

:OVALRNG_8013
0084: $7462 = $5239 // $ = $ int 
$7462 += 3000 // $ += int 

:OVALRNG_8029
0084: $7422 = $7461 // $ = $ int 
0084: $755 = $7457 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7463)
jf @OVALRNG_8280 
Car.RemoveReferences($7463)
Actor.RemoveReferences($7464)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_8273 
0506: vehicle_model #HOTRINA set_next_variation 4 -1 
Car.Create($7463, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7463 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7464 = $7425 // $ = $ int 
if 
001C:   $7420 > $7466 // $ > $ int 
jf @OVALRNG_8203 
0084: $7466 = $7420 // $ = $ int 

:OVALRNG_8203
$7465 = 0 // $ = int 
0084: $7872 = $7465 // $ = $ int 
gosub @OVALRNG_18246 
0089: 6@ = $7930 // @ = $ float 
0089: 7@ = $7931 // @ = $ float 
0089: 8@ = $7932 // @ = $ float 
Car.DriveTo($7463, 6@, 7@, 8@)
04BA: set_car $7463 speed_instantly 30.0 

:OVALRNG_8273
jump @OVALRNG_8651 

:OVALRNG_8280
if 
01AF:   car $7463 0 6@ 7@ 8@ radius 24.0 24.0 24.0 
jf @OVALRNG_8431 
0084: $7872 = $7465 // $ = $ int 
gosub @OVALRNG_18246 
0089: 6@ = $7930 // @ = $ float 
0089: 7@ = $7931 // @ = $ float 
0089: 8@ = $7932 // @ = $ float 
0084: $7465 = $7872 // $ = $ int 
if 
  $7465 == 0 // $ == int 
jf @OVALRNG_8394 
$7466 += 1 // $ += int 

:OVALRNG_8394
Car.DriveTo($7463, 6@, 7@, 8@)
0084: $7467 = $7466 // $ = $ int 
$7467 *= 100 // $ *= int 
0058: $7467 += $7465 // $ += $ int 

:OVALRNG_8431
if 
01AF:   car $7463 0 $7562 $7563 $7564 radius 3.0 3.0 3.0 
jf @OVALRNG_8507 
if 
001C:   $5239 > $7525 // $ > $ int 
jf @OVALRNG_8500 
Car.Health($7463) = 230

:OVALRNG_8500
jump @OVALRNG_8537 

:OVALRNG_8507
Car.StorePos($7463, $7562, $7563, $7564)
0084: $7525 = $5239 // $ = $ int 
$7525 += 5000 // $ += int 

:OVALRNG_8537
if 
01AF:   car $7463 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_8635 
if 
001C:   $5239 > $7468 // $ > $ int 
jf @OVALRNG_8628 
Car.Health($7463) = 100
Car.RemoveReferences($7463)
Actor.RemoveReferences($7464)
$7463 = -1 // $ = int 

:OVALRNG_8628
jump @OVALRNG_8651 

:OVALRNG_8635
0084: $7468 = $5239 // $ = $ int 
$7468 += 3000 // $ += int 

:OVALRNG_8651
0084: $7422 = $7467 // $ = $ int 
0084: $755 = $7463 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7469)
jf @OVALRNG_8893 
Car.RemoveReferences($7469)
Actor.RemoveReferences($7470)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_8886 
Car.Create($7469, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7469 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7470 = $7425 // $ = $ int 
if 
001C:   $7420 > $7472 // $ > $ int 
jf @OVALRNG_8816 
0084: $7472 = $7420 // $ = $ int 

:OVALRNG_8816
$7471 = 0 // $ = int 
0084: $7872 = $7471 // $ = $ int 
gosub @OVALRNG_18246 
0089: 9@ = $7930 // @ = $ float 
0089: 10@ = $7931 // @ = $ float 
0089: 11@ = $7932 // @ = $ float 
Car.DriveTo($7469, 9@, 10@, 11@)
04BA: set_car $7469 speed_instantly 30.0 

:OVALRNG_8886
jump @OVALRNG_9264 

:OVALRNG_8893
if 
01AF:   car $7469 0 9@ 10@ 11@ radius 24.0 24.0 24.0 
jf @OVALRNG_9044 
0084: $7872 = $7471 // $ = $ int 
gosub @OVALRNG_18246 
0089: 9@ = $7930 // @ = $ float 
0089: 10@ = $7931 // @ = $ float 
0089: 11@ = $7932 // @ = $ float 
0084: $7471 = $7872 // $ = $ int 
if 
  $7471 == 0 // $ == int 
jf @OVALRNG_9007 
$7472 += 1 // $ += int 

:OVALRNG_9007
Car.DriveTo($7469, 9@, 10@, 11@)
0084: $7473 = $7472 // $ = $ int 
$7473 *= 100 // $ *= int 
0058: $7473 += $7471 // $ += $ int 

:OVALRNG_9044
if 
01AF:   car $7469 0 $7565 $7566 $7567 radius 3.0 3.0 3.0 
jf @OVALRNG_9120 
if 
001C:   $5239 > $7526 // $ > $ int 
jf @OVALRNG_9113 
Car.Health($7469) = 230

:OVALRNG_9113
jump @OVALRNG_9150 

:OVALRNG_9120
Car.StorePos($7469, $7565, $7566, $7567)
0084: $7526 = $5239 // $ = $ int 
$7526 += 5000 // $ += int 

:OVALRNG_9150
if 
01AF:   car $7469 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_9248 
if 
001C:   $5239 > $7474 // $ > $ int 
jf @OVALRNG_9241 
Car.Health($7469) = 100
Car.RemoveReferences($7469)
Actor.RemoveReferences($7470)
$7469 = -1 // $ = int 

:OVALRNG_9241
jump @OVALRNG_9264 

:OVALRNG_9248
0084: $7474 = $5239 // $ = $ int 
$7474 += 3000 // $ += int 

:OVALRNG_9264
0084: $7422 = $7473 // $ = $ int 
0084: $755 = $7469 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7475)
jf @OVALRNG_9515 
Car.RemoveReferences($7475)
Actor.RemoveReferences($7476)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_9508 
0506: vehicle_model #HOTRINB set_next_variation 0 -1 
Car.Create($7475, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7475 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7476 = $7425 // $ = $ int 
if 
001C:   $7420 > $7478 // $ > $ int 
jf @OVALRNG_9438 
0084: $7478 = $7420 // $ = $ int 

:OVALRNG_9438
$7477 = 0 // $ = int 
0084: $7872 = $7477 // $ = $ int 
gosub @OVALRNG_18246 
0089: 12@ = $7930 // @ = $ float 
0089: 13@ = $7931 // @ = $ float 
0089: 14@ = $7932 // @ = $ float 
Car.DriveTo($7475, 12@, 13@, 14@)
04BA: set_car $7475 speed_instantly 30.0 

:OVALRNG_9508
jump @OVALRNG_9886 

:OVALRNG_9515
if 
01AF:   car $7475 0 12@ 13@ 14@ radius 24.0 24.0 24.0 
jf @OVALRNG_9666 
0084: $7872 = $7477 // $ = $ int 
gosub @OVALRNG_18246 
0089: 12@ = $7930 // @ = $ float 
0089: 13@ = $7931 // @ = $ float 
0089: 14@ = $7932 // @ = $ float 
0084: $7477 = $7872 // $ = $ int 
if 
  $7477 == 0 // $ == int 
jf @OVALRNG_9629 
$7478 += 1 // $ += int 

:OVALRNG_9629
Car.DriveTo($7475, 12@, 13@, 14@)
0084: $7479 = $7478 // $ = $ int 
$7479 *= 100 // $ *= int 
0058: $7479 += $7477 // $ += $ int 

:OVALRNG_9666
if 
01AF:   car $7475 0 $7568 $7569 $7570 radius 3.0 3.0 3.0 
jf @OVALRNG_9742 
if 
001C:   $5239 > $7527 // $ > $ int 
jf @OVALRNG_9735 
Car.Health($7475) = 230

:OVALRNG_9735
jump @OVALRNG_9772 

:OVALRNG_9742
Car.StorePos($7475, $7568, $7569, $7570)
0084: $7527 = $5239 // $ = $ int 
$7527 += 5000 // $ += int 

:OVALRNG_9772
if 
01AF:   car $7475 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_9870 
if 
001C:   $5239 > $7480 // $ > $ int 
jf @OVALRNG_9863 
Car.Health($7475) = 100
Car.RemoveReferences($7475)
Actor.RemoveReferences($7476)
$7475 = -1 // $ = int 

:OVALRNG_9863
jump @OVALRNG_9886 

:OVALRNG_9870
0084: $7480 = $5239 // $ = $ int 
$7480 += 3000 // $ += int 

:OVALRNG_9886
0084: $7422 = $7479 // $ = $ int 
0084: $755 = $7475 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7481)
jf @OVALRNG_10137 
Car.RemoveReferences($7481)
Actor.RemoveReferences($7482)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_10130 
0506: vehicle_model #HOTRINB set_next_variation 1 -1 
Car.Create($7481, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7481 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7482 = $7425 // $ = $ int 
if 
001C:   $7420 > $7484 // $ > $ int 
jf @OVALRNG_10060 
0084: $7484 = $7420 // $ = $ int 

:OVALRNG_10060
$7483 = 0 // $ = int 
0084: $7872 = $7483 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7535 = $7930 // $ = $ float 
0086: $7536 = $7931 // $ = $ float 
0086: $7537 = $7932 // $ = $ float 
Car.DriveTo($7481, $7535, $7536, $7537)
04BA: set_car $7481 speed_instantly 30.0 

:OVALRNG_10130
jump @OVALRNG_10508 

:OVALRNG_10137
if 
01AF:   car $7481 0 $7535 $7536 $7537 radius 24.0 24.0 24.0 
jf @OVALRNG_10288 
0084: $7872 = $7483 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7535 = $7930 // $ = $ float 
0086: $7536 = $7931 // $ = $ float 
0086: $7537 = $7932 // $ = $ float 
0084: $7483 = $7872 // $ = $ int 
if 
  $7483 == 0 // $ == int 
jf @OVALRNG_10251 
$7484 += 1 // $ += int 

:OVALRNG_10251
Car.DriveTo($7481, $7535, $7536, $7537)
0084: $7485 = $7484 // $ = $ int 
$7485 *= 100 // $ *= int 
0058: $7485 += $7483 // $ += $ int 

:OVALRNG_10288
if 
01AF:   car $7481 0 $7571 $7572 $7573 radius 3.0 3.0 3.0 
jf @OVALRNG_10364 
if 
001C:   $5239 > $7528 // $ > $ int 
jf @OVALRNG_10357 
Car.Health($7481) = 230

:OVALRNG_10357
jump @OVALRNG_10394 

:OVALRNG_10364
Car.StorePos($7481, $7571, $7572, $7573)
0084: $7528 = $5239 // $ = $ int 
$7528 += 5000 // $ += int 

:OVALRNG_10394
if 
01AF:   car $7481 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_10492 
if 
001C:   $5239 > $7486 // $ > $ int 
jf @OVALRNG_10485 
Car.Health($7481) = 100
Car.RemoveReferences($7481)
Actor.RemoveReferences($7482)
$7481 = -1 // $ = int 

:OVALRNG_10485
jump @OVALRNG_10508 

:OVALRNG_10492
0084: $7486 = $5239 // $ = $ int 
$7486 += 3000 // $ += int 

:OVALRNG_10508
0084: $7422 = $7485 // $ = $ int 
0084: $755 = $7481 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7487)
jf @OVALRNG_10759 
Car.RemoveReferences($7487)
Actor.RemoveReferences($7488)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_10752 
0506: vehicle_model #HOTRINB set_next_variation 2 -1 
Car.Create($7487, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7487 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7488 = $7425 // $ = $ int 
if 
001C:   $7420 > $7490 // $ > $ int 
jf @OVALRNG_10682 
0084: $7490 = $7420 // $ = $ int 

:OVALRNG_10682
$7489 = 0 // $ = int 
0084: $7872 = $7489 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7538 = $7930 // $ = $ float 
0086: $7539 = $7931 // $ = $ float 
0086: $7540 = $7932 // $ = $ float 
Car.DriveTo($7487, $7538, $7539, $7540)
04BA: set_car $7487 speed_instantly 30.0 

:OVALRNG_10752
jump @OVALRNG_11130 

:OVALRNG_10759
if 
01AF:   car $7487 0 $7538 $7539 $7540 radius 24.0 24.0 24.0 
jf @OVALRNG_10910 
0084: $7872 = $7489 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7538 = $7930 // $ = $ float 
0086: $7539 = $7931 // $ = $ float 
0086: $7540 = $7932 // $ = $ float 
0084: $7489 = $7872 // $ = $ int 
if 
  $7489 == 0 // $ == int 
jf @OVALRNG_10873 
$7490 += 1 // $ += int 

:OVALRNG_10873
Car.DriveTo($7487, $7538, $7539, $7540)
0084: $7491 = $7490 // $ = $ int 
$7491 *= 100 // $ *= int 
0058: $7491 += $7489 // $ += $ int 

:OVALRNG_10910
if 
01AF:   car $7487 0 $7574 $7575 $7576 radius 3.0 3.0 3.0 
jf @OVALRNG_10986 
if 
001C:   $5239 > $7529 // $ > $ int 
jf @OVALRNG_10979 
Car.Health($7487) = 230

:OVALRNG_10979
jump @OVALRNG_11016 

:OVALRNG_10986
Car.StorePos($7487, $7574, $7575, $7576)
0084: $7529 = $5239 // $ = $ int 
$7529 += 5000 // $ += int 

:OVALRNG_11016
if 
01AF:   car $7487 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_11114 
if 
001C:   $5239 > $7492 // $ > $ int 
jf @OVALRNG_11107 
Car.Health($7487) = 100
Car.RemoveReferences($7487)
Actor.RemoveReferences($7488)
$7487 = -1 // $ = int 

:OVALRNG_11107
jump @OVALRNG_11130 

:OVALRNG_11114
0084: $7492 = $5239 // $ = $ int 
$7492 += 3000 // $ += int 

:OVALRNG_11130
0084: $7422 = $7491 // $ = $ int 
0084: $755 = $7487 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7493)
jf @OVALRNG_11381 
Car.RemoveReferences($7493)
Actor.RemoveReferences($7494)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_11374 
0506: vehicle_model #HOTRINB set_next_variation 3 -1 
Car.Create($7493, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7493 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7494 = $7425 // $ = $ int 
if 
001C:   $7420 > $7496 // $ > $ int 
jf @OVALRNG_11304 
0084: $7496 = $7420 // $ = $ int 

:OVALRNG_11304
$7495 = 0 // $ = int 
0084: $7872 = $7495 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7541 = $7930 // $ = $ float 
0086: $7542 = $7931 // $ = $ float 
0086: $7543 = $7932 // $ = $ float 
Car.DriveTo($7493, $7541, $7542, $7543)
04BA: set_car $7493 speed_instantly 30.0 

:OVALRNG_11374
jump @OVALRNG_11752 

:OVALRNG_11381
if 
01AF:   car $7493 0 $7541 $7542 $7543 radius 24.0 24.0 24.0 
jf @OVALRNG_11532 
0084: $7872 = $7495 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7541 = $7930 // $ = $ float 
0086: $7542 = $7931 // $ = $ float 
0086: $7543 = $7932 // $ = $ float 
0084: $7495 = $7872 // $ = $ int 
if 
  $7495 == 0 // $ == int 
jf @OVALRNG_11495 
$7496 += 1 // $ += int 

:OVALRNG_11495
Car.DriveTo($7493, $7541, $7542, $7543)
0084: $7497 = $7496 // $ = $ int 
$7497 *= 100 // $ *= int 
0058: $7497 += $7495 // $ += $ int 

:OVALRNG_11532
if 
01AF:   car $7493 0 $7577 $7578 $7579 radius 3.0 3.0 3.0 
jf @OVALRNG_11608 
if 
001C:   $5239 > $7530 // $ > $ int 
jf @OVALRNG_11601 
Car.Health($7493) = 230

:OVALRNG_11601
jump @OVALRNG_11638 

:OVALRNG_11608
Car.StorePos($7493, $7577, $7578, $7579)
0084: $7530 = $5239 // $ = $ int 
$7530 += 5000 // $ += int 

:OVALRNG_11638
if 
01AF:   car $7493 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_11736 
if 
001C:   $5239 > $7498 // $ > $ int 
jf @OVALRNG_11729 
Car.Health($7493) = 100
Car.RemoveReferences($7493)
Actor.RemoveReferences($7494)
$7493 = -1 // $ = int 

:OVALRNG_11729
jump @OVALRNG_11752 

:OVALRNG_11736
0084: $7498 = $5239 // $ = $ int 
$7498 += 3000 // $ += int 

:OVALRNG_11752
0084: $7422 = $7497 // $ = $ int 
0084: $755 = $7493 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7499)
jf @OVALRNG_12003 
Car.RemoveReferences($7499)
Actor.RemoveReferences($7500)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_11996 
0506: vehicle_model #HOTRINB set_next_variation 4 -1 
Car.Create($7499, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7499 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7500 = $7425 // $ = $ int 
if 
001C:   $7420 > $7502 // $ > $ int 
jf @OVALRNG_11926 
0084: $7502 = $7420 // $ = $ int 

:OVALRNG_11926
$7501 = 0 // $ = int 
0084: $7872 = $7501 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7544 = $7930 // $ = $ float 
0086: $7545 = $7931 // $ = $ float 
0086: $7546 = $7932 // $ = $ float 
Car.DriveTo($7499, $7544, $7545, $7546)
04BA: set_car $7499 speed_instantly 30.0 

:OVALRNG_11996
jump @OVALRNG_12374 

:OVALRNG_12003
if 
01AF:   car $7499 0 $7544 $7545 $7546 radius 24.0 24.0 24.0 
jf @OVALRNG_12154 
0084: $7872 = $7501 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7544 = $7930 // $ = $ float 
0086: $7545 = $7931 // $ = $ float 
0086: $7546 = $7932 // $ = $ float 
0084: $7501 = $7872 // $ = $ int 
if 
  $7501 == 0 // $ == int 
jf @OVALRNG_12117 
$7502 += 1 // $ += int 

:OVALRNG_12117
Car.DriveTo($7499, $7544, $7545, $7546)
0084: $7503 = $7502 // $ = $ int 
$7503 *= 100 // $ *= int 
0058: $7503 += $7501 // $ += $ int 

:OVALRNG_12154
if 
01AF:   car $7499 0 $7580 $7581 $7582 radius 3.0 3.0 3.0 
jf @OVALRNG_12230 
if 
001C:   $5239 > $7531 // $ > $ int 
jf @OVALRNG_12223 
Car.Health($7499) = 230

:OVALRNG_12223
jump @OVALRNG_12260 

:OVALRNG_12230
Car.StorePos($7499, $7580, $7581, $7582)
0084: $7531 = $5239 // $ = $ int 
$7531 += 5000 // $ += int 

:OVALRNG_12260
if 
01AF:   car $7499 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_12358 
if 
001C:   $5239 > $7504 // $ > $ int 
jf @OVALRNG_12351 
Car.Health($7499) = 100
Car.RemoveReferences($7499)
Actor.RemoveReferences($7500)
$7499 = -1 // $ = int 

:OVALRNG_12351
jump @OVALRNG_12374 

:OVALRNG_12358
0084: $7504 = $5239 // $ = $ int 
$7504 += 3000 // $ += int 

:OVALRNG_12374
0084: $7422 = $7503 // $ = $ int 
0084: $755 = $7499 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7505)
jf @OVALRNG_12616 
Car.RemoveReferences($7505)
Actor.RemoveReferences($7506)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_12609 
Car.Create($7505, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7505 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7506 = $7425 // $ = $ int 
if 
001C:   $7420 > $7508 // $ > $ int 
jf @OVALRNG_12539 
0084: $7508 = $7420 // $ = $ int 

:OVALRNG_12539
$7507 = 0 // $ = int 
0084: $7872 = $7507 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7547 = $7930 // $ = $ float 
0086: $7548 = $7931 // $ = $ float 
0086: $7549 = $7932 // $ = $ float 
Car.DriveTo($7505, $7547, $7548, $7549)
04BA: set_car $7505 speed_instantly 30.0 

:OVALRNG_12609
jump @OVALRNG_12987 

:OVALRNG_12616
if 
01AF:   car $7505 0 $7547 $7548 $7549 radius 24.0 24.0 24.0 
jf @OVALRNG_12767 
0084: $7872 = $7507 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7547 = $7930 // $ = $ float 
0086: $7548 = $7931 // $ = $ float 
0086: $7549 = $7932 // $ = $ float 
0084: $7507 = $7872 // $ = $ int 
if 
  $7507 == 0 // $ == int 
jf @OVALRNG_12730 
$7508 += 1 // $ += int 

:OVALRNG_12730
Car.DriveTo($7505, $7547, $7548, $7549)
0084: $7509 = $7508 // $ = $ int 
$7509 *= 100 // $ *= int 
0058: $7509 += $7507 // $ += $ int 

:OVALRNG_12767
if 
01AF:   car $7505 0 $7583 $7584 $7585 radius 3.0 3.0 3.0 
jf @OVALRNG_12843 
if 
001C:   $5239 > $7532 // $ > $ int 
jf @OVALRNG_12836 
Car.Health($7505) = 230

:OVALRNG_12836
jump @OVALRNG_12873 

:OVALRNG_12843
Car.StorePos($7505, $7583, $7584, $7585)
0084: $7532 = $5239 // $ = $ int 
$7532 += 5000 // $ += int 

:OVALRNG_12873
if 
01AF:   car $7505 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_12971 
if 
001C:   $5239 > $7510 // $ > $ int 
jf @OVALRNG_12964 
Car.Health($7505) = 100
Car.RemoveReferences($7505)
Actor.RemoveReferences($7506)
$7505 = -1 // $ = int 

:OVALRNG_12964
jump @OVALRNG_12987 

:OVALRNG_12971
0084: $7510 = $5239 // $ = $ int 
$7510 += 3000 // $ += int 

:OVALRNG_12987
0084: $7422 = $7509 // $ = $ int 
0084: $755 = $7505 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7511)
jf @OVALRNG_13238 
Car.RemoveReferences($7511)
Actor.RemoveReferences($7512)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_13231 
0506: vehicle_model #HOTRINA set_next_variation 0 -1 
Car.Create($7511, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7511 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7512 = $7425 // $ = $ int 
if 
001C:   $7420 > $7514 // $ > $ int 
jf @OVALRNG_13161 
0084: $7514 = $7420 // $ = $ int 

:OVALRNG_13161
$7513 = 0 // $ = int 
0084: $7872 = $7513 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7550 = $7930 // $ = $ float 
0086: $7551 = $7931 // $ = $ float 
0086: $7552 = $7932 // $ = $ float 
Car.DriveTo($7511, $7550, $7551, $7552)
04BA: set_car $7511 speed_instantly 30.0 

:OVALRNG_13231
jump @OVALRNG_13609 

:OVALRNG_13238
if 
01AF:   car $7511 0 $7550 $7551 $7552 radius 24.0 24.0 24.0 
jf @OVALRNG_13389 
0084: $7872 = $7513 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7550 = $7930 // $ = $ float 
0086: $7551 = $7931 // $ = $ float 
0086: $7552 = $7932 // $ = $ float 
0084: $7513 = $7872 // $ = $ int 
if 
  $7513 == 0 // $ == int 
jf @OVALRNG_13352 
$7514 += 1 // $ += int 

:OVALRNG_13352
Car.DriveTo($7511, $7550, $7551, $7552)
0084: $7515 = $7514 // $ = $ int 
$7515 *= 100 // $ *= int 
0058: $7515 += $7513 // $ += $ int 

:OVALRNG_13389
if 
01AF:   car $7511 0 $7586 $7587 $7588 radius 3.0 3.0 3.0 
jf @OVALRNG_13465 
if 
001C:   $5239 > $7533 // $ > $ int 
jf @OVALRNG_13458 
Car.Health($7511) = 230

:OVALRNG_13458
jump @OVALRNG_13495 

:OVALRNG_13465
Car.StorePos($7511, $7586, $7587, $7588)
0084: $7533 = $5239 // $ = $ int 
$7533 += 5000 // $ += int 

:OVALRNG_13495
if 
01AF:   car $7511 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_13593 
if 
001C:   $5239 > $7516 // $ > $ int 
jf @OVALRNG_13586 
Car.Health($7511) = 100
Car.RemoveReferences($7511)
Actor.RemoveReferences($7512)
$7511 = -1 // $ = int 

:OVALRNG_13586
jump @OVALRNG_13609 

:OVALRNG_13593
0084: $7516 = $5239 // $ = $ int 
$7516 += 3000 // $ += int 

:OVALRNG_13609
0084: $7422 = $7515 // $ = $ int 
0084: $755 = $7511 // $ = $ int 
gosub @OVALRNG_17639 
if 
   Car.Wrecked($7517)
jf @OVALRNG_13860 
Car.RemoveReferences($7517)
Actor.RemoveReferences($7518)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_13853 
0506: vehicle_model #HOTRINB set_next_variation 0 -1 
Car.Create($7517, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $7424 = $7517 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7518 = $7425 // $ = $ int 
if 
001C:   $7420 > $7520 // $ > $ int 
jf @OVALRNG_13783 
0084: $7520 = $7420 // $ = $ int 

:OVALRNG_13783
$7519 = 0 // $ = int 
0084: $7872 = $7519 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7553 = $7930 // $ = $ float 
0086: $7554 = $7931 // $ = $ float 
0086: $7555 = $7932 // $ = $ float 
Car.DriveTo($7517, $7553, $7554, $7555)
04BA: set_car $7517 speed_instantly 30.0 

:OVALRNG_13853
jump @OVALRNG_14231 

:OVALRNG_13860
if 
01AF:   car $7517 0 $7553 $7554 $7555 radius 24.0 24.0 24.0 
jf @OVALRNG_14011 
0084: $7872 = $7519 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7553 = $7930 // $ = $ float 
0086: $7554 = $7931 // $ = $ float 
0086: $7555 = $7932 // $ = $ float 
0084: $7519 = $7872 // $ = $ int 
if 
  $7519 == 0 // $ == int 
jf @OVALRNG_13974 
$7520 += 1 // $ += int 

:OVALRNG_13974
Car.DriveTo($7517, $7553, $7554, $7555)
0084: $7521 = $7520 // $ = $ int 
$7521 *= 100 // $ *= int 
0058: $7521 += $7519 // $ += $ int 

:OVALRNG_14011
if 
01AF:   car $7517 0 $7589 $7590 $7591 radius 3.0 3.0 3.0 
jf @OVALRNG_14087 
if 
001C:   $5239 > $7534 // $ > $ int 
jf @OVALRNG_14080 
Car.Health($7517) = 230

:OVALRNG_14080
jump @OVALRNG_14117 

:OVALRNG_14087
Car.StorePos($7517, $7589, $7590, $7591)
0084: $7534 = $5239 // $ = $ int 
$7534 += 5000 // $ += int 

:OVALRNG_14117
if 
01AF:   car $7517 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_14215 
if 
001C:   $5239 > $7522 // $ > $ int 
jf @OVALRNG_14208 
Car.Health($7517) = 100
Car.RemoveReferences($7517)
Actor.RemoveReferences($7518)
$7517 = -1 // $ = int 

:OVALRNG_14208
jump @OVALRNG_14231 

:OVALRNG_14215
0084: $7522 = $5239 // $ = $ int 
$7522 += 3000 // $ += int 

:OVALRNG_14231
0084: $7422 = $7521 // $ = $ int 
0084: $755 = $7517 // $ = $ int 
gosub @OVALRNG_17639 
jump @OVALRNG_14651 

:OVALRNG_14261
if 
   not Car.Wrecked($7439)
jf @OVALRNG_14287 
0477: set_car $7439 action 1 time 200 

:OVALRNG_14287
if 
   not Car.Wrecked($7443)
jf @OVALRNG_14313 
0477: set_car $7443 action 1 time 200 

:OVALRNG_14313
if 
   not Car.Wrecked($7447)
jf @OVALRNG_14339 
0477: set_car $7447 action 1 time 200 

:OVALRNG_14339
if 
   not Car.Wrecked($7451)
jf @OVALRNG_14365 
0477: set_car $7451 action 1 time 200 

:OVALRNG_14365
if 
   not Car.Wrecked($7457)
jf @OVALRNG_14391 
0477: set_car $7457 action 1 time 200 

:OVALRNG_14391
if 
   not Car.Wrecked($7463)
jf @OVALRNG_14417 
0477: set_car $7463 action 1 time 200 

:OVALRNG_14417
if 
   not Car.Wrecked($7469)
jf @OVALRNG_14443 
0477: set_car $7469 action 1 time 200 

:OVALRNG_14443
if 
   not Car.Wrecked($7475)
jf @OVALRNG_14469 
0477: set_car $7475 action 1 time 200 

:OVALRNG_14469
if 
   not Car.Wrecked($7481)
jf @OVALRNG_14495 
0477: set_car $7481 action 1 time 200 

:OVALRNG_14495
if 
   not Car.Wrecked($7487)
jf @OVALRNG_14521 
0477: set_car $7487 action 1 time 200 

:OVALRNG_14521
if 
   not Car.Wrecked($7493)
jf @OVALRNG_14547 
0477: set_car $7493 action 1 time 200 

:OVALRNG_14547
if 
   not Car.Wrecked($7499)
jf @OVALRNG_14573 
0477: set_car $7499 action 1 time 200 

:OVALRNG_14573
if 
   not Car.Wrecked($7505)
jf @OVALRNG_14599 
0477: set_car $7505 action 1 time 200 

:OVALRNG_14599
if 
   not Car.Wrecked($7511)
jf @OVALRNG_14625 
0477: set_car $7511 action 1 time 200 

:OVALRNG_14625
if 
   not Car.Wrecked($7517)
jf @OVALRNG_14651 
0477: set_car $7517 action 1 time 200 

:OVALRNG_14651
if 
  $7431 == 1 // $ == int 
jf @OVALRNG_14696 
03F0: enable_text_draw 1 
0084: $7438 = $5239 // $ = $ int 
$7438 += 5000 // $ += int 
$7431 = 3 // $ = int 

:OVALRNG_14696
if 
  $7431 == 0 // $ == int 
jf @OVALRNG_15158 
if 
  $7420 == 12 // $ == int 
jf @OVALRNG_15158 
0151: remove_status_text $7433 
0151: remove_status_text $7420 
0151: remove_status_text $7873 
014F: stop_timer $7429 
if 
001C:   $1997 > $7873 // $ > $ int 
jf @OVALRNG_14779 
0084: $1997 = $7873 // $ = $ int 

:OVALRNG_14779
$7429 /= 1000 // $ /= int 
0084: $7427 = $1996 // $ = $ int 
if 
001C:   $1996 > $7429 // $ > $ int 
jf @OVALRNG_14829 
0084: $1996 = $7429 // $ = $ int 
042E: register_lowest_int_stat 20 to $1996 

:OVALRNG_14829
$7431 = 1 // $ = int 
if 
  $7873 == 1 // $ == int 
jf @OVALRNG_14933 
00BA: text_styled 'HOTR_30' 6000 ms 5  // 1ST PLACE
01E3: text_1number_styled 'HOTR_29' number 5000 time 6000 style 6  // $~1~
0582: register_hotring_best_result 0 $7873 
Player.Money($PLAYER_CHAR) += 5000
if 
  $1998 == 0 // $ == int 
jf @OVALRNG_14933 
030C: progress_made += 1 
0595: mission_complete 
$1998 = 1 // $ = int 

:OVALRNG_14933
if 
  $7873 == 2 // $ == int 
jf @OVALRNG_14999 
00BA: text_styled 'HOTR_31' 6000 ms 5  // 2ND PLACE
01E3: text_1number_styled 'HOTR_29' number 1500 time 6000 style 6  // $~1~
0582: register_hotring_best_result 0 $7873 
Player.Money($PLAYER_CHAR) += 1500

:OVALRNG_14999
if 
  $7873 == 3 // $ == int 
jf @OVALRNG_15065 
00BA: text_styled 'HOTR_32' 6000 ms 5  // 3RD PLACE
01E3: text_1number_styled 'HOTR_29' number 500 time 6000 style 6  // $~1~
0582: register_hotring_best_result 0 $7873 
Player.Money($PLAYER_CHAR) += 500

:OVALRNG_15065
if 
  $7873 > 3 // $ > int 
jf @OVALRNG_15158 
0582: register_hotring_best_result 0 $7873 
$7431 = 0 // $ = int 
00BC: text_highpriority 'HOTR_13' time 2000 1  // ~r~You didn't win the race!
0169: set_fade_color 0 0 1 
fade 0 1500 

:OVALRNG_15127
if 
fading 
jf @OVALRNG_15151 
wait 0 
jump @OVALRNG_15127 

:OVALRNG_15151
jump @OVALRNG_18001 

:OVALRNG_15158
if 
  $7431 > 1 // $ > int 
jf @OVALRNG_16712 
if 
  $7431 == 4 // $ == int 
jf @OVALRNG_15214 
if 
   not fading 
jf @OVALRNG_15214 
jump @OVALRNG_18001 

:OVALRNG_15214
if 
  $7431 == 3 // $ == int 
jf @OVALRNG_15265 
if 
001C:   $5239 > $7438 // $ > $ int 
jf @OVALRNG_15265 
fade 0 1500 
$7431 = 4 // $ = int 

:OVALRNG_15265
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @OVALRNG_15305 
03C1: $5218 = player $PLAYER_CHAR car_no_save 
$7433 = Car.Health($5218)
Car.Health($5218) = $7433

:OVALRNG_15305
if 
  $7431 > 2 // $ > int 
jf @OVALRNG_15577 
gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
0084: $7889 = $7429 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $7429 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @OVALRNG_15495 
0340: set_text_draw_color 0 0 0 255 
045B: text_draw_2numbers 32.0 232.0 'HOTR_15' $7889 $7890  // Time: ~1~:~1~
gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
045B: text_draw_2numbers 30.0 230.0 'HOTR_15' $7889 $7890  // Time: ~1~:~1~
jump @OVALRNG_15577 

:OVALRNG_15495
0340: set_text_draw_color 0 0 0 255 
045B: text_draw_2numbers 32.0 232.0 'HOTR_16' $7889 $7890  // Time: ~1~:0~1~
gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
045B: text_draw_2numbers 30.0 230.0 'HOTR_16' $7889 $7890  // Time: ~1~:0~1~

:OVALRNG_15577
gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
if 
  $1996 == 999999 // $ == int 
jf @OVALRNG_15670 
033E: text_draw 32.0 302.0 'HOTR_19'  // Best Time: NA
gosub @OVALRNG_17584 
033E: text_draw 30.0 300.0 'HOTR_19'  // Best Time: NA
jump @OVALRNG_16054 

:OVALRNG_15670
0084: $7889 = $1996 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $1996 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
001C:   $1996 > $7427 // $ > $ int 
jf @OVALRNG_15885 
if 
  $7890 > 9 // $ > int 
jf @OVALRNG_15819 
045B: text_draw_2numbers 32.0 302.0 'HOTR_17' $7889 $7890  // Best Time: ~1~:~1~
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 300.0 'HOTR_17' $7889 $7890  // Best Time: ~1~:~1~
jump @OVALRNG_15878 

:OVALRNG_15819
045B: text_draw_2numbers 32.0 302.0 'HOTR_18' $7889 $7890  // Best Time: ~1~:0~1~
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 300.0 'HOTR_18' $7889 $7890  // Best Time: ~1~:0~1~

:OVALRNG_15878
jump @OVALRNG_16054 

:OVALRNG_15885
if 
  $7890 > 9 // $ > int 
jf @OVALRNG_15982 
045B: text_draw_2numbers 32.0 302.0 'HOTR_20' $7889 $7890  // New Best Time: ~1~:~1~
gosub @OVALRNG_17584 
0340: set_text_draw_color 255 128 0 255 
045B: text_draw_2numbers 30.0 300.0 'HOTR_20' $7889 $7890  // New Best Time: ~1~:~1~
jump @OVALRNG_16054 

:OVALRNG_15982
045B: text_draw_2numbers 32.0 302.0 'HOTR_21' $7889 $7890  // New Best Time: ~1~:0~1~
gosub @OVALRNG_17584 
0340: set_text_draw_color 255 128 0 255 
045B: text_draw_2numbers 30.0 300.0 'HOTR_21' $7889 $7890  // New Best Time: ~1~:0~1~

:OVALRNG_16054
gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
if 
  $1997 == 999999 // $ == int 
jf @OVALRNG_16140 
033E: text_draw 32.0 317.0 'HOTR_22'  // Best Result: NA
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_22'  // Best Result: NA

:OVALRNG_16140
if 
  $1997 == 1 // $ == int 
jf @OVALRNG_16205 
033E: text_draw 32.0 317.0 'HOTR_23'  // Best Result: 1st
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_23'  // Best Result: 1st

:OVALRNG_16205
if 
  $1997 == 2 // $ == int 
jf @OVALRNG_16270 
033E: text_draw 32.0 317.0 'HOTR_24'  // Best Result: 2nd
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_24'  // Best Result: 2nd

:OVALRNG_16270
if 
  $1997 == 3 // $ == int 
jf @OVALRNG_16335 
033E: text_draw 32.0 317.0 'HOTR_25'  // Best Result: 3rd
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_25'  // Best Result: 3rd

:OVALRNG_16335
if and
  $1997 > 3 // $ > int 
  17 > $1997 // int > $ 
jf @OVALRNG_16413 
045A: text_draw_1number 32.0 317.0 'HOTR_26' $1997  // Best Result: ~1~th
gosub @OVALRNG_17584 
045A: text_draw_1number 30.0 315.0 'HOTR_26' $1997  // Best Result: ~1~th

:OVALRNG_16413
gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
if 
  $1995 == 999999 // $ == int 
jf @OVALRNG_16506 
033E: text_draw 32.0 332.0 'HOTR_33'  // Best Lap Time: NA
gosub @OVALRNG_17584 
033E: text_draw 30.0 330.0 'HOTR_33'  // Best Lap Time: NA
jump @OVALRNG_16712 

:OVALRNG_16506
0084: $7890 = $1995 // $ = $ int 
$7890 /= 1000 // $ /= int 
0084: $7435 = $7890 // $ = $ int 
$7435 *= 1000 // $ *= int 
0084: $7883 = $1995 // $ = $ int 
0060: $7883 -= $7435 // $ -= $ int 
0084: $7435 = $7883 // $ = $ int 
$7435 /= 10 // $ /= int 
if 
  $7435 > 9 // $ > int 
jf @OVALRNG_16653 
045B: text_draw_2numbers 32.0 332.0 'HOTR_27' $7890 $7435  // Best Lap Time: ~1~.~1~ seconds
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 330.0 'HOTR_27' $7890 $7435  // Best Lap Time: ~1~.~1~ seconds
jump @OVALRNG_16712 

:OVALRNG_16653
045B: text_draw_2numbers 32.0 332.0 'HOTR_28' $7890 $7435  // Best Lap Time: ~1~.0~1~ seconds
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 330.0 'HOTR_28' $7890 $7435  // Best Lap Time: ~1~.0~1~ seconds

:OVALRNG_16712
if 
  TIMERA > 2500 // @ > int 
jf @OVALRNG_16763 
TIMERA = 0 // @ = int 
if 
  $7436 == 0 // $ == int 
jf @OVALRNG_16763 
$7436 = 1 // $ = int 

:OVALRNG_16763
if 
  $7436 == 3 // $ == int 
jf @OVALRNG_16803 
if 
03D2:   wav 1 ended 
jf @OVALRNG_16803 
$7436 = 0 // $ = int 

:OVALRNG_16803
if 
  $7436 == 2 // $ == int 
jf @OVALRNG_16847 
if 
03D0:   wav 1 loaded 
jf @OVALRNG_16847 
03D1: play_wav 1 
$7436 = 3 // $ = int 

:OVALRNG_16847
if 
  $7436 == 1 // $ == int 
jf @OVALRNG_17577 
0209: $7883 = random_int_in_ranges 1 23 
if 
003A:   $7437 == $7883 // $ == $ int 
jf @OVALRNG_16925 
$7883 += 1 // $ += int 
if 
  $7883 > 22 // $ > int 
jf @OVALRNG_16925 
$7883 = 1 // $ = int 

:OVALRNG_16925
if 
  $7883 == 1 // $ == int 
jf @OVALRNG_16955 
03CF: load_wav 'HOT1' as 1 

:OVALRNG_16955
if 
  $7883 == 2 // $ == int 
jf @OVALRNG_16985 
03CF: load_wav 'HOT2' as 1 

:OVALRNG_16985
if 
  $7883 == 3 // $ == int 
jf @OVALRNG_17015 
03CF: load_wav 'HOT3' as 1 

:OVALRNG_17015
if 
  $7883 == 4 // $ == int 
jf @OVALRNG_17045 
03CF: load_wav 'HOT4' as 1 

:OVALRNG_17045
if 
  $7883 == 5 // $ == int 
jf @OVALRNG_17075 
03CF: load_wav 'HOT5' as 1 

:OVALRNG_17075
if 
  $7883 == 6 // $ == int 
jf @OVALRNG_17105 
03CF: load_wav 'HOT6' as 1 

:OVALRNG_17105
if 
  $7883 == 7 // $ == int 
jf @OVALRNG_17135 
03CF: load_wav 'HOT7' as 1 

:OVALRNG_17135
if 
  $7883 == 8 // $ == int 
jf @OVALRNG_17165 
03CF: load_wav 'HOT8' as 1 

:OVALRNG_17165
if 
  $7883 == 9 // $ == int 
jf @OVALRNG_17195 
03CF: load_wav 'HOT9' as 1 

:OVALRNG_17195
if 
  $7883 == 10 // $ == int 
jf @OVALRNG_17225 
03CF: load_wav 'HOT10' as 1 

:OVALRNG_17225
if 
  $7883 == 11 // $ == int 
jf @OVALRNG_17255 
03CF: load_wav 'HOT11' as 1 

:OVALRNG_17255
if 
  $7883 == 12 // $ == int 
jf @OVALRNG_17285 
03CF: load_wav 'HOT12' as 1 

:OVALRNG_17285
if 
  $7883 == 13 // $ == int 
jf @OVALRNG_17315 
03CF: load_wav 'HOT13' as 1 

:OVALRNG_17315
if 
  $7883 == 14 // $ == int 
jf @OVALRNG_17345 
03CF: load_wav 'HOT14' as 1 

:OVALRNG_17345
if 
  $7883 == 15 // $ == int 
jf @OVALRNG_17375 
03CF: load_wav 'HOT15' as 1 

:OVALRNG_17375
if or
  $7883 == 16 // $ == int 
  $7883 == 22 // $ == int 
jf @OVALRNG_17412 
03CF: load_wav 'CHEER1' as 1 

:OVALRNG_17412
if 
  $7883 == 17 // $ == int 
jf @OVALRNG_17442 
03CF: load_wav 'CHEER2' as 1 

:OVALRNG_17442
if 
  $7883 == 18 // $ == int 
jf @OVALRNG_17472 
03CF: load_wav 'CHEER3' as 1 

:OVALRNG_17472
if 
  $7883 == 19 // $ == int 
jf @OVALRNG_17502 
03CF: load_wav 'CHEER4' as 1 

:OVALRNG_17502
if 
  $7883 == 20 // $ == int 
jf @OVALRNG_17532 
03CF: load_wav 'OOH1' as 1 

:OVALRNG_17532
if 
  $7883 == 21 // $ == int 
jf @OVALRNG_17562 
03CF: load_wav 'OOH2' as 1 

:OVALRNG_17562
0084: $7437 = $7883 // $ = $ int 
$7436 = 2 // $ = int 

:OVALRNG_17577
jump @OVALRNG_2957 

:OVALRNG_17584
0340: set_text_draw_color 180 180 180 255 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
return 

:OVALRNG_17639
if 
003A:   $7421 == $7422 // $ == $ int 
jf @OVALRNG_17762 
if 
   not Car.Wrecked($755)
jf @OVALRNG_17762 
Car.StorePos($755, $7897, $7898, $751)
0509: $7907 = distance_between_point $7897 $7898 and_point $7915 $7916 
0054: store_player $PLAYER_CHAR position_to $7897 $7898 $751 
0509: $7908 = distance_between_point $7897 $7898 and_point $7915 $7916 
if 
0024:   $7908 > $7907 // $ > $ float 
jf @OVALRNG_17762 
$7873 += 1 // $ += int 

:OVALRNG_17762
if 
001C:   $7422 > $7421 // $ > $ int 
jf @OVALRNG_17788 
$7873 += 1 // $ += int 

:OVALRNG_17788
return 

:OVALRNG_17790
if 
   not wasted_or_busted 
jf @OVALRNG_17999 
0169: set_fade_color 0 0 1 
fade 0 1000 

:OVALRNG_17818
if 
fading 
jf @OVALRNG_17842 
wait 0 
jump @OVALRNG_17818 

:OVALRNG_17842
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
057E: make_radar_grey 0 
0581: enable_radar 1 

:OVALRNG_17858
if and
80E0:   not player $PLAYER_CHAR in_any_car 
844A:   not player $PLAYER_CHAR on_foot 
jf @OVALRNG_17890 
wait 0 
jump @OVALRNG_17858 

:OVALRNG_17890
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @OVALRNG_17933 
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 
jump @OVALRNG_17953 

:OVALRNG_17933
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 

:OVALRNG_17953
0171: set_player $PLAYER_CHAR z_angle_to 274.1051 
Camera.SetAtPos(-1102.723, 1330.958, 19.029)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color 0 0 1 
fade 1 1000 

:OVALRNG_17999
return 

:OVALRNG_18001
if 
   not wasted_or_busted 
jf @OVALRNG_18171 
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
057E: make_radar_grey 0 
0581: enable_radar 1 

:OVALRNG_18030
if and
80E0:   not player $PLAYER_CHAR in_any_car 
844A:   not player $PLAYER_CHAR on_foot 
jf @OVALRNG_18062 
wait 0 
jump @OVALRNG_18030 

:OVALRNG_18062
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @OVALRNG_18105 
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 
jump @OVALRNG_18125 

:OVALRNG_18105
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 

:OVALRNG_18125
0171: set_player $PLAYER_CHAR z_angle_to 274.1051 
Camera.SetAtPos(-1102.723, 1330.958, 19.029)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color 0 0 1 
fade 1 1500 

:OVALRNG_18171
return 

:OVALRNG_18173
Model.Destroy(#WMYCR)
Model.Destroy(#HOTRINA)
Model.Destroy(#HOTRINB)
Model.Destroy(#HOTRING)
0151: remove_status_text $7433 
0151: remove_status_text $7420 
0151: remove_status_text $7873 
014F: stop_timer $7429 
03F0: enable_text_draw 0 
057E: make_radar_grey 0 
0581: enable_radar 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0581: enable_radar 1 
03E6: remove_text_box 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:OVALRNG_18246
if 
  $7872 == 0 // $ == int 
jf @OVALRNG_18288 
0086: $7930 = $7939 // $ = $ float 
0086: $7931 = $7940 // $ = $ float 
0086: $7932 = $7941 // $ = $ float 

:OVALRNG_18288
if 
  $7872 == 1 // $ == int 
jf @OVALRNG_18330 
0086: $7930 = $7942 // $ = $ float 
0086: $7931 = $7943 // $ = $ float 
0086: $7932 = $7944 // $ = $ float 

:OVALRNG_18330
if 
  $7872 == 2 // $ == int 
jf @OVALRNG_18372 
0086: $7930 = $7945 // $ = $ float 
0086: $7931 = $7946 // $ = $ float 
0086: $7932 = $7947 // $ = $ float 

:OVALRNG_18372
if 
  $7872 == 3 // $ == int 
jf @OVALRNG_18414 
0086: $7930 = $7948 // $ = $ float 
0086: $7931 = $7949 // $ = $ float 
0086: $7932 = $7950 // $ = $ float 

:OVALRNG_18414
if 
  $7872 == 4 // $ == int 
jf @OVALRNG_18456 
0086: $7930 = $7951 // $ = $ float 
0086: $7931 = $7952 // $ = $ float 
0086: $7932 = $7953 // $ = $ float 

:OVALRNG_18456
if 
  $7872 == 5 // $ == int 
jf @OVALRNG_18498 
0086: $7930 = $7954 // $ = $ float 
0086: $7931 = $7955 // $ = $ float 
0086: $7932 = $7956 // $ = $ float 

:OVALRNG_18498
if 
  $7872 == 6 // $ == int 
jf @OVALRNG_18540 
0086: $7930 = $7957 // $ = $ float 
0086: $7931 = $7958 // $ = $ float 
0086: $7932 = $7959 // $ = $ float 

:OVALRNG_18540
if 
  $7872 == 7 // $ == int 
jf @OVALRNG_18582 
0086: $7930 = $7960 // $ = $ float 
0086: $7931 = $7961 // $ = $ float 
0086: $7932 = $7962 // $ = $ float 

:OVALRNG_18582
if 
  $7872 == 8 // $ == int 
jf @OVALRNG_18624 
0086: $7930 = $7963 // $ = $ float 
0086: $7931 = $7964 // $ = $ float 
0086: $7932 = $7965 // $ = $ float 

:OVALRNG_18624
if 
  $7872 == 9 // $ == int 
jf @OVALRNG_18673 
0086: $7930 = $7966 // $ = $ float 
0086: $7931 = $7967 // $ = $ float 
0086: $7932 = $7968 // $ = $ float 
$7872 = -1 // $ = int 

:OVALRNG_18673
$7872 += 1 // $ += int 
return 

:OVALRNG_18682
if 
  $7423 == 1 // $ == int 
jf @OVALRNG_18710 
Car.Angle($7424) = 301.748

:OVALRNG_18710
020A: set_car $7424 door_status_to 2 
Car.SetImmunities($7424, 0, 1, 1, 0, 0)
04E0: car $7424 abandon_path_radius 5 
Car.SetToNormalDriver($7424)
00AE: set_vehicle $7424 traffic_behavior_to 2 
Car.SetMaxSpeed($7424, 100.0)
046C: $7425 = car $7424 driver 
if 
  $7425 == -1 // $ == int 
jf @OVALRNG_18806 
0129: $7425 = create_actor 4 #WMYCR in_car $7424 driverseat 
039E: set_actor $7425 locked_while_in_vehicle 1 

:OVALRNG_18806
return 

:OVALRNG_18808
if 
   not Car.Wrecked($7439)
jf @OVALRNG_18832 
Car.LockInCurrentPosition($7439, $7426)

:OVALRNG_18832
if 
   not Car.Wrecked($7443)
jf @OVALRNG_18856 
Car.LockInCurrentPosition($7443, $7426)

:OVALRNG_18856
if 
   not Car.Wrecked($7447)
jf @OVALRNG_18880 
Car.LockInCurrentPosition($7447, $7426)

:OVALRNG_18880
if 
   not Car.Wrecked($7451)
jf @OVALRNG_18904 
Car.LockInCurrentPosition($7451, $7426)

:OVALRNG_18904
if 
   not Car.Wrecked($7457)
jf @OVALRNG_18928 
Car.LockInCurrentPosition($7457, $7426)

:OVALRNG_18928
if 
   not Car.Wrecked($7463)
jf @OVALRNG_18952 
Car.LockInCurrentPosition($7463, $7426)

:OVALRNG_18952
if 
   not Car.Wrecked($7469)
jf @OVALRNG_18976 
Car.LockInCurrentPosition($7469, $7426)

:OVALRNG_18976
if 
   not Car.Wrecked($7475)
jf @OVALRNG_19000 
Car.LockInCurrentPosition($7475, $7426)

:OVALRNG_19000
if 
   not Car.Wrecked($7481)
jf @OVALRNG_19024 
Car.LockInCurrentPosition($7481, $7426)

:OVALRNG_19024
if 
   not Car.Wrecked($7487)
jf @OVALRNG_19048 
Car.LockInCurrentPosition($7487, $7426)

:OVALRNG_19048
if 
   not Car.Wrecked($7493)
jf @OVALRNG_19072 
Car.LockInCurrentPosition($7493, $7426)

:OVALRNG_19072
if 
   not Car.Wrecked($7499)
jf @OVALRNG_19096 
Car.LockInCurrentPosition($7499, $7426)

:OVALRNG_19096
if 
   not Car.Wrecked($7505)
jf @OVALRNG_19120 
Car.LockInCurrentPosition($7505, $7426)

:OVALRNG_19120
if 
   not Car.Wrecked($7511)
jf @OVALRNG_19144 
Car.LockInCurrentPosition($7511, $7426)

:OVALRNG_19144
if 
   not Car.Wrecked($7517)
jf @OVALRNG_19168 
Car.LockInCurrentPosition($7517, $7426)

:OVALRNG_19168
if 
   not Car.Wrecked($7432)
jf @OVALRNG_19192 
Car.LockInCurrentPosition($7432, $7426)

:OVALRNG_19192
return 

//-------------Mission 80---------------
// Originally: BLOODRING

:MM
script_name 'MM' 
gosub @MM_46 
if 
wasted_or_busted 
jf @MM_37 
gosub @MM_9527 

:MM_37
gosub @MM_10452 
terminate_this_script 

:MM_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
if 
  $1999 == 0 // $ == int 
jf @MM_83 
increment_mission_attempts 

:MM_83
00C0: set_current_time 10 0 
set_weather 4 
057E: make_radar_grey 1 
0414: set_player $PLAYER_CHAR single_free_treatment 1 
wait 0 
054C: use_GXT_table 'MM' 
$7625 = 0 // $ = int 
$7626 = 16 // $ = int 
$7627 = 0 // $ = int 
if 
  $7629 == 0 // $ == int 
jf @MM_181 
$7630 = 1 // $ = int 
$7631 = 60 // $ = int 
$7640 = 60000 // $ = int 

:MM_181
$7628 = 30000 // $ = int 
$7632 = 0 // $ = int 
$7633 = 0 // $ = int 
$7634 = 0 // $ = int 
$7635 = 0 // $ = int 
$7636 = 0 // $ = int 
$7637 = 0 // $ = int 
$7638 = 0 // $ = int 
$7639 = 0 // $ = int 
$7641 = 0 // $ = int 
$7642 = 0 // $ = int 
$7643 = 0 // $ = int 
$7644 = 0 // $ = int 
$7645 = 0 // $ = int 
$7646 = 0 // $ = int 
$7647 = 0.0 // $ = float 
$7648 = 0.0 // $ = float 
$7649 = 0.0 // $ = float 
$7650 = 0.0 // $ = float 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
$7659 = 0.0 // $ = float 
$7660 = 0.0 // $ = float 
$7661 = 0.0 // $ = float 
if 
  $ONMISSION == 0 // $ == int 
jf @MM_419 
018A: $7662 = create_checkpoint_at $7659 $7660 $7661 

:MM_419
Model.Load(#BLOODRB)
Model.Load(#BLOODRA)
Model.Load(#WMYCR)

:MM_433
if or
   not Model.Available(#BLOODRB)
   not Model.Available(#BLOODRA)
   not Model.Available(#WMYCR)
jf @MM_469 
wait 0 
jump @MM_433 

:MM_469
016E: override_next_restart at -1102.4 1331.2 19.0 angle 271.2 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
select_interior 15 
03AD: set_rubbish 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Camera.SetAtPos(-1379.3, 1000.0, 251.5)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @MM_599 
012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car 
jump @MM_619 

:MM_599
0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 

:MM_619
Car.Create($7624, #BLOODRA, -1280.96, 994.86, 261.8)
020A: set_car $7624 door_status_to 4 
0369: put_player $PLAYER_CHAR in_car $7624 
03AB: set_car $7624 strong 1 
Car.Angle($7624) = 90.0
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: set_extra_colors 10 fade 0 
03ED: set_car $7624 not_damaged_when_upside_down 1 
Car.Health($7624) = 1249
$7647 = -1285.77 // $ = float 
$7648 = 1014.54 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 104.4 // $ = float 
Car.Create($7592, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7592) = $7650
04E0: car $7592 abandon_path_radius 255 
0129: $7608 = create_actor 4 #WMYCR in_car $7592 driverseat 
0489: set_actor $7608 muted 1 
03CC: add_stuck_car_check $7592 distance 1.5 time 4000 
00AE: set_vehicle $7592 traffic_behavior_to 3 
03ED: set_car $7592 not_damaged_when_upside_down 1 
$7647 = -1299.5 // $ = float 
$7648 = 1030.74 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 132.6 // $ = float 
Car.Create($7593, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7593) = $7650
04E0: car $7593 abandon_path_radius 255 
0129: $7609 = create_actor 4 #WMYCR in_car $7593 driverseat 
0489: set_actor $7609 muted 1 
03CC: add_stuck_car_check $7593 distance 1.5 time 4000 
00AE: set_vehicle $7593 traffic_behavior_to 3 
00AF: set_car $7593 driver_behaviour_to 2 
03ED: set_car $7593 not_damaged_when_upside_down 1 
$7647 = -1319.3 // $ = float 
$7648 = 1042.82 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 135.4 // $ = float 
Car.Create($7594, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7594) = $7650
04E0: car $7594 abandon_path_radius 255 
0129: $7610 = create_actor 4 #WMYCR in_car $7594 driverseat 
0489: set_actor $7610 muted 1 
03CC: add_stuck_car_check $7594 distance 1.5 time 4000 
00AE: set_vehicle $7594 traffic_behavior_to 3 
03ED: set_car $7594 not_damaged_when_upside_down 1 
$7647 = -1349.33 // $ = float 
$7648 = 1054.47 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 155.4 // $ = float 
Car.Create($7595, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7595) = $7650
04E0: car $7595 abandon_path_radius 255 
0129: $7611 = create_actor 4 #WMYCR in_car $7595 driverseat 
0489: set_actor $7611 muted 1 
03CC: add_stuck_car_check $7595 distance 1.5 time 4000 
00AE: set_vehicle $7595 traffic_behavior_to 3 
03ED: set_car $7595 not_damaged_when_upside_down 1 
$7647 = -1384.33 // $ = float 
$7648 = 1058.55 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 173.2 // $ = float 
Car.Create($7596, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7596) = $7650
04E0: car $7596 abandon_path_radius 255 
0129: $7612 = create_actor 4 #WMYCR in_car $7596 driverseat 
0489: set_actor $7612 muted 1 
03CC: add_stuck_car_check $7596 distance 1.5 time 4000 
00AE: set_vehicle $7596 traffic_behavior_to 3 
03ED: set_car $7596 not_damaged_when_upside_down 1 
$7647 = -1293.77 // $ = float 
$7648 = 958.96 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 60.5 // $ = float 
Car.Create($7597, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7597) = $7650
04E0: car $7597 abandon_path_radius 255 
0129: $7613 = create_actor 4 #WMYCR in_car $7597 driverseat 
0489: set_actor $7613 muted 1 
03CC: add_stuck_car_check $7597 distance 1.5 time 4000 
00AE: set_vehicle $7597 traffic_behavior_to 3 
00AF: set_car $7597 driver_behaviour_to 2 
03ED: set_car $7597 not_damaged_when_upside_down 1 
$7647 = -1418.77 // $ = float 
$7648 = 1057.54 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 180.4 // $ = float 
Car.Create($7598, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7598) = $7650
04E0: car $7598 abandon_path_radius 255 
0129: $7614 = create_actor 4 #WMYCR in_car $7598 driverseat 
0489: set_actor $7614 muted 1 
03CC: add_stuck_car_check $7598 distance 1.5 time 4000 
00AE: set_vehicle $7598 traffic_behavior_to 3 
03ED: set_car $7598 not_damaged_when_upside_down 1 
$7647 = -1460.3 // $ = float 
$7648 = 1050.3 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 242.9 // $ = float 
Car.Create($7599, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7599) = $7650
04E0: car $7599 abandon_path_radius 255 
0129: $7615 = create_actor 4 #WMYCR in_car $7599 driverseat 
0489: set_actor $7615 muted 1 
03CC: add_stuck_car_check $7599 distance 1.5 time 4000 
00AE: set_vehicle $7599 traffic_behavior_to 3 
03ED: set_car $7599 not_damaged_when_upside_down 1 
$7647 = -1499.77 // $ = float 
$7648 = 1029.54 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 242.4 // $ = float 
Car.Create($7600, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7600) = $7650
04E0: car $7600 abandon_path_radius 255 
0129: $7616 = create_actor 4 #WMYCR in_car $7600 driverseat 
0489: set_actor $7616 muted 1 
03CC: add_stuck_car_check $7600 distance 1.5 time 4000 
00AE: set_vehicle $7600 traffic_behavior_to 3 
03ED: set_car $7600 not_damaged_when_upside_down 1 
$7647 = -1513.77 // $ = float 
$7648 = 986.54 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 271.4 // $ = float 
Car.Create($7601, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7601) = $7650
04E0: car $7601 abandon_path_radius 255 
0129: $7617 = create_actor 4 #WMYCR in_car $7601 driverseat 
0489: set_actor $7617 muted 1 
03CC: add_stuck_car_check $7601 distance 1.5 time 4000 
00AE: set_vehicle $7601 traffic_behavior_to 3 
03ED: set_car $7601 not_damaged_when_upside_down 1 
$7647 = -1496.77 // $ = float 
$7648 = 959.54 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 293.4 // $ = float 
Car.Create($7602, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7602) = $7650
04E0: car $7602 abandon_path_radius 255 
0129: $7618 = create_actor 4 #WMYCR in_car $7602 driverseat 
0489: set_actor $7618 muted 1 
03CC: add_stuck_car_check $7602 distance 1.5 time 4000 
00AE: set_vehicle $7602 traffic_behavior_to 3 
03ED: set_car $7602 not_damaged_when_upside_down 1 
$7647 = -1461.84 // $ = float 
$7648 = 938.32 // $ = float 
$7649 = 261.0 // $ = float 
$7650 = 345.6 // $ = float 
Car.Create($7603, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7603) = $7650
04E0: car $7603 abandon_path_radius 255 
0129: $7619 = create_actor 4 #WMYCR in_car $7603 driverseat 
0489: set_actor $7619 muted 1 
03CC: add_stuck_car_check $7603 distance 1.5 time 4000 
00AE: set_vehicle $7603 traffic_behavior_to 3 
03ED: set_car $7603 not_damaged_when_upside_down 1 
$7647 = -1424.36 // $ = float 
$7648 = 931.29 // $ = float 
$7649 = 261.0 // $ = float 
$7650 = 0.0 // $ = float 
Car.Create($7604, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7604) = $7650
04E0: car $7604 abandon_path_radius 255 
0129: $7620 = create_actor 4 #WMYCR in_car $7604 driverseat 
0489: set_actor $7620 muted 1 
03CC: add_stuck_car_check $7604 distance 1.5 time 4000 
00AE: set_vehicle $7604 traffic_behavior_to 3 
03ED: set_car $7604 not_damaged_when_upside_down 1 
$7647 = -1363.77 // $ = float 
$7648 = 932.44 // $ = float 
$7649 = 261.0 // $ = float 
$7650 = 17.85 // $ = float 
Car.Create($7605, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7605) = $7650
04E0: car $7605 abandon_path_radius 255 
0129: $7621 = create_actor 4 #WMYCR in_car $7605 driverseat 
0489: set_actor $7621 muted 1 
03CC: add_stuck_car_check $7605 distance 1.5 time 4000 
00AE: set_vehicle $7605 traffic_behavior_to 3 
03ED: set_car $7605 not_damaged_when_upside_down 1 
$7647 = -1332.77 // $ = float 
$7648 = 940.3 // $ = float 
$7649 = 263.0 // $ = float 
$7650 = 39.98 // $ = float 
Car.Create($7606, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7606) = $7650
04E0: car $7606 abandon_path_radius 255 
0129: $7622 = create_actor 4 #WMYCR in_car $7606 driverseat 
0489: set_actor $7622 muted 1 
03CC: add_stuck_car_check $7606 distance 1.5 time 4000 
00AE: set_vehicle $7606 traffic_behavior_to 3 
03ED: set_car $7606 not_damaged_when_upside_down 1 
$7647 = -1443.29 // $ = float 
$7648 = 933.86 // $ = float 
$7649 = 261.0 // $ = float 
$7650 = 351.4 // $ = float 
Car.Create($7607, #BLOODRB, $7647, $7648, $7649)
Car.Angle($7607) = $7650
04E0: car $7607 abandon_path_radius 255 
0129: $7623 = create_actor 4 #WMYCR in_car $7607 driverseat 
0489: set_actor $7623 muted 1 
03CC: add_stuck_car_check $7607 distance 1.5 time 4000 
00AE: set_vehicle $7607 traffic_behavior_to 3 
03ED: set_car $7607 not_damaged_when_upside_down 1 
Car.SetMaxSpeed($7592, 0.0)
Car.SetMaxSpeed($7593, 0.0)
Car.SetMaxSpeed($7594, 0.0)
Car.SetMaxSpeed($7595, 0.0)
Car.SetMaxSpeed($7596, 0.0)
Car.SetMaxSpeed($7597, 0.0)
Car.SetMaxSpeed($7598, 0.0)
Car.SetMaxSpeed($7599, 0.0)
Car.SetMaxSpeed($7600, 0.0)
Car.SetMaxSpeed($7601, 0.0)
Car.SetMaxSpeed($7602, 0.0)
Car.SetMaxSpeed($7603, 0.0)
Car.SetMaxSpeed($7604, 0.0)
Car.SetMaxSpeed($7605, 0.0)
Car.SetMaxSpeed($7606, 0.0)
Car.SetMaxSpeed($7607, 0.0)
02A3: enable_widescreen 1 
Camera.SetPosition(-1266.5, 1042.8, 278.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1339.9, 1009.8, 252.0, 2)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:MM_2858
if 
fading 
jf @MM_2882 
wait 0 
jump @MM_2858 

:MM_2882
if 
   Player.Defined($PLAYER_CHAR)
jf @MM_2905 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:MM_2905
TIMERA = 0 // @ = int 
00BC: text_highpriority 'BLOD_01' time 5000 1  // Drive through the checkpoints to increase your overall time.

:MM_2927
if 
  5000 > TIMERA // int > @ 
jf @MM_3038 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @MM_3006 
if 
  $363 == 1 // $ == int 
jf @MM_2999 
$363 = 0 // $ = int 
jump @MM_3413 

:MM_2999
jump @MM_3031 

:MM_3006
if 
  $363 == 0 // $ == int 
jf @MM_3031 
$363 = 1 // $ = int 

:MM_3031
jump @MM_2927 

:MM_3038
TIMERA = 0 // @ = int 
Camera.SetPosition(-1468.7, 948.8, 262.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1459.5, 942.2, 261.6, 2)
00BC: text_highpriority 'BLOD_02' time 5000 1  // You will fail if your overall time reaches zero.

:MM_3111
if 
  5000 > TIMERA // int > @ 
jf @MM_3222 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @MM_3190 
if 
  $363 == 1 // $ == int 
jf @MM_3183 
$363 = 0 // $ = int 
jump @MM_3413 

:MM_3183
jump @MM_3215 

:MM_3190
if 
  $363 == 0 // $ == int 
jf @MM_3215 
$363 = 1 // $ = int 

:MM_3215
jump @MM_3111 

:MM_3222
TIMERA = 0 // @ = int 
Camera.SetPosition(-1262.7, 997.2, 266.8, 0.0, 0.0, 0.0)
Camera.PointAt(-1277.6, 996.0, 263.6, 2)
00BC: text_highpriority 'BLOD_03' time 5000 1  // Get your overall time above the Target Time to win!

:MM_3295
if 
  5000 > TIMERA // int > @ 
jf @MM_3406 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @MM_3374 
if 
  $363 == 1 // $ == int 
jf @MM_3367 
$363 = 0 // $ = int 
jump @MM_3413 

:MM_3367
jump @MM_3399 

:MM_3374
if 
  $363 == 0 // $ == int 
jf @MM_3399 
$363 = 1 // $ = int 

:MM_3399
jump @MM_3295 

:MM_3406
TIMERA = 0 // @ = int 

:MM_3413
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
wait 800 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, True)
if 
   not Car.Wrecked($7592)
jf @MM_3648 
Car.SetMaxSpeed($7592, 100.0)
0477: set_car $7592 action 8 time 5000 
if 
   not Car.Wrecked($7593)
jf @MM_3648 
032C: car $7592 ram $7593 

:MM_3648
if 
   not Car.Wrecked($7593)
jf @MM_3691 
Car.SetMaxSpeed($7593, 100.0)
0477: set_car $7593 action 8 time 5000 
00AF: set_car $7593 driver_behaviour_to 2 

:MM_3691
if 
   not Car.Wrecked($7594)
jf @MM_3727 
Car.SetMaxSpeed($7594, 100.0)
0477: set_car $7594 action 8 time 5000 

:MM_3727
if 
   not Car.Wrecked($7595)
jf @MM_3787 
Car.SetMaxSpeed($7595, 100.0)
0477: set_car $7595 action 8 time 5000 
if 
   not Car.Wrecked($7596)
jf @MM_3787 
032C: car $7595 ram $7596 

:MM_3787
if 
   not Car.Wrecked($7596)
jf @MM_3847 
Car.SetMaxSpeed($7596, 100.0)
0477: set_car $7596 action 8 time 5000 
if 
   not Car.Wrecked($7597)
jf @MM_3847 
032C: car $7596 ram $7597 

:MM_3847
if 
   not Car.Wrecked($7597)
jf @MM_3890 
Car.SetMaxSpeed($7597, 100.0)
0477: set_car $7597 action 8 time 5000 
00AF: set_car $7597 driver_behaviour_to 2 

:MM_3890
if 
   not Car.Wrecked($7598)
jf @MM_3950 
Car.SetMaxSpeed($7598, 100.0)
0477: set_car $7598 action 8 time 5000 
if 
   not Car.Wrecked($7599)
jf @MM_3950 
032C: car $7598 ram $7599 

:MM_3950
if 
   not Car.Wrecked($7599)
jf @MM_4010 
Car.SetMaxSpeed($7599, 100.0)
0477: set_car $7599 action 8 time 5000 
if 
   not Car.Wrecked($7600)
jf @MM_4010 
032C: car $7599 ram $7600 

:MM_4010
if 
   not Car.Wrecked($7600)
jf @MM_4070 
Car.SetMaxSpeed($7600, 100.0)
0477: set_car $7600 action 8 time 5000 
if 
   not Car.Wrecked($7601)
jf @MM_4070 
032C: car $7600 ram $7601 

:MM_4070
if 
   not Car.Wrecked($7601)
jf @MM_4106 
Car.SetMaxSpeed($7601, 100.0)
0477: set_car $7601 action 8 time 5000 

:MM_4106
if 
   not Car.Wrecked($7602)
jf @MM_4166 
Car.SetMaxSpeed($7602, 100.0)
0477: set_car $7602 action 8 time 5000 
if 
   not Car.Wrecked($7603)
jf @MM_4166 
032C: car $7602 ram $7603 

:MM_4166
if 
   not Car.Wrecked($7603)
jf @MM_4226 
Car.SetMaxSpeed($7603, 100.0)
0477: set_car $7603 action 8 time 5000 
if 
   not Car.Wrecked($7604)
jf @MM_4226 
032C: car $7603 ram $7604 

:MM_4226
if 
   not Car.Wrecked($7604)
jf @MM_4286 
Car.SetMaxSpeed($7604, 100.0)
0477: set_car $7604 action 8 time 5000 
if 
   not Car.Wrecked($7605)
jf @MM_4286 
032C: car $7604 ram $7605 

:MM_4286
if 
   not Car.Wrecked($7605)
jf @MM_4346 
Car.SetMaxSpeed($7605, 100.0)
0477: set_car $7605 action 8 time 5000 
if 
   not Car.Wrecked($7606)
jf @MM_4346 
032C: car $7605 ram $7606 

:MM_4346
if 
   not Car.Wrecked($7606)
jf @MM_4406 
Car.SetMaxSpeed($7606, 100.0)
0477: set_car $7606 action 8 time 5000 
if 
   not Car.Wrecked($7607)
jf @MM_4406 
032C: car $7606 ram $7607 

:MM_4406
if 
   not Car.Wrecked($7607)
jf @MM_4466 
Car.SetMaxSpeed($7607, 100.0)
0477: set_car $7607 action 8 time 5000 
if 
   not Car.Wrecked($7592)
jf @MM_4466 
032C: car $7607 ram $7592 

:MM_4466
014E: start_timer_at $7628 count_in_direction 1 
04F7: status_text $7633 1 line 1 'BLOD_04'  // CAR HEALTH:
0208: $7651 = random_float -1530.0 -1384.0 
0208: $7652 = random_float 995.0 923.0 
0208: $7653 = random_float -1530.0 -1384.0 
0208: $7654 = random_float 995.0 1056.0 
0208: $7655 = random_float -1265.0 -1384.0 
0208: $7656 = random_float 995.0 923.0 
0208: $7657 = random_float -1265.0 -1384.0 
0208: $7658 = random_float 995.0 1056.0 
gosub @MM_14708 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:MM_4631
if 
  $7628 > 0 // $ > int 
jf @MM_9459 
wait 0 
if 
  $7629 == 0 // $ == int 
jf @MM_4696 
01E4: text_1number_lowpriority 'BLOD_05' $7630 time $7640 1  // ~g~TARGET TIME: ~1~ Minute
jump @MM_4714 

:MM_4696
01E4: text_1number_lowpriority 'BLOD_06' $7630 time $7640 1  // ~g~TARGET TIME: ~1~ Minutes

:MM_4714
if 
001C:   $7628 > $7640 // $ > $ int 
jf @MM_4740 
jump @MM_9544 

:MM_4740
if 
  $7644 == 1 // $ == int 
jf @MM_4765 
gosub @MM_14838 

:MM_4765
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7659 $7660 $7661 
if 
00F5:   player $PLAYER_CHAR 0 $7659 $7660 $7661 radius 7.0 7.0 7.0 
jf @MM_4950 
if 
   not Car.Wrecked($7624)
jf @MM_4916 
$7646 = Car.Health($7624)
if 
  1234 > $7646 // int > $ 
jf @MM_4900 
$7646 += 15 // $ += int 
Car.Health($7624) = $7646
jump @MM_4916 

:MM_4900
$7646 = 1249 // $ = int 
Car.Health($7624) = $7646

:MM_4916
$7628 += 15000 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
gosub @MM_14708 

:MM_4950
if 
   not Car.Wrecked($7594)
jf @MM_5015 
if 
01AF:   car $7594 0 $7659 $7660 $7661 radius 7.0 7.0 7.0 
jf @MM_5015 
gosub @MM_14708 

:MM_5015
if 
   not Car.Wrecked($7601)
jf @MM_5080 
if 
01AF:   car $7601 0 $7659 $7660 $7661 radius 7.0 7.0 7.0 
jf @MM_5080 
gosub @MM_14708 

:MM_5080
if 
  0 > $7627 // int > $ 
jf @MM_5105 
$7627 = 0 // $ = int 

:MM_5105
if 
   not Car.Wrecked($7624)
jf @MM_5278 
$7632 = Car.Health($7624)
$7632 -= 249 // $ -= int 
if 
  0 > $7632 // int > $ 
jf @MM_5162 
$7632 = 0 // $ = int 

:MM_5162
0084: $7633 = $7632 // $ = $ int 
$7633 /= 10 // $ /= int 
if 
  0 > $7633 // int > $ 
jf @MM_5202 
$7633 = 0 // $ = int 

:MM_5202
if 
01F4:   car $7624 flipped 
jf @MM_5278 
if 
01C1:   car $7624 stopped 
jf @MM_5278 
Car.StorePos($7624, $397, $398, $399)
$7650 = Car.Angle($7624)
Car.PutAt($7624, $397, $398, $399)
Car.Angle($7624) = $7650

:MM_5278
if 
  TIMERB > 5000 // @ > int 
jf @MM_8947 
if 
  $7641 == 0 // $ == int 
jf @MM_5386 
if 
   not Car.Wrecked($7594)
jf @MM_5347 
02C2: car $7594 drive_to_point $7659 $7660 -100.0 

:MM_5347
if 
   not Car.Wrecked($7601)
jf @MM_5379 
02C2: car $7601 drive_to_point $7659 $7660 -100.0 

:MM_5379
$7641 = 1 // $ = int 

:MM_5386
if 
  $7635 == 1 // $ == int 
jf @MM_5483 
if 
   not Car.Wrecked($7592)
jf @MM_5476 
if 
   not Car.Wrecked($7594)
jf @MM_5452 
02C2: car $7594 drive_to_point $7659 $7660 -100.0 

:MM_5452
if 
   not Car.Wrecked($7595)
jf @MM_5476 
032C: car $7595 ram $7592 

:MM_5476
$7635 = 5 // $ = int 

:MM_5483
if 
  $7634 == 0 // $ == int 
jf @MM_5581 
if 
  $7635 == 5 // $ == int 
jf @MM_5581 
if 
   not Car.Wrecked($7592)
jf @MM_5581 
0208: $7651 = random_float -1530.0 -1384.0 
0208: $7652 = random_float 995.0 923.0 
02C2: car $7592 drive_to_point $7651 $7652 -100.0 

:MM_5581
if 
  $7635 == 11 // $ == int 
jf @MM_5652 
if 
   not Car.Wrecked($7592)
jf @MM_5622 
00AF: set_car $7592 driver_behaviour_to 2 

:MM_5622
if 
   not Car.Wrecked($7595)
jf @MM_5645 
00AF: set_car $7595 driver_behaviour_to 2 

:MM_5645
$7635 = 6 // $ = int 

:MM_5652
if 
  $7635 == 2 // $ == int 
jf @MM_5741 
if 
   not Car.Wrecked($7596)
jf @MM_5734 
if 
   not Car.Wrecked($7598)
jf @MM_5710 
032C: car $7598 ram $7596 

:MM_5710
if 
   not Car.Wrecked($7599)
jf @MM_5734 
032C: car $7599 ram $7596 

:MM_5734
$7635 = 5 // $ = int 

:MM_5741
if 
  $7634 == 0 // $ == int 
jf @MM_5839 
if 
  $7635 == 5 // $ == int 
jf @MM_5839 
if 
   not Car.Wrecked($7596)
jf @MM_5839 
0208: $7653 = random_float -1530.0 -1384.0 
0208: $7654 = random_float 995.0 1056.0 
02C2: car $7596 drive_to_point $7653 $7654 -100.0 

:MM_5839
if 
  $7635 == 12 // $ == int 
jf @MM_5933 
if 
   not Car.Wrecked($7596)
jf @MM_5880 
00AF: set_car $7596 driver_behaviour_to 2 

:MM_5880
if 
   not Car.Wrecked($7598)
jf @MM_5903 
00AF: set_car $7598 driver_behaviour_to 2 

:MM_5903
if 
   not Car.Wrecked($7599)
jf @MM_5926 
00AF: set_car $7599 driver_behaviour_to 2 

:MM_5926
$7635 = 6 // $ = int 

:MM_5933
if 
  $7635 == 3 // $ == int 
jf @MM_6054 
if 
   not Car.Wrecked($7600)
jf @MM_6047 
if 
   not Car.Wrecked($7601)
jf @MM_5999 
02C2: car $7601 drive_to_point $7659 $7660 -100.0 

:MM_5999
if 
   not Car.Wrecked($7602)
jf @MM_6023 
032C: car $7602 ram $7600 

:MM_6023
if 
   not Car.Wrecked($7603)
jf @MM_6047 
032C: car $7603 ram $7600 

:MM_6047
$7635 = 5 // $ = int 

:MM_6054
if 
  $7634 == 0 // $ == int 
jf @MM_6152 
if 
  $7635 == 5 // $ == int 
jf @MM_6152 
if 
   not Car.Wrecked($7600)
jf @MM_6152 
0208: $7655 = random_float -1265.0 -1384.0 
0208: $7656 = random_float 995.0 923.0 
02C2: car $7600 drive_to_point $7655 $7656 -100.0 

:MM_6152
if 
  $7635 == 13 // $ == int 
jf @MM_6246 
if 
   not Car.Wrecked($7600)
jf @MM_6193 
00AF: set_car $7600 driver_behaviour_to 2 

:MM_6193
if 
   not Car.Wrecked($7602)
jf @MM_6216 
00AF: set_car $7602 driver_behaviour_to 2 

:MM_6216
if 
   not Car.Wrecked($7603)
jf @MM_6239 
00AF: set_car $7603 driver_behaviour_to 2 

:MM_6239
$7635 = 6 // $ = int 

:MM_6246
if 
  $7635 == 4 // $ == int 
jf @MM_6359 
if 
   not Car.Wrecked($7604)
jf @MM_6352 
if 
   not Car.Wrecked($7605)
jf @MM_6304 
032C: car $7605 ram $7604 

:MM_6304
if 
   not Car.Wrecked($7606)
jf @MM_6328 
032C: car $7606 ram $7604 

:MM_6328
if 
   not Car.Wrecked($7607)
jf @MM_6352 
032C: car $7607 ram $7604 

:MM_6352
$7635 = 5 // $ = int 

:MM_6359
if 
  $7634 == 0 // $ == int 
jf @MM_6464 
if 
  $7635 == 5 // $ == int 
jf @MM_6457 
if 
   not Car.Wrecked($7604)
jf @MM_6457 
0208: $7657 = random_float -1265.0 -1384.0 
0208: $7658 = random_float 995.0 1056.0 
02C2: car $7604 drive_to_point $7657 $7658 -100.0 

:MM_6457
$7634 = 1 // $ = int 

:MM_6464
if 
  $7635 == 14 // $ == int 
jf @MM_6581 
if 
   not Car.Wrecked($7604)
jf @MM_6505 
00AF: set_car $7604 driver_behaviour_to 2 

:MM_6505
if 
   not Car.Wrecked($7605)
jf @MM_6528 
00AF: set_car $7605 driver_behaviour_to 2 

:MM_6528
if 
   not Car.Wrecked($7606)
jf @MM_6551 
00AF: set_car $7606 driver_behaviour_to 2 

:MM_6551
if 
   not Car.Wrecked($7607)
jf @MM_6574 
00AF: set_car $7607 driver_behaviour_to 2 

:MM_6574
$7635 = 6 // $ = int 

:MM_6581
if 
   not Car.Wrecked($7592)
jf @MM_6698 
if 
01F4:   car $7592 flipped 
jf @MM_6672 
if 
81FC:   not player $PLAYER_CHAR near_car $7592 radius 7.0 7.0 0 
jf @MM_6672 
Car.StorePos($7592, $397, $398, $399)
Car.PutAt($7592, $397, $398, $399)

:MM_6672
if 
03CE:   car $7592 stuck 
jf @MM_6698 
0477: set_car $7592 action 2 time 3000 

:MM_6698
if 
   not Car.Wrecked($7593)
jf @MM_6815 
if 
01F4:   car $7593 flipped 
jf @MM_6789 
if 
81FC:   not player $PLAYER_CHAR near_car $7593 radius 7.0 7.0 0 
jf @MM_6789 
Car.StorePos($7593, $397, $398, $399)
Car.PutAt($7593, $397, $398, $399)

:MM_6789
if 
03CE:   car $7593 stuck 
jf @MM_6815 
0477: set_car $7593 action 2 time 3000 

:MM_6815
if 
   not Car.Wrecked($7594)
jf @MM_6932 
if 
01F4:   car $7594 flipped 
jf @MM_6906 
if 
81FC:   not player $PLAYER_CHAR near_car $7594 radius 7.0 7.0 0 
jf @MM_6906 
Car.StorePos($7594, $397, $398, $399)
Car.PutAt($7594, $397, $398, $399)

:MM_6906
if 
03CE:   car $7594 stuck 
jf @MM_6932 
0477: set_car $7594 action 2 time 3000 

:MM_6932
if 
   not Car.Wrecked($7595)
jf @MM_7049 
if 
01F4:   car $7595 flipped 
jf @MM_7023 
if 
81FC:   not player $PLAYER_CHAR near_car $7595 radius 7.0 7.0 0 
jf @MM_7023 
Car.StorePos($7595, $397, $398, $399)
Car.PutAt($7595, $397, $398, $399)

:MM_7023
if 
03CE:   car $7595 stuck 
jf @MM_7049 
0477: set_car $7595 action 2 time 3000 

:MM_7049
if 
   not Car.Wrecked($7596)
jf @MM_7166 
if 
01F4:   car $7596 flipped 
jf @MM_7140 
if 
81FC:   not player $PLAYER_CHAR near_car $7596 radius 7.0 7.0 0 
jf @MM_7140 
Car.StorePos($7596, $397, $398, $399)
Car.PutAt($7596, $397, $398, $399)

:MM_7140
if 
03CE:   car $7596 stuck 
jf @MM_7166 
0477: set_car $7596 action 2 time 3000 

:MM_7166
if 
   not Car.Wrecked($7597)
jf @MM_7283 
if 
01F4:   car $7597 flipped 
jf @MM_7257 
if 
81FC:   not player $PLAYER_CHAR near_car $7597 radius 7.0 7.0 0 
jf @MM_7257 
Car.StorePos($7597, $397, $398, $399)
Car.PutAt($7597, $397, $398, $399)

:MM_7257
if 
03CE:   car $7597 stuck 
jf @MM_7283 
0477: set_car $7597 action 2 time 3000 

:MM_7283
if 
   not Car.Wrecked($7598)
jf @MM_7400 
if 
01F4:   car $7598 flipped 
jf @MM_7374 
if 
81FC:   not player $PLAYER_CHAR near_car $7598 radius 7.0 7.0 0 
jf @MM_7374 
Car.StorePos($7598, $397, $398, $399)
Car.PutAt($7598, $397, $398, $399)

:MM_7374
if 
03CE:   car $7598 stuck 
jf @MM_7400 
0477: set_car $7598 action 2 time 3000 

:MM_7400
if 
   not Car.Wrecked($7599)
jf @MM_7517 
if 
01F4:   car $7599 flipped 
jf @MM_7491 
if 
81FC:   not player $PLAYER_CHAR near_car $7599 radius 7.0 7.0 0 
jf @MM_7491 
Car.StorePos($7599, $397, $398, $399)
Car.PutAt($7599, $397, $398, $399)

:MM_7491
if 
03CE:   car $7599 stuck 
jf @MM_7517 
0477: set_car $7599 action 2 time 3000 

:MM_7517
if 
   not Car.Wrecked($7600)
jf @MM_7634 
if 
01F4:   car $7600 flipped 
jf @MM_7608 
if 
81FC:   not player $PLAYER_CHAR near_car $7600 radius 7.0 7.0 0 
jf @MM_7608 
Car.StorePos($7600, $397, $398, $399)
Car.PutAt($7600, $397, $398, $399)

:MM_7608
if 
03CE:   car $7600 stuck 
jf @MM_7634 
0477: set_car $7600 action 2 time 3000 

:MM_7634
if 
   not Car.Wrecked($7601)
jf @MM_7751 
if 
01F4:   car $7601 flipped 
jf @MM_7725 
if 
81FC:   not player $PLAYER_CHAR near_car $7601 radius 7.0 7.0 0 
jf @MM_7725 
Car.StorePos($7601, $397, $398, $399)
Car.PutAt($7601, $397, $398, $399)

:MM_7725
if 
03CE:   car $7601 stuck 
jf @MM_7751 
0477: set_car $7601 action 2 time 3000 

:MM_7751
if 
   not Car.Wrecked($7602)
jf @MM_7868 
if 
01F4:   car $7602 flipped 
jf @MM_7842 
if 
81FC:   not player $PLAYER_CHAR near_car $7602 radius 7.0 7.0 0 
jf @MM_7842 
Car.StorePos($7602, $397, $398, $399)
Car.PutAt($7602, $397, $398, $399)

:MM_7842
if 
03CE:   car $7602 stuck 
jf @MM_7868 
0477: set_car $7602 action 2 time 3000 

:MM_7868
if 
   not Car.Wrecked($7603)
jf @MM_7985 
if 
01F4:   car $7603 flipped 
jf @MM_7959 
if 
81FC:   not player $PLAYER_CHAR near_car $7603 radius 7.0 7.0 0 
jf @MM_7959 
Car.StorePos($7603, $397, $398, $399)
Car.PutAt($7603, $397, $398, $399)

:MM_7959
if 
03CE:   car $7603 stuck 
jf @MM_7985 
0477: set_car $7603 action 2 time 3000 

:MM_7985
if 
   not Car.Wrecked($7604)
jf @MM_8102 
if 
01F4:   car $7604 flipped 
jf @MM_8076 
if 
81FC:   not player $PLAYER_CHAR near_car $7604 radius 7.0 7.0 0 
jf @MM_8076 
Car.StorePos($7604, $397, $398, $399)
Car.PutAt($7604, $397, $398, $399)

:MM_8076
if 
03CE:   car $7604 stuck 
jf @MM_8102 
0477: set_car $7604 action 2 time 3000 

:MM_8102
if 
   not Car.Wrecked($7605)
jf @MM_8219 
if 
01F4:   car $7605 flipped 
jf @MM_8193 
if 
81FC:   not player $PLAYER_CHAR near_car $7605 radius 7.0 7.0 0 
jf @MM_8193 
Car.StorePos($7605, $397, $398, $399)
Car.PutAt($7605, $397, $398, $399)

:MM_8193
if 
03CE:   car $7605 stuck 
jf @MM_8219 
0477: set_car $7605 action 2 time 3000 

:MM_8219
if 
   not Car.Wrecked($7606)
jf @MM_8336 
if 
01F4:   car $7606 flipped 
jf @MM_8310 
if 
81FC:   not player $PLAYER_CHAR near_car $7606 radius 7.0 7.0 0 
jf @MM_8310 
Car.StorePos($7606, $397, $398, $399)
Car.PutAt($7606, $397, $398, $399)

:MM_8310
if 
03CE:   car $7606 stuck 
jf @MM_8336 
0477: set_car $7606 action 2 time 3000 

:MM_8336
if 
   not Car.Wrecked($7607)
jf @MM_8453 
if 
01F4:   car $7607 flipped 
jf @MM_8427 
if 
81FC:   not player $PLAYER_CHAR near_car $7607 radius 7.0 7.0 0 
jf @MM_8427 
Car.StorePos($7607, $397, $398, $399)
Car.PutAt($7607, $397, $398, $399)

:MM_8427
if 
03CE:   car $7607 stuck 
jf @MM_8453 
0477: set_car $7607 action 2 time 3000 

:MM_8453
if 
  TIMERA > 1500 // @ > int 
jf @MM_8511 
$7634 = 0 // $ = int 
TIMERA = 0 // @ = int 
if 
  $7644 == 0 // $ == int 
jf @MM_8511 
$7644 = 1 // $ = int 

:MM_8511
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_8588 
if 
  $7636 == 0 // $ == int 
jf @MM_8581 
$7635 = 11 // $ = int 
$7636 = 1 // $ = int 

:MM_8581
jump @MM_8620 

:MM_8588
if 
  $7636 == 1 // $ == int 
jf @MM_8620 
$7635 = 1 // $ = int 
$7636 = 0 // $ = int 

:MM_8620
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_8697 
if 
  $7637 == 0 // $ == int 
jf @MM_8690 
$7635 = 12 // $ = int 
$7637 = 1 // $ = int 

:MM_8690
jump @MM_8729 

:MM_8697
if 
  $7637 == 1 // $ == int 
jf @MM_8729 
$7635 = 2 // $ = int 
$7637 = 0 // $ = int 

:MM_8729
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_8806 
if 
  $7638 == 0 // $ == int 
jf @MM_8799 
$7635 = 13 // $ = int 
$7638 = 1 // $ = int 

:MM_8799
jump @MM_8838 

:MM_8806
if 
  $7638 == 1 // $ == int 
jf @MM_8838 
$7635 = 3 // $ = int 
$7638 = 0 // $ = int 

:MM_8838
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_8915 
if 
  $7639 == 0 // $ == int 
jf @MM_8908 
$7635 = 14 // $ = int 
$7639 = 1 // $ = int 

:MM_8908
jump @MM_8947 

:MM_8915
if 
  $7639 == 1 // $ == int 
jf @MM_8947 
$7635 = 4 // $ = int 
$7639 = 0 // $ = int 

:MM_8947
if 
   Car.Wrecked($7592)
jf @MM_8977 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_8977
if 
   Car.Wrecked($7593)
jf @MM_9007 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9007
if 
   Car.Wrecked($7594)
jf @MM_9037 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9037
if 
   Car.Wrecked($7595)
jf @MM_9067 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9067
if 
   Car.Wrecked($7596)
jf @MM_9097 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9097
if 
   Car.Wrecked($7597)
jf @MM_9127 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9127
if 
   Car.Wrecked($7598)
jf @MM_9157 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9157
if 
   Car.Wrecked($7599)
jf @MM_9187 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9187
if 
   Car.Wrecked($7600)
jf @MM_9217 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9217
if 
   Car.Wrecked($7601)
jf @MM_9247 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9247
if 
   Car.Wrecked($7602)
jf @MM_9277 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9277
if 
   Car.Wrecked($7603)
jf @MM_9307 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9307
if 
   Car.Wrecked($7604)
jf @MM_9337 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9337
if 
   Car.Wrecked($7605)
jf @MM_9367 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9367
if 
   Car.Wrecked($7606)
jf @MM_9397 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9397
if 
   Car.Wrecked($7607)
jf @MM_9427 
$7626 -= 1 // $ -= int 
$7627 += 1 // $ += int 

:MM_9427
if 
  16 > $7626 // int > $ 
jf @MM_9452 
gosub @MM_10712 

:MM_9452
jump @MM_4631 

:MM_9459
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1000 

:MM_9481
if 
fading 
jf @MM_9505 
wait 0 
jump @MM_9481 

:MM_9505
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @MM_9527 

:MM_9527
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:MM_9544
03CF: load_wav 'AIRHRNL' as 1 

:MM_9556
if 
83D0:   not wav 1 loaded 
jf @MM_9582 
wait 0 
jump @MM_9556 

:MM_9582
03CF: load_wav 'AIRHRNR' as 2 

:MM_9594
if 
83D0:   not wav 2 loaded 
jf @MM_9620 
wait 0 
jump @MM_9594 

:MM_9620
03D1: play_wav 1 
03D1: play_wav 2 

:MM_9628
if 
83D2:   not wav 2 ended 
jf @MM_9654 
wait 0 
jump @MM_9628 

:MM_9654
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0394: play_music 1 
if 
   not Car.Wrecked($7592)
jf @MM_9692 
Car.LockInCurrentPosition($7592, True)

:MM_9692
if 
   not Car.Wrecked($7593)
jf @MM_9715 
Car.LockInCurrentPosition($7593, True)

:MM_9715
if 
   not Car.Wrecked($7594)
jf @MM_9738 
Car.LockInCurrentPosition($7594, True)

:MM_9738
if 
   not Car.Wrecked($7595)
jf @MM_9761 
Car.LockInCurrentPosition($7595, True)

:MM_9761
if 
   not Car.Wrecked($7596)
jf @MM_9784 
Car.LockInCurrentPosition($7596, True)

:MM_9784
if 
   not Car.Wrecked($7597)
jf @MM_9807 
Car.LockInCurrentPosition($7597, True)

:MM_9807
if 
   not Car.Wrecked($7598)
jf @MM_9830 
Car.LockInCurrentPosition($7598, True)

:MM_9830
if 
   not Car.Wrecked($7599)
jf @MM_9853 
Car.LockInCurrentPosition($7599, True)

:MM_9853
if 
   not Car.Wrecked($7600)
jf @MM_9876 
Car.LockInCurrentPosition($7600, True)

:MM_9876
if 
   not Car.Wrecked($7601)
jf @MM_9899 
Car.LockInCurrentPosition($7601, True)

:MM_9899
if 
   not Car.Wrecked($7602)
jf @MM_9922 
Car.LockInCurrentPosition($7602, True)

:MM_9922
if 
   not Car.Wrecked($7603)
jf @MM_9945 
Car.LockInCurrentPosition($7603, True)

:MM_9945
if 
   not Car.Wrecked($7604)
jf @MM_9968 
Car.LockInCurrentPosition($7604, True)

:MM_9968
if 
   not Car.Wrecked($7605)
jf @MM_9991 
Car.LockInCurrentPosition($7605, True)

:MM_9991
if 
   not Car.Wrecked($7606)
jf @MM_10014 
Car.LockInCurrentPosition($7606, True)

:MM_10014
if 
   not Car.Wrecked($7607)
jf @MM_10037 
Car.LockInCurrentPosition($7607, True)

:MM_10037
00BA: text_styled 'BLOD_10' 6000 ms 5  // WINNER!!
01E3: text_1number_styled 'BLOD_09' number 1000 time 6000 style 6  // $~1~
Player.Money($PLAYER_CHAR) += 1000
0084: $7631 = $7640 // $ = $ int 
$7631 /= 1000 // $ /= int 
$7629 += 1 // $ += int 
$7630 += 1 // $ += int 
0544: save_longest_time_in_bloodring $7631 
TIMERA = 0 // @ = int 
03F0: enable_text_draw 1 

:MM_10124
wait 0 
if 
  5000 > TIMERA // int > @ 
jf @MM_10322 
gosub @MM_15844 
0340: set_text_draw_color 0 0 0 255 
045A: text_draw_1number 32.0 302.0 'BLOD_07' $7631  // NEW Best Time: ~1~ Seconds
gosub @MM_15844 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number 30.0 300.0 'BLOD_07' $7631  // NEW Best Time: ~1~ Seconds
gosub @MM_15844 
0340: set_text_draw_color 0 0 0 255 
045A: text_draw_1number 32.0 317.0 'BLOD_08' $7627  // Cars Destroyed: ~1~
gosub @MM_15844 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number 30.0 315.0 'BLOD_08' $7627  // Cars Destroyed: ~1~
jump @MM_10329 

:MM_10322
jump @MM_10336 

:MM_10329
jump @MM_10124 

:MM_10336
$7640 += 60000 // $ += int 
0169: set_fade_color 0 0 0 
fade 0 1000 

:MM_10361
if 
fading 
jf @MM_10385 
wait 0 
jump @MM_10361 

:MM_10385
02A3: enable_widescreen 0 
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR single_free_treatment 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $1999 == 0 // $ == int 
jf @MM_10450 
014C: set_parked_car_generator $2355 cars_to_generate_to 101 
014C: set_parked_car_generator $2356 cars_to_generate_to 101 
030C: progress_made += 1 
0595: mission_complete 
$1999 = 1 // $ = int 

:MM_10450
return 

:MM_10452
$ONMISSION = 0 // $ = int 
03F0: enable_text_draw 0 
04FA: clear_extra_colors_with_fade 0 
Marker.Disable($7662)
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
Player.CanMove($PLAYER_CHAR, True)
01B7: release_weather 
0543: add_to_bloodring_kills_stat $7627 
0151: remove_status_text $7627 
014F: stop_timer $7628 
0151: remove_status_text $7633 
03D5: remove_text 'BLOD_05'  // ~g~TARGET TIME: ~1~ Minute
03D5: remove_text 'BLOD_06'  // ~g~TARGET TIME: ~1~ Minutes
Model.Destroy(#BLOODRB)
Model.Destroy(#BLOODRA)
Model.Destroy(#WMYCR)
$696 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
057E: make_radar_grey 0 
if 
   not wasted_or_busted 
jf @MM_10708 
select_interior 0 
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @MM_10652 
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 
jump @MM_10672 

:MM_10652
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 

:MM_10672
0171: set_player $PLAYER_CHAR z_angle_to 278.65 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)

:MM_10708
mission_cleanup 
return 

:MM_10712
gosub @MM_14305 
if 
   Car.Wrecked($7592)
jf @MM_10936 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_10816 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_10816
03CD: car $7592 remove_from_stuck_car_check 
Car.RemoveReferences($7592)
Actor.RemoveReferences($7608)
Car.Create($7592, #BLOODRB, $7647, $7648, $7649)
0129: $7608 = create_actor 4 #WMYCR in_car $7592 driverseat 
0489: set_actor $7608 muted 1 
04E0: car $7592 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7592, True)
Car.SetMaxSpeed($7592, 100.0)
03CC: add_stuck_car_check $7592 distance 1.5 time 4000 
00AE: set_vehicle $7592 traffic_behavior_to 3 
04BA: set_car $7592 speed_instantly 25.0 
00AF: set_car $7592 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_10936
gosub @MM_14305 
if 
   Car.Wrecked($7593)
jf @MM_11160 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_11040 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11040
03CD: car $7593 remove_from_stuck_car_check 
Car.RemoveReferences($7593)
Actor.RemoveReferences($7609)
Car.Create($7593, #BLOODRB, $7647, $7648, $7649)
0129: $7609 = create_actor 4 #WMYCR in_car $7593 driverseat 
0489: set_actor $7609 muted 1 
04E0: car $7593 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7593, True)
Car.SetMaxSpeed($7593, 100.0)
03CC: add_stuck_car_check $7593 distance 1.5 time 4000 
00AE: set_vehicle $7593 traffic_behavior_to 3 
04BA: set_car $7593 speed_instantly 25.0 
00AF: set_car $7593 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_11160
gosub @MM_14305 
if 
   Car.Wrecked($7594)
jf @MM_11384 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_11264 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11264
03CD: car $7594 remove_from_stuck_car_check 
Car.RemoveReferences($7594)
Actor.RemoveReferences($7610)
Car.Create($7594, #BLOODRB, $7647, $7648, $7649)
0129: $7610 = create_actor 4 #WMYCR in_car $7594 driverseat 
0489: set_actor $7610 muted 1 
04E0: car $7594 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7594, True)
Car.SetMaxSpeed($7594, 100.0)
03CC: add_stuck_car_check $7594 distance 1.5 time 4000 
00AE: set_vehicle $7594 traffic_behavior_to 3 
04BA: set_car $7594 speed_instantly 25.0 
00AF: set_car $7594 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_11384
gosub @MM_14305 
if 
   Car.Wrecked($7595)
jf @MM_11608 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_11488 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11488
03CD: car $7595 remove_from_stuck_car_check 
Car.RemoveReferences($7595)
Actor.RemoveReferences($7611)
Car.Create($7595, #BLOODRB, $7647, $7648, $7649)
0129: $7611 = create_actor 4 #WMYCR in_car $7595 driverseat 
0489: set_actor $7611 muted 1 
04E0: car $7595 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7595, True)
Car.SetMaxSpeed($7595, 100.0)
03CC: add_stuck_car_check $7595 distance 1.5 time 4000 
00AE: set_vehicle $7595 traffic_behavior_to 3 
04BA: set_car $7595 speed_instantly 25.0 
00AF: set_car $7595 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_11608
gosub @MM_14305 
if 
   Car.Wrecked($7596)
jf @MM_11832 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_11712 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11712
03CD: car $7596 remove_from_stuck_car_check 
Car.RemoveReferences($7596)
Actor.RemoveReferences($7612)
Car.Create($7596, #BLOODRB, $7647, $7648, $7649)
0129: $7612 = create_actor 4 #WMYCR in_car $7596 driverseat 
0489: set_actor $7612 muted 1 
04E0: car $7596 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7596, True)
Car.SetMaxSpeed($7596, 100.0)
03CC: add_stuck_car_check $7596 distance 1.5 time 4000 
00AE: set_vehicle $7596 traffic_behavior_to 3 
04BA: set_car $7596 speed_instantly 25.0 
00AF: set_car $7596 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_11832
gosub @MM_14305 
if 
   Car.Wrecked($7597)
jf @MM_12063 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_11936 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11936
03CD: car $7597 remove_from_stuck_car_check 
Car.RemoveReferences($7597)
Actor.RemoveReferences($7613)
Car.Create($7597, #BLOODRB, $7647, $7648, $7649)
0129: $7613 = create_actor 4 #WMYCR in_car $7597 driverseat 
0489: set_actor $7613 muted 1 
04E0: car $7597 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7597, True)
Car.SetMaxSpeed($7597, 100.0)
03CC: add_stuck_car_check $7597 distance 1.5 time 4000 
00AE: set_vehicle $7597 traffic_behavior_to 3 
04BA: set_car $7597 speed_instantly 25.0 
00AF: set_car $7597 driver_behaviour_to 2 
00AF: set_car $7597 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_12063
gosub @MM_14305 
if 
   Car.Wrecked($7598)
jf @MM_12287 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_12167 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12167
03CD: car $7598 remove_from_stuck_car_check 
Car.RemoveReferences($7598)
Actor.RemoveReferences($7614)
Car.Create($7598, #BLOODRB, $7647, $7648, $7649)
0129: $7614 = create_actor 4 #WMYCR in_car $7598 driverseat 
0489: set_actor $7614 muted 1 
04E0: car $7598 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7598, True)
Car.SetMaxSpeed($7598, 100.0)
03CC: add_stuck_car_check $7598 distance 1.5 time 4000 
00AE: set_vehicle $7598 traffic_behavior_to 3 
04BA: set_car $7598 speed_instantly 25.0 
00AF: set_car $7598 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_12287
gosub @MM_14305 
if 
   Car.Wrecked($7599)
jf @MM_12511 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_12391 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12391
03CD: car $7599 remove_from_stuck_car_check 
Car.RemoveReferences($7599)
Actor.RemoveReferences($7615)
Car.Create($7599, #BLOODRB, $7647, $7648, $7649)
0129: $7615 = create_actor 4 #WMYCR in_car $7599 driverseat 
0489: set_actor $7615 muted 1 
04E0: car $7599 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7599, True)
Car.SetMaxSpeed($7599, 100.0)
03CC: add_stuck_car_check $7599 distance 1.5 time 4000 
00AE: set_vehicle $7599 traffic_behavior_to 3 
04BA: set_car $7599 speed_instantly 25.0 
00AF: set_car $7599 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_12511
gosub @MM_14305 
if 
   Car.Wrecked($7600)
jf @MM_12735 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_12615 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12615
03CD: car $7600 remove_from_stuck_car_check 
Car.RemoveReferences($7600)
Actor.RemoveReferences($7616)
Car.Create($7600, #BLOODRB, $7647, $7648, $7649)
0129: $7616 = create_actor 4 #WMYCR in_car $7600 driverseat 
0489: set_actor $7616 muted 1 
04E0: car $7600 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7600, True)
Car.SetMaxSpeed($7600, 100.0)
03CC: add_stuck_car_check $7600 distance 1.5 time 4000 
00AE: set_vehicle $7600 traffic_behavior_to 3 
04BA: set_car $7600 speed_instantly 25.0 
00AF: set_car $7600 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_12735
gosub @MM_14305 
if 
   Car.Wrecked($7601)
jf @MM_12959 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_12839 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12839
03CD: car $7601 remove_from_stuck_car_check 
Car.RemoveReferences($7601)
Actor.RemoveReferences($7617)
Car.Create($7601, #BLOODRB, $7647, $7648, $7649)
0129: $7617 = create_actor 4 #WMYCR in_car $7601 driverseat 
0489: set_actor $7617 muted 1 
04E0: car $7601 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7601, True)
Car.SetMaxSpeed($7601, 100.0)
03CC: add_stuck_car_check $7601 distance 1.5 time 4000 
00AE: set_vehicle $7601 traffic_behavior_to 3 
04BA: set_car $7601 speed_instantly 25.0 
00AF: set_car $7601 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_12959
gosub @MM_14305 
if 
   Car.Wrecked($7602)
jf @MM_13183 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_13063 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13063
03CD: car $7602 remove_from_stuck_car_check 
Car.RemoveReferences($7602)
Actor.RemoveReferences($7618)
Car.Create($7602, #BLOODRB, $7647, $7648, $7649)
0129: $7618 = create_actor 4 #WMYCR in_car $7602 driverseat 
0489: set_actor $7618 muted 1 
04E0: car $7602 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7602, True)
Car.SetMaxSpeed($7602, 100.0)
03CC: add_stuck_car_check $7602 distance 1.5 time 4000 
00AE: set_vehicle $7602 traffic_behavior_to 3 
04BA: set_car $7602 speed_instantly 25.0 
00AF: set_car $7602 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_13183
gosub @MM_14305 
if 
   Car.Wrecked($7603)
jf @MM_13407 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_13287 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13287
03CD: car $7603 remove_from_stuck_car_check 
Car.RemoveReferences($7603)
Actor.RemoveReferences($7619)
Car.Create($7603, #BLOODRB, $7647, $7648, $7649)
0129: $7619 = create_actor 4 #WMYCR in_car $7603 driverseat 
0489: set_actor $7619 muted 1 
04E0: car $7603 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7603, True)
Car.SetMaxSpeed($7603, 100.0)
03CC: add_stuck_car_check $7603 distance 1.5 time 4000 
00AE: set_vehicle $7603 traffic_behavior_to 3 
04BA: set_car $7603 speed_instantly 25.0 
00AF: set_car $7603 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_13407
gosub @MM_14305 
if 
   Car.Wrecked($7604)
jf @MM_13631 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_13511 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13511
03CD: car $7604 remove_from_stuck_car_check 
Car.RemoveReferences($7604)
Actor.RemoveReferences($7620)
Car.Create($7604, #BLOODRB, $7647, $7648, $7649)
0129: $7620 = create_actor 4 #WMYCR in_car $7604 driverseat 
0489: set_actor $7620 muted 1 
04E0: car $7604 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7604, True)
Car.SetMaxSpeed($7604, 100.0)
03CC: add_stuck_car_check $7604 distance 1.5 time 4000 
00AE: set_vehicle $7604 traffic_behavior_to 3 
04BA: set_car $7604 speed_instantly 25.0 
00AF: set_car $7604 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_13631
gosub @MM_14305 
if 
   Car.Wrecked($7605)
jf @MM_13855 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_13735 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13735
03CD: car $7605 remove_from_stuck_car_check 
Car.RemoveReferences($7605)
Actor.RemoveReferences($7621)
Car.Create($7605, #BLOODRB, $7647, $7648, $7649)
0129: $7621 = create_actor 4 #WMYCR in_car $7605 driverseat 
0489: set_actor $7621 muted 1 
04E0: car $7605 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7605, True)
Car.SetMaxSpeed($7605, 100.0)
03CC: add_stuck_car_check $7605 distance 1.5 time 4000 
00AE: set_vehicle $7605 traffic_behavior_to 3 
04BA: set_car $7605 speed_instantly 25.0 
00AF: set_car $7605 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_13855
gosub @MM_14305 
if 
   Car.Wrecked($7606)
jf @MM_14079 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_13959 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13959
03CD: car $7606 remove_from_stuck_car_check 
Car.RemoveReferences($7606)
Actor.RemoveReferences($7622)
Car.Create($7606, #BLOODRB, $7647, $7648, $7649)
0129: $7622 = create_actor 4 #WMYCR in_car $7606 driverseat 
0489: set_actor $7622 muted 1 
04E0: car $7606 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7606, True)
Car.SetMaxSpeed($7606, 100.0)
03CC: add_stuck_car_check $7606 distance 1.5 time 4000 
00AE: set_vehicle $7606 traffic_behavior_to 3 
04BA: set_car $7606 speed_instantly 25.0 
00AF: set_car $7606 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_14079
gosub @MM_14305 
if 
   Car.Wrecked($7607)
jf @MM_14303 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_14183 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_14183
03CD: car $7607 remove_from_stuck_car_check 
Car.RemoveReferences($7607)
Actor.RemoveReferences($7623)
Car.Create($7607, #BLOODRB, $7647, $7648, $7649)
0129: $7623 = create_actor 4 #WMYCR in_car $7607 driverseat 
0489: set_actor $7623 muted 1 
04E0: car $7607 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7607, True)
Car.SetMaxSpeed($7607, 100.0)
03CC: add_stuck_car_check $7607 distance 1.5 time 4000 
00AE: set_vehicle $7607 traffic_behavior_to 3 
04BA: set_car $7607 speed_instantly 25.0 
00AF: set_car $7607 driver_behaviour_to 2 
$7626 += 1 // $ += int 

:MM_14303
return 

:MM_14305
0209: $7625 = random_int_in_ranges 1 4 
wait 0 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7659 $7660 $7661 
if 
  $7644 == 1 // $ == int 
jf @MM_14371 
gosub @MM_14838 

:MM_14371
if 
  $7625 == 1 // $ == int 
jf @MM_14486 
if 
838A:   not car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0 
jf @MM_14479 
$7647 = -1461.84 // $ = float 
$7648 = 938.32 // $ = float 
$7649 = 261.0 // $ = float 
$7650 = 345.6 // $ = float 
jump @MM_14486 

:MM_14479
jump @MM_14305 

:MM_14486
if 
  $7625 == 2 // $ == int 
jf @MM_14591 
if 
838A:   not car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0 
jf @MM_14584 
$7647 = -1424.36 // $ = float 
$7648 = 933.86 // $ = float 
$7649 = 261.0 // $ = float 
jump @MM_14591 

:MM_14584
jump @MM_14305 

:MM_14591
if 
  $7625 == 3 // $ == int 
jf @MM_14706 
if 
838A:   not car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0 
jf @MM_14699 
$7647 = -1443.29 // $ = float 
$7648 = 931.29 // $ = float 
$7649 = 261.0 // $ = float 
$7650 = 351.4 // $ = float 
jump @MM_14706 

:MM_14699
jump @MM_14305 

:MM_14706
return 

:MM_14708
0208: $7659 = random_float -1290.0 -1508.0 
0208: $7660 = random_float 939.0 1052.0 
02CE: $7661 = ground_z $7659 $7660 275.8 
if 
  $7661 > 260.2 // $ > float 
jf @MM_14782 
jump @MM_14708 

:MM_14782
if 
  249.0 > $7661 // float > $ 
jf @MM_14810 
jump @MM_14708 

:MM_14810
Marker.Disable($7662)
018A: $7662 = create_checkpoint_at $7659 $7660 $7661 
0165: set_marker $7662 color_to 4 
return 

:MM_14838
0209: $7643 = random_int_in_ranges 1 22 
if 
  $7642 == 0 // $ == int 
jf @MM_15701 
if 
003A:   $7645 == $7643 // $ == $ int 
jf @MM_14916 
$7643 += 1 // $ += int 
if 
  $7643 > 21 // $ > int 
jf @MM_14916 
$7643 = 1 // $ = int 

:MM_14916
if 
  $7643 == 1 // $ == int 
jf @MM_14953 
03CF: load_wav 'RACE1' as 1 
$7642 = 1 // $ = int 

:MM_14953
if 
  $7643 == 2 // $ == int 
jf @MM_14990 
03CF: load_wav 'RACE2' as 1 
$7642 = 1 // $ = int 

:MM_14990
if 
  $7643 == 3 // $ == int 
jf @MM_15027 
03CF: load_wav 'RACE3' as 1 
$7642 = 1 // $ = int 

:MM_15027
if 
  $7643 == 4 // $ == int 
jf @MM_15064 
03CF: load_wav 'RACE4' as 1 
$7642 = 1 // $ = int 

:MM_15064
if 
  $7643 == 5 // $ == int 
jf @MM_15101 
03CF: load_wav 'RACE5' as 1 
$7642 = 1 // $ = int 

:MM_15101
if 
  $7643 == 6 // $ == int 
jf @MM_15138 
03CF: load_wav 'RACE6' as 1 
$7642 = 1 // $ = int 

:MM_15138
if 
  $7643 == 7 // $ == int 
jf @MM_15175 
03CF: load_wav 'RACE7' as 1 
$7642 = 1 // $ = int 

:MM_15175
if 
  $7643 == 8 // $ == int 
jf @MM_15212 
03CF: load_wav 'RACE8' as 1 
$7642 = 1 // $ = int 

:MM_15212
if 
  $7643 == 9 // $ == int 
jf @MM_15249 
03CF: load_wav 'RACE9' as 1 
$7642 = 1 // $ = int 

:MM_15249
if 
  $7643 == 10 // $ == int 
jf @MM_15286 
03CF: load_wav 'RACE10' as 1 
$7642 = 1 // $ = int 

:MM_15286
if 
  $7643 == 11 // $ == int 
jf @MM_15323 
03CF: load_wav 'RACE11' as 1 
$7642 = 1 // $ = int 

:MM_15323
if 
  $7643 == 12 // $ == int 
jf @MM_15360 
03CF: load_wav 'RACE12' as 1 
$7642 = 1 // $ = int 

:MM_15360
if 
  $7643 == 13 // $ == int 
jf @MM_15397 
03CF: load_wav 'RACE13' as 1 
$7642 = 1 // $ = int 

:MM_15397
if 
  $7643 == 14 // $ == int 
jf @MM_15434 
03CF: load_wav 'RACE14' as 1 
$7642 = 1 // $ = int 

:MM_15434
if 
  $7643 == 15 // $ == int 
jf @MM_15471 
03CF: load_wav 'RACE15' as 1 
$7642 = 1 // $ = int 

:MM_15471
if 
  $7643 == 16 // $ == int 
jf @MM_15508 
03CF: load_wav 'CHEER1' as 1 
$7642 = 1 // $ = int 

:MM_15508
if 
  $7643 == 17 // $ == int 
jf @MM_15545 
03CF: load_wav 'CHEER2' as 1 
$7642 = 1 // $ = int 

:MM_15545
if 
  $7643 == 18 // $ == int 
jf @MM_15582 
03CF: load_wav 'CHEER3' as 1 
$7642 = 1 // $ = int 

:MM_15582
if 
  $7643 == 19 // $ == int 
jf @MM_15619 
03CF: load_wav 'CHEER4' as 1 
$7642 = 1 // $ = int 

:MM_15619
if 
  $7643 == 20 // $ == int 
jf @MM_15656 
03CF: load_wav 'OOH1' as 1 
$7642 = 1 // $ = int 

:MM_15656
if 
  $7643 == 21 // $ == int 
jf @MM_15693 
03CF: load_wav 'OOH2' as 1 
$7642 = 1 // $ = int 

:MM_15693
0084: $7645 = $7643 // $ = $ int 

:MM_15701
if 
  $7642 == 1 // $ == int 
jf @MM_15741 
if 
03D0:   wav 1 loaded 
jf @MM_15741 
$7642 = 2 // $ = int 

:MM_15741
if 
  $7642 == 2 // $ == int 
jf @MM_15770 
03D1: play_wav 1 
$7642 = 3 // $ = int 

:MM_15770
if 
  $7642 == 3 // $ == int 
jf @MM_15810 
if 
03D2:   wav 1 ended 
jf @MM_15810 
$7642 = 4 // $ = int 

:MM_15810
if 
  $7642 == 4 // $ == int 
jf @MM_15842 
$7642 = 0 // $ = int 
$7644 = 0 // $ = int 

:MM_15842
return 

:MM_15844
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
return 

//-------------Mission 81---------------
// Originally: DIRTRING

:KICKST
script_name 'KICKST' 
gosub @KICKST_53 
if 
wasted_or_busted 
jf @KICKST_37 
gosub @KICKST_9979 

:KICKST_37
gosub @KICKST_10445 
terminate_this_script 
$7849 = 0 // $ = int 

:KICKST_53
$ONMISSION = 1 // $ = int 
if 
  $357 == 0 // $ == int 
jf @KICKST_80 
increment_mission_attempts 

:KICKST_80
$7663 = 0 // $ = int 
$7669 = 0 // $ = int 
$7667 = 30000 // $ = int 
$7670 = -1484.643 // $ = float 
$7671 = 1488.02 // $ = float 
$7672 = 302.654 // $ = float 
$7673 = 0 // $ = int 
$7675 = -1333.7 // $ = float 
$7676 = 1478.77 // $ = float 
$7677 = 302.5 // $ = float 
$7678 = 0 // $ = int 
$7680 = -1335.735 // $ = float 
$7681 = 1519.111 // $ = float 
$7682 = 300.748 // $ = float 
$7683 = 0 // $ = int 
$7685 = -1304.975 // $ = float 
$7686 = 1494.277 // $ = float 
$7687 = 302.124 // $ = float 
$7688 = 0 // $ = int 
$7690 = -1302.957 // $ = float 
$7691 = 1514.426 // $ = float 
$7692 = 302.18 // $ = float 
$7693 = 0 // $ = int 
$7695 = -1388.63 // $ = float 
$7696 = 1486.478 // $ = float 
$7697 = 305.919 // $ = float 
$7698 = 0 // $ = int 
$7700 = -1437.116 // $ = float 
$7701 = 1434.815 // $ = float 
$7702 = 315.836 // $ = float 
$7703 = 0 // $ = int 
$7705 = -1417.707 // $ = float 
$7706 = 1544.8 // $ = float 
$7707 = 302.693 // $ = float 
$7708 = 0 // $ = int 
$7710 = -1313.301 // $ = float 
$7711 = 1502.544 // $ = float 
$7712 = 301.162 // $ = float 
$7713 = 0 // $ = int 
$7715 = -1312.47 // $ = float 
$7716 = 1512.856 // $ = float 
$7717 = 302.067 // $ = float 
$7718 = 0 // $ = int 
$7720 = -1323.204 // $ = float 
$7721 = 1492.103 // $ = float 
$7722 = 303.936 // $ = float 
$7723 = 0 // $ = int 
$7725 = -1323.245 // $ = float 
$7726 = 1477.574 // $ = float 
$7727 = 305.774 // $ = float 
$7728 = 0 // $ = int 
$7730 = -1344.384 // $ = float 
$7731 = 1533.452 // $ = float 
$7732 = 303.0 // $ = float 
$7733 = 0 // $ = int 
$7735 = -1348.278 // $ = float 
$7736 = 1511.859 // $ = float 
$7737 = 298.644 // $ = float 
$7738 = 0 // $ = int 
$7740 = -1378.509 // $ = float 
$7741 = 1509.739 // $ = float 
$7742 = 300.0 // $ = float 
$7743 = 0 // $ = int 
$7745 = -1388.155 // $ = float 
$7746 = 1527.837 // $ = float 
$7747 = 300.929 // $ = float 
$7748 = 0 // $ = int 
$7750 = -1409.253 // $ = float 
$7751 = 1522.967 // $ = float 
$7752 = 298.37 // $ = float 
$7753 = 0 // $ = int 
$7755 = -1426.424 // $ = float 
$7756 = 1520.959 // $ = float 
$7757 = 303.545 // $ = float 
$7758 = 0 // $ = int 
$7760 = -1460.186 // $ = float 
$7761 = 1510.866 // $ = float 
$7762 = 298.952 // $ = float 
$7763 = 0 // $ = int 
$7765 = -1460.878 // $ = float 
$7766 = 1471.218 // $ = float 
$7767 = 298.564 // $ = float 
$7768 = 0 // $ = int 
$7770 = -1429.784 // $ = float 
$7771 = 1451.61 // $ = float 
$7772 = 298.27 // $ = float 
$7773 = 0 // $ = int 
$7775 = -1400.634 // $ = float 
$7776 = 1461.061 // $ = float 
$7777 = 298.286 // $ = float 
$7778 = 0 // $ = int 
$7780 = -1425.175 // $ = float 
$7781 = 1478.428 // $ = float 
$7782 = 301.445 // $ = float 
$7783 = 0 // $ = int 
$7785 = -1414.86 // $ = float 
$7786 = 1497.479 // $ = float 
$7787 = 302.988 // $ = float 
$7788 = 0 // $ = int 
$7790 = -1379.127 // $ = float 
$7791 = 1492.167 // $ = float 
$7792 = 302.758 // $ = float 
$7793 = 0 // $ = int 
$7795 = -1366.536 // $ = float 
$7796 = 1450.439 // $ = float 
$7797 = 299.945 // $ = float 
$7798 = 0 // $ = int 
$7800 = -1346.842 // $ = float 
$7801 = 1484.873 // $ = float 
$7802 = 299.035 // $ = float 
$7803 = 0 // $ = int 
$7805 = -1513.362 // $ = float 
$7806 = 1508.387 // $ = float 
$7807 = 302.0 // $ = float 
$7808 = 0 // $ = int 
$7810 = -1493.339 // $ = float 
$7811 = 1462.965 // $ = float 
$7812 = 302.345 // $ = float 
$7813 = 0 // $ = int 
$7815 = -1509.219 // $ = float 
$7816 = 1479.257 // $ = float 
$7817 = 301.356 // $ = float 
$7818 = 0 // $ = int 
$7820 = -1484.417 // $ = float 
$7821 = 1454.364 // $ = float 
$7822 = 303.049 // $ = float 
$7823 = 0 // $ = int 
$7825 = -1496.913 // $ = float 
$7826 = 1517.326 // $ = float 
$7827 = 301.5 // $ = float 
$7828 = 0 // $ = int 
$7830 = 0 // $ = int 
$7832 = 0 // $ = int 
$7831 = 0 // $ = int 
$7835 = 0 // $ = int 
$7833 = 0 // $ = int 
$7837 = 32 // $ = int 
$7838 = 0.0 // $ = float 
$7839 = 0.0 // $ = float 
$7840 = 0.0 // $ = float 
$7841 = 0.0 // $ = float 
$7842 = 0.0 // $ = float 
$7843 = 0.0 // $ = float 
$7844 = 0 // $ = int 
$7846 = 0 // $ = int 
$7847 = 0 // $ = int 
$7848 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'KICKSTT' 
Player.CanMove($PLAYER_CHAR, False)
057E: make_radar_grey 1 
select_interior 14 
04F9: set_extra_colors 9 fade 0 
Camera.SetAtPos(-1331.889, 1498.615, 298.14)
Model.Load(#SANCHEZ)

:KICKST_1473
if 
   not Model.Available(#SANCHEZ)
jf @KICKST_1500 
wait 0 
jump @KICKST_1473 

:KICKST_1500
Camera.SetPosition(-1339.475, 1448.583, 299.939, 0.0, 0.0, 0.0)
Camera.PointAt(-1338.617, 1449.095, 299.894, 2)
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Car.Create($7834, #SANCHEZ, -1331.994, 1454.152, 298.15)
Car.SetImmunities($7834, 1, 1, 1, 1, 1)
Marker.CreateAboveCar($7836, $7834)
03AB: set_car $7834 strong 1 
03BC: $7845 = create_sphere -1445.728 1531.963 301.721 3.0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7670 $7671 $7672 
0167: $7674 = create_marker_at $7670 $7671 $7672 color 0 display 3 
0168: set_marker $7674 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7675 $7676 $7677 
0167: $7679 = create_marker_at $7675 $7676 $7677 color 0 display 3 
0168: set_marker $7679 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7680 $7681 $7682 
0167: $7684 = create_marker_at $7680 $7681 $7682 color 0 display 3 
0168: set_marker $7684 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7685 $7686 $7687 
0167: $7689 = create_marker_at $7685 $7686 $7687 color 0 display 3 
0168: set_marker $7689 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7690 $7691 $7692 
0167: $7694 = create_marker_at $7690 $7691 $7692 color 0 display 3 
0168: set_marker $7694 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7695 $7696 $7697 
0167: $7699 = create_marker_at $7695 $7696 $7697 color 0 display 3 
0168: set_marker $7699 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7700 $7701 $7702 
0167: $7704 = create_marker_at $7700 $7701 $7702 color 0 display 3 
0168: set_marker $7704 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7705 $7706 $7707 
0167: $7709 = create_marker_at $7705 $7706 $7707 color 0 display 3 
0168: set_marker $7709 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7710 $7711 $7712 
0167: $7714 = create_marker_at $7710 $7711 $7712 color 0 display 3 
0168: set_marker $7714 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7715 $7716 $7717 
0167: $7719 = create_marker_at $7715 $7716 $7717 color 0 display 3 
0168: set_marker $7719 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7720 $7721 $7722 
0167: $7724 = create_marker_at $7720 $7721 $7722 color 0 display 3 
0168: set_marker $7724 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7725 $7726 $7727 
0167: $7729 = create_marker_at $7725 $7726 $7727 color 0 display 3 
0168: set_marker $7729 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7730 $7731 $7732 
0167: $7734 = create_marker_at $7730 $7731 $7732 color 0 display 3 
0168: set_marker $7734 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7735 $7736 $7737 
0167: $7739 = create_marker_at $7735 $7736 $7737 color 0 display 3 
0168: set_marker $7739 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7740 $7741 $7742 
0167: $7744 = create_marker_at $7740 $7741 $7742 color 0 display 3 
0168: set_marker $7744 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7745 $7746 $7747 
0167: $7749 = create_marker_at $7745 $7746 $7747 color 0 display 3 
0168: set_marker $7749 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7750 $7751 $7752 
0167: $7754 = create_marker_at $7750 $7751 $7752 color 0 display 3 
0168: set_marker $7754 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7755 $7756 $7757 
0167: $7759 = create_marker_at $7755 $7756 $7757 color 0 display 3 
0168: set_marker $7759 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7760 $7761 $7762 
0167: $7764 = create_marker_at $7760 $7761 $7762 color 0 display 3 
0168: set_marker $7764 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7765 $7766 $7767 
0167: $7769 = create_marker_at $7765 $7766 $7767 color 0 display 3 
0168: set_marker $7769 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7770 $7771 $7772 
0167: $7774 = create_marker_at $7770 $7771 $7772 color 0 display 3 
0168: set_marker $7774 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7775 $7776 $7777 
0167: $7779 = create_marker_at $7775 $7776 $7777 color 0 display 3 
0168: set_marker $7779 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7780 $7781 $7782 
0167: $7784 = create_marker_at $7780 $7781 $7782 color 0 display 3 
0168: set_marker $7784 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7785 $7786 $7787 
0167: $7789 = create_marker_at $7785 $7786 $7787 color 0 display 3 
0168: set_marker $7789 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7790 $7791 $7792 
0167: $7794 = create_marker_at $7790 $7791 $7792 color 0 display 3 
0168: set_marker $7794 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7795 $7796 $7797 
0167: $7799 = create_marker_at $7795 $7796 $7797 color 0 display 3 
0168: set_marker $7799 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7800 $7801 $7802 
0167: $7804 = create_marker_at $7800 $7801 $7802 color 0 display 3 
0168: set_marker $7804 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7805 $7806 $7807 
0167: $7809 = create_marker_at $7805 $7806 $7807 color 0 display 3 
0168: set_marker $7809 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7810 $7811 $7812 
0167: $7814 = create_marker_at $7810 $7811 $7812 color 0 display 3 
0168: set_marker $7814 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7815 $7816 $7817 
0167: $7819 = create_marker_at $7815 $7816 $7817 color 0 display 3 
0168: set_marker $7819 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7820 $7821 $7822 
0167: $7824 = create_marker_at $7820 $7821 $7822 color 0 display 3 
0168: set_marker $7824 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7825 $7826 $7827 
0167: $7829 = create_marker_at $7825 $7826 $7827 color 0 display 3 
0168: set_marker $7829 size 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Camera.SetPosition(-1332.843, 1459.14, 299.987, 0.0, 0.0, 0.0)
Camera.PointAt(-1332.882, 1460.137, 300.053, 2)

:KICKST_3476
if 
fading 
jf @KICKST_3621 
wait 0 
if 
   Car.Wrecked($7834)
jf @KICKST_3599 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_3561
if 
fading 
jf @KICKST_3585 
wait 0 
jump @KICKST_3561 

:KICKST_3585
jump @KICKST_9979 
jump @KICKST_3607 

:KICKST_3599
Car.Health($7834) = 1000

:KICKST_3607
gosub @KICKST_10817 
jump @KICKST_3476 

:KICKST_3621
00BC: text_highpriority 'KICK_10' time 10000 1  // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
TIMERA = 0 // @ = int 

:KICKST_3643
if 
  7000 > TIMERA // int > @ 
jf @KICKST_3794 
wait 0 
if 
   Car.Wrecked($7834)
jf @KICKST_3772 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_3734
if 
fading 
jf @KICKST_3758 
wait 0 
jump @KICKST_3734 

:KICKST_3758
jump @KICKST_9979 
jump @KICKST_3780 

:KICKST_3772
Car.Health($7834) = 1000

:KICKST_3780
gosub @KICKST_10817 
jump @KICKST_3643 

:KICKST_3794
03D5: remove_text 'KICK_10'  // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0055: put_player $PLAYER_CHAR at -1459.98 1532.382 301.478 
Camera.SetPosition(-1454.861, 1526.978, 305.908, 0.0, 0.0, 0.0)
Camera.PointAt(-1453.956, 1527.388, 305.79, 2)
00BC: text_highpriority 'KICK_11' time 10000 1  // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
TIMERA = 0 // @ = int 

:KICKST_3897
if 
  7000 > TIMERA // int > @ 
jf @KICKST_4048 
wait 0 
if 
   Car.Wrecked($7834)
jf @KICKST_4026 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_3988
if 
fading 
jf @KICKST_4012 
wait 0 
jump @KICKST_3988 

:KICKST_4012
jump @KICKST_9979 
jump @KICKST_4034 

:KICKST_4026
Car.Health($7834) = 1000

:KICKST_4034
gosub @KICKST_10817 
jump @KICKST_3897 

:KICKST_4048
03D5: remove_text 'KICK_11'  // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
00BC: text_highpriority 'KICK1_8' time 5000 1  // ~g~Get on the bike!

:KICKST_4136
if 
80DC:   not player $PLAYER_CHAR in_car $7834 
jf @KICKST_4541 
wait 0 
if 
   Car.Wrecked($7834)
jf @KICKST_4265 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_4227
if 
fading 
jf @KICKST_4251 
wait 0 
jump @KICKST_4227 

:KICKST_4251
jump @KICKST_9979 
jump @KICKST_4273 

:KICKST_4265
Car.Health($7834) = 1000

:KICKST_4273
if or
  $7669 >= 3600000 // $ >= int 
  $7833 == 1 // $ == int 
jf @KICKST_4384 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK_13' time 5000 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_4353
if 
fading 
jf @KICKST_4377 
wait 0 
jump @KICKST_4353 

:KICKST_4377
jump @KICKST_9979 

:KICKST_4384
if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
  $7844 == 1 // $ == int 
jf @KICKST_4527 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK_12' time 5000 1  // ~r~You bottled it!
03BD: destroy_sphere $7845 
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_4496
if 
fading 
jf @KICKST_4520 
wait 0 
jump @KICKST_4496 

:KICKST_4520
jump @KICKST_9979 

:KICKST_4527
gosub @KICKST_10817 
jump @KICKST_4136 

:KICKST_4541
Marker.Disable($7836)
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'KICK1_1' time 5000 1  // ~g~Complete the course as quickly as possible.
03C4: set_status_text_to $7837 0 'KICK1_9'  // CHECKPOINTS:
03C3: set_timer_with_text_to $7669 type 0 text 'KICK1_T'  // TIME TAKEN:
TIMERA = 0 // @ = int 

:KICKST_4605
if 
   not $7663 == 32 // $ == int 
jf @KICKST_9962 
wait 0 
if 
  $7847 == 0 // $ == int 
jf @KICKST_4814 
if 
  8 > $7663 // int > $ 
jf @KICKST_4682 
03CF: load_wav 'CHEER1' as 1 
$7847 = 1 // $ = int 

:KICKST_4682
if and
  $7663 > 8 // $ > int 
  16 > $7663 // int > $ 
jf @KICKST_4726 
03CF: load_wav 'CHEER2' as 1 
$7847 = 1 // $ = int 

:KICKST_4726
if and
  $7663 > 16 // $ > int 
  24 > $7663 // int > $ 
jf @KICKST_4770 
03CF: load_wav 'CHEER3' as 1 
$7847 = 1 // $ = int 

:KICKST_4770
if and
  $7663 > 24 // $ > int 
  32 > $7663 // int > $ 
jf @KICKST_4814 
03CF: load_wav 'CHEER4' as 1 
$7847 = 1 // $ = int 

:KICKST_4814
if 
  $7847 == 1 // $ == int 
jf @KICKST_4854 
if 
03D0:   wav 1 loaded 
jf @KICKST_4854 
$7847 = 2 // $ = int 

:KICKST_4854
if 
  $7847 == 2 // $ == int 
jf @KICKST_4988 
if 
  $7663 == 8 // $ == int 
jf @KICKST_4901 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_4901
if 
  $7663 == 16 // $ == int 
jf @KICKST_4930 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_4930
if 
  $7663 == 24 // $ == int 
jf @KICKST_4959 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_4959
if 
  $7663 == 32 // $ == int 
jf @KICKST_4988 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_4988
if 
  $7847 == 3 // $ == int 
jf @KICKST_5028 
if 
03D2:   wav 1 ended 
jf @KICKST_5028 
$7847 = 4 // $ = int 

:KICKST_5028
if 
  $7847 == 4 // $ == int 
jf @KICKST_5053 
$7847 = 0 // $ = int 

:KICKST_5053
if 
  $7848 == 0 // $ == int 
jf @KICKST_5090 
03CF: load_wav 'OOH1' as 2 
$7848 = 1 // $ = int 

:KICKST_5090
if 
  $7848 == 1 // $ == int 
jf @KICKST_5130 
if 
03D0:   wav 2 loaded 
jf @KICKST_5130 
$7848 = 2 // $ = int 

:KICKST_5130
if 
  $7848 == 3 // $ == int 
jf @KICKST_5159 
03D2:   wav 2 ended 
$7848 = 4 // $ = int 

:KICKST_5159
if 
  $7848 == 4 // $ == int 
jf @KICKST_5184 
$7848 = 0 // $ = int 

:KICKST_5184
if or
  $7669 >= 3600000 // $ >= int 
  $7833 == 1 // $ == int 
jf @KICKST_5295 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK_13' time 5000 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_5264
if 
fading 
jf @KICKST_5288 
wait 0 
jump @KICKST_5264 

:KICKST_5288
jump @KICKST_9979 

:KICKST_5295
if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
  $7844 == 1 // $ == int 
jf @KICKST_5438 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK_12' time 5000 1  // ~r~You bottled it!
03BD: destroy_sphere $7845 
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_5407
if 
fading 
jf @KICKST_5431 
wait 0 
jump @KICKST_5407 

:KICKST_5431
jump @KICKST_9979 

:KICKST_5438
0054: store_player $PLAYER_CHAR position_to $7838 $7839 $7840 
if 
  290.0 > $7840 // float > $ 
jf @KICKST_5503 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:KICKST_5503
if or
   Car.Wrecked($7834)
  $7849 == 1 // $ == int 
jf @KICKST_5616 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_5578
if 
fading 
jf @KICKST_5602 
wait 0 
jump @KICKST_5578 

:KICKST_5602
jump @KICKST_9979 
jump @KICKST_5689 

:KICKST_5616
Car.Health($7834) = 1000
Car.StorePos($7834, $7841, $7842, $7843)
if 
  290.0 > $7843 // float > $ 
jf @KICKST_5689 
Car.PutAt($7834, -1331.994, 1454.152, 298.15)
Car.Angle($7834) = 0.0

:KICKST_5689
gosub @KICKST_10817 
if 
  $7673 == 0 // $ == int 
jf @KICKST_5743 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7670 $7671 $7672 

:KICKST_5743
if 
  $7678 == 0 // $ == int 
jf @KICKST_5790 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7675 $7676 $7677 

:KICKST_5790
if 
  $7683 == 0 // $ == int 
jf @KICKST_5837 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7680 $7681 $7682 

:KICKST_5837
if 
  $7688 == 0 // $ == int 
jf @KICKST_5884 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7685 $7686 $7687 

:KICKST_5884
if 
  $7693 == 0 // $ == int 
jf @KICKST_5931 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7690 $7691 $7692 

:KICKST_5931
if 
  $7698 == 0 // $ == int 
jf @KICKST_5978 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7695 $7696 $7697 

:KICKST_5978
if 
  $7703 == 0 // $ == int 
jf @KICKST_6025 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7700 $7701 $7702 

:KICKST_6025
if 
  $7708 == 0 // $ == int 
jf @KICKST_6072 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7705 $7706 $7707 

:KICKST_6072
if 
  $7713 == 0 // $ == int 
jf @KICKST_6119 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7710 $7711 $7712 

:KICKST_6119
if 
  $7718 == 0 // $ == int 
jf @KICKST_6166 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7715 $7716 $7717 

:KICKST_6166
if 
  $7723 == 0 // $ == int 
jf @KICKST_6213 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7720 $7721 $7722 

:KICKST_6213
if 
  $7728 == 0 // $ == int 
jf @KICKST_6260 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7725 $7726 $7727 

:KICKST_6260
if 
  $7733 == 0 // $ == int 
jf @KICKST_6307 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7730 $7731 $7732 

:KICKST_6307
if 
  $7738 == 0 // $ == int 
jf @KICKST_6354 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7735 $7736 $7737 

:KICKST_6354
if 
  $7743 == 0 // $ == int 
jf @KICKST_6401 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7740 $7741 $7742 

:KICKST_6401
if 
  $7748 == 0 // $ == int 
jf @KICKST_6448 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7745 $7746 $7747 

:KICKST_6448
if 
  $7753 == 0 // $ == int 
jf @KICKST_6495 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7750 $7751 $7752 

:KICKST_6495
if 
  $7758 == 0 // $ == int 
jf @KICKST_6542 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7755 $7756 $7757 

:KICKST_6542
if 
  $7763 == 0 // $ == int 
jf @KICKST_6589 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7760 $7761 $7762 

:KICKST_6589
if 
  $7768 == 0 // $ == int 
jf @KICKST_6636 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7765 $7766 $7767 

:KICKST_6636
if 
  $7773 == 0 // $ == int 
jf @KICKST_6683 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7770 $7771 $7772 

:KICKST_6683
if 
  $7778 == 0 // $ == int 
jf @KICKST_6730 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7775 $7776 $7777 

:KICKST_6730
if 
  $7783 == 0 // $ == int 
jf @KICKST_6777 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7780 $7781 $7782 

:KICKST_6777
if 
  $7788 == 0 // $ == int 
jf @KICKST_6824 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7785 $7786 $7787 

:KICKST_6824
if 
  $7793 == 0 // $ == int 
jf @KICKST_6871 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7790 $7791 $7792 

:KICKST_6871
if 
  $7798 == 0 // $ == int 
jf @KICKST_6918 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7795 $7796 $7797 

:KICKST_6918
if 
  $7803 == 0 // $ == int 
jf @KICKST_6965 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7800 $7801 $7802 

:KICKST_6965
if 
  $7808 == 0 // $ == int 
jf @KICKST_7012 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7805 $7806 $7807 

:KICKST_7012
if 
  $7813 == 0 // $ == int 
jf @KICKST_7059 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7810 $7811 $7812 

:KICKST_7059
if 
  $7818 == 0 // $ == int 
jf @KICKST_7106 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7815 $7816 $7817 

:KICKST_7106
if 
  $7823 == 0 // $ == int 
jf @KICKST_7153 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7820 $7821 $7822 

:KICKST_7153
if 
  $7828 == 0 // $ == int 
jf @KICKST_7200 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7825 $7826 $7827 

:KICKST_7200
if 
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
jf @KICKST_7255 
$7844 = 1 // $ = int 

:KICKST_7255
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_9915 
if 
  $7835 == 0 // $ == int 
jf @KICKST_7336 
Marker.CreateAboveCar($7836, $7834)
if 
  $7848 == 2 // $ == int 
jf @KICKST_7329 
03D1: play_wav 2 
$7848 = 3 // $ = int 

:KICKST_7329
$7835 = 1 // $ = int 

:KICKST_7336
01BD: $7666 = current_time_in_ms 
$7667 = 30000 // $ = int 

:KICKST_7349
if 
  $7667 > 0 // $ > int 
jf @KICKST_9807 
wait 0 
if 
  $7847 == 0 // $ == int 
jf @KICKST_7558 
if 
  8 > $7663 // int > $ 
jf @KICKST_7426 
03CF: load_wav 'CHEER1' as 1 
$7847 = 1 // $ = int 

:KICKST_7426
if and
  $7663 > 8 // $ > int 
  16 > $7663 // int > $ 
jf @KICKST_7470 
03CF: load_wav 'CHEER2' as 1 
$7847 = 1 // $ = int 

:KICKST_7470
if and
  $7663 > 16 // $ > int 
  24 > $7663 // int > $ 
jf @KICKST_7514 
03CF: load_wav 'CHEER3' as 1 
$7847 = 1 // $ = int 

:KICKST_7514
if and
  $7663 > 24 // $ > int 
  32 > $7663 // int > $ 
jf @KICKST_7558 
03CF: load_wav 'CHEER4' as 1 
$7847 = 1 // $ = int 

:KICKST_7558
if 
  $7847 == 1 // $ == int 
jf @KICKST_7598 
if 
03D0:   wav 1 loaded 
jf @KICKST_7598 
$7847 = 2 // $ = int 

:KICKST_7598
if 
  $7847 == 2 // $ == int 
jf @KICKST_7732 
if 
  $7663 == 8 // $ == int 
jf @KICKST_7645 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_7645
if 
  $7663 == 16 // $ == int 
jf @KICKST_7674 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_7674
if 
  $7663 == 24 // $ == int 
jf @KICKST_7703 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_7703
if 
  $7663 == 32 // $ == int 
jf @KICKST_7732 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_7732
if 
  $7847 == 3 // $ == int 
jf @KICKST_7772 
if 
03D2:   wav 1 ended 
jf @KICKST_7772 
$7847 = 4 // $ = int 

:KICKST_7772
if 
  $7847 == 4 // $ == int 
jf @KICKST_7797 
$7847 = 0 // $ = int 

:KICKST_7797
if 
  $7848 == 0 // $ == int 
jf @KICKST_7834 
03CF: load_wav 'OOH1' as 2 
$7848 = 1 // $ = int 

:KICKST_7834
if 
  $7848 == 1 // $ == int 
jf @KICKST_7874 
if 
03D0:   wav 2 loaded 
jf @KICKST_7874 
$7848 = 2 // $ = int 

:KICKST_7874
if 
  $7848 == 3 // $ == int 
jf @KICKST_7903 
03D2:   wav 2 ended 
$7848 = 4 // $ = int 

:KICKST_7903
if 
  $7848 == 4 // $ == int 
jf @KICKST_7928 
$7848 = 0 // $ = int 

:KICKST_7928
if or
  $7669 >= 3600000 // $ >= int 
  $7833 == 1 // $ == int 
jf @KICKST_8039 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK_13' time 5000 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_8008
if 
fading 
jf @KICKST_8032 
wait 0 
jump @KICKST_8008 

:KICKST_8032
jump @KICKST_9979 

:KICKST_8039
if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
  $7844 == 1 // $ == int 
jf @KICKST_8182 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK_12' time 5000 1  // ~r~You bottled it!
03BD: destroy_sphere $7845 
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_8151
if 
fading 
jf @KICKST_8175 
wait 0 
jump @KICKST_8151 

:KICKST_8175
jump @KICKST_9979 

:KICKST_8182
if 
  $7673 == 0 // $ == int 
jf @KICKST_8229 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7670 $7671 $7672 

:KICKST_8229
if 
  $7678 == 0 // $ == int 
jf @KICKST_8276 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7675 $7676 $7677 

:KICKST_8276
if 
  $7683 == 0 // $ == int 
jf @KICKST_8323 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7680 $7681 $7682 

:KICKST_8323
if 
  $7688 == 0 // $ == int 
jf @KICKST_8370 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7685 $7686 $7687 

:KICKST_8370
if 
  $7693 == 0 // $ == int 
jf @KICKST_8417 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7690 $7691 $7692 

:KICKST_8417
if 
  $7698 == 0 // $ == int 
jf @KICKST_8464 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7695 $7696 $7697 

:KICKST_8464
if 
  $7703 == 0 // $ == int 
jf @KICKST_8511 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7700 $7701 $7702 

:KICKST_8511
if 
  $7708 == 0 // $ == int 
jf @KICKST_8558 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7705 $7706 $7707 

:KICKST_8558
if 
  $7713 == 0 // $ == int 
jf @KICKST_8605 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7710 $7711 $7712 

:KICKST_8605
if 
  $7718 == 0 // $ == int 
jf @KICKST_8652 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7715 $7716 $7717 

:KICKST_8652
if 
  $7723 == 0 // $ == int 
jf @KICKST_8699 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7720 $7721 $7722 

:KICKST_8699
if 
  $7728 == 0 // $ == int 
jf @KICKST_8746 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7725 $7726 $7727 

:KICKST_8746
if 
  $7733 == 0 // $ == int 
jf @KICKST_8793 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7730 $7731 $7732 

:KICKST_8793
if 
  $7738 == 0 // $ == int 
jf @KICKST_8840 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7735 $7736 $7737 

:KICKST_8840
if 
  $7743 == 0 // $ == int 
jf @KICKST_8887 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7740 $7741 $7742 

:KICKST_8887
if 
  $7748 == 0 // $ == int 
jf @KICKST_8934 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7745 $7746 $7747 

:KICKST_8934
if 
  $7753 == 0 // $ == int 
jf @KICKST_8981 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7750 $7751 $7752 

:KICKST_8981
if 
  $7758 == 0 // $ == int 
jf @KICKST_9028 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7755 $7756 $7757 

:KICKST_9028
if 
  $7763 == 0 // $ == int 
jf @KICKST_9075 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7760 $7761 $7762 

:KICKST_9075
if 
  $7768 == 0 // $ == int 
jf @KICKST_9122 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7765 $7766 $7767 

:KICKST_9122
if 
  $7773 == 0 // $ == int 
jf @KICKST_9169 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7770 $7771 $7772 

:KICKST_9169
if 
  $7778 == 0 // $ == int 
jf @KICKST_9216 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7775 $7776 $7777 

:KICKST_9216
if 
  $7783 == 0 // $ == int 
jf @KICKST_9263 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7780 $7781 $7782 

:KICKST_9263
if 
  $7788 == 0 // $ == int 
jf @KICKST_9310 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7785 $7786 $7787 

:KICKST_9310
if 
  $7793 == 0 // $ == int 
jf @KICKST_9357 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7790 $7791 $7792 

:KICKST_9357
if 
  $7798 == 0 // $ == int 
jf @KICKST_9404 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7795 $7796 $7797 

:KICKST_9404
if 
  $7803 == 0 // $ == int 
jf @KICKST_9451 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7800 $7801 $7802 

:KICKST_9451
if 
  $7808 == 0 // $ == int 
jf @KICKST_9498 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7805 $7806 $7807 

:KICKST_9498
if 
  $7813 == 0 // $ == int 
jf @KICKST_9545 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7810 $7811 $7812 

:KICKST_9545
if 
  $7818 == 0 // $ == int 
jf @KICKST_9592 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7815 $7816 $7817 

:KICKST_9592
if 
  $7823 == 0 // $ == int 
jf @KICKST_9639 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7820 $7821 $7822 

:KICKST_9639
if 
  $7828 == 0 // $ == int 
jf @KICKST_9686 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7825 $7826 $7827 

:KICKST_9686
01BD: $7664 = current_time_in_ms 
0084: $7665 = $7664 // $ = $ int 
0060: $7665 -= $7666 // $ -= $ int 
0084: $7666 = $7664 // $ = $ int 
0060: $7667 -= $7665 // $ -= $ int 
0084: $7668 = $7667 // $ = $ int 
$7668 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'GETBIKE' $7668 time 1000 1  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_9800 
03D5: remove_text 'GETBIKE'  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
$7667 = 1 // $ = int 
jump @KICKST_7200 

:KICKST_9800
jump @KICKST_7349 

:KICKST_9807
if 
  0 >= $7667 // int >= $ 
jf @KICKST_9908 
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'KICK1_2' time 5000 1  // ~r~You did not get back to the bike quickly enough!
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_9877
if 
fading 
jf @KICKST_9901 
wait 0 
jump @KICKST_9877 

:KICKST_9901
jump @KICKST_9979 

:KICKST_9908
jump @KICKST_9955 

:KICKST_9915
03D5: remove_text 'GETBIKE'  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
if 
  $7835 == 1 // $ == int 
jf @KICKST_9955 
Marker.Disable($7836)
$7835 = 0 // $ = int 

:KICKST_9955
jump @KICKST_4605 

:KICKST_9962
014F: stop_timer $7669 
0151: remove_status_text $7837 
jump @KICKST_9996 

:KICKST_9979
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:KICKST_9996
if 
  $357 == 0 // $ == int 
jf @KICKST_10027 
0595: mission_complete 
030C: progress_made += 1 
$357 = 1 // $ = int 

:KICKST_10027
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $7846 == 0 // $ == int 
jf @KICKST_10116 
if 
  600000 >= $7669 // int >= $ 
jf @KICKST_10116 
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 50000
$7846 = 1 // $ = int 

:KICKST_10116
if 
  $7846 == 0 // $ == int 
jf @KICKST_10188 
if 
  1200000 >= $7669 // int >= $ 
jf @KICKST_10188 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 10000
$7846 = 1 // $ = int 

:KICKST_10188
if 
  $7846 == 0 // $ == int 
jf @KICKST_10260 
if 
  3600000 >= $7669 // int >= $ 
jf @KICKST_10260 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
$7846 = 1 // $ = int 

:KICKST_10260
0084: $7830 = $7669 // $ = $ int 
$7830 /= 1000 // $ /= int 
042E: register_lowest_int_stat 2 to $7830 
0084: $7831 = $7830 // $ = $ int 
$7831 /= 60 // $ /= int 
0084: $7832 = $7831 // $ = $ int 
$7832 *= 60 // $ *= int 
0060: $7830 -= $7832 // $ -= $ int 
if 
  $7830 >= 10 // $ >= int 
jf @KICKST_10367 
02FD: text_2numbers_highpriority 'KICKTM' $7831 $7830 time 5000 1  // ~b~EVENT TIME: ~1~:~1~
jump @KICKST_10388 

:KICKST_10367
02FD: text_2numbers_highpriority 'KICKTM2' $7831 $7830 time 5000 1  // ~b~EVENT TIME: ~1~:0~1~

:KICKST_10388
wait 3000 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_10415
if 
fading 
jf @KICKST_10439 
wait 0 
jump @KICKST_10415 

:KICKST_10439
043C: set_game_sounds_disable_on_fade 1 
return 

:KICKST_10445
$ONMISSION = 0 // $ = int 
00BE: text_clear_all 
04FA: clear_extra_colors_with_fade 0 
043C: set_game_sounds_disable_on_fade 1 
03BD: destroy_sphere $7845 
Marker.Disable($7674)
Marker.Disable($7679)
Marker.Disable($7684)
Marker.Disable($7689)
Marker.Disable($7694)
Marker.Disable($7699)
Marker.Disable($7704)
Marker.Disable($7709)
Marker.Disable($7714)
Marker.Disable($7719)
Marker.Disable($7724)
Marker.Disable($7729)
Marker.Disable($7734)
Marker.Disable($7739)
Marker.Disable($7744)
Marker.Disable($7749)
Marker.Disable($7754)
Marker.Disable($7759)
Marker.Disable($7764)
Marker.Disable($7769)
Marker.Disable($7774)
Marker.Disable($7779)
Marker.Disable($7784)
Marker.Disable($7789)
Marker.Disable($7794)
Marker.Disable($7799)
Marker.Disable($7804)
Marker.Disable($7809)
Marker.Disable($7814)
Marker.Disable($7819)
Marker.Disable($7824)
Marker.Disable($7829)
Marker.Disable($7836)
Model.Destroy(#SANCHEZ)
014F: stop_timer $7669 
0151: remove_status_text $7837 
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
if or
   not wasted_or_busted 
  $665 == 1 // $ == int 
jf @KICKST_10804 
select_interior 0 
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @KICKST_10748 
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 
jump @KICKST_10768 

:KICKST_10748
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 

:KICKST_10768
0171: set_player $PLAYER_CHAR z_angle_to 278.65 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)

:KICKST_10804
057E: make_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:KICKST_10817
if 
  $7847 == 0 // $ == int 
jf @KICKST_11004 
if 
  8 > $7663 // int > $ 
jf @KICKST_10872 
03CF: load_wav 'CHEER1' as 1 
$7847 = 1 // $ = int 

:KICKST_10872
if and
  $7663 > 8 // $ > int 
  16 > $7663 // int > $ 
jf @KICKST_10916 
03CF: load_wav 'CHEER2' as 1 
$7847 = 1 // $ = int 

:KICKST_10916
if and
  $7663 > 16 // $ > int 
  24 > $7663 // int > $ 
jf @KICKST_10960 
03CF: load_wav 'CHEER3' as 1 
$7847 = 1 // $ = int 

:KICKST_10960
if and
  $7663 > 24 // $ > int 
  32 > $7663 // int > $ 
jf @KICKST_11004 
03CF: load_wav 'CHEER4' as 1 
$7847 = 1 // $ = int 

:KICKST_11004
if 
  $7847 == 1 // $ == int 
jf @KICKST_11044 
if 
03D0:   wav 1 loaded 
jf @KICKST_11044 
$7847 = 2 // $ = int 

:KICKST_11044
if 
  $7847 == 2 // $ == int 
jf @KICKST_11178 
if 
  $7663 == 8 // $ == int 
jf @KICKST_11091 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_11091
if 
  $7663 == 16 // $ == int 
jf @KICKST_11120 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_11120
if 
  $7663 == 24 // $ == int 
jf @KICKST_11149 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_11149
if 
  $7663 == 32 // $ == int 
jf @KICKST_11178 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_11178
if 
  $7847 == 3 // $ == int 
jf @KICKST_11218 
if 
03D2:   wav 1 ended 
jf @KICKST_11218 
$7847 = 4 // $ = int 

:KICKST_11218
if 
  $7847 == 4 // $ == int 
jf @KICKST_11243 
$7847 = 0 // $ = int 

:KICKST_11243
if 
  $7848 == 0 // $ == int 
jf @KICKST_11280 
03CF: load_wav 'OOH1' as 2 
$7848 = 1 // $ = int 

:KICKST_11280
if 
  $7848 == 1 // $ == int 
jf @KICKST_11320 
if 
03D0:   wav 2 loaded 
jf @KICKST_11320 
$7848 = 2 // $ = int 

:KICKST_11320
if 
  $7848 == 3 // $ == int 
jf @KICKST_11349 
03D2:   wav 2 ended 
$7848 = 4 // $ = int 

:KICKST_11349
if 
  $7848 == 4 // $ == int 
jf @KICKST_11374 
$7848 = 0 // $ = int 

:KICKST_11374
if 
  $7669 >= 3600000 // $ >= int 
jf @KICKST_11402 
$7833 = 1 // $ = int 

:KICKST_11402
if 
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
jf @KICKST_11457 
$7844 = 1 // $ = int 

:KICKST_11457
0054: store_player $PLAYER_CHAR position_to $7838 $7839 $7840 
if 
  290.0 > $7840 // float > $ 
jf @KICKST_11522 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:KICKST_11522
if 
   Car.Wrecked($7834)
jf @KICKST_11567 
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
$7849 = 1 // $ = int 
jump @KICKST_11640 

:KICKST_11567
Car.Health($7834) = 1000
Car.StorePos($7834, $7841, $7842, $7843)
if 
  290.0 > $7843 // float > $ 
jf @KICKST_11640 
Car.PutAt($7834, -1331.994, 1454.152, 298.15)
Car.Angle($7834) = 0.0

:KICKST_11640
if 
  $7673 == 0 // $ == int 
jf @KICKST_11802 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7670 $7671 $7672 
if 
00F5:   player $PLAYER_CHAR 0 $7670 $7671 $7672 radius 1.5 1.5 1.5 
jf @KICKST_11802 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_11802 
018C: play_sound 1 at $7670 $7671 $7672 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7674)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7673 = 1 // $ = int 

:KICKST_11802
if 
  $7678 == 0 // $ == int 
jf @KICKST_12032 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7675 $7676 $7677 
if 
00F5:   player $PLAYER_CHAR 0 $7675 $7676 $7677 radius 1.5 1.5 1.5 
jf @KICKST_12032 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12032 
if 
  $7847 == 2 // $ == int 
jf @KICKST_11978 
if and
   not $7663 == 7 // $ == int 
   not $7663 == 15 // $ == int 
   not $7663 == 23 // $ == int 
   not $7663 == 31 // $ == int 
jf @KICKST_11978 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_11978
018C: play_sound 1 at $7675 $7676 $7677 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7679)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7678 = 1 // $ = int 

:KICKST_12032
if 
  $7683 == 0 // $ == int 
jf @KICKST_12194 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7680 $7681 $7682 
if 
00F5:   player $PLAYER_CHAR 0 $7680 $7681 $7682 radius 1.5 1.5 1.5 
jf @KICKST_12194 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12194 
018C: play_sound 1 at $7680 $7681 $7682 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7684)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7683 = 1 // $ = int 

:KICKST_12194
if 
  $7688 == 0 // $ == int 
jf @KICKST_12356 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7685 $7686 $7687 
if 
00F5:   player $PLAYER_CHAR 0 $7685 $7686 $7687 radius 1.5 1.5 1.5 
jf @KICKST_12356 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12356 
018C: play_sound 1 at $7685 $7686 $7687 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7689)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7688 = 1 // $ = int 

:KICKST_12356
if 
  $7693 == 0 // $ == int 
jf @KICKST_12518 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7690 $7691 $7692 
if 
00F5:   player $PLAYER_CHAR 0 $7690 $7691 $7692 radius 1.5 1.5 1.5 
jf @KICKST_12518 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12518 
018C: play_sound 1 at $7690 $7691 $7692 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7694)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7693 = 1 // $ = int 

:KICKST_12518
if 
  $7698 == 0 // $ == int 
jf @KICKST_12748 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7695 $7696 $7697 
if 
00F5:   player $PLAYER_CHAR 0 $7695 $7696 $7697 radius 1.5 1.5 1.5 
jf @KICKST_12748 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12748 
if 
  $7847 == 2 // $ == int 
jf @KICKST_12694 
if and
   not $7663 == 7 // $ == int 
   not $7663 == 15 // $ == int 
   not $7663 == 23 // $ == int 
   not $7663 == 31 // $ == int 
jf @KICKST_12694 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_12694
018C: play_sound 1 at $7695 $7696 $7697 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7699)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7698 = 1 // $ = int 

:KICKST_12748
if 
  $7703 == 0 // $ == int 
jf @KICKST_12978 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7700 $7701 $7702 
if 
00F5:   player $PLAYER_CHAR 0 $7700 $7701 $7702 radius 2.0 2.0 2.0 
jf @KICKST_12978 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12978 
if 
  $7847 == 2 // $ == int 
jf @KICKST_12924 
if and
   not $7663 == 7 // $ == int 
   not $7663 == 15 // $ == int 
   not $7663 == 23 // $ == int 
   not $7663 == 31 // $ == int 
jf @KICKST_12924 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_12924
018C: play_sound 1 at $7700 $7701 $7702 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7704)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7703 = 1 // $ = int 

:KICKST_12978
if 
  $7708 == 0 // $ == int 
jf @KICKST_13208 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7705 $7706 $7707 
if 
00F5:   player $PLAYER_CHAR 0 $7705 $7706 $7707 radius 2.0 2.0 2.0 
jf @KICKST_13208 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13208 
if 
  $7847 == 2 // $ == int 
jf @KICKST_13154 
if and
   not $7663 == 7 // $ == int 
   not $7663 == 15 // $ == int 
   not $7663 == 23 // $ == int 
   not $7663 == 31 // $ == int 
jf @KICKST_13154 
03D1: play_wav 1 
$7847 = 3 // $ = int 

:KICKST_13154
018C: play_sound 1 at $7705 $7706 $7707 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7709)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7708 = 1 // $ = int 

:KICKST_13208
if 
  $7713 == 0 // $ == int 
jf @KICKST_13370 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7710 $7711 $7712 
if 
00F5:   player $PLAYER_CHAR 0 $7710 $7711 $7712 radius 1.5 1.5 1.5 
jf @KICKST_13370 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13370 
018C: play_sound 1 at $7710 $7711 $7712 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7714)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7713 = 1 // $ = int 

:KICKST_13370
if 
  $7718 == 0 // $ == int 
jf @KICKST_13532 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7715 $7716 $7717 
if 
00F5:   player $PLAYER_CHAR 0 $7715 $7716 $7717 radius 1.5 1.5 1.5 
jf @KICKST_13532 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13532 
018C: play_sound 1 at $7715 $7716 $7717 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7719)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7718 = 1 // $ = int 

:KICKST_13532
if 
  $7723 == 0 // $ == int 
jf @KICKST_13694 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7720 $7721 $7722 
if 
00F5:   player $PLAYER_CHAR 0 $7720 $7721 $7722 radius 1.5 1.5 1.5 
jf @KICKST_13694 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13694 
018C: play_sound 1 at $7720 $7721 $7722 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7724)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7723 = 1 // $ = int 

:KICKST_13694
if 
  $7728 == 0 // $ == int 
jf @KICKST_13856 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7725 $7726 $7727 
if 
00F5:   player $PLAYER_CHAR 0 $7725 $7726 $7727 radius 1.5 1.5 1.5 
jf @KICKST_13856 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13856 
018C: play_sound 1 at $7725 $7726 $7727 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7729)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7728 = 1 // $ = int 

:KICKST_13856
if 
  $7733 == 0 // $ == int 
jf @KICKST_14018 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7730 $7731 $7732 
if 
00F5:   player $PLAYER_CHAR 0 $7730 $7731 $7732 radius 1.5 1.5 1.5 
jf @KICKST_14018 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14018 
018C: play_sound 1 at $7730 $7731 $7732 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7734)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7733 = 1 // $ = int 

:KICKST_14018
if 
  $7738 == 0 // $ == int 
jf @KICKST_14180 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7735 $7736 $7737 
if 
00F5:   player $PLAYER_CHAR 0 $7735 $7736 $7737 radius 1.5 1.5 1.5 
jf @KICKST_14180 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14180 
018C: play_sound 1 at $7735 $7736 $7737 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7739)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7738 = 1 // $ = int 

:KICKST_14180
if 
  $7743 == 0 // $ == int 
jf @KICKST_14342 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7740 $7741 $7742 
if 
00F5:   player $PLAYER_CHAR 0 $7740 $7741 $7742 radius 1.5 1.5 1.5 
jf @KICKST_14342 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14342 
018C: play_sound 1 at $7740 $7741 $7742 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7744)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7743 = 1 // $ = int 

:KICKST_14342
if 
  $7748 == 0 // $ == int 
jf @KICKST_14504 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7745 $7746 $7747 
if 
00F5:   player $PLAYER_CHAR 0 $7745 $7746 $7747 radius 1.5 1.5 1.5 
jf @KICKST_14504 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14504 
018C: play_sound 1 at $7745 $7746 $7747 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7749)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7748 = 1 // $ = int 

:KICKST_14504
if 
  $7753 == 0 // $ == int 
jf @KICKST_14666 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7750 $7751 $7752 
if 
00F5:   player $PLAYER_CHAR 0 $7750 $7751 $7752 radius 1.5 1.5 1.5 
jf @KICKST_14666 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14666 
018C: play_sound 1 at $7750 $7751 $7752 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7754)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7753 = 1 // $ = int 

:KICKST_14666
if 
  $7758 == 0 // $ == int 
jf @KICKST_14828 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7755 $7756 $7757 
if 
00F5:   player $PLAYER_CHAR 0 $7755 $7756 $7757 radius 1.5 1.5 1.5 
jf @KICKST_14828 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14828 
018C: play_sound 1 at $7755 $7756 $7757 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7759)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7758 = 1 // $ = int 

:KICKST_14828
if 
  $7763 == 0 // $ == int 
jf @KICKST_14990 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7760 $7761 $7762 
if 
00F5:   player $PLAYER_CHAR 0 $7760 $7761 $7762 radius 1.5 1.5 1.5 
jf @KICKST_14990 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14990 
018C: play_sound 1 at $7760 $7761 $7762 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7764)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7763 = 1 // $ = int 

:KICKST_14990
if 
  $7768 == 0 // $ == int 
jf @KICKST_15152 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7765 $7766 $7767 
if 
00F5:   player $PLAYER_CHAR 0 $7765 $7766 $7767 radius 1.5 1.5 1.5 
jf @KICKST_15152 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15152 
018C: play_sound 1 at $7765 $7766 $7767 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7769)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7768 = 1 // $ = int 

:KICKST_15152
if 
  $7773 == 0 // $ == int 
jf @KICKST_15314 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7770 $7771 $7772 
if 
00F5:   player $PLAYER_CHAR 0 $7770 $7771 $7772 radius 1.5 1.5 1.5 
jf @KICKST_15314 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15314 
018C: play_sound 1 at $7770 $7771 $7772 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7774)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7773 = 1 // $ = int 

:KICKST_15314
if 
  $7778 == 0 // $ == int 
jf @KICKST_15476 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7775 $7776 $7777 
if 
00F5:   player $PLAYER_CHAR 0 $7775 $7776 $7777 radius 1.5 1.5 1.5 
jf @KICKST_15476 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15476 
018C: play_sound 1 at $7775 $7776 $7777 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7779)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7778 = 1 // $ = int 

:KICKST_15476
if 
  $7783 == 0 // $ == int 
jf @KICKST_15638 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7780 $7781 $7782 
if 
00F5:   player $PLAYER_CHAR 0 $7780 $7781 $7782 radius 1.5 1.5 1.5 
jf @KICKST_15638 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15638 
018C: play_sound 1 at $7780 $7781 $7782 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7784)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7783 = 1 // $ = int 

:KICKST_15638
if 
  $7788 == 0 // $ == int 
jf @KICKST_15800 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7785 $7786 $7787 
if 
00F5:   player $PLAYER_CHAR 0 $7785 $7786 $7787 radius 1.5 1.5 1.5 
jf @KICKST_15800 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15800 
018C: play_sound 1 at $7785 $7786 $7787 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7789)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7788 = 1 // $ = int 

:KICKST_15800
if 
  $7793 == 0 // $ == int 
jf @KICKST_15962 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7790 $7791 $7792 
if 
00F5:   player $PLAYER_CHAR 0 $7790 $7791 $7792 radius 1.5 1.5 1.5 
jf @KICKST_15962 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15962 
018C: play_sound 1 at $7790 $7791 $7792 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7794)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7793 = 1 // $ = int 

:KICKST_15962
if 
  $7798 == 0 // $ == int 
jf @KICKST_16124 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7795 $7796 $7797 
if 
00F5:   player $PLAYER_CHAR 0 $7795 $7796 $7797 radius 1.5 1.5 1.5 
jf @KICKST_16124 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16124 
018C: play_sound 1 at $7795 $7796 $7797 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7799)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7798 = 1 // $ = int 

:KICKST_16124
if 
  $7803 == 0 // $ == int 
jf @KICKST_16286 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7800 $7801 $7802 
if 
00F5:   player $PLAYER_CHAR 0 $7800 $7801 $7802 radius 1.5 1.5 1.5 
jf @KICKST_16286 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16286 
018C: play_sound 1 at $7800 $7801 $7802 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7804)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7803 = 1 // $ = int 

:KICKST_16286
if 
  $7808 == 0 // $ == int 
jf @KICKST_16448 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7805 $7806 $7807 
if 
00F5:   player $PLAYER_CHAR 0 $7805 $7806 $7807 radius 1.5 1.5 1.5 
jf @KICKST_16448 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16448 
018C: play_sound 1 at $7805 $7806 $7807 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7809)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7808 = 1 // $ = int 

:KICKST_16448
if 
  $7813 == 0 // $ == int 
jf @KICKST_16610 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7810 $7811 $7812 
if 
00F5:   player $PLAYER_CHAR 0 $7810 $7811 $7812 radius 1.5 1.5 1.5 
jf @KICKST_16610 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16610 
018C: play_sound 1 at $7810 $7811 $7812 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7814)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7813 = 1 // $ = int 

:KICKST_16610
if 
  $7818 == 0 // $ == int 
jf @KICKST_16772 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7815 $7816 $7817 
if 
00F5:   player $PLAYER_CHAR 0 $7815 $7816 $7817 radius 1.5 1.5 1.5 
jf @KICKST_16772 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16772 
018C: play_sound 1 at $7815 $7816 $7817 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7819)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7818 = 1 // $ = int 

:KICKST_16772
if 
  $7823 == 0 // $ == int 
jf @KICKST_16934 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7820 $7821 $7822 
if 
00F5:   player $PLAYER_CHAR 0 $7820 $7821 $7822 radius 1.5 1.5 1.5 
jf @KICKST_16934 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16934 
018C: play_sound 1 at $7820 $7821 $7822 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7824)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7823 = 1 // $ = int 

:KICKST_16934
if 
  $7828 == 0 // $ == int 
jf @KICKST_17096 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7825 $7826 $7827 
if 
00F5:   player $PLAYER_CHAR 0 $7825 $7826 $7827 radius 1.5 1.5 1.5 
jf @KICKST_17096 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_17096 
018C: play_sound 1 at $7825 $7826 $7827 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7829)
$7663 += 1 // $ += int 
$7837 -= 1 // $ -= int 
$7828 = 1 // $ = int 

:KICKST_17096
return 

//-------------Mission 82---------------
// Originally: Sunshine Autos Races

:RACE
gosub @RACE_36 
if 
wasted_or_busted 
jf @RACE_27 
gosub @RACE_21020 

:RACE_27
gosub @RACE_22741 
terminate_this_script 

:RACE_36
$ONMISSION = 1 // $ = int 
script_name 'RACE' 
wait 0 
054C: use_GXT_table 'RACES' 
$7872 = 0 // $ = int 
$7868 = 0 // $ = int 
$7869 = 0 // $ = int 
$7870 = 0 // $ = int 
$7871 = 0 // $ = int 
$7904 = 7.0 // $ = float 
$7905 = 7.0 // $ = float 
$7906 = 7.0 // $ = float 
$7886 = 1 // $ = int 
$7873 = 0 // $ = int 
$7874 = 0 // $ = int 
$7875 = 0 // $ = int 
$7876 = 0 // $ = int 
$7877 = 0 // $ = int 
$7878 = 0 // $ = int 
$7879 = 0 // $ = int 
$7881 = 0 // $ = int 
$7882 = 0 // $ = int 
$7880 = 0 // $ = int 
$7884 = 0 // $ = int 
$7885 = 0 // $ = int 
$7887 = 0 // $ = int 
$7888 = 0 // $ = int 
$7891 = 0 // $ = int 
$7892 = 0 // $ = int 
$7893 = 0 // $ = int 
$7930 = 0.0 // $ = float 
$7931 = 0.0 // $ = float 
$7932 = 0.0 // $ = float 
$7933 = 0.0 // $ = float 
$7934 = 0.0 // $ = float 
$7935 = 0.0 // $ = float 
Model.Load(#LH_RACE01)
Model.Load(#LH_RACE02)
Model.Load(#LH_RACE03)
Model.Load(#LH_RACE04)
Model.Load(#LH_RACE05)
Model.Load(#LH_RACE06)
038B: load_requested_models 
03F0: enable_text_draw 1 

:RACE_354
if or
   not Model.Available(#LH_RACE01)
   not Model.Available(#LH_RACE02)
   not Model.Available(#LH_RACE03)
   not Model.Available(#LH_RACE04)
   not Model.Available(#LH_RACE05)
   not Model.Available(#LH_RACE06)
jf @RACE_406 
wait 0 
jump @RACE_354 

:RACE_406
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0395: clear_area 0 at -967.705 -827.3005 2.0 range 2.0 
0395: clear_area 0 at -970.2131 -828.717 1.0 range 1.0 
0055: put_player $PLAYER_CHAR at -970.2131 -828.717 5.7702 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
Camera.SetBehindPlayer
Camera.SetPosition(-971.9697, -825.7239, 8.5712, 0.0, 0.0, 0.0)
Camera.PointAt(-970.9708, -825.7308, 8.6162, 2)
0512: show_permanent_text_box 'RACEHLP' 
if 
  $ONMISSION == 0 // $ == int 
jf @RACE_698 
Object.Init($7858, #LH_RACE02, -965.584, -827.217, 8.631)
Object.Init($7859, #LH_RACE03, -965.584, -827.217, 8.631)
Object.Init($7860, #LH_RACE04, -965.584, -827.217, 8.631)
Object.Init($7861, #LH_RACE05, -965.584, -827.217, 8.631)
Object.Init($7862, #LH_RACE06, -965.584, -827.217, 8.631)

:RACE_698
Object.Init($7857, #LH_RACE01, -965.584, -827.217, 8.631)

:RACE_721
wait 0 
0494: get_joystick 0 data_to $1184 $1185 $1186 $1187 
if 
00E1:   player 0 pressed_button 15 
jf @RACE_803 
if 
  $7884 == 1 // $ == int 
jf @RACE_796 
$7884 = 0 // $ = int 
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_21020 

:RACE_796
jump @RACE_828 

:RACE_803
if 
  $7884 == 0 // $ == int 
jf @RACE_828 
$7884 = 1 // $ = int 

:RACE_828
if or
00E1:   player 0 pressed_button 10 
  -100 > $1184 // int > $ 
jf @RACE_1229 
if 
  $7887 == 1 // $ == int 
jf @RACE_1222 
$7887 = 0 // $ = int 
03D5: remove_text 'RACES19'  // You cannot afford to enter this race.
if 
  $7886 == 1 // $ == int 
jf @RACE_947 
Object.Destroy($7857)
Object.Init($7862, #LH_RACE06, -965.584, -827.217, 8.631)
$7886 = 6 // $ = int 
jump @RACE_1222 

:RACE_947
if 
  $7886 == 2 // $ == int 
jf @RACE_1007 
Object.Destroy($7858)
Object.Init($7857, #LH_RACE01, -965.584, -827.217, 8.631)
$7886 = 1 // $ = int 
jump @RACE_1222 

:RACE_1007
if 
  $7886 == 3 // $ == int 
jf @RACE_1067 
Object.Destroy($7859)
Object.Init($7858, #LH_RACE02, -965.584, -827.217, 8.631)
$7886 = 2 // $ = int 
jump @RACE_1222 

:RACE_1067
if 
  $7886 == 4 // $ == int 
jf @RACE_1127 
Object.Destroy($7860)
Object.Init($7859, #LH_RACE03, -965.584, -827.217, 8.631)
$7886 = 3 // $ = int 
jump @RACE_1222 

:RACE_1127
if 
  $7886 == 5 // $ == int 
jf @RACE_1187 
Object.Destroy($7861)
Object.Init($7860, #LH_RACE04, -965.584, -827.217, 8.631)
$7886 = 4 // $ = int 
jump @RACE_1222 

:RACE_1187
Object.Destroy($7862)
Object.Init($7861, #LH_RACE05, -965.584, -827.217, 8.631)
$7886 = 5 // $ = int 

:RACE_1222
jump @RACE_1254 

:RACE_1229
if 
  $7887 == 0 // $ == int 
jf @RACE_1254 
$7887 = 1 // $ = int 

:RACE_1254
if or
00E1:   player 0 pressed_button 11 
  $1184 > 100 // $ > int 
jf @RACE_1655 
if 
  $7888 == 1 // $ == int 
jf @RACE_1648 
$7888 = 0 // $ = int 
03D5: remove_text 'RACES19'  // You cannot afford to enter this race.
if 
  $7886 == 1 // $ == int 
jf @RACE_1373 
Object.Destroy($7857)
Object.Init($7858, #LH_RACE02, -965.584, -827.217, 8.631)
$7886 = 2 // $ = int 
jump @RACE_1648 

:RACE_1373
if 
  $7886 == 2 // $ == int 
jf @RACE_1433 
Object.Destroy($7858)
Object.Init($7859, #LH_RACE03, -965.584, -827.217, 8.631)
$7886 = 3 // $ = int 
jump @RACE_1648 

:RACE_1433
if 
  $7886 == 3 // $ == int 
jf @RACE_1493 
Object.Destroy($7859)
Object.Init($7860, #LH_RACE04, -965.584, -827.217, 8.631)
$7886 = 4 // $ = int 
jump @RACE_1648 

:RACE_1493
if 
  $7886 == 4 // $ == int 
jf @RACE_1553 
Object.Destroy($7860)
Object.Init($7861, #LH_RACE05, -965.584, -827.217, 8.631)
$7886 = 5 // $ = int 
jump @RACE_1648 

:RACE_1553
if 
  $7886 == 5 // $ == int 
jf @RACE_1613 
Object.Destroy($7861)
Object.Init($7862, #LH_RACE06, -965.584, -827.217, 8.631)
$7886 = 6 // $ = int 
jump @RACE_1648 

:RACE_1613
Object.Destroy($7862)
Object.Init($7857, #LH_RACE01, -965.584, -827.217, 8.631)
$7886 = 1 // $ = int 

:RACE_1648
jump @RACE_1680 

:RACE_1655
if 
  $7888 == 0 // $ == int 
jf @RACE_1680 
$7888 = 1 // $ = int 

:RACE_1680
if 
  $7886 == 1 // $ == int 
jf @RACE_2310 
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7886  // Race ~1~:
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES01'  // Terminal Velocity
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_1843 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 1 748  // Track Length: ~1~.~1~ km
jump @RACE_1867 

:RACE_1843
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 1  // Track Length: ~1~.~1~ miles

:RACE_1867
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 100  // Entrance Fee: $~1~
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $706 == 99999999 // $ == int 
jf @RACE_1975 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_2098 

:RACE_1975
0084: $7889 = $706 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $706 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_2072 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7889 $7890  // Best Time: ~1~:~1~
jump @RACE_2098 

:RACE_2072
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7889 $7890  // Best Time: ~1~:0~1~

:RACE_2098
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $705 == 99999999 // $ == int 
jf @RACE_2158 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_2158
if 
  $705 == 0 // $ == int 
jf @RACE_2196 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_2196
if 
  $705 == 1 // $ == int 
jf @RACE_2234 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_2234
if 
  $705 == 2 // $ == int 
jf @RACE_2272 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_2272
if 
  $705 == 3 // $ == int 
jf @RACE_2310 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_2310
if 
  $7886 == 2 // $ == int 
jf @RACE_2942 
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7886  // Race ~1~:
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES02'  // Ocean Drive
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_2473 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 2 659  // Track Length: ~1~.~1~ km
jump @RACE_2498 

:RACE_2473
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 652  // Track Length: ~1~.~1~ miles

:RACE_2498
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 500  // Entrance Fee: $~1~
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $708 == 99999999 // $ == int 
jf @RACE_2607 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_2730 

:RACE_2607
0084: $7889 = $708 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $708 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_2704 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7889 $7890  // Best Time: ~1~:~1~
jump @RACE_2730 

:RACE_2704
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7889 $7890  // Best Time: ~1~:0~1~

:RACE_2730
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $707 == 99999999 // $ == int 
jf @RACE_2790 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_2790
if 
  $707 == 0 // $ == int 
jf @RACE_2828 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_2828
if 
  $707 == 1 // $ == int 
jf @RACE_2866 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_2866
if 
  $707 == 2 // $ == int 
jf @RACE_2904 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_2904
if 
  $707 == 3 // $ == int 
jf @RACE_2942 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_2942
if 
  $7886 == 3 // $ == int 
jf @RACE_3573 
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7886  // Race ~1~:
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES03'  // Border Run
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_3104 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 1  // Track Length: ~1~.~1~ km
jump @RACE_3129 

:RACE_3104
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 926  // Track Length: ~1~.~1~ miles

:RACE_3129
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 1000  // Entrance Fee: $~1~
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $710 == 99999999 // $ == int 
jf @RACE_3238 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_3361 

:RACE_3238
0084: $7889 = $710 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $710 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_3335 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7889 $7890  // Best Time: ~1~:~1~
jump @RACE_3361 

:RACE_3335
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7889 $7890  // Best Time: ~1~:0~1~

:RACE_3361
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $709 == 99999999 // $ == int 
jf @RACE_3421 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_3421
if 
  $709 == 0 // $ == int 
jf @RACE_3459 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_3459
if 
  $709 == 1 // $ == int 
jf @RACE_3497 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_3497
if 
  $709 == 2 // $ == int 
jf @RACE_3535 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_3535
if 
  $709 == 3 // $ == int 
jf @RACE_3573 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_3573
if 
  $7886 == 4 // $ == int 
jf @RACE_4205 
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7886  // Race ~1~:
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES04'  // Capital Cruise
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_3736 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 924  // Track Length: ~1~.~1~ km
jump @RACE_3761 

:RACE_3736
045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 438  // Track Length: ~1~.~1~ miles

:RACE_3761
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 2000  // Entrance Fee: $~1~
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $712 == 99999999 // $ == int 
jf @RACE_3870 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_3993 

:RACE_3870
0084: $7889 = $712 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $712 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_3967 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7889 $7890  // Best Time: ~1~:~1~
jump @RACE_3993 

:RACE_3967
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7889 $7890  // Best Time: ~1~:0~1~

:RACE_3993
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $711 == 99999999 // $ == int 
jf @RACE_4053 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_4053
if 
  $711 == 0 // $ == int 
jf @RACE_4091 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_4091
if 
  $711 == 1 // $ == int 
jf @RACE_4129 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_4129
if 
  $711 == 2 // $ == int 
jf @RACE_4167 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_4167
if 
  $711 == 3 // $ == int 
jf @RACE_4205 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_4205
if 
  $7886 == 5 // $ == int 
jf @RACE_4836 
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7886  // Race ~1~:
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES05'  // Tour!
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_4368 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 4 603  // Track Length: ~1~.~1~ km
jump @RACE_4392 

:RACE_4368
045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 86  // Track Length: ~1~.~1~ miles

:RACE_4392
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 5000  // Entrance Fee: $~1~
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $714 == 99999999 // $ == int 
jf @RACE_4501 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_4624 

:RACE_4501
0084: $7889 = $714 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $714 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_4598 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7889 $7890  // Best Time: ~1~:~1~
jump @RACE_4624 

:RACE_4598
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7889 $7890  // Best Time: ~1~:0~1~

:RACE_4624
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $713 == 99999999 // $ == int 
jf @RACE_4684 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_4684
if 
  $713 == 0 // $ == int 
jf @RACE_4722 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_4722
if 
  $713 == 1 // $ == int 
jf @RACE_4760 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_4760
if 
  $713 == 2 // $ == int 
jf @RACE_4798 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_4798
if 
  $713 == 3 // $ == int 
jf @RACE_4836 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_4836
if 
  $7886 == 6 // $ == int 
jf @RACE_5467 
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7886  // Race ~1~:
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES06'  // V.C. Endurance
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_4999 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 9 721  // Track Length: ~1~.~1~ km
jump @RACE_5023 

:RACE_4999
045B: text_draw_2numbers 30.0 190.0 'RACES23' 6 1  // Track Length: ~1~.~1~ miles

:RACE_5023
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 10000  // Entrance Fee: $~1~
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $716 == 99999999 // $ == int 
jf @RACE_5132 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_5255 

:RACE_5132
0084: $7889 = $716 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $716 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_5229 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7889 $7890  // Best Time: ~1~:~1~
jump @RACE_5255 

:RACE_5229
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7889 $7890  // Best Time: ~1~:0~1~

:RACE_5255
gosub @RACE_6056 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $715 == 99999999 // $ == int 
jf @RACE_5315 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_5315
if 
  $715 == 0 // $ == int 
jf @RACE_5353 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_5353
if 
  $715 == 1 // $ == int 
jf @RACE_5391 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_5391
if 
  $715 == 2 // $ == int 
jf @RACE_5429 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_5429
if 
  $715 == 3 // $ == int 
jf @RACE_5467 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_5467
if 
00E1:   player 0 pressed_button 16 
jf @RACE_6024 
if 
  $7885 == 1 // $ == int 
jf @RACE_6017 
$7885 = 0 // $ = int 
if 
  $7886 == 1 // $ == int 
jf @RACE_5592 
if 
   Player.Money($PLAYER_CHAR) > 99
jf @RACE_5577 
Player.Money($PLAYER_CHAR) += -100
Object.Destroy($7857)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_6099 
jump @RACE_5592 

:RACE_5577
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5592
if 
  $7886 == 2 // $ == int 
jf @RACE_5677 
if 
   Player.Money($PLAYER_CHAR) > 499
jf @RACE_5662 
Player.Money($PLAYER_CHAR) += -500
Object.Destroy($7858)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_7013 
jump @RACE_5677 

:RACE_5662
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5677
if 
  $7886 == 3 // $ == int 
jf @RACE_5762 
if 
   Player.Money($PLAYER_CHAR) > 999
jf @RACE_5747 
Player.Money($PLAYER_CHAR) += -1000
Object.Destroy($7859)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_7987 
jump @RACE_5762 

:RACE_5747
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5762
if 
  $7886 == 4 // $ == int 
jf @RACE_5847 
if 
   Player.Money($PLAYER_CHAR) > 1999
jf @RACE_5832 
Player.Money($PLAYER_CHAR) += -2000
Object.Destroy($7860)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_9081 
jump @RACE_5847 

:RACE_5832
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5847
if 
  $7886 == 5 // $ == int 
jf @RACE_5932 
if 
   Player.Money($PLAYER_CHAR) > 4999
jf @RACE_5917 
Player.Money($PLAYER_CHAR) += -5000
Object.Destroy($7861)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_10715 
jump @RACE_5932 

:RACE_5917
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5932
if 
  $7886 == 6 // $ == int 
jf @RACE_6017 
if 
   Player.Money($PLAYER_CHAR) > 9999
jf @RACE_6002 
Player.Money($PLAYER_CHAR) += -10000
Object.Destroy($7862)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_12409 
jump @RACE_6017 

:RACE_6002
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_6017
jump @RACE_6049 

:RACE_6024
if 
  $7885 == 0 // $ == int 
jf @RACE_6049 
$7885 = 1 // $ = int 

:RACE_6049
jump @RACE_721 

:RACE_6056
0340: set_text_draw_color 180 180 180 255 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
return 

:RACE_6099
if 
  $1989 == 0 // $ == int 
jf @RACE_6119 
increment_mission_attempts 

:RACE_6119
$7881 = 23 // $ = int 
$7936 = -1381.918 // $ = float 
$7937 = -781.2508 // $ = float 
$7938 = 13.6582 // $ = float 
$7939 = -1336.543 // $ = float 
$7940 = -783.221 // $ = float 
$7941 = 13.6582 // $ = float 
$7942 = -1278.385 // $ = float 
$7943 = -783.2156 // $ = float 
$7944 = 13.6582 // $ = float 
$7945 = -1258.049 // $ = float 
$7946 = -762.8456 // $ = float 
$7947 = 13.6582 // $ = float 
$7948 = -1258.104 // $ = float 
$7949 = -695.624 // $ = float 
$7950 = 13.6582 // $ = float 
$7951 = -1261.048 // $ = float 
$7952 = -569.8616 // $ = float 
$7953 = 9.6582 // $ = float 
$7954 = -1320.283 // $ = float 
$7955 = -558.813 // $ = float 
$7956 = 7.4568 // $ = float 
$7957 = -1425.425 // $ = float 
$7958 = -558.7655 // $ = float 
$7959 = 6.7282 // $ = float 
$7960 = -1514.076 // $ = float 
$7961 = -558.7275 // $ = float 
$7962 = 6.7207 // $ = float 
$7963 = -1657.351 // $ = float 
$7964 = -558.9381 // $ = float 
$7965 = 6.7207 // $ = float 
$7966 = -1779.238 // $ = float 
$7967 = -561.8121 // $ = float 
$7968 = 6.7207 // $ = float 
$7969 = -1791.55 // $ = float 
$7970 = -638.3821 // $ = float 
$7971 = 10.4712 // $ = float 
$7972 = -1771.568 // $ = float 
$7973 = -690.8166 // $ = float 
$7974 = 13.6582 // $ = float 
$7975 = -1748.326 // $ = float 
$7976 = -664.5505 // $ = float 
$7977 = 13.6509 // $ = float 
$7978 = -1743.892 // $ = float 
$7979 = -557.9755 // $ = float 
$7980 = 13.651 // $ = float 
$7981 = -1650.822 // $ = float 
$7982 = -548.6134 // $ = float 
$7983 = 13.651 // $ = float 
$7984 = -1553.458 // $ = float 
$7985 = -548.5882 // $ = float 
$7986 = 13.651 // $ = float 
$7987 = -1530.331 // $ = float 
$7988 = -620.5998 // $ = float 
$7989 = 13.651 // $ = float 
$7990 = -1530.394 // $ = float 
$7991 = -690.6783 // $ = float 
$7992 = 13.6582 // $ = float 
$7993 = -1527.139 // $ = float 
$7994 = -772.0657 // $ = float 
$7995 = 13.6582 // $ = float 
$7996 = -1480.242 // $ = float 
$7997 = -782.8588 // $ = float 
$7998 = 13.6591 // $ = float 
$7999 = -1437.349 // $ = float 
$8000 = -830.7875 // $ = float 
$8001 = 13.6 // $ = float 
$8002 = -1402.194 // $ = float 
$8003 = -783.8462 // $ = float 
$8004 = 13.6583 // $ = float 
$8005 = -1363.599 // $ = float 
$8006 = -783.2463 // $ = float 
$8007 = 13.6728 // $ = float 
$5281 = -1376.668 // $ = float 
$5282 = -785.4619 // $ = float 
$5283 = 13.6583 // $ = float 
$5284 = -1381.918 // $ = float 
$5285 = -785.4619 // $ = float 
$5286 = 13.6583 // $ = float 
$5287 = -1376.668 // $ = float 
$5288 = -781.2508 // $ = float 
$5289 = 13.6582 // $ = float 
$7900 = 270.0 // $ = float 
$7909 = -1400.423 // $ = float 
$7910 = -788.7123 // $ = float 
$7911 = 12.2184 // $ = float 
$7912 = -1284.43 // $ = float 
$7913 = -778.7008 // $ = float 
$7914 = 27.3309 // $ = float 
jump @RACE_16023 

:RACE_7013
if 
  $1990 == 0 // $ == int 
jf @RACE_7033 
increment_mission_attempts 

:RACE_7033
$7881 = 25 // $ = int 
$7936 = 467.1591 // $ = float 
$7937 = -364.1488 // $ = float 
$7938 = 9.3083 // $ = float 
$7939 = 501.4334 // $ = float 
$7940 = -376.6612 // $ = float 
$7941 = 9.8585 // $ = float 
$7942 = 499.6485 // $ = float 
$7943 = -453.183 // $ = float 
$7944 = 9.8615 // $ = float 
$7945 = 476.2756 // $ = float 
$7946 = -575.4393 // $ = float 
$7947 = 9.8615 // $ = float 
$7948 = 427.9059 // $ = float 
$7949 = -681.8521 // $ = float 
$7950 = 9.8615 // $ = float 
$7951 = 362.8138 // $ = float 
$7952 = -824.1959 // $ = float 
$7953 = 9.8616 // $ = float 
$7954 = 307.6837 // $ = float 
$7955 = -946.3491 // $ = float 
$7956 = 9.8615 // $ = float 
$7957 = 278.2833 // $ = float 
$7958 = -1126.979 // $ = float 
$7959 = 9.8615 // $ = float 
$7960 = 241.8716 // $ = float 
$7961 = -1314.508 // $ = float 
$7962 = 9.8616 // $ = float 
$7963 = 219.7843 // $ = float 
$7964 = -1418.322 // $ = float 
$7965 = 9.8615 // $ = float 
$7966 = 189.6915 // $ = float 
$7967 = -1494.735 // $ = float 
$7968 = 9.8616 // $ = float 
$7969 = 147.4525 // $ = float 
$7970 = -1571.244 // $ = float 
$7971 = 9.8616 // $ = float 
$7972 = 99.1483 // $ = float 
$7973 = -1588.395 // $ = float 
$7974 = 9.2481 // $ = float 
$7975 = 97.8935 // $ = float 
$7976 = -1519.795 // $ = float 
$7977 = 9.2418 // $ = float 
$7978 = 124.2335 // $ = float 
$7979 = -1445.51 // $ = float 
$7980 = 9.2418 // $ = float 
$7981 = 162.9207 // $ = float 
$7982 = -1334.057 // $ = float 
$7983 = 9.2418 // $ = float 
$7984 = 174.8059 // $ = float 
$7985 = -1231.018 // $ = float 
$7986 = 9.2418 // $ = float 
$7987 = 186.8894 // $ = float 
$7988 = -1129.81 // $ = float 
$7989 = 9.2418 // $ = float 
$7990 = 211.3841 // $ = float 
$7991 = -1017.686 // $ = float 
$7992 = 9.2418 // $ = float 
$7993 = 228.4807 // $ = float 
$7994 = -932.9751 // $ = float 
$7995 = 8.9034 // $ = float 
$7996 = 270.2189 // $ = float 
$7997 = -851.367 // $ = float 
$7998 = 8.9777 // $ = float 
$7999 = 327.7973 // $ = float 
$8000 = -732.2568 // $ = float 
$8001 = 8.9778 // $ = float 
$8002 = 372.8638 // $ = float 
$8003 = -623.2525 // $ = float 
$8004 = 8.9778 // $ = float 
$8005 = 419.3767 // $ = float 
$8006 = -525.2839 // $ = float 
$8007 = 8.9778 // $ = float 
$8008 = 448.2071 // $ = float 
$8009 = -373.7212 // $ = float 
$8010 = 8.9777 // $ = float 
$8011 = 484.4896 // $ = float 
$8012 = -370.8366 // $ = float 
$8013 = 9.7451 // $ = float 
$5281 = 473.6366 // $ = float 
$5282 = -372.6079 // $ = float 
$5283 = 9.461 // $ = float 
$5284 = 467.1591 // $ = float 
$5285 = -370.8961 // $ = float 
$5286 = 9.2859 // $ = float 
$5287 = 473.6366 // $ = float 
$5288 = -364.1488 // $ = float 
$5289 = 9.3083 // $ = float 
$7900 = 255.0 // $ = float 
$7909 = 461.5594 // $ = float 
$7910 = -374.7564 // $ = float 
$7911 = 9.0675 // $ = float 
$7912 = 512.8641 // $ = float 
$7913 = -368.6559 // $ = float 
$7914 = 27.1193 // $ = float 
jump @RACE_16023 

:RACE_7987
if 
  $1991 == 0 // $ == int 
jf @RACE_8007 
increment_mission_attempts 

:RACE_8007
$7881 = 28 // $ = int 
$7936 = -1181.32 // $ = float 
$7937 = -665.8813 // $ = float 
$7938 = 10.4318 // $ = float 
$7939 = -1186.549 // $ = float 
$7940 = -614.5401 // $ = float 
$7941 = 10.4318 // $ = float 
$7942 = -1142.018 // $ = float 
$7943 = -592.1671 // $ = float 
$7944 = 10.4322 // $ = float 
$7945 = -1081.837 // $ = float 
$7946 = -570.2073 // $ = float 
$7947 = 9.9434 // $ = float 
$7948 = -1109.015 // $ = float 
$7949 = -492.9245 // $ = float 
$7950 = 9.7679 // $ = float 
$7951 = -1167.683 // $ = float 
$7952 = -501.2699 // $ = float 
$7953 = 9.7679 // $ = float 
$7954 = -1199.679 // $ = float 
$7955 = -445.729 // $ = float 
$7956 = 9.7359 // $ = float 
$7957 = -1207.559 // $ = float 
$7958 = -373.1393 // $ = float 
$7959 = 9.7359 // $ = float 
$7960 = -1175.821 // $ = float 
$7961 = -331.3841 // $ = float 
$7962 = 9.674 // $ = float 
$7963 = -1187.148 // $ = float 
$7964 = -225.0972 // $ = float 
$7965 = 10.4116 // $ = float 
$7966 = -1167.117 // $ = float 
$7967 = -94.6856 // $ = float 
$7968 = 10.4133 // $ = float 
$7969 = -1068.153 // $ = float 
$7970 = -51.3555 // $ = float 
$7971 = 10.23 // $ = float 
$7972 = -1070.626 // $ = float 
$7973 = 46.5132 // $ = float 
$7974 = 10.2301 // $ = float 
$7975 = -1068.507 // $ = float 
$7976 = 122.7926 // $ = float 
$7977 = 10.2288 // $ = float 
$7978 = -1023.862 // $ = float 
$7979 = 183.5805 // $ = float 
$7980 = 10.2292 // $ = float 
$7981 = -1005.554 // $ = float 
$7982 = 303.4343 // $ = float 
$7983 = 10.227 // $ = float 
$7984 = -932.2478 // $ = float 
$7985 = 321.5445 // $ = float 
$7986 = 10.2287 // $ = float 
$7987 = -810.822 // $ = float 
$7988 = 308.4724 // $ = float 
$7989 = 10.2199 // $ = float 
$7990 = -722.9102 // $ = float 
$7991 = 266.282 // $ = float 
$7992 = 9.8848 // $ = float 
$7993 = -747.9127 // $ = float 
$7994 = 138.419 // $ = float 
$7995 = 9.8853 // $ = float 
$7996 = -814.0344 // $ = float 
$7997 = 1.5536 // $ = float 
$7998 = 10.0634 // $ = float 
$7999 = -969.6165 // $ = float 
$8000 = 31.9538 // $ = float 
$8001 = 9.5014 // $ = float 
$8002 = -983.0366 // $ = float 
$8003 = -94.5914 // $ = float 
$8004 = 9.5016 // $ = float 
$8005 = -978.7145 // $ = float 
$8006 = -271.9747 // $ = float 
$8007 = 9.5334 // $ = float 
$8008 = -862.6591 // $ = float 
$8009 = -306.7586 // $ = float 
$8010 = 9.8785 // $ = float 
$8011 = -865.6099 // $ = float 
$8012 = -410.9057 // $ = float 
$8013 = 9.8857 // $ = float 
$8014 = -845.0103 // $ = float 
$8015 = -553.1681 // $ = float 
$8016 = 9.8859 // $ = float 
$8017 = -852.1738 // $ = float 
$8018 = -650.9092 // $ = float 
$8019 = 10.0679 // $ = float 
$8020 = -987.7121 // $ = float 
$8021 = -667.091 // $ = float 
$8022 = 10.5813 // $ = float 
$8023 = -1165.868 // $ = float 
$8024 = -688.9201 // $ = float 
$8025 = 10.4362 // $ = float 
$5281 = -1178.164 // $ = float 
$5282 = -659.4622 // $ = float 
$5283 = 10.4318 // $ = float 
$5284 = -1177.322 // $ = float 
$5285 = -665.8813 // $ = float 
$5286 = 10.4318 // $ = float 
$5287 = -1182.12 // $ = float 
$5288 = -659.4622 // $ = float 
$5289 = 10.4318 // $ = float 
$7900 = 7.5 // $ = float 
$7909 = -1182.284 // $ = float 
$7910 = -682.7609 // $ = float 
$7911 = 8.6995 // $ = float 
$7912 = -1181.638 // $ = float 
$7913 = -612.6847 // $ = float 
$7914 = 18.658 // $ = float 
jump @RACE_16023 

:RACE_9081
if 
  $1992 == 0 // $ == int 
jf @RACE_9101 
increment_mission_attempts 

:RACE_9101
$7881 = 46 // $ = int 
$7936 = 199.3 // $ = float 
$7937 = -349.2 // $ = float 
$7938 = 9.4879 // $ = float 
$7939 = 185.792 // $ = float 
$7940 = -435.777 // $ = float 
$7941 = 9.8329 // $ = float 
$7942 = 182.935 // $ = float 
$7943 = -512.916 // $ = float 
$7944 = 10.0699 // $ = float 
$7945 = 178.174 // $ = float 
$7946 = -595.769 // $ = float 
$7947 = 15.5328 // $ = float 
$7948 = 164.841 // $ = float 
$7949 = -703.383 // $ = float 
$7950 = 9.4007 // $ = float 
$7951 = 125.795 // $ = float 
$7952 = -797.664 // $ = float 
$7953 = 9.278 // $ = float 
$7954 = 53.418 // $ = float 
$7955 = -863.375 // $ = float 
$7956 = 9.278 // $ = float 
$7957 = -41.8154 // $ = float 
$7958 = -872.898 // $ = float 
$7959 = 9.2782 // $ = float 
$7960 = -103.717 // $ = float 
$7961 = -920.515 // $ = float 
$7962 = 9.2839 // $ = float 
$7963 = -84.6704 // $ = float 
$7964 = -1012.89 // $ = float 
$7965 = 9.2761 // $ = float 
$7966 = -89.4321 // $ = float 
$7967 = -1080.51 // $ = float 
$7968 = 9.2859 // $ = float 
$7969 = -170.38 // $ = float 
$7970 = -1099.55 // $ = float 
$7971 = 9.2781 // $ = float 
$7972 = -196.093 // $ = float 
$7973 = -1126.22 // $ = float 
$7974 = 9.2858 // $ = float 
$7975 = -201.807 // $ = float 
$7976 = -1206.21 // $ = float 
$7977 = 9.278 // $ = float 
$7978 = -200.855 // $ = float 
$7979 = -1281.45 // $ = float 
$7980 = 9.278 // $ = float 
$7981 = -186.57 // $ = float 
$7982 = -1360.49 // $ = float 
$7983 = 9.2858 // $ = float 
$7984 = -153.238 // $ = float 
$7985 = -1454.77 // $ = float 
$7986 = 9.2858 // $ = float 
$7987 = -102.765 // $ = float 
$7988 = -1546.2 // $ = float 
$7989 = 9.2858 // $ = float 
$7990 = -44.6724 // $ = float 
$7991 = -1577.62 // $ = float 
$7992 = 9.2464 // $ = float 
$7993 = -8.48371 // $ = float 
$7994 = -1550.96 // $ = float 
$7995 = 9.278 // $ = float 
$7996 = 0.0873 // $ = float 
$7997 = -1465.25 // $ = float 
$7998 = 9.2779 // $ = float 
$7999 = 41.0376 // $ = float 
$8000 = -1381.44 // $ = float 
$8001 = 9.278 // $ = float 
$8002 = 68.6553 // $ = float 
$8003 = -1302.4 // $ = float 
$8004 = 9.278 // $ = float 
$8005 = 80.0833 // $ = float 
$8006 = -1209.07 // $ = float 
$8007 = 9.278 // $ = float 
$8008 = 83.8926 // $ = float 
$8009 = -1133.84 // $ = float 
$8010 = 9.2858 // $ = float 
$8011 = 78.1786 // $ = float 
$8012 = -1047.17 // $ = float 
$8013 = 9.278 // $ = float 
$8014 = 82.9403 // $ = float 
$8015 = -956.703 // $ = float 
$8016 = 9.2613 // $ = float 
$8017 = 125.795 // $ = float 
$8018 = -885.278 // $ = float 
$8019 = 9.2465 // $ = float 
$8020 = 175.317 // $ = float 
$8021 = -813.853 // $ = float 
$8022 = 9.2465 // $ = float 
$8023 = 217.219 // $ = float 
$8024 = -750.047 // $ = float 
$8025 = 9.2465 // $ = float 
$8026 = 237.218 // $ = float 
$8027 = -685.288 // $ = float 
$8028 = 9.2372 // $ = float 
$8029 = 261.979 // $ = float 
$8030 = -594.816 // $ = float 
$8031 = 8.8297 // $ = float 
$8032 = 302.929 // $ = float 
$8033 = -525.296 // $ = float 
$8034 = 8.8297 // $ = float 
$8035 = 365.783 // $ = float 
$8036 = -448.157 // $ = float 
$8037 = 8.8482 // $ = float 
$8038 = 418.162 // $ = float 
$8039 = -403.397 // $ = float 
$8040 = 8.8482 // $ = float 
$8041 = 454.35 // $ = float 
$8042 = -352.924 // $ = float 
$8043 = 8.9641 // $ = float 
$8044 = 478.159 // $ = float 
$8045 = -243.405 // $ = float 
$8046 = 11.3418 // $ = float 
$8047 = 482.92 // $ = float 
$8048 = -139.601 // $ = float 
$8049 = 9.1372 // $ = float 
$8050 = 519.109 // $ = float 
$8051 = -68.1758 // $ = float 
$8052 = 9.5878 // $ = float 
$8053 = 502.919 // $ = float 
$8054 = -1.51244 // $ = float 
$8055 = 10.0202 // $ = float 
$8056 = 483.873 // $ = float 
$8057 = 97.5303 // $ = float 
$8058 = 10.304 // $ = float 
$8059 = 431.494 // $ = float 
$8060 = 56.5799 // $ = float 
$8061 = 10.1727 // $ = float 
$8062 = 370.545 // $ = float 
$8063 = 9.91558 // $ = float 
$8064 = 10.3602 // $ = float 
$8065 = 326.738 // $ = float 
$8066 = -26.2731 // $ = float 
$8067 = 9.9985 // $ = float 
$8068 = 310.548 // $ = float 
$8069 = -109.126 // $ = float 
$8070 = 10.2687 // $ = float 
$8071 = 273.407 // $ = float 
$8072 = -185.313 // $ = float 
$8073 = 9.8572 // $ = float 
$8074 = 230.552 // $ = float 
$8075 = -266.261 // $ = float 
$8076 = 10.962 // $ = float 
$8077 = 200.295 // $ = float 
$8078 = -367.055 // $ = float 
$8079 = 9.6223 // $ = float 
$5281 = 204.1 // $ = float 
$5282 = -349.2 // $ = float 
$5283 = 9.4879 // $ = float 
$5284 = 197.8 // $ = float 
$5285 = -356.3 // $ = float 
$5286 = 9.4879 // $ = float 
$5287 = 202.6 // $ = float 
$5288 = -356.3 // $ = float 
$5289 = 9.4879 // $ = float 
$7900 = 165.3 // $ = float 
$7909 = 168.896 // $ = float 
$7910 = -416.393 // $ = float 
$7911 = 0.0 // $ = float 
$7912 = 221.475 // $ = float 
$7913 = -347.636 // $ = float 
$7914 = 30.0 // $ = float 
jump @RACE_16023 

:RACE_10715
if 
  $1993 == 0 // $ == int 
jf @RACE_10735 
increment_mission_attempts 

:RACE_10735
$7881 = 48 // $ = int 
$7936 = 192.0803 // $ = float 
$7937 = -379.4206 // $ = float 
$7938 = 9.6766 // $ = float 
$7939 = 221.582 // $ = float 
$7940 = -289.187 // $ = float 
$7941 = 11.361 // $ = float 
$7942 = 253.71 // $ = float 
$7943 = -223.936 // $ = float 
$7944 = 9.8523 // $ = float 
$7945 = 295.899 // $ = float 
$7946 = -134.766 // $ = float 
$7947 = 11.1339 // $ = float 
$7948 = 329.479 // $ = float 
$7949 = -17.6297 // $ = float 
$7950 = 10.3388 // $ = float 
$7951 = 388.747 // $ = float 
$7952 = 20.8195 // $ = float 
$7953 = 14.1745 // $ = float 
$7954 = 444.209 // $ = float 
$7955 = 89.5439 // $ = float 
$7956 = 9.9166 // $ = float 
$7957 = 399.599 // $ = float 
$7958 = 201.673 // $ = float 
$7959 = 9.85 // $ = float 
$7960 = 427.329 // $ = float 
$7961 = 305.363 // $ = float 
$7962 = 10.4397 // $ = float 
$7963 = 444.635 // $ = float 
$7964 = 408.029 // $ = float 
$7965 = 10.4397 // $ = float 
$7966 = 470.734 // $ = float 
$7967 = 504.302 // $ = float 
$7968 = 10.483 // $ = float 
$7969 = 496.054 // $ = float 
$7970 = 656.219 // $ = float 
$7971 = 9.8803 // $ = float 
$7972 = 547.899 // $ = float 
$7973 = 751.469 // $ = float 
$7974 = 10.1808 // $ = float 
$7975 = 556.338 // $ = float 
$7976 = 891.329 // $ = float 
$7977 = 13.5641 // $ = float 
$7978 = 512.934 // $ = float 
$7979 = 1004.66 // $ = float 
$7980 = 16.9283 // $ = float 
$7981 = 500.877 // $ = float 
$7982 = 1121.62 // $ = float 
$7983 = 15.2929 // $ = float 
$7984 = 522.579 // $ = float 
$7985 = 1232.54 // $ = float 
$7986 = 15.2502 // $ = float 
$7987 = 432.152 // $ = float 
$7988 = 1281.97 // $ = float 
$7989 = 16.0003 // $ = float 
$7990 = 316.406 // $ = float 
$7991 = 1281.97 // $ = float 
$7992 = 16.1761 // $ = float 
$7993 = 219.951 // $ = float 
$7994 = 1243.39 // $ = float 
$7995 = 16.18 // $ = float 
$7996 = 283.852 // $ = float 
$7997 = 1198.78 // $ = float 
$7998 = 16.7968 // $ = float 
$7999 = 270.59 // $ = float 
$8000 = 1121.62 // $ = float 
$8001 = 18.3989 // $ = float 
$8002 = 307.966 // $ = float 
$8003 = 1023.95 // $ = float 
$8004 = 11.9725 // $ = float 
$8005 = 320.023 // $ = float 
$8006 = 913.031 // $ = float 
$8007 = 9.8582 // $ = float 
$8008 = 294.703 // $ = float 
$8009 = 800.902 // $ = float 
$8010 = 9.849 // $ = float 
$8011 = 219.951 // $ = float 
$8012 = 721.326 // $ = float 
$8013 = 9.849 // $ = float 
$8014 = 177.751 // $ = float 
$8015 = 671.893 // $ = float 
$8016 = 9.849 // $ = float 
$8017 = 246.476 // $ = float 
$8018 = 667.07 // $ = float 
$8019 = 9.8548 // $ = float 
$8020 = 334.491 // $ = float 
$8021 = 670.687 // $ = float 
$8022 = 9.8524 // $ = float 
$8023 = 380.307 // $ = float 
$8024 = 644.162 // $ = float 
$8025 = 10.0442 // $ = float 
$8026 = 383.925 // $ = float 
$8027 = 557.352 // $ = float 
$8028 = 10.3795 // $ = float 
$8029 = 380.307 // $ = float 
$8030 = 487.422 // $ = float 
$8031 = 10.6054 // $ = float 
$8032 = 486.408 // $ = float 
$8033 = 480.188 // $ = float 
$8034 = 10.4553 // $ = float 
$8035 = 534.636 // $ = float 
$8036 = 457.28 // $ = float 
$8037 = 9.8644 // $ = float 
$8038 = 515.345 // $ = float 
$8039 = 352.385 // $ = float 
$8040 = 9.8673 // $ = float 
$8041 = 500.877 // $ = float 
$8042 = 245.078 // $ = float 
$8043 = 9.9013 // $ = float 
$8044 = 504.494 // $ = float 
$8045 = 138.977 // $ = float 
$8046 = 9.866 // $ = float 
$8047 = 477.969 // $ = float 
$8048 = 94.3666 // $ = float 
$8049 = 10.1941 // $ = float 
$8050 = 394.776 // $ = float 
$8051 = 25.6422 // $ = float 
$8052 = 14.5354 // $ = float 
$8053 = 328.463 // $ = float 
$8054 = -33.4368 // $ = float 
$8055 = 9.8861 // $ = float 
$8056 = 300.732 // $ = float 
$8057 = -127.481 // $ = float 
$8058 = 10.776 // $ = float 
$8059 = 289.881 // $ = float 
$8060 = -182.943 // $ = float 
$8061 = 10.4278 // $ = float 
$8062 = 368.251 // $ = float 
$8063 = -222.73 // $ = float 
$8064 = 10.7668 // $ = float 
$8065 = 359.811 // $ = float 
$8066 = -303.512 // $ = float 
$8067 = 10.8559 // $ = float 
$8068 = 283.852 // $ = float 
$8069 = -363.796 // $ = float 
$8070 = 10.7751 // $ = float 
$8071 = 233.213 // $ = float 
$8072 = -425.287 // $ = float 
$8073 = 10.7829 // $ = float 
$8074 = 217.539 // $ = float 
$8075 = -518.125 // $ = float 
$8076 = 10.7829 // $ = float 
$8077 = 181.368 // $ = float 
$8078 = -526.565 // $ = float 
$8079 = 10.5379 // $ = float 
$8080 = 185.061 // $ = float 
$8081 = -443.34 // $ = float 
$8082 = 9.8402 // $ = float 
$8083 = 198.248 // $ = float 
$8084 = -371.03 // $ = float 
$8085 = 9.5263 // $ = float 
$5281 = 198.214 // $ = float 
$5282 = -373.8071 // $ = float 
$5283 = 9.5658 // $ = float 
$5284 = 196.4444 // $ = float 
$5285 = -380.2955 // $ = float 
$5286 = 9.6676 // $ = float 
$5287 = 193.9106 // $ = float 
$5288 = -372.1646 // $ = float 
$5289 = 9.5608 // $ = float 
$7900 = 345.0 // $ = float 
$7909 = 181.057 // $ = float 
$7910 = -418.878 // $ = float 
$7911 = 0.0 // $ = float 
$7912 = 216.057 // $ = float 
$7913 = -328.878 // $ = float 
$7914 = 30.0 // $ = float 
jump @RACE_16023 

:RACE_12409
if 
  $1994 == 0 // $ == int 
jf @RACE_12429 
increment_mission_attempts 

:RACE_12429
$7881 = 112 // $ = int 
$7936 = -999.8854 // $ = float 
$7937 = -945.692 // $ = float 
$7938 = 13.6685 // $ = float 
$7939 = -929.153 // $ = float 
$7940 = -1029.48 // $ = float 
$7941 = 13.6592 // $ = float 
$7942 = -887.966 // $ = float 
$7943 = -1073.35 // $ = float 
$7944 = 13.6478 // $ = float 
$7945 = -824.396 // $ = float 
$7946 = -1040.23 // $ = float 
$7947 = 9.8895 // $ = float 
$7948 = -823.5 // $ = float 
$7949 = -946.213 // $ = float 
$7950 = 9.8871 // $ = float 
$7951 = -764.407 // $ = float 
$7952 = -925.62 // $ = float 
$7953 = 9.4575 // $ = float 
$7954 = -677.557 // $ = float 
$7955 = -930.992 // $ = float 
$7956 = 13.6473 // $ = float 
$7957 = -588.022 // $ = float 
$7958 = -932.782 // $ = float 
$7959 = 20.4283 // $ = float 
$7960 = -492.219 // $ = float 
$7961 = -932.782 // $ = float 
$7962 = 25.0643 // $ = float 
$7963 = -396.415 // $ = float 
$7964 = -935.468 // $ = float 
$7965 = 22.5963 // $ = float 
$7966 = -295.24 // $ = float 
$7967 = -939.05 // $ = float 
$7968 = 16.4214 // $ = float 
$7969 = -189.588 // $ = float 
$7970 = -930.096 // $ = float 
$7971 = 11.0187 // $ = float 
$7972 = -104.529 // $ = float 
$7973 = -895.177 // $ = float 
$7974 = 9.2782 // $ = float 
$7975 = -22.1561 // $ = float 
$7976 = -870.107 // $ = float 
$7977 = 9.2782 // $ = float 
$7978 = 73.6471 // $ = float 
$7979 = -858.468 // $ = float 
$7980 = 9.278 // $ = float 
$7981 = 131.845 // $ = float 
$7982 = -787.734 // $ = float 
$7983 = 9.278 // $ = float 
$7984 = 163.183 // $ = float 
$7985 = -706.257 // $ = float 
$7986 = 9.278 // $ = float 
$7987 = 173.032 // $ = float 
$7988 = -646.268 // $ = float 
$7989 = 15.1956 // $ = float 
$7990 = 178.404 // $ = float 
$7991 = -549.57 // $ = float 
$7992 = 10.69 // $ = float 
$7993 = 184.671 // $ = float 
$7994 = -452.871 // $ = float 
$7995 = 9.8402 // $ = float 
$7996 = 199.892 // $ = float 
$7997 = -365.126 // $ = float 
$7998 = 9.465 // $ = float 
$7999 = 224.962 // $ = float 
$8000 = -275.59 // $ = float 
$8001 = 10.9105 // $ = float 
$8002 = 268.835 // $ = float 
$8003 = -198.59 // $ = float 
$8004 = 9.8572 // $ = float 
$8005 = 308.231 // $ = float 
$8006 = -115.322 // $ = float 
$8007 = 9.8605 // $ = float 
$8008 = 327.928 // $ = float 
$8009 = -30.2626 // $ = float 
$8010 = 9.9096 // $ = float 
$8011 = 389.708 // $ = float 
$8012 = 20.7727 // $ = float 
$8013 = 14.2094 // $ = float 
$8014 = 447.011 // $ = float 
$8015 = 86.1337 // $ = float 
$8016 = 9.8733 // $ = float 
$8017 = 399.557 // $ = float 
$8018 = 172.983 // $ = float 
$8019 = 9.847 // $ = float 
$8020 = 391.499 // $ = float 
$8021 = 237.449 // $ = float 
$8022 = 9.3895 // $ = float 
$8023 = 340.463 // $ = float 
$8024 = 253.565 // $ = float 
$8025 = 10.1255 // $ = float 
$8026 = 334.196 // $ = float 
$8027 = 352.055 // $ = float 
$8028 = 10.4291 // $ = float 
$8029 = 349.417 // $ = float 
$8030 = 444.276 // $ = float 
$8031 = 10.4235 // $ = float 
$8032 = 378.068 // $ = float 
$8033 = 531.126 // $ = float 
$8034 = 10.4235 // $ = float 
$8035 = 382.545 // $ = float 
$8036 = 607.231 // $ = float 
$8037 = 10.4235 // $ = float 
$8038 = 362.847 // $ = float 
$8039 = 668.116 // $ = float 
$8040 = 9.894 // $ = float 
$8041 = 264.358 // $ = float 
$8042 = 669.906 // $ = float 
$8043 = 9.8524 // $ = float 
$8044 = 207.055 // $ = float 
$8045 = 657.371 // $ = float 
$8046 = 9.849 // $ = float 
$8047 = 178.404 // $ = float 
$8048 = 670.802 // $ = float 
$8049 = 9.849 // $ = float 
$8050 = 196.311 // $ = float 
$8051 = 707.511 // $ = float 
$8052 = 9.849 // $ = float 
$8053 = 272.416 // $ = float 
$8054 = 765.71 // $ = float 
$8055 = 9.8514 // $ = float 
$8056 = 311.812 // $ = float 
$8057 = 857.036 // $ = float 
$8058 = 9.8551 // $ = float 
$8059 = 318.975 // $ = float 
$8060 = 974.328 // $ = float 
$8061 = 10.6569 // $ = float 
$8062 = 293.905 // $ = float 
$8063 = 1067.44 // $ = float 
$8064 = 12.0802 // $ = float 
$8065 = 273.312 // $ = float 
$8066 = 1139.07 // $ = float 
$8067 = 20.0402 // $ = float 
$8068 = 283.161 // $ = float 
$8069 = 1200.85 // $ = float 
$8070 = 16.7887 // $ = float 
$8071 = 222.276 // $ = float 
$8072 = 1234.88 // $ = float 
$8073 = 16.18 // $ = float 
$8074 = 283.161 // $ = float 
$8075 = 1281.44 // $ = float 
$8076 = 16.1801 // $ = float 
$8077 = 383.441 // $ = float 
$8078 = 1281.44 // $ = float 
$8079 = 16.1761 // $ = float 
$8080 = 472.976 // $ = float 
$8081 = 1278.75 // $ = float 
$8082 = 16.5197 // $ = float 
$8083 = 518.639 // $ = float 
$8084 = 1258.16 // $ = float 
$8085 = 15.5517 // $ = float 
$8086 = 508.79 // $ = float 
$8087 = 1164.14 // $ = float 
$8088 = 16.0812 // $ = float 
$8089 = 499.837 // $ = float 
$8090 = 1074.61 // $ = float 
$8091 = 16.7323 // $ = float 
$8092 = 519.535 // $ = float 
$8093 = 982.386 // $ = float 
$8094 = 16.9283 // $ = float 
$8095 = 552.878 // $ = float 
$8096 = 901.804 // $ = float 
$8097 = 13.8502 // $ = float 
$8098 = 559.826 // $ = float 
$8099 = 820.326 // $ = float 
$8100 = 11.2706 // $ = float 
$8101 = 544.605 // $ = float 
$8102 = 726.314 // $ = float 
$8103 = 9.9648 // $ = float 
$8104 = 522.221 // $ = float 
$8105 = 655.581 // $ = float 
$8106 = 9.9354 // $ = float 
$8107 = 419.255 // $ = float 
$8108 = 680.651 // $ = float 
$8109 = 10.2006 // $ = float 
$8110 = 421.045 // $ = float 
$8111 = 783.617 // $ = float 
$8112 = 10.2006 // $ = float 
$8113 = 424.627 // $ = float 
$8114 = 871.362 // $ = float 
$8115 = 10.1785 // $ = float 
$8116 = 404.929 // $ = float 
$8117 = 941.2 // $ = float 
$8118 = 11.4493 // $ = float 
$8119 = 303.754 // $ = float 
$8120 = 950.153 // $ = float 
$8121 = 20.4129 // $ = float 
$8122 = 190.939 // $ = float 
$8123 = 975.223 // $ = float 
$8124 = 23.2634 // $ = float 
$8125 = 94.2402 // $ = float 
$8126 = 987.758 // $ = float 
$8127 = 9.8228 // $ = float 
$8128 = 96.268 // $ = float 
$8129 = 908.967 // $ = float 
$8130 = 9.7065 // $ = float 
$8131 = 53.9491 // $ = float 
$8132 = 863.303 // $ = float 
$8133 = 9.7037 // $ = float 
$8134 = 10.972 // $ = float 
$8135 = 895.536 // $ = float 
$8136 = 9.7136 // $ = float 
$8137 = 32.4606 // $ = float 
$8138 = 986.863 // $ = float 
$8139 = 9.7345 // $ = float 
$8140 = 33.3559 // $ = float 
$8141 = 1057.6 // $ = float 
$8142 = 9.8576 // $ = float 
$8143 = 15.4488 // $ = float 
$8144 = 1107.74 // $ = float 
$8145 = 15.5335 // $ = float 
$8146 = -46.3308 // $ = float 
$8147 = 1051.33 // $ = float 
$8148 = 9.8058 // $ = float 
$8149 = -138.553 // $ = float 
$8150 = 1075.5 // $ = float 
$8151 = 11.1801 // $ = float 
$8152 = -227.193 // $ = float 
$8153 = 1083.56 // $ = float 
$8154 = 19.3942 // $ = float 
$8155 = -314.938 // $ = float 
$8156 = 1084.46 // $ = float 
$8157 = 21.0711 // $ = float 
$8158 = -414.322 // $ = float 
$8159 = 1085.35 // $ = float 
$8160 = 10.4061 // $ = float 
$8161 = -505.649 // $ = float 
$8162 = 1099.68 // $ = float 
$8163 = 9.8647 // $ = float 
$8164 = -588.022 // $ = float 
$8165 = 1145.34 // $ = float 
$8166 = 9.8725 // $ = float 
$8167 = -671.29 // $ = float 
$8168 = 1181.16 // $ = float 
$8169 = 9.8725 // $ = float 
$8170 = -772.465 // $ = float 
$8171 = 1176.68 // $ = float 
$8172 = 9.8647 // $ = float 
$8173 = -856.629 // $ = float 
$8174 = 1153.4 // $ = float 
$8175 = 9.7009 // $ = float 
$8176 = -865.582 // $ = float 
$8177 = 1063.86 // $ = float 
$8178 = 9.8699 // $ = float 
$8179 = -868.268 // $ = float 
$8180 = 962.688 // $ = float 
$8181 = 9.8699 // $ = float 
$8182 = -870.059 // $ = float 
$8183 = 857.931 // $ = float 
$8184 = 9.8816 // $ = float 
$8185 = -859.315 // $ = float 
$8186 = 762.128 // $ = float 
$8187 = 9.8816 // $ = float 
$8188 = -755.453 // $ = float 
$8189 = 752.279 // $ = float 
$8190 = 9.8816 // $ = float 
$8191 = -672.185 // $ = float 
$8192 = 734.372 // $ = float 
$8193 = 9.9913 // $ = float 
$8194 = -676.662 // $ = float 
$8195 = 634.987 // $ = float 
$8196 = 9.8813 // $ = float 
$8197 = -685.616 // $ = float 
$8198 = 539.184 // $ = float 
$8199 = 9.8847 // $ = float 
$8200 = -695.465 // $ = float 
$8201 = 448.753 // $ = float 
$8202 = 9.8925 // $ = float 
$8203 = -704.418 // $ = float 
$8204 = 356.531 // $ = float 
$8205 = 9.8679 // $ = float 
$8206 = -728.593 // $ = float 
$8207 = 291.17 // $ = float 
$8208 = 9.9507 // $ = float 
$8209 = -798.431 // $ = float 
$8210 = 306.391 // $ = float 
$8211 = 10.2203 // $ = float 
$8212 = -891.548 // $ = float 
$8213 = 317.136 // $ = float 
$8214 = 10.2165 // $ = float 
$8215 = -976.607 // $ = float 
$8216 = 323.403 // $ = float 
$8217 = 10.1999 // $ = float 
$8218 = -1014.21 // $ = float 
$8219 = 243.716 // $ = float 
$8220 = 10.1766 // $ = float 
$8221 = -1053.61 // $ = float 
$8222 = 150.599 // $ = float 
$8223 = 10.2094 // $ = float 
$8224 = -1069.72 // $ = float 
$8225 = 48.5286 // $ = float 
$8226 = 10.2116 // $ = float 
$8227 = -1067.93 // $ = float 
$8228 = -15.9371 // $ = float 
$8229 = 10.2118 // $ = float 
$8230 = -1080.47 // $ = float 
$8231 = -69.6585 // $ = float 
$8232 = 10.3946 // $ = float 
$8233 = -1149.41 // $ = float 
$8234 = -77.7167 // $ = float 
$8235 = 10.3912 // $ = float 
$8236 = -1182.54 // $ = float 
$8237 = -149.345 // $ = float 
$8238 = 10.3799 // $ = float 
$8239 = -1183.43 // $ = float 
$8240 = -251.416 // $ = float 
$8241 = 10.3807 // $ = float 
$8242 = -1181.64 // $ = float 
$8243 = -352.591 // $ = float 
$8244 = 9.7105 // $ = float 
$8245 = -1196.86 // $ = float 
$8246 = -449.29 // $ = float 
$8247 = 9.7421 // $ = float 
$8248 = -1171.79 // $ = float 
$8249 = -503.011 // $ = float 
$8250 = 9.7692 // $ = float 
$8251 = -1089.42 // $ = float 
$8252 = -504.802 // $ = float 
$8253 = 10.1038 // $ = float 
$8254 = -1065.25 // $ = float 
$8255 = -583.593 // $ = float 
$8256 = 9.9241 // $ = float 
$8257 = -984.665 // $ = float 
$8258 = -583.593 // $ = float 
$8259 = 10.2854 // $ = float 
$8260 = -982.874 // $ = float 
$8261 = -668.652 // $ = float 
$8262 = 10.5705 // $ = float 
0@ = -1058.98 // @ = float 
1@ = -679.396 // @ = float 
2@ = 10.5966 // @ = float 
3@ = -1135.98 // @ = float 
4@ = -699.094 // @ = float 
5@ = 10.5742 // @ = float 
6@ = -1111.81 // @ = float 
7@ = -789.525 // @ = float 
8@ = 10.6719 // @ = float 
9@ = -1071.51 // @ = float 
10@ = -865.631 // @ = float 
11@ = 11.3928 // @ = float 
12@ = -995.409 // @ = float 
13@ = -946.213 // @ = float 
14@ = 13.6582 // @ = float 
$5281 = -996.9311 // $ = float 
$5282 = -942.3224 // $ = float 
$5283 = 13.6511 // $ = float 
$5284 = -991.6809 // $ = float 
$5285 = -947.7771 // $ = float 
$5286 = 13.6504 // $ = float 
$5287 = -995.0892 // $ = float 
$5288 = -950.5623 // $ = float 
$5289 = 13.6674 // $ = float 
$7900 = 223.0 // $ = float 
$7909 = -1041.856 // $ = float 
$7910 = -1004.363 // $ = float 
$7911 = 0.0 // $ = float 
$7912 = -941.856 // $ = float 
$7913 = -904.363 // $ = float 
$7914 = 30.0 // $ = float 
jump @RACE_16023 

:RACE_16023
0084: $7882 = $7881 // $ = $ int 
$7882 -= 1 // $ -= int 
Model.Load(#WMYCR)
Model.Load(#WFYPR)
Model.Load(#BMYPI)
Model.Load(#CHEETAH)
Model.Load(#INFERNUS)
Model.Load(#BANSHEE)
018A: $7863 = create_checkpoint_at $7936 $7937 $7938 

:RACE_16079
if or
   not Model.Available(#WMYCR)
   not Model.Available(#WFYPR)
   not Model.Available(#BMYPI)
   not Model.Available(#CHEETAH)
   not Model.Available(#INFERNUS)
   not Model.Available(#BANSHEE)
jf @RACE_16128 
wait 0 
jump @RACE_16079 

:RACE_16128
01E8: create_forbidden_for_cars_cube $7909 $7910 $7911 $7912 $7913 $7914 
Car.Create($7850, #CHEETAH, $5281, $5282, $5283)
020A: set_car $7850 door_status_to 2 
Car.SetImmunities($7850, 0, 1, 0, 0, 0)
039C: set_car $7850 watertight 1 
03AB: set_car $7850 strong 1 
03ED: set_car $7850 not_damaged_when_upside_down 1 
04E0: car $7850 abandon_path_radius 5 
053F: set_car $7850 tires_vulnerable 0 
Car.Angle($7850) = $7900
Car.Create($7851, #INFERNUS, $5284, $5285, $5286)
020A: set_car $7851 door_status_to 2 
Car.SetImmunities($7851, 0, 1, 0, 0, 0)
039C: set_car $7851 watertight 1 
03AB: set_car $7851 strong 1 
03ED: set_car $7851 not_damaged_when_upside_down 1 
04E0: car $7851 abandon_path_radius 5 
053F: set_car $7851 tires_vulnerable 0 
Car.Angle($7851) = $7900
Car.Create($7852, #BANSHEE, $5287, $5288, $5289)
020A: set_car $7852 door_status_to 2 
Car.SetImmunities($7852, 0, 1, 0, 0, 0)
039C: set_car $7852 watertight 1 
03AB: set_car $7852 strong 1 
03ED: set_car $7852 not_damaged_when_upside_down 1 
04E0: car $7852 abandon_path_radius 5 
053F: set_car $7852 tires_vulnerable 0 
Car.Angle($7852) = $7900
0129: $7854 = create_actor 4 #BMYPI in_car $7850 driverseat 
039E: set_actor $7854 locked_while_in_vehicle 1 
054A: set_actor $7854 can_be_shot_in_a_car 0 
0129: $7855 = create_actor 4 #WFYPR in_car $7851 driverseat 
039E: set_actor $7855 locked_while_in_vehicle 1 
054A: set_actor $7855 can_be_shot_in_a_car 0 
0129: $7856 = create_actor 4 #WMYCR in_car $7852 driverseat 
039E: set_actor $7856 locked_while_in_vehicle 1 
054A: set_actor $7856 can_be_shot_in_a_car 0 
Car.SetToNormalDriver($7850)
Car.SetToNormalDriver($7851)
Car.SetToNormalDriver($7852)
00AE: set_vehicle $7850 traffic_behavior_to 2 
Car.SetMaxSpeed($7850, 50.0)
00AE: set_vehicle $7851 traffic_behavior_to 2 
Car.SetMaxSpeed($7851, 50.0)
00AE: set_vehicle $7852 traffic_behavior_to 2 
Car.SetMaxSpeed($7852, 50.0)
Car.ImmuneToNonPlayer($7850, True)
Car.ImmuneToNonPlayer($7851, True)
Car.ImmuneToNonPlayer($7852, True)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0336: set_player $PLAYER_CHAR visible 1 
Camera.Restore_WithJumpCut
wait 0 
wait 0 
00BC: text_highpriority 'RACES_1' time 5000 1  // ~g~Get a fast vehicle and get to the starting grid.

:RACE_16609
if 
80FA:   not player $PLAYER_CHAR stopped 1 $7936 $7937 $7938 radius 2.0 2.0 2.0 
jf @RACE_16911 
wait 0 
if 
00F9:   player $PLAYER_CHAR stopped 1 $7936 $7937 $7938 radius 2.0 2.0 2.0 
jf @RACE_16712 
00BC: text_highpriority 'RACES_2' time 5000 1  // ~g~You need a vehicle to race, this is not a foot race!

:RACE_16712
if 
   Car.Wrecked($7850)
jf @RACE_16735 
jump @RACE_21020 

:RACE_16735
if 
   Car.Wrecked($7851)
jf @RACE_16758 
jump @RACE_21020 

:RACE_16758
if 
   Car.Wrecked($7852)
jf @RACE_16781 
jump @RACE_21020 

:RACE_16781
$5299 = Car.Health($7850)
if 
  1000 > $5299 // int > $ 
jf @RACE_16822 
$5299 = 9 // $ = int 
jump @RACE_16911 

:RACE_16822
$5299 = Car.Health($7851)
if 
  1000 > $5299 // int > $ 
jf @RACE_16863 
$5299 = 9 // $ = int 
jump @RACE_16911 

:RACE_16863
$5299 = Car.Health($7852)
if 
  1000 > $5299 // int > $ 
jf @RACE_16904 
$5299 = 9 // $ = int 
jump @RACE_16911 

:RACE_16904
jump @RACE_16609 

:RACE_16911
Car.ImmuneToNonPlayer($7850, False)
Car.ImmuneToNonPlayer($7851, False)
Car.ImmuneToNonPlayer($7852, False)
if 
  $5299 == 9 // $ == int 
jf @RACE_16972 
00BA: text_styled 'RACES_3' 1200 ms 4  // 3..2..1.. GO GO GO!
jump @RACE_17159 

:RACE_16972
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACES_7' 800 ms 4  // GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:RACE_17159
if 
   Car.Wrecked($7850)
jf @RACE_17182 
jump @RACE_21020 

:RACE_17182
if 
   Car.Wrecked($7851)
jf @RACE_17205 
jump @RACE_21020 

:RACE_17205
if 
   Car.Wrecked($7852)
jf @RACE_17228 
jump @RACE_21020 

:RACE_17228
Marker.Disable($7863)
Marker.CreateAboveCar($7865, $7850)
018B: set_marker $7865 display 1 
Marker.CreateAboveCar($7866, $7851)
018B: set_marker $7866 display 1 
Marker.CreateAboveCar($7867, $7852)
018B: set_marker $7867 display 1 
gosub @RACE_22900 
0086: $7915 = $7930 // $ = $ float 
0086: $7916 = $7931 // $ = $ float 
0086: $7917 = $7932 // $ = $ float 
0086: $7918 = $7933 // $ = $ float 
0086: $7919 = $7934 // $ = $ float 
0086: $7920 = $7935 // $ = $ float 
0086: $7921 = $7930 // $ = $ float 
0086: $7922 = $7931 // $ = $ float 
0086: $7923 = $7932 // $ = $ float 
0086: $7924 = $7930 // $ = $ float 
0086: $7925 = $7931 // $ = $ float 
0086: $7926 = $7932 // $ = $ float 
0086: $7927 = $7930 // $ = $ float 
0086: $7928 = $7931 // $ = $ float 
0086: $7929 = $7932 // $ = $ float 
018A: $7863 = create_checkpoint_at $7915 $7916 $7917 
0165: set_marker $7863 color_to 4 
0168: set_marker $7863 size 3 
018A: $7864 = create_checkpoint_at $7918 $7919 $7920 
0165: set_marker $7864 color_to 4 
0168: set_marker $7864 size 2 
Car.DriveTo($7850, $7921, $7922, $7923)
Car.DriveTo($7851, $7924, $7925, $7926)
Car.DriveTo($7852, $7927, $7928, $7929)
$7874 = 0 // $ = int 
03C3: set_timer_with_text_to $7874 type 0 text 'RACES'  // TIME:

:RACE_17525
if 
001C:   $7881 > $7868 // $ > $ int 
jf @RACE_21013 
wait 0 
01BD: $5239 = current_time_in_ms 
$7873 = 0 // $ = int 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7915 $7916 $7917 radius 6.0 6.0 6.0 
jf @RACE_17837 
018C: play_sound 1 at 0.0 0.0 0.0 
$7868 += 1 // $ += int 
Marker.Disable($7863)
Marker.Disable($7864)
0084: $7872 = $7868 // $ = $ int 
gosub @RACE_22900 
0086: $7915 = $7930 // $ = $ float 
0086: $7916 = $7931 // $ = $ float 
0086: $7917 = $7932 // $ = $ float 
0086: $7918 = $7933 // $ = $ float 
0086: $7919 = $7934 // $ = $ float 
0086: $7920 = $7935 // $ = $ float 
if 
003A:   $7868 == $7881 // $ == $ int 
jf @RACE_17727 
jump @RACE_21022 

:RACE_17727
if 
001C:   $7882 > $7868 // $ > $ int 
jf @RACE_17809 
018A: $7863 = create_checkpoint_at $7915 $7916 $7917 
0165: set_marker $7863 color_to 4 
0168: set_marker $7863 size 3 
018A: $7864 = create_checkpoint_at $7918 $7919 $7920 
0165: set_marker $7864 color_to 4 
0168: set_marker $7864 size 2 
jump @RACE_17837 

:RACE_17809
018A: $7863 = create_checkpoint_at $7915 $7916 $7917 
0165: set_marker $7863 color_to 0 
0168: set_marker $7863 size 3 

:RACE_17837
if 
   not Car.Wrecked($7850)
jf @RACE_18643 
Car.Health($7850) = 1000
0084: $7853 = $7850 // $ = $ int 
0084: $7872 = $7869 // $ = $ int 
0086: $7894 = $5281 // $ = $ float 
0086: $7895 = $5282 // $ = $ float 
0086: $7896 = $5283 // $ = $ float 
0084: $7878 = $7875 // $ = $ int 
gosub @RACE_30426 
0086: $5281 = $7894 // $ = $ float 
0086: $5282 = $7895 // $ = $ float 
0086: $5283 = $7896 // $ = $ float 
0084: $7875 = $7878 // $ = $ int 
if 
  $7886 > 4 // $ > int 
jf @RACE_18159 
0084: $7893 = $7871 // $ = $ int 
$7893 -= 4 // $ -= int 
0084: $7892 = $7870 // $ = $ int 
$7892 -= 4 // $ -= int 
if or
001C:   $7893 > $7869 // $ > $ int 
001C:   $7892 > $7869 // $ > $ int 
jf @RACE_18159 
if 
81FC:   not player $PLAYER_CHAR near_car $7850 radius 200.0 200.0 0 
jf @RACE_18159 
if 
82CA:   not car $7850 bounding_sphere_visible 
jf @RACE_18159 
if 
838A:   not car_in_cube $7921 $7922 $7923 4.0 4.0 3.0 
jf @RACE_18159 
if 
80C2:   not sphere_onscreen $7921 $7922 $7923 4.0 
jf @RACE_18159 
Car.PutAt($7850, $7921, $7922, $7923)
039F: car $7850 race_to $7915 $7916 

:RACE_18159
if 
01AF:   car $7850 0 $7921 $7922 $7923 radius $7904 $7904 $7904 
jf @RACE_18636 
$7869 += 1 // $ += int 
0084: $7872 = $7869 // $ = $ int 
gosub @RACE_22900 
0086: $7921 = $7930 // $ = $ float 
0086: $7922 = $7931 // $ = $ float 
0086: $7923 = $7932 // $ = $ float 
if 
  $7869 == 17 // $ == int 
jf @RACE_18269 
$7904 = 6.0 // $ = float 

:RACE_18269
if 
003A:   $7869 == $7881 // $ == $ int 
jf @RACE_18580 
00BC: text_highpriority 'RACES_8' time 5000 1  // ~r~You didn't win the race!
if 
  $7886 == 1 // $ == int 
jf @RACE_18348 
if 
001C:   $705 > $7880 // $ > $ int 
jf @RACE_18348 
0084: $705 = $7880 // $ = $ int 

:RACE_18348
if 
  $7886 == 2 // $ == int 
jf @RACE_18393 
if 
001C:   $707 > $7880 // $ > $ int 
jf @RACE_18393 
0084: $707 = $7880 // $ = $ int 

:RACE_18393
if 
  $7886 == 3 // $ == int 
jf @RACE_18438 
if 
001C:   $709 > $7880 // $ > $ int 
jf @RACE_18438 
0084: $709 = $7880 // $ = $ int 

:RACE_18438
if 
  $7886 == 4 // $ == int 
jf @RACE_18483 
if 
001C:   $711 > $7880 // $ > $ int 
jf @RACE_18483 
0084: $711 = $7880 // $ = $ int 

:RACE_18483
if 
  $7886 == 5 // $ == int 
jf @RACE_18528 
if 
001C:   $713 > $7880 // $ > $ int 
jf @RACE_18528 
0084: $713 = $7880 // $ = $ int 

:RACE_18528
if 
  $7886 == 6 // $ == int 
jf @RACE_18573 
if 
001C:   $715 > $7880 // $ > $ int 
jf @RACE_18573 
0084: $715 = $7880 // $ = $ int 

:RACE_18573
jump @RACE_21020 

:RACE_18580
if 
  $7904 == 7.0 // $ == float 
jf @RACE_18622 
Car.DriveTo($7850, $7921, $7922, $7923)
jump @RACE_18636 

:RACE_18622
02C2: car $7850 drive_to_point $7921 $7922 $7923 

:RACE_18636
jump @RACE_18821 

:RACE_18643
if 
82BF:   not car $7850 sunk 
jf @RACE_18666 
$7869 = 0 // $ = int 

:RACE_18666
if 
02BF:   car $7850 sunk 
jf @RACE_18821 
if 
82CA:   not car $7850 bounding_sphere_visible 
jf @RACE_18821 
Car.StorePos($7850, $7897, $7898, $7899)
02C1: set $7897 $7898 $7899 to_car_path_coords_closest_to $7897 $7898 $7899 
if 
838A:   not car_in_cube $7897 $7898 $7899 4.0 4.0 4.0 
jf @RACE_18821 
if 
80C2:   not sphere_onscreen $7897 $7898 $7899 3.0 
jf @RACE_18821 
Car.PutAt($7850, $7897, $7898, $7899)
039F: car $7850 race_to $7921 $7922 

:RACE_18821
if 
   not Car.Wrecked($7851)
jf @RACE_19627 
Car.Health($7851) = 1000
0084: $7853 = $7851 // $ = $ int 
0084: $7872 = $7870 // $ = $ int 
0086: $7894 = $5284 // $ = $ float 
0086: $7895 = $5285 // $ = $ float 
0086: $7896 = $5286 // $ = $ float 
0084: $7878 = $7876 // $ = $ int 
gosub @RACE_30426 
0086: $5284 = $7894 // $ = $ float 
0086: $5285 = $7895 // $ = $ float 
0086: $5286 = $7896 // $ = $ float 
0084: $7876 = $7878 // $ = $ int 
if 
  $7886 > 4 // $ > int 
jf @RACE_19143 
0084: $7891 = $7869 // $ = $ int 
$7891 -= 4 // $ -= int 
0084: $7893 = $7871 // $ = $ int 
$7893 -= 4 // $ -= int 
if or
001C:   $7891 > $7870 // $ > $ int 
001C:   $7893 > $7870 // $ > $ int 
jf @RACE_19143 
if 
81FC:   not player $PLAYER_CHAR near_car $7851 radius 200.0 200.0 0 
jf @RACE_19143 
if 
82CA:   not car $7851 bounding_sphere_visible 
jf @RACE_19143 
if 
838A:   not car_in_cube $7924 $7925 $7926 4.0 4.0 3.0 
jf @RACE_19143 
if 
80C2:   not sphere_onscreen $7924 $7925 $7926 4.0 
jf @RACE_19143 
Car.PutAt($7851, $7924, $7925, $7926)
039F: car $7851 race_to $7915 $7916 

:RACE_19143
if 
01AF:   car $7851 0 $7924 $7925 $7926 radius $7905 $7905 $7905 
jf @RACE_19620 
$7870 += 1 // $ += int 
0084: $7872 = $7870 // $ = $ int 
gosub @RACE_22900 
0086: $7924 = $7930 // $ = $ float 
0086: $7925 = $7931 // $ = $ float 
0086: $7926 = $7932 // $ = $ float 
if 
  $7870 == 17 // $ == int 
jf @RACE_19253 
$7905 = 6.0 // $ = float 

:RACE_19253
if 
003A:   $7870 == $7881 // $ == $ int 
jf @RACE_19564 
00BC: text_highpriority 'RACES_8' time 5000 1  // ~r~You didn't win the race!
if 
  $7886 == 1 // $ == int 
jf @RACE_19332 
if 
001C:   $705 > $7880 // $ > $ int 
jf @RACE_19332 
0084: $705 = $7880 // $ = $ int 

:RACE_19332
if 
  $7886 == 2 // $ == int 
jf @RACE_19377 
if 
001C:   $707 > $7880 // $ > $ int 
jf @RACE_19377 
0084: $707 = $7880 // $ = $ int 

:RACE_19377
if 
  $7886 == 3 // $ == int 
jf @RACE_19422 
if 
001C:   $709 > $7880 // $ > $ int 
jf @RACE_19422 
0084: $709 = $7880 // $ = $ int 

:RACE_19422
if 
  $7886 == 4 // $ == int 
jf @RACE_19467 
if 
001C:   $711 > $7880 // $ > $ int 
jf @RACE_19467 
0084: $711 = $7880 // $ = $ int 

:RACE_19467
if 
  $7886 == 5 // $ == int 
jf @RACE_19512 
if 
001C:   $713 > $7880 // $ > $ int 
jf @RACE_19512 
0084: $713 = $7880 // $ = $ int 

:RACE_19512
if 
  $7886 == 6 // $ == int 
jf @RACE_19557 
if 
001C:   $715 > $7880 // $ > $ int 
jf @RACE_19557 
0084: $715 = $7880 // $ = $ int 

:RACE_19557
jump @RACE_21020 

:RACE_19564
if 
  $7905 == 7.0 // $ == float 
jf @RACE_19606 
Car.DriveTo($7851, $7924, $7925, $7926)
jump @RACE_19620 

:RACE_19606
02C2: car $7851 drive_to_point $7924 $7925 $7926 

:RACE_19620
jump @RACE_19805 

:RACE_19627
if 
82BF:   not car $7851 sunk 
jf @RACE_19650 
$7870 = 0 // $ = int 

:RACE_19650
if 
02BF:   car $7851 sunk 
jf @RACE_19805 
if 
82CA:   not car $7851 bounding_sphere_visible 
jf @RACE_19805 
Car.StorePos($7851, $7897, $7898, $7899)
02C1: set $7897 $7898 $7899 to_car_path_coords_closest_to $7897 $7898 $7899 
if 
838A:   not car_in_cube $7897 $7898 $7899 4.0 4.0 4.0 
jf @RACE_19805 
if 
80C2:   not sphere_onscreen $7897 $7898 $7899 3.0 
jf @RACE_19805 
Car.PutAt($7851, $7897, $7898, $7899)
039F: car $7851 race_to $7924 $7925 

:RACE_19805
if 
   not Car.Wrecked($7852)
jf @RACE_20611 
Car.Health($7852) = 1000
0084: $7853 = $7852 // $ = $ int 
0084: $7872 = $7871 // $ = $ int 
0086: $7894 = $5287 // $ = $ float 
0086: $7895 = $5288 // $ = $ float 
0086: $7896 = $5289 // $ = $ float 
0084: $7878 = $7877 // $ = $ int 
gosub @RACE_30426 
0086: $5287 = $7894 // $ = $ float 
0086: $5288 = $7895 // $ = $ float 
0086: $5289 = $7896 // $ = $ float 
0084: $7877 = $7878 // $ = $ int 
if 
  $7886 > 4 // $ > int 
jf @RACE_20127 
0084: $7891 = $7869 // $ = $ int 
$7891 -= 4 // $ -= int 
0084: $7892 = $7870 // $ = $ int 
$7892 -= 4 // $ -= int 
if or
001C:   $7891 > $7871 // $ > $ int 
001C:   $7892 > $7871 // $ > $ int 
jf @RACE_20127 
if 
81FC:   not player $PLAYER_CHAR near_car $7852 radius 200.0 200.0 0 
jf @RACE_20127 
if 
82CA:   not car $7852 bounding_sphere_visible 
jf @RACE_20127 
if 
838A:   not car_in_cube $7927 $7928 $7929 4.0 4.0 3.0 
jf @RACE_20127 
if 
80C2:   not sphere_onscreen $7927 $7928 $7929 4.0 
jf @RACE_20127 
Car.PutAt($7852, $7927, $7928, $7929)
039F: car $7852 race_to $7915 $7916 

:RACE_20127
if 
01AF:   car $7852 0 $7927 $7928 $7929 radius $7906 $7906 $7906 
jf @RACE_20604 
$7871 += 1 // $ += int 
0084: $7872 = $7871 // $ = $ int 
gosub @RACE_22900 
0086: $7927 = $7930 // $ = $ float 
0086: $7928 = $7931 // $ = $ float 
0086: $7929 = $7932 // $ = $ float 
if 
  $7871 == 17 // $ == int 
jf @RACE_20237 
$7906 = 6.0 // $ = float 

:RACE_20237
if 
003A:   $7871 == $7881 // $ == $ int 
jf @RACE_20548 
00BC: text_highpriority 'RACES_8' time 5000 1  // ~r~You didn't win the race!
if 
  $7886 == 1 // $ == int 
jf @RACE_20316 
if 
001C:   $705 > $7880 // $ > $ int 
jf @RACE_20316 
0084: $705 = $7880 // $ = $ int 

:RACE_20316
if 
  $7886 == 2 // $ == int 
jf @RACE_20361 
if 
001C:   $707 > $7880 // $ > $ int 
jf @RACE_20361 
0084: $707 = $7880 // $ = $ int 

:RACE_20361
if 
  $7886 == 3 // $ == int 
jf @RACE_20406 
if 
001C:   $709 > $7880 // $ > $ int 
jf @RACE_20406 
0084: $709 = $7880 // $ = $ int 

:RACE_20406
if 
  $7886 == 4 // $ == int 
jf @RACE_20451 
if 
001C:   $711 > $7880 // $ > $ int 
jf @RACE_20451 
0084: $711 = $7880 // $ = $ int 

:RACE_20451
if 
  $7886 == 5 // $ == int 
jf @RACE_20496 
if 
001C:   $713 > $7880 // $ > $ int 
jf @RACE_20496 
0084: $713 = $7880 // $ = $ int 

:RACE_20496
if 
  $7886 == 6 // $ == int 
jf @RACE_20541 
if 
001C:   $715 > $7880 // $ > $ int 
jf @RACE_20541 
0084: $715 = $7880 // $ = $ int 

:RACE_20541
jump @RACE_21020 

:RACE_20548
if 
  $7906 == 7.0 // $ == float 
jf @RACE_20590 
Car.DriveTo($7852, $7927, $7928, $7929)
jump @RACE_20604 

:RACE_20590
02C2: car $7852 drive_to_point $7927 $7928 $7929 

:RACE_20604
jump @RACE_20789 

:RACE_20611
if 
82BF:   not car $7852 sunk 
jf @RACE_20634 
$7871 = 0 // $ = int 

:RACE_20634
if 
02BF:   car $7852 sunk 
jf @RACE_20789 
if 
82CA:   not car $7852 bounding_sphere_visible 
jf @RACE_20789 
Car.StorePos($7852, $7897, $7898, $7899)
02C1: set $7897 $7898 $7899 to_car_path_coords_closest_to $7897 $7898 $7899 
if 
838A:   not car_in_cube $7897 $7898 $7899 4.0 4.0 4.0 
jf @RACE_20789 
if 
80C2:   not sphere_onscreen $7897 $7898 $7899 3.0 
jf @RACE_20789 
Car.PutAt($7852, $7897, $7898, $7899)
039F: car $7852 race_to $7927 $7928 

:RACE_20789
if 
  $7873 == 0 // $ == int 
jf @RACE_20821 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:RACE_20821
if 
  $7873 == 1 // $ == int 
jf @RACE_20853 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:RACE_20853
if 
  $7873 == 2 // $ == int 
jf @RACE_20885 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:RACE_20885
if 
  $7873 == 3 // $ == int 
jf @RACE_20917 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:RACE_20917
0084: $7880 = $7873 // $ = $ int 
if 
003A:   $7868 == $7882 // $ == $ int 
jf @RACE_20978 
04D5: create_corona_at $7915 $7916 $7917 radius 5.5 type 6 flare 0 RGB 150 0 0 
jump @RACE_21006 

:RACE_20978
04D5: create_corona_at $7915 $7916 $7917 radius 5.5 type 6 flare 0 RGB 150 150 0 

:RACE_21006
jump @RACE_17525 

:RACE_21013
jump @RACE_21022 

:RACE_21020
return 

:RACE_21022
$7874 /= 1000 // $ /= int 
if 
  $7886 == 1 // $ == int 
jf @RACE_21086 
042E: register_lowest_int_stat 6 to $7874 
if 
  $1989 == 0 // $ == int 
jf @RACE_21086 
030C: progress_made += 1 
0595: mission_complete 
$1989 = 1 // $ = int 

:RACE_21086
if 
  $7886 == 2 // $ == int 
jf @RACE_21142 
042E: register_lowest_int_stat 7 to $7874 
if 
  $1990 == 0 // $ == int 
jf @RACE_21142 
030C: progress_made += 1 
0595: mission_complete 
$1990 = 1 // $ = int 

:RACE_21142
if 
  $7886 == 3 // $ == int 
jf @RACE_21198 
042E: register_lowest_int_stat 8 to $7874 
if 
  $1991 == 0 // $ == int 
jf @RACE_21198 
030C: progress_made += 1 
0595: mission_complete 
$1991 = 1 // $ = int 

:RACE_21198
if 
  $7886 == 4 // $ == int 
jf @RACE_21254 
042E: register_lowest_int_stat 9 to $7874 
if 
  $1992 == 0 // $ == int 
jf @RACE_21254 
030C: progress_made += 1 
0595: mission_complete 
$1992 = 1 // $ = int 

:RACE_21254
if 
  $7886 == 5 // $ == int 
jf @RACE_21310 
042E: register_lowest_int_stat 10 to $7874 
if 
  $1993 == 0 // $ == int 
jf @RACE_21310 
030C: progress_made += 1 
0595: mission_complete 
$1993 = 1 // $ = int 

:RACE_21310
if 
  $7886 == 6 // $ == int 
jf @RACE_21366 
042E: register_lowest_int_stat 11 to $7874 
if 
  $1994 == 0 // $ == int 
jf @RACE_21366 
030C: progress_made += 1 
0595: mission_complete 
$1994 = 1 // $ = int 

:RACE_21366
0084: $7889 = $7874 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $7874 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
  $7886 == 1 // $ == int 
jf @RACE_21631 
if 
001C:   $706 > $7874 // $ > $ int 
jf @RACE_21531 
0084: $706 = $7874 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_21503 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @RACE_21524 

:RACE_21503
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:RACE_21524
jump @RACE_21598 

:RACE_21531
if 
  $7890 > 9 // $ > int 
jf @RACE_21577 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @RACE_21598 

:RACE_21577
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:RACE_21598
$705 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 400
01E3: text_1number_styled 'RACES18' number 400 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_21631
if 
  $7886 == 2 // $ == int 
jf @RACE_21850 
if 
001C:   $708 > $7874 // $ > $ int 
jf @RACE_21750 
0084: $708 = $7874 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_21722 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @RACE_21743 

:RACE_21722
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:RACE_21743
jump @RACE_21817 

:RACE_21750
if 
  $7890 > 9 // $ > int 
jf @RACE_21796 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @RACE_21817 

:RACE_21796
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:RACE_21817
$707 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 2000
01E3: text_1number_styled 'RACES18' number 2000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_21850
if 
  $7886 == 3 // $ == int 
jf @RACE_22069 
if 
001C:   $710 > $7874 // $ > $ int 
jf @RACE_21969 
0084: $710 = $7874 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_21941 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @RACE_21962 

:RACE_21941
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:RACE_21962
jump @RACE_22036 

:RACE_21969
if 
  $7890 > 9 // $ > int 
jf @RACE_22015 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @RACE_22036 

:RACE_22015
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:RACE_22036
$709 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 4000
01E3: text_1number_styled 'RACES18' number 4000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22069
if 
  $7886 == 4 // $ == int 
jf @RACE_22288 
if 
001C:   $712 > $7874 // $ > $ int 
jf @RACE_22188 
0084: $712 = $7874 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_22160 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22181 

:RACE_22160
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:RACE_22181
jump @RACE_22255 

:RACE_22188
if 
  $7890 > 9 // $ > int 
jf @RACE_22234 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @RACE_22255 

:RACE_22234
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:RACE_22255
$711 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 8000
01E3: text_1number_styled 'RACES18' number 8000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22288
if 
  $7886 == 5 // $ == int 
jf @RACE_22507 
if 
001C:   $714 > $7874 // $ > $ int 
jf @RACE_22407 
0084: $714 = $7874 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_22379 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22400 

:RACE_22379
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:RACE_22400
jump @RACE_22474 

:RACE_22407
if 
  $7890 > 9 // $ > int 
jf @RACE_22453 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @RACE_22474 

:RACE_22453
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:RACE_22474
$713 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 20000
01E3: text_1number_styled 'RACES18' number 20000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22507
if 
  $7886 == 6 // $ == int 
jf @RACE_22730 
if 
001C:   $716 > $7874 // $ > $ int 
jf @RACE_22626 
0084: $716 = $7874 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @RACE_22598 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22619 

:RACE_22598
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:RACE_22619
jump @RACE_22693 

:RACE_22626
if 
  $7890 > 9 // $ > int 
jf @RACE_22672 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @RACE_22693 

:RACE_22672
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:RACE_22693
$715 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 40000
01E3: text_1number_styled 'RACES18' number 40000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22730
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:RACE_22741
01E7: remove_forbidden_for_cars_cube $7909 $7910 $7911 $7912 $7913 $7914 
Marker.Disable($7865)
Marker.Disable($7866)
Marker.Disable($7867)
Marker.Disable($7863)
Marker.Disable($7864)
Object.Destroy($7857)
Object.Destroy($7858)
Object.Destroy($7859)
Object.Destroy($7860)
Object.Destroy($7861)
Object.Destroy($7862)
Model.Destroy(#WMYCR)
Model.Destroy(#WFYPR)
Model.Destroy(#BMYPI)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#BANSHEE)
Model.Destroy(#LH_RACE01)
Model.Destroy(#LH_RACE02)
Model.Destroy(#LH_RACE03)
Model.Destroy(#LH_RACE04)
Model.Destroy(#LH_RACE05)
Model.Destroy(#LH_RACE06)
014F: stop_timer $7874 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03F0: enable_text_draw 0 
03E6: remove_text_box 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:RACE_22900
if 
  $7872 == -1 // $ == int 
jf @RACE_22966 
0086: $7930 = $7936 // $ = $ float 
0086: $7931 = $7937 // $ = $ float 
0086: $7932 = $7938 // $ = $ float 
0086: $7933 = $7939 // $ = $ float 
0086: $7934 = $7940 // $ = $ float 
0086: $7935 = $7941 // $ = $ float 

:RACE_22966
if 
  $7872 == 0 // $ == int 
jf @RACE_23032 
0086: $7930 = $7939 // $ = $ float 
0086: $7931 = $7940 // $ = $ float 
0086: $7932 = $7941 // $ = $ float 
0086: $7933 = $7942 // $ = $ float 
0086: $7934 = $7943 // $ = $ float 
0086: $7935 = $7944 // $ = $ float 

:RACE_23032
if 
  $7872 == 1 // $ == int 
jf @RACE_23098 
0086: $7930 = $7942 // $ = $ float 
0086: $7931 = $7943 // $ = $ float 
0086: $7932 = $7944 // $ = $ float 
0086: $7933 = $7945 // $ = $ float 
0086: $7934 = $7946 // $ = $ float 
0086: $7935 = $7947 // $ = $ float 

:RACE_23098
if 
  $7872 == 2 // $ == int 
jf @RACE_23164 
0086: $7930 = $7945 // $ = $ float 
0086: $7931 = $7946 // $ = $ float 
0086: $7932 = $7947 // $ = $ float 
0086: $7933 = $7948 // $ = $ float 
0086: $7934 = $7949 // $ = $ float 
0086: $7935 = $7950 // $ = $ float 

:RACE_23164
if 
  $7872 == 3 // $ == int 
jf @RACE_23230 
0086: $7930 = $7948 // $ = $ float 
0086: $7931 = $7949 // $ = $ float 
0086: $7932 = $7950 // $ = $ float 
0086: $7933 = $7951 // $ = $ float 
0086: $7934 = $7952 // $ = $ float 
0086: $7935 = $7953 // $ = $ float 

:RACE_23230
if 
  $7872 == 4 // $ == int 
jf @RACE_23296 
0086: $7930 = $7951 // $ = $ float 
0086: $7931 = $7952 // $ = $ float 
0086: $7932 = $7953 // $ = $ float 
0086: $7933 = $7954 // $ = $ float 
0086: $7934 = $7955 // $ = $ float 
0086: $7935 = $7956 // $ = $ float 

:RACE_23296
if 
  $7872 == 5 // $ == int 
jf @RACE_23362 
0086: $7930 = $7954 // $ = $ float 
0086: $7931 = $7955 // $ = $ float 
0086: $7932 = $7956 // $ = $ float 
0086: $7933 = $7957 // $ = $ float 
0086: $7934 = $7958 // $ = $ float 
0086: $7935 = $7959 // $ = $ float 

:RACE_23362
if 
  $7872 == 6 // $ == int 
jf @RACE_23428 
0086: $7930 = $7957 // $ = $ float 
0086: $7931 = $7958 // $ = $ float 
0086: $7932 = $7959 // $ = $ float 
0086: $7933 = $7960 // $ = $ float 
0086: $7934 = $7961 // $ = $ float 
0086: $7935 = $7962 // $ = $ float 

:RACE_23428
if 
  $7872 == 7 // $ == int 
jf @RACE_23494 
0086: $7930 = $7960 // $ = $ float 
0086: $7931 = $7961 // $ = $ float 
0086: $7932 = $7962 // $ = $ float 
0086: $7933 = $7963 // $ = $ float 
0086: $7934 = $7964 // $ = $ float 
0086: $7935 = $7965 // $ = $ float 

:RACE_23494
if 
  $7872 == 8 // $ == int 
jf @RACE_23560 
0086: $7930 = $7963 // $ = $ float 
0086: $7931 = $7964 // $ = $ float 
0086: $7932 = $7965 // $ = $ float 
0086: $7933 = $7966 // $ = $ float 
0086: $7934 = $7967 // $ = $ float 
0086: $7935 = $7968 // $ = $ float 

:RACE_23560
if 
  $7872 == 9 // $ == int 
jf @RACE_23626 
0086: $7930 = $7966 // $ = $ float 
0086: $7931 = $7967 // $ = $ float 
0086: $7932 = $7968 // $ = $ float 
0086: $7933 = $7969 // $ = $ float 
0086: $7934 = $7970 // $ = $ float 
0086: $7935 = $7971 // $ = $ float 

:RACE_23626
if 
  $7872 == 10 // $ == int 
jf @RACE_23692 
0086: $7930 = $7969 // $ = $ float 
0086: $7931 = $7970 // $ = $ float 
0086: $7932 = $7971 // $ = $ float 
0086: $7933 = $7972 // $ = $ float 
0086: $7934 = $7973 // $ = $ float 
0086: $7935 = $7974 // $ = $ float 

:RACE_23692
if 
  $7872 == 11 // $ == int 
jf @RACE_23758 
0086: $7930 = $7972 // $ = $ float 
0086: $7931 = $7973 // $ = $ float 
0086: $7932 = $7974 // $ = $ float 
0086: $7933 = $7975 // $ = $ float 
0086: $7934 = $7976 // $ = $ float 
0086: $7935 = $7977 // $ = $ float 

:RACE_23758
if 
  $7872 == 12 // $ == int 
jf @RACE_23824 
0086: $7930 = $7975 // $ = $ float 
0086: $7931 = $7976 // $ = $ float 
0086: $7932 = $7977 // $ = $ float 
0086: $7933 = $7978 // $ = $ float 
0086: $7934 = $7979 // $ = $ float 
0086: $7935 = $7980 // $ = $ float 

:RACE_23824
if 
  $7872 == 13 // $ == int 
jf @RACE_23890 
0086: $7930 = $7978 // $ = $ float 
0086: $7931 = $7979 // $ = $ float 
0086: $7932 = $7980 // $ = $ float 
0086: $7933 = $7981 // $ = $ float 
0086: $7934 = $7982 // $ = $ float 
0086: $7935 = $7983 // $ = $ float 

:RACE_23890
if 
  $7872 == 14 // $ == int 
jf @RACE_23956 
0086: $7930 = $7981 // $ = $ float 
0086: $7931 = $7982 // $ = $ float 
0086: $7932 = $7983 // $ = $ float 
0086: $7933 = $7984 // $ = $ float 
0086: $7934 = $7985 // $ = $ float 
0086: $7935 = $7986 // $ = $ float 

:RACE_23956
if 
  $7872 == 15 // $ == int 
jf @RACE_24022 
0086: $7930 = $7984 // $ = $ float 
0086: $7931 = $7985 // $ = $ float 
0086: $7932 = $7986 // $ = $ float 
0086: $7933 = $7987 // $ = $ float 
0086: $7934 = $7988 // $ = $ float 
0086: $7935 = $7989 // $ = $ float 

:RACE_24022
if 
  $7872 == 16 // $ == int 
jf @RACE_24088 
0086: $7930 = $7987 // $ = $ float 
0086: $7931 = $7988 // $ = $ float 
0086: $7932 = $7989 // $ = $ float 
0086: $7933 = $7990 // $ = $ float 
0086: $7934 = $7991 // $ = $ float 
0086: $7935 = $7992 // $ = $ float 

:RACE_24088
if 
  $7872 == 17 // $ == int 
jf @RACE_24154 
0086: $7930 = $7990 // $ = $ float 
0086: $7931 = $7991 // $ = $ float 
0086: $7932 = $7992 // $ = $ float 
0086: $7933 = $7993 // $ = $ float 
0086: $7934 = $7994 // $ = $ float 
0086: $7935 = $7995 // $ = $ float 

:RACE_24154
if 
  $7872 == 18 // $ == int 
jf @RACE_24220 
0086: $7930 = $7993 // $ = $ float 
0086: $7931 = $7994 // $ = $ float 
0086: $7932 = $7995 // $ = $ float 
0086: $7933 = $7996 // $ = $ float 
0086: $7934 = $7997 // $ = $ float 
0086: $7935 = $7998 // $ = $ float 

:RACE_24220
if 
  $7872 == 19 // $ == int 
jf @RACE_24286 
0086: $7930 = $7996 // $ = $ float 
0086: $7931 = $7997 // $ = $ float 
0086: $7932 = $7998 // $ = $ float 
0086: $7933 = $7999 // $ = $ float 
0086: $7934 = $8000 // $ = $ float 
0086: $7935 = $8001 // $ = $ float 

:RACE_24286
if 
  $7872 == 20 // $ == int 
jf @RACE_24352 
0086: $7930 = $7999 // $ = $ float 
0086: $7931 = $8000 // $ = $ float 
0086: $7932 = $8001 // $ = $ float 
0086: $7933 = $8002 // $ = $ float 
0086: $7934 = $8003 // $ = $ float 
0086: $7935 = $8004 // $ = $ float 

:RACE_24352
if 
  $7872 == 21 // $ == int 
jf @RACE_24418 
0086: $7930 = $8002 // $ = $ float 
0086: $7931 = $8003 // $ = $ float 
0086: $7932 = $8004 // $ = $ float 
0086: $7933 = $8005 // $ = $ float 
0086: $7934 = $8006 // $ = $ float 
0086: $7935 = $8007 // $ = $ float 

:RACE_24418
if 
  $7872 == 22 // $ == int 
jf @RACE_24484 
0086: $7930 = $8005 // $ = $ float 
0086: $7931 = $8006 // $ = $ float 
0086: $7932 = $8007 // $ = $ float 
0086: $7933 = $8008 // $ = $ float 
0086: $7934 = $8009 // $ = $ float 
0086: $7935 = $8010 // $ = $ float 

:RACE_24484
if 
  $7872 == 23 // $ == int 
jf @RACE_24550 
0086: $7930 = $8008 // $ = $ float 
0086: $7931 = $8009 // $ = $ float 
0086: $7932 = $8010 // $ = $ float 
0086: $7933 = $8011 // $ = $ float 
0086: $7934 = $8012 // $ = $ float 
0086: $7935 = $8013 // $ = $ float 

:RACE_24550
if 
  $7872 == 24 // $ == int 
jf @RACE_24616 
0086: $7930 = $8011 // $ = $ float 
0086: $7931 = $8012 // $ = $ float 
0086: $7932 = $8013 // $ = $ float 
0086: $7933 = $8014 // $ = $ float 
0086: $7934 = $8015 // $ = $ float 
0086: $7935 = $8016 // $ = $ float 

:RACE_24616
if 
  $7872 == 25 // $ == int 
jf @RACE_24682 
0086: $7930 = $8014 // $ = $ float 
0086: $7931 = $8015 // $ = $ float 
0086: $7932 = $8016 // $ = $ float 
0086: $7933 = $8017 // $ = $ float 
0086: $7934 = $8018 // $ = $ float 
0086: $7935 = $8019 // $ = $ float 

:RACE_24682
if 
  $7872 == 26 // $ == int 
jf @RACE_24748 
0086: $7930 = $8017 // $ = $ float 
0086: $7931 = $8018 // $ = $ float 
0086: $7932 = $8019 // $ = $ float 
0086: $7933 = $8020 // $ = $ float 
0086: $7934 = $8021 // $ = $ float 
0086: $7935 = $8022 // $ = $ float 

:RACE_24748
if 
  $7872 == 27 // $ == int 
jf @RACE_24814 
0086: $7930 = $8020 // $ = $ float 
0086: $7931 = $8021 // $ = $ float 
0086: $7932 = $8022 // $ = $ float 
0086: $7933 = $8023 // $ = $ float 
0086: $7934 = $8024 // $ = $ float 
0086: $7935 = $8025 // $ = $ float 

:RACE_24814
if 
  $7872 == 28 // $ == int 
jf @RACE_24880 
0086: $7930 = $8023 // $ = $ float 
0086: $7931 = $8024 // $ = $ float 
0086: $7932 = $8025 // $ = $ float 
0086: $7933 = $8026 // $ = $ float 
0086: $7934 = $8027 // $ = $ float 
0086: $7935 = $8028 // $ = $ float 

:RACE_24880
if 
  $7872 == 29 // $ == int 
jf @RACE_24946 
0086: $7930 = $8026 // $ = $ float 
0086: $7931 = $8027 // $ = $ float 
0086: $7932 = $8028 // $ = $ float 
0086: $7933 = $8029 // $ = $ float 
0086: $7934 = $8030 // $ = $ float 
0086: $7935 = $8031 // $ = $ float 

:RACE_24946
if 
  $7872 == 30 // $ == int 
jf @RACE_25012 
0086: $7930 = $8029 // $ = $ float 
0086: $7931 = $8030 // $ = $ float 
0086: $7932 = $8031 // $ = $ float 
0086: $7933 = $8032 // $ = $ float 
0086: $7934 = $8033 // $ = $ float 
0086: $7935 = $8034 // $ = $ float 

:RACE_25012
if 
  $7872 == 31 // $ == int 
jf @RACE_25078 
0086: $7930 = $8032 // $ = $ float 
0086: $7931 = $8033 // $ = $ float 
0086: $7932 = $8034 // $ = $ float 
0086: $7933 = $8035 // $ = $ float 
0086: $7934 = $8036 // $ = $ float 
0086: $7935 = $8037 // $ = $ float 

:RACE_25078
if 
  $7872 == 32 // $ == int 
jf @RACE_25144 
0086: $7930 = $8035 // $ = $ float 
0086: $7931 = $8036 // $ = $ float 
0086: $7932 = $8037 // $ = $ float 
0086: $7933 = $8038 // $ = $ float 
0086: $7934 = $8039 // $ = $ float 
0086: $7935 = $8040 // $ = $ float 

:RACE_25144
if 
  $7872 == 33 // $ == int 
jf @RACE_25210 
0086: $7930 = $8038 // $ = $ float 
0086: $7931 = $8039 // $ = $ float 
0086: $7932 = $8040 // $ = $ float 
0086: $7933 = $8041 // $ = $ float 
0086: $7934 = $8042 // $ = $ float 
0086: $7935 = $8043 // $ = $ float 

:RACE_25210
if 
  $7872 == 34 // $ == int 
jf @RACE_25276 
0086: $7930 = $8041 // $ = $ float 
0086: $7931 = $8042 // $ = $ float 
0086: $7932 = $8043 // $ = $ float 
0086: $7933 = $8044 // $ = $ float 
0086: $7934 = $8045 // $ = $ float 
0086: $7935 = $8046 // $ = $ float 

:RACE_25276
if 
  $7872 == 35 // $ == int 
jf @RACE_25342 
0086: $7930 = $8044 // $ = $ float 
0086: $7931 = $8045 // $ = $ float 
0086: $7932 = $8046 // $ = $ float 
0086: $7933 = $8047 // $ = $ float 
0086: $7934 = $8048 // $ = $ float 
0086: $7935 = $8049 // $ = $ float 

:RACE_25342
if 
  $7872 == 36 // $ == int 
jf @RACE_25408 
0086: $7930 = $8047 // $ = $ float 
0086: $7931 = $8048 // $ = $ float 
0086: $7932 = $8049 // $ = $ float 
0086: $7933 = $8050 // $ = $ float 
0086: $7934 = $8051 // $ = $ float 
0086: $7935 = $8052 // $ = $ float 

:RACE_25408
if 
  $7872 == 37 // $ == int 
jf @RACE_25474 
0086: $7930 = $8050 // $ = $ float 
0086: $7931 = $8051 // $ = $ float 
0086: $7932 = $8052 // $ = $ float 
0086: $7933 = $8053 // $ = $ float 
0086: $7934 = $8054 // $ = $ float 
0086: $7935 = $8055 // $ = $ float 

:RACE_25474
if 
  $7872 == 38 // $ == int 
jf @RACE_25540 
0086: $7930 = $8053 // $ = $ float 
0086: $7931 = $8054 // $ = $ float 
0086: $7932 = $8055 // $ = $ float 
0086: $7933 = $8056 // $ = $ float 
0086: $7934 = $8057 // $ = $ float 
0086: $7935 = $8058 // $ = $ float 

:RACE_25540
if 
  $7872 == 39 // $ == int 
jf @RACE_25606 
0086: $7930 = $8056 // $ = $ float 
0086: $7931 = $8057 // $ = $ float 
0086: $7932 = $8058 // $ = $ float 
0086: $7933 = $8059 // $ = $ float 
0086: $7934 = $8060 // $ = $ float 
0086: $7935 = $8061 // $ = $ float 

:RACE_25606
if 
  $7872 == 40 // $ == int 
jf @RACE_25672 
0086: $7930 = $8059 // $ = $ float 
0086: $7931 = $8060 // $ = $ float 
0086: $7932 = $8061 // $ = $ float 
0086: $7933 = $8062 // $ = $ float 
0086: $7934 = $8063 // $ = $ float 
0086: $7935 = $8064 // $ = $ float 

:RACE_25672
if 
  $7872 == 41 // $ == int 
jf @RACE_25738 
0086: $7930 = $8062 // $ = $ float 
0086: $7931 = $8063 // $ = $ float 
0086: $7932 = $8064 // $ = $ float 
0086: $7933 = $8065 // $ = $ float 
0086: $7934 = $8066 // $ = $ float 
0086: $7935 = $8067 // $ = $ float 

:RACE_25738
if 
  $7872 == 42 // $ == int 
jf @RACE_25804 
0086: $7930 = $8065 // $ = $ float 
0086: $7931 = $8066 // $ = $ float 
0086: $7932 = $8067 // $ = $ float 
0086: $7933 = $8068 // $ = $ float 
0086: $7934 = $8069 // $ = $ float 
0086: $7935 = $8070 // $ = $ float 

:RACE_25804
if 
  $7872 == 43 // $ == int 
jf @RACE_25870 
0086: $7930 = $8068 // $ = $ float 
0086: $7931 = $8069 // $ = $ float 
0086: $7932 = $8070 // $ = $ float 
0086: $7933 = $8071 // $ = $ float 
0086: $7934 = $8072 // $ = $ float 
0086: $7935 = $8073 // $ = $ float 

:RACE_25870
if 
  $7872 == 44 // $ == int 
jf @RACE_25936 
0086: $7930 = $8071 // $ = $ float 
0086: $7931 = $8072 // $ = $ float 
0086: $7932 = $8073 // $ = $ float 
0086: $7933 = $8074 // $ = $ float 
0086: $7934 = $8075 // $ = $ float 
0086: $7935 = $8076 // $ = $ float 

:RACE_25936
if 
  $7872 == 45 // $ == int 
jf @RACE_26002 
0086: $7930 = $8074 // $ = $ float 
0086: $7931 = $8075 // $ = $ float 
0086: $7932 = $8076 // $ = $ float 
0086: $7933 = $8077 // $ = $ float 
0086: $7934 = $8078 // $ = $ float 
0086: $7935 = $8079 // $ = $ float 

:RACE_26002
if 
  $7872 == 46 // $ == int 
jf @RACE_26068 
0086: $7930 = $8077 // $ = $ float 
0086: $7931 = $8078 // $ = $ float 
0086: $7932 = $8079 // $ = $ float 
0086: $7933 = $8080 // $ = $ float 
0086: $7934 = $8081 // $ = $ float 
0086: $7935 = $8082 // $ = $ float 

:RACE_26068
if 
  $7872 == 47 // $ == int 
jf @RACE_26134 
0086: $7930 = $8080 // $ = $ float 
0086: $7931 = $8081 // $ = $ float 
0086: $7932 = $8082 // $ = $ float 
0086: $7933 = $8083 // $ = $ float 
0086: $7934 = $8084 // $ = $ float 
0086: $7935 = $8085 // $ = $ float 

:RACE_26134
if 
  $7872 == 48 // $ == int 
jf @RACE_26200 
0086: $7930 = $8083 // $ = $ float 
0086: $7931 = $8084 // $ = $ float 
0086: $7932 = $8085 // $ = $ float 
0086: $7933 = $8086 // $ = $ float 
0086: $7934 = $8087 // $ = $ float 
0086: $7935 = $8088 // $ = $ float 

:RACE_26200
if 
  $7872 == 49 // $ == int 
jf @RACE_26266 
0086: $7930 = $8086 // $ = $ float 
0086: $7931 = $8087 // $ = $ float 
0086: $7932 = $8088 // $ = $ float 
0086: $7933 = $8089 // $ = $ float 
0086: $7934 = $8090 // $ = $ float 
0086: $7935 = $8091 // $ = $ float 

:RACE_26266
if 
  $7872 == 50 // $ == int 
jf @RACE_26332 
0086: $7930 = $8089 // $ = $ float 
0086: $7931 = $8090 // $ = $ float 
0086: $7932 = $8091 // $ = $ float 
0086: $7933 = $8092 // $ = $ float 
0086: $7934 = $8093 // $ = $ float 
0086: $7935 = $8094 // $ = $ float 

:RACE_26332
if 
  $7872 == 51 // $ == int 
jf @RACE_26398 
0086: $7930 = $8092 // $ = $ float 
0086: $7931 = $8093 // $ = $ float 
0086: $7932 = $8094 // $ = $ float 
0086: $7933 = $8095 // $ = $ float 
0086: $7934 = $8096 // $ = $ float 
0086: $7935 = $8097 // $ = $ float 

:RACE_26398
if 
  $7872 == 52 // $ == int 
jf @RACE_26464 
0086: $7930 = $8095 // $ = $ float 
0086: $7931 = $8096 // $ = $ float 
0086: $7932 = $8097 // $ = $ float 
0086: $7933 = $8098 // $ = $ float 
0086: $7934 = $8099 // $ = $ float 
0086: $7935 = $8100 // $ = $ float 

:RACE_26464
if 
  $7872 == 53 // $ == int 
jf @RACE_26530 
0086: $7930 = $8098 // $ = $ float 
0086: $7931 = $8099 // $ = $ float 
0086: $7932 = $8100 // $ = $ float 
0086: $7933 = $8101 // $ = $ float 
0086: $7934 = $8102 // $ = $ float 
0086: $7935 = $8103 // $ = $ float 

:RACE_26530
if 
  $7872 == 54 // $ == int 
jf @RACE_26596 
0086: $7930 = $8101 // $ = $ float 
0086: $7931 = $8102 // $ = $ float 
0086: $7932 = $8103 // $ = $ float 
0086: $7933 = $8104 // $ = $ float 
0086: $7934 = $8105 // $ = $ float 
0086: $7935 = $8106 // $ = $ float 

:RACE_26596
if 
  $7872 == 55 // $ == int 
jf @RACE_26662 
0086: $7930 = $8104 // $ = $ float 
0086: $7931 = $8105 // $ = $ float 
0086: $7932 = $8106 // $ = $ float 
0086: $7933 = $8107 // $ = $ float 
0086: $7934 = $8108 // $ = $ float 
0086: $7935 = $8109 // $ = $ float 

:RACE_26662
if 
  $7872 == 56 // $ == int 
jf @RACE_26728 
0086: $7930 = $8107 // $ = $ float 
0086: $7931 = $8108 // $ = $ float 
0086: $7932 = $8109 // $ = $ float 
0086: $7933 = $8110 // $ = $ float 
0086: $7934 = $8111 // $ = $ float 
0086: $7935 = $8112 // $ = $ float 

:RACE_26728
if 
  $7872 == 57 // $ == int 
jf @RACE_26794 
0086: $7930 = $8110 // $ = $ float 
0086: $7931 = $8111 // $ = $ float 
0086: $7932 = $8112 // $ = $ float 
0086: $7933 = $8113 // $ = $ float 
0086: $7934 = $8114 // $ = $ float 
0086: $7935 = $8115 // $ = $ float 

:RACE_26794
if 
  $7872 == 58 // $ == int 
jf @RACE_26860 
0086: $7930 = $8113 // $ = $ float 
0086: $7931 = $8114 // $ = $ float 
0086: $7932 = $8115 // $ = $ float 
0086: $7933 = $8116 // $ = $ float 
0086: $7934 = $8117 // $ = $ float 
0086: $7935 = $8118 // $ = $ float 

:RACE_26860
if 
  $7872 == 59 // $ == int 
jf @RACE_26926 
0086: $7930 = $8116 // $ = $ float 
0086: $7931 = $8117 // $ = $ float 
0086: $7932 = $8118 // $ = $ float 
0086: $7933 = $8119 // $ = $ float 
0086: $7934 = $8120 // $ = $ float 
0086: $7935 = $8121 // $ = $ float 

:RACE_26926
if 
  $7872 == 60 // $ == int 
jf @RACE_26992 
0086: $7930 = $8119 // $ = $ float 
0086: $7931 = $8120 // $ = $ float 
0086: $7932 = $8121 // $ = $ float 
0086: $7933 = $8122 // $ = $ float 
0086: $7934 = $8123 // $ = $ float 
0086: $7935 = $8124 // $ = $ float 

:RACE_26992
if 
  $7872 == 61 // $ == int 
jf @RACE_27058 
0086: $7930 = $8122 // $ = $ float 
0086: $7931 = $8123 // $ = $ float 
0086: $7932 = $8124 // $ = $ float 
0086: $7933 = $8125 // $ = $ float 
0086: $7934 = $8126 // $ = $ float 
0086: $7935 = $8127 // $ = $ float 

:RACE_27058
if 
  $7872 == 62 // $ == int 
jf @RACE_27124 
0086: $7930 = $8125 // $ = $ float 
0086: $7931 = $8126 // $ = $ float 
0086: $7932 = $8127 // $ = $ float 
0086: $7933 = $8128 // $ = $ float 
0086: $7934 = $8129 // $ = $ float 
0086: $7935 = $8130 // $ = $ float 

:RACE_27124
if 
  $7872 == 63 // $ == int 
jf @RACE_27190 
0086: $7930 = $8128 // $ = $ float 
0086: $7931 = $8129 // $ = $ float 
0086: $7932 = $8130 // $ = $ float 
0086: $7933 = $8131 // $ = $ float 
0086: $7934 = $8132 // $ = $ float 
0086: $7935 = $8133 // $ = $ float 

:RACE_27190
if 
  $7872 == 64 // $ == int 
jf @RACE_27256 
0086: $7930 = $8131 // $ = $ float 
0086: $7931 = $8132 // $ = $ float 
0086: $7932 = $8133 // $ = $ float 
0086: $7933 = $8134 // $ = $ float 
0086: $7934 = $8135 // $ = $ float 
0086: $7935 = $8136 // $ = $ float 

:RACE_27256
if 
  $7872 == 65 // $ == int 
jf @RACE_27322 
0086: $7930 = $8134 // $ = $ float 
0086: $7931 = $8135 // $ = $ float 
0086: $7932 = $8136 // $ = $ float 
0086: $7933 = $8137 // $ = $ float 
0086: $7934 = $8138 // $ = $ float 
0086: $7935 = $8139 // $ = $ float 

:RACE_27322
if 
  $7872 == 66 // $ == int 
jf @RACE_27388 
0086: $7930 = $8137 // $ = $ float 
0086: $7931 = $8138 // $ = $ float 
0086: $7932 = $8139 // $ = $ float 
0086: $7933 = $8140 // $ = $ float 
0086: $7934 = $8141 // $ = $ float 
0086: $7935 = $8142 // $ = $ float 

:RACE_27388
if 
  $7872 == 67 // $ == int 
jf @RACE_27454 
0086: $7930 = $8140 // $ = $ float 
0086: $7931 = $8141 // $ = $ float 
0086: $7932 = $8142 // $ = $ float 
0086: $7933 = $8143 // $ = $ float 
0086: $7934 = $8144 // $ = $ float 
0086: $7935 = $8145 // $ = $ float 

:RACE_27454
if 
  $7872 == 68 // $ == int 
jf @RACE_27520 
0086: $7930 = $8143 // $ = $ float 
0086: $7931 = $8144 // $ = $ float 
0086: $7932 = $8145 // $ = $ float 
0086: $7933 = $8146 // $ = $ float 
0086: $7934 = $8147 // $ = $ float 
0086: $7935 = $8148 // $ = $ float 

:RACE_27520
if 
  $7872 == 69 // $ == int 
jf @RACE_27586 
0086: $7930 = $8146 // $ = $ float 
0086: $7931 = $8147 // $ = $ float 
0086: $7932 = $8148 // $ = $ float 
0086: $7933 = $8149 // $ = $ float 
0086: $7934 = $8150 // $ = $ float 
0086: $7935 = $8151 // $ = $ float 

:RACE_27586
if 
  $7872 == 70 // $ == int 
jf @RACE_27652 
0086: $7930 = $8149 // $ = $ float 
0086: $7931 = $8150 // $ = $ float 
0086: $7932 = $8151 // $ = $ float 
0086: $7933 = $8152 // $ = $ float 
0086: $7934 = $8153 // $ = $ float 
0086: $7935 = $8154 // $ = $ float 

:RACE_27652
if 
  $7872 == 71 // $ == int 
jf @RACE_27718 
0086: $7930 = $8152 // $ = $ float 
0086: $7931 = $8153 // $ = $ float 
0086: $7932 = $8154 // $ = $ float 
0086: $7933 = $8155 // $ = $ float 
0086: $7934 = $8156 // $ = $ float 
0086: $7935 = $8157 // $ = $ float 

:RACE_27718
if 
  $7872 == 72 // $ == int 
jf @RACE_27784 
0086: $7930 = $8155 // $ = $ float 
0086: $7931 = $8156 // $ = $ float 
0086: $7932 = $8157 // $ = $ float 
0086: $7933 = $8158 // $ = $ float 
0086: $7934 = $8159 // $ = $ float 
0086: $7935 = $8160 // $ = $ float 

:RACE_27784
if 
  $7872 == 73 // $ == int 
jf @RACE_27850 
0086: $7930 = $8158 // $ = $ float 
0086: $7931 = $8159 // $ = $ float 
0086: $7932 = $8160 // $ = $ float 
0086: $7933 = $8161 // $ = $ float 
0086: $7934 = $8162 // $ = $ float 
0086: $7935 = $8163 // $ = $ float 

:RACE_27850
if 
  $7872 == 74 // $ == int 
jf @RACE_27916 
0086: $7930 = $8161 // $ = $ float 
0086: $7931 = $8162 // $ = $ float 
0086: $7932 = $8163 // $ = $ float 
0086: $7933 = $8164 // $ = $ float 
0086: $7934 = $8165 // $ = $ float 
0086: $7935 = $8166 // $ = $ float 

:RACE_27916
if 
  $7872 == 75 // $ == int 
jf @RACE_27982 
0086: $7930 = $8164 // $ = $ float 
0086: $7931 = $8165 // $ = $ float 
0086: $7932 = $8166 // $ = $ float 
0086: $7933 = $8167 // $ = $ float 
0086: $7934 = $8168 // $ = $ float 
0086: $7935 = $8169 // $ = $ float 

:RACE_27982
if 
  $7872 == 76 // $ == int 
jf @RACE_28048 
0086: $7930 = $8167 // $ = $ float 
0086: $7931 = $8168 // $ = $ float 
0086: $7932 = $8169 // $ = $ float 
0086: $7933 = $8170 // $ = $ float 
0086: $7934 = $8171 // $ = $ float 
0086: $7935 = $8172 // $ = $ float 

:RACE_28048
if 
  $7872 == 77 // $ == int 
jf @RACE_28114 
0086: $7930 = $8170 // $ = $ float 
0086: $7931 = $8171 // $ = $ float 
0086: $7932 = $8172 // $ = $ float 
0086: $7933 = $8173 // $ = $ float 
0086: $7934 = $8174 // $ = $ float 
0086: $7935 = $8175 // $ = $ float 

:RACE_28114
if 
  $7872 == 78 // $ == int 
jf @RACE_28180 
0086: $7930 = $8173 // $ = $ float 
0086: $7931 = $8174 // $ = $ float 
0086: $7932 = $8175 // $ = $ float 
0086: $7933 = $8176 // $ = $ float 
0086: $7934 = $8177 // $ = $ float 
0086: $7935 = $8178 // $ = $ float 

:RACE_28180
if 
  $7872 == 79 // $ == int 
jf @RACE_28246 
0086: $7930 = $8176 // $ = $ float 
0086: $7931 = $8177 // $ = $ float 
0086: $7932 = $8178 // $ = $ float 
0086: $7933 = $8179 // $ = $ float 
0086: $7934 = $8180 // $ = $ float 
0086: $7935 = $8181 // $ = $ float 

:RACE_28246
if 
  $7872 == 80 // $ == int 
jf @RACE_28312 
0086: $7930 = $8179 // $ = $ float 
0086: $7931 = $8180 // $ = $ float 
0086: $7932 = $8181 // $ = $ float 
0086: $7933 = $8182 // $ = $ float 
0086: $7934 = $8183 // $ = $ float 
0086: $7935 = $8184 // $ = $ float 

:RACE_28312
if 
  $7872 == 81 // $ == int 
jf @RACE_28378 
0086: $7930 = $8182 // $ = $ float 
0086: $7931 = $8183 // $ = $ float 
0086: $7932 = $8184 // $ = $ float 
0086: $7933 = $8185 // $ = $ float 
0086: $7934 = $8186 // $ = $ float 
0086: $7935 = $8187 // $ = $ float 

:RACE_28378
if 
  $7872 == 82 // $ == int 
jf @RACE_28444 
0086: $7930 = $8185 // $ = $ float 
0086: $7931 = $8186 // $ = $ float 
0086: $7932 = $8187 // $ = $ float 
0086: $7933 = $8188 // $ = $ float 
0086: $7934 = $8189 // $ = $ float 
0086: $7935 = $8190 // $ = $ float 

:RACE_28444
if 
  $7872 == 83 // $ == int 
jf @RACE_28510 
0086: $7930 = $8188 // $ = $ float 
0086: $7931 = $8189 // $ = $ float 
0086: $7932 = $8190 // $ = $ float 
0086: $7933 = $8191 // $ = $ float 
0086: $7934 = $8192 // $ = $ float 
0086: $7935 = $8193 // $ = $ float 

:RACE_28510
if 
  $7872 == 84 // $ == int 
jf @RACE_28576 
0086: $7930 = $8191 // $ = $ float 
0086: $7931 = $8192 // $ = $ float 
0086: $7932 = $8193 // $ = $ float 
0086: $7933 = $8194 // $ = $ float 
0086: $7934 = $8195 // $ = $ float 
0086: $7935 = $8196 // $ = $ float 

:RACE_28576
if 
  $7872 == 85 // $ == int 
jf @RACE_28642 
0086: $7930 = $8194 // $ = $ float 
0086: $7931 = $8195 // $ = $ float 
0086: $7932 = $8196 // $ = $ float 
0086: $7933 = $8197 // $ = $ float 
0086: $7934 = $8198 // $ = $ float 
0086: $7935 = $8199 // $ = $ float 

:RACE_28642
if 
  $7872 == 86 // $ == int 
jf @RACE_28708 
0086: $7930 = $8197 // $ = $ float 
0086: $7931 = $8198 // $ = $ float 
0086: $7932 = $8199 // $ = $ float 
0086: $7933 = $8200 // $ = $ float 
0086: $7934 = $8201 // $ = $ float 
0086: $7935 = $8202 // $ = $ float 

:RACE_28708
if 
  $7872 == 87 // $ == int 
jf @RACE_28774 
0086: $7930 = $8200 // $ = $ float 
0086: $7931 = $8201 // $ = $ float 
0086: $7932 = $8202 // $ = $ float 
0086: $7933 = $8203 // $ = $ float 
0086: $7934 = $8204 // $ = $ float 
0086: $7935 = $8205 // $ = $ float 

:RACE_28774
if 
  $7872 == 88 // $ == int 
jf @RACE_28840 
0086: $7930 = $8203 // $ = $ float 
0086: $7931 = $8204 // $ = $ float 
0086: $7932 = $8205 // $ = $ float 
0086: $7933 = $8206 // $ = $ float 
0086: $7934 = $8207 // $ = $ float 
0086: $7935 = $8208 // $ = $ float 

:RACE_28840
if 
  $7872 == 89 // $ == int 
jf @RACE_28906 
0086: $7930 = $8206 // $ = $ float 
0086: $7931 = $8207 // $ = $ float 
0086: $7932 = $8208 // $ = $ float 
0086: $7933 = $8209 // $ = $ float 
0086: $7934 = $8210 // $ = $ float 
0086: $7935 = $8211 // $ = $ float 

:RACE_28906
if 
  $7872 == 90 // $ == int 
jf @RACE_28972 
0086: $7930 = $8209 // $ = $ float 
0086: $7931 = $8210 // $ = $ float 
0086: $7932 = $8211 // $ = $ float 
0086: $7933 = $8212 // $ = $ float 
0086: $7934 = $8213 // $ = $ float 
0086: $7935 = $8214 // $ = $ float 

:RACE_28972
if 
  $7872 == 91 // $ == int 
jf @RACE_29038 
0086: $7930 = $8212 // $ = $ float 
0086: $7931 = $8213 // $ = $ float 
0086: $7932 = $8214 // $ = $ float 
0086: $7933 = $8215 // $ = $ float 
0086: $7934 = $8216 // $ = $ float 
0086: $7935 = $8217 // $ = $ float 

:RACE_29038
if 
  $7872 == 92 // $ == int 
jf @RACE_29104 
0086: $7930 = $8215 // $ = $ float 
0086: $7931 = $8216 // $ = $ float 
0086: $7932 = $8217 // $ = $ float 
0086: $7933 = $8218 // $ = $ float 
0086: $7934 = $8219 // $ = $ float 
0086: $7935 = $8220 // $ = $ float 

:RACE_29104
if 
  $7872 == 93 // $ == int 
jf @RACE_29170 
0086: $7930 = $8218 // $ = $ float 
0086: $7931 = $8219 // $ = $ float 
0086: $7932 = $8220 // $ = $ float 
0086: $7933 = $8221 // $ = $ float 
0086: $7934 = $8222 // $ = $ float 
0086: $7935 = $8223 // $ = $ float 

:RACE_29170
if 
  $7872 == 94 // $ == int 
jf @RACE_29236 
0086: $7930 = $8221 // $ = $ float 
0086: $7931 = $8222 // $ = $ float 
0086: $7932 = $8223 // $ = $ float 
0086: $7933 = $8224 // $ = $ float 
0086: $7934 = $8225 // $ = $ float 
0086: $7935 = $8226 // $ = $ float 

:RACE_29236
if 
  $7872 == 95 // $ == int 
jf @RACE_29302 
0086: $7930 = $8224 // $ = $ float 
0086: $7931 = $8225 // $ = $ float 
0086: $7932 = $8226 // $ = $ float 
0086: $7933 = $8227 // $ = $ float 
0086: $7934 = $8228 // $ = $ float 
0086: $7935 = $8229 // $ = $ float 

:RACE_29302
if 
  $7872 == 96 // $ == int 
jf @RACE_29368 
0086: $7930 = $8227 // $ = $ float 
0086: $7931 = $8228 // $ = $ float 
0086: $7932 = $8229 // $ = $ float 
0086: $7933 = $8230 // $ = $ float 
0086: $7934 = $8231 // $ = $ float 
0086: $7935 = $8232 // $ = $ float 

:RACE_29368
if 
  $7872 == 97 // $ == int 
jf @RACE_29434 
0086: $7930 = $8230 // $ = $ float 
0086: $7931 = $8231 // $ = $ float 
0086: $7932 = $8232 // $ = $ float 
0086: $7933 = $8233 // $ = $ float 
0086: $7934 = $8234 // $ = $ float 
0086: $7935 = $8235 // $ = $ float 

:RACE_29434
if 
  $7872 == 98 // $ == int 
jf @RACE_29500 
0086: $7930 = $8233 // $ = $ float 
0086: $7931 = $8234 // $ = $ float 
0086: $7932 = $8235 // $ = $ float 
0086: $7933 = $8236 // $ = $ float 
0086: $7934 = $8237 // $ = $ float 
0086: $7935 = $8238 // $ = $ float 

:RACE_29500
if 
  $7872 == 99 // $ == int 
jf @RACE_29566 
0086: $7930 = $8236 // $ = $ float 
0086: $7931 = $8237 // $ = $ float 
0086: $7932 = $8238 // $ = $ float 
0086: $7933 = $8239 // $ = $ float 
0086: $7934 = $8240 // $ = $ float 
0086: $7935 = $8241 // $ = $ float 

:RACE_29566
if 
  $7872 == 100 // $ == int 
jf @RACE_29632 
0086: $7930 = $8239 // $ = $ float 
0086: $7931 = $8240 // $ = $ float 
0086: $7932 = $8241 // $ = $ float 
0086: $7933 = $8242 // $ = $ float 
0086: $7934 = $8243 // $ = $ float 
0086: $7935 = $8244 // $ = $ float 

:RACE_29632
if 
  $7872 == 101 // $ == int 
jf @RACE_29698 
0086: $7930 = $8242 // $ = $ float 
0086: $7931 = $8243 // $ = $ float 
0086: $7932 = $8244 // $ = $ float 
0086: $7933 = $8245 // $ = $ float 
0086: $7934 = $8246 // $ = $ float 
0086: $7935 = $8247 // $ = $ float 

:RACE_29698
if 
  $7872 == 102 // $ == int 
jf @RACE_29764 
0086: $7930 = $8245 // $ = $ float 
0086: $7931 = $8246 // $ = $ float 
0086: $7932 = $8247 // $ = $ float 
0086: $7933 = $8248 // $ = $ float 
0086: $7934 = $8249 // $ = $ float 
0086: $7935 = $8250 // $ = $ float 

:RACE_29764
if 
  $7872 == 103 // $ == int 
jf @RACE_29830 
0086: $7930 = $8248 // $ = $ float 
0086: $7931 = $8249 // $ = $ float 
0086: $7932 = $8250 // $ = $ float 
0086: $7933 = $8251 // $ = $ float 
0086: $7934 = $8252 // $ = $ float 
0086: $7935 = $8253 // $ = $ float 

:RACE_29830
if 
  $7872 == 104 // $ == int 
jf @RACE_29896 
0086: $7930 = $8251 // $ = $ float 
0086: $7931 = $8252 // $ = $ float 
0086: $7932 = $8253 // $ = $ float 
0086: $7933 = $8254 // $ = $ float 
0086: $7934 = $8255 // $ = $ float 
0086: $7935 = $8256 // $ = $ float 

:RACE_29896
if 
  $7872 == 105 // $ == int 
jf @RACE_29962 
0086: $7930 = $8254 // $ = $ float 
0086: $7931 = $8255 // $ = $ float 
0086: $7932 = $8256 // $ = $ float 
0086: $7933 = $8257 // $ = $ float 
0086: $7934 = $8258 // $ = $ float 
0086: $7935 = $8259 // $ = $ float 

:RACE_29962
if 
  $7872 == 106 // $ == int 
jf @RACE_30028 
0086: $7930 = $8257 // $ = $ float 
0086: $7931 = $8258 // $ = $ float 
0086: $7932 = $8259 // $ = $ float 
0086: $7933 = $8260 // $ = $ float 
0086: $7934 = $8261 // $ = $ float 
0086: $7935 = $8262 // $ = $ float 

:RACE_30028
if 
  $7872 == 107 // $ == int 
jf @RACE_30094 
0086: $7930 = $8260 // $ = $ float 
0086: $7931 = $8261 // $ = $ float 
0086: $7932 = $8262 // $ = $ float 
0088: $7933 = 0@ // $ = @ float 
0088: $7934 = 1@ // $ = @ float 
0088: $7935 = 2@ // $ = @ float 

:RACE_30094
if 
  $7872 == 108 // $ == int 
jf @RACE_30160 
0088: $7930 = 0@ // $ = @ float 
0088: $7931 = 1@ // $ = @ float 
0088: $7932 = 2@ // $ = @ float 
0088: $7933 = 3@ // $ = @ float 
0088: $7934 = 4@ // $ = @ float 
0088: $7935 = 5@ // $ = @ float 

:RACE_30160
if 
  $7872 == 109 // $ == int 
jf @RACE_30226 
0088: $7930 = 3@ // $ = @ float 
0088: $7931 = 4@ // $ = @ float 
0088: $7932 = 5@ // $ = @ float 
0088: $7933 = 6@ // $ = @ float 
0088: $7934 = 7@ // $ = @ float 
0088: $7935 = 8@ // $ = @ float 

:RACE_30226
if 
  $7872 == 110 // $ == int 
jf @RACE_30292 
0088: $7930 = 6@ // $ = @ float 
0088: $7931 = 7@ // $ = @ float 
0088: $7932 = 8@ // $ = @ float 
0088: $7933 = 9@ // $ = @ float 
0088: $7934 = 10@ // $ = @ float 
0088: $7935 = 11@ // $ = @ float 

:RACE_30292
if 
  $7872 == 111 // $ == int 
jf @RACE_30358 
0088: $7930 = 9@ // $ = @ float 
0088: $7931 = 10@ // $ = @ float 
0088: $7932 = 11@ // $ = @ float 
0088: $7933 = 12@ // $ = @ float 
0088: $7934 = 13@ // $ = @ float 
0088: $7935 = 14@ // $ = @ float 

:RACE_30358
if 
  $7872 == 112 // $ == int 
jf @RACE_30424 
0088: $7930 = 12@ // $ = @ float 
0088: $7931 = 13@ // $ = @ float 
0088: $7932 = 14@ // $ = @ float 
0088: $7933 = 12@ // $ = @ float 
0088: $7934 = 13@ // $ = @ float 
0088: $7935 = 14@ // $ = @ float 

:RACE_30424
return 

:RACE_30426
$5299 = Car.Health($7853)
if 
  500 > $5299 // int > $ 
jf @RACE_30461 
Car.Health($7853) = 1000

:RACE_30461
if 
003A:   $7868 == $7872 // $ == $ int 
jf @RACE_30685 
Car.StorePos($7853, $7897, $7898, $7899)
0086: $7901 = $7897 // $ = $ float 
0061: $7901 -= $7915 // $ -= $ float 
0086: $7902 = $7898 // $ = $ float 
0061: $7902 -= $7916 // $ -= $ float 
0069: $7901 *= $7901 // $ *= $ float 
0069: $7902 *= $7902 // $ *= $ float 
0086: $7903 = $7901 // $ = $ float 
0059: $7903 += $7902 // $ += $ float 
01FB: $7907 = square_root $7903 
0054: store_player $PLAYER_CHAR position_to $7897 $7898 $7899 
0086: $7901 = $7897 // $ = $ float 
0061: $7901 -= $7915 // $ -= $ float 
0086: $7902 = $7898 // $ = $ float 
0061: $7902 -= $7916 // $ -= $ float 
0069: $7901 *= $7901 // $ *= $ float 
0069: $7902 *= $7902 // $ *= $ float 
0086: $7903 = $7901 // $ = $ float 
0059: $7903 += $7902 // $ += $ float 
01FB: $7908 = square_root $7903 
if 
0024:   $7908 > $7907 // $ > $ float 
jf @RACE_30678 
$7873 += 1 // $ += int 

:RACE_30678
jump @RACE_30711 

:RACE_30685
if 
001C:   $7872 > $7868 // $ > $ int 
jf @RACE_30711 
$7873 += 1 // $ += int 

:RACE_30711
if 
81AF:   not car $7853 0 $7894 $7895 $7896 radius 3.0 3.0 2.0 
jf @RACE_30775 
Car.StorePos($7853, $7894, $7895, $7896)
0084: $7878 = $5239 // $ = $ int 

:RACE_30775
if 
01AF:   car $7853 0 $7894 $7895 $7896 radius 3.0 3.0 2.0 
jf @RACE_30991 
0084: $7879 = $5239 // $ = $ int 
0060: $7879 -= $7878 // $ -= $ int 
if 
  $7879 > 4000 // $ > int 
jf @RACE_30991 
if 
82CA:   not car $7853 bounding_sphere_visible 
jf @RACE_30991 
Car.StorePos($7853, $7897, $7898, $7899)
02C1: set $7897 $7898 $7899 to_car_path_coords_closest_to $7897 $7898 $7899 
if 
838A:   not car_in_cube $7897 $7898 $7899 4.0 4.0 3.0 
jf @RACE_30991 
if 
80C2:   not sphere_onscreen $7897 $7898 $7899 4.0 
jf @RACE_30991 
Car.PutAt($7853, $7897, $7898, $7899)
039F: car $7853 race_to $7927 $7928 

:RACE_30991
0084: $7883 = $7868 // $ = $ int 
$7883 -= 4 // $ -= int 
if 
001C:   $7883 > $7872 // $ > $ int 
jf @RACE_31397 
if 
003A:   $7853 == $7850 // $ == $ int 
jf @RACE_31149 
if 
82CA:   not car $7850 bounding_sphere_visible 
jf @RACE_31149 
if 
838A:   not car_in_cube $7921 $7922 $7923 4.0 4.0 3.0 
jf @RACE_31149 
if 
80C2:   not sphere_onscreen $7921 $7922 $7923 4.0 
jf @RACE_31149 
Car.PutAt($7853, $7921, $7922, $7923)
039F: car $7853 race_to $7915 $7916 

:RACE_31149
if 
003A:   $7853 == $7851 // $ == $ int 
jf @RACE_31273 
if 
82CA:   not car $7851 bounding_sphere_visible 
jf @RACE_31273 
if 
838A:   not car_in_cube $7924 $7925 $7926 4.0 4.0 3.0 
jf @RACE_31273 
if 
80C2:   not sphere_onscreen $7924 $7925 $7926 4.0 
jf @RACE_31273 
Car.PutAt($7853, $7924, $7925, $7926)
039F: car $7853 race_to $7915 $7916 

:RACE_31273
if 
003A:   $7853 == $7852 // $ == $ int 
jf @RACE_31397 
if 
82CA:   not car $7852 bounding_sphere_visible 
jf @RACE_31397 
if 
838A:   not car_in_cube $7927 $7928 $7929 4.0 4.0 3.0 
jf @RACE_31397 
if 
80C2:   not sphere_onscreen $7927 $7928 $7929 4.0 
jf @RACE_31397 
Car.PutAt($7853, $7927, $7928, $7929)
039F: car $7853 race_to $7915 $7916 

:RACE_31397
0084: $7883 = $7868 // $ = $ int 
$7883 += 5 // $ += int 
if 
001C:   $7872 > $7883 // $ > $ int 
jf @RACE_31448 
Car.SetMaxSpeed($7853, 25.0)
jump @RACE_31458 

:RACE_31448
Car.SetMaxSpeed($7853, 50.0)

:RACE_31458
return 

//-------------Mission 83---------------
// Originally: Distribution

:ICECRE1
gosub @ICECRE1_36 
if 
wasted_or_busted 
jf @ICECRE1_27 
gosub @ICECRE1_3714 

:ICECRE1_27
gosub @ICECRE1_4121 
terminate_this_script 

:ICECRE1_36
$ONMISSION = 1 // $ = int 
if 
  $8286 == 0 // $ == int 
jf @ICECRE1_63 
increment_mission_attempts 

:ICECRE1_63
script_name 'ICECRE1' 
wait 0 
054C: use_GXT_table 'ICECRE1' 
$8280 = 0 // $ = int 
$8281 = 0 // $ = int 
$8282 = 0 // $ = int 
$8283 = 0 // $ = int 
$8284 = 0 // $ = int 
$8285 = 0 // $ = int 
$8287 = 0 // $ = int 
$8288 = 0 // $ = int 
$8289 = 0 // $ = int 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ICECRE1_181 
03C1: $8263 = player $PLAYER_CHAR car_no_save 
jump @ICECRE1_188 

:ICECRE1_181
jump @ICECRE1_3714 

:ICECRE1_188
0395: clear_area 0 at -868.1 -572.153 10.11 range 3.0 
0395: clear_area 0 at -859.7491 -571.028 11.11207 range 1.0 
Camera.SetPosition(-859.7491, -571.028, 14.11207, 0.0, 0.0, 0.0)
Camera.PointAt(-860.6732, -571.1432, 13.74751, 2)
TIMERA = 0 // @ = int 

:ICECRE1_294
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_371 
wait 0 
00BC: text_highpriority 'ICC1_16' time 5000 2  // ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City.
if and
00E1:   player 0 pressed_button 16 
  TIMERA > 1000 // @ > int 
jf @ICECRE1_364 
jump @ICECRE1_599 

:ICECRE1_364
jump @ICECRE1_294 

:ICECRE1_371
TIMERA = 0 // @ = int 

:ICECRE1_378
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_447 
wait 0 
00BC: text_highpriority 'ICC1_7' time 5000 2  // ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get.
if 
00E1:   player 0 pressed_button 16 
jf @ICECRE1_440 
jump @ICECRE1_599 

:ICECRE1_440
jump @ICECRE1_378 

:ICECRE1_447
TIMERA = 0 // @ = int 

:ICECRE1_454
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_523 
wait 0 
00BC: text_highpriority 'ICC1_8' time 5000 2  // ~g~To make a transaction, ~h~park your van ~g~and tap ~h~::HORN::~g~ to play the ice cream jingle to attract customers.
if 
00E1:   player 0 pressed_button 16 
jf @ICECRE1_516 
jump @ICECRE1_599 

:ICECRE1_516
jump @ICECRE1_454 

:ICECRE1_523
TIMERA = 0 // @ = int 

:ICECRE1_530
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_599 
wait 0 
00BC: text_highpriority 'ICC1_9' time 5000 2  // ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so.
if 
00E1:   player 0 pressed_button 16 
jf @ICECRE1_592 
jump @ICECRE1_599 

:ICECRE1_592
jump @ICECRE1_530 

:ICECRE1_599
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
TIMERB = 0 // @ = int 

:ICECRE1_621
wait 0 
if 
  $8281 == 0 // $ == int 
jf @ICECRE1_704 
if 
   not Car.Wrecked($8263)
jf @ICECRE1_704 
if 
0383:   player $8263 car_horn_activated == true 
jf @ICECRE1_704 
03C4: set_status_text_to $8287 0 'ICC1_5'  // Deals done:
$8280 = 1 // $ = int 
$8281 = 1 // $ = int 

:ICECRE1_704
if 
  $8280 == 1 // $ == int 
jf @ICECRE1_765 
03F1: pedtype 8 add_threat 1 
03F1: pedtype 7 add_threat 1 
03F1: pedtype 9 add_threat 1 
03F1: pedtype 11 add_threat 1 
03F1: pedtype 12 add_threat 1 
03F1: pedtype 14 add_threat 1 
$8280 = 2 // $ = int 

:ICECRE1_765
if 
   not Car.Wrecked($8263)
jf @ICECRE1_807 
if 
80DC:   not player $PLAYER_CHAR in_car $8263 
jf @ICECRE1_807 
jump @ICECRE1_3716 

:ICECRE1_807
if 
   Car.Wrecked($8263)
jf @ICECRE1_830 
jump @ICECRE1_3716 

:ICECRE1_830
if 
   not Car.Wrecked($8263)
jf @ICECRE1_1595 
if 
029F:   player $PLAYER_CHAR stopped 
jf @ICECRE1_1595 
if 
0383:   player $8263 car_horn_activated == true 
jf @ICECRE1_1595 
0054: store_player $PLAYER_CHAR position_to $8264 $8265 $8266 
0086: $8267 = $8264 // $ = $ float 
$8267 += 20.0 // $ += float 
0086: $8268 = $8265 // $ = $ float 
$8268 += 20.0 // $ += float 
0086: $8269 = $8264 // $ = $ float 
$8269 -= 20.0 // $ -= float 
0086: $8270 = $8265 // $ = $ float 
$8270 -= 20.0 // $ -= float 
if 
  $8282 == 0 // $ == int 
jf @ICECRE1_1100 
058F: $8271 = random_ice_cream_customer_in_area $8267 $8268 $8269 $8270 flag 1 0 1 
if 
   not $8271 == -1 // $ == int 
jf @ICECRE1_1100 
if 
   not Actor.Dead($8271)
jf @ICECRE1_1100 
0580: $8272 = distribution_mission_status distribution_actor $8271 distribution_car $8263 
if 
  $8272 == 1 // $ == int 
jf @ICECRE1_1095 
Marker.CreateAboveActor($8290, $8271)
01BD: $8296 = current_time_in_ms 
$8282 = 1 // $ = int 
jump @ICECRE1_1100 

:ICECRE1_1095
Actor.RemoveReferences($8271)

:ICECRE1_1100
if 
  $8283 == 0 // $ == int 
jf @ICECRE1_1236 
058F: $8273 = random_ice_cream_customer_in_area $8267 $8268 $8269 $8270 flag 1 0 1 
if 
   not $8273 == -1 // $ == int 
jf @ICECRE1_1236 
if 
   not Actor.Dead($8273)
jf @ICECRE1_1236 
0580: $8274 = distribution_mission_status distribution_actor $8273 distribution_car $8263 
if 
  $8274 == 1 // $ == int 
jf @ICECRE1_1231 
Marker.CreateAboveActor($8291, $8273)
01BD: $8299 = current_time_in_ms 
$8283 = 1 // $ = int 
jump @ICECRE1_1236 

:ICECRE1_1231
Actor.RemoveReferences($8273)

:ICECRE1_1236
if 
  $8284 == 0 // $ == int 
jf @ICECRE1_1372 
058F: $8275 = random_ice_cream_customer_in_area $8267 $8268 $8269 $8270 flag 1 0 1 
if 
   not $8275 == -1 // $ == int 
jf @ICECRE1_1372 
if 
   not Actor.Dead($8275)
jf @ICECRE1_1372 
0580: $8276 = distribution_mission_status distribution_actor $8275 distribution_car $8263 
if 
  $8276 == 1 // $ == int 
jf @ICECRE1_1367 
Marker.CreateAboveActor($8292, $8275)
01BD: $8302 = current_time_in_ms 
$8284 = 1 // $ = int 
jump @ICECRE1_1372 

:ICECRE1_1367
Actor.RemoveReferences($8275)

:ICECRE1_1372
if 
  $8285 == 0 // $ == int 
jf @ICECRE1_1508 
058F: $8277 = random_ice_cream_customer_in_area $8267 $8268 $8269 $8270 flag 1 0 1 
if 
   not $8277 == -1 // $ == int 
jf @ICECRE1_1508 
if 
   not Actor.Dead($8277)
jf @ICECRE1_1508 
0580: $8278 = distribution_mission_status distribution_actor $8277 distribution_car $8263 
if 
  $8278 == 1 // $ == int 
jf @ICECRE1_1503 
Marker.CreateAboveActor($8293, $8277)
01BD: $8305 = current_time_in_ms 
$8285 = 1 // $ = int 
jump @ICECRE1_1508 

:ICECRE1_1503
Actor.RemoveReferences($8277)

:ICECRE1_1508
if 
  $8271 == -1 // $ == int 
jf @ICECRE1_1595 
if 
  $8273 == -1 // $ == int 
jf @ICECRE1_1595 
if 
  $8275 == -1 // $ == int 
jf @ICECRE1_1595 
if 
  $8277 == -1 // $ == int 
jf @ICECRE1_1595 
00BC: text_highpriority 'ICC1_4' time 1000 1  // ~g~There aren't any customers in this area try another one.

:ICECRE1_1595
if 
  $8282 == 1 // $ == int 
jf @ICECRE1_2111 
if 
   not Actor.Dead($8271)
jf @ICECRE1_2094 
01BD: $8295 = current_time_in_ms 
0084: $8294 = $8295 // $ = $ int 
0060: $8294 -= $8296 // $ -= $ int 
if 
  50000 > $8294 // int > $ 
jf @ICECRE1_2070 
if 
0586:   actor $8271 has_attempted_attractor 
jf @ICECRE1_2063 
if 
058B:   actor $8271 bought_ice_cream 
jf @ICECRE1_2046 
$8287 += 1 // $ += int 
$8289 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_1762 
Player.Money($PLAYER_CHAR) += 10
$8288 += 12 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_1762
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_1807 
Player.Money($PLAYER_CHAR) += 15
$8288 += 18 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_1807
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_1852 
Player.Money($PLAYER_CHAR) += 12
$8288 += 14 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_1852
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_1897 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_1897
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_1942 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_1942
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_1987 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_1987
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_2032 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_2046 

:ICECRE1_2032
Player.Money($PLAYER_CHAR) += 12
$8288 += 10 // $ += int 

:ICECRE1_2046
Marker.Disable($8290)
Actor.RemoveReferences($8271)
$8282 = 0 // $ = int 

:ICECRE1_2063
jump @ICECRE1_2087 

:ICECRE1_2070
Marker.Disable($8290)
Actor.RemoveReferences($8271)
$8282 = 0 // $ = int 

:ICECRE1_2087
jump @ICECRE1_2111 

:ICECRE1_2094
Marker.Disable($8290)
Actor.RemoveReferences($8271)
$8282 = 0 // $ = int 

:ICECRE1_2111
if 
  $8283 == 1 // $ == int 
jf @ICECRE1_2627 
if 
   not Actor.Dead($8273)
jf @ICECRE1_2610 
01BD: $8298 = current_time_in_ms 
0084: $8297 = $8298 // $ = $ int 
0060: $8297 -= $8299 // $ -= $ int 
if 
  50000 > $8297 // int > $ 
jf @ICECRE1_2586 
if 
0586:   actor $8273 has_attempted_attractor 
jf @ICECRE1_2579 
if 
058B:   actor $8273 bought_ice_cream 
jf @ICECRE1_2562 
$8287 += 1 // $ += int 
$8289 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_2278 
Player.Money($PLAYER_CHAR) += 10
$8288 += 12 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2278
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_2323 
Player.Money($PLAYER_CHAR) += 15
$8288 += 18 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2323
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_2368 
Player.Money($PLAYER_CHAR) += 12
$8288 += 14 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2368
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_2413 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2413
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_2458 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2458
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_2503 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2503
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_2548 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_2562 

:ICECRE1_2548
Player.Money($PLAYER_CHAR) += 12
$8288 += 10 // $ += int 

:ICECRE1_2562
Marker.Disable($8291)
Actor.RemoveReferences($8273)
$8283 = 0 // $ = int 

:ICECRE1_2579
jump @ICECRE1_2603 

:ICECRE1_2586
Marker.Disable($8291)
Actor.RemoveReferences($8273)
$8283 = 0 // $ = int 

:ICECRE1_2603
jump @ICECRE1_2627 

:ICECRE1_2610
Marker.Disable($8291)
Actor.RemoveReferences($8273)
$8283 = 0 // $ = int 

:ICECRE1_2627
if 
  $8284 == 1 // $ == int 
jf @ICECRE1_3143 
if 
   not Actor.Dead($8275)
jf @ICECRE1_3126 
01BD: $8301 = current_time_in_ms 
0084: $8300 = $8301 // $ = $ int 
0060: $8300 -= $8302 // $ -= $ int 
if 
  50000 > $8300 // int > $ 
jf @ICECRE1_3102 
if 
0586:   actor $8275 has_attempted_attractor 
jf @ICECRE1_3095 
if 
058B:   actor $8275 bought_ice_cream 
jf @ICECRE1_3078 
$8287 += 1 // $ += int 
$8289 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_2794 
Player.Money($PLAYER_CHAR) += 10
$8288 += 12 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_2794
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_2839 
Player.Money($PLAYER_CHAR) += 15
$8288 += 18 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_2839
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_2884 
Player.Money($PLAYER_CHAR) += 12
$8288 += 14 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_2884
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_2929 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_2929
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_2974 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_2974
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_3019 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_3019
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_3064 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_3078 

:ICECRE1_3064
Player.Money($PLAYER_CHAR) += 12
$8288 += 10 // $ += int 

:ICECRE1_3078
Marker.Disable($8292)
Actor.RemoveReferences($8275)
$8284 = 0 // $ = int 

:ICECRE1_3095
jump @ICECRE1_3119 

:ICECRE1_3102
Marker.Disable($8292)
Actor.RemoveReferences($8275)
$8284 = 0 // $ = int 

:ICECRE1_3119
jump @ICECRE1_3143 

:ICECRE1_3126
Marker.Disable($8292)
Actor.RemoveReferences($8275)
$8284 = 0 // $ = int 

:ICECRE1_3143
if 
  $8285 == 1 // $ == int 
jf @ICECRE1_3659 
if 
   not Actor.Dead($8277)
jf @ICECRE1_3642 
01BD: $8304 = current_time_in_ms 
0084: $8303 = $8304 // $ = $ int 
0060: $8303 -= $8305 // $ -= $ int 
if 
  50000 > $8303 // int > $ 
jf @ICECRE1_3618 
if 
0586:   actor $8277 has_attempted_attractor 
jf @ICECRE1_3611 
if 
058B:   actor $8277 bought_ice_cream 
jf @ICECRE1_3594 
$8287 += 1 // $ += int 
$8289 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_3310 
Player.Money($PLAYER_CHAR) += 10
$8288 += 12 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3310
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_3355 
Player.Money($PLAYER_CHAR) += 15
$8288 += 18 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3355
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_3400 
Player.Money($PLAYER_CHAR) += 12
$8288 += 14 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3400
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_3445 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3445
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_3490 
Player.Money($PLAYER_CHAR) += 8
$8288 += 10 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3490
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_3535 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3535
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_3580 
Player.Money($PLAYER_CHAR) += 6
$8288 += 8 // $ += int 
jump @ICECRE1_3594 

:ICECRE1_3580
Player.Money($PLAYER_CHAR) += 12
$8288 += 10 // $ += int 

:ICECRE1_3594
Marker.Disable($8293)
Actor.RemoveReferences($8277)
$8285 = 0 // $ = int 

:ICECRE1_3611
jump @ICECRE1_3635 

:ICECRE1_3618
Marker.Disable($8293)
Actor.RemoveReferences($8277)
$8285 = 0 // $ = int 

:ICECRE1_3635
jump @ICECRE1_3659 

:ICECRE1_3642
Marker.Disable($8293)
Actor.RemoveReferences($8277)
$8285 = 0 // $ = int 

:ICECRE1_3659
if 
  $8289 >= 4 // $ >= int 
jf @ICECRE1_3707 
$8279 = Player.WantedLevel($PLAYER_CHAR)
$8279 += 1 // $ += int 
Player.WantedLevel($PLAYER_CHAR) = $8279
$8289 = 0 // $ = int 

:ICECRE1_3707
jump @ICECRE1_621 

:ICECRE1_3714
return 

:ICECRE1_3716
if 
  $8286 == 0 // $ == int 
jf @ICECRE1_4119 
if 
  $8287 > 49 // $ > int 
jf @ICECRE1_4119 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 1000 
fade 0 1000 
Camera.SetAtPos(-839.512, -582.021, 24.777)
0054: store_player $PLAYER_CHAR position_to $8264 $8265 $8266 

:ICECRE1_3818
if 
fading 
jf @ICECRE1_3842 
wait 0 
jump @ICECRE1_3818 

:ICECRE1_3842
fade 1 1000 
Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0)
Camera.PointAt(-840.451, -581.759, 24.553, 2)
04A6: $915 = create_asset_money_pickup_at $862 $863 $864 money $914 rate $914 

:ICECRE1_3920
if 
fading 
jf @ICECRE1_3944 
wait 0 
jump @ICECRE1_3920 

:ICECRE1_3944
00BA: text_styled 'ICE_AT1' 5000 ms 6  // ICECREAM FACTORY ASSET COMPLETED
wait 5000 
01E5: text_1number_highpriority 'ICE_AT2' $914 time 6000 1  // ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 1000 

:ICECRE1_3994
if 
fading 
jf @ICECRE1_4018 
wait 0 
jump @ICECRE1_3994 

:ICECRE1_4018
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetAtPos($8264, $8265, $8266)
$1479 += 1 // $ += int 
fade 1 1000 

:ICECRE1_4049
if 
fading 
jf @ICECRE1_4073 
wait 0 
jump @ICECRE1_4049 

:ICECRE1_4073
030C: progress_made += 1 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0318: set_latest_mission_passed 'CREAM'  // Distribution
0394: play_music 1 
$916 = 1 // $ = int 
$8286 = 1 // $ = int 

:ICECRE1_4119
return 

:ICECRE1_4121
$ONMISSION = 0 // $ = int 
00BA: text_styled 'ICC1_17' 5000 ms 5  // Distribution mission over
01E3: text_1number_styled 'ICC1_19' number $8287 time 5000 style 6  // Total deals done: ~1~
if 
   not $585 == 1 // $ == int 
jf @ICECRE1_4185 
03F2: pedtype 8 remove_threat 1 

:ICECRE1_4185
03F2: pedtype 7 remove_threat 1 
03F2: pedtype 9 remove_threat 1 
03F2: pedtype 11 remove_threat 1 
03F2: pedtype 12 remove_threat 1 
03F2: pedtype 14 remove_threat 1 
Marker.Disable($8290)
Marker.Disable($8291)
Marker.Disable($8292)
Marker.Disable($8293)
Actor.RemoveReferences($8271)
Actor.RemoveReferences($8273)
Actor.RemoveReferences($8275)
Actor.RemoveReferences($8277)
0151: remove_status_text $8287 
0536: increment_drug_deals_made_by $8287 
042F: register_highest_int_stat 2 to $8287 
mission_cleanup 
return 

//-------------Mission 84---------------
// Originally: Downtown Chopper Checkpoint

:HELI1SC
gosub @HELI1SC_36 
if 
wasted_or_busted 
jf @HELI1SC_27 
gosub @HELI1SC_1504 

:HELI1SC_27
gosub @HELI1SC_1816 
terminate_this_script 

:HELI1SC_36
$ONMISSION = 1 // $ = int 
script_name 'HELI1SC' 
wait 0 
if 
  $1985 == 0 // $ == int 
jf @HELI1SC_77 
increment_mission_attempts 

:HELI1SC_77
$8309 = 0 // $ = int 
$7939 = -649.0867 // $ = float 
$7940 = 817.9553 // $ = float 
$7941 = 58.3261 // $ = float 
$7942 = -687.3981 // $ = float 
$7943 = 877.8699 // $ = float 
$7944 = 19.2173 // $ = float 
$7945 = -680.991 // $ = float 
$7946 = 1029.686 // $ = float 
$7947 = 14.8169 // $ = float 
$7948 = -685.7914 // $ = float 
$7949 = 1160.218 // $ = float 
$7950 = 40.7844 // $ = float 
$7951 = -681.2288 // $ = float 
$7952 = 1228.007 // $ = float 
$7953 = 29.1385 // $ = float 
$7954 = -715.1163 // $ = float 
$7955 = 1268.305 // $ = float 
$7956 = 18.9955 // $ = float 
$7957 = -739.7144 // $ = float 
$7958 = 1298.542 // $ = float 
$7959 = 27.204 // $ = float 
$7960 = -772.5856 // $ = float 
$7961 = 1323.497 // $ = float 
$7962 = 29.5571 // $ = float 
$7963 = -778.6165 // $ = float 
$7964 = 1364.642 // $ = float 
$7965 = 28.01 // $ = float 
$7966 = -737.8626 // $ = float 
$7967 = 1385.702 // $ = float 
$7968 = 17.6542 // $ = float 
$7969 = -693.7673 // $ = float 
$7970 = 1391.167 // $ = float 
$7971 = 18.0634 // $ = float 
$7972 = -621.21 // $ = float 
$7973 = 1392.323 // $ = float 
$7974 = 25.7998 // $ = float 
$7975 = -568.3698 // $ = float 
$7976 = 1334.939 // $ = float 
$7977 = 16.9687 // $ = float 
$7978 = -500.4854 // $ = float 
$7979 = 1338.798 // $ = float 
$7980 = 24.1703 // $ = float 
$7981 = -450.2907 // $ = float 
$7982 = 1330.691 // $ = float 
$7983 = 19.1265 // $ = float 
$7984 = -437.3096 // $ = float 
$7985 = 1291.992 // $ = float 
$7986 = 19.5951 // $ = float 
$7987 = -437.1924 // $ = float 
$7988 = 1241.37 // $ = float 
$7989 = 20.7499 // $ = float 
$7990 = -434.3281 // $ = float 
$7991 = 1171.01 // $ = float 
$7992 = 36.3199 // $ = float 
$7993 = -433.3098 // $ = float 
$7994 = 1130.9 // $ = float 
$7995 = 59.1069 // $ = float 
$7996 = -471.9337 // $ = float 
$7997 = 1085.18 // $ = float 
$7998 = 65.1073 // $ = float 
$7999 = -527.0311 // $ = float 
$8000 = 1030.004 // $ = float 
$8001 = 80.0094 // $ = float 
$8002 = -526.2093 // $ = float 
$8003 = 894.1246 // $ = float 
$8004 = 81.9624 // $ = float 
$8005 = -479.8936 // $ = float 
$8006 = 829.2973 // $ = float 
$8007 = 38.6828 // $ = float 
$8008 = -496.4014 // $ = float 
$8009 = 746.3392 // $ = float 
$8010 = 23.935 // $ = float 
$8011 = -534.4188 // $ = float 
$8012 = 739.7785 // $ = float 
$8013 = 19.0812 // $ = float 
$8014 = -574.4543 // $ = float 
$8015 = 742.6052 // $ = float 
$8016 = 18.3836 // $ = float 
$8017 = -654.6465 // $ = float 
$8018 = 751.4898 // $ = float 
$8019 = 19.9269 // $ = float 
$8020 = -673.5525 // $ = float 
$8021 = 819.5656 // $ = float 
$8022 = 20.429 // $ = float 
$8023 = -658.4943 // $ = float 
$8024 = 917.7946 // $ = float 
$8025 = 22.8624 // $ = float 
gosub @HELI1SC_1847 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
0165: set_marker $8308 color_to 5 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
$8310 = 0 // $ = int 
03C3: set_timer_with_text_to $8310 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI1SC_1106 
00DA: $8306 = player $PLAYER_CHAR car 
jump @HELI1SC_1113 

:HELI1SC_1106
jump @HELI1SC_1504 

:HELI1SC_1113
if 
   not $8309 == 29 // $ == int 
jf @HELI1SC_1497 
wait 0 
if 
   Car.Wrecked($8306)
jf @HELI1SC_1158 
jump @HELI1SC_1504 

:HELI1SC_1158
if 
80DC:   not player $PLAYER_CHAR in_car $8306 
jf @HELI1SC_1184 
jump @HELI1SC_1504 

:HELI1SC_1184
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $8311 $8312 $8313 radius 5.0 5.0 5.0 
jf @HELI1SC_1410 
018C: play_sound 1 at 0.0 0.0 0.0 
$8309 += 1 // $ += int 
Marker.Disable($8307)
Marker.Disable($8308)
gosub @HELI1SC_1847 
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
if 
  28 > $8309 // int > $ 
jf @HELI1SC_1403 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
if 
  27 > $8309 // int > $ 
jf @HELI1SC_1389 
0165: set_marker $8308 color_to 5 
jump @HELI1SC_1396 

:HELI1SC_1389
0165: set_marker $8308 color_to 0 

:HELI1SC_1396
jump @HELI1SC_1410 

:HELI1SC_1403
0165: set_marker $8307 color_to 0 

:HELI1SC_1410
if 
  $8309 == 28 // $ == int 
jf @HELI1SC_1462 
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI1SC_1490 

:HELI1SC_1462
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI1SC_1490
jump @HELI1SC_1113 

:HELI1SC_1497
jump @HELI1SC_1521 

:HELI1SC_1504
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI1SC_1521
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1985 == 0 // $ == int 
jf @HELI1SC_1585 
030C: progress_made += 1 
0595: mission_complete 
$1985 = 1 // $ = int 

:HELI1SC_1585
$8310 /= 1000 // $ /= int 
042E: register_lowest_int_stat 12 to $8310 
0084: $7889 = $8310 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $8310 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
001C:   $717 > $8310 // $ > $ int 
jf @HELI1SC_1747 
0084: $717 = $8310 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @HELI1SC_1719 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @HELI1SC_1740 

:HELI1SC_1719
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:HELI1SC_1740
jump @HELI1SC_1814 

:HELI1SC_1747
if 
  $7890 > 9 // $ > int 
jf @HELI1SC_1793 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @HELI1SC_1814 

:HELI1SC_1793
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:HELI1SC_1814
return 

:HELI1SC_1816
$ONMISSION = 0 // $ = int 
014F: stop_timer $8310 
Marker.Disable($8307)
Marker.Disable($8308)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:HELI1SC_1847
if 
  $8309 == 0 // $ == int 
jf @HELI1SC_1913 
0086: $8311 = $7939 // $ = $ float 
0086: $8312 = $7940 // $ = $ float 
0086: $8313 = $7941 // $ = $ float 
0086: $8314 = $7942 // $ = $ float 
0086: $8315 = $7943 // $ = $ float 
0086: $8316 = $7944 // $ = $ float 

:HELI1SC_1913
if 
  $8309 == 1 // $ == int 
jf @HELI1SC_1979 
0086: $8311 = $7942 // $ = $ float 
0086: $8312 = $7943 // $ = $ float 
0086: $8313 = $7944 // $ = $ float 
0086: $8314 = $7945 // $ = $ float 
0086: $8315 = $7946 // $ = $ float 
0086: $8316 = $7947 // $ = $ float 

:HELI1SC_1979
if 
  $8309 == 2 // $ == int 
jf @HELI1SC_2045 
0086: $8311 = $7945 // $ = $ float 
0086: $8312 = $7946 // $ = $ float 
0086: $8313 = $7947 // $ = $ float 
0086: $8314 = $7948 // $ = $ float 
0086: $8315 = $7949 // $ = $ float 
0086: $8316 = $7950 // $ = $ float 

:HELI1SC_2045
if 
  $8309 == 3 // $ == int 
jf @HELI1SC_2111 
0086: $8311 = $7948 // $ = $ float 
0086: $8312 = $7949 // $ = $ float 
0086: $8313 = $7950 // $ = $ float 
0086: $8314 = $7951 // $ = $ float 
0086: $8315 = $7952 // $ = $ float 
0086: $8316 = $7953 // $ = $ float 

:HELI1SC_2111
if 
  $8309 == 4 // $ == int 
jf @HELI1SC_2177 
0086: $8311 = $7951 // $ = $ float 
0086: $8312 = $7952 // $ = $ float 
0086: $8313 = $7953 // $ = $ float 
0086: $8314 = $7954 // $ = $ float 
0086: $8315 = $7955 // $ = $ float 
0086: $8316 = $7956 // $ = $ float 

:HELI1SC_2177
if 
  $8309 == 5 // $ == int 
jf @HELI1SC_2243 
0086: $8311 = $7954 // $ = $ float 
0086: $8312 = $7955 // $ = $ float 
0086: $8313 = $7956 // $ = $ float 
0086: $8314 = $7957 // $ = $ float 
0086: $8315 = $7958 // $ = $ float 
0086: $8316 = $7959 // $ = $ float 

:HELI1SC_2243
if 
  $8309 == 6 // $ == int 
jf @HELI1SC_2309 
0086: $8311 = $7957 // $ = $ float 
0086: $8312 = $7958 // $ = $ float 
0086: $8313 = $7959 // $ = $ float 
0086: $8314 = $7960 // $ = $ float 
0086: $8315 = $7961 // $ = $ float 
0086: $8316 = $7962 // $ = $ float 

:HELI1SC_2309
if 
  $8309 == 7 // $ == int 
jf @HELI1SC_2375 
0086: $8311 = $7960 // $ = $ float 
0086: $8312 = $7961 // $ = $ float 
0086: $8313 = $7962 // $ = $ float 
0086: $8314 = $7963 // $ = $ float 
0086: $8315 = $7964 // $ = $ float 
0086: $8316 = $7965 // $ = $ float 

:HELI1SC_2375
if 
  $8309 == 8 // $ == int 
jf @HELI1SC_2441 
0086: $8311 = $7963 // $ = $ float 
0086: $8312 = $7964 // $ = $ float 
0086: $8313 = $7965 // $ = $ float 
0086: $8314 = $7966 // $ = $ float 
0086: $8315 = $7967 // $ = $ float 
0086: $8316 = $7968 // $ = $ float 

:HELI1SC_2441
if 
  $8309 == 9 // $ == int 
jf @HELI1SC_2507 
0086: $8311 = $7966 // $ = $ float 
0086: $8312 = $7967 // $ = $ float 
0086: $8313 = $7968 // $ = $ float 
0086: $8314 = $7969 // $ = $ float 
0086: $8315 = $7970 // $ = $ float 
0086: $8316 = $7971 // $ = $ float 

:HELI1SC_2507
if 
  $8309 == 10 // $ == int 
jf @HELI1SC_2573 
0086: $8311 = $7969 // $ = $ float 
0086: $8312 = $7970 // $ = $ float 
0086: $8313 = $7971 // $ = $ float 
0086: $8314 = $7972 // $ = $ float 
0086: $8315 = $7973 // $ = $ float 
0086: $8316 = $7974 // $ = $ float 

:HELI1SC_2573
if 
  $8309 == 11 // $ == int 
jf @HELI1SC_2639 
0086: $8311 = $7972 // $ = $ float 
0086: $8312 = $7973 // $ = $ float 
0086: $8313 = $7974 // $ = $ float 
0086: $8314 = $7975 // $ = $ float 
0086: $8315 = $7976 // $ = $ float 
0086: $8316 = $7977 // $ = $ float 

:HELI1SC_2639
if 
  $8309 == 12 // $ == int 
jf @HELI1SC_2705 
0086: $8311 = $7975 // $ = $ float 
0086: $8312 = $7976 // $ = $ float 
0086: $8313 = $7977 // $ = $ float 
0086: $8314 = $7978 // $ = $ float 
0086: $8315 = $7979 // $ = $ float 
0086: $8316 = $7980 // $ = $ float 

:HELI1SC_2705
if 
  $8309 == 13 // $ == int 
jf @HELI1SC_2771 
0086: $8311 = $7978 // $ = $ float 
0086: $8312 = $7979 // $ = $ float 
0086: $8313 = $7980 // $ = $ float 
0086: $8314 = $7981 // $ = $ float 
0086: $8315 = $7982 // $ = $ float 
0086: $8316 = $7983 // $ = $ float 

:HELI1SC_2771
if 
  $8309 == 14 // $ == int 
jf @HELI1SC_2837 
0086: $8311 = $7981 // $ = $ float 
0086: $8312 = $7982 // $ = $ float 
0086: $8313 = $7983 // $ = $ float 
0086: $8314 = $7984 // $ = $ float 
0086: $8315 = $7985 // $ = $ float 
0086: $8316 = $7986 // $ = $ float 

:HELI1SC_2837
if 
  $8309 == 15 // $ == int 
jf @HELI1SC_2903 
0086: $8311 = $7984 // $ = $ float 
0086: $8312 = $7985 // $ = $ float 
0086: $8313 = $7986 // $ = $ float 
0086: $8314 = $7987 // $ = $ float 
0086: $8315 = $7988 // $ = $ float 
0086: $8316 = $7989 // $ = $ float 

:HELI1SC_2903
if 
  $8309 == 16 // $ == int 
jf @HELI1SC_2969 
0086: $8311 = $7987 // $ = $ float 
0086: $8312 = $7988 // $ = $ float 
0086: $8313 = $7989 // $ = $ float 
0086: $8314 = $7990 // $ = $ float 
0086: $8315 = $7991 // $ = $ float 
0086: $8316 = $7992 // $ = $ float 

:HELI1SC_2969
if 
  $8309 == 17 // $ == int 
jf @HELI1SC_3035 
0086: $8311 = $7990 // $ = $ float 
0086: $8312 = $7991 // $ = $ float 
0086: $8313 = $7992 // $ = $ float 
0086: $8314 = $7993 // $ = $ float 
0086: $8315 = $7994 // $ = $ float 
0086: $8316 = $7995 // $ = $ float 

:HELI1SC_3035
if 
  $8309 == 18 // $ == int 
jf @HELI1SC_3101 
0086: $8311 = $7993 // $ = $ float 
0086: $8312 = $7994 // $ = $ float 
0086: $8313 = $7995 // $ = $ float 
0086: $8314 = $7996 // $ = $ float 
0086: $8315 = $7997 // $ = $ float 
0086: $8316 = $7998 // $ = $ float 

:HELI1SC_3101
if 
  $8309 == 19 // $ == int 
jf @HELI1SC_3167 
0086: $8311 = $7996 // $ = $ float 
0086: $8312 = $7997 // $ = $ float 
0086: $8313 = $7998 // $ = $ float 
0086: $8314 = $7999 // $ = $ float 
0086: $8315 = $8000 // $ = $ float 
0086: $8316 = $8001 // $ = $ float 

:HELI1SC_3167
if 
  $8309 == 20 // $ == int 
jf @HELI1SC_3233 
0086: $8311 = $7999 // $ = $ float 
0086: $8312 = $8000 // $ = $ float 
0086: $8313 = $8001 // $ = $ float 
0086: $8314 = $8002 // $ = $ float 
0086: $8315 = $8003 // $ = $ float 
0086: $8316 = $8004 // $ = $ float 

:HELI1SC_3233
if 
  $8309 == 21 // $ == int 
jf @HELI1SC_3299 
0086: $8311 = $8002 // $ = $ float 
0086: $8312 = $8003 // $ = $ float 
0086: $8313 = $8004 // $ = $ float 
0086: $8314 = $8005 // $ = $ float 
0086: $8315 = $8006 // $ = $ float 
0086: $8316 = $8007 // $ = $ float 

:HELI1SC_3299
if 
  $8309 == 22 // $ == int 
jf @HELI1SC_3365 
0086: $8311 = $8005 // $ = $ float 
0086: $8312 = $8006 // $ = $ float 
0086: $8313 = $8007 // $ = $ float 
0086: $8314 = $8008 // $ = $ float 
0086: $8315 = $8009 // $ = $ float 
0086: $8316 = $8010 // $ = $ float 

:HELI1SC_3365
if 
  $8309 == 23 // $ == int 
jf @HELI1SC_3431 
0086: $8311 = $8008 // $ = $ float 
0086: $8312 = $8009 // $ = $ float 
0086: $8313 = $8010 // $ = $ float 
0086: $8314 = $8011 // $ = $ float 
0086: $8315 = $8012 // $ = $ float 
0086: $8316 = $8013 // $ = $ float 

:HELI1SC_3431
if 
  $8309 == 24 // $ == int 
jf @HELI1SC_3497 
0086: $8311 = $8011 // $ = $ float 
0086: $8312 = $8012 // $ = $ float 
0086: $8313 = $8013 // $ = $ float 
0086: $8314 = $8014 // $ = $ float 
0086: $8315 = $8015 // $ = $ float 
0086: $8316 = $8016 // $ = $ float 

:HELI1SC_3497
if 
  $8309 == 25 // $ == int 
jf @HELI1SC_3563 
0086: $8311 = $8014 // $ = $ float 
0086: $8312 = $8015 // $ = $ float 
0086: $8313 = $8016 // $ = $ float 
0086: $8314 = $8017 // $ = $ float 
0086: $8315 = $8018 // $ = $ float 
0086: $8316 = $8019 // $ = $ float 

:HELI1SC_3563
if 
  $8309 == 26 // $ == int 
jf @HELI1SC_3629 
0086: $8311 = $8017 // $ = $ float 
0086: $8312 = $8018 // $ = $ float 
0086: $8313 = $8019 // $ = $ float 
0086: $8314 = $8020 // $ = $ float 
0086: $8315 = $8021 // $ = $ float 
0086: $8316 = $8022 // $ = $ float 

:HELI1SC_3629
if 
  $8309 == 27 // $ == int 
jf @HELI1SC_3695 
0086: $8311 = $8020 // $ = $ float 
0086: $8312 = $8021 // $ = $ float 
0086: $8313 = $8022 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI1SC_3695
if 
  $8309 == 28 // $ == int 
jf @HELI1SC_3761 
0086: $8311 = $8023 // $ = $ float 
0086: $8312 = $8024 // $ = $ float 
0086: $8313 = $8025 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI1SC_3761
return 

//-------------Mission 85---------------
// Originally: Ocean Beach Chopper Checkpoint

:HELI2SC
gosub @HELI2SC_36 
if 
wasted_or_busted 
jf @HELI2SC_27 
gosub @HELI2SC_1144 

:HELI2SC_27
gosub @HELI2SC_1456 
terminate_this_script 

:HELI2SC_36
$ONMISSION = 1 // $ = int 
$8309 = 0 // $ = int 
script_name 'HELI2SC' 
wait 0 
if 
  $1986 == 0 // $ == int 
jf @HELI2SC_84 
increment_mission_attempts 

:HELI2SC_84
$7939 = 77.8349 // $ = float 
$7940 = -1224.688 // $ = float 
$7941 = 17.9498 // $ = float 
$7942 = 103.4742 // $ = float 
$7943 = -1127.885 // $ = float 
$7944 = 18.187 // $ = float 
$7945 = 203.3635 // $ = float 
$7946 = -1135.508 // $ = float 
$7947 = 21.531 // $ = float 
$7948 = 260.3221 // $ = float 
$7949 = -1217.484 // $ = float 
$7950 = 13.0769 // $ = float 
$7951 = 164.5704 // $ = float 
$7952 = -1245.728 // $ = float 
$7953 = 21.9229 // $ = float 
$7954 = 70.0126 // $ = float 
$7955 = -1278.617 // $ = float 
$7956 = 19.1218 // $ = float 
$7957 = 37.6583 // $ = float 
$7958 = -1373.451 // $ = float 
$7959 = 19.4852 // $ = float 
$7960 = -61.5636 // $ = float 
$7961 = -1381.003 // $ = float 
$7962 = 30.3879 // $ = float 
$7963 = -155.5676 // $ = float 
$7964 = -1349.141 // $ = float 
$7965 = 17.5384 // $ = float 
$7966 = -185.4706 // $ = float 
$7967 = -1444.637 // $ = float 
$7968 = 14.7326 // $ = float 
$7969 = -113.9027 // $ = float 
$7970 = -1513.1 // $ = float 
$7971 = 29.4323 // $ = float 
$7972 = -27.0724 // $ = float 
$7973 = -1561.844 // $ = float 
$7974 = 19.2416 // $ = float 
$7975 = 52.9751 // $ = float 
$7976 = -1502.762 // $ = float 
$7977 = 32.7119 // $ = float 
$7978 = 128.6115 // $ = float 
$7979 = -1438.513 // $ = float 
$7980 = 19.4189 // $ = float 
$7981 = 178.8131 // $ = float 
$7982 = -1351.66 // $ = float 
$7983 = 23.4365 // $ = float 
$7984 = 140.4057 // $ = float 
$7985 = -1259.035 // $ = float 
$7986 = 23.2808 // $ = float 
$7987 = 49.463 // $ = float 
$7988 = -1300.512 // $ = float 
$7989 = 18.1885 // $ = float 
gosub @HELI2SC_1487 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
0165: set_marker $8308 color_to 5 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
$8310 = 0 // $ = int 
03C3: set_timer_with_text_to $8310 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI2SC_746 
00DA: $8306 = player $PLAYER_CHAR car 
jump @HELI2SC_753 

:HELI2SC_746
jump @HELI2SC_1144 

:HELI2SC_753
if 
   not $8309 == 17 // $ == int 
jf @HELI2SC_1137 
wait 0 
if 
   Car.Wrecked($8306)
jf @HELI2SC_798 
jump @HELI2SC_1144 

:HELI2SC_798
if 
80DC:   not player $PLAYER_CHAR in_car $8306 
jf @HELI2SC_824 
jump @HELI2SC_1144 

:HELI2SC_824
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $8311 $8312 $8313 radius 5.0 5.0 5.0 
jf @HELI2SC_1050 
018C: play_sound 1 at 0.0 0.0 0.0 
$8309 += 1 // $ += int 
Marker.Disable($8307)
Marker.Disable($8308)
gosub @HELI2SC_1487 
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
if 
  16 > $8309 // int > $ 
jf @HELI2SC_1043 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
if 
  15 > $8309 // int > $ 
jf @HELI2SC_1029 
0165: set_marker $8308 color_to 5 
jump @HELI2SC_1036 

:HELI2SC_1029
0165: set_marker $8308 color_to 0 

:HELI2SC_1036
jump @HELI2SC_1050 

:HELI2SC_1043
0165: set_marker $8307 color_to 0 

:HELI2SC_1050
if 
  $8309 == 16 // $ == int 
jf @HELI2SC_1102 
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI2SC_1130 

:HELI2SC_1102
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI2SC_1130
jump @HELI2SC_753 

:HELI2SC_1137
jump @HELI2SC_1161 

:HELI2SC_1144
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI2SC_1161
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1986 == 0 // $ == int 
jf @HELI2SC_1225 
030C: progress_made += 1 
0595: mission_complete 
$1986 = 1 // $ = int 

:HELI2SC_1225
$8310 /= 1000 // $ /= int 
042E: register_lowest_int_stat 13 to $8310 
0084: $7889 = $8310 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $8310 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
001C:   $718 > $8310 // $ > $ int 
jf @HELI2SC_1387 
0084: $718 = $8310 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @HELI2SC_1359 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @HELI2SC_1380 

:HELI2SC_1359
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:HELI2SC_1380
jump @HELI2SC_1454 

:HELI2SC_1387
if 
  $7890 > 9 // $ > int 
jf @HELI2SC_1433 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @HELI2SC_1454 

:HELI2SC_1433
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:HELI2SC_1454
return 

:HELI2SC_1456
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $8310 
Marker.Disable($8307)
Marker.Disable($8308)
mission_cleanup 
return 

:HELI2SC_1487
if 
  $8309 == 0 // $ == int 
jf @HELI2SC_1553 
0086: $8311 = $7939 // $ = $ float 
0086: $8312 = $7940 // $ = $ float 
0086: $8313 = $7941 // $ = $ float 
0086: $8314 = $7942 // $ = $ float 
0086: $8315 = $7943 // $ = $ float 
0086: $8316 = $7944 // $ = $ float 

:HELI2SC_1553
if 
  $8309 == 1 // $ == int 
jf @HELI2SC_1619 
0086: $8311 = $7942 // $ = $ float 
0086: $8312 = $7943 // $ = $ float 
0086: $8313 = $7944 // $ = $ float 
0086: $8314 = $7945 // $ = $ float 
0086: $8315 = $7946 // $ = $ float 
0086: $8316 = $7947 // $ = $ float 

:HELI2SC_1619
if 
  $8309 == 2 // $ == int 
jf @HELI2SC_1685 
0086: $8311 = $7945 // $ = $ float 
0086: $8312 = $7946 // $ = $ float 
0086: $8313 = $7947 // $ = $ float 
0086: $8314 = $7948 // $ = $ float 
0086: $8315 = $7949 // $ = $ float 
0086: $8316 = $7950 // $ = $ float 

:HELI2SC_1685
if 
  $8309 == 3 // $ == int 
jf @HELI2SC_1751 
0086: $8311 = $7948 // $ = $ float 
0086: $8312 = $7949 // $ = $ float 
0086: $8313 = $7950 // $ = $ float 
0086: $8314 = $7951 // $ = $ float 
0086: $8315 = $7952 // $ = $ float 
0086: $8316 = $7953 // $ = $ float 

:HELI2SC_1751
if 
  $8309 == 4 // $ == int 
jf @HELI2SC_1817 
0086: $8311 = $7951 // $ = $ float 
0086: $8312 = $7952 // $ = $ float 
0086: $8313 = $7953 // $ = $ float 
0086: $8314 = $7954 // $ = $ float 
0086: $8315 = $7955 // $ = $ float 
0086: $8316 = $7956 // $ = $ float 

:HELI2SC_1817
if 
  $8309 == 5 // $ == int 
jf @HELI2SC_1883 
0086: $8311 = $7954 // $ = $ float 
0086: $8312 = $7955 // $ = $ float 
0086: $8313 = $7956 // $ = $ float 
0086: $8314 = $7957 // $ = $ float 
0086: $8315 = $7958 // $ = $ float 
0086: $8316 = $7959 // $ = $ float 

:HELI2SC_1883
if 
  $8309 == 6 // $ == int 
jf @HELI2SC_1949 
0086: $8311 = $7957 // $ = $ float 
0086: $8312 = $7958 // $ = $ float 
0086: $8313 = $7959 // $ = $ float 
0086: $8314 = $7960 // $ = $ float 
0086: $8315 = $7961 // $ = $ float 
0086: $8316 = $7962 // $ = $ float 

:HELI2SC_1949
if 
  $8309 == 7 // $ == int 
jf @HELI2SC_2015 
0086: $8311 = $7960 // $ = $ float 
0086: $8312 = $7961 // $ = $ float 
0086: $8313 = $7962 // $ = $ float 
0086: $8314 = $7963 // $ = $ float 
0086: $8315 = $7964 // $ = $ float 
0086: $8316 = $7965 // $ = $ float 

:HELI2SC_2015
if 
  $8309 == 8 // $ == int 
jf @HELI2SC_2081 
0086: $8311 = $7963 // $ = $ float 
0086: $8312 = $7964 // $ = $ float 
0086: $8313 = $7965 // $ = $ float 
0086: $8314 = $7966 // $ = $ float 
0086: $8315 = $7967 // $ = $ float 
0086: $8316 = $7968 // $ = $ float 

:HELI2SC_2081
if 
  $8309 == 9 // $ == int 
jf @HELI2SC_2147 
0086: $8311 = $7966 // $ = $ float 
0086: $8312 = $7967 // $ = $ float 
0086: $8313 = $7968 // $ = $ float 
0086: $8314 = $7969 // $ = $ float 
0086: $8315 = $7970 // $ = $ float 
0086: $8316 = $7971 // $ = $ float 

:HELI2SC_2147
if 
  $8309 == 10 // $ == int 
jf @HELI2SC_2213 
0086: $8311 = $7969 // $ = $ float 
0086: $8312 = $7970 // $ = $ float 
0086: $8313 = $7971 // $ = $ float 
0086: $8314 = $7972 // $ = $ float 
0086: $8315 = $7973 // $ = $ float 
0086: $8316 = $7974 // $ = $ float 

:HELI2SC_2213
if 
  $8309 == 11 // $ == int 
jf @HELI2SC_2279 
0086: $8311 = $7972 // $ = $ float 
0086: $8312 = $7973 // $ = $ float 
0086: $8313 = $7974 // $ = $ float 
0086: $8314 = $7975 // $ = $ float 
0086: $8315 = $7976 // $ = $ float 
0086: $8316 = $7977 // $ = $ float 

:HELI2SC_2279
if 
  $8309 == 12 // $ == int 
jf @HELI2SC_2345 
0086: $8311 = $7975 // $ = $ float 
0086: $8312 = $7976 // $ = $ float 
0086: $8313 = $7977 // $ = $ float 
0086: $8314 = $7978 // $ = $ float 
0086: $8315 = $7979 // $ = $ float 
0086: $8316 = $7980 // $ = $ float 

:HELI2SC_2345
if 
  $8309 == 13 // $ == int 
jf @HELI2SC_2411 
0086: $8311 = $7978 // $ = $ float 
0086: $8312 = $7979 // $ = $ float 
0086: $8313 = $7980 // $ = $ float 
0086: $8314 = $7981 // $ = $ float 
0086: $8315 = $7982 // $ = $ float 
0086: $8316 = $7983 // $ = $ float 

:HELI2SC_2411
if 
  $8309 == 14 // $ == int 
jf @HELI2SC_2477 
0086: $8311 = $7981 // $ = $ float 
0086: $8312 = $7982 // $ = $ float 
0086: $8313 = $7983 // $ = $ float 
0086: $8314 = $7984 // $ = $ float 
0086: $8315 = $7985 // $ = $ float 
0086: $8316 = $7986 // $ = $ float 

:HELI2SC_2477
if 
  $8309 == 15 // $ == int 
jf @HELI2SC_2543 
0086: $8311 = $7984 // $ = $ float 
0086: $8312 = $7985 // $ = $ float 
0086: $8313 = $7986 // $ = $ float 
0086: $8314 = $7987 // $ = $ float 
0086: $8315 = $7988 // $ = $ float 
0086: $8316 = $7989 // $ = $ float 

:HELI2SC_2543
if 
  $8309 == 16 // $ == int 
jf @HELI2SC_2609 
0086: $8311 = $7987 // $ = $ float 
0086: $8312 = $7988 // $ = $ float 
0086: $8313 = $7989 // $ = $ float 
0086: $8314 = $7990 // $ = $ float 
0086: $8315 = $7991 // $ = $ float 
0086: $8316 = $7992 // $ = $ float 

:HELI2SC_2609
if 
  $8309 == 17 // $ == int 
jf @HELI2SC_2675 
0086: $8311 = $7990 // $ = $ float 
0086: $8312 = $7991 // $ = $ float 
0086: $8313 = $7992 // $ = $ float 
0086: $8314 = $7993 // $ = $ float 
0086: $8315 = $7994 // $ = $ float 
0086: $8316 = $7995 // $ = $ float 

:HELI2SC_2675
if 
  $8309 == 18 // $ == int 
jf @HELI2SC_2741 
0086: $8311 = $7993 // $ = $ float 
0086: $8312 = $7994 // $ = $ float 
0086: $8313 = $7995 // $ = $ float 
0086: $8314 = $7996 // $ = $ float 
0086: $8315 = $7997 // $ = $ float 
0086: $8316 = $7998 // $ = $ float 

:HELI2SC_2741
if 
  $8309 == 19 // $ == int 
jf @HELI2SC_2807 
0086: $8311 = $7996 // $ = $ float 
0086: $8312 = $7997 // $ = $ float 
0086: $8313 = $7998 // $ = $ float 
0086: $8314 = $7999 // $ = $ float 
0086: $8315 = $8000 // $ = $ float 
0086: $8316 = $8001 // $ = $ float 

:HELI2SC_2807
if 
  $8309 == 20 // $ == int 
jf @HELI2SC_2873 
0086: $8311 = $7999 // $ = $ float 
0086: $8312 = $8000 // $ = $ float 
0086: $8313 = $8001 // $ = $ float 
0086: $8314 = $8002 // $ = $ float 
0086: $8315 = $8003 // $ = $ float 
0086: $8316 = $8004 // $ = $ float 

:HELI2SC_2873
if 
  $8309 == 21 // $ == int 
jf @HELI2SC_2939 
0086: $8311 = $8002 // $ = $ float 
0086: $8312 = $8003 // $ = $ float 
0086: $8313 = $8004 // $ = $ float 
0086: $8314 = $8005 // $ = $ float 
0086: $8315 = $8006 // $ = $ float 
0086: $8316 = $8007 // $ = $ float 

:HELI2SC_2939
if 
  $8309 == 22 // $ == int 
jf @HELI2SC_3005 
0086: $8311 = $8005 // $ = $ float 
0086: $8312 = $8006 // $ = $ float 
0086: $8313 = $8007 // $ = $ float 
0086: $8314 = $8008 // $ = $ float 
0086: $8315 = $8009 // $ = $ float 
0086: $8316 = $8010 // $ = $ float 

:HELI2SC_3005
if 
  $8309 == 23 // $ == int 
jf @HELI2SC_3071 
0086: $8311 = $8008 // $ = $ float 
0086: $8312 = $8009 // $ = $ float 
0086: $8313 = $8010 // $ = $ float 
0086: $8314 = $8011 // $ = $ float 
0086: $8315 = $8012 // $ = $ float 
0086: $8316 = $8013 // $ = $ float 

:HELI2SC_3071
if 
  $8309 == 24 // $ == int 
jf @HELI2SC_3137 
0086: $8311 = $8011 // $ = $ float 
0086: $8312 = $8012 // $ = $ float 
0086: $8313 = $8013 // $ = $ float 
0086: $8314 = $8014 // $ = $ float 
0086: $8315 = $8015 // $ = $ float 
0086: $8316 = $8016 // $ = $ float 

:HELI2SC_3137
if 
  $8309 == 25 // $ == int 
jf @HELI2SC_3203 
0086: $8311 = $8014 // $ = $ float 
0086: $8312 = $8015 // $ = $ float 
0086: $8313 = $8016 // $ = $ float 
0086: $8314 = $8017 // $ = $ float 
0086: $8315 = $8018 // $ = $ float 
0086: $8316 = $8019 // $ = $ float 

:HELI2SC_3203
if 
  $8309 == 26 // $ == int 
jf @HELI2SC_3269 
0086: $8311 = $8017 // $ = $ float 
0086: $8312 = $8018 // $ = $ float 
0086: $8313 = $8019 // $ = $ float 
0086: $8314 = $8020 // $ = $ float 
0086: $8315 = $8021 // $ = $ float 
0086: $8316 = $8022 // $ = $ float 

:HELI2SC_3269
if 
  $8309 == 27 // $ == int 
jf @HELI2SC_3335 
0086: $8311 = $8020 // $ = $ float 
0086: $8312 = $8021 // $ = $ float 
0086: $8313 = $8022 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI2SC_3335
if 
  $8309 == 28 // $ == int 
jf @HELI2SC_3401 
0086: $8311 = $8023 // $ = $ float 
0086: $8312 = $8024 // $ = $ float 
0086: $8313 = $8025 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI2SC_3401
return 

//-------------Mission 86---------------
// Originally: Vice Point Chopper Checkpoint

:HELI3SC
gosub @HELI3SC_36 
if 
wasted_or_busted 
jf @HELI3SC_27 
gosub @HELI3SC_1144 

:HELI3SC_27
gosub @HELI3SC_1456 
terminate_this_script 

:HELI3SC_36
$ONMISSION = 1 // $ = int 
$8309 = 0 // $ = int 
script_name 'HELI3SC' 
wait 0 
if 
  $1987 == 0 // $ == int 
jf @HELI3SC_84 
increment_mission_attempts 

:HELI3SC_84
$7939 = 418.872 // $ = float 
$7940 = 424.212 // $ = float 
$7941 = 23.939 // $ = float 
$7942 = 468.2843 // $ = float 
$7943 = 511.3465 // $ = float 
$7944 = 17.8339 // $ = float 
$7945 = 388.0189 // $ = float 
$7946 = 570.6234 // $ = float 
$7947 = 24.7767 // $ = float 
$7948 = 402.4129 // $ = float 
$7949 = 669.7875 // $ = float 
$7950 = 19.5342 // $ = float 
$7951 = 414.7332 // $ = float 
$7952 = 768.9945 // $ = float 
$7953 = 26.2997 // $ = float 
$7954 = 404.726 // $ = float 
$7955 = 868.2524 // $ = float 
$7956 = 36.0822 // $ = float 
$7957 = 431.2298 // $ = float 
$7958 = 964.5178 // $ = float 
$7959 = 25.8298 // $ = float 
$7960 = 530.7483 // $ = float 
$7961 = 954.3203 // $ = float 
$7962 = 19.5602 // $ = float 
$7963 = 560.0611 // $ = float 
$7964 = 858.4435 // $ = float 
$7965 = 22.8934 // $ = float 
$7966 = 535.6741 // $ = float 
$7967 = 761.8905 // $ = float 
$7968 = 34.4453 // $ = float 
$7969 = 436.7039 // $ = float 
$7970 = 759.5037 // $ = float 
$7971 = 20.3001 // $ = float 
$7972 = 416.7489 // $ = float 
$7973 = 661.619 // $ = float 
$7974 = 14.1113 // $ = float 
$7975 = 365.7069 // $ = float 
$7976 = 575.3921 // $ = float 
$7977 = 13.7494 // $ = float 
$7978 = 368.4762 // $ = float 
$7979 = 474.9647 // $ = float 
$7980 = 21.6989 // $ = float 
$7981 = 325.9177 // $ = float 
$7982 = 384.3626 // $ = float 
$7983 = 16.9171 // $ = float 
$7984 = 362.0646 // $ = float 
$7985 = 291.0115 // $ = float 
$7986 = 22.9123 // $ = float 
$7987 = 299.0425 // $ = float 
$7988 = 366.165 // $ = float 
$7989 = 44.0408 // $ = float 
gosub @HELI3SC_1487 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
0165: set_marker $8308 color_to 5 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
$8310 = 0 // $ = int 
03C3: set_timer_with_text_to $8310 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI3SC_746 
00DA: $8306 = player $PLAYER_CHAR car 
jump @HELI3SC_753 

:HELI3SC_746
jump @HELI3SC_1144 

:HELI3SC_753
if 
   not $8309 == 17 // $ == int 
jf @HELI3SC_1137 
wait 0 
if 
   Car.Wrecked($8306)
jf @HELI3SC_798 
jump @HELI3SC_1144 

:HELI3SC_798
if 
80DC:   not player $PLAYER_CHAR in_car $8306 
jf @HELI3SC_824 
jump @HELI3SC_1144 

:HELI3SC_824
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $8311 $8312 $8313 radius 5.0 5.0 5.0 
jf @HELI3SC_1050 
018C: play_sound 1 at 0.0 0.0 0.0 
$8309 += 1 // $ += int 
Marker.Disable($8307)
Marker.Disable($8308)
gosub @HELI3SC_1487 
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
if 
  16 > $8309 // int > $ 
jf @HELI3SC_1043 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
if 
  15 > $8309 // int > $ 
jf @HELI3SC_1029 
0165: set_marker $8308 color_to 5 
jump @HELI3SC_1036 

:HELI3SC_1029
0165: set_marker $8308 color_to 0 

:HELI3SC_1036
jump @HELI3SC_1050 

:HELI3SC_1043
0165: set_marker $8307 color_to 0 

:HELI3SC_1050
if 
  $8309 == 16 // $ == int 
jf @HELI3SC_1102 
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI3SC_1130 

:HELI3SC_1102
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI3SC_1130
jump @HELI3SC_753 

:HELI3SC_1137
jump @HELI3SC_1161 

:HELI3SC_1144
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI3SC_1161
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1987 == 0 // $ == int 
jf @HELI3SC_1225 
030C: progress_made += 1 
0595: mission_complete 
$1987 = 1 // $ = int 

:HELI3SC_1225
$8310 /= 1000 // $ /= int 
042E: register_lowest_int_stat 14 to $8310 
0084: $7889 = $8310 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $8310 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
001C:   $719 > $8310 // $ > $ int 
jf @HELI3SC_1387 
0084: $719 = $8310 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @HELI3SC_1359 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @HELI3SC_1380 

:HELI3SC_1359
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:HELI3SC_1380
jump @HELI3SC_1454 

:HELI3SC_1387
if 
  $7890 > 9 // $ > int 
jf @HELI3SC_1433 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @HELI3SC_1454 

:HELI3SC_1433
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:HELI3SC_1454
return 

:HELI3SC_1456
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $8310 
Marker.Disable($8307)
Marker.Disable($8308)
mission_cleanup 
return 

:HELI3SC_1487
if 
  $8309 == 0 // $ == int 
jf @HELI3SC_1553 
0086: $8311 = $7939 // $ = $ float 
0086: $8312 = $7940 // $ = $ float 
0086: $8313 = $7941 // $ = $ float 
0086: $8314 = $7942 // $ = $ float 
0086: $8315 = $7943 // $ = $ float 
0086: $8316 = $7944 // $ = $ float 

:HELI3SC_1553
if 
  $8309 == 1 // $ == int 
jf @HELI3SC_1619 
0086: $8311 = $7942 // $ = $ float 
0086: $8312 = $7943 // $ = $ float 
0086: $8313 = $7944 // $ = $ float 
0086: $8314 = $7945 // $ = $ float 
0086: $8315 = $7946 // $ = $ float 
0086: $8316 = $7947 // $ = $ float 

:HELI3SC_1619
if 
  $8309 == 2 // $ == int 
jf @HELI3SC_1685 
0086: $8311 = $7945 // $ = $ float 
0086: $8312 = $7946 // $ = $ float 
0086: $8313 = $7947 // $ = $ float 
0086: $8314 = $7948 // $ = $ float 
0086: $8315 = $7949 // $ = $ float 
0086: $8316 = $7950 // $ = $ float 

:HELI3SC_1685
if 
  $8309 == 3 // $ == int 
jf @HELI3SC_1751 
0086: $8311 = $7948 // $ = $ float 
0086: $8312 = $7949 // $ = $ float 
0086: $8313 = $7950 // $ = $ float 
0086: $8314 = $7951 // $ = $ float 
0086: $8315 = $7952 // $ = $ float 
0086: $8316 = $7953 // $ = $ float 

:HELI3SC_1751
if 
  $8309 == 4 // $ == int 
jf @HELI3SC_1817 
0086: $8311 = $7951 // $ = $ float 
0086: $8312 = $7952 // $ = $ float 
0086: $8313 = $7953 // $ = $ float 
0086: $8314 = $7954 // $ = $ float 
0086: $8315 = $7955 // $ = $ float 
0086: $8316 = $7956 // $ = $ float 

:HELI3SC_1817
if 
  $8309 == 5 // $ == int 
jf @HELI3SC_1883 
0086: $8311 = $7954 // $ = $ float 
0086: $8312 = $7955 // $ = $ float 
0086: $8313 = $7956 // $ = $ float 
0086: $8314 = $7957 // $ = $ float 
0086: $8315 = $7958 // $ = $ float 
0086: $8316 = $7959 // $ = $ float 

:HELI3SC_1883
if 
  $8309 == 6 // $ == int 
jf @HELI3SC_1949 
0086: $8311 = $7957 // $ = $ float 
0086: $8312 = $7958 // $ = $ float 
0086: $8313 = $7959 // $ = $ float 
0086: $8314 = $7960 // $ = $ float 
0086: $8315 = $7961 // $ = $ float 
0086: $8316 = $7962 // $ = $ float 

:HELI3SC_1949
if 
  $8309 == 7 // $ == int 
jf @HELI3SC_2015 
0086: $8311 = $7960 // $ = $ float 
0086: $8312 = $7961 // $ = $ float 
0086: $8313 = $7962 // $ = $ float 
0086: $8314 = $7963 // $ = $ float 
0086: $8315 = $7964 // $ = $ float 
0086: $8316 = $7965 // $ = $ float 

:HELI3SC_2015
if 
  $8309 == 8 // $ == int 
jf @HELI3SC_2081 
0086: $8311 = $7963 // $ = $ float 
0086: $8312 = $7964 // $ = $ float 
0086: $8313 = $7965 // $ = $ float 
0086: $8314 = $7966 // $ = $ float 
0086: $8315 = $7967 // $ = $ float 
0086: $8316 = $7968 // $ = $ float 

:HELI3SC_2081
if 
  $8309 == 9 // $ == int 
jf @HELI3SC_2147 
0086: $8311 = $7966 // $ = $ float 
0086: $8312 = $7967 // $ = $ float 
0086: $8313 = $7968 // $ = $ float 
0086: $8314 = $7969 // $ = $ float 
0086: $8315 = $7970 // $ = $ float 
0086: $8316 = $7971 // $ = $ float 

:HELI3SC_2147
if 
  $8309 == 10 // $ == int 
jf @HELI3SC_2213 
0086: $8311 = $7969 // $ = $ float 
0086: $8312 = $7970 // $ = $ float 
0086: $8313 = $7971 // $ = $ float 
0086: $8314 = $7972 // $ = $ float 
0086: $8315 = $7973 // $ = $ float 
0086: $8316 = $7974 // $ = $ float 

:HELI3SC_2213
if 
  $8309 == 11 // $ == int 
jf @HELI3SC_2279 
0086: $8311 = $7972 // $ = $ float 
0086: $8312 = $7973 // $ = $ float 
0086: $8313 = $7974 // $ = $ float 
0086: $8314 = $7975 // $ = $ float 
0086: $8315 = $7976 // $ = $ float 
0086: $8316 = $7977 // $ = $ float 

:HELI3SC_2279
if 
  $8309 == 12 // $ == int 
jf @HELI3SC_2345 
0086: $8311 = $7975 // $ = $ float 
0086: $8312 = $7976 // $ = $ float 
0086: $8313 = $7977 // $ = $ float 
0086: $8314 = $7978 // $ = $ float 
0086: $8315 = $7979 // $ = $ float 
0086: $8316 = $7980 // $ = $ float 

:HELI3SC_2345
if 
  $8309 == 13 // $ == int 
jf @HELI3SC_2411 
0086: $8311 = $7978 // $ = $ float 
0086: $8312 = $7979 // $ = $ float 
0086: $8313 = $7980 // $ = $ float 
0086: $8314 = $7981 // $ = $ float 
0086: $8315 = $7982 // $ = $ float 
0086: $8316 = $7983 // $ = $ float 

:HELI3SC_2411
if 
  $8309 == 14 // $ == int 
jf @HELI3SC_2477 
0086: $8311 = $7981 // $ = $ float 
0086: $8312 = $7982 // $ = $ float 
0086: $8313 = $7983 // $ = $ float 
0086: $8314 = $7984 // $ = $ float 
0086: $8315 = $7985 // $ = $ float 
0086: $8316 = $7986 // $ = $ float 

:HELI3SC_2477
if 
  $8309 == 15 // $ == int 
jf @HELI3SC_2543 
0086: $8311 = $7984 // $ = $ float 
0086: $8312 = $7985 // $ = $ float 
0086: $8313 = $7986 // $ = $ float 
0086: $8314 = $7987 // $ = $ float 
0086: $8315 = $7988 // $ = $ float 
0086: $8316 = $7989 // $ = $ float 

:HELI3SC_2543
if 
  $8309 == 16 // $ == int 
jf @HELI3SC_2609 
0086: $8311 = $7987 // $ = $ float 
0086: $8312 = $7988 // $ = $ float 
0086: $8313 = $7989 // $ = $ float 
0086: $8314 = $7990 // $ = $ float 
0086: $8315 = $7991 // $ = $ float 
0086: $8316 = $7992 // $ = $ float 

:HELI3SC_2609
if 
  $8309 == 17 // $ == int 
jf @HELI3SC_2675 
0086: $8311 = $7990 // $ = $ float 
0086: $8312 = $7991 // $ = $ float 
0086: $8313 = $7992 // $ = $ float 
0086: $8314 = $7993 // $ = $ float 
0086: $8315 = $7994 // $ = $ float 
0086: $8316 = $7995 // $ = $ float 

:HELI3SC_2675
if 
  $8309 == 18 // $ == int 
jf @HELI3SC_2741 
0086: $8311 = $7993 // $ = $ float 
0086: $8312 = $7994 // $ = $ float 
0086: $8313 = $7995 // $ = $ float 
0086: $8314 = $7996 // $ = $ float 
0086: $8315 = $7997 // $ = $ float 
0086: $8316 = $7998 // $ = $ float 

:HELI3SC_2741
if 
  $8309 == 19 // $ == int 
jf @HELI3SC_2807 
0086: $8311 = $7996 // $ = $ float 
0086: $8312 = $7997 // $ = $ float 
0086: $8313 = $7998 // $ = $ float 
0086: $8314 = $7999 // $ = $ float 
0086: $8315 = $8000 // $ = $ float 
0086: $8316 = $8001 // $ = $ float 

:HELI3SC_2807
if 
  $8309 == 20 // $ == int 
jf @HELI3SC_2873 
0086: $8311 = $7999 // $ = $ float 
0086: $8312 = $8000 // $ = $ float 
0086: $8313 = $8001 // $ = $ float 
0086: $8314 = $8002 // $ = $ float 
0086: $8315 = $8003 // $ = $ float 
0086: $8316 = $8004 // $ = $ float 

:HELI3SC_2873
if 
  $8309 == 21 // $ == int 
jf @HELI3SC_2939 
0086: $8311 = $8002 // $ = $ float 
0086: $8312 = $8003 // $ = $ float 
0086: $8313 = $8004 // $ = $ float 
0086: $8314 = $8005 // $ = $ float 
0086: $8315 = $8006 // $ = $ float 
0086: $8316 = $8007 // $ = $ float 

:HELI3SC_2939
if 
  $8309 == 22 // $ == int 
jf @HELI3SC_3005 
0086: $8311 = $8005 // $ = $ float 
0086: $8312 = $8006 // $ = $ float 
0086: $8313 = $8007 // $ = $ float 
0086: $8314 = $8008 // $ = $ float 
0086: $8315 = $8009 // $ = $ float 
0086: $8316 = $8010 // $ = $ float 

:HELI3SC_3005
if 
  $8309 == 23 // $ == int 
jf @HELI3SC_3071 
0086: $8311 = $8008 // $ = $ float 
0086: $8312 = $8009 // $ = $ float 
0086: $8313 = $8010 // $ = $ float 
0086: $8314 = $8011 // $ = $ float 
0086: $8315 = $8012 // $ = $ float 
0086: $8316 = $8013 // $ = $ float 

:HELI3SC_3071
if 
  $8309 == 24 // $ == int 
jf @HELI3SC_3137 
0086: $8311 = $8011 // $ = $ float 
0086: $8312 = $8012 // $ = $ float 
0086: $8313 = $8013 // $ = $ float 
0086: $8314 = $8014 // $ = $ float 
0086: $8315 = $8015 // $ = $ float 
0086: $8316 = $8016 // $ = $ float 

:HELI3SC_3137
if 
  $8309 == 25 // $ == int 
jf @HELI3SC_3203 
0086: $8311 = $8014 // $ = $ float 
0086: $8312 = $8015 // $ = $ float 
0086: $8313 = $8016 // $ = $ float 
0086: $8314 = $8017 // $ = $ float 
0086: $8315 = $8018 // $ = $ float 
0086: $8316 = $8019 // $ = $ float 

:HELI3SC_3203
if 
  $8309 == 26 // $ == int 
jf @HELI3SC_3269 
0086: $8311 = $8017 // $ = $ float 
0086: $8312 = $8018 // $ = $ float 
0086: $8313 = $8019 // $ = $ float 
0086: $8314 = $8020 // $ = $ float 
0086: $8315 = $8021 // $ = $ float 
0086: $8316 = $8022 // $ = $ float 

:HELI3SC_3269
if 
  $8309 == 27 // $ == int 
jf @HELI3SC_3335 
0086: $8311 = $8020 // $ = $ float 
0086: $8312 = $8021 // $ = $ float 
0086: $8313 = $8022 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI3SC_3335
if 
  $8309 == 28 // $ == int 
jf @HELI3SC_3401 
0086: $8311 = $8023 // $ = $ float 
0086: $8312 = $8024 // $ = $ float 
0086: $8313 = $8025 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI3SC_3401
return 

//-------------Mission 87---------------
// Originally: Little Haiti Chopper Checkpoint

:HELI4SC
gosub @HELI4SC_36 
if 
wasted_or_busted 
jf @HELI4SC_27 
gosub @HELI4SC_1294 

:HELI4SC_27
gosub @HELI4SC_1606 
terminate_this_script 

:HELI4SC_36
$ONMISSION = 1 // $ = int 
$8309 = 0 // $ = int 
script_name 'HELI4SC' 
wait 0 
if 
  $1988 == 0 // $ == int 
jf @HELI4SC_84 
increment_mission_attempts 

:HELI4SC_84
$7939 = -884.2508 // $ = float 
$7940 = 236.4205 // $ = float 
$7941 = 14.9104 // $ = float 
$7942 = -877.2639 // $ = float 
$7943 = 136.5762 // $ = float 
$7944 = 15.8618 // $ = float 
$7945 = -962.5753 // $ = float 
$7946 = 84.3949 // $ = float 
$7947 = 15.367 // $ = float 
$7948 = -1008.986 // $ = float 
$7949 = -4.1791 // $ = float 
$7950 = 20.8638 // $ = float 
$7951 = -1024.417 // $ = float 
$7952 = -103.199 // $ = float 
$7953 = 16.4677 // $ = float 
$7954 = -1047.055 // $ = float 
$7955 = -200.7326 // $ = float 
$7956 = 12.6881 // $ = float 
$7957 = -1089.4 // $ = float 
$7958 = -290.992 // $ = float 
$7959 = 21.5889 // $ = float 
$7960 = -1107.393 // $ = float 
$7961 = -389.5861 // $ = float 
$7962 = 16.4733 // $ = float 
$7963 = -1071.663 // $ = float 
$7964 = -482.9736 // $ = float 
$7965 = 12.8348 // $ = float 
$7966 = -1041.907 // $ = float 
$7967 = -578.0964 // $ = float 
$7968 = 24.6455 // $ = float 
$7969 = -1097.65 // $ = float 
$7970 = -661.3502 // $ = float 
$7971 = 26.4531 // $ = float 
$7972 = -1171.575 // $ = float 
$7973 = -594.0601 // $ = float 
$7974 = 23.3888 // $ = float 
$7975 = -1151.249 // $ = float 
$7976 = -495.8622 // $ = float 
$7977 = 23.6951 // $ = float 
$7978 = -1150.541 // $ = float 
$7979 = -395.9956 // $ = float 
$7980 = 14.4461 // $ = float 
$7981 = -1120.839 // $ = float 
$7982 = -300.5818 // $ = float 
$7983 = 19.9118 // $ = float 
$7984 = -1154.166 // $ = float 
$7985 = -206.2119 // $ = float 
$7986 = 28.8656 // $ = float 
$7987 = -1174.708 // $ = float 
$7988 = -109.0531 // $ = float 
$7989 = 16.0939 // $ = float 
$7990 = -1093.543 // $ = float 
$7991 = -50.4117 // $ = float 
$7992 = 19.3924 // $ = float 
$7993 = -1039.967 // $ = float 
$7994 = 34.2455 // $ = float 
$7995 = 22.2088 // $ = float 
$7996 = -1011.107 // $ = float 
$7997 = 129.8569 // $ = float 
$7998 = 14.767 // $ = float 
$7999 = -944.9561 // $ = float 
$8000 = 204.9092 // $ = float 
$8001 = 17.2276 // $ = float 
$8002 = -894.7881 // $ = float 
$8003 = 290.9517 // $ = float 
$8004 = 27.5338 // $ = float 
gosub @HELI4SC_1637 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
0165: set_marker $8308 color_to 5 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
$8310 = 0 // $ = int 
03C3: set_timer_with_text_to $8310 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI4SC_896 
00DA: $8306 = player $PLAYER_CHAR car 
jump @HELI4SC_903 

:HELI4SC_896
jump @HELI4SC_1294 

:HELI4SC_903
if 
   not $8309 == 22 // $ == int 
jf @HELI4SC_1287 
wait 0 
if 
   Car.Wrecked($8306)
jf @HELI4SC_948 
jump @HELI4SC_1294 

:HELI4SC_948
if 
80DC:   not player $PLAYER_CHAR in_car $8306 
jf @HELI4SC_974 
jump @HELI4SC_1294 

:HELI4SC_974
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $8311 $8312 $8313 radius 5.0 5.0 5.0 
jf @HELI4SC_1200 
018C: play_sound 1 at 0.0 0.0 0.0 
$8309 += 1 // $ += int 
Marker.Disable($8307)
Marker.Disable($8308)
gosub @HELI4SC_1637 
018A: $8307 = create_checkpoint_at $8311 $8312 $8313 
0165: set_marker $8307 color_to 5 
018B: set_marker $8307 display 2 
0168: set_marker $8307 size 3 
if 
  21 > $8309 // int > $ 
jf @HELI4SC_1193 
018A: $8308 = create_checkpoint_at $8314 $8315 $8316 
018B: set_marker $8308 display 2 
0168: set_marker $8308 size 2 
0166: set_marker $8308 brightness_to 1 
if 
  20 > $8309 // int > $ 
jf @HELI4SC_1179 
0165: set_marker $8308 color_to 5 
jump @HELI4SC_1186 

:HELI4SC_1179
0165: set_marker $8308 color_to 0 

:HELI4SC_1186
jump @HELI4SC_1200 

:HELI4SC_1193
0165: set_marker $8307 color_to 0 

:HELI4SC_1200
if 
  $8309 == 21 // $ == int 
jf @HELI4SC_1252 
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI4SC_1280 

:HELI4SC_1252
04D5: create_corona_at $8311 $8312 $8313 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI4SC_1280
jump @HELI4SC_903 

:HELI4SC_1287
jump @HELI4SC_1311 

:HELI4SC_1294
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI4SC_1311
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1988 == 0 // $ == int 
jf @HELI4SC_1375 
030C: progress_made += 1 
0595: mission_complete 
$1988 = 1 // $ = int 

:HELI4SC_1375
$8310 /= 1000 // $ /= int 
042E: register_lowest_int_stat 15 to $8310 
0084: $7889 = $8310 // $ = $ int 
$7889 /= 60 // $ /= int 
0084: $7883 = $7889 // $ = $ int 
$7883 *= 60 // $ *= int 
0084: $7890 = $8310 // $ = $ int 
0060: $7890 -= $7883 // $ -= $ int 
if 
001C:   $720 > $8310 // $ > $ int 
jf @HELI4SC_1537 
0084: $720 = $8310 // $ = $ int 
if 
  $7890 > 9 // $ > int 
jf @HELI4SC_1509 
02FD: text_2numbers_highpriority 'RACES17' $7889 $7890 time 10000 1  // New best time: ~1~:~1~
jump @HELI4SC_1530 

:HELI4SC_1509
02FD: text_2numbers_highpriority 'RACES20' $7889 $7890 time 10000 1  // New best time: ~1~:0~1~

:HELI4SC_1530
jump @HELI4SC_1604 

:HELI4SC_1537
if 
  $7890 > 9 // $ > int 
jf @HELI4SC_1583 
02FD: text_2numbers_highpriority 'RACES_9' $7889 $7890 time 10000 1  // Time: ~1~:~1~
jump @HELI4SC_1604 

:HELI4SC_1583
02FD: text_2numbers_highpriority 'RACES21' $7889 $7890 time 10000 1  // Time: ~1~:0~1~

:HELI4SC_1604
return 

:HELI4SC_1606
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $8310 
Marker.Disable($8307)
Marker.Disable($8308)
mission_cleanup 
return 

:HELI4SC_1637
if 
  $8309 == 0 // $ == int 
jf @HELI4SC_1703 
0086: $8311 = $7939 // $ = $ float 
0086: $8312 = $7940 // $ = $ float 
0086: $8313 = $7941 // $ = $ float 
0086: $8314 = $7942 // $ = $ float 
0086: $8315 = $7943 // $ = $ float 
0086: $8316 = $7944 // $ = $ float 

:HELI4SC_1703
if 
  $8309 == 1 // $ == int 
jf @HELI4SC_1769 
0086: $8311 = $7942 // $ = $ float 
0086: $8312 = $7943 // $ = $ float 
0086: $8313 = $7944 // $ = $ float 
0086: $8314 = $7945 // $ = $ float 
0086: $8315 = $7946 // $ = $ float 
0086: $8316 = $7947 // $ = $ float 

:HELI4SC_1769
if 
  $8309 == 2 // $ == int 
jf @HELI4SC_1835 
0086: $8311 = $7945 // $ = $ float 
0086: $8312 = $7946 // $ = $ float 
0086: $8313 = $7947 // $ = $ float 
0086: $8314 = $7948 // $ = $ float 
0086: $8315 = $7949 // $ = $ float 
0086: $8316 = $7950 // $ = $ float 

:HELI4SC_1835
if 
  $8309 == 3 // $ == int 
jf @HELI4SC_1901 
0086: $8311 = $7948 // $ = $ float 
0086: $8312 = $7949 // $ = $ float 
0086: $8313 = $7950 // $ = $ float 
0086: $8314 = $7951 // $ = $ float 
0086: $8315 = $7952 // $ = $ float 
0086: $8316 = $7953 // $ = $ float 

:HELI4SC_1901
if 
  $8309 == 4 // $ == int 
jf @HELI4SC_1967 
0086: $8311 = $7951 // $ = $ float 
0086: $8312 = $7952 // $ = $ float 
0086: $8313 = $7953 // $ = $ float 
0086: $8314 = $7954 // $ = $ float 
0086: $8315 = $7955 // $ = $ float 
0086: $8316 = $7956 // $ = $ float 

:HELI4SC_1967
if 
  $8309 == 5 // $ == int 
jf @HELI4SC_2033 
0086: $8311 = $7954 // $ = $ float 
0086: $8312 = $7955 // $ = $ float 
0086: $8313 = $7956 // $ = $ float 
0086: $8314 = $7957 // $ = $ float 
0086: $8315 = $7958 // $ = $ float 
0086: $8316 = $7959 // $ = $ float 

:HELI4SC_2033
if 
  $8309 == 6 // $ == int 
jf @HELI4SC_2099 
0086: $8311 = $7957 // $ = $ float 
0086: $8312 = $7958 // $ = $ float 
0086: $8313 = $7959 // $ = $ float 
0086: $8314 = $7960 // $ = $ float 
0086: $8315 = $7961 // $ = $ float 
0086: $8316 = $7962 // $ = $ float 

:HELI4SC_2099
if 
  $8309 == 7 // $ == int 
jf @HELI4SC_2165 
0086: $8311 = $7960 // $ = $ float 
0086: $8312 = $7961 // $ = $ float 
0086: $8313 = $7962 // $ = $ float 
0086: $8314 = $7963 // $ = $ float 
0086: $8315 = $7964 // $ = $ float 
0086: $8316 = $7965 // $ = $ float 

:HELI4SC_2165
if 
  $8309 == 8 // $ == int 
jf @HELI4SC_2231 
0086: $8311 = $7963 // $ = $ float 
0086: $8312 = $7964 // $ = $ float 
0086: $8313 = $7965 // $ = $ float 
0086: $8314 = $7966 // $ = $ float 
0086: $8315 = $7967 // $ = $ float 
0086: $8316 = $7968 // $ = $ float 

:HELI4SC_2231
if 
  $8309 == 9 // $ == int 
jf @HELI4SC_2297 
0086: $8311 = $7966 // $ = $ float 
0086: $8312 = $7967 // $ = $ float 
0086: $8313 = $7968 // $ = $ float 
0086: $8314 = $7969 // $ = $ float 
0086: $8315 = $7970 // $ = $ float 
0086: $8316 = $7971 // $ = $ float 

:HELI4SC_2297
if 
  $8309 == 10 // $ == int 
jf @HELI4SC_2363 
0086: $8311 = $7969 // $ = $ float 
0086: $8312 = $7970 // $ = $ float 
0086: $8313 = $7971 // $ = $ float 
0086: $8314 = $7972 // $ = $ float 
0086: $8315 = $7973 // $ = $ float 
0086: $8316 = $7974 // $ = $ float 

:HELI4SC_2363
if 
  $8309 == 11 // $ == int 
jf @HELI4SC_2429 
0086: $8311 = $7972 // $ = $ float 
0086: $8312 = $7973 // $ = $ float 
0086: $8313 = $7974 // $ = $ float 
0086: $8314 = $7975 // $ = $ float 
0086: $8315 = $7976 // $ = $ float 
0086: $8316 = $7977 // $ = $ float 

:HELI4SC_2429
if 
  $8309 == 12 // $ == int 
jf @HELI4SC_2495 
0086: $8311 = $7975 // $ = $ float 
0086: $8312 = $7976 // $ = $ float 
0086: $8313 = $7977 // $ = $ float 
0086: $8314 = $7978 // $ = $ float 
0086: $8315 = $7979 // $ = $ float 
0086: $8316 = $7980 // $ = $ float 

:HELI4SC_2495
if 
  $8309 == 13 // $ == int 
jf @HELI4SC_2561 
0086: $8311 = $7978 // $ = $ float 
0086: $8312 = $7979 // $ = $ float 
0086: $8313 = $7980 // $ = $ float 
0086: $8314 = $7981 // $ = $ float 
0086: $8315 = $7982 // $ = $ float 
0086: $8316 = $7983 // $ = $ float 

:HELI4SC_2561
if 
  $8309 == 14 // $ == int 
jf @HELI4SC_2627 
0086: $8311 = $7981 // $ = $ float 
0086: $8312 = $7982 // $ = $ float 
0086: $8313 = $7983 // $ = $ float 
0086: $8314 = $7984 // $ = $ float 
0086: $8315 = $7985 // $ = $ float 
0086: $8316 = $7986 // $ = $ float 

:HELI4SC_2627
if 
  $8309 == 15 // $ == int 
jf @HELI4SC_2693 
0086: $8311 = $7984 // $ = $ float 
0086: $8312 = $7985 // $ = $ float 
0086: $8313 = $7986 // $ = $ float 
0086: $8314 = $7987 // $ = $ float 
0086: $8315 = $7988 // $ = $ float 
0086: $8316 = $7989 // $ = $ float 

:HELI4SC_2693
if 
  $8309 == 16 // $ == int 
jf @HELI4SC_2759 
0086: $8311 = $7987 // $ = $ float 
0086: $8312 = $7988 // $ = $ float 
0086: $8313 = $7989 // $ = $ float 
0086: $8314 = $7990 // $ = $ float 
0086: $8315 = $7991 // $ = $ float 
0086: $8316 = $7992 // $ = $ float 

:HELI4SC_2759
if 
  $8309 == 17 // $ == int 
jf @HELI4SC_2825 
0086: $8311 = $7990 // $ = $ float 
0086: $8312 = $7991 // $ = $ float 
0086: $8313 = $7992 // $ = $ float 
0086: $8314 = $7993 // $ = $ float 
0086: $8315 = $7994 // $ = $ float 
0086: $8316 = $7995 // $ = $ float 

:HELI4SC_2825
if 
  $8309 == 18 // $ == int 
jf @HELI4SC_2891 
0086: $8311 = $7993 // $ = $ float 
0086: $8312 = $7994 // $ = $ float 
0086: $8313 = $7995 // $ = $ float 
0086: $8314 = $7996 // $ = $ float 
0086: $8315 = $7997 // $ = $ float 
0086: $8316 = $7998 // $ = $ float 

:HELI4SC_2891
if 
  $8309 == 19 // $ == int 
jf @HELI4SC_2957 
0086: $8311 = $7996 // $ = $ float 
0086: $8312 = $7997 // $ = $ float 
0086: $8313 = $7998 // $ = $ float 
0086: $8314 = $7999 // $ = $ float 
0086: $8315 = $8000 // $ = $ float 
0086: $8316 = $8001 // $ = $ float 

:HELI4SC_2957
if 
  $8309 == 20 // $ == int 
jf @HELI4SC_3023 
0086: $8311 = $7999 // $ = $ float 
0086: $8312 = $8000 // $ = $ float 
0086: $8313 = $8001 // $ = $ float 
0086: $8314 = $8002 // $ = $ float 
0086: $8315 = $8003 // $ = $ float 
0086: $8316 = $8004 // $ = $ float 

:HELI4SC_3023
if 
  $8309 == 21 // $ == int 
jf @HELI4SC_3089 
0086: $8311 = $8002 // $ = $ float 
0086: $8312 = $8003 // $ = $ float 
0086: $8313 = $8004 // $ = $ float 
0086: $8314 = $8005 // $ = $ float 
0086: $8315 = $8006 // $ = $ float 
0086: $8316 = $8007 // $ = $ float 

:HELI4SC_3089
if 
  $8309 == 22 // $ == int 
jf @HELI4SC_3155 
0086: $8311 = $8005 // $ = $ float 
0086: $8312 = $8006 // $ = $ float 
0086: $8313 = $8007 // $ = $ float 
0086: $8314 = $8008 // $ = $ float 
0086: $8315 = $8009 // $ = $ float 
0086: $8316 = $8010 // $ = $ float 

:HELI4SC_3155
if 
  $8309 == 23 // $ == int 
jf @HELI4SC_3221 
0086: $8311 = $8008 // $ = $ float 
0086: $8312 = $8009 // $ = $ float 
0086: $8313 = $8010 // $ = $ float 
0086: $8314 = $8011 // $ = $ float 
0086: $8315 = $8012 // $ = $ float 
0086: $8316 = $8013 // $ = $ float 

:HELI4SC_3221
if 
  $8309 == 24 // $ == int 
jf @HELI4SC_3287 
0086: $8311 = $8011 // $ = $ float 
0086: $8312 = $8012 // $ = $ float 
0086: $8313 = $8013 // $ = $ float 
0086: $8314 = $8014 // $ = $ float 
0086: $8315 = $8015 // $ = $ float 
0086: $8316 = $8016 // $ = $ float 

:HELI4SC_3287
if 
  $8309 == 25 // $ == int 
jf @HELI4SC_3353 
0086: $8311 = $8014 // $ = $ float 
0086: $8312 = $8015 // $ = $ float 
0086: $8313 = $8016 // $ = $ float 
0086: $8314 = $8017 // $ = $ float 
0086: $8315 = $8018 // $ = $ float 
0086: $8316 = $8019 // $ = $ float 

:HELI4SC_3353
if 
  $8309 == 26 // $ == int 
jf @HELI4SC_3419 
0086: $8311 = $8017 // $ = $ float 
0086: $8312 = $8018 // $ = $ float 
0086: $8313 = $8019 // $ = $ float 
0086: $8314 = $8020 // $ = $ float 
0086: $8315 = $8021 // $ = $ float 
0086: $8316 = $8022 // $ = $ float 

:HELI4SC_3419
if 
  $8309 == 27 // $ == int 
jf @HELI4SC_3485 
0086: $8311 = $8020 // $ = $ float 
0086: $8312 = $8021 // $ = $ float 
0086: $8313 = $8022 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI4SC_3485
if 
  $8309 == 28 // $ == int 
jf @HELI4SC_3551 
0086: $8311 = $8023 // $ = $ float 
0086: $8312 = $8024 // $ = $ float 
0086: $8313 = $8025 // $ = $ float 
0086: $8314 = $8023 // $ = $ float 
0086: $8315 = $8024 // $ = $ float 
0086: $8316 = $8025 // $ = $ float 

:HELI4SC_3551
return 

//-------------Mission 88---------------
// Originally: Trial by Dirt

:BMX_1
gosub @BMX_1_36 
if 
wasted_or_busted 
jf @BMX_1_27 
gosub @BMX_1_4468 

:BMX_1_27
gosub @BMX_1_4579 
terminate_this_script 

:BMX_1_36
if 
  $667 == 0 // $ == int 
jf @BMX_1_56 
increment_mission_attempts 

:BMX_1_56
script_name 'BMX_1' 
$ONMISSION = 1 // $ = int 
054C: use_GXT_table 'BMX_1' 
wait 0 
$2146 = 0 // $ = int 
$2147 = 1 // $ = int 
$2015 = 0 // $ = int 
$2148 = 0 // $ = int 
$650 = 0 // $ = int 
$8317 = 0 // $ = int 
$2014 = 0 // $ = int 
$2158 = 0 // $ = int 
$2166 = 0 // $ = int 
$2167 = 0 // $ = int 
$2168 = 0 // $ = int 
$2071 = -456.0 // $ = float 
$2072 = 1417.9 // $ = float 
$2073 = 14.24 // $ = float 
$2074 = -467.8 // $ = float 
$2075 = 1398.7 // $ = float 
$2076 = 8.15 // $ = float 
$2077 = -488.4 // $ = float 
$2078 = 1425.9 // $ = float 
$2079 = 14.5 // $ = float 
$2080 = -516.8 // $ = float 
$2081 = 1409.1 // $ = float 
$2082 = 12.6 // $ = float 
$2083 = -529.6 // $ = float 
$2084 = 1430.0 // $ = float 
$2085 = 9.6 // $ = float 
$2086 = -556.4 // $ = float 
$2087 = 1422.7 // $ = float 
$2088 = 10.0 // $ = float 
$2089 = -533.55 // $ = float 
$2090 = 1455.6 // $ = float 
$2091 = 10.3 // $ = float 
$2092 = -560.0 // $ = float 
$2093 = 1460.0 // $ = float 
$2094 = 10.3 // $ = float 
$2095 = -528.5 // $ = float 
$2096 = 1476.9 // $ = float 
$2097 = 10.5 // $ = float 
$2098 = -535.0 // $ = float 
$2099 = 1500.0 // $ = float 
$2100 = 9.8 // $ = float 
$2101 = -502.4 // $ = float 
$2102 = 1474.6 // $ = float 
$2103 = 11.3 // $ = float 
$2104 = -500.6 // $ = float 
$2105 = 1507.1 // $ = float 
$2106 = 9.8 // $ = float 
$2107 = -472.2 // $ = float 
$2108 = 1490.5 // $ = float 
$2109 = 11.0 // $ = float 
$2110 = -499.3 // $ = float 
$2111 = 1447.5 // $ = float 
$2112 = 15.5 // $ = float 
$2113 = -450.2 // $ = float 
$2114 = 1481.4 // $ = float 
$2115 = 9.8 // $ = float 
$2116 = -440.6 // $ = float 
$2117 = 1455.42 // $ = float 
$2118 = 9.8 // $ = float 
$2119 = -429.0 // $ = float 
$2120 = 1491.8 // $ = float 
$2121 = 10.1 // $ = float 
$2122 = -418.0 // $ = float 
$2123 = 1432.1 // $ = float 
$2124 = 10.0 // $ = float 
$2125 = -445.0 // $ = float 
$2126 = 1439.5 // $ = float 
$2127 = 10.4 // $ = float 
$2128 = -453.5 // $ = float 
$2129 = 1434.6 // $ = float 
$2130 = 10.0 // $ = float 
01BD: $2150 = current_time_in_ms 
018A: $2023 = create_checkpoint_at $2071 $2072 $2073 
if 
  $2156 > 0 // $ > int 
jf @BMX_1_953 
Model.Load(#BARREL4)

:BMX_1_806
if 
   not Model.Available(#BARREL4)
jf @BMX_1_833 
wait 0 
jump @BMX_1_806 

:BMX_1_833
Object.Create($8318, #BARREL4, -413.0, 1434.4, -100.0)
Object.CollisionDetection($8318, True)
Object.Create($8319, #BARREL4, -405.36, 1447.12, -100.0)
Object.CollisionDetection($8319, True)
Object.Create($8320, #BARREL4, -400.0, 1455.5, -100.0)
Object.CollisionDetection($8320, True)
Object.Create($8321, #BARREL4, -402.73, 1465.0, -100.0)
Object.CollisionDetection($8321, True)

:BMX_1_953
if 
  $2156 > 2 // $ > int 
jf @BMX_1_1253 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#MACHETE)

:BMX_1_984
if or
   not Model.Available(#HNA)
   not Model.Available(#HNB)
   not Model.Available(#MACHETE)
jf @BMX_1_1019 
wait 0 
jump @BMX_1_984 

:BMX_1_1019
Car.Create($2163, #SANCHEZ, -478.7, 1524.0, 10.4)
0229: set_car $2163 color_to 0 0 
Car.Angle($2163) = 190.0
0129: $2160 = create_actor 4 #HNA in_car $2163 driverseat 
01B2: give_actor $2160 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $2163 driver_behaviour_to 2 
04E0: car $2163 abandon_path_radius 255 
Car.Create($2164, #SANCHEZ, -476.7, 1522.0, 10.4)
0229: set_car $2164 color_to 0 0 
Car.Angle($2164) = 190.0
0129: $2161 = create_actor 4 #HNA in_car $2164 driverseat 
01B2: give_actor $2161 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $2164 driver_behaviour_to 2 
04E0: car $2164 abandon_path_radius 255 
Car.Create($2165, #SANCHEZ, -480.7, 1525.0, 10.4)
0229: set_car $2165 color_to 0 0 
Car.Angle($2165) = 190.0
0129: $2162 = create_actor 4 #HNA in_car $2165 driverseat 
01B2: give_actor $2162 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $2165 driver_behaviour_to 2 
04E0: car $2165 abandon_path_radius 255 

:BMX_1_1253
if 
  2 > $2146 // int > $ 
jf @BMX_1_4308 
wait 0 
01BD: $2149 = current_time_in_ms 
0084: $2148 = $2149 // $ = $ int 
0060: $2148 -= $2150 // $ -= $ int 
if 
  $2014 == 0 // $ == int 
jf @BMX_1_1336 
03C3: set_timer_with_text_to $2148 type 0 text 'R_TIME'  // RACE TIME:
$2014 = 1 // $ = int 

:BMX_1_1336
if 
  $2158 == 0 // $ == int 
jf @BMX_1_1376 
00BC: text_highpriority 'BMX_HOW' time 5000 1  // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
$2158 = 1 // $ = int 

:BMX_1_1376
if and
  $2158 == 1 // $ == int 
  $2148 > 5000 // $ > int 
jf @BMX_1_1424 
00BC: text_highpriority 'BMXREW1' time 5000 1  // ~g~Each time you beat your previous record for the two laps
$2158 = 2 // $ = int 

:BMX_1_1424
if and
  $2158 == 2 // $ == int 
  $2148 > 10000 // $ > int 
jf @BMX_1_1472 
00BC: text_highpriority 'BMXREW2' time 5000 1  // ~g~a larger ~y~REWARD ~g~will be awarded!
$2158 = 3 // $ = int 

:BMX_1_1472
if 
  $2147 == 1 // $ == int 
jf @BMX_1_1599 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2071 $2072 $2073 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2071 $2072 $2073 radius 3.0 3.0 3.0 
jf @BMX_1_1599 
Marker.Disable($2023)
018C: play_sound 1 at $2071 $2072 $2073 
018A: $2024 = create_checkpoint_at $2074 $2075 $2076 
$2147 += 1 // $ += int 

:BMX_1_1599
if 
  $2147 == 2 // $ == int 
jf @BMX_1_1726 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2074 $2075 $2076 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2074 $2075 $2076 radius 3.0 3.0 3.0 
jf @BMX_1_1726 
Marker.Disable($2024)
018C: play_sound 1 at $2074 $2075 $2076 
018A: $2025 = create_checkpoint_at $2077 $2078 $2079 
$2147 += 1 // $ += int 

:BMX_1_1726
if 
  $2147 == 3 // $ == int 
jf @BMX_1_1853 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2077 $2078 $2079 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2077 $2078 $2079 radius 3.0 3.0 3.0 
jf @BMX_1_1853 
Marker.Disable($2025)
018C: play_sound 1 at $2077 $2078 $2079 
018A: $2026 = create_checkpoint_at $2080 $2081 $2082 
$2147 += 1 // $ += int 

:BMX_1_1853
if 
  $2147 == 4 // $ == int 
jf @BMX_1_1980 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2080 $2081 $2082 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2080 $2081 $2082 radius 3.0 3.0 3.0 
jf @BMX_1_1980 
Marker.Disable($2026)
018C: play_sound 1 at $2080 $2081 $2082 
018A: $2027 = create_checkpoint_at $2083 $2084 $2085 
$2147 += 1 // $ += int 

:BMX_1_1980
if 
  $2147 == 5 // $ == int 
jf @BMX_1_2107 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2083 $2084 $2085 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2083 $2084 $2085 radius 3.0 3.0 3.0 
jf @BMX_1_2107 
Marker.Disable($2027)
018C: play_sound 1 at $2104 $2105 $2106 
018A: $2028 = create_checkpoint_at $2086 $2087 $2088 
$2147 += 1 // $ += int 

:BMX_1_2107
if 
  $2147 == 6 // $ == int 
jf @BMX_1_2234 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2086 $2087 $2088 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2086 $2087 $2088 radius 3.0 3.0 3.0 
jf @BMX_1_2234 
Marker.Disable($2028)
018C: play_sound 1 at $2086 $2087 $2088 
018A: $2029 = create_checkpoint_at $2089 $2090 $2091 
$2147 += 1 // $ += int 

:BMX_1_2234
if 
  $2147 == 7 // $ == int 
jf @BMX_1_2361 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2089 $2090 $2091 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2089 $2090 $2091 radius 3.0 3.0 3.0 
jf @BMX_1_2361 
Marker.Disable($2029)
018C: play_sound 1 at $2089 $2090 $2091 
018A: $2030 = create_checkpoint_at $2092 $2093 $2094 
$2147 += 1 // $ += int 

:BMX_1_2361
if 
  $2147 == 8 // $ == int 
jf @BMX_1_2488 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2092 $2093 $2094 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2092 $2093 $2094 radius 3.0 3.0 3.0 
jf @BMX_1_2488 
Marker.Disable($2030)
018C: play_sound 1 at $2092 $2093 $2094 
018A: $2031 = create_checkpoint_at $2095 $2096 $2097 
$2147 += 1 // $ += int 

:BMX_1_2488
if 
  $2147 == 9 // $ == int 
jf @BMX_1_2674 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2095 $2096 $2097 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2095 $2096 $2097 radius 3.0 3.0 3.0 
jf @BMX_1_2674 
Marker.Disable($2031)
018C: play_sound 1 at $2095 $2096 $2097 
018A: $2032 = create_checkpoint_at $2098 $2099 $2100 
$2147 += 1 // $ += int 
if and
  $2158 == 3 // $ == int 
  $2148 > 12000 // $ > int 
  $2156 > 1 // $ > int 
jf @BMX_1_2674 
01B5: force_weather 2 
00BC: text_highpriority 'BMXRAIN' time 4000 1  // ~g~Looks like rain...
$2158 = 4 // $ = int 

:BMX_1_2674
if 
  $2147 == 10 // $ == int 
jf @BMX_1_2801 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2098 $2099 $2100 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2098 $2099 $2100 radius 3.0 3.0 3.0 
jf @BMX_1_2801 
Marker.Disable($2032)
018C: play_sound 1 at $2098 $2099 $2100 
018A: $2033 = create_checkpoint_at $2101 $2102 $2103 
$2147 += 1 // $ += int 

:BMX_1_2801
if 
  $2147 == 11 // $ == int 
jf @BMX_1_2928 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2101 $2102 $2103 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2101 $2102 $2103 radius 3.0 3.0 3.0 
jf @BMX_1_2928 
Marker.Disable($2033)
018C: play_sound 1 at $2101 $2102 $2103 
018A: $2034 = create_checkpoint_at $2104 $2105 $2106 
$2147 += 1 // $ += int 

:BMX_1_2928
if 
  $2147 == 12 // $ == int 
jf @BMX_1_3055 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2104 $2105 $2106 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2104 $2105 $2106 radius 3.0 3.0 3.0 
jf @BMX_1_3055 
Marker.Disable($2034)
018C: play_sound 1 at $2104 $2105 $2106 
018A: $2035 = create_checkpoint_at $2107 $2108 $2109 
$2147 += 1 // $ += int 

:BMX_1_3055
if 
  $2147 == 13 // $ == int 
jf @BMX_1_3182 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2107 $2108 $2109 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2107 $2108 $2109 radius 3.0 3.0 3.0 
jf @BMX_1_3182 
Marker.Disable($2035)
018C: play_sound 1 at $2107 $2108 $2109 
018A: $2036 = create_checkpoint_at $2110 $2111 $2112 
$2147 += 1 // $ += int 

:BMX_1_3182
if 
  $2147 == 14 // $ == int 
jf @BMX_1_3309 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2110 $2111 $2112 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2110 $2111 $2112 radius 3.0 3.0 3.0 
jf @BMX_1_3309 
Marker.Disable($2036)
018C: play_sound 1 at $2110 $2111 $2112 
018A: $2037 = create_checkpoint_at $2113 $2114 $2115 
$2147 += 1 // $ += int 

:BMX_1_3309
if 
  $2147 == 15 // $ == int 
jf @BMX_1_3436 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2113 $2114 $2115 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2113 $2114 $2115 radius 3.0 3.0 3.0 
jf @BMX_1_3436 
Marker.Disable($2037)
018C: play_sound 1 at $2113 $2114 $2115 
018A: $2038 = create_checkpoint_at $2116 $2117 $2118 
$2147 += 1 // $ += int 

:BMX_1_3436
if 
  $2147 == 16 // $ == int 
jf @BMX_1_3563 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2116 $2117 $2118 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2116 $2117 $2118 radius 3.0 3.0 3.0 
jf @BMX_1_3563 
Marker.Disable($2038)
018C: play_sound 1 at $2116 $2117 $2118 
018A: $2039 = create_checkpoint_at $2119 $2120 $2121 
$2147 += 1 // $ += int 

:BMX_1_3563
if 
  $2147 == 17 // $ == int 
jf @BMX_1_3690 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2119 $2120 $2121 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2119 $2120 $2121 radius 3.0 3.0 3.0 
jf @BMX_1_3690 
Marker.Disable($2039)
018C: play_sound 1 at $2119 $2120 $2121 
018A: $2040 = create_checkpoint_at $2122 $2123 $2124 
$2147 += 1 // $ += int 

:BMX_1_3690
if 
  $2147 == 18 // $ == int 
jf @BMX_1_3817 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2122 $2123 $2124 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2122 $2123 $2124 radius 3.0 3.0 3.0 
jf @BMX_1_3817 
Marker.Disable($2040)
018C: play_sound 1 at $2122 $2123 $2124 
018A: $2041 = create_checkpoint_at $2125 $2126 $2127 
$2147 += 1 // $ += int 

:BMX_1_3817
if 
  $2147 == 19 // $ == int 
jf @BMX_1_3969 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2125 $2126 $2127 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2125 $2126 $2127 radius 3.0 3.0 3.0 
jf @BMX_1_3969 
Marker.Disable($2041)
018C: play_sound 1 at $2125 $2126 $2127 
$2147 = 1 // $ = int 
$2146 += 1 // $ += int 
if 
  3 > $2146 // int > $ 
jf @BMX_1_3969 
018A: $2023 = create_checkpoint_at $2071 $2072 $2073 

:BMX_1_3969
0084: $2169 = $2160 // $ = $ int 
0084: $2170 = $2163 // $ = $ int 
0084: $2171 = $2166 // $ = $ int 
gosub @BMX_1_4849 
if 
  $2171 == 1 // $ == int 
jf @BMX_1_4025 
$2166 = 1 // $ = int 

:BMX_1_4025
0084: $2169 = $2161 // $ = $ int 
0084: $2170 = $2164 // $ = $ int 
0084: $2171 = $2167 // $ = $ int 
gosub @BMX_1_4849 
if 
  $2171 == 1 // $ == int 
jf @BMX_1_4081 
$2167 = 1 // $ = int 

:BMX_1_4081
0084: $2169 = $2162 // $ = $ int 
0084: $2170 = $2165 // $ = $ int 
0084: $2171 = $2168 // $ = $ int 
gosub @BMX_1_4849 
if 
  $2171 == 1 // $ == int 
jf @BMX_1_4137 
$2168 = 1 // $ = int 

:BMX_1_4137
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @BMX_1_4301 
01BD: $2152 = current_time_in_ms 

:BMX_1_4161
if 
   not 0 > $2153 // int > $ 
jf @BMX_1_4294 
wait 0 
01BD: $2149 = current_time_in_ms 
0084: $2151 = $2149 // $ = $ int 
0060: $2151 -= $2152 // $ -= $ int 
$2153 = 15000 // $ = int 
0060: $2153 -= $2151 // $ -= $ int 
0084: $2154 = $2153 // $ = $ int 
$2154 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'GETBIK2' $2154 time 2000 1  // ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike!
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @BMX_1_4287 
$2153 = 1 // $ = int 
jump @BMX_1_4301 

:BMX_1_4287
jump @BMX_1_4161 

:BMX_1_4294
jump @BMX_1_4468 

:BMX_1_4301
jump @BMX_1_1253 

:BMX_1_4308
if 
  $2146 == 2 // $ == int 
jf @BMX_1_4468 
$2148 /= 1000 // $ /= int 
if 
  $667 == 0 // $ == int 
jf @BMX_1_4388 
0084: $2155 = $2148 // $ = $ int 
$8317 = 1 // $ = int 
$2156 = 1 // $ = int 
gosub @BMX_1_4780 
jump @BMX_1_4436 

:BMX_1_4388
if 
001C:   $2155 > $2148 // $ > $ int 
jf @BMX_1_4436 
0084: $2155 = $2148 // $ = $ int 
$8317 = 1 // $ = int 
$2156 += 1 // $ += int 
gosub @BMX_1_4780 

:BMX_1_4436
if 
  $8317 == 1 // $ == int 
jf @BMX_1_4468 
042E: register_lowest_int_stat 17 to $2155 
jump @BMX_1_4500 

:BMX_1_4468
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'BMXFAIL' time 5000 1  // ~r~You failed to set a new record!
return 

:BMX_1_4500
0084: $2157 = $2156 // $ = $ int 
$2157 *= 100 // $ *= int 
01E3: text_1number_styled 'M_PASS' number $2157 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += $2157
if 
  $667 == 0 // $ == int 
jf @BMX_1_4577 
$667 = 1 // $ = int 
030C: progress_made += 1 
0595: mission_complete 

:BMX_1_4577
return 

:BMX_1_4579
$2153 = 1 // $ = int 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($2023)
Marker.Disable($2024)
Marker.Disable($2025)
Marker.Disable($2026)
Marker.Disable($2027)
Marker.Disable($2028)
Marker.Disable($2029)
Marker.Disable($2030)
Marker.Disable($2031)
Marker.Disable($2032)
Marker.Disable($2033)
Marker.Disable($2034)
Marker.Disable($2035)
Marker.Disable($2036)
Marker.Disable($2037)
Marker.Disable($2038)
Marker.Disable($2039)
Marker.Disable($2040)
Marker.Disable($2041)
Model.Destroy(#BARREL4)
Model.Destroy(#MACHETE)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Actor.RemoveReferences($2160)
Car.RemoveReferences($2163)
Actor.RemoveReferences($2161)
Car.RemoveReferences($2164)
Actor.RemoveReferences($2162)
Car.RemoveReferences($2165)
Object.Destroy($8318)
Object.Destroy($8319)
Object.Destroy($8320)
Object.Destroy($8321)
01B7: release_weather 
014F: stop_timer $2148 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:BMX_1_4780
$2159 = 0 // $ = int 

:BMX_1_4787
if 
  $2148 > 59 // $ > int 
jf @BMX_1_4826 
$2148 -= 60 // $ -= int 
$2159 += 1 // $ += int 
jump @BMX_1_4787 

:BMX_1_4826
02FD: text_2numbers_highpriority 'NEW_REC' $2159 $2148 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
return 

:BMX_1_4849
if and
   not Actor.Dead($2169)
  $2171 == 0 // $ == int 
jf @BMX_1_4949 
if 
   not Car.Wrecked($2170)
jf @BMX_1_4934 
if or
   not Actor.InCar($2169, $2170)
80E0:   not player $PLAYER_CHAR in_any_car 
jf @BMX_1_4927 
01CC: actor $2169 kill_player $PLAYER_CHAR 
$2171 = 1 // $ = int 

:BMX_1_4927
jump @BMX_1_4949 

:BMX_1_4934
01CC: actor $2169 kill_player $PLAYER_CHAR 
$2171 = 1 // $ = int 

:BMX_1_4949
return 

//-------------Mission 89---------------
// Originally: Test Track

:BMX_2
gosub @BMX_2_36 
if 
wasted_or_busted 
jf @BMX_2_27 
gosub @BMX_2_4361 

:BMX_2_27
gosub @BMX_2_4472 
terminate_this_script 

:BMX_2_36
if 
  $668 == 0 // $ == int 
jf @BMX_2_56 
increment_mission_attempts 

:BMX_2_56
script_name 'BMX_2' 
$ONMISSION = 1 // $ = int 
wait 0 
$2146 = 0 // $ = int 
$2147 = 19 // $ = int 
$2015 = 0 // $ = int 
$2148 = 0 // $ = int 
$650 = 0 // $ = int 
$8317 = 0 // $ = int 
$2014 = 0 // $ = int 
$2173 = 0 // $ = int 
00DA: $8322 = player $PLAYER_CHAR car 
$2071 = -456.0 // $ = float 
$2072 = 1417.9 // $ = float 
$2073 = 14.24 // $ = float 
$2074 = -467.8 // $ = float 
$2075 = 1398.7 // $ = float 
$2076 = 8.15 // $ = float 
$2077 = -488.4 // $ = float 
$2078 = 1425.9 // $ = float 
$2079 = 14.5 // $ = float 
$2080 = -516.8 // $ = float 
$2081 = 1409.1 // $ = float 
$2082 = 12.6 // $ = float 
$2083 = -529.6 // $ = float 
$2084 = 1430.0 // $ = float 
$2085 = 9.6 // $ = float 
$2086 = -556.4 // $ = float 
$2087 = 1422.7 // $ = float 
$2088 = 10.0 // $ = float 
$2089 = -533.55 // $ = float 
$2090 = 1455.6 // $ = float 
$2091 = 10.3 // $ = float 
$2092 = -560.0 // $ = float 
$2093 = 1460.0 // $ = float 
$2094 = 10.3 // $ = float 
$2095 = -528.5 // $ = float 
$2096 = 1476.9 // $ = float 
$2097 = 10.5 // $ = float 
$2098 = -535.0 // $ = float 
$2099 = 1500.0 // $ = float 
$2100 = 9.8 // $ = float 
$2101 = -502.4 // $ = float 
$2102 = 1474.6 // $ = float 
$2103 = 11.3 // $ = float 
$2104 = -500.6 // $ = float 
$2105 = 1507.1 // $ = float 
$2106 = 9.8 // $ = float 
$2107 = -472.2 // $ = float 
$2108 = 1490.5 // $ = float 
$2109 = 11.0 // $ = float 
$2110 = -499.3 // $ = float 
$2111 = 1447.5 // $ = float 
$2112 = 15.5 // $ = float 
$2113 = -450.2 // $ = float 
$2114 = 1481.4 // $ = float 
$2115 = 9.8 // $ = float 
$2116 = -440.6 // $ = float 
$2117 = 1455.42 // $ = float 
$2118 = 9.8 // $ = float 
$2119 = -429.0 // $ = float 
$2120 = 1491.8 // $ = float 
$2121 = 10.1 // $ = float 
$2122 = -418.0 // $ = float 
$2123 = 1432.1 // $ = float 
$2124 = 10.0 // $ = float 
$2125 = -445.0 // $ = float 
$2126 = 1439.5 // $ = float 
$2127 = 10.4 // $ = float 
jump @BMX_2_984 
018A: $2041 = create_checkpoint_at $2125 $2126 $2127 
018A: $2040 = create_checkpoint_at $2125 $2126 $2127 
018A: $2039 = create_checkpoint_at $2125 $2126 $2127 
018A: $2038 = create_checkpoint_at $2125 $2126 $2127 
018A: $2037 = create_checkpoint_at $2125 $2126 $2127 
018A: $2036 = create_checkpoint_at $2125 $2126 $2127 
018A: $2035 = create_checkpoint_at $2125 $2126 $2127 
018A: $2034 = create_checkpoint_at $2125 $2126 $2127 
018A: $2033 = create_checkpoint_at $2125 $2126 $2127 
018A: $2032 = create_checkpoint_at $2125 $2126 $2127 
018A: $2031 = create_checkpoint_at $2125 $2126 $2127 
018A: $2030 = create_checkpoint_at $2125 $2126 $2127 
018A: $2029 = create_checkpoint_at $2125 $2126 $2127 
018A: $2028 = create_checkpoint_at $2125 $2126 $2127 
018A: $2027 = create_checkpoint_at $2125 $2126 $2127 
018A: $2026 = create_checkpoint_at $2125 $2126 $2127 
018A: $2025 = create_checkpoint_at $2125 $2126 $2127 
018A: $2024 = create_checkpoint_at $2125 $2126 $2127 
018A: $2023 = create_checkpoint_at $2125 $2126 $2127 

:BMX_2_984
01BD: $2150 = current_time_in_ms 
018A: $2041 = create_checkpoint_at $2125 $2126 $2127 
if 
  $2174 > 0 // $ > int 
jf @BMX_2_1173 
Model.Load(#BARREL4)

:BMX_2_1026
if 
   not Model.Available(#BARREL4)
jf @BMX_2_1053 
wait 0 
jump @BMX_2_1026 

:BMX_2_1053
Object.Create($8318, #BARREL4, -413.0, 1434.4, -100.0)
Object.CollisionDetection($8318, True)
Object.Create($8319, #BARREL4, -405.36, 1447.12, -100.0)
Object.CollisionDetection($8319, True)
Object.Create($8320, #BARREL4, -400.0, 1455.5, -100.0)
Object.CollisionDetection($8320, True)
Object.Create($8321, #BARREL4, -402.73, 1465.0, -100.0)
Object.CollisionDetection($8321, True)

:BMX_2_1173
if 
  $2174 > 2 // $ > int 
jf @BMX_2_1312 
Model.Load(#RANCHER)
Model.Load(#GDB)
Model.Load(#NITESTICK)

:BMX_2_1205
if or
   not Model.Available(#RANCHER)
   not Model.Available(#GDB)
   not Model.Available(#NITESTICK)
jf @BMX_2_1241 
wait 0 
jump @BMX_2_1205 

:BMX_2_1241
Car.Create($2178, #RANCHER, -478.7, 1524.0, 10.4)
0229: set_car $2178 color_to 0 0 
Car.Angle($2178) = 190.0
0129: $2177 = create_actor 4 #GDB in_car $2178 driverseat 
01B2: give_actor $2177 weapon 4 ammo 0 // Load the weapon model before using this 
01CC: actor $2177 kill_player $PLAYER_CHAR 

:BMX_2_1312
if 
  2 > $2146 // int > $ 
jf @BMX_2_4201 
wait 0 
if 
  $2014 == 0 // $ == int 
jf @BMX_2_1374 
03C3: set_timer_with_text_to $2148 type 0 text 'R_TIME'  // RACE TIME:
$2014 = 1 // $ = int 

:BMX_2_1374
if 
  $2173 == 0 // $ == int 
jf @BMX_2_1414 
00BC: text_highpriority 'BMX_HOW' time 4000 1  // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
$2173 = 1 // $ = int 

:BMX_2_1414
if and
  $2173 == 1 // $ == int 
  $2148 > 4000 // $ > int 
jf @BMX_2_1462 
00BC: text_highpriority 'BMXREW1' time 4000 1  // ~g~Each time you beat your previous record for the two laps
$2173 = 2 // $ = int 

:BMX_2_1462
if and
  $2173 == 2 // $ == int 
  $2148 > 8000 // $ > int 
jf @BMX_2_1510 
00BC: text_highpriority 'BMXREW2' time 4000 1  // ~g~a larger ~y~REWARD ~g~will be awarded!
$2173 = 3 // $ = int 

:BMX_2_1510
if 
  $2147 == 1 // $ == int 
jf @BMX_2_1662 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2071 $2072 $2073 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2071 $2072 $2073 radius 3.0 3.0 3.0 
jf @BMX_2_1662 
Marker.Disable($2023)
018C: play_sound 1 at $2071 $2072 $2073 
$2147 = 19 // $ = int 
$2146 += 1 // $ += int 
if 
  3 > $2146 // int > $ 
jf @BMX_2_1662 
018A: $2041 = create_checkpoint_at $2125 $2126 $2127 

:BMX_2_1662
if 
  $2147 == 2 // $ == int 
jf @BMX_2_1789 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2074 $2075 $2076 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2074 $2075 $2076 radius 3.0 3.0 3.0 
jf @BMX_2_1789 
Marker.Disable($2024)
018C: play_sound 1 at $2074 $2075 $2076 
018A: $2023 = create_checkpoint_at $2071 $2072 $2073 
$2147 -= 1 // $ -= int 

:BMX_2_1789
if 
  $2147 == 3 // $ == int 
jf @BMX_2_1916 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2077 $2078 $2079 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2077 $2078 $2079 radius 3.0 3.0 3.0 
jf @BMX_2_1916 
Marker.Disable($2025)
018C: play_sound 1 at $2077 $2078 $2079 
018A: $2024 = create_checkpoint_at $2074 $2075 $2076 
$2147 -= 1 // $ -= int 

:BMX_2_1916
if 
  $2147 == 4 // $ == int 
jf @BMX_2_2043 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2080 $2081 $2082 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2080 $2081 $2082 radius 3.0 3.0 3.0 
jf @BMX_2_2043 
Marker.Disable($2026)
018C: play_sound 1 at $2080 $2081 $2082 
018A: $2025 = create_checkpoint_at $2077 $2078 $2079 
$2147 -= 1 // $ -= int 

:BMX_2_2043
if 
  $2147 == 5 // $ == int 
jf @BMX_2_2170 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2083 $2084 $2085 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2083 $2084 $2085 radius 3.0 3.0 3.0 
jf @BMX_2_2170 
Marker.Disable($2027)
018C: play_sound 1 at $2083 $2084 $2085 
018A: $2026 = create_checkpoint_at $2080 $2081 $2082 
$2147 -= 1 // $ -= int 

:BMX_2_2170
if 
  $2147 == 6 // $ == int 
jf @BMX_2_2297 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2086 $2087 $2088 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2086 $2087 $2088 radius 3.0 3.0 3.0 
jf @BMX_2_2297 
Marker.Disable($2028)
018C: play_sound 1 at $2086 $2087 $2088 
018A: $2027 = create_checkpoint_at $2083 $2084 $2085 
$2147 -= 1 // $ -= int 

:BMX_2_2297
if 
  $2147 == 7 // $ == int 
jf @BMX_2_2424 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2089 $2090 $2091 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2089 $2090 $2091 radius 3.0 3.0 3.0 
jf @BMX_2_2424 
Marker.Disable($2029)
018C: play_sound 1 at $2089 $2090 $2091 
018A: $2028 = create_checkpoint_at $2086 $2087 $2088 
$2147 -= 1 // $ -= int 

:BMX_2_2424
if 
  $2147 == 8 // $ == int 
jf @BMX_2_2551 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2092 $2093 $2094 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2092 $2093 $2094 radius 3.0 3.0 3.0 
jf @BMX_2_2551 
Marker.Disable($2030)
018C: play_sound 1 at $2092 $2093 $2094 
018A: $2029 = create_checkpoint_at $2089 $2090 $2091 
$2147 -= 1 // $ -= int 

:BMX_2_2551
if 
  $2147 == 9 // $ == int 
jf @BMX_2_2737 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2095 $2096 $2097 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2095 $2096 $2097 radius 3.0 3.0 3.0 
jf @BMX_2_2737 
Marker.Disable($2031)
018C: play_sound 1 at $2095 $2096 $2097 
018A: $2030 = create_checkpoint_at $2092 $2093 $2094 
$2147 -= 1 // $ -= int 
if and
  $2173 == 3 // $ == int 
  $2148 > 12000 // $ > int 
  $2174 > 3 // $ > int 
jf @BMX_2_2737 
01B5: force_weather 2 
00BC: text_highpriority 'BMXRAIN' time 4000 1  // ~g~Looks like rain...
$2173 = 4 // $ = int 

:BMX_2_2737
if 
  $2147 == 10 // $ == int 
jf @BMX_2_2864 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2098 $2099 $2100 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2098 $2099 $2100 radius 3.0 3.0 3.0 
jf @BMX_2_2864 
Marker.Disable($2032)
018C: play_sound 1 at $2098 $2099 $2100 
018A: $2031 = create_checkpoint_at $2095 $2096 $2097 
$2147 -= 1 // $ -= int 

:BMX_2_2864
if 
  $2147 == 11 // $ == int 
jf @BMX_2_2991 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2101 $2102 $2103 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2101 $2102 $2103 radius 3.0 3.0 3.0 
jf @BMX_2_2991 
Marker.Disable($2033)
018C: play_sound 1 at $2101 $2102 $2103 
018A: $2032 = create_checkpoint_at $2098 $2099 $2100 
$2147 -= 1 // $ -= int 

:BMX_2_2991
if 
  $2147 == 12 // $ == int 
jf @BMX_2_3118 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2104 $2105 $2106 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2104 $2105 $2106 radius 3.0 3.0 3.0 
jf @BMX_2_3118 
Marker.Disable($2034)
018C: play_sound 1 at $2104 $2105 $2106 
018A: $2033 = create_checkpoint_at $2101 $2102 $2103 
$2147 -= 1 // $ -= int 

:BMX_2_3118
if 
  $2147 == 13 // $ == int 
jf @BMX_2_3245 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2107 $2108 $2109 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2107 $2108 $2109 radius 3.0 3.0 3.0 
jf @BMX_2_3245 
Marker.Disable($2035)
018C: play_sound 1 at $2107 $2108 $2109 
018A: $2034 = create_checkpoint_at $2104 $2105 $2106 
$2147 -= 1 // $ -= int 

:BMX_2_3245
if 
  $2147 == 14 // $ == int 
jf @BMX_2_3372 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2110 $2111 $2112 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2110 $2111 $2112 radius 3.0 3.0 3.0 
jf @BMX_2_3372 
Marker.Disable($2036)
018C: play_sound 1 at $2110 $2111 $2112 
018A: $2035 = create_checkpoint_at $2107 $2108 $2109 
$2147 -= 1 // $ -= int 

:BMX_2_3372
if 
  $2147 == 15 // $ == int 
jf @BMX_2_3499 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2113 $2114 $2115 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2113 $2114 $2115 radius 3.0 3.0 3.0 
jf @BMX_2_3499 
Marker.Disable($2037)
018C: play_sound 1 at $2113 $2114 $2115 
018A: $2036 = create_checkpoint_at $2110 $2111 $2112 
$2147 -= 1 // $ -= int 

:BMX_2_3499
if 
  $2147 == 16 // $ == int 
jf @BMX_2_3626 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2116 $2117 $2118 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2116 $2117 $2118 radius 3.0 3.0 3.0 
jf @BMX_2_3626 
Marker.Disable($2038)
018C: play_sound 1 at $2116 $2117 $2118 
018A: $2037 = create_checkpoint_at $2113 $2114 $2115 
$2147 -= 1 // $ -= int 

:BMX_2_3626
if 
  $2147 == 17 // $ == int 
jf @BMX_2_3753 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2119 $2120 $2121 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2119 $2120 $2121 radius 3.0 3.0 3.0 
jf @BMX_2_3753 
Marker.Disable($2039)
018C: play_sound 1 at $2119 $2120 $2121 
018A: $2038 = create_checkpoint_at $2116 $2117 $2118 
$2147 -= 1 // $ -= int 

:BMX_2_3753
if 
  $2147 == 18 // $ == int 
jf @BMX_2_3880 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2122 $2123 $2124 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2122 $2123 $2124 radius 3.0 3.0 3.0 
jf @BMX_2_3880 
Marker.Disable($2040)
018C: play_sound 1 at $2122 $2123 $2124 
018A: $2039 = create_checkpoint_at $2119 $2120 $2121 
$2147 -= 1 // $ -= int 

:BMX_2_3880
if 
  $2147 == 19 // $ == int 
jf @BMX_2_4007 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2125 $2126 $2127 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2125 $2126 $2127 radius 3.0 3.0 3.0 
jf @BMX_2_4007 
Marker.Disable($2041)
018C: play_sound 1 at $2125 $2126 $2127 
018A: $2040 = create_checkpoint_at $2122 $2123 $2124 
$2147 -= 1 // $ -= int 

:BMX_2_4007
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMX_2_4194 
01BD: $2152 = current_time_in_ms 

:BMX_2_4031
if 
   not 0 > $2153 // int > $ 
jf @BMX_2_4187 
wait 0 
01BD: $2149 = current_time_in_ms 
0084: $2151 = $2149 // $ = $ int 
0060: $2151 -= $2152 // $ -= $ int 
$2153 = 15000 // $ = int 
0060: $2153 -= $2151 // $ -= $ int 
0084: $2154 = $2153 // $ = $ int 
$2154 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'GETVEH' $2154 time 2000 1  // ~r~You have ~w~~1~ seconds ~g~to get back in the vehicle!
if 
   Car.Wrecked($8322)
jf @BMX_2_4147 
jump @BMX_2_4361 

:BMX_2_4147
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMX_2_4180 
$2153 = 1 // $ = int 
jump @BMX_2_4194 

:BMX_2_4180
jump @BMX_2_4031 

:BMX_2_4187
jump @BMX_2_4361 

:BMX_2_4194
jump @BMX_2_1312 

:BMX_2_4201
if 
  $2146 == 2 // $ == int 
jf @BMX_2_4361 
$2148 /= 1000 // $ /= int 
if 
  $668 == 0 // $ == int 
jf @BMX_2_4281 
0084: $2172 = $2148 // $ = $ int 
$8317 = 1 // $ = int 
$2174 = 1 // $ = int 
gosub @BMX_2_4654 
jump @BMX_2_4329 

:BMX_2_4281
if 
001C:   $2172 > $2148 // $ > $ int 
jf @BMX_2_4329 
0084: $2172 = $2148 // $ = $ int 
$8317 = 1 // $ = int 
$2174 += 1 // $ += int 
gosub @BMX_2_4654 

:BMX_2_4329
if 
  $8317 == 1 // $ == int 
jf @BMX_2_4361 
042E: register_lowest_int_stat 18 to $2172 
jump @BMX_2_4393 

:BMX_2_4361
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
00BC: text_highpriority 'BMXFAIL' time 5000 1  // ~r~You failed to set a new record!
return 

:BMX_2_4393
0084: $2175 = $2174 // $ = $ int 
$2175 *= 100 // $ *= int 
01E3: text_1number_styled 'M_PASS' number $2175 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += $2175
if 
  $668 == 0 // $ == int 
jf @BMX_2_4470 
0595: mission_complete 
$668 = 1 // $ = int 
030C: progress_made += 1 

:BMX_2_4470
return 

:BMX_2_4472
$2153 = 1 // $ = int 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($2023)
Marker.Disable($2024)
Marker.Disable($2025)
Marker.Disable($2026)
Marker.Disable($2027)
Marker.Disable($2028)
Marker.Disable($2029)
Marker.Disable($2030)
Marker.Disable($2031)
Marker.Disable($2032)
Marker.Disable($2033)
Marker.Disable($2034)
Marker.Disable($2035)
Marker.Disable($2036)
Marker.Disable($2037)
Marker.Disable($2038)
Marker.Disable($2039)
Marker.Disable($2040)
Marker.Disable($2041)
Model.Destroy(#BARREL4)
Model.Destroy(#RANCHER)
Model.Destroy(#NITESTICK)
Model.Destroy(#GDB)
Actor.RemoveReferences($2177)
Car.RemoveReferences($2178)
Object.Destroy($8318)
Object.Destroy($8319)
Object.Destroy($8320)
Object.Destroy($8321)
01B7: release_weather 
014F: stop_timer $2148 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:BMX_2_4654
$2176 = 0 // $ = int 

:BMX_2_4661
if 
  $2148 > 59 // $ > int 
jf @BMX_2_4700 
$2148 -= 60 // $ -= int 
$2176 += 1 // $ += int 
jump @BMX_2_4661 

:BMX_2_4700
02FD: text_2numbers_highpriority 'NEW_REC' $2176 $2148 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
return 

//-------------Mission 90---------------
// Originally: PCJ Playground

:T4X4_1
gosub @T4X4_1_36 
if 
wasted_or_busted 
jf @T4X4_1_27 
gosub @T4X4_1_6323 

:T4X4_1_27
gosub @T4X4_1_6528 
terminate_this_script 

:T4X4_1_36
if 
  $643 == 0 // $ == int 
jf @T4X4_1_56 
increment_mission_attempts 

:T4X4_1_56
script_name 'T4X4_1' 
$ONMISSION = 1 // $ = int 
$659 = 1 // $ = int 
054C: use_GXT_table 'MIAMI_1' 
00BA: text_styled 'T4X4_1' 5000 ms 2  // 'PCJ Playground'
wait 0 
$2008 = 0 // $ = int 
$2015 = 120000 // $ = int 
$661 = 0 // $ = int 
$2014 = 0 // $ = int 
$646 = 1 // $ = int 
$2011 = 0 // $ = int 
$663 = 0 // $ = int 
$2010 = 120 // $ = int 
$2013 = 100 // $ = int 
$2012 = 0 // $ = int 
$2017 = 0 // $ = int 
$2018 = 0 // $ = int 
$2047 = 0 // $ = int 
$2048 = 0 // $ = int 
$2049 = 0 // $ = int 
$2050 = 0 // $ = int 
$2051 = 0 // $ = int 
$2052 = 0 // $ = int 
$2053 = 0 // $ = int 
$2054 = 0 // $ = int 
$2055 = 0 // $ = int 
$2056 = 0 // $ = int 
$2057 = 0 // $ = int 
$2058 = 0 // $ = int 
$2059 = 0 // $ = int 
$2060 = 0 // $ = int 
$2061 = 0 // $ = int 
$2062 = 0 // $ = int 
$2063 = 0 // $ = int 
$2064 = 0 // $ = int 
$2065 = 0 // $ = int 
$2066 = 0 // $ = int 
$2067 = 0 // $ = int 
$2068 = 0 // $ = int 
$2069 = 0 // $ = int 
$2070 = 0 // $ = int 
$2143 = 450.0 // $ = float 
$2144 = -389.0 // $ = float 
$2145 = 26.5 // $ = float 
$2071 = 460.0 // $ = float 
$2072 = -400.4 // $ = float 
$2073 = 18.0 // $ = float 
$2074 = 460.0 // $ = float 
$2075 = -441.5 // $ = float 
$2076 = 17.5 // $ = float 
$2077 = 453.0 // $ = float 
$2078 = -517.83 // $ = float 
$2079 = 21.0 // $ = float 
$2080 = 429.5 // $ = float 
$2081 = -580.6 // $ = float 
$2082 = 11.0 // $ = float 
$2083 = 392.0 // $ = float 
$2084 = -661.3 // $ = float 
$2085 = 11.5 // $ = float 
$2086 = 366.5 // $ = float 
$2087 = -719.2 // $ = float 
$2088 = 23.3 // $ = float 
$2089 = 349.5 // $ = float 
$2090 = -762.2 // $ = float 
$2091 = 24.0 // $ = float 
$2092 = 342.26 // $ = float 
$2093 = -802.3 // $ = float 
$2094 = 11.5 // $ = float 
$2095 = 316.0 // $ = float 
$2096 = -858.0 // $ = float 
$2097 = 11.5 // $ = float 
$2098 = 285.0 // $ = float 
$2099 = -890.0 // $ = float 
$2100 = 11.5 // $ = float 
$2101 = 256.7 // $ = float 
$2102 = -955.0 // $ = float 
$2103 = 17.0 // $ = float 
$2104 = 242.5 // $ = float 
$2105 = -1111.8 // $ = float 
$2106 = 11.5 // $ = float 
$2107 = 228.6 // $ = float 
$2108 = -1147.9 // $ = float 
$2109 = 11.5 // $ = float 
$2110 = 193.5 // $ = float 
$2111 = -1303.3 // $ = float 
$2112 = 11.2 // $ = float 
$2113 = 201.44 // $ = float 
$2114 = -1318.7 // $ = float 
$2115 = 11.2 // $ = float 
$2116 = 188.6 // $ = float 
$2117 = -1357.5 // $ = float 
$2118 = 11.2 // $ = float 
$2119 = 167.2 // $ = float 
$2120 = -1369.2 // $ = float 
$2121 = 11.2 // $ = float 
$2122 = 129.6 // $ = float 
$2123 = -1337.8 // $ = float 
$2124 = 9.5 // $ = float 
$2125 = 104.45 // $ = float 
$2126 = -1319.7 // $ = float 
$2127 = 5.5 // $ = float 
$2128 = 78.7 // $ = float 
$2129 = -1300.0 // $ = float 
$2130 = 13.5 // $ = float 
$2131 = 70.1 // $ = float 
$2132 = -1220.4 // $ = float 
$2133 = 11.0 // $ = float 
$2134 = 12.5 // $ = float 
$2135 = -1192.0 // $ = float 
$2136 = 11.4 // $ = float 
$2137 = 4.96 // $ = float 
$2138 = -1253.5 // $ = float 
$2139 = 21.6 // $ = float 
$2140 = 19.8 // $ = float 
$2141 = -1308.9 // $ = float 
$2142 = 17.3 // $ = float 
$2007 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00DA: $2006 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($2006)
jf @T4X4_1_1165 
020A: set_car $2006 door_status_to 1 

:T4X4_1_1165
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
018A: $2023 = create_checkpoint_at $2071 $2072 $2073 
018A: $2024 = create_checkpoint_at $2074 $2075 $2076 
018A: $2025 = create_checkpoint_at $2077 $2078 $2079 
018A: $2026 = create_checkpoint_at $2080 $2081 $2082 
018A: $2027 = create_checkpoint_at $2083 $2084 $2085 
018A: $2028 = create_checkpoint_at $2086 $2087 $2088 
018A: $2029 = create_checkpoint_at $2089 $2090 $2091 
018A: $2030 = create_checkpoint_at $2092 $2093 $2094 
018A: $2031 = create_checkpoint_at $2095 $2096 $2097 
018A: $2032 = create_checkpoint_at $2098 $2099 $2100 
018A: $2033 = create_checkpoint_at $2101 $2102 $2103 
018A: $2034 = create_checkpoint_at $2104 $2105 $2106 
018A: $2035 = create_checkpoint_at $2107 $2108 $2109 
018A: $2036 = create_checkpoint_at $2110 $2111 $2112 
018A: $2037 = create_checkpoint_at $2113 $2114 $2115 
018A: $2038 = create_checkpoint_at $2116 $2117 $2118 
018A: $2039 = create_checkpoint_at $2119 $2120 $2121 
018A: $2040 = create_checkpoint_at $2122 $2123 $2124 
018A: $2041 = create_checkpoint_at $2125 $2126 $2127 
018A: $2042 = create_checkpoint_at $2128 $2129 $2130 
018A: $2043 = create_checkpoint_at $2131 $2132 $2133 
018A: $2044 = create_checkpoint_at $2134 $2135 $2136 
018A: $2045 = create_checkpoint_at $2137 $2138 $2139 
018A: $2046 = create_checkpoint_at $2140 $2141 $2142 
Model.Load(#YANKEE)

:T4X4_1_1517
if 
   not Model.Available(#YANKEE)
jf @T4X4_1_1544 
wait 0 
jump @T4X4_1_1517 

:T4X4_1_1544
if 
  24 > $2008 // int > $ 
jf @T4X4_1_6298 
wait 0 
if 
  $2014 == 1 // $ == int 
jf @T4X4_1_1624 
if 
  1 > $2015 // int > $ 
jf @T4X4_1_1624 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @T4X4_1_6323 

:T4X4_1_1624
if and
  $2008 == 1 // $ == int 
  $2014 == 0 // $ == int 
jf @T4X4_1_1663 
014E: start_timer_at $2015 count_in_direction 1 
$2014 = 1 // $ = int 

:T4X4_1_1663
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
  4 > $661 // int > $ 
jf @T4X4_1_5001 
if 
  $2047 == 0 // $ == int 
jf @T4X4_1_1827 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2071 $2072 $2073 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2071 $2072 $2073 radius 2.5 2.5 3.5 
jf @T4X4_1_1827 
Marker.Disable($2023)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2071 $2072 $2073 
$2047 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_1827
if 
  $2048 == 0 // $ == int 
jf @T4X4_1_1965 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2074 $2075 $2076 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2074 $2075 $2076 radius 2.5 2.5 3.5 
jf @T4X4_1_1965 
Marker.Disable($2024)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2074 $2075 $2076 
$2048 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_1965
if 
  $2049 == 0 // $ == int 
jf @T4X4_1_2103 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2077 $2078 $2079 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2077 $2078 $2079 radius 2.5 2.5 3.5 
jf @T4X4_1_2103 
Marker.Disable($2025)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2077 $2078 $2079 
$2049 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2103
if 
  $2050 == 0 // $ == int 
jf @T4X4_1_2241 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2080 $2081 $2082 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2080 $2081 $2082 radius 2.5 2.5 3.5 
jf @T4X4_1_2241 
Marker.Disable($2026)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2080 $2081 $2082 
$2050 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2241
if 
  $2051 == 0 // $ == int 
jf @T4X4_1_2379 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2083 $2084 $2085 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2083 $2084 $2085 radius 2.5 2.5 3.5 
jf @T4X4_1_2379 
Marker.Disable($2027)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2083 $2084 $2085 
$2051 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2379
if 
  $2052 == 0 // $ == int 
jf @T4X4_1_2517 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2086 $2087 $2088 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2086 $2087 $2088 radius 2.5 2.5 3.5 
jf @T4X4_1_2517 
Marker.Disable($2028)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2086 $2087 $2088 
$2052 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2517
if 
  $2053 == 0 // $ == int 
jf @T4X4_1_2655 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2089 $2090 $2091 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2089 $2090 $2091 radius 2.5 2.5 3.5 
jf @T4X4_1_2655 
Marker.Disable($2029)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2089 $2090 $2091 
$2053 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2655
if 
  $2054 == 0 // $ == int 
jf @T4X4_1_2793 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2092 $2093 $2094 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2092 $2093 $2094 radius 2.5 2.5 3.5 
jf @T4X4_1_2793 
Marker.Disable($2030)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2092 $2093 $2094 
$2054 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2793
if 
  $2055 == 0 // $ == int 
jf @T4X4_1_2931 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2095 $2096 $2097 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2095 $2096 $2097 radius 2.5 2.5 3.5 
jf @T4X4_1_2931 
Marker.Disable($2031)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2095 $2096 $2097 
$2055 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_2931
if 
  $2056 == 0 // $ == int 
jf @T4X4_1_3069 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2098 $2099 $2100 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2098 $2099 $2100 radius 2.5 2.5 3.5 
jf @T4X4_1_3069 
Marker.Disable($2032)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2098 $2099 $2100 
$2056 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3069
if 
  $2057 == 0 // $ == int 
jf @T4X4_1_3207 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2101 $2102 $2103 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2101 $2102 $2103 radius 2.5 2.5 3.5 
jf @T4X4_1_3207 
Marker.Disable($2033)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2101 $2102 $2103 
$2057 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3207
if 
  $2058 == 0 // $ == int 
jf @T4X4_1_3345 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2104 $2105 $2106 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2104 $2105 $2106 radius 2.5 2.5 3.5 
jf @T4X4_1_3345 
Marker.Disable($2034)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2104 $2105 $2106 
$2058 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3345
if 
  $2059 == 0 // $ == int 
jf @T4X4_1_3483 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2107 $2108 $2109 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2107 $2108 $2109 radius 2.5 2.5 3.5 
jf @T4X4_1_3483 
Marker.Disable($2035)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2107 $2108 $2109 
$2059 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3483
if 
  $2060 == 0 // $ == int 
jf @T4X4_1_3621 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2110 $2111 $2112 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2110 $2111 $2112 radius 2.5 2.5 3.5 
jf @T4X4_1_3621 
Marker.Disable($2036)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2110 $2111 $2112 
$2060 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3621
if 
  $2061 == 0 // $ == int 
jf @T4X4_1_3759 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2113 $2114 $2115 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2113 $2114 $2115 radius 2.5 2.5 3.5 
jf @T4X4_1_3759 
Marker.Disable($2037)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2113 $2114 $2115 
$2061 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3759
if 
  $2062 == 0 // $ == int 
jf @T4X4_1_3897 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2116 $2117 $2118 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2116 $2117 $2118 radius 2.5 2.5 3.5 
jf @T4X4_1_3897 
Marker.Disable($2038)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2116 $2117 $2118 
$2062 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_3897
if 
  $2063 == 0 // $ == int 
jf @T4X4_1_4035 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2119 $2120 $2121 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2119 $2120 $2121 radius 2.5 2.5 3.5 
jf @T4X4_1_4035 
Marker.Disable($2039)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2119 $2120 $2121 
$2063 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4035
if 
  $2064 == 0 // $ == int 
jf @T4X4_1_4173 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2122 $2123 $2124 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2122 $2123 $2124 radius 2.5 2.5 3.5 
jf @T4X4_1_4173 
Marker.Disable($2040)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2122 $2123 $2124 
$2064 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4173
if 
  $2065 == 0 // $ == int 
jf @T4X4_1_4311 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2125 $2126 $2127 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2125 $2126 $2127 radius 2.5 2.5 3.5 
jf @T4X4_1_4311 
Marker.Disable($2041)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2125 $2126 $2127 
$2065 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4311
if 
  $2066 == 0 // $ == int 
jf @T4X4_1_4449 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2128 $2129 $2130 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2128 $2129 $2130 radius 2.5 2.5 3.5 
jf @T4X4_1_4449 
Marker.Disable($2042)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2128 $2129 $2130 
$2066 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4449
if 
  $2067 == 0 // $ == int 
jf @T4X4_1_4587 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2131 $2132 $2133 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2131 $2132 $2133 radius 2.5 2.5 3.5 
jf @T4X4_1_4587 
Marker.Disable($2043)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2131 $2132 $2133 
$2067 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4587
if 
  $2068 == 0 // $ == int 
jf @T4X4_1_4725 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2134 $2135 $2136 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2134 $2135 $2136 radius 2.5 2.5 3.5 
jf @T4X4_1_4725 
Marker.Disable($2044)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2134 $2135 $2136 
$2068 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4725
if 
  $2069 == 0 // $ == int 
jf @T4X4_1_4863 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2137 $2138 $2139 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2137 $2138 $2139 radius 2.5 2.5 3.5 
jf @T4X4_1_4863 
Marker.Disable($2045)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2137 $2138 $2139 
$2069 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_4863
if 
  $2070 == 0 // $ == int 
jf @T4X4_1_5001 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2140 $2141 $2142 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2140 $2141 $2142 radius 2.5 2.5 3.5 
jf @T4X4_1_5001 
Marker.Disable($2046)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2140 $2141 $2142 
$2070 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $2008 time 3000 1  // ~1~ of 24!

:T4X4_1_5001
if 
  $651 == 1 // $ == int 
jf @T4X4_1_5083 
if and
  $2011 == 0 // $ == int 
  4 > $661 // int > $ 
jf @T4X4_1_5083 
if 
00E1:   player 0 pressed_button 16 
jf @T4X4_1_5083 
$663 = 9501 // $ = int 
$661 = 3 // $ = int 
$2011 = 1 // $ = int 

:T4X4_1_5083
if 
  $661 == 0 // $ == int 
jf @T4X4_1_5261 
01BD: $662 = current_time_in_ms 
Camera.SetPosition($2143, $2144, $2145, 0.0, 0.0, 0.0)
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 0 
fade 0 1000 

:T4X4_1_5151
if 
fading 
jf @T4X4_1_5175 
wait 0 
jump @T4X4_1_5151 

:T4X4_1_5175
Camera.SetAtPos($2143, $2144, $2145)
Camera.PointAt(459.5, -382.2, 14.0, 2)
fade 1 1000 

:T4X4_1_5212
if 
fading 
jf @T4X4_1_5236 
wait 0 
jump @T4X4_1_5212 

:T4X4_1_5236
01E5: text_1number_highpriority 'T4X4_1A' $2010 time 5000 1  // ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
$661 = 1 // $ = int 

:T4X4_1_5261
if 
  $2011 == 0 // $ == int 
jf @T4X4_1_5300 
01BD: $664 = current_time_in_ms 
0084: $663 = $664 // $ = $ int 
0060: $663 -= $662 // $ -= $ int 

:T4X4_1_5300
if and
  $663 > 4000 // $ > int 
  $661 == 1 // $ == int 
jf @T4X4_1_5346 
Camera.PointAt($2071, $2072, $2073, 1)
$661 = 2 // $ = int 

:T4X4_1_5346
if and
  $663 > 7000 // $ > int 
  $661 == 2 // $ == int 
jf @T4X4_1_5407 
Camera.PointAt($2077, $2078, $2079, 1)
00BC: text_highpriority 'T4X4_1B' time 5000 1  // ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER.
$661 = 3 // $ = int 

:T4X4_1_5407
if and
  $663 > 9500 // $ > int 
  $661 == 3 // $ == int 
jf @T4X4_1_5599 
fade 0 1000 

:T4X4_1_5440
if 
fading 
jf @T4X4_1_5464 
wait 0 
jump @T4X4_1_5440 

:T4X4_1_5464
00BE: text_clear_all 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
Camera.SetAtPos($397, $398, $399)
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
if 
   not Car.Wrecked($2006)
jf @T4X4_1_5527 
020A: set_car $2006 door_status_to 1 

:T4X4_1_5527
Player.WantedLevel($PLAYER_CHAR) = $2007
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0169: set_fade_color 0 0 0 
fade 1 1000 

:T4X4_1_5557
if 
fading 
jf @T4X4_1_5581 
wait 0 
jump @T4X4_1_5557 

:T4X4_1_5581
043C: set_game_sounds_disable_on_fade 1 
$661 = 4 // $ = int 
$651 = 1 // $ = int 

:T4X4_1_5599
if 
  $2017 == 0 // $ == int 
jf @T4X4_1_5761 
if 
00E3:   player $PLAYER_CHAR 0 274.0 -905.0 radius 10.0 10.0 
jf @T4X4_1_5761 
0395: clear_area 1 at 278.0 -961.0 10.0 range 3.0 
Car.Create($2019, #YANKEE, 278.0, -961.0, 10.0)
0129: $2021 = create_actor 4 #MALE01 in_car $2019 driverseat 
Car.Angle($2019) = 70.0
04BA: set_car $2019 speed_instantly 15.0 
Car.DriveTo($2019, 121.5, -912.88, 10.0)
$2017 = 1 // $ = int 

:T4X4_1_5761
if 
  $2017 == 1 // $ == int 
jf @T4X4_1_5845 
if 
   not Car.Wrecked($2019)
jf @T4X4_1_5845 
if 
01AD:   car $2019 sphere 0 near_point 121.5 -912.88 radius 4.0 4.0 
jf @T4X4_1_5845 
Car.SetToPsychoDriver($2019)
$2017 = 2 // $ = int 

:T4X4_1_5845
if 
  $2018 == 0 // $ == int 
jf @T4X4_1_5973 
if 
00E3:   player $PLAYER_CHAR 0 239.0 -1081.0 radius 10.0 10.0 
jf @T4X4_1_5973 
Car.Create($2020, #YANKEE, 210.1, -1136.5, 10.3)
0129: $2022 = create_actor 4 #MALE01 in_car $2020 driverseat 
Car.Angle($2020) = 260.0
04BA: set_car $2020 speed_instantly 10.0 
0477: set_car $2020 action 8 time 20000 
$2018 = 1 // $ = int 

:T4X4_1_5973
if 
  $2018 == 1 // $ == int 
jf @T4X4_1_6057 
if 
   not Car.Wrecked($2020)
jf @T4X4_1_6057 
if 
01AD:   car $2020 sphere 0 near_point 252.4 -1142.4 radius 4.0 4.0 
jf @T4X4_1_6057 
Car.SetToPsychoDriver($2020)
$2018 = 2 // $ = int 

:T4X4_1_6057
if 
  $661 > 3 // $ > int 
jf @T4X4_1_6291 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @T4X4_1_6291 

:T4X4_1_6094
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @T4X4_1_6291 
wait 0 
if 
  $2014 == 1 // $ == int 
jf @T4X4_1_6223 
0084: $2009 = $2015 // $ = $ int 
$2009 /= 1000 // $ /= int 
if 
  $2009 > 0 // $ > int 
jf @T4X4_1_6194 
01E5: text_1number_highpriority 'GETBIK1' $2009 time 2000 1  // You have ~1~ seconds to get on a PCJ 600!
jump @T4X4_1_6216 

:T4X4_1_6194
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_1_6323 

:T4X4_1_6216
jump @T4X4_1_6238 

:T4X4_1_6223
00BC: text_highpriority 'GETBIK3' time 1000 1  // ~r~You need a PCJ 600 to attempt this mission!

:T4X4_1_6238
if and
00E0:   player $PLAYER_CHAR in_any_car 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @T4X4_1_6284 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_1_6323 

:T4X4_1_6284
jump @T4X4_1_6094 

:T4X4_1_6291
jump @T4X4_1_1544 

:T4X4_1_6298
if 
  $2008 == 24 // $ == int 
jf @T4X4_1_6323 
jump @T4X4_1_6340 

:T4X4_1_6323
00BA: text_styled 'M_FAIL' 2000 ms 1  // Mission Failed!
return 

:T4X4_1_6340
$2015 *= -1 // $ *= int 
$2015 += 120000 // $ += int 
$2015 /= 1000 // $ /= int 
if 
  $643 == 0 // $ == int 
jf @T4X4_1_6398 
0084: $649 = $2015 // $ = $ int 
gosub @T4X4_1_6713 

:T4X4_1_6398
if 
  $643 == 1 // $ == int 
jf @T4X4_1_6464 
if 
001C:   $649 > $2015 // $ > $ int 
jf @T4X4_1_6457 
0084: $649 = $2015 // $ = $ int 
gosub @T4X4_1_6713 
jump @T4X4_1_6464 

:T4X4_1_6457
$2013 = 100 // $ = int 

:T4X4_1_6464
01E3: text_1number_styled 'M_PASS' number $2013 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += $2013
if 
  $643 == 0 // $ == int 
jf @T4X4_1_6526 
0595: mission_complete 
$643 = 1 // $ = int 
030C: progress_made += 1 

:T4X4_1_6526
return 

:T4X4_1_6528
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Marker.Disable($2023)
Marker.Disable($2024)
Marker.Disable($2025)
Marker.Disable($2026)
Marker.Disable($2027)
Marker.Disable($2028)
Marker.Disable($2029)
Marker.Disable($2030)
Marker.Disable($2031)
Marker.Disable($2032)
Marker.Disable($2033)
Marker.Disable($2034)
Marker.Disable($2035)
Marker.Disable($2036)
Marker.Disable($2037)
Marker.Disable($2038)
Marker.Disable($2039)
Marker.Disable($2040)
Marker.Disable($2041)
Marker.Disable($2042)
Marker.Disable($2043)
Marker.Disable($2044)
Marker.Disable($2045)
Marker.Disable($2046)
Actor.RemoveReferences($2021)
Actor.RemoveReferences($2022)
Model.Destroy(#YANKEE)
014F: stop_timer $2015 
$ONMISSION = 0 // $ = int 
$658 = 0 // $ = int 
$659 = 0 // $ = int 
mission_cleanup 
return 

:T4X4_1_6713
042E: register_lowest_int_stat 16 to $649 
0084: $8323 = $649 // $ = $ int 
$2012 = 0 // $ = int 

:T4X4_1_6735
if 
  $8323 > 59 // $ > int 
jf @T4X4_1_6774 
$8323 -= 60 // $ -= int 
$2012 += 1 // $ += int 
jump @T4X4_1_6735 

:T4X4_1_6774
02FD: text_2numbers_highpriority 'NEW_REC' $2012 $8323 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
$2013 = 1000 // $ = int 
return 

//-------------Mission 91---------------
// Originally: Cone Crazy

:CARPRK1
gosub @CARPRK1_16 
gosub @CARPRK1_3290 
terminate_this_script 

:CARPRK1_16
if 
  $655 == 0 // $ == int 
jf @CARPRK1_36 
increment_mission_attempts 

:CARPRK1_36
script_name 'CARPRK1' 
$ONMISSION = 1 // $ = int 
054C: use_GXT_table 'CARPAR1' 
00BA: text_styled 'MM_1' 5000 ms 2  // 'CONE CRAZY'
wait 0 
$2008 = 0 // $ = int 
$2015 = 0 // $ = int 
$661 = 0 // $ = int 
$2014 = 0 // $ = int 
$2011 = 0 // $ = int 
$663 = 0 // $ = int 
$8324 = 0 // $ = int 
if 
  $655 == 0 // $ == int 
jf @CARPRK1_172 
$2016 = 12000 // $ = int 
$8358 = 12 // $ = int 
$8359 = 200 // $ = int 

:CARPRK1_172
$2017 = 0 // $ = int 
$2018 = 0 // $ = int 
$2047 = 0 // $ = int 
$2048 = 0 // $ = int 
$2049 = 0 // $ = int 
$2050 = 0 // $ = int 
$2051 = 0 // $ = int 
$2052 = 0 // $ = int 
$2053 = 0 // $ = int 
$2054 = 0 // $ = int 
$2055 = 0 // $ = int 
$2056 = 0 // $ = int 
$2057 = 0 // $ = int 
$2058 = 0 // $ = int 
$2059 = 0 // $ = int 
$2060 = 0 // $ = int 
$2061 = 0 // $ = int 
$2062 = 0 // $ = int 
$2063 = 0 // $ = int 
$2064 = 0 // $ = int 
$2065 = 0 // $ = int 
$2066 = 0 // $ = int 
$2067 = 0 // $ = int 
$2068 = 0 // $ = int 
$2069 = 0 // $ = int 
$2070 = 0 // $ = int 
$650 = 0 // $ = int 
$2143 = 106.0 // $ = float 
$2144 = -1242.0 // $ = float 
$2145 = 35.5 // $ = float 
$8395 = 0.0 // $ = float 
$8396 = 128.0 // $ = float 
$8397 = -1180.75 // $ = float 
$8392 = 8.0 // $ = float 
$8363 = -100.0 // $ = float 
$8361 = 108.8 // $ = float 
$8362 = -1232.9 // $ = float 
$8364 = 120.25 // $ = float 
$8365 = -1230.6 // $ = float 
$8366 = 111.2 // $ = float 
$8367 = -1219.7 // $ = float 
$8368 = 138.6 // $ = float 
$8369 = -1211.8 // $ = float 
$8370 = 138.6 // $ = float 
$8371 = -1207.2 // $ = float 
$8372 = 141.6 // $ = float 
$8373 = -1207.2 // $ = float 
$8374 = 141.6 // $ = float 
$8375 = -1211.8 // $ = float 
$8376 = 144.6 // $ = float 
$8377 = -1207.2 // $ = float 
$8378 = 147.6 // $ = float 
$8379 = -1207.2 // $ = float 
$8380 = 113.25 // $ = float 
$8381 = -1146.5 // $ = float 
$8382 = 113.25 // $ = float 
$8383 = -1149.5 // $ = float 
$8384 = 113.25 // $ = float 
$8385 = -1155.5 // $ = float 
$8386 = 109.25 // $ = float 
$8387 = -1155.5 // $ = float 
$8388 = 121.25 // $ = float 
$8389 = -1155.5 // $ = float 
$8390 = 117.25 // $ = float 
$8391 = -1155.5 // $ = float 
$2071 = 108.8 // $ = float 
$2072 = -1228.8 // $ = float 
$2073 = 33.7 // $ = float 
$2074 = 112.6 // $ = float 
$2075 = -1232.9 // $ = float 
$2076 = 33.7 // $ = float 
$2077 = 140.3 // $ = float 
$2078 = -1209.5 // $ = float 
$2079 = 31.5 // $ = float 
$2080 = 108.8 // $ = float 
$2081 = -1147.5 // $ = float 
$2082 = 31.5 // $ = float 
$2083 = 131.5 // $ = float 
$2084 = -1182.9 // $ = float 
$2085 = 31.5 // $ = float 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
$2007 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
00DA: $2006 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($2006)
jf @CARPRK1_946 
020A: set_car $2006 door_status_to 1 

:CARPRK1_946
03D5: remove_text 'M_PASS'  // MISSION PASSED! $~1~
03D5: remove_text 'M_FAIL'  // Mission Failed!
Model.Load(#TRAFFICCONE)

:CARPRK1_971
if 
   not Model.Available(#TRAFFICCONE)
jf @CARPRK1_998 
wait 0 
jump @CARPRK1_971 

:CARPRK1_998
018A: $2023 = create_checkpoint_at $2071 $2072 $2073 
018A: $2024 = create_checkpoint_at $2074 $2075 $2076 
018A: $2025 = create_checkpoint_at $2077 $2078 $2079 
018A: $2026 = create_checkpoint_at $2080 $2081 $2082 
018A: $2027 = create_checkpoint_at $2083 $2084 $2085 

:CARPRK1_1068
if 
  5 > $2008 // int > $ 
jf @CARPRK1_3047 
wait 0 
if 
  $2014 == 1 // $ == int 
jf @CARPRK1_1148 
if 
  1 > $2015 // int > $ 
jf @CARPRK1_1148 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @CARPRK1_3072 

:CARPRK1_1148
if and
  $2008 == 1 // $ == int 
  $2014 == 0 // $ == int 
jf @CARPRK1_1194 
014E: start_timer_at $2015 count_in_direction 1 
TIMERA = 0 // @ = int 
$2014 = 1 // $ = int 

:CARPRK1_1194
if 
  $2047 == 0 // $ == int 
jf @CARPRK1_1322 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2071 $2072 $2073 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2071 $2072 $2073 radius 2.5 2.5 3.5 
jf @CARPRK1_1322 
Marker.Disable($2023)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2071 $2072 $2073 
0058: $2015 += $2016 // $ += $ int 
$2047 = 1 // $ = int 

:CARPRK1_1322
if 
  $2048 == 0 // $ == int 
jf @CARPRK1_1450 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2074 $2075 $2076 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2074 $2075 $2076 radius 2.5 2.5 3.5 
jf @CARPRK1_1450 
Marker.Disable($2024)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2074 $2075 $2076 
0058: $2015 += $2016 // $ += $ int 
$2048 = 1 // $ = int 

:CARPRK1_1450
if 
  $2049 == 0 // $ == int 
jf @CARPRK1_1578 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2077 $2078 $2079 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2077 $2078 $2079 radius 2.5 2.5 3.5 
jf @CARPRK1_1578 
Marker.Disable($2025)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2077 $2078 $2079 
0058: $2015 += $2016 // $ += $ int 
$2049 = 1 // $ = int 

:CARPRK1_1578
if 
  $2050 == 0 // $ == int 
jf @CARPRK1_1706 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2080 $2081 $2082 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2080 $2081 $2082 radius 2.5 2.5 3.5 
jf @CARPRK1_1706 
Marker.Disable($2026)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2080 $2081 $2082 
0058: $2015 += $2016 // $ += $ int 
$2050 = 1 // $ = int 

:CARPRK1_1706
if 
  $2051 == 0 // $ == int 
jf @CARPRK1_1834 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $2083 $2084 $2085 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $2083 $2084 $2085 radius 2.5 2.5 3.5 
jf @CARPRK1_1834 
Marker.Disable($2027)
$2008 += 1 // $ += int 
018C: play_sound 1 at $2083 $2084 $2085 
0058: $2015 += $2016 // $ += $ int 
$2051 = 1 // $ = int 

:CARPRK1_1834
if 
  $654 == 1 // $ == int 
jf @CARPRK1_1923 
if and
  $2011 == 0 // $ == int 
  $661 > 0 // $ > int 
  4 > $661 // int > $ 
jf @CARPRK1_1923 
if 
00E1:   player 0 pressed_button 16 
jf @CARPRK1_1923 
$663 = 9501 // $ = int 
$661 = 3 // $ = int 
$2011 = 1 // $ = int 

:CARPRK1_1923
if 
  $661 == 0 // $ == int 
jf @CARPRK1_2587 
01BD: $662 = current_time_in_ms 
Camera.SetPosition($2143, $2144, $2145, 0.0, 0.0, 0.0)
043C: set_game_sounds_disable_on_fade 0 
fade 0 1000 

:CARPRK1_1983
if 
fading 
jf @CARPRK1_2007 
wait 0 
jump @CARPRK1_1983 

:CARPRK1_2007
Object.Create($8326, #TRAFFICCONE, $8361, $8362, $8363)
Object.CollisionDetection($8326, True)
Object.ToggleInMovingList($8326, True)
Object.Create($8327, #TRAFFICCONE, $8364, $8365, $8363)
Object.CollisionDetection($8327, True)
Object.ToggleInMovingList($8327, True)
Object.Create($8328, #TRAFFICCONE, $8366, $8367, $8363)
Object.CollisionDetection($8328, True)
Object.ToggleInMovingList($8328, True)
Object.Create($8329, #TRAFFICCONE, $8368, $8369, $8363)
Object.CollisionDetection($8329, True)
Object.ToggleInMovingList($8329, True)
Object.Create($8330, #TRAFFICCONE, $8370, $8371, $8363)
Object.CollisionDetection($8330, True)
Object.ToggleInMovingList($8330, True)
Object.Create($8331, #TRAFFICCONE, $8372, $8373, $8363)
Object.CollisionDetection($8331, True)
Object.ToggleInMovingList($8331, True)
Object.Create($8332, #TRAFFICCONE, $8374, $8375, $8363)
Object.CollisionDetection($8332, True)
Object.ToggleInMovingList($8332, True)
Object.Create($8333, #TRAFFICCONE, $8376, $8377, $8363)
Object.CollisionDetection($8333, True)
Object.ToggleInMovingList($8333, True)
Object.Create($8334, #TRAFFICCONE, $8378, $8379, $8363)
Object.CollisionDetection($8334, True)
Object.ToggleInMovingList($8334, True)
Object.Create($8335, #TRAFFICCONE, $8380, $8381, $8363)
Object.CollisionDetection($8335, True)
Object.ToggleInMovingList($8335, True)
Object.Create($8336, #TRAFFICCONE, $8382, $8383, $8363)
Object.CollisionDetection($8336, True)
Object.ToggleInMovingList($8336, True)
Object.Create($8337, #TRAFFICCONE, $8384, $8385, $8363)
Object.CollisionDetection($8337, True)
Object.ToggleInMovingList($8337, True)
Object.Create($8338, #TRAFFICCONE, $8386, $8387, $8363)
Object.CollisionDetection($8338, True)
Object.ToggleInMovingList($8338, True)
Object.Create($8339, #TRAFFICCONE, $8388, $8389, $8363)
Object.CollisionDetection($8339, True)
Object.ToggleInMovingList($8339, True)
Object.Create($8340, #TRAFFICCONE, $8390, $8391, $8363)
Object.CollisionDetection($8340, True)
Object.ToggleInMovingList($8340, True)
gosub @CARPRK1_3356 
Object.Create($8357, #TRAFFICCONE, $8396, $8397, $8363)
Object.CollisionDetection($8357, True)
Object.ToggleInMovingList($8357, True)
Camera.SetAtPos($2143, $2144, $2145)
Camera.PointAt($2074, $2075, $2076, 2)
fade 1 1000 

:CARPRK1_2541
if 
fading 
jf @CARPRK1_2565 
wait 0 
jump @CARPRK1_2541 

:CARPRK1_2565
00BC: text_highpriority 'MM_1_A' time 5000 1  // ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER.
$661 = 1 // $ = int 

:CARPRK1_2587
if 
  $2011 == 0 // $ == int 
jf @CARPRK1_2626 
01BD: $664 = current_time_in_ms 
0084: $663 = $664 // $ = $ int 
0060: $663 -= $662 // $ -= $ int 

:CARPRK1_2626
if and
  $663 > 4000 // $ > int 
  $661 == 1 // $ == int 
jf @CARPRK1_2704 
Camera.SetPosition(156.3, -1220.1, 34.0, 0.0, 0.0, 0.0)
Camera.PointAt($2077, $2078, $2079, 2)
$661 = 2 // $ = int 

:CARPRK1_2704
if and
  $663 > 7000 // $ > int 
  $661 == 2 // $ == int 
jf @CARPRK1_2800 
Camera.SetPosition(106.5, -1139.0, 38.13, 0.0, 0.0, 0.0)
Camera.PointAt($2080, $2081, $2082, 2)
01E5: text_1number_highpriority 'MM_1_C' $8358 time 5000 1  // ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~.
$661 = 3 // $ = int 

:CARPRK1_2800
if and
  $663 > 9500 // $ > int 
  $661 == 3 // $ == int 
jf @CARPRK1_2952 
fade 0 1000 

:CARPRK1_2833
if 
fading 
jf @CARPRK1_2857 
wait 0 
jump @CARPRK1_2833 

:CARPRK1_2857
00BE: text_clear_all 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
if 
   not Car.Wrecked($2006)
jf @CARPRK1_2895 
020A: set_car $2006 door_status_to 1 

:CARPRK1_2895
Player.WantedLevel($PLAYER_CHAR) = $2007
fade 1 1000 

:CARPRK1_2910
if 
fading 
jf @CARPRK1_2934 
wait 0 
jump @CARPRK1_2910 

:CARPRK1_2934
043C: set_game_sounds_disable_on_fade 1 
$661 = 4 // $ = int 
$654 = 1 // $ = int 

:CARPRK1_2952
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #STALLION 
jf @CARPRK1_2993 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @CARPRK1_3072 

:CARPRK1_2993
gosub @CARPRK1_4276 
if 
  $8324 == 1 // $ == int 
jf @CARPRK1_3040 
00BC: text_highpriority 'CONE_1' time 5000 1  // ~r~You smashed a cone!!
jump @CARPRK1_3072 

:CARPRK1_3040
jump @CARPRK1_1068 

:CARPRK1_3047
if 
  $2008 == 5 // $ == int 
jf @CARPRK1_3072 
jump @CARPRK1_3089 

:CARPRK1_3072
00BA: text_styled 'M_FAIL' 2000 ms 1  // Mission Failed!
return 

:CARPRK1_3089
if 
  $655 == 0 // $ == int 
jf @CARPRK1_3137 
008A: $656 = TIMERA // $ = @ int 
$656 /= 1000 // $ /= int 
042E: register_lowest_int_stat 19 to $656 
gosub @CARPRK1_4798 

:CARPRK1_3137
if 
  $655 == 1 // $ == int 
jf @CARPRK1_3252 
008A: $650 = TIMERA // $ = @ int 
$650 /= 1000 // $ /= int 
if 
001C:   $656 > $650 // $ > $ int 
jf @CARPRK1_3226 
0084: $656 = $650 // $ = $ int 
042E: register_lowest_int_stat 19 to $656 
$8359 *= 2 // $ *= int 
gosub @CARPRK1_4798 
jump @CARPRK1_3252 

:CARPRK1_3226
01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 200

:CARPRK1_3252
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $655 == 0 // $ == int 
jf @CARPRK1_3288 
0595: mission_complete 
$655 = 1 // $ = int 
030C: progress_made += 1 

:CARPRK1_3288
return 

:CARPRK1_3290
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($2023)
Marker.Disable($2024)
Marker.Disable($2025)
Marker.Disable($2026)
Marker.Disable($2027)
gosub @CARPRK1_4636 
Model.Destroy(#TRAFFICCONE)
014F: stop_timer $2015 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:CARPRK1_3356
02F6: $8393 = sine $8395 // float 
0069: $8393 *= $8392 // $ *= $ float 
0059: $8393 += $8396 // $ += $ float 
02F7: $8394 = cosine $8395 // float 
0069: $8394 *= $8392 // $ *= $ float 
0059: $8394 += $8397 // $ += $ float 
if 
  $8395 == 0.0 // $ == float 
jf @CARPRK1_3456 
Object.Create($8341, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8341, True)
Object.ToggleInMovingList($8341, True)

:CARPRK1_3456
if 
  $8395 == 18.0 // $ == float 
jf @CARPRK1_3508 
Object.Create($8342, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8342, True)
Object.ToggleInMovingList($8342, True)

:CARPRK1_3508
if 
  $8395 == 36.0 // $ == float 
jf @CARPRK1_3560 
Object.Create($8343, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8343, True)
Object.ToggleInMovingList($8343, True)

:CARPRK1_3560
if 
  $8395 == 54.0 // $ == float 
jf @CARPRK1_3612 
Object.Create($8344, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8344, True)
Object.ToggleInMovingList($8344, True)

:CARPRK1_3612
if 
  $8395 == 72.0 // $ == float 
jf @CARPRK1_3664 
Object.Create($8345, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8345, True)
Object.ToggleInMovingList($8345, True)

:CARPRK1_3664
if 
  $8395 == 90.0 // $ == float 
jf @CARPRK1_3716 
Object.Create($8346, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8346, True)
Object.ToggleInMovingList($8346, True)

:CARPRK1_3716
if 
  $8395 == 108.0 // $ == float 
jf @CARPRK1_3768 
Object.Create($8347, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8347, True)
Object.ToggleInMovingList($8347, True)

:CARPRK1_3768
if 
  $8395 == 126.0 // $ == float 
jf @CARPRK1_3820 
Object.Create($8348, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8348, True)
Object.ToggleInMovingList($8348, True)

:CARPRK1_3820
if 
  $8395 == 144.0 // $ == float 
jf @CARPRK1_3872 
Object.Create($8349, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8349, True)
Object.ToggleInMovingList($8349, True)

:CARPRK1_3872
if 
  $8395 == 162.0 // $ == float 
jf @CARPRK1_3924 
Object.Create($8350, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8350, True)
Object.ToggleInMovingList($8350, True)

:CARPRK1_3924
if 
  $8395 == 180.0 // $ == float 
jf @CARPRK1_3976 
Object.Create($8351, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8351, True)
Object.ToggleInMovingList($8351, True)

:CARPRK1_3976
if 
  $8395 == 198.0 // $ == float 
jf @CARPRK1_4028 
Object.Create($8352, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8352, True)
Object.ToggleInMovingList($8352, True)

:CARPRK1_4028
if 
  $8395 == 216.0 // $ == float 
jf @CARPRK1_4080 
Object.Create($8353, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8353, True)
Object.ToggleInMovingList($8353, True)

:CARPRK1_4080
if 
  $8395 == 234.0 // $ == float 
jf @CARPRK1_4132 
Object.Create($8354, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8354, True)
Object.ToggleInMovingList($8354, True)

:CARPRK1_4132
if 
  $8395 == 252.0 // $ == float 
jf @CARPRK1_4184 
Object.Create($8355, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8355, True)
Object.ToggleInMovingList($8355, True)

:CARPRK1_4184
if 
  $8395 == 270.0 // $ == float 
jf @CARPRK1_4236 
Object.Create($8356, #TRAFFICCONE, $8393, $8394, $8363)
Object.CollisionDetection($8356, True)
Object.ToggleInMovingList($8356, True)

:CARPRK1_4236
$8395 += 18.0 // $ += float 
if 
  288.0 > $8395 // float > $ 
jf @CARPRK1_4274 
jump @CARPRK1_3356 

:CARPRK1_4274
return 

:CARPRK1_4276
if or
0366:   object $8326 damaged 
0366:   object $8327 damaged 
0366:   object $8328 damaged 
jf @CARPRK1_4309 
$8324 = 1 // $ = int 

:CARPRK1_4309
if or
0366:   object $8329 damaged 
0366:   object $8330 damaged 
0366:   object $8331 damaged 
jf @CARPRK1_4342 
$8324 = 1 // $ = int 

:CARPRK1_4342
if or
0366:   object $8332 damaged 
0366:   object $8333 damaged 
0366:   object $8334 damaged 
jf @CARPRK1_4375 
$8324 = 1 // $ = int 

:CARPRK1_4375
if or
0366:   object $8335 damaged 
0366:   object $8336 damaged 
0366:   object $8337 damaged 
jf @CARPRK1_4408 
$8324 = 1 // $ = int 

:CARPRK1_4408
if or
0366:   object $8338 damaged 
0366:   object $8339 damaged 
0366:   object $8340 damaged 
jf @CARPRK1_4441 
$8324 = 1 // $ = int 

:CARPRK1_4441
if or
0366:   object $8341 damaged 
0366:   object $8342 damaged 
0366:   object $8343 damaged 
jf @CARPRK1_4474 
$8324 = 1 // $ = int 

:CARPRK1_4474
if or
0366:   object $8344 damaged 
0366:   object $8345 damaged 
0366:   object $8346 damaged 
jf @CARPRK1_4507 
$8324 = 1 // $ = int 

:CARPRK1_4507
if or
0366:   object $8347 damaged 
0366:   object $8348 damaged 
0366:   object $8349 damaged 
jf @CARPRK1_4540 
$8324 = 1 // $ = int 

:CARPRK1_4540
if or
0366:   object $8350 damaged 
0366:   object $8351 damaged 
0366:   object $8352 damaged 
jf @CARPRK1_4573 
$8324 = 1 // $ = int 

:CARPRK1_4573
if or
0366:   object $8353 damaged 
0366:   object $8354 damaged 
0366:   object $8355 damaged 
jf @CARPRK1_4606 
$8324 = 1 // $ = int 

:CARPRK1_4606
if or
0366:   object $8356 damaged 
0366:   object $8357 damaged 
jf @CARPRK1_4634 
$8324 = 1 // $ = int 

:CARPRK1_4634
return 

:CARPRK1_4636
Object.Destroy($8326)
Object.Destroy($8327)
Object.Destroy($8328)
Object.Destroy($8329)
Object.Destroy($8330)
Object.Destroy($8331)
Object.Destroy($8332)
Object.Destroy($8333)
Object.Destroy($8334)
Object.Destroy($8335)
Object.Destroy($8336)
Object.Destroy($8337)
Object.Destroy($8338)
Object.Destroy($8339)
Object.Destroy($8340)
Object.Destroy($8341)
Object.Destroy($8342)
Object.Destroy($8343)
Object.Destroy($8344)
Object.Destroy($8345)
Object.Destroy($8346)
Object.Destroy($8347)
Object.Destroy($8348)
Object.Destroy($8349)
Object.Destroy($8350)
Object.Destroy($8351)
Object.Destroy($8352)
Object.Destroy($8353)
Object.Destroy($8354)
Object.Destroy($8355)
Object.Destroy($8356)
Object.Destroy($8357)
return 

:CARPRK1_4798
$8360 = 0 // $ = int 
0084: $8325 = $656 // $ = $ int 

:CARPRK1_4813
if 
  $8325 > 59 // $ > int 
jf @CARPRK1_4852 
$8325 -= 60 // $ -= int 
$8360 += 1 // $ += int 
jump @CARPRK1_4813 

:CARPRK1_4852
02FD: text_2numbers_highpriority 'NEW_REC' $8360 $8325 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
$2016 -= 1000 // $ -= int 
if 
  6000 > $2016 // int > $ 
jf @CARPRK1_4908 
$2016 = 6000 // $ = int 

:CARPRK1_4908
$8358 -= 1 // $ -= int 
if 
  6 > $8358 // int > $ 
jf @CARPRK1_4940 
$8358 = 6 // $ = int 

:CARPRK1_4940
01E3: text_1number_styled 'M_PASS' number $8359 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += $8359
return 

//-------------Mission 92---------------
// Originally: PIZZA BOY

:PIZZA
script_name 'PIZZA' 
gosub @PIZZA_46 
if 
wasted_or_busted 
jf @PIZZA_37 
gosub @PIZZA_2590 

:PIZZA_37
gosub @PIZZA_2706 
terminate_this_script 

:PIZZA_46
03D5: remove_text 'M_FAIL'  // Mission Failed!
$ONMISSION = 1 // $ = int 
wait 0 
if 
  $693 == 0 // $ == int 
jf @PIZZA_87 
increment_mission_attempts 

:PIZZA_87
054C: use_GXT_table 'PIZZA' 
$8427 = 1 // $ = int 
$8428 = 0 // $ = int 
$8429 = 0 // $ = int 
$8430 = 0 // $ = int 
$8431 = 0 // $ = int 
$8432 = 0 // $ = int 
$8433 = 0 // $ = int 
$8434 = 0 // $ = int 
$8435 = 0 // $ = int 
$8436 = 0 // $ = int 
$8437 = 0 // $ = int 
$8438 = 0 // $ = int 
$8439 = 0 // $ = int 
$8440 = 0 // $ = int 
$8441 = 6 // $ = int 
$8442 = 0 // $ = int 
$8443 = 0 // $ = int 
$8444 = 0 // $ = int 
$8445 = 301000 // $ = int 
$8446 = 0 // $ = int 
$8447 = 0 // $ = int 
$8448 = 0 // $ = int 
$8449 = 0 // $ = int 
$8450 = 0 // $ = int 
$8451 = 0 // $ = int 
$426 = 0 // $ = int 
$8452 = 0 // $ = int 
$8454 = 0 // $ = int 
$8455 = 0 // $ = int 
$6292 = 0 // $ = int 
$8456 = 0.0 // $ = float 
$8457 = 0.0 // $ = float 
$8458 = 0.0 // $ = float 
$8459 = 0.0 // $ = float 
$8460 = 0.0 // $ = float 
$8461 = 0.0 // $ = float 
$8462 = 0.0 // $ = float 
$8463 = 0.0 // $ = float 
$8464 = 0.0 // $ = float 
$8465 = 0.0 // $ = float 
$8466 = 0.0 // $ = float 
$8467 = 0.0 // $ = float 
$8468 = 0.0 // $ = float 
$8469 = 0.0 // $ = float 
$8470 = 0.0 // $ = float 
$8472 = 0.0 // $ = float 
$8473 = 0.0 // $ = float 
$8474 = 0.0 // $ = float 
$8475 = 0.0 // $ = float 
$8476 = 0.0 // $ = float 
$8477 = 0.0 // $ = float 
$397 = 0.0 // $ = float 
$398 = 0.0 // $ = float 
$399 = 0.0 // $ = float 
$8453 = 0 // $ = int 
if 
  $ONMISSION == 0 // $ == int 
jf @PIZZA_811 
0376: $8399 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8415, $8399)
0376: $8400 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8416, $8400)
0376: $8401 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8417, $8401)
0376: $8402 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8418, $8402)
0376: $8403 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8419, $8403)
0376: $8404 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8420, $8404)
0376: $8405 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8421, $8405)
0376: $8406 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8422, $8406)
0376: $8407 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8423, $8407)
0376: $8408 = create_random_actor $8458 $8459 $8460 
Marker.CreateAboveActor($8424, $8408)
018A: $8425 = create_checkpoint_at $8469 $8470 -100.0 

:PIZZA_811
Model.Load(#PIZZABOX)
03F0: enable_text_draw 1 

:PIZZA_820
if 
   not Model.Available(#PIZZABOX)
jf @PIZZA_847 
wait 0 
jump @PIZZA_820 

:PIZZA_847
014C: set_parked_car_generator $2236 cars_to_generate_to 0 
014C: set_parked_car_generator $2234 cars_to_generate_to 0 
014C: set_parked_car_generator $2232 cars_to_generate_to 0 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PIZZA_906 
00DA: $8398 = player $PLAYER_CHAR car 
jump @PIZZA_928 

:PIZZA_906
00BC: text_highpriority 'PIZ1_32' time 5000 1  // ~r~Pizza's too hot to handle?
jump @PIZZA_2590 

:PIZZA_928
if 
  $ONMISSION == 0 // $ == int 
jf @PIZZA_954 
Marker.CreateAboveCar($8426, $8398)

:PIZZA_954
014E: start_timer_at $8445 count_in_direction 1 
03C4: set_status_text_to $8441 0 'PIZ1_12'  // Pizzas left:
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PIZZA_1007 
$8444 = 1 // $ = int 

:PIZZA_1007
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PIZZA_1038 
$8444 = 2 // $ = int 

:PIZZA_1038
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @PIZZA_1069 
$8444 = 3 // $ = int 

:PIZZA_1069
00BB: text_lowpriority 'PIZ1_01' time 7000 1  // ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas.
00BB: text_lowpriority 'PIZ1_05' time 7000 1  // ~g~You have five minutes to deliver the orders before the customers phone another pizza shop.
TIMERA = 0 // @ = int 

:PIZZA_1106
wait 0 
if 
  $8427 == 1 // $ == int 
jf @PIZZA_1182 
if 
  $8452 == 0 // $ == int 
jf @PIZZA_1182 
if 
  TIMERA > 13999 // @ > int 
jf @PIZZA_1182 
03E5: text_box 'PIZ1_06'  // Tap ~h~::SUBMISSIONS::~w~ when on the bike to cancel the mission.
$8452 = 1 // $ = int 

:PIZZA_1182
0084: $8478 = $8427 // $ = $ int 
0060: $8478 -= $8439 // $ -= $ int 
045A: text_draw_1number 20.0 222.0 'PIZ_CNT' $8478  // Number of pizzas left to deliver: ~1~
if 
   not Car.Wrecked($8398)
jf @PIZZA_1365 
if 
00DC:   player $PLAYER_CHAR in_car $8398 
jf @PIZZA_1365 
if 
00FA:   player $PLAYER_CHAR stopped 0 $8469 $8470 $8471 radius 3.0 3.0 3.0 
jf @PIZZA_1365 
if 
  TIMERA > 14000 // @ > int 
jf @PIZZA_1365 
if 
  $8441 > 0 // $ > int 
jf @PIZZA_1365 
00BE: text_clear_all 
$8441 = 6 // $ = int 
gosub @PIZZA_10516 
$426 = 0 // $ = int 
TIMERA = 0 // @ = int 

:PIZZA_1365
if 
  $8445 == 0 // $ == int 
jf @PIZZA_1405 
00BC: text_highpriority 'PIZ1_08' time 5000 1  // ~r~You are out of time. You're fired.
jump @PIZZA_2590 

:PIZZA_1405
if 
001C:   $8427 > $8428 // $ > $ int 
jf @PIZZA_1615 
wait 0 
gosub @PIZZA_2853 
gosub @PIZZA_4869 
$8428 += 1 // $ += int 
if 
  $8448 == 1 // $ == int 
jf @PIZZA_1482 
00BC: text_highpriority 'PIZ1_07' time 5000 1  // ~r~You killed the customer! You're fired.

:PIZZA_1482
if 
  $8448 == 2 // $ == int 
jf @PIZZA_1515 
00BC: text_highpriority 'PIZ1_09' time 5000 1  // ~r~You destroyed our bike! You're fired.

:PIZZA_1515
if 
  $8448 == 3 // $ == int 
jf @PIZZA_1548 
00BC: text_highpriority 'PIZ1_32' time 5000 1  // ~r~Pizza's too hot to handle?

:PIZZA_1548
if or
  $8448 == 1 // $ == int 
  $8448 == 2 // $ == int 
  $8448 == 3 // $ == int 
jf @PIZZA_1587 
jump @PIZZA_2590 

:PIZZA_1587
gosub @PIZZA_13179 
gosub @PIZZA_13863 
gosub @PIZZA_12767 
jump @PIZZA_1405 

:PIZZA_1615
if 
  $8448 == 1 // $ == int 
jf @PIZZA_1648 
00BC: text_highpriority 'PIZ1_07' time 5000 1  // ~r~You killed the customer! You're fired.

:PIZZA_1648
if 
  $8448 == 2 // $ == int 
jf @PIZZA_1681 
00BC: text_highpriority 'PIZ1_09' time 5000 1  // ~r~You destroyed our bike! You're fired.

:PIZZA_1681
if 
  $8448 == 3 // $ == int 
jf @PIZZA_1714 
00BC: text_highpriority 'PIZ1_32' time 5000 1  // ~r~Pizza's too hot to handle?

:PIZZA_1714
if or
  $8448 == 1 // $ == int 
  $8448 == 2 // $ == int 
  $8448 == 3 // $ == int 
jf @PIZZA_1753 
jump @PIZZA_2590 

:PIZZA_1753
gosub @PIZZA_13179 
gosub @PIZZA_13863 
gosub @PIZZA_12767 
if 
  $8440 == 0 // $ == int 
jf @PIZZA_2374 
if 
003A:   $8439 == $8427 // $ == $ int 
jf @PIZZA_1879 
if 
  $8450 == 0 // $ == int 
jf @PIZZA_1872 
00BC: text_highpriority 'PIZ1_33' time 7000 1  // ~g~Return to the restaurant for more orders.
Marker.Disable($8425)
018A: $8425 = create_checkpoint_at $8469 $8470 -100.0 
$8440 = 1 // $ = int 

:PIZZA_1872
jump @PIZZA_2367 

:PIZZA_1879
if 
  $8441 > 0 // $ > int 
jf @PIZZA_1911 
gosub @PIZZA_6109 
jump @PIZZA_2367 

:PIZZA_1911
gosub @PIZZA_6109 
if 
  $426 == 0 // $ == int 
jf @PIZZA_1958 
00BC: text_highpriority 'PIZ1_02' time 5000 1  // ~g~You have thrown all your pizzas, go back and get some more.
$426 = 1 // $ = int 

:PIZZA_1958
Marker.Disable($8415)
Marker.Disable($8416)
Marker.Disable($8417)
Marker.Disable($8418)
Marker.Disable($8419)
Marker.Disable($8420)
Marker.Disable($8421)
Marker.Disable($8422)
Marker.Disable($8423)
Marker.Disable($8424)
Marker.Disable($8425)
if 
  $8450 == 0 // $ == int 
jf @PIZZA_2367 
Marker.Disable($8425)
018A: $8425 = create_checkpoint_at $8469 $8470 -100.0 
if 
00FA:   player $PLAYER_CHAR stopped 1 $8469 $8470 $8471 radius 5.0 5.0 5.0 
jf @PIZZA_2367 
if 
   not Actor.Dead($8399)
jf @PIZZA_2118 
Marker.CreateAboveActor($8415, $8399)

:PIZZA_2118
if 
   not Actor.Dead($8400)
jf @PIZZA_2142 
Marker.CreateAboveActor($8416, $8400)

:PIZZA_2142
if 
   not Actor.Dead($8401)
jf @PIZZA_2166 
Marker.CreateAboveActor($8417, $8401)

:PIZZA_2166
if 
   not Actor.Dead($8402)
jf @PIZZA_2190 
Marker.CreateAboveActor($8418, $8402)

:PIZZA_2190
if 
   not Actor.Dead($8403)
jf @PIZZA_2214 
Marker.CreateAboveActor($8419, $8403)

:PIZZA_2214
if 
   not Actor.Dead($8404)
jf @PIZZA_2238 
Marker.CreateAboveActor($8420, $8404)

:PIZZA_2238
if 
   not Actor.Dead($8405)
jf @PIZZA_2262 
Marker.CreateAboveActor($8421, $8405)

:PIZZA_2262
if 
   not Actor.Dead($8406)
jf @PIZZA_2286 
Marker.CreateAboveActor($8422, $8406)

:PIZZA_2286
if 
   not Actor.Dead($8407)
jf @PIZZA_2310 
Marker.CreateAboveActor($8423, $8407)

:PIZZA_2310
if 
   not Actor.Dead($8408)
jf @PIZZA_2334 
Marker.CreateAboveActor($8424, $8408)

:PIZZA_2334
Marker.Disable($8425)
$8455 = 0 // $ = int 
$8441 = 6 // $ = int 
gosub @PIZZA_10516 
$426 = 0 // $ = int 

:PIZZA_2367
jump @PIZZA_2583 

:PIZZA_2374
if 
00FA:   player $PLAYER_CHAR stopped 1 $8469 $8470 $8471 radius 5.0 5.0 5.0 
jf @PIZZA_2558 
if 
  $8427 == 10 // $ == int 
jf @PIZZA_2480 
if 
  $693 == 0 // $ == int 
jf @PIZZA_2466 
jump @PIZZA_2607 
jump @PIZZA_2473 

:PIZZA_2466
$8427 = 9 // $ = int 

:PIZZA_2473
jump @PIZZA_2551 

:PIZZA_2480
Marker.Disable($8425)
$8445 = 301000 // $ = int 
$8455 = 0 // $ = int 
$8441 = 6 // $ = int 
gosub @PIZZA_10516 
$426 = 0 // $ = int 
$8428 = 0 // $ = int 
$8427 += 1 // $ += int 
$8439 = 0 // $ = int 
$8440 = 0 // $ = int 

:PIZZA_2551
jump @PIZZA_2583 

:PIZZA_2558
if 
  $8441 > 0 // $ > int 
jf @PIZZA_2583 
gosub @PIZZA_6109 

:PIZZA_2583
jump @PIZZA_1106 

:PIZZA_2590
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
return 

:PIZZA_2607
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 5000
if 
  $693 == 0 // $ == int 
jf @PIZZA_2704 
014C: set_parked_car_generator $2235 cars_to_generate_to 101 
0595: mission_complete 
00BC: text_highpriority 'PIZ_WON' time 5000 1  // Pizza Mission Complete. Your max Health increased to 150.
030C: progress_made += 1 
055E: set_player $PLAYER_CHAR max_health += 50 
$693 = 1 // $ = int 

:PIZZA_2704
return 

:PIZZA_2706
$ONMISSION = 0 // $ = int 
03F0: enable_text_draw 0 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#FAGGIO)
Model.Destroy(#PIZZABOX)
014C: set_parked_car_generator $2236 cars_to_generate_to 101 
014C: set_parked_car_generator $2234 cars_to_generate_to 101 
014C: set_parked_car_generator $2232 cars_to_generate_to 101 
0534: increment_pizzas_delivered_by $8453 
Marker.Disable($8415)
Marker.Disable($8416)
Marker.Disable($8417)
Marker.Disable($8418)
Marker.Disable($8419)
Marker.Disable($8420)
Marker.Disable($8421)
Marker.Disable($8422)
Marker.Disable($8423)
Marker.Disable($8424)
Marker.Disable($8425)
Marker.Disable($8426)
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
0151: remove_status_text $8441 
014F: stop_timer $8445 
$694 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:PIZZA_2853
wait 0 
0054: store_player $PLAYER_CHAR position_to $397 $398 $399 
if 
  $8444 == 1 // $ == int 
jf @PIZZA_2949 
0208: $8456 = random_float -1050.4 -160.9 
0208: $8457 = random_float -160.0 1600.7 
$8469 = -908.0 // $ = float 
$8470 = 809.3 // $ = float 
$8471 = 10.5 // $ = float 

:PIZZA_2949
if 
  $8444 == 2 // $ == int 
jf @PIZZA_3027 
0208: $8456 = random_float -1200.4 -800.9 
0208: $8457 = random_float -660.0 300.7 
$8469 = -1028.9 // $ = float 
$8470 = 82.7 // $ = float 
$8471 = 10.7 // $ = float 

:PIZZA_3027
if 
  $8444 == 3 // $ == int 
jf @PIZZA_3105 
0208: $8456 = random_float -100.9 1000.4 
0208: $8457 = random_float -300.7 800.5 
$8469 = 411.6 // $ = float 
$8470 = 97.8 // $ = float 
$8471 = 10.4 // $ = float 

:PIZZA_3105
02C0: set $8458 $8459 $8460 to_ped_path_coords_closest_to $8456 $8457 $399 
if or
  8.0 > $8460 // float > $ 
  $8460 > 12.0 // $ > float 
jf @PIZZA_3163 
jump @PIZZA_2853 

:PIZZA_3163
if and
  $8458 > 333.358 // $ > float 
  435.544 > $8458 // float > $ 
  $8459 > -557.261 // $ > float 
  -433.179 > $8459 // float > $ 
jf @PIZZA_3221 
jump @PIZZA_2853 

:PIZZA_3221
if and
  $8458 > -64.434 // $ > float 
  81.544 > $8458 // float > $ 
  $8459 > -995.198 // $ > float 
  -896.662 > $8459 // float > $ 
jf @PIZZA_3279 
jump @PIZZA_2853 

:PIZZA_3279
if and
  $8458 > 446.491 // $ > float 
  599.769 > $8458 // float > $ 
  $8459 > -92.564 // $ > float 
  53.415 > $8459 // float > $ 
jf @PIZZA_3337 
jump @PIZZA_2853 

:PIZZA_3337
if and
  $8458 > -82.682 // $ > float 
  234.821 > $8458 // float > $ 
  $8459 > -272.607 // $ > float 
  406.194 > $8459 // float > $ 
jf @PIZZA_3395 
jump @PIZZA_2853 

:PIZZA_3395
if and
  $8458 > -290.702 // $ > float 
  282.265 > $8458 // float > $ 
  $8459 > 398.714 // $ > float 
  661.476 > $8459 // float > $ 
jf @PIZZA_3453 
jump @PIZZA_2853 

:PIZZA_3453
if and
  $8458 > -728.193 // $ > float 
  -67.639 > $8458 // float > $ 
  $8459 > -20.866 // $ > float 
  99.566 > $8459 // float > $ 
jf @PIZZA_3511 
jump @PIZZA_2853 

:PIZZA_3511
if and
  $8458 > -516.97 // $ > float 
  -188.518 > $8458 // float > $ 
  $8459 > -667.97 // $ > float 
  -507.393 > $8459 // float > $ 
jf @PIZZA_3569 
jump @PIZZA_2853 

:PIZZA_3569
if and
  $8458 > -710.393 // $ > float 
  -579.012 > $8458 // float > $ 
  $8459 > -1416.112 // $ > float 
  -1211.742 > $8459 // float > $ 
jf @PIZZA_3627 
jump @PIZZA_2853 

:PIZZA_3627
if and
  $8458 > 333.358 // $ > float 
  493.934 > $8458 // float > $ 
  $8459 > 991.328 // $ > float 
  1261.389 > $8459 // float > $ 
jf @PIZZA_3685 
jump @PIZZA_2853 

:PIZZA_3685
if and
  $8458 > -790.682 // $ > float 
  -626.456 > $8458 // float > $ 
  $8459 > 1196.908 // $ > float 
  1306.392 > $8459 // float > $ 
jf @PIZZA_3743 
jump @PIZZA_2853 

:PIZZA_3743
if and
  $8458 > -1173.877 // $ > float 
  -1027.898 > $8458 // float > $ 
  $8459 > 237.098 // $ > float 
  415.922 > $8459 // float > $ 
jf @PIZZA_3801 
jump @PIZZA_2853 

:PIZZA_3801
if and
  $8458 > -1389.195 // $ > float 
  -1199.422 > $8458 // float > $ 
  $8459 > -47.561 // $ > float 
  229.799 > $8459 // float > $ 
jf @PIZZA_3859 
jump @PIZZA_2853 

:PIZZA_3859
if and
  $8458 > -1571.667 // $ > float 
  -1290.658 > $8458 // float > $ 
  $8459 > -1007.371 // $ > float 
  -784.753 > $8459 // float > $ 
jf @PIZZA_3917 
jump @PIZZA_2853 

:PIZZA_3917
0086: $8462 = $397 // $ = $ float 
0061: $8462 -= $8458 // $ -= $ float 
0086: $8463 = $398 // $ = $ float 
0061: $8463 -= $8459 // $ -= $ float 
0069: $8462 *= $8462 // $ *= $ float 
0069: $8463 *= $8463 // $ *= $ float 
0086: $8461 = $8462 // $ = $ float 
0059: $8461 += $8463 // $ += $ float 
01FB: $8464 = square_root $8461 
if 
  120.0 > $8464 // float > $ 
jf @PIZZA_4017 
jump @PIZZA_2853 

:PIZZA_4017
0086: $8465 = $8469 // $ = $ float 
0061: $8465 -= $8458 // $ -= $ float 
0086: $8466 = $8470 // $ = $ float 
0061: $8466 -= $8459 // $ -= $ float 
0069: $8465 *= $8465 // $ *= $ float 
0069: $8466 *= $8466 // $ *= $ float 
0086: $8461 = $8465 // $ = $ float 
0059: $8461 += $8466 // $ += $ float 
01FB: $8467 = square_root $8461 
if 
  100.0 > $8467 // float > $ 
jf @PIZZA_4117 
jump @PIZZA_2853 

:PIZZA_4117
if 
  $8429 == 1 // $ == int 
jf @PIZZA_4192 
if 
   not Actor.Dead($8399)
jf @PIZZA_4192 
if 
00EC:   actor $8399 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4192 
jump @PIZZA_2853 

:PIZZA_4192
if 
  $8430 == 1 // $ == int 
jf @PIZZA_4267 
if 
   not Actor.Dead($8400)
jf @PIZZA_4267 
if 
00EC:   actor $8400 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4267 
jump @PIZZA_2853 

:PIZZA_4267
if 
  $8431 == 1 // $ == int 
jf @PIZZA_4342 
if 
   not Actor.Dead($8401)
jf @PIZZA_4342 
if 
00EC:   actor $8401 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4342 
jump @PIZZA_2853 

:PIZZA_4342
if 
  $8432 == 1 // $ == int 
jf @PIZZA_4417 
if 
   not Actor.Dead($8402)
jf @PIZZA_4417 
if 
00EC:   actor $8402 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4417 
jump @PIZZA_2853 

:PIZZA_4417
if 
  $8433 == 1 // $ == int 
jf @PIZZA_4492 
if 
   not Actor.Dead($8403)
jf @PIZZA_4492 
if 
00EC:   actor $8403 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4492 
jump @PIZZA_2853 

:PIZZA_4492
if 
  $8434 == 1 // $ == int 
jf @PIZZA_4567 
if 
   not Actor.Dead($8404)
jf @PIZZA_4567 
if 
00EC:   actor $8404 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4567 
jump @PIZZA_2853 

:PIZZA_4567
if 
  $8435 == 1 // $ == int 
jf @PIZZA_4642 
if 
   not Actor.Dead($8405)
jf @PIZZA_4642 
if 
00EC:   actor $8405 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4642 
jump @PIZZA_2853 

:PIZZA_4642
if 
  $8436 == 1 // $ == int 
jf @PIZZA_4717 
if 
   not Actor.Dead($8406)
jf @PIZZA_4717 
if 
00EC:   actor $8406 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4717 
jump @PIZZA_2853 

:PIZZA_4717
if 
  $8437 == 1 // $ == int 
jf @PIZZA_4792 
if 
   not Actor.Dead($8407)
jf @PIZZA_4792 
if 
00EC:   actor $8407 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4792 
jump @PIZZA_2853 

:PIZZA_4792
if 
  $8438 == 1 // $ == int 
jf @PIZZA_4867 
if 
   not Actor.Dead($8408)
jf @PIZZA_4867 
if 
00EC:   actor $8408 0 $8458 $8459 radius 25.0 25.0 
jf @PIZZA_4867 
jump @PIZZA_2853 

:PIZZA_4867
return 

:PIZZA_4869
if and
  $8427 > 0 // $ > int 
  $8429 == 0 // $ == int 
jf @PIZZA_4958 
0376: $8399 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8399) = $8468
01ED: clear_actor $8399 threat_search 
0192: set_actor $8399 objective_to_stand_still 
Marker.CreateAboveActor($8415, $8399)
$8429 = 1 // $ = int 
return 

:PIZZA_4958
if and
  $8427 > 1 // $ > int 
  $8430 == 0 // $ == int 
jf @PIZZA_5047 
0376: $8400 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8400) = $8468
01ED: clear_actor $8400 threat_search 
0192: set_actor $8400 objective_to_stand_still 
Marker.CreateAboveActor($8416, $8400)
$8430 = 1 // $ = int 
return 

:PIZZA_5047
if and
  $8427 > 2 // $ > int 
  $8431 == 0 // $ == int 
jf @PIZZA_5136 
0376: $8401 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8401) = $8468
01ED: clear_actor $8401 threat_search 
0192: set_actor $8401 objective_to_stand_still 
Marker.CreateAboveActor($8417, $8401)
$8431 = 1 // $ = int 
return 

:PIZZA_5136
if and
  $8427 > 3 // $ > int 
  $8432 == 0 // $ == int 
jf @PIZZA_5225 
0376: $8402 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8402) = $8468
01ED: clear_actor $8402 threat_search 
0192: set_actor $8402 objective_to_stand_still 
Marker.CreateAboveActor($8418, $8402)
$8432 = 1 // $ = int 
return 

:PIZZA_5225
if and
  $8427 > 4 // $ > int 
  $8433 == 0 // $ == int 
jf @PIZZA_5314 
0376: $8403 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8403) = $8468
01ED: clear_actor $8403 threat_search 
0192: set_actor $8403 objective_to_stand_still 
Marker.CreateAboveActor($8419, $8403)
$8433 = 1 // $ = int 
return 

:PIZZA_5314
if and
  $8427 > 5 // $ > int 
  $8434 == 0 // $ == int 
jf @PIZZA_5403 
0376: $8404 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8404) = $8468
01ED: clear_actor $8404 threat_search 
0192: set_actor $8404 objective_to_stand_still 
Marker.CreateAboveActor($8420, $8404)
$8434 = 1 // $ = int 
return 

:PIZZA_5403
if and
  $8427 > 6 // $ > int 
  $8435 == 0 // $ == int 
jf @PIZZA_5492 
0376: $8405 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8405) = $8468
01ED: clear_actor $8405 threat_search 
0192: set_actor $8405 objective_to_stand_still 
Marker.CreateAboveActor($8421, $8405)
$8435 = 1 // $ = int 
return 

:PIZZA_5492
if and
  $8427 > 7 // $ > int 
  $8436 == 0 // $ == int 
jf @PIZZA_5581 
0376: $8406 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8406) = $8468
01ED: clear_actor $8406 threat_search 
0192: set_actor $8406 objective_to_stand_still 
Marker.CreateAboveActor($8422, $8406)
$8436 = 1 // $ = int 
return 

:PIZZA_5581
if and
  $8427 > 8 // $ > int 
  $8437 == 0 // $ == int 
jf @PIZZA_5670 
0376: $8407 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8407) = $8468
01ED: clear_actor $8407 threat_search 
0192: set_actor $8407 objective_to_stand_still 
Marker.CreateAboveActor($8423, $8407)
$8437 = 1 // $ = int 
return 

:PIZZA_5670
if and
  $8427 > 9 // $ > int 
  $8438 == 0 // $ == int 
jf @PIZZA_5759 
0376: $8408 = create_random_actor $8458 $8459 $8460 
0208: $8468 = random_float 0.0 359.9 
Actor.Angle($8408) = $8468
01ED: clear_actor $8408 threat_search 
0192: set_actor $8408 objective_to_stand_still 
Marker.CreateAboveActor($8424, $8408)
$8438 = 1 // $ = int 
return 

:PIZZA_5759
return 

:PIZZA_5761
if 
  $8442 == 0 // $ == int 
jf @PIZZA_5933 
Object.Init($8443, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $8443 relative_to_car $8398 offset 0.7 0.0 0.7 
Object.CollisionDetection($8443, True)
Object.ToggleInMovingList($8443, True)
0170: $8472 = player $PLAYER_CHAR z_angle 
$8473 -= 90.0 // $ -= float 
$8474 -= 90.0 // $ -= float 
02F7: $8473 = cosine $8472 // float 
02F6: $8474 = sine $8472 // float 
$8473 *= 12.0 // $ *= float 
$8474 *= 12.0 // $ *= float 
038C: object $8443 scatter $8473 $8474 5.0 
$8441 -= 1 // $ -= int 
$8442 = 1 // $ = int 

:PIZZA_5933
return 

:PIZZA_5935
if 
  $8442 == 0 // $ == int 
jf @PIZZA_6107 
Object.Init($8443, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $8443 relative_to_car $8398 offset -0.7 0.0 0.7 
Object.CollisionDetection($8443, True)
Object.ToggleInMovingList($8443, True)
0170: $8472 = player $PLAYER_CHAR z_angle 
$8473 -= 90.0 // $ -= float 
$8474 -= 90.0 // $ -= float 
02F7: $8473 = cosine $8472 // float 
02F6: $8474 = sine $8472 // float 
$8473 *= -12.0 // $ *= float 
$8474 *= -12.0 // $ *= float 
038C: object $8443 scatter $8473 $8474 5.0 
$8441 -= 1 // $ -= int 
$8442 = 1 // $ = int 

:PIZZA_6107
return 

:PIZZA_6109
if 
   not Car.Wrecked($8398)
jf @PIZZA_6673 
if 
00DC:   player $PLAYER_CHAR in_car $8398 
jf @PIZZA_6673 
if and
80E1:   not player 0 pressed_button 17 
  $6292 == 1 // $ == int 
jf @PIZZA_6175 
$6292 = 0 // $ = int 

:PIZZA_6175
if and
00E1:   player 0 pressed_button 7 
00E1:   player 0 pressed_button 17 
  $6292 == 0 // $ == int 
jf @PIZZA_6417 
$6292 = 1 // $ = int 
if 
  $8441 == 6 // $ == int 
jf @PIZZA_6245 
gosub @PIZZA_5761 
0084: $8409 = $8443 // $ = $ int 

:PIZZA_6245
if 
  $8441 == 5 // $ == int 
jf @PIZZA_6278 
gosub @PIZZA_5761 
0084: $8410 = $8443 // $ = $ int 

:PIZZA_6278
if 
  $8441 == 4 // $ == int 
jf @PIZZA_6311 
gosub @PIZZA_5761 
0084: $8411 = $8443 // $ = $ int 

:PIZZA_6311
if 
  $8441 == 3 // $ == int 
jf @PIZZA_6344 
gosub @PIZZA_5761 
0084: $8412 = $8443 // $ = $ int 

:PIZZA_6344
if 
  $8441 == 2 // $ == int 
jf @PIZZA_6377 
gosub @PIZZA_5761 
0084: $8413 = $8443 // $ = $ int 

:PIZZA_6377
if 
  $8441 == 1 // $ == int 
jf @PIZZA_6410 
gosub @PIZZA_5761 
0084: $8414 = $8443 // $ = $ int 

:PIZZA_6410
jump @PIZZA_6424 

:PIZZA_6417
$8442 = 0 // $ = int 

:PIZZA_6424
if and
00E1:   player 0 pressed_button 5 
00E1:   player 0 pressed_button 17 
  $6292 == 0 // $ == int 
jf @PIZZA_6666 
$6292 = 1 // $ = int 
if 
  $8441 == 6 // $ == int 
jf @PIZZA_6494 
gosub @PIZZA_5935 
0084: $8409 = $8443 // $ = $ int 

:PIZZA_6494
if 
  $8441 == 5 // $ == int 
jf @PIZZA_6527 
gosub @PIZZA_5935 
0084: $8410 = $8443 // $ = $ int 

:PIZZA_6527
if 
  $8441 == 4 // $ == int 
jf @PIZZA_6560 
gosub @PIZZA_5935 
0084: $8411 = $8443 // $ = $ int 

:PIZZA_6560
if 
  $8441 == 3 // $ == int 
jf @PIZZA_6593 
gosub @PIZZA_5935 
0084: $8412 = $8443 // $ = $ int 

:PIZZA_6593
if 
  $8441 == 2 // $ == int 
jf @PIZZA_6626 
gosub @PIZZA_5935 
0084: $8413 = $8443 // $ = $ int 

:PIZZA_6626
if 
  $8441 == 1 // $ == int 
jf @PIZZA_6659 
gosub @PIZZA_5935 
0084: $8414 = $8443 // $ = $ int 

:PIZZA_6659
jump @PIZZA_6673 

:PIZZA_6666
$8442 = 0 // $ = int 

:PIZZA_6673
if 
  $8429 == 1 // $ == int 
jf @PIZZA_6885 
if 
   not Actor.Dead($8399)
jf @PIZZA_6878 
0084: $8447 = $8399 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_6871 
if 
   not Actor.Dead($8399)
jf @PIZZA_6773 
0372: set_actor $8399 anim 14 wait_state_time 500 ms 
jump @PIZZA_6780 

:PIZZA_6773
$8448 = 1 // $ = int 

:PIZZA_6780
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8399)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8415)
$8429 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_6871
jump @PIZZA_6885 

:PIZZA_6878
$8448 = 1 // $ = int 

:PIZZA_6885
if 
  $8430 == 1 // $ == int 
jf @PIZZA_7097 
if 
   not Actor.Dead($8400)
jf @PIZZA_7090 
0084: $8447 = $8400 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_7083 
if 
   not Actor.Dead($8400)
jf @PIZZA_6985 
0372: set_actor $8400 anim 14 wait_state_time 500 ms 
jump @PIZZA_6992 

:PIZZA_6985
$8448 = 1 // $ = int 

:PIZZA_6992
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8400)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8416)
$8430 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_7083
jump @PIZZA_7097 

:PIZZA_7090
$8448 = 1 // $ = int 

:PIZZA_7097
if 
  $8431 == 1 // $ == int 
jf @PIZZA_7309 
if 
   not Actor.Dead($8401)
jf @PIZZA_7302 
0084: $8447 = $8401 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_7295 
if 
   not Actor.Dead($8401)
jf @PIZZA_7197 
0372: set_actor $8401 anim 14 wait_state_time 500 ms 
jump @PIZZA_7204 

:PIZZA_7197
$8448 = 1 // $ = int 

:PIZZA_7204
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8401)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8417)
$8431 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_7295
jump @PIZZA_7309 

:PIZZA_7302
$8448 = 1 // $ = int 

:PIZZA_7309
if 
  $8432 == 1 // $ == int 
jf @PIZZA_7521 
if 
   not Actor.Dead($8402)
jf @PIZZA_7514 
0084: $8447 = $8402 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_7507 
if 
   not Actor.Dead($8402)
jf @PIZZA_7409 
0372: set_actor $8402 anim 14 wait_state_time 500 ms 
jump @PIZZA_7416 

:PIZZA_7409
$8448 = 1 // $ = int 

:PIZZA_7416
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8402)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8418)
$8432 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_7507
jump @PIZZA_7521 

:PIZZA_7514
$8448 = 1 // $ = int 

:PIZZA_7521
if 
  $8433 == 1 // $ == int 
jf @PIZZA_7733 
if 
   not Actor.Dead($8403)
jf @PIZZA_7726 
0084: $8447 = $8403 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_7719 
if 
   not Actor.Dead($8403)
jf @PIZZA_7621 
0372: set_actor $8403 anim 14 wait_state_time 500 ms 
jump @PIZZA_7628 

:PIZZA_7621
$8448 = 1 // $ = int 

:PIZZA_7628
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8403)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8419)
$8433 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_7719
jump @PIZZA_7733 

:PIZZA_7726
$8448 = 1 // $ = int 

:PIZZA_7733
if 
  $8434 == 1 // $ == int 
jf @PIZZA_7945 
if 
   not Actor.Dead($8404)
jf @PIZZA_7938 
0084: $8447 = $8404 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_7931 
if 
   not Actor.Dead($8404)
jf @PIZZA_7833 
0372: set_actor $8404 anim 14 wait_state_time 500 ms 
jump @PIZZA_7840 

:PIZZA_7833
$8448 = 1 // $ = int 

:PIZZA_7840
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8404)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8420)
$8434 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_7931
jump @PIZZA_7945 

:PIZZA_7938
$8448 = 1 // $ = int 

:PIZZA_7945
if 
  $8435 == 1 // $ == int 
jf @PIZZA_8157 
if 
   not Actor.Dead($8405)
jf @PIZZA_8150 
0084: $8447 = $8405 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_8143 
if 
   not Actor.Dead($8405)
jf @PIZZA_8045 
0372: set_actor $8405 anim 14 wait_state_time 500 ms 
jump @PIZZA_8052 

:PIZZA_8045
$8448 = 1 // $ = int 

:PIZZA_8052
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8405)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8421)
$8435 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_8143
jump @PIZZA_8157 

:PIZZA_8150
$8448 = 1 // $ = int 

:PIZZA_8157
if 
  $8436 == 1 // $ == int 
jf @PIZZA_8369 
if 
   not Actor.Dead($8406)
jf @PIZZA_8362 
0084: $8447 = $8406 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_8355 
if 
   not Actor.Dead($8406)
jf @PIZZA_8257 
0372: set_actor $8406 anim 14 wait_state_time 500 ms 
jump @PIZZA_8264 

:PIZZA_8257
$8448 = 1 // $ = int 

:PIZZA_8264
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8406)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8422)
$8436 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_8355
jump @PIZZA_8369 

:PIZZA_8362
$8448 = 1 // $ = int 

:PIZZA_8369
if 
  $8437 == 1 // $ == int 
jf @PIZZA_8581 
if 
   not Actor.Dead($8407)
jf @PIZZA_8574 
0084: $8447 = $8407 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_8567 
if 
   not Actor.Dead($8407)
jf @PIZZA_8469 
0372: set_actor $8407 anim 14 wait_state_time 500 ms 
jump @PIZZA_8476 

:PIZZA_8469
$8448 = 1 // $ = int 

:PIZZA_8476
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8407)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8423)
$8437 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_8567
jump @PIZZA_8581 

:PIZZA_8574
$8448 = 1 // $ = int 

:PIZZA_8581
if 
  $8438 == 1 // $ == int 
jf @PIZZA_8793 
if 
   not Actor.Dead($8408)
jf @PIZZA_8786 
0084: $8447 = $8408 // $ = $ int 
gosub @PIZZA_8802 
if 
  $8446 == 1 // $ == int 
jf @PIZZA_8779 
if 
   not Actor.Dead($8408)
jf @PIZZA_8681 
0372: set_actor $8408 anim 14 wait_state_time 500 ms 
jump @PIZZA_8688 

:PIZZA_8681
$8448 = 1 // $ = int 

:PIZZA_8688
wait 500 
gosub @PIZZA_10376 
Actor.RemoveReferences($8408)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($8424)
$8438 = 0 // $ = int 
$8439 += 1 // $ += int 
$8453 += 1 // $ += int 
$8446 = 0 // $ = int 

:PIZZA_8779
jump @PIZZA_8793 

:PIZZA_8786
$8448 = 1 // $ = int 

:PIZZA_8793
gosub @PIZZA_13179 
return 

:PIZZA_8802
if 
03CA:   object $8409 exists 
jf @PIZZA_9064 
if 
   not Actor.Dead($8447)
jf @PIZZA_9057 
if 
0472:   actor $8447 within_object_on_foot $8409 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9050 
$8449 = 1 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_8883
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_8913 
jump @PIZZA_9043 

:PIZZA_8913
if 
   not Actor.Dead($8447)
jf @PIZZA_9015 
if 
03CA:   object $8409 exists 
jf @PIZZA_9008 
Object.StorePos($8409, $8475, $8476, $8477)
0239: actor $8447 run_to $8475 $8476 
if 
0472:   actor $8447 within_object_on_foot $8409 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9008 
jump @PIZZA_9043 

:PIZZA_9008
jump @PIZZA_9022 

:PIZZA_9015
$8448 = 1 // $ = int 

:PIZZA_9022
gosub @PIZZA_13179 
gosub @PIZZA_13863 
jump @PIZZA_8883 

:PIZZA_9043
$8446 = 1 // $ = int 

:PIZZA_9050
jump @PIZZA_9064 

:PIZZA_9057
$8448 = 1 // $ = int 

:PIZZA_9064
if 
03CA:   object $8410 exists 
jf @PIZZA_9326 
if 
   not Actor.Dead($8447)
jf @PIZZA_9319 
if 
0472:   actor $8447 within_object_on_foot $8410 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9312 
$8449 = 2 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9145
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9175 
jump @PIZZA_9305 

:PIZZA_9175
if 
   not Actor.Dead($8447)
jf @PIZZA_9277 
if 
03CA:   object $8410 exists 
jf @PIZZA_9270 
Object.StorePos($8410, $8475, $8476, $8477)
0239: actor $8447 run_to $8475 $8476 
if 
0472:   actor $8447 within_object_on_foot $8410 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9270 
jump @PIZZA_9305 

:PIZZA_9270
jump @PIZZA_9284 

:PIZZA_9277
$8448 = 1 // $ = int 

:PIZZA_9284
gosub @PIZZA_13179 
gosub @PIZZA_13863 
jump @PIZZA_9145 

:PIZZA_9305
$8446 = 1 // $ = int 

:PIZZA_9312
jump @PIZZA_9326 

:PIZZA_9319
$8448 = 1 // $ = int 

:PIZZA_9326
if 
03CA:   object $8411 exists 
jf @PIZZA_9588 
if 
   not Actor.Dead($8447)
jf @PIZZA_9581 
if 
0472:   actor $8447 within_object_on_foot $8411 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9574 
$8449 = 3 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9407
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9437 
jump @PIZZA_9567 

:PIZZA_9437
if 
   not Actor.Dead($8447)
jf @PIZZA_9539 
if 
03CA:   object $8411 exists 
jf @PIZZA_9532 
Object.StorePos($8411, $8475, $8476, $8477)
0239: actor $8447 run_to $8475 $8476 
if 
0472:   actor $8447 within_object_on_foot $8411 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9532 
jump @PIZZA_9567 

:PIZZA_9532
jump @PIZZA_9546 

:PIZZA_9539
$8448 = 1 // $ = int 

:PIZZA_9546
gosub @PIZZA_13179 
gosub @PIZZA_13863 
jump @PIZZA_9407 

:PIZZA_9567
$8446 = 1 // $ = int 

:PIZZA_9574
jump @PIZZA_9588 

:PIZZA_9581
$8448 = 1 // $ = int 

:PIZZA_9588
if 
03CA:   object $8412 exists 
jf @PIZZA_9850 
if 
   not Actor.Dead($8447)
jf @PIZZA_9843 
if 
0472:   actor $8447 within_object_on_foot $8412 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9836 
$8449 = 4 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9669
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9699 
jump @PIZZA_9829 

:PIZZA_9699
if 
   not Actor.Dead($8447)
jf @PIZZA_9801 
if 
03CA:   object $8412 exists 
jf @PIZZA_9794 
Object.StorePos($8412, $8475, $8476, $8477)
0239: actor $8447 run_to $8475 $8476 
if 
0472:   actor $8447 within_object_on_foot $8412 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9794 
jump @PIZZA_9829 

:PIZZA_9794
jump @PIZZA_9808 

:PIZZA_9801
$8448 = 1 // $ = int 

:PIZZA_9808
gosub @PIZZA_13179 
gosub @PIZZA_13863 
jump @PIZZA_9669 

:PIZZA_9829
$8446 = 1 // $ = int 

:PIZZA_9836
jump @PIZZA_9850 

:PIZZA_9843
$8448 = 1 // $ = int 

:PIZZA_9850
if 
03CA:   object $8413 exists 
jf @PIZZA_10112 
if 
   not Actor.Dead($8447)
jf @PIZZA_10105 
if 
0472:   actor $8447 within_object_on_foot $8413 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10098 
$8449 = 5 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9931
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9961 
jump @PIZZA_10091 

:PIZZA_9961
if 
   not Actor.Dead($8447)
jf @PIZZA_10063 
if 
03CA:   object $8413 exists 
jf @PIZZA_10056 
Object.StorePos($8413, $8475, $8476, $8477)
0239: actor $8447 run_to $8475 $8476 
if 
0472:   actor $8447 within_object_on_foot $8413 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10056 
jump @PIZZA_10091 

:PIZZA_10056
jump @PIZZA_10070 

:PIZZA_10063
$8448 = 1 // $ = int 

:PIZZA_10070
gosub @PIZZA_13179 
gosub @PIZZA_13863 
jump @PIZZA_9931 

:PIZZA_10091
$8446 = 1 // $ = int 

:PIZZA_10098
jump @PIZZA_10112 

:PIZZA_10105
$8448 = 1 // $ = int 

:PIZZA_10112
if 
03CA:   object $8414 exists 
jf @PIZZA_10374 
if 
   not Actor.Dead($8447)
jf @PIZZA_10367 
if 
0472:   actor $8447 within_object_on_foot $8414 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10360 
$8449 = 6 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_10193
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_10223 
jump @PIZZA_10353 

:PIZZA_10223
if 
   not Actor.Dead($8447)
jf @PIZZA_10325 
if 
03CA:   object $8414 exists 
jf @PIZZA_10318 
Object.StorePos($8414, $8475, $8476, $8477)
0239: actor $8447 run_to $8475 $8476 
if 
0472:   actor $8447 within_object_on_foot $8414 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10318 
jump @PIZZA_10353 

:PIZZA_10318
jump @PIZZA_10332 

:PIZZA_10325
$8448 = 1 // $ = int 

:PIZZA_10332
gosub @PIZZA_13179 
gosub @PIZZA_13863 
jump @PIZZA_10193 

:PIZZA_10353
$8446 = 1 // $ = int 

:PIZZA_10360
jump @PIZZA_10374 

:PIZZA_10367
$8448 = 1 // $ = int 

:PIZZA_10374
return 

:PIZZA_10376
if 
  $8449 == 1 // $ == int 
jf @PIZZA_10399 
Object.Destroy($8409)

:PIZZA_10399
if 
  $8449 == 2 // $ == int 
jf @PIZZA_10422 
Object.Destroy($8410)

:PIZZA_10422
if 
  $8449 == 3 // $ == int 
jf @PIZZA_10445 
Object.Destroy($8411)

:PIZZA_10445
if 
  $8449 == 4 // $ == int 
jf @PIZZA_10468 
Object.Destroy($8412)

:PIZZA_10468
if 
  $8449 == 5 // $ == int 
jf @PIZZA_10491 
Object.Destroy($8413)

:PIZZA_10491
if 
  $8449 == 6 // $ == int 
jf @PIZZA_10514 
Object.Destroy($8414)

:PIZZA_10514
return 

:PIZZA_10516
Object.RemoveReferences($8409)
Object.RemoveReferences($8410)
Object.RemoveReferences($8411)
Object.RemoveReferences($8412)
Object.RemoveReferences($8413)
Object.RemoveReferences($8414)
0209: $8454 = random_int_in_ranges 1 20 
if 
  $8455 == 0 // $ == int 
jf @PIZZA_12765 
if 
  $8454 == 1 // $ == int 
jf @PIZZA_10688 
03CF: load_wav 'PISS_01' as 1 

:PIZZA_10603
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10629 
wait 0 
jump @PIZZA_10603 

:PIZZA_10629
00BC: text_highpriority 'PIZ1_13' time 4000 1  // Get these delivered nice and hot.
03D1: play_wav 1 

:PIZZA_10648
if 
83D2:   not wav 1 ended 
jf @PIZZA_10674 
wait 0 
jump @PIZZA_10648 

:PIZZA_10674
040D: unload_wav 1 
03D5: remove_text 'PIZ1_13'  // Get these delivered nice and hot.

:PIZZA_10688
if 
  $8454 == 2 // $ == int 
jf @PIZZA_10803 
03CF: load_wav 'PISS_02' as 1 

:PIZZA_10718
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10744 
wait 0 
jump @PIZZA_10718 

:PIZZA_10744
00BC: text_highpriority 'PIZ1_14' time 4000 1  // Pal, pizza's for you.
03D1: play_wav 1 

:PIZZA_10763
if 
83D2:   not wav 1 ended 
jf @PIZZA_10789 
wait 0 
jump @PIZZA_10763 

:PIZZA_10789
040D: unload_wav 1 
03D5: remove_text 'PIZ1_14'  // Pal, pizza's for you.

:PIZZA_10803
if 
  $8454 == 3 // $ == int 
jf @PIZZA_10918 
03CF: load_wav 'PISS_03' as 1 

:PIZZA_10833
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10859 
wait 0 
jump @PIZZA_10833 

:PIZZA_10859
00BC: text_highpriority 'PIZ1_15' time 4000 1  // Hey, come on Mister, deliver these quick.
03D1: play_wav 1 

:PIZZA_10878
if 
83D2:   not wav 1 ended 
jf @PIZZA_10904 
wait 0 
jump @PIZZA_10878 

:PIZZA_10904
040D: unload_wav 1 
03D5: remove_text 'PIZ1_15'  // Hey, come on Mister, deliver these quick.

:PIZZA_10918
if 
  $8454 == 4 // $ == int 
jf @PIZZA_11033 
03CF: load_wav 'PISS_04' as 1 

:PIZZA_10948
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10974 
wait 0 
jump @PIZZA_10948 

:PIZZA_10974
00BC: text_highpriority 'PIZ1_16' time 4000 1  // What are you waiting around for Mister? You got pizza to deliver.
03D1: play_wav 1 

:PIZZA_10993
if 
83D2:   not wav 1 ended 
jf @PIZZA_11019 
wait 0 
jump @PIZZA_10993 

:PIZZA_11019
040D: unload_wav 1 
03D5: remove_text 'PIZ1_16'  // What are you waiting around for Mister? You got pizza to deliver.

:PIZZA_11033
if 
  $8454 == 5 // $ == int 
jf @PIZZA_11148 
03CF: load_wav 'PISS_05' as 1 

:PIZZA_11063
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11089 
wait 0 
jump @PIZZA_11063 

:PIZZA_11089
00BC: text_highpriority 'PIZ1_17' time 4000 1  // I know you didn't want to be a pizza boy, well I don't give a damn.
03D1: play_wav 1 

:PIZZA_11108
if 
83D2:   not wav 1 ended 
jf @PIZZA_11134 
wait 0 
jump @PIZZA_11108 

:PIZZA_11134
040D: unload_wav 1 
03D5: remove_text 'PIZ1_17'  // I know you didn't want to be a pizza boy, well I don't give a damn.

:PIZZA_11148
if 
  $8454 == 6 // $ == int 
jf @PIZZA_11263 
03CF: load_wav 'PISS_06' as 1 

:PIZZA_11178
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11204 
wait 0 
jump @PIZZA_11178 

:PIZZA_11204
00BC: text_highpriority 'PIZ1_18' time 4000 1  // Deliver these.
03D1: play_wav 1 

:PIZZA_11223
if 
83D2:   not wav 1 ended 
jf @PIZZA_11249 
wait 0 
jump @PIZZA_11223 

:PIZZA_11249
040D: unload_wav 1 
03D5: remove_text 'PIZ1_18'  // Deliver these.

:PIZZA_11263
if 
  $8454 == 7 // $ == int 
jf @PIZZA_11378 
03CF: load_wav 'PISS_07' as 1 

:PIZZA_11293
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11319 
wait 0 
jump @PIZZA_11293 

:PIZZA_11319
00BC: text_highpriority 'PIZ1_19' time 4000 1  // These need delivering.
03D1: play_wav 1 

:PIZZA_11338
if 
83D2:   not wav 1 ended 
jf @PIZZA_11364 
wait 0 
jump @PIZZA_11338 

:PIZZA_11364
040D: unload_wav 1 
03D5: remove_text 'PIZ1_19'  // These need delivering.

:PIZZA_11378
if 
  $8454 == 8 // $ == int 
jf @PIZZA_11493 
03CF: load_wav 'PISS_08' as 1 

:PIZZA_11408
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11434 
wait 0 
jump @PIZZA_11408 

:PIZZA_11434
00BC: text_highpriority 'PIZ1_20' time 4000 1  // Come on Mister, deliver these things or you're sacked.
03D1: play_wav 1 

:PIZZA_11453
if 
83D2:   not wav 1 ended 
jf @PIZZA_11479 
wait 0 
jump @PIZZA_11453 

:PIZZA_11479
040D: unload_wav 1 
03D5: remove_text 'PIZ1_20'  // Come on Mister, deliver these things or you're sacked.

:PIZZA_11493
if 
  $8454 == 9 // $ == int 
jf @PIZZA_11608 
03CF: load_wav 'PISS_09' as 1 

:PIZZA_11523
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11549 
wait 0 
jump @PIZZA_11523 

:PIZZA_11549
00BC: text_highpriority 'PIZ1_21' time 4000 1  // We got people waiting pal.
03D1: play_wav 1 

:PIZZA_11568
if 
83D2:   not wav 1 ended 
jf @PIZZA_11594 
wait 0 
jump @PIZZA_11568 

:PIZZA_11594
040D: unload_wav 1 
03D5: remove_text 'PIZ1_21'  // We got people waiting pal.

:PIZZA_11608
if 
  $8454 == 10 // $ == int 
jf @PIZZA_11723 
03CF: load_wav 'PISS_10' as 1 

:PIZZA_11638
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11664 
wait 0 
jump @PIZZA_11638 

:PIZZA_11664
00BC: text_highpriority 'PIZ1_22' time 4000 1  // What are you waiting around for? These need delivering!
03D1: play_wav 1 

:PIZZA_11683
if 
83D2:   not wav 1 ended 
jf @PIZZA_11709 
wait 0 
jump @PIZZA_11683 

:PIZZA_11709
040D: unload_wav 1 
03D5: remove_text 'PIZ1_22'  // What are you waiting around for? These need delivering!

:PIZZA_11723
if 
  $8454 == 11 // $ == int 
jf @PIZZA_11838 
03CF: load_wav 'PISS_11' as 1 

:PIZZA_11753
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11779 
wait 0 
jump @PIZZA_11753 

:PIZZA_11779
00BC: text_highpriority 'PIZ1_23' time 4000 1  // Deliver the damn food Mister.
03D1: play_wav 1 

:PIZZA_11798
if 
83D2:   not wav 1 ended 
jf @PIZZA_11824 
wait 0 
jump @PIZZA_11798 

:PIZZA_11824
040D: unload_wav 1 
03D5: remove_text 'PIZ1_23'  // Deliver the damn food Mister.

:PIZZA_11838
if 
  $8454 == 12 // $ == int 
jf @PIZZA_11953 
03CF: load_wav 'PISS_12' as 1 

:PIZZA_11868
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11894 
wait 0 
jump @PIZZA_11868 

:PIZZA_11894
00BC: text_highpriority 'PIZ1_24' time 4000 1  // These need delivering pal.
03D1: play_wav 1 

:PIZZA_11913
if 
83D2:   not wav 1 ended 
jf @PIZZA_11939 
wait 0 
jump @PIZZA_11913 

:PIZZA_11939
040D: unload_wav 1 
03D5: remove_text 'PIZ1_24'  // These need delivering pal.

:PIZZA_11953
if 
  $8454 == 13 // $ == int 
jf @PIZZA_12068 
03CF: load_wav 'PISS_13' as 1 

:PIZZA_11983
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12009 
wait 0 
jump @PIZZA_11983 

:PIZZA_12009
00BC: text_highpriority 'PIZ1_25' time 4000 1  // Man, can you take these?
03D1: play_wav 1 

:PIZZA_12028
if 
83D2:   not wav 1 ended 
jf @PIZZA_12054 
wait 0 
jump @PIZZA_12028 

:PIZZA_12054
040D: unload_wav 1 
03D5: remove_text 'PIZ1_25'  // Man, can you take these?

:PIZZA_12068
if 
  $8454 == 14 // $ == int 
jf @PIZZA_12183 
03CF: load_wav 'PISS_14' as 1 

:PIZZA_12098
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12124 
wait 0 
jump @PIZZA_12098 

:PIZZA_12124
00BC: text_highpriority 'PIZ1_26' time 4000 1  // Mister, deliver these pronto, avamos amigo.
03D1: play_wav 1 

:PIZZA_12143
if 
83D2:   not wav 1 ended 
jf @PIZZA_12169 
wait 0 
jump @PIZZA_12143 

:PIZZA_12169
040D: unload_wav 1 
03D5: remove_text 'PIZ1_26'  // Mister, deliver these pronto, avamos amigo.

:PIZZA_12183
if 
  $8454 == 15 // $ == int 
jf @PIZZA_12298 
03CF: load_wav 'PISS_15' as 1 

:PIZZA_12213
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12239 
wait 0 
jump @PIZZA_12213 

:PIZZA_12239
00BC: text_highpriority 'PIZ1_27' time 4000 1  // Come on, we're in a rush, deliver these.
03D1: play_wav 1 

:PIZZA_12258
if 
83D2:   not wav 1 ended 
jf @PIZZA_12284 
wait 0 
jump @PIZZA_12258 

:PIZZA_12284
040D: unload_wav 1 
03D5: remove_text 'PIZ1_27'  // Come on, we're in a rush, deliver these.

:PIZZA_12298
if 
  $8454 == 16 // $ == int 
jf @PIZZA_12413 
03CF: load_wav 'PISS_16' as 1 

:PIZZA_12328
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12354 
wait 0 
jump @PIZZA_12328 

:PIZZA_12354
00BC: text_highpriority 'PIZ1_28' time 4000 1  // You again? well deliver these quick pal.
03D1: play_wav 1 

:PIZZA_12373
if 
83D2:   not wav 1 ended 
jf @PIZZA_12399 
wait 0 
jump @PIZZA_12373 

:PIZZA_12399
040D: unload_wav 1 
03D5: remove_text 'PIZ1_28'  // You again? well deliver these quick pal.

:PIZZA_12413
if 
  $8454 == 17 // $ == int 
jf @PIZZA_12528 
03CF: load_wav 'PISS_17' as 1 

:PIZZA_12443
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12469 
wait 0 
jump @PIZZA_12443 

:PIZZA_12469
00BC: text_highpriority 'PIZ1_29' time 4000 1  // No wasting time this time pal.
03D1: play_wav 1 

:PIZZA_12488
if 
83D2:   not wav 1 ended 
jf @PIZZA_12514 
wait 0 
jump @PIZZA_12488 

:PIZZA_12514
040D: unload_wav 1 
03D5: remove_text 'PIZ1_29'  // No wasting time this time pal.

:PIZZA_12528
if 
  $8454 == 18 // $ == int 
jf @PIZZA_12643 
03CF: load_wav 'PISS_18' as 1 

:PIZZA_12558
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12584 
wait 0 
jump @PIZZA_12558 

:PIZZA_12584
00BC: text_highpriority 'PIZ1_30' time 4000 1  // Come on you lazy bastard, deliver this crap on time.
03D1: play_wav 1 

:PIZZA_12603
if 
83D2:   not wav 1 ended 
jf @PIZZA_12629 
wait 0 
jump @PIZZA_12603 

:PIZZA_12629
040D: unload_wav 1 
03D5: remove_text 'PIZ1_30'  // Come on you lazy bastard, deliver this crap on time.

:PIZZA_12643
if 
  $8454 == 19 // $ == int 
jf @PIZZA_12758 
03CF: load_wav 'PISS_19' as 1 

:PIZZA_12673
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12699 
wait 0 
jump @PIZZA_12673 

:PIZZA_12699
00BC: text_highpriority 'PIZ1_31' time 4000 1  // You'll never get a promotion unless you move faster this time.
03D1: play_wav 1 

:PIZZA_12718
if 
83D2:   not wav 1 ended 
jf @PIZZA_12744 
wait 0 
jump @PIZZA_12718 

:PIZZA_12744
040D: unload_wav 1 
03D5: remove_text 'PIZ1_31'  // You'll never get a promotion unless you move faster this time.

:PIZZA_12758
$8455 = 1 // $ = int 

:PIZZA_12765
return 

:PIZZA_12767
if 
  $8429 == 1 // $ == int 
jf @PIZZA_12808 
if 
   Actor.Dead($8399)
jf @PIZZA_12808 
$8448 = 1 // $ = int 

:PIZZA_12808
if 
  $8430 == 1 // $ == int 
jf @PIZZA_12849 
if 
   Actor.Dead($8400)
jf @PIZZA_12849 
$8448 = 1 // $ = int 

:PIZZA_12849
if 
  $8431 == 1 // $ == int 
jf @PIZZA_12890 
if 
   Actor.Dead($8401)
jf @PIZZA_12890 
$8448 = 1 // $ = int 

:PIZZA_12890
if 
  $8432 == 1 // $ == int 
jf @PIZZA_12931 
if 
   Actor.Dead($8402)
jf @PIZZA_12931 
$8448 = 1 // $ = int 

:PIZZA_12931
if 
  $8433 == 1 // $ == int 
jf @PIZZA_12972 
if 
   Actor.Dead($8403)
jf @PIZZA_12972 
$8448 = 1 // $ = int 

:PIZZA_12972
if 
  $8434 == 1 // $ == int 
jf @PIZZA_13013 
if 
   Actor.Dead($8404)
jf @PIZZA_13013 
$8448 = 1 // $ = int 

:PIZZA_13013
if 
  $8435 == 1 // $ == int 
jf @PIZZA_13054 
if 
   Actor.Dead($8405)
jf @PIZZA_13054 
$8448 = 1 // $ = int 

:PIZZA_13054
if 
  $8436 == 1 // $ == int 
jf @PIZZA_13095 
if 
   Actor.Dead($8406)
jf @PIZZA_13095 
$8448 = 1 // $ = int 

:PIZZA_13095
if 
  $8437 == 1 // $ == int 
jf @PIZZA_13136 
if 
   Actor.Dead($8407)
jf @PIZZA_13136 
$8448 = 1 // $ = int 

:PIZZA_13136
if 
  $8438 == 1 // $ == int 
jf @PIZZA_13177 
if 
   Actor.Dead($8408)
jf @PIZZA_13177 
$8448 = 1 // $ = int 

:PIZZA_13177
return 

:PIZZA_13179
if 
   not Car.Wrecked($8398)
jf @PIZZA_13854 
if and
01F4:   car $8398 flipped 
01C1:   car $8398 stopped 
jf @PIZZA_13223 
$8451 = 1 // $ = int 

:PIZZA_13223
if and
80DC:   not player $PLAYER_CHAR in_car $8398 
  $8450 == 0 // $ == int 
  $8451 == 0 // $ == int 
jf @PIZZA_13341 
00BC: text_highpriority 'PIZ1_11' time 5000 1  // Hey! Get back on the bike!
Marker.CreateAboveCar($8426, $8398)
Marker.Disable($8415)
Marker.Disable($8416)
Marker.Disable($8417)
Marker.Disable($8418)
Marker.Disable($8419)
Marker.Disable($8420)
Marker.Disable($8421)
Marker.Disable($8422)
Marker.Disable($8423)
Marker.Disable($8424)
Marker.Disable($8425)
$8450 = 1 // $ = int 

:PIZZA_13341
if and
00DC:   player $PLAYER_CHAR in_car $8398 
  $8450 == 1 // $ == int 
jf @PIZZA_13847 
Marker.Disable($8426)
if 
  $8440 == 0 // $ == int 
jf @PIZZA_13817 
if 
  $8429 == 1 // $ == int 
jf @PIZZA_13432 
if 
   not Actor.Dead($8399)
jf @PIZZA_13432 
Marker.CreateAboveActor($8415, $8399)

:PIZZA_13432
if 
  $8430 == 1 // $ == int 
jf @PIZZA_13474 
if 
   not Actor.Dead($8400)
jf @PIZZA_13474 
Marker.CreateAboveActor($8416, $8400)

:PIZZA_13474
if 
  $8431 == 1 // $ == int 
jf @PIZZA_13516 
if 
   not Actor.Dead($8401)
jf @PIZZA_13516 
Marker.CreateAboveActor($8417, $8401)

:PIZZA_13516
if 
  $8432 == 1 // $ == int 
jf @PIZZA_13558 
if 
   not Actor.Dead($8402)
jf @PIZZA_13558 
Marker.CreateAboveActor($8418, $8402)

:PIZZA_13558
if 
  $8433 == 1 // $ == int 
jf @PIZZA_13600 
if 
   not Actor.Dead($8403)
jf @PIZZA_13600 
Marker.CreateAboveActor($8419, $8403)

:PIZZA_13600
if 
  $8434 == 1 // $ == int 
jf @PIZZA_13642 
if 
   not Actor.Dead($8404)
jf @PIZZA_13642 
Marker.CreateAboveActor($8420, $8404)

:PIZZA_13642
if 
  $8435 == 1 // $ == int 
jf @PIZZA_13684 
if 
   not Actor.Dead($8405)
jf @PIZZA_13684 
Marker.CreateAboveActor($8421, $8405)

:PIZZA_13684
if 
  $8436 == 1 // $ == int 
jf @PIZZA_13726 
if 
   not Actor.Dead($8406)
jf @PIZZA_13726 
Marker.CreateAboveActor($8422, $8406)

:PIZZA_13726
if 
  $8437 == 1 // $ == int 
jf @PIZZA_13768 
if 
   not Actor.Dead($8407)
jf @PIZZA_13768 
Marker.CreateAboveActor($8423, $8407)

:PIZZA_13768
if 
  $8438 == 1 // $ == int 
jf @PIZZA_13810 
if 
   not Actor.Dead($8408)
jf @PIZZA_13810 
Marker.CreateAboveActor($8424, $8408)

:PIZZA_13810
jump @PIZZA_13838 

:PIZZA_13817
Marker.Disable($8425)
018A: $8425 = create_checkpoint_at $8469 $8470 -100.0 

:PIZZA_13838
00BE: text_clear_all 
$8450 = 0 // $ = int 

:PIZZA_13847
jump @PIZZA_13861 

:PIZZA_13854
$8448 = 2 // $ = int 

:PIZZA_13861
return 

:PIZZA_13863
if 
  $8450 == 0 // $ == int 
jf @PIZZA_13907 
if 
00E1:   player 0 pressed_button 19 
jf @PIZZA_13907 
00BE: text_clear_all 
$8448 = 3 // $ = int 

:PIZZA_13907
return 

//-------------Mission 93---------------
// Originally: RC Raider Pickup

:RCHELI
script_name 'RCHELI' 
gosub @RCHELI_46 
if 
wasted_or_busted 
jf @RCHELI_37 
gosub @RCHELI_6036 

:RCHELI_37
gosub @RCHELI_6262 
terminate_this_script 

:RCHELI_46
if 
  $8590 == 0 // $ == int 
jf @RCHELI_66 
increment_mission_attempts 

:RCHELI_66
$ONMISSION = 1 // $ = int 
$1388 = 1 // $ = int 
wait 0 
054C: use_GXT_table 'RCHELI1' 
Model.Load(#RCRAIDER)

:RCHELI_99
if 
   not Model.Available(#RCRAIDER)
jf @RCHELI_126 
wait 0 
jump @RCHELI_99 

:RCHELI_126
$8483 = 0 // $ = int 
$8486 = 20 // $ = int 
$8485 = 0 // $ = int 
$8487 = 0 // $ = int 
$8488 = 0 // $ = int 
$8489 = 0 // $ = int 
$8490 = 0 // $ = int 
$8491 = 0 // $ = int 
$8492 = 0 // $ = int 
$8493 = 0 // $ = int 
$8494 = 0 // $ = int 
$8495 = 0 // $ = int 
$8496 = 0 // $ = int 
$8497 = 0 // $ = int 
$8498 = 0 // $ = int 
$8499 = 0 // $ = int 
$8500 = 0 // $ = int 
$8501 = 0 // $ = int 
$8502 = 0 // $ = int 
$8503 = 0 // $ = int 
$8504 = 0 // $ = int 
$8505 = 0 // $ = int 
$8506 = 0 // $ = int 
$8507 = -1290.792 // $ = float 
$8508 = -1253.498 // $ = float 
$8509 = 21.376 // $ = float 
$8510 = -1369.82 // $ = float 
$8511 = -1256.41 // $ = float 
$8512 = 18.17883 // $ = float 
$8513 = -1482.534 // $ = float 
$8514 = -1254.653 // $ = float 
$8515 = 14.86 // $ = float 
$8516 = -1573.508 // $ = float 
$8517 = -1239.667 // $ = float 
$8518 = 21.762 // $ = float 
$8519 = -1785.86 // $ = float 
$8520 = -1343.75 // $ = float 
$8521 = 15.97 // $ = float 
$8522 = -1793.35 // $ = float 
$8523 = -1248.55 // $ = float 
$8524 = 22.08 // $ = float 
$8525 = -1689.206 // $ = float 
$8526 = -1103.073 // $ = float 
$8527 = 14.03599 // $ = float 
$8528 = -1774.523 // $ = float 
$8529 = -1060.862 // $ = float 
$8530 = 14.96548 // $ = float 
$8531 = -1793.91 // $ = float 
$8532 = -908.69 // $ = float 
$8533 = 14.86 // $ = float 
$8534 = -1788.039 // $ = float 
$8535 = -884.2224 // $ = float 
$8536 = 42.33138 // $ = float 
$8537 = -1646.72 // $ = float 
$8538 = -929.44 // $ = float 
$8539 = 13.94 // $ = float 
$8540 = -1563.474 // $ = float 
$8541 = -814.6355 // $ = float 
$8542 = 16.21071 // $ = float 
$8543 = -1514.844 // $ = float 
$8544 = -951.425 // $ = float 
$8545 = 15.168 // $ = float 
$8546 = -1488.26 // $ = float 
$8547 = -892.6786 // $ = float 
$8548 = 26.17459 // $ = float 
$8549 = -1355.305 // $ = float 
$8550 = -951.825 // $ = float 
$8551 = 15.168 // $ = float 
$8552 = -1352.431 // $ = float 
$8553 = -751.111 // $ = float 
$8554 = 25.78808 // $ = float 
$8555 = -1240.26 // $ = float 
$8556 = -841.24 // $ = float 
$8557 = 22.3 // $ = float 
$8558 = -1253.92 // $ = float 
$8559 = -1056.68 // $ = float 
$8560 = 13.94 // $ = float 
$8561 = -1270.146 // $ = float 
$8562 = -1151.49 // $ = float 
$8563 = 22.3 // $ = float 
$8564 = -1270.47 // $ = float 
$8565 = -1272.444 // $ = float 
$8566 = 14.866 // $ = float 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
00DA: $8481 = player $PLAYER_CHAR car 
0395: clear_area 1 at -1237.285 -1232.121 14.77 range 10.0 
$8484 = Player.WantedLevel($PLAYER_CHAR)
wait 0 
if 
   not Car.Wrecked($8481)
jf @RCHELI_1076 
if 
0442:   player $PLAYER_CHAR sitting_in_car $8481 
jf @RCHELI_1076 
020A: set_car $8481 door_status_to 2 
02A3: enable_widescreen 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at -1237.285 -1232.121 14.77 angle 337.839 RC_model #RCRAIDER 
$8482 = Player.RC_car($PLAYER_CHAR)
Camera.SetPosition(-1237.81, -1227.21, 19.33038, 0.0, 0.0, 0.0)
Camera.PointAt(-1237.587, -1227.994, 18.74902, 2)

:RCHELI_1076
fade 1 1500 

:RCHELI_1083
if 
fading 
jf @RCHELI_1107 
wait 0 
jump @RCHELI_1083 

:RCHELI_1107
if 
  $8485 == 0 // $ == int 
jf @RCHELI_1720 
TIMERA = 0 // @ = int 

:RCHELI_1132
if 
  5000 > TIMERA // int > @ 
jf @RCHELI_1253 
wait 0 
00BC: text_highpriority 'RCH1_6' time 5000 2  // ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8510 $8511 $8512 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8528 $8529 $8530 
if 
00E1:   player 0 pressed_button 16 
jf @RCHELI_1246 
jump @RCHELI_1645 

:RCHELI_1246
jump @RCHELI_1132 

:RCHELI_1253
Camera.SetAtPos(-1357.869, -1258.004, 21.487)
Camera.SetPosition(-1357.869, -1258.004, 21.487, -0.948, 0.121, -0.2947)
Camera.PointAt(-1358.82, -1257.88, 21.192, 2)
TIMERA = 0 // @ = int 

:RCHELI_1328
if 
  5000 > TIMERA // int > @ 
jf @RCHELI_1449 
wait 0 
00BC: text_highpriority 'RCH1_7' time 5000 2  // ~g~There are 20 checkpoints in total.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8510 $8511 $8512 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8528 $8529 $8530 
if 
00E1:   player 0 pressed_button 16 
jf @RCHELI_1442 
jump @RCHELI_1645 

:RCHELI_1442
jump @RCHELI_1328 

:RCHELI_1449
Camera.SetAtPos(-1786.243, -1073.31, 15.304)
Camera.PointAt(-1785.705, -1072.465, 15.27, 2)
Camera.SetPosition(-1786.243, -1073.31, 15.304, 0.0, 0.0, 0.0)
TIMERA = 0 // @ = int 

:RCHELI_1524
if 
  5000 > TIMERA // int > @ 
jf @RCHELI_1645 
wait 0 
00BC: text_highpriority 'RCH1_8' time 500 2  // ~g~If you wish to quit this mission tap ~h~::FIRE::~g~ to detonate your RC Helicopter.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8510 $8511 $8512 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8528 $8529 $8530 
if 
00E1:   player 0 pressed_button 16 
jf @RCHELI_1638 
jump @RCHELI_1645 

:RCHELI_1638
jump @RCHELI_1524 

:RCHELI_1645
if 
   not Car.Wrecked($8482)
jf @RCHELI_1670 
Camera.OnVehicle($8482, 18, 2)

:RCHELI_1670
03EB: clear_small_messages_only 
03C3: set_timer_with_text_to $8483 type 0 text 'RCH1_5'  // Time:
03C4: set_status_text_to $8486 0 'RCH1_4'  // Checkpoints:
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$8485 = 1 // $ = int 

:RCHELI_1720
if 
  $8486 > 0 // $ > int 
jf @RCHELI_6036 
wait 0 
if 
  2 > $8487 // int > $ 
jf @RCHELI_1921 
if 
  $8487 == 0 // $ == int 
jf @RCHELI_1799 
018A: $8567 = create_checkpoint_at $8507 $8508 $8509 
$8487 = 1 // $ = int 

:RCHELI_1799
if 
   not Car.Wrecked($8482)
jf @RCHELI_1921 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8507 $8508 $8509 
if 
01AF:   car $8482 0 $8507 $8508 $8509 radius 2.0 2.0 2.0 
jf @RCHELI_1921 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8567)
$8486 -= 1 // $ -= int 
$8487 = 2 // $ = int 

:RCHELI_1921
if 
  $8487 == 2 // $ == int 
jf @RCHELI_2118 
if 
  2 > $8488 // int > $ 
jf @RCHELI_2118 
if 
  $8488 == 0 // $ == int 
jf @RCHELI_1996 
018A: $8568 = create_checkpoint_at $8510 $8511 $8512 
$8488 = 1 // $ = int 

:RCHELI_1996
if 
   not Car.Wrecked($8482)
jf @RCHELI_2118 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8510 $8511 $8512 
if 
01AF:   car $8482 0 $8510 $8511 $8512 radius 2.0 2.0 2.0 
jf @RCHELI_2118 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8568)
$8486 -= 1 // $ -= int 
$8488 = 2 // $ = int 

:RCHELI_2118
if 
  $8488 == 2 // $ == int 
jf @RCHELI_2315 
if 
  2 > $8489 // int > $ 
jf @RCHELI_2315 
if 
  $8489 == 0 // $ == int 
jf @RCHELI_2193 
018A: $8569 = create_checkpoint_at $8513 $8514 $8515 
$8489 = 1 // $ = int 

:RCHELI_2193
if 
   not Car.Wrecked($8482)
jf @RCHELI_2315 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8513 $8514 $8515 
if 
01AF:   car $8482 0 $8513 $8514 $8515 radius 2.0 2.0 2.0 
jf @RCHELI_2315 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8569)
$8486 -= 1 // $ -= int 
$8489 = 2 // $ = int 

:RCHELI_2315
if 
  $8489 == 2 // $ == int 
jf @RCHELI_2512 
if 
  2 > $8490 // int > $ 
jf @RCHELI_2512 
if 
  $8490 == 0 // $ == int 
jf @RCHELI_2390 
018A: $8570 = create_checkpoint_at $8516 $8517 $8518 
$8490 = 1 // $ = int 

:RCHELI_2390
if 
   not Car.Wrecked($8482)
jf @RCHELI_2512 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8516 $8517 $8518 
if 
01AF:   car $8482 0 $8516 $8517 $8518 radius 2.0 2.0 2.0 
jf @RCHELI_2512 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8570)
$8486 -= 1 // $ -= int 
$8490 = 2 // $ = int 

:RCHELI_2512
if 
  $8490 == 2 // $ == int 
jf @RCHELI_2709 
if 
  2 > $8491 // int > $ 
jf @RCHELI_2709 
if 
  $8491 == 0 // $ == int 
jf @RCHELI_2587 
018A: $8571 = create_checkpoint_at $8519 $8520 $8521 
$8491 = 1 // $ = int 

:RCHELI_2587
if 
   not Car.Wrecked($8482)
jf @RCHELI_2709 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8519 $8520 $8521 
if 
01AF:   car $8482 0 $8519 $8520 $8521 radius 2.0 2.0 2.0 
jf @RCHELI_2709 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8571)
$8486 -= 1 // $ -= int 
$8491 = 2 // $ = int 

:RCHELI_2709
if 
  $8491 == 2 // $ == int 
jf @RCHELI_2906 
if 
  2 > $8492 // int > $ 
jf @RCHELI_2906 
if 
  $8492 == 0 // $ == int 
jf @RCHELI_2784 
018A: $8572 = create_checkpoint_at $8522 $8523 $8524 
$8492 = 1 // $ = int 

:RCHELI_2784
if 
   not Car.Wrecked($8482)
jf @RCHELI_2906 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8522 $8523 $8524 
if 
01AF:   car $8482 0 $8522 $8523 $8524 radius 2.0 2.0 2.0 
jf @RCHELI_2906 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8572)
$8486 -= 1 // $ -= int 
$8492 = 2 // $ = int 

:RCHELI_2906
if 
  $8492 == 2 // $ == int 
jf @RCHELI_3103 
if 
  2 > $8493 // int > $ 
jf @RCHELI_3103 
if 
  $8493 == 0 // $ == int 
jf @RCHELI_2981 
018A: $8573 = create_checkpoint_at $8525 $8526 $8527 
$8493 = 1 // $ = int 

:RCHELI_2981
if 
   not Car.Wrecked($8482)
jf @RCHELI_3103 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8525 $8526 $8527 
if 
01AF:   car $8482 0 $8525 $8526 $8527 radius 2.0 2.0 2.0 
jf @RCHELI_3103 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8573)
$8486 -= 1 // $ -= int 
$8493 = 2 // $ = int 

:RCHELI_3103
if 
  $8493 == 2 // $ == int 
jf @RCHELI_3300 
if 
  2 > $8494 // int > $ 
jf @RCHELI_3300 
if 
  $8494 == 0 // $ == int 
jf @RCHELI_3178 
018A: $8574 = create_checkpoint_at $8528 $8529 $8530 
$8494 = 1 // $ = int 

:RCHELI_3178
if 
   not Car.Wrecked($8482)
jf @RCHELI_3300 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8528 $8529 $8530 
if 
01AF:   car $8482 0 $8528 $8529 $8530 radius 2.0 2.0 2.0 
jf @RCHELI_3300 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8574)
$8486 -= 1 // $ -= int 
$8494 = 2 // $ = int 

:RCHELI_3300
if 
  $8494 == 2 // $ == int 
jf @RCHELI_3497 
if 
  2 > $8495 // int > $ 
jf @RCHELI_3497 
if 
  $8495 == 0 // $ == int 
jf @RCHELI_3375 
018A: $8575 = create_checkpoint_at $8531 $8532 $8533 
$8495 = 1 // $ = int 

:RCHELI_3375
if 
   not Car.Wrecked($8482)
jf @RCHELI_3497 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8531 $8532 $8533 
if 
01AF:   car $8482 0 $8531 $8532 $8533 radius 2.0 2.0 2.0 
jf @RCHELI_3497 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8575)
$8486 -= 1 // $ -= int 
$8495 = 2 // $ = int 

:RCHELI_3497
if 
  $8495 == 2 // $ == int 
jf @RCHELI_3694 
if 
  2 > $8496 // int > $ 
jf @RCHELI_3694 
if 
  $8496 == 0 // $ == int 
jf @RCHELI_3572 
018A: $8576 = create_checkpoint_at $8534 $8535 $8536 
$8496 = 1 // $ = int 

:RCHELI_3572
if 
   not Car.Wrecked($8482)
jf @RCHELI_3694 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8534 $8535 $8536 
if 
01AF:   car $8482 0 $8534 $8535 $8536 radius 2.0 2.0 2.0 
jf @RCHELI_3694 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8576)
$8486 -= 1 // $ -= int 
$8496 = 2 // $ = int 

:RCHELI_3694
if 
  $8496 == 2 // $ == int 
jf @RCHELI_3891 
if 
  2 > $8497 // int > $ 
jf @RCHELI_3891 
if 
  $8497 == 0 // $ == int 
jf @RCHELI_3769 
018A: $8577 = create_checkpoint_at $8537 $8538 $8539 
$8497 = 1 // $ = int 

:RCHELI_3769
if 
   not Car.Wrecked($8482)
jf @RCHELI_3891 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8537 $8538 $8539 
if 
01AF:   car $8482 0 $8537 $8538 $8539 radius 2.0 2.0 2.0 
jf @RCHELI_3891 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8577)
$8486 -= 1 // $ -= int 
$8497 = 2 // $ = int 

:RCHELI_3891
if 
  $8497 == 2 // $ == int 
jf @RCHELI_4088 
if 
  2 > $8498 // int > $ 
jf @RCHELI_4088 
if 
  $8498 == 0 // $ == int 
jf @RCHELI_3966 
018A: $8578 = create_checkpoint_at $8540 $8541 $8542 
$8498 = 1 // $ = int 

:RCHELI_3966
if 
   not Car.Wrecked($8482)
jf @RCHELI_4088 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8540 $8541 $8542 
if 
01AF:   car $8482 0 $8540 $8541 $8542 radius 2.0 2.0 2.0 
jf @RCHELI_4088 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8578)
$8486 -= 1 // $ -= int 
$8498 = 2 // $ = int 

:RCHELI_4088
if 
  $8498 == 2 // $ == int 
jf @RCHELI_4285 
if 
  2 > $8499 // int > $ 
jf @RCHELI_4285 
if 
  $8499 == 0 // $ == int 
jf @RCHELI_4163 
018A: $8579 = create_checkpoint_at $8543 $8544 $8545 
$8499 = 1 // $ = int 

:RCHELI_4163
if 
   not Car.Wrecked($8482)
jf @RCHELI_4285 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8543 $8544 $8545 
if 
01AF:   car $8482 0 $8543 $8544 $8545 radius 2.0 2.0 2.0 
jf @RCHELI_4285 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8579)
$8486 -= 1 // $ -= int 
$8499 = 2 // $ = int 

:RCHELI_4285
if 
  $8499 == 2 // $ == int 
jf @RCHELI_4482 
if 
  2 > $8500 // int > $ 
jf @RCHELI_4482 
if 
  $8500 == 0 // $ == int 
jf @RCHELI_4360 
018A: $8580 = create_checkpoint_at $8546 $8547 $8548 
$8500 = 1 // $ = int 

:RCHELI_4360
if 
   not Car.Wrecked($8482)
jf @RCHELI_4482 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8546 $8547 $8548 
if 
01AF:   car $8482 0 $8546 $8547 $8548 radius 2.0 2.0 2.0 
jf @RCHELI_4482 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8580)
$8486 -= 1 // $ -= int 
$8500 = 2 // $ = int 

:RCHELI_4482
if 
  $8500 == 2 // $ == int 
jf @RCHELI_4679 
if 
  2 > $8501 // int > $ 
jf @RCHELI_4679 
if 
  $8501 == 0 // $ == int 
jf @RCHELI_4557 
018A: $8581 = create_checkpoint_at $8549 $8550 $8551 
$8501 = 1 // $ = int 

:RCHELI_4557
if 
   not Car.Wrecked($8482)
jf @RCHELI_4679 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8549 $8550 $8551 
if 
01AF:   car $8482 0 $8549 $8550 $8551 radius 2.0 2.0 2.0 
jf @RCHELI_4679 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8581)
$8486 -= 1 // $ -= int 
$8501 = 2 // $ = int 

:RCHELI_4679
if 
  $8501 == 2 // $ == int 
jf @RCHELI_4876 
if 
  2 > $8502 // int > $ 
jf @RCHELI_4876 
if 
  $8502 == 0 // $ == int 
jf @RCHELI_4754 
018A: $8582 = create_checkpoint_at $8552 $8553 $8554 
$8502 = 1 // $ = int 

:RCHELI_4754
if 
   not Car.Wrecked($8482)
jf @RCHELI_4876 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8552 $8553 $8554 
if 
01AF:   car $8482 0 $8552 $8553 $8554 radius 2.0 2.0 2.0 
jf @RCHELI_4876 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8582)
$8486 -= 1 // $ -= int 
$8502 = 2 // $ = int 

:RCHELI_4876
if 
  $8502 == 2 // $ == int 
jf @RCHELI_5073 
if 
  2 > $8503 // int > $ 
jf @RCHELI_5073 
if 
  $8503 == 0 // $ == int 
jf @RCHELI_4951 
018A: $8583 = create_checkpoint_at $8555 $8556 $8557 
$8503 = 1 // $ = int 

:RCHELI_4951
if 
   not Car.Wrecked($8482)
jf @RCHELI_5073 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8555 $8556 $8557 
if 
01AF:   car $8482 0 $8555 $8556 $8557 radius 2.0 2.0 2.0 
jf @RCHELI_5073 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8583)
$8486 -= 1 // $ -= int 
$8503 = 2 // $ = int 

:RCHELI_5073
if 
  $8503 == 2 // $ == int 
jf @RCHELI_5270 
if 
  2 > $8504 // int > $ 
jf @RCHELI_5270 
if 
  $8504 == 0 // $ == int 
jf @RCHELI_5148 
018A: $8584 = create_checkpoint_at $8558 $8559 $8560 
$8504 = 1 // $ = int 

:RCHELI_5148
if 
   not Car.Wrecked($8482)
jf @RCHELI_5270 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8558 $8559 $8560 
if 
01AF:   car $8482 0 $8558 $8559 $8560 radius 2.0 2.0 2.0 
jf @RCHELI_5270 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8584)
$8486 -= 1 // $ -= int 
$8504 = 2 // $ = int 

:RCHELI_5270
if 
  $8504 == 2 // $ == int 
jf @RCHELI_5467 
if 
  2 > $8505 // int > $ 
jf @RCHELI_5467 
if 
  $8505 == 0 // $ == int 
jf @RCHELI_5345 
018A: $8585 = create_checkpoint_at $8561 $8562 $8563 
$8505 = 1 // $ = int 

:RCHELI_5345
if 
   not Car.Wrecked($8482)
jf @RCHELI_5467 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8561 $8562 $8563 
if 
01AF:   car $8482 0 $8561 $8562 $8563 radius 2.0 2.0 2.0 
jf @RCHELI_5467 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8585)
$8486 -= 1 // $ -= int 
$8505 = 2 // $ = int 

:RCHELI_5467
if 
  $8505 == 2 // $ == int 
jf @RCHELI_5664 
if 
  2 > $8506 // int > $ 
jf @RCHELI_5664 
if 
  $8506 == 0 // $ == int 
jf @RCHELI_5542 
018A: $8586 = create_checkpoint_at $8564 $8565 $8566 
$8506 = 1 // $ = int 

:RCHELI_5542
if 
   not Car.Wrecked($8482)
jf @RCHELI_5664 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8564 $8565 $8566 
if 
01AF:   car $8482 0 $8564 $8565 $8566 radius 2.0 2.0 2.0 
jf @RCHELI_5664 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8586)
$8486 -= 1 // $ -= int 
$8506 = 2 // $ = int 

:RCHELI_5664
if 
  $8486 == 0 // $ == int 
jf @RCHELI_5730 
if 
   not Car.Wrecked($8481)
jf @RCHELI_5730 
if 
  $8483 > 0 // $ > int 
jf @RCHELI_5730 
020A: set_car $8481 door_status_to 1 
jump @RCHELI_6061 

:RCHELI_5730
if 
   not Car.Wrecked($8482)
jf @RCHELI_5837 
if 
80B0:   not car $8482 0 -1881.576 -1612.496 -979.9678 -582.2634 
jf @RCHELI_5837 
if 
00B0:   car $8482 0 -2104.88 -1655.804 -866.489 -430.5 
jf @RCHELI_5837 
00BC: text_highpriority 'RCH1_12' time 3000 1  // ~g~The RC helicopter is getting too far out of range!

:RCHELI_5837
if 
   not Car.Wrecked($8482)
jf @RCHELI_5915 
if 
80B0:   not car $8482 0 -2104.88 -1655.804 -866.489 -430.5 
jf @RCHELI_5915 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCH1_13' time 5000 1  // ~r~The RC helicopter went out of range!
jump @RCHELI_6036 

:RCHELI_5915
if 
   Car.Wrecked($8481)
jf @RCHELI_5955 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
04DB: exit_rc_mode 
jump @RCHELI_6036 

:RCHELI_5955
if 
  $8485 == 1 // $ == int 
jf @RCHELI_6029 
if 
   Car.Wrecked($8482)
jf @RCHELI_6029 
if 
   not $8486 == 0 // $ == int 
jf @RCHELI_6029 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @RCHELI_6036 

:RCHELI_6029
jump @RCHELI_1720 

:RCHELI_6036
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
Player.WantedLevel($PLAYER_CHAR) = $8484
return 

:RCHELI_6061
$702 = 1 // $ = int 
0084: $8587 = $8483 // $ = $ int 
$8587 /= 1000 // $ /= int 
042E: register_lowest_int_stat 5 to $8587 
0084: $8588 = $8587 // $ = $ int 
$8588 /= 60 // $ /= int 
0084: $8589 = $8588 // $ = $ int 
$8589 *= 60 // $ *= int 
0060: $8587 -= $8589 // $ -= $ int 
if 
  $8587 >= 10 // $ >= int 
jf @RCHELI_6175 
02FD: text_2numbers_highpriority 'RCH1_9' $8588 $8587 time 7000 1  // ~b~TOTAL TIME: ~1~:~1~
jump @RCHELI_6196 

:RCHELI_6175
02FD: text_2numbers_highpriority 'RCH1_10' $8588 $8587 time 7000 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCHELI_6196
if 
  $8590 == 0 // $ == int 
jf @RCHELI_6227 
030C: progress_made += 1 
0595: mission_complete 
$8590 = 1 // $ = int 

:RCHELI_6227
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 100
return 

:RCHELI_6262
$ONMISSION = 0 // $ = int 
$1388 = 0 // $ = int 
014F: stop_timer $8483 
0151: remove_status_text $8486 
04DB: exit_rc_mode 
if 
   not Car.Wrecked($8481)
jf @RCHELI_6311 
020A: set_car $8481 door_status_to 1 

:RCHELI_6311
Model.Destroy(#RCRAIDER)
Model.Destroy(#INFERNUS)
Marker.Disable($8567)
Marker.Disable($8568)
Marker.Disable($8569)
Marker.Disable($8570)
Marker.Disable($8571)
Marker.Disable($8572)
Marker.Disable($8573)
Marker.Disable($8574)
Marker.Disable($8575)
Marker.Disable($8576)
Marker.Disable($8577)
Marker.Disable($8578)
Marker.Disable($8579)
Marker.Disable($8580)
Marker.Disable($8581)
Marker.Disable($8582)
Marker.Disable($8583)
Marker.Disable($8584)
Marker.Disable($8585)
Marker.Disable($8586)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
$701 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 94---------------
// Originally: RC Bandit Race

:RCRACE1
script_name 'RCRACE1' 
gosub @RCRACE1_46 
if 
wasted_or_busted 
jf @RCRACE1_37 
gosub @RCRACE1_4896 

:RCRACE1_37
gosub @RCRACE1_5107 
terminate_this_script 

:RCRACE1_46
$ONMISSION = 1 // $ = int 
$1388 = 1 // $ = int 
if 
  $8675 == 0 // $ == int 
jf @RCRACE1_80 
increment_mission_attempts 

:RCRACE1_80
wait 0 
054C: use_GXT_table 'RCRACE1' 
$8670 = 50 // $ = int 
$8676 = 720.21 // $ = float 
$8677 = 723.979 // $ = float 
$8678 = 11.095 // $ = float 
$8679 = 772.386 // $ = float 
$8680 = 737.37 // $ = float 
$8681 = 15.651 // $ = float 
$8682 = 801.8997 // $ = float 
$8683 = 755.155 // $ = float 
$8684 = 14.029 // $ = float 
$8685 = 818.443 // $ = float 
$8686 = 723.4467 // $ = float 
$8687 = 13.89174 // $ = float 
$8688 = 789.7374 // $ = float 
$8689 = 689.6965 // $ = float 
$8690 = 13.68476 // $ = float 
$8691 = 840.7286 // $ = float 
$8692 = 673.7933 // $ = float 
$8693 = 12.00719 // $ = float 
$8694 = 881.6089 // $ = float 
$8695 = 694.4305 // $ = float 
$8696 = 11.47722 // $ = float 
$8697 = 869.6669 // $ = float 
$8698 = 734.155 // $ = float 
$8699 = 18.03658 // $ = float 
$8700 = 857.4133 // $ = float 
$8701 = 775.2335 // $ = float 
$8702 = 11.75751 // $ = float 
$8703 = 879.8929 // $ = float 
$8704 = 804.4685 // $ = float 
$8705 = 12.73355 // $ = float 
$8706 = 888.0801 // $ = float 
$8707 = 838.5257 // $ = float 
$8708 = 13.69488 // $ = float 
$8709 = 874.35 // $ = float 
$8710 = 866.9433 // $ = float 
$8711 = 13.12859 // $ = float 
$8712 = 815.8032 // $ = float 
$8713 = 881.502 // $ = float 
$8714 = 11.89595 // $ = float 
$8715 = 808.4997 // $ = float 
$8716 = 851.3824 // $ = float 
$8717 = 9.721323 // $ = float 
$8718 = 824.7369 // $ = float 
$8719 = 827.1093 // $ = float 
$8720 = 8.638121 // $ = float 
$8721 = 795.3524 // $ = float 
$8722 = 821.6034 // $ = float 
$8723 = 10.47627 // $ = float 
$8724 = 766.2229 // $ = float 
$8725 = 835.0671 // $ = float 
$8726 = 12.00815 // $ = float 
$8727 = 750.0553 // $ = float 
$8728 = 882.0937 // $ = float 
$8729 = 13.63987 // $ = float 
$8730 = 726.0835 // $ = float 
$8731 = 840.0163 // $ = float 
$8732 = 14.14287 // $ = float 
$8733 = 756.2438 // $ = float 
$8734 = 792.2355 // $ = float 
$8735 = 17.65154 // $ = float 
$8736 = 727.5995 // $ = float 
$8737 = 775.9979 // $ = float 
$8738 = 11.35199 // $ = float 
$8739 = 700.1736 // $ = float 
$8740 = 800.7557 // $ = float 
$8741 = 12.54427 // $ = float 
$8742 = 673.1154 // $ = float 
$8743 = 831.9152 // $ = float 
$8744 = 14.80559 // $ = float 
$8745 = 672.1528 // $ = float 
$8746 = 798.6282 // $ = float 
$8747 = 12.67831 // $ = float 
$8748 = 692.795 // $ = float 
$8749 = 761.6599 // $ = float 
$8750 = 10.67259 // $ = float 
$8751 = 741.0423 // $ = float 
$8752 = 716.2507 // $ = float 
$8753 = 11.22578 // $ = float 
$8754 = 772.386 // $ = float 
$8755 = 737.37 // $ = float 
$8756 = 15.651 // $ = float 
$8757 = 801.8997 // $ = float 
$8758 = 755.155 // $ = float 
$8759 = 14.029 // $ = float 
$8760 = 818.443 // $ = float 
$8761 = 723.4467 // $ = float 
$8762 = 13.89174 // $ = float 
$8763 = 789.7374 // $ = float 
$8764 = 689.6965 // $ = float 
$8765 = 13.68476 // $ = float 
$8766 = 840.7286 // $ = float 
$8767 = 673.7933 // $ = float 
$8768 = 12.00719 // $ = float 
$8769 = 881.6089 // $ = float 
$8770 = 694.4305 // $ = float 
$8771 = 11.47722 // $ = float 
$8772 = 869.6669 // $ = float 
$8773 = 734.155 // $ = float 
$8774 = 18.03658 // $ = float 
$8775 = 857.4133 // $ = float 
$8776 = 775.2335 // $ = float 
$8777 = 11.75751 // $ = float 
$8778 = 879.8929 // $ = float 
$8779 = 804.4685 // $ = float 
$8780 = 12.73355 // $ = float 
$8781 = 888.0801 // $ = float 
$8782 = 838.5257 // $ = float 
$8783 = 13.69488 // $ = float 
$8784 = 874.35 // $ = float 
$8785 = 866.9433 // $ = float 
$8786 = 13.12859 // $ = float 
$8787 = 815.8032 // $ = float 
$8788 = 881.502 // $ = float 
$8789 = 11.89595 // $ = float 
$8790 = 808.4997 // $ = float 
$8791 = 851.3824 // $ = float 
$8792 = 9.721323 // $ = float 
$8793 = 824.7369 // $ = float 
$8794 = 827.1093 // $ = float 
$8795 = 8.638121 // $ = float 
$8796 = 795.3524 // $ = float 
$8797 = 821.6034 // $ = float 
$8798 = 10.47627 // $ = float 
$8799 = 766.2229 // $ = float 
$8800 = 835.0671 // $ = float 
$8801 = 12.00815 // $ = float 
$8802 = 750.0553 // $ = float 
$8803 = 882.0937 // $ = float 
$8804 = 13.63987 // $ = float 
$8805 = 726.0835 // $ = float 
$8806 = 840.0163 // $ = float 
$8807 = 14.14287 // $ = float 
$8808 = 756.2438 // $ = float 
$8809 = 792.2355 // $ = float 
$8810 = 17.65154 // $ = float 
$8811 = 727.5995 // $ = float 
$8812 = 775.9979 // $ = float 
$8813 = 11.35199 // $ = float 
$8814 = 700.1736 // $ = float 
$8815 = 800.7557 // $ = float 
$8816 = 12.54427 // $ = float 
$8817 = 673.1154 // $ = float 
$8818 = 831.9152 // $ = float 
$8819 = 14.80559 // $ = float 
$8820 = 672.1528 // $ = float 
$8821 = 798.6282 // $ = float 
$8822 = 12.67831 // $ = float 
$8823 = 692.795 // $ = float 
$8824 = 761.6599 // $ = float 
$8825 = 10.67259 // $ = float 
$8826 = 741.0423 // $ = float 
$8827 = 716.2507 // $ = float 
$8828 = 11.22578 // $ = float 
$8609 = 740.8333 // $ = float 
$8610 = 721.5853 // $ = float 
$8611 = 11.0126 // $ = float 
$8612 = 740.5471 // $ = float 
$8613 = 718.5853 // $ = float 
$8614 = 11.0884 // $ = float 
$8615 = 740.2183 // $ = float 
$8616 = 715.5853 // $ = float 
$8617 = 11.1233 // $ = float 
$8594 = 262.9725 // $ = float 
$8661 = 0 // $ = int 
$8657 = 0 // $ = int 
$8658 = 0 // $ = int 
$8659 = 0 // $ = int 
$8660 = 0 // $ = int 
$8598 = 3.5 // $ = float 
$8599 = 3.5 // $ = float 
$8600 = 3.5 // $ = float 
$8829 = 0 // $ = int 
$8830 = 0 // $ = int 
$8831 = 0 // $ = int 
$8832 = 2 // $ = int 
$8833 = 1 // $ = int 
$8834 = 0 // $ = int 
Model.Load(#RCBANDIT)

:RCRACE1_1843
if 
   not Model.Available(#RCBANDIT)
jf @RCRACE1_1870 
wait 0 
jump @RCRACE1_1843 

:RCRACE1_1870
$8674 = Player.WantedLevel($PLAYER_CHAR)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
00DA: $8647 = player $PLAYER_CHAR car 
$8674 = Player.WantedLevel($PLAYER_CHAR)
0395: clear_area 1 at 757.152 811.371 500.0 range 500.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
010C: change_player_into_rc_buggy $PLAYER_CHAR at 739.924 712.5853 11.1484 262.9725 
$8653 = Player.RC_car($PLAYER_CHAR)
04D6: enable_rc_car_detonation 0 
0229: set_car $8653 color_to 4 1 
Car.Create($8648, #RCBANDIT, $8609, $8610, $8611)
0229: set_car $8648 color_to 3 1 
03AB: set_car $8648 strong 1 
03ED: set_car $8648 not_damaged_when_upside_down 1 
Car.Angle($8648) = $8594
Car.SetToNormalDriver($8648)
00AE: set_vehicle $8648 traffic_behavior_to 2 
Car.SetMaxSpeed($8648, 26.0)
Car.ImmuneToNonPlayer($8648, True)
04E0: car $8648 abandon_path_radius 1 
Car.Create($8649, #RCBANDIT, $8612, $8613, $8614)
0229: set_car $8649 color_to 2 1 
03AB: set_car $8649 strong 1 
03ED: set_car $8649 not_damaged_when_upside_down 1 
Car.Angle($8649) = $8594
Car.SetToNormalDriver($8649)
00AE: set_vehicle $8649 traffic_behavior_to 2 
Car.SetMaxSpeed($8649, 20.0)
Car.ImmuneToNonPlayer($8649, True)
04E0: car $8649 abandon_path_radius 1 
Car.Create($8650, #RCBANDIT, $8615, $8616, $8617)
0229: set_car $8650 color_to 6 1 
03AB: set_car $8650 strong 1 
03ED: set_car $8650 not_damaged_when_upside_down 1 
Car.Angle($8650) = $8594
Car.SetToNormalDriver($8650)
00AE: set_vehicle $8650 traffic_behavior_to 2 
Car.SetMaxSpeed($8650, 23.0)
Car.ImmuneToNonPlayer($8650, True)
04E0: car $8650 abandon_path_radius 1 
Camera.SetPosition(742.2905, 724.4449, 12.35194, 0.0, 0.0, 0.0)
Camera.PointAt(742.1665, 723.5028, 12.04059, 2)
00C0: set_current_time 10 0 
set_weather 4 
fade 1 2000 

:RCRACE1_2307
if 
fading 
jf @RCRACE1_2331 
wait 0 
jump @RCRACE1_2307 

:RCRACE1_2331
TIMERA = 0 // @ = int 

:RCRACE1_2338
if 
  5000 > TIMERA // int > @ 
jf @RCRACE1_2407 
wait 0 
00BC: text_highpriority 'RCR1_1' time 5000 2  // ~g~Compete in a checkpoint race with 3 other RC Cars.
if 
00E1:   player 0 pressed_button 16 
jf @RCRACE1_2400 
jump @RCRACE1_2661 

:RCRACE1_2400
jump @RCRACE1_2338 

:RCRACE1_2407
Camera.SetPosition(893.1815, 624.3833, 41.4995, 0.0, 0.0, 0.0)
Camera.PointAt(892.6742, 625.2084, 41.25115, 2)
TIMERA = 0 // @ = int 

:RCRACE1_2465
if 
  5000 > TIMERA // int > @ 
jf @RCRACE1_2534 
wait 0 
00BC: text_highpriority 'RCR1_2' time 5000 2  // ~g~Be the first to complete two laps of the track to win!
if 
00E1:   player 0 pressed_button 16 
jf @RCRACE1_2527 
jump @RCRACE1_2661 

:RCRACE1_2527
jump @RCRACE1_2465 

:RCRACE1_2534
Camera.SetPosition(743.5344, 710.3741, 12.71469, 0.0, 0.0, 0.0)
Camera.PointAt(743.0029, 711.2059, 12.55033, 2)
TIMERA = 0 // @ = int 

:RCRACE1_2592
if 
  5000 > TIMERA // int > @ 
jf @RCRACE1_2661 
wait 0 
00BC: text_highpriority 'RCR1_3' time 5000 2  // ~g~If you wish to quit this mission tap ~h~::FIRE::~g~ to detonate your RC car.
if 
00E1:   player 0 pressed_button 16 
jf @RCRACE1_2654 
jump @RCRACE1_2661 

:RCRACE1_2654
jump @RCRACE1_2592 

:RCRACE1_2661
if 
   not Car.Wrecked($8653)
jf @RCRACE1_2697 
03EB: clear_small_messages_only 
Camera.OnVehicle($8653, 3, 2)
02A3: enable_widescreen 0 
wait 500 

:RCRACE1_2697
0084: $8671 = $8670 // $ = $ int 
$8671 -= 1 // $ -= int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C4: set_status_text_to $8832 0 'RCR1_4'  // laps left:
if 
   Car.Wrecked($8648)
jf @RCRACE1_2933 
jump @RCRACE1_4896 

:RCRACE1_2933
if 
   Car.Wrecked($8649)
jf @RCRACE1_2956 
jump @RCRACE1_4896 

:RCRACE1_2956
if 
   Car.Wrecked($8650)
jf @RCRACE1_2979 
jump @RCRACE1_4896 

:RCRACE1_2979
gosub @RCRACE1_5192 
0086: $8621 = $8636 // $ = $ float 
0086: $8622 = $8637 // $ = $ float 
0086: $8623 = $8638 // $ = $ float 
0086: $8624 = $8639 // $ = $ float 
0086: $8625 = $8640 // $ = $ float 
0086: $8626 = $8641 // $ = $ float 
0086: $8627 = $8636 // $ = $ float 
0086: $8628 = $8637 // $ = $ float 
0086: $8629 = $8638 // $ = $ float 
0086: $8630 = $8636 // $ = $ float 
0086: $8631 = $8637 // $ = $ float 
0086: $8632 = $8638 // $ = $ float 
0086: $8633 = $8636 // $ = $ float 
0086: $8634 = $8637 // $ = $ float 
0086: $8635 = $8638 // $ = $ float 
018A: $8642 = create_checkpoint_at $8621 $8622 $8623 
0167: $8643 = create_marker_at $8624 $8625 $8626 color 5 display 2 
0166: set_marker $8643 brightness_to 1 
Car.DriveTo($8648, $8627, $8628, $8629)
Car.DriveTo($8649, $8630, $8631, $8632)
Car.DriveTo($8650, $8633, $8634, $8635)
$8663 = 0 // $ = int 
03C3: set_timer_with_text_to $8663 type 0 text 'RCH1_5'  // Time:
if 
   Car.Wrecked($8653)
jf @RCRACE1_3232 
jump @RCRACE1_4896 

:RCRACE1_3232
if 
001C:   $8670 > $8657 // $ > $ int 
jf @RCRACE1_4889 
wait 0 
0395: clear_area 1 at -447.8 1442.95 10.0 range 120.0 
$8662 = 0 // $ = int 
if 
   not Car.Wrecked($8653)
jf @RCRACE1_3526 
if 
01AD:   car $8653 sphere 0 near_point $8621 $8622 radius 4.2 4.2 
jf @RCRACE1_3526 
$8657 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8642)
Marker.Disable($8643)
0084: $8661 = $8657 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8621 = $8636 // $ = $ float 
0086: $8622 = $8637 // $ = $ float 
0086: $8623 = $8638 // $ = $ float 
0086: $8624 = $8639 // $ = $ float 
0086: $8625 = $8640 // $ = $ float 
0086: $8626 = $8641 // $ = $ float 
if 
003A:   $8657 == $8670 // $ == $ int 
jf @RCRACE1_3461 
jump @RCRACE1_4913 

:RCRACE1_3461
018A: $8642 = create_checkpoint_at $8621 $8622 $8623 
if 
803A:   not  $8657 == $8671 // $ == $ int 
jf @RCRACE1_3526 
0167: $8643 = create_marker_at $8624 $8625 $8626 color 5 display 2 
0166: set_marker $8643 brightness_to 1 
0168: set_marker $8643 size 2 

:RCRACE1_3526
if 
   not Car.Wrecked($8648)
jf @RCRACE1_3818 
0084: $8652 = $8648 // $ = $ int 
0084: $8661 = $8658 // $ = $ int 
0086: $8618 = $8609 // $ = $ float 
0086: $8619 = $8610 // $ = $ float 
0086: $8620 = $8611 // $ = $ float 
0084: $8668 = $8664 // $ = $ int 
gosub @RCRACE1_8494 
0086: $8609 = $8618 // $ = $ float 
0086: $8610 = $8619 // $ = $ float 
0086: $8611 = $8620 // $ = $ float 
0084: $8664 = $8668 // $ = $ int 
if 
   not Car.Wrecked($8648)
jf @RCRACE1_3818 
if 
01AD:   car $8648 sphere 0 near_point $8627 $8628 radius $8598 $8598 
jf @RCRACE1_3818 
$8658 += 1 // $ += int 
0084: $8661 = $8658 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8627 = $8636 // $ = $ float 
0086: $8628 = $8637 // $ = $ float 
0086: $8629 = $8638 // $ = $ float 
if 
003A:   $8658 == $8670 // $ == $ int 
jf @RCRACE1_3762 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCRACE1_4896 

:RCRACE1_3762
if 
  $8598 == 7.0 // $ == float 
jf @RCRACE1_3804 
Car.DriveTo($8648, $8627, $8628, $8629)
jump @RCRACE1_3818 

:RCRACE1_3804
02C2: car $8648 drive_to_point $8627 $8628 $8629 

:RCRACE1_3818
if 
   not Car.Wrecked($8649)
jf @RCRACE1_4110 
0084: $8652 = $8649 // $ = $ int 
0084: $8661 = $8659 // $ = $ int 
0086: $8618 = $8612 // $ = $ float 
0086: $8619 = $8613 // $ = $ float 
0086: $8620 = $8614 // $ = $ float 
0084: $8668 = $8665 // $ = $ int 
gosub @RCRACE1_8494 
0086: $8612 = $8618 // $ = $ float 
0086: $8613 = $8619 // $ = $ float 
0086: $8614 = $8620 // $ = $ float 
0084: $8665 = $8668 // $ = $ int 
if 
   not Car.Wrecked($8649)
jf @RCRACE1_4110 
if 
01AD:   car $8649 sphere 0 near_point $8630 $8631 radius $8599 $8599 
jf @RCRACE1_4110 
$8659 += 1 // $ += int 
0084: $8661 = $8659 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8630 = $8636 // $ = $ float 
0086: $8631 = $8637 // $ = $ float 
0086: $8632 = $8638 // $ = $ float 
if 
003A:   $8659 == $8670 // $ == $ int 
jf @RCRACE1_4054 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCRACE1_4896 

:RCRACE1_4054
if 
  $8599 == 7.0 // $ == float 
jf @RCRACE1_4096 
Car.DriveTo($8649, $8630, $8631, $8632)
jump @RCRACE1_4110 

:RCRACE1_4096
02C2: car $8649 drive_to_point $8630 $8631 $8632 

:RCRACE1_4110
if 
   not Car.Wrecked($8650)
jf @RCRACE1_4402 
0084: $8652 = $8650 // $ = $ int 
0084: $8661 = $8660 // $ = $ int 
0086: $8618 = $8615 // $ = $ float 
0086: $8619 = $8616 // $ = $ float 
0086: $8620 = $8617 // $ = $ float 
0084: $8668 = $8666 // $ = $ int 
gosub @RCRACE1_8494 
0086: $8615 = $8618 // $ = $ float 
0086: $8616 = $8619 // $ = $ float 
0086: $8617 = $8620 // $ = $ float 
0084: $8666 = $8668 // $ = $ int 
if 
   not Car.Wrecked($8650)
jf @RCRACE1_4402 
if 
01AD:   car $8650 sphere 0 near_point $8633 $8634 radius $8600 $8600 
jf @RCRACE1_4402 
$8660 += 1 // $ += int 
0084: $8661 = $8660 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8633 = $8636 // $ = $ float 
0086: $8634 = $8637 // $ = $ float 
0086: $8635 = $8638 // $ = $ float 
if 
003A:   $8660 == $8670 // $ == $ int 
jf @RCRACE1_4346 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCRACE1_4896 

:RCRACE1_4346
if 
  $8600 == 7.0 // $ == float 
jf @RCRACE1_4388 
Car.DriveTo($8650, $8633, $8634, $8635)
jump @RCRACE1_4402 

:RCRACE1_4388
02C2: car $8650 drive_to_point $8633 $8634 $8635 

:RCRACE1_4402
if 
  $8662 == 0 // $ == int 
jf @RCRACE1_4434 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:RCRACE1_4434
if 
  $8662 == 1 // $ == int 
jf @RCRACE1_4466 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:RCRACE1_4466
if 
  $8662 == 2 // $ == int 
jf @RCRACE1_4498 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:RCRACE1_4498
if 
  $8662 == 3 // $ == int 
jf @RCRACE1_4530 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:RCRACE1_4530
if 
003A:   $8657 == $8671 // $ == $ int 
jf @RCRACE1_4582 
04D5: create_corona_at $8621 $8622 $8623 radius 3.8 type 6 flare 0 RGB 100 5 5 
jump @RCRACE1_4611 

:RCRACE1_4582
04D5: create_corona_at $8621 $8622 $8623 radius 3.8 type 6 flare 0 RGB 255 137 205 

:RCRACE1_4611
if 
   Car.Wrecked($8653)
jf @RCRACE1_4634 
jump @RCRACE1_4896 

:RCRACE1_4634
if 
  $8657 > 24 // $ > int 
jf @RCRACE1_4697 
if 
  $8834 == 0 // $ == int 
jf @RCRACE1_4697 
0151: remove_status_text $8832 
03C4: set_status_text_to $8833 0 'RCR1_4'  // laps left:
$8834 = 1 // $ = int 

:RCRACE1_4697
if 
   not Car.Wrecked($8653)
jf @RCRACE1_4804 
if 
80B0:   not car $8653 0 595.94 930.07 950.085 606.168 
jf @RCRACE1_4804 
if 
00B0:   car $8653 0 473.016 1102.161 939.0 217.567 
jf @RCRACE1_4804 
00BC: text_highpriority 'RCR1_6' time 3000 1  // ~g~Your RC Car is going out of range!

:RCRACE1_4804
if 
   not Car.Wrecked($8653)
jf @RCRACE1_4882 
if 
80B0:   not car $8653 0 473.016 1102.161 939.0 217.567 
jf @RCRACE1_4882 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCR1_7' time 5000 1  // ~r~Your RC Car went out of range!
jump @RCRACE1_4896 

:RCRACE1_4882
jump @RCRACE1_3232 

:RCRACE1_4889
jump @RCRACE1_4913 

:RCRACE1_4896
00BA: text_styled 'M_FAIL' 2000 ms 1  // Mission Failed!
return 

:RCRACE1_4913
0084: $8829 = $8663 // $ = $ int 
$8829 /= 1000 // $ /= int 
042E: register_lowest_int_stat 4 to $8829 
0084: $8831 = $8829 // $ = $ int 
$8831 /= 60 // $ /= int 
0084: $8830 = $8831 // $ = $ int 
$8830 *= 60 // $ *= int 
0060: $8829 -= $8830 // $ -= $ int 
if 
  $8829 >= 10 // $ >= int 
jf @RCRACE1_5020 
02FD: text_2numbers_highpriority 'RCH1_9' $8831 $8829 time 7000 1  // ~b~TOTAL TIME: ~1~:~1~
jump @RCRACE1_5041 

:RCRACE1_5020
02FD: text_2numbers_highpriority 'RCH1_10' $8831 $8829 time 7000 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCRACE1_5041
if 
  $8675 == 0 // $ == int 
jf @RCRACE1_5072 
030C: progress_made += 1 
0595: mission_complete 
$8675 = 1 // $ = int 

:RCRACE1_5072
Player.Money($PLAYER_CHAR) += 100
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:RCRACE1_5107
04DB: exit_rc_mode 
Marker.Disable($8642)
Marker.Disable($8643)
Model.Destroy(#RCBANDIT)
Car.Destroy($8648)
Car.Destroy($8649)
Car.Destroy($8650)
014F: stop_timer $8663 
$ONMISSION = 0 // $ = int 
$1388 = 0 // $ = int 
$703 = 1 // $ = int 
04D6: enable_rc_car_detonation 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0151: remove_status_text $8832 
0151: remove_status_text $8833 
01B7: release_weather 
mission_cleanup 
return 

:RCRACE1_5192
if 
  $8661 == 0 // $ == int 
jf @RCRACE1_5258 
0086: $8636 = $8679 // $ = $ float 
0086: $8637 = $8680 // $ = $ float 
0086: $8638 = $8681 // $ = $ float 
0086: $8639 = $8682 // $ = $ float 
0086: $8640 = $8683 // $ = $ float 
0086: $8641 = $8684 // $ = $ float 

:RCRACE1_5258
if 
  $8661 == 1 // $ == int 
jf @RCRACE1_5324 
0086: $8636 = $8682 // $ = $ float 
0086: $8637 = $8683 // $ = $ float 
0086: $8638 = $8684 // $ = $ float 
0086: $8639 = $8685 // $ = $ float 
0086: $8640 = $8686 // $ = $ float 
0086: $8641 = $8687 // $ = $ float 

:RCRACE1_5324
if 
  $8661 == 2 // $ == int 
jf @RCRACE1_5390 
0086: $8636 = $8685 // $ = $ float 
0086: $8637 = $8686 // $ = $ float 
0086: $8638 = $8687 // $ = $ float 
0086: $8639 = $8688 // $ = $ float 
0086: $8640 = $8689 // $ = $ float 
0086: $8641 = $8690 // $ = $ float 

:RCRACE1_5390
if 
  $8661 == 3 // $ == int 
jf @RCRACE1_5456 
0086: $8636 = $8688 // $ = $ float 
0086: $8637 = $8689 // $ = $ float 
0086: $8638 = $8690 // $ = $ float 
0086: $8639 = $8691 // $ = $ float 
0086: $8640 = $8692 // $ = $ float 
0086: $8641 = $8693 // $ = $ float 

:RCRACE1_5456
if 
  $8661 == 4 // $ == int 
jf @RCRACE1_5522 
0086: $8636 = $8691 // $ = $ float 
0086: $8637 = $8692 // $ = $ float 
0086: $8638 = $8693 // $ = $ float 
0086: $8639 = $8694 // $ = $ float 
0086: $8640 = $8695 // $ = $ float 
0086: $8641 = $8696 // $ = $ float 

:RCRACE1_5522
if 
  $8661 == 5 // $ == int 
jf @RCRACE1_5588 
0086: $8636 = $8694 // $ = $ float 
0086: $8637 = $8695 // $ = $ float 
0086: $8638 = $8696 // $ = $ float 
0086: $8639 = $8697 // $ = $ float 
0086: $8640 = $8698 // $ = $ float 
0086: $8641 = $8699 // $ = $ float 

:RCRACE1_5588
if 
  $8661 == 6 // $ == int 
jf @RCRACE1_5654 
0086: $8636 = $8697 // $ = $ float 
0086: $8637 = $8698 // $ = $ float 
0086: $8638 = $8699 // $ = $ float 
0086: $8639 = $8700 // $ = $ float 
0086: $8640 = $8701 // $ = $ float 
0086: $8641 = $8702 // $ = $ float 

:RCRACE1_5654
if 
  $8661 == 7 // $ == int 
jf @RCRACE1_5720 
0086: $8636 = $8700 // $ = $ float 
0086: $8637 = $8701 // $ = $ float 
0086: $8638 = $8702 // $ = $ float 
0086: $8639 = $8703 // $ = $ float 
0086: $8640 = $8704 // $ = $ float 
0086: $8641 = $8705 // $ = $ float 

:RCRACE1_5720
if 
  $8661 == 8 // $ == int 
jf @RCRACE1_5786 
0086: $8636 = $8703 // $ = $ float 
0086: $8637 = $8704 // $ = $ float 
0086: $8638 = $8705 // $ = $ float 
0086: $8639 = $8706 // $ = $ float 
0086: $8640 = $8707 // $ = $ float 
0086: $8641 = $8708 // $ = $ float 

:RCRACE1_5786
if 
  $8661 == 9 // $ == int 
jf @RCRACE1_5852 
0086: $8636 = $8706 // $ = $ float 
0086: $8637 = $8707 // $ = $ float 
0086: $8638 = $8708 // $ = $ float 
0086: $8639 = $8709 // $ = $ float 
0086: $8640 = $8710 // $ = $ float 
0086: $8641 = $8711 // $ = $ float 

:RCRACE1_5852
if 
  $8661 == 10 // $ == int 
jf @RCRACE1_5918 
0086: $8636 = $8709 // $ = $ float 
0086: $8637 = $8710 // $ = $ float 
0086: $8638 = $8711 // $ = $ float 
0086: $8639 = $8712 // $ = $ float 
0086: $8640 = $8713 // $ = $ float 
0086: $8641 = $8714 // $ = $ float 

:RCRACE1_5918
if 
  $8661 == 11 // $ == int 
jf @RCRACE1_5984 
0086: $8636 = $8712 // $ = $ float 
0086: $8637 = $8713 // $ = $ float 
0086: $8638 = $8714 // $ = $ float 
0086: $8639 = $8715 // $ = $ float 
0086: $8640 = $8716 // $ = $ float 
0086: $8641 = $8717 // $ = $ float 

:RCRACE1_5984
if 
  $8661 == 12 // $ == int 
jf @RCRACE1_6050 
0086: $8636 = $8715 // $ = $ float 
0086: $8637 = $8716 // $ = $ float 
0086: $8638 = $8717 // $ = $ float 
0086: $8639 = $8718 // $ = $ float 
0086: $8640 = $8719 // $ = $ float 
0086: $8641 = $8720 // $ = $ float 

:RCRACE1_6050
if 
  $8661 == 13 // $ == int 
jf @RCRACE1_6116 
0086: $8636 = $8718 // $ = $ float 
0086: $8637 = $8719 // $ = $ float 
0086: $8638 = $8720 // $ = $ float 
0086: $8639 = $8721 // $ = $ float 
0086: $8640 = $8722 // $ = $ float 
0086: $8641 = $8723 // $ = $ float 

:RCRACE1_6116
if 
  $8661 == 14 // $ == int 
jf @RCRACE1_6182 
0086: $8636 = $8721 // $ = $ float 
0086: $8637 = $8722 // $ = $ float 
0086: $8638 = $8723 // $ = $ float 
0086: $8639 = $8724 // $ = $ float 
0086: $8640 = $8725 // $ = $ float 
0086: $8641 = $8726 // $ = $ float 

:RCRACE1_6182
if 
  $8661 == 15 // $ == int 
jf @RCRACE1_6248 
0086: $8636 = $8724 // $ = $ float 
0086: $8637 = $8725 // $ = $ float 
0086: $8638 = $8726 // $ = $ float 
0086: $8639 = $8727 // $ = $ float 
0086: $8640 = $8728 // $ = $ float 
0086: $8641 = $8729 // $ = $ float 

:RCRACE1_6248
if 
  $8661 == 16 // $ == int 
jf @RCRACE1_6314 
0086: $8636 = $8727 // $ = $ float 
0086: $8637 = $8728 // $ = $ float 
0086: $8638 = $8729 // $ = $ float 
0086: $8639 = $8730 // $ = $ float 
0086: $8640 = $8731 // $ = $ float 
0086: $8641 = $8732 // $ = $ float 

:RCRACE1_6314
if 
  $8661 == 17 // $ == int 
jf @RCRACE1_6380 
0086: $8636 = $8730 // $ = $ float 
0086: $8637 = $8731 // $ = $ float 
0086: $8638 = $8732 // $ = $ float 
0086: $8639 = $8733 // $ = $ float 
0086: $8640 = $8734 // $ = $ float 
0086: $8641 = $8735 // $ = $ float 

:RCRACE1_6380
if 
  $8661 == 18 // $ == int 
jf @RCRACE1_6446 
0086: $8636 = $8733 // $ = $ float 
0086: $8637 = $8734 // $ = $ float 
0086: $8638 = $8735 // $ = $ float 
0086: $8639 = $8736 // $ = $ float 
0086: $8640 = $8737 // $ = $ float 
0086: $8641 = $8738 // $ = $ float 

:RCRACE1_6446
if 
  $8661 == 19 // $ == int 
jf @RCRACE1_6512 
0086: $8636 = $8736 // $ = $ float 
0086: $8637 = $8737 // $ = $ float 
0086: $8638 = $8738 // $ = $ float 
0086: $8639 = $8739 // $ = $ float 
0086: $8640 = $8740 // $ = $ float 
0086: $8641 = $8741 // $ = $ float 

:RCRACE1_6512
if 
  $8661 == 20 // $ == int 
jf @RCRACE1_6578 
0086: $8636 = $8739 // $ = $ float 
0086: $8637 = $8740 // $ = $ float 
0086: $8638 = $8741 // $ = $ float 
0086: $8639 = $8742 // $ = $ float 
0086: $8640 = $8743 // $ = $ float 
0086: $8641 = $8744 // $ = $ float 

:RCRACE1_6578
if 
  $8661 == 21 // $ == int 
jf @RCRACE1_6644 
0086: $8636 = $8742 // $ = $ float 
0086: $8637 = $8743 // $ = $ float 
0086: $8638 = $8744 // $ = $ float 
0086: $8639 = $8745 // $ = $ float 
0086: $8640 = $8746 // $ = $ float 
0086: $8641 = $8747 // $ = $ float 

:RCRACE1_6644
if 
  $8661 == 22 // $ == int 
jf @RCRACE1_6710 
0086: $8636 = $8745 // $ = $ float 
0086: $8637 = $8746 // $ = $ float 
0086: $8638 = $8747 // $ = $ float 
0086: $8639 = $8748 // $ = $ float 
0086: $8640 = $8749 // $ = $ float 
0086: $8641 = $8750 // $ = $ float 

:RCRACE1_6710
if 
  $8661 == 23 // $ == int 
jf @RCRACE1_6776 
0086: $8636 = $8748 // $ = $ float 
0086: $8637 = $8749 // $ = $ float 
0086: $8638 = $8750 // $ = $ float 
0086: $8639 = $8751 // $ = $ float 
0086: $8640 = $8752 // $ = $ float 
0086: $8641 = $8753 // $ = $ float 

:RCRACE1_6776
if 
  $8661 == 24 // $ == int 
jf @RCRACE1_6842 
0086: $8636 = $8751 // $ = $ float 
0086: $8637 = $8752 // $ = $ float 
0086: $8638 = $8753 // $ = $ float 
0086: $8639 = $8754 // $ = $ float 
0086: $8640 = $8755 // $ = $ float 
0086: $8641 = $8756 // $ = $ float 

:RCRACE1_6842
if 
  $8661 == 25 // $ == int 
jf @RCRACE1_6908 
0086: $8636 = $8754 // $ = $ float 
0086: $8637 = $8755 // $ = $ float 
0086: $8638 = $8756 // $ = $ float 
0086: $8639 = $8757 // $ = $ float 
0086: $8640 = $8758 // $ = $ float 
0086: $8641 = $8759 // $ = $ float 

:RCRACE1_6908
if 
  $8661 == 26 // $ == int 
jf @RCRACE1_6974 
0086: $8636 = $8757 // $ = $ float 
0086: $8637 = $8758 // $ = $ float 
0086: $8638 = $8759 // $ = $ float 
0086: $8639 = $8760 // $ = $ float 
0086: $8640 = $8761 // $ = $ float 
0086: $8641 = $8762 // $ = $ float 

:RCRACE1_6974
if 
  $8661 == 27 // $ == int 
jf @RCRACE1_7040 
0086: $8636 = $8760 // $ = $ float 
0086: $8637 = $8761 // $ = $ float 
0086: $8638 = $8762 // $ = $ float 
0086: $8639 = $8763 // $ = $ float 
0086: $8640 = $8764 // $ = $ float 
0086: $8641 = $8765 // $ = $ float 

:RCRACE1_7040
if 
  $8661 == 28 // $ == int 
jf @RCRACE1_7106 
0086: $8636 = $8763 // $ = $ float 
0086: $8637 = $8764 // $ = $ float 
0086: $8638 = $8765 // $ = $ float 
0086: $8639 = $8766 // $ = $ float 
0086: $8640 = $8767 // $ = $ float 
0086: $8641 = $8768 // $ = $ float 

:RCRACE1_7106
if 
  $8661 == 29 // $ == int 
jf @RCRACE1_7172 
0086: $8636 = $8766 // $ = $ float 
0086: $8637 = $8767 // $ = $ float 
0086: $8638 = $8768 // $ = $ float 
0086: $8639 = $8769 // $ = $ float 
0086: $8640 = $8770 // $ = $ float 
0086: $8641 = $8771 // $ = $ float 

:RCRACE1_7172
if 
  $8661 == 30 // $ == int 
jf @RCRACE1_7238 
0086: $8636 = $8769 // $ = $ float 
0086: $8637 = $8770 // $ = $ float 
0086: $8638 = $8771 // $ = $ float 
0086: $8639 = $8772 // $ = $ float 
0086: $8640 = $8773 // $ = $ float 
0086: $8641 = $8774 // $ = $ float 

:RCRACE1_7238
if 
  $8661 == 31 // $ == int 
jf @RCRACE1_7304 
0086: $8636 = $8772 // $ = $ float 
0086: $8637 = $8773 // $ = $ float 
0086: $8638 = $8774 // $ = $ float 
0086: $8639 = $8775 // $ = $ float 
0086: $8640 = $8776 // $ = $ float 
0086: $8641 = $8777 // $ = $ float 

:RCRACE1_7304
if 
  $8661 == 32 // $ == int 
jf @RCRACE1_7370 
0086: $8636 = $8775 // $ = $ float 
0086: $8637 = $8776 // $ = $ float 
0086: $8638 = $8777 // $ = $ float 
0086: $8639 = $8778 // $ = $ float 
0086: $8640 = $8779 // $ = $ float 
0086: $8641 = $8780 // $ = $ float 

:RCRACE1_7370
if 
  $8661 == 33 // $ == int 
jf @RCRACE1_7436 
0086: $8636 = $8778 // $ = $ float 
0086: $8637 = $8779 // $ = $ float 
0086: $8638 = $8780 // $ = $ float 
0086: $8639 = $8781 // $ = $ float 
0086: $8640 = $8782 // $ = $ float 
0086: $8641 = $8783 // $ = $ float 

:RCRACE1_7436
if 
  $8661 == 34 // $ == int 
jf @RCRACE1_7502 
0086: $8636 = $8781 // $ = $ float 
0086: $8637 = $8782 // $ = $ float 
0086: $8638 = $8783 // $ = $ float 
0086: $8639 = $8784 // $ = $ float 
0086: $8640 = $8785 // $ = $ float 
0086: $8641 = $8786 // $ = $ float 

:RCRACE1_7502
if 
  $8661 == 35 // $ == int 
jf @RCRACE1_7568 
0086: $8636 = $8784 // $ = $ float 
0086: $8637 = $8785 // $ = $ float 
0086: $8638 = $8786 // $ = $ float 
0086: $8639 = $8787 // $ = $ float 
0086: $8640 = $8788 // $ = $ float 
0086: $8641 = $8789 // $ = $ float 

:RCRACE1_7568
if 
  $8661 == 36 // $ == int 
jf @RCRACE1_7634 
0086: $8636 = $8787 // $ = $ float 
0086: $8637 = $8788 // $ = $ float 
0086: $8638 = $8789 // $ = $ float 
0086: $8639 = $8790 // $ = $ float 
0086: $8640 = $8791 // $ = $ float 
0086: $8641 = $8792 // $ = $ float 

:RCRACE1_7634
if 
  $8661 == 37 // $ == int 
jf @RCRACE1_7700 
0086: $8636 = $8790 // $ = $ float 
0086: $8637 = $8791 // $ = $ float 
0086: $8638 = $8792 // $ = $ float 
0086: $8639 = $8793 // $ = $ float 
0086: $8640 = $8794 // $ = $ float 
0086: $8641 = $8795 // $ = $ float 

:RCRACE1_7700
if 
  $8661 == 38 // $ == int 
jf @RCRACE1_7766 
0086: $8636 = $8793 // $ = $ float 
0086: $8637 = $8794 // $ = $ float 
0086: $8638 = $8795 // $ = $ float 
0086: $8639 = $8796 // $ = $ float 
0086: $8640 = $8797 // $ = $ float 
0086: $8641 = $8798 // $ = $ float 

:RCRACE1_7766
if 
  $8661 == 39 // $ == int 
jf @RCRACE1_7832 
0086: $8636 = $8796 // $ = $ float 
0086: $8637 = $8797 // $ = $ float 
0086: $8638 = $8798 // $ = $ float 
0086: $8639 = $8799 // $ = $ float 
0086: $8640 = $8800 // $ = $ float 
0086: $8641 = $8801 // $ = $ float 

:RCRACE1_7832
if 
  $8661 == 40 // $ == int 
jf @RCRACE1_7898 
0086: $8636 = $8799 // $ = $ float 
0086: $8637 = $8800 // $ = $ float 
0086: $8638 = $8801 // $ = $ float 
0086: $8639 = $8802 // $ = $ float 
0086: $8640 = $8803 // $ = $ float 
0086: $8641 = $8804 // $ = $ float 

:RCRACE1_7898
if 
  $8661 == 41 // $ == int 
jf @RCRACE1_7964 
0086: $8636 = $8802 // $ = $ float 
0086: $8637 = $8803 // $ = $ float 
0086: $8638 = $8804 // $ = $ float 
0086: $8639 = $8805 // $ = $ float 
0086: $8640 = $8806 // $ = $ float 
0086: $8641 = $8807 // $ = $ float 

:RCRACE1_7964
if 
  $8661 == 42 // $ == int 
jf @RCRACE1_8030 
0086: $8636 = $8805 // $ = $ float 
0086: $8637 = $8806 // $ = $ float 
0086: $8638 = $8807 // $ = $ float 
0086: $8639 = $8808 // $ = $ float 
0086: $8640 = $8809 // $ = $ float 
0086: $8641 = $8810 // $ = $ float 

:RCRACE1_8030
if 
  $8661 == 43 // $ == int 
jf @RCRACE1_8096 
0086: $8636 = $8808 // $ = $ float 
0086: $8637 = $8809 // $ = $ float 
0086: $8638 = $8810 // $ = $ float 
0086: $8639 = $8811 // $ = $ float 
0086: $8640 = $8812 // $ = $ float 
0086: $8641 = $8813 // $ = $ float 

:RCRACE1_8096
if 
  $8661 == 44 // $ == int 
jf @RCRACE1_8162 
0086: $8636 = $8811 // $ = $ float 
0086: $8637 = $8812 // $ = $ float 
0086: $8638 = $8813 // $ = $ float 
0086: $8639 = $8814 // $ = $ float 
0086: $8640 = $8815 // $ = $ float 
0086: $8641 = $8816 // $ = $ float 

:RCRACE1_8162
if 
  $8661 == 45 // $ == int 
jf @RCRACE1_8228 
0086: $8636 = $8814 // $ = $ float 
0086: $8637 = $8815 // $ = $ float 
0086: $8638 = $8816 // $ = $ float 
0086: $8639 = $8817 // $ = $ float 
0086: $8640 = $8818 // $ = $ float 
0086: $8641 = $8819 // $ = $ float 

:RCRACE1_8228
if 
  $8661 == 46 // $ == int 
jf @RCRACE1_8294 
0086: $8636 = $8817 // $ = $ float 
0086: $8637 = $8818 // $ = $ float 
0086: $8638 = $8819 // $ = $ float 
0086: $8639 = $8820 // $ = $ float 
0086: $8640 = $8821 // $ = $ float 
0086: $8641 = $8822 // $ = $ float 

:RCRACE1_8294
if 
  $8661 == 47 // $ == int 
jf @RCRACE1_8360 
0086: $8636 = $8820 // $ = $ float 
0086: $8637 = $8821 // $ = $ float 
0086: $8638 = $8822 // $ = $ float 
0086: $8639 = $8823 // $ = $ float 
0086: $8640 = $8824 // $ = $ float 
0086: $8641 = $8825 // $ = $ float 

:RCRACE1_8360
if 
  $8661 == 48 // $ == int 
jf @RCRACE1_8426 
0086: $8636 = $8823 // $ = $ float 
0086: $8637 = $8824 // $ = $ float 
0086: $8638 = $8825 // $ = $ float 
0086: $8639 = $8826 // $ = $ float 
0086: $8640 = $8827 // $ = $ float 
0086: $8641 = $8828 // $ = $ float 

:RCRACE1_8426
if 
  $8661 == 49 // $ == int 
jf @RCRACE1_8492 
0086: $8636 = $8826 // $ = $ float 
0086: $8637 = $8827 // $ = $ float 
0086: $8638 = $8828 // $ = $ float 
0086: $8639 = $8826 // $ = $ float 
0086: $8640 = $8827 // $ = $ float 
0086: $8641 = $8828 // $ = $ float 

:RCRACE1_8492
return 

:RCRACE1_8494
$8651 = Car.Health($8652)
if 
  500 > $8651 // int > $ 
jf @RCRACE1_8529 
Car.Health($8652) = 1000

:RCRACE1_8529
if 
   not Car.Wrecked($8653)
jf @RCRACE1_8795 
if 
003A:   $8657 == $8661 // $ == $ int 
jf @RCRACE1_8769 
Car.StorePos($8652, $8591, $8592, $8593)
0086: $8595 = $8591 // $ = $ float 
0061: $8595 -= $8621 // $ -= $ float 
0086: $8596 = $8592 // $ = $ float 
0061: $8596 -= $8622 // $ -= $ float 
0069: $8595 *= $8595 // $ *= $ float 
0069: $8596 *= $8596 // $ *= $ float 
0086: $8597 = $8595 // $ = $ float 
0059: $8597 += $8596 // $ += $ float 
01FB: $8601 = square_root $8597 
Car.StorePos($8653, $8591, $8592, $8593)
0086: $8595 = $8591 // $ = $ float 
0061: $8595 -= $8621 // $ -= $ float 
0086: $8596 = $8592 // $ = $ float 
0061: $8596 -= $8622 // $ -= $ float 
0069: $8595 *= $8595 // $ *= $ float 
0069: $8596 *= $8596 // $ *= $ float 
0086: $8597 = $8595 // $ = $ float 
0059: $8597 += $8596 // $ += $ float 
01FB: $8602 = square_root $8597 
if 
0024:   $8602 > $8601 // $ > $ float 
jf @RCRACE1_8762 
$8662 += 1 // $ += int 

:RCRACE1_8762
jump @RCRACE1_8795 

:RCRACE1_8769
if 
001C:   $8661 > $8657 // $ > $ int 
jf @RCRACE1_8795 
$8662 += 1 // $ += int 

:RCRACE1_8795
return 

//-------------Mission 95---------------
// Originally: RC Baron Race

:RCPLNE1
script_name 'RCPLNE1' 
gosub @RCPLNE1_46 
if 
wasted_or_busted 
jf @RCPLNE1_37 
gosub @RCPLNE1_6348 

:RCPLNE1_37
gosub @RCPLNE1_6567 
terminate_this_script 

:RCPLNE1_46
$ONMISSION = 1 // $ = int 
$1388 = 1 // $ = int 
if 
  $8919 == 0 // $ == int 
jf @RCPLNE1_80 
increment_mission_attempts 

:RCPLNE1_80
wait 0 
054C: use_GXT_table 'RCPLNE1' 
Model.Load(#RCBARON)

:RCPLNE1_99
if 
   not Model.Available(#RCBARON)
jf @RCPLNE1_126 
wait 0 
jump @RCPLNE1_99 

:RCPLNE1_126
$8915 = 28 // $ = int 
$8920 = 313.0 // $ = float 
$8921 = 1238.332 // $ = float 
$8922 = 27.546 // $ = float 
$8923 = 317.926 // $ = float 
$8924 = 1219.877 // $ = float 
$8925 = 26.554 // $ = float 
$8926 = 321.35 // $ = float 
$8927 = 1102.111 // $ = float 
$8928 = 31.448 // $ = float 
$8929 = 317.778 // $ = float 
$8930 = 949.34 // $ = float 
$8931 = 29.25 // $ = float 
$8932 = 289.354 // $ = float 
$8933 = 789.471 // $ = float 
$8934 = 27.426 // $ = float 
$8935 = 201.599 // $ = float 
$8936 = 689.725 // $ = float 
$8937 = 27.896 // $ = float 
$8938 = 378.602 // $ = float 
$8939 = 564.227 // $ = float 
$8940 = 20.846 // $ = float 
$8941 = 346.553 // $ = float 
$8942 = 445.865 // $ = float 
$8943 = 19.168 // $ = float 
$8944 = 331.891 // $ = float 
$8945 = 344.459 // $ = float 
$8946 = 18.385 // $ = float 
$8947 = 337.064 // $ = float 
$8948 = 243.41 // $ = float 
$8949 = 24.428 // $ = float 
$8950 = 407.542 // $ = float 
$8951 = 102.447 // $ = float 
$8952 = 24.134 // $ = float 
$8953 = 332.597 // $ = float 
$8954 = -12.219 // $ = float 
$8955 = 25.134 // $ = float 
$8956 = 284.866 // $ = float 
$8957 = -144.529 // $ = float 
$8958 = 22.046 // $ = float 
$8959 = 225.013 // $ = float 
$8960 = -271.518 // $ = float 
$8961 = 19.929 // $ = float 
$8962 = 194.309 // $ = float 
$8963 = -365.009 // $ = float 
$8964 = 19.146 // $ = float 
$8965 = 179.89 // $ = float 
$8966 = -500.032 // $ = float 
$8967 = 17.304 // $ = float 
$8968 = 171.669 // $ = float 
$8969 = -638.857 // $ = float 
$8970 = 17.328 // $ = float 
$8971 = 149.798 // $ = float 
$8972 = -738.283 // $ = float 
$8973 = 16.001 // $ = float 
$8974 = 95.276 // $ = float 
$8975 = -838.345 // $ = float 
$8976 = 15.527 // $ = float 
$8977 = -22.699 // $ = float 
$8978 = -869.548 // $ = float 
$8979 = 16.142 // $ = float 
$8980 = -107.153 // $ = float 
$8981 = -895.34 // $ = float 
$8982 = 18.43 // $ = float 
$8983 = -190.477 // $ = float 
$8984 = -944.935 // $ = float 
$8985 = 20.094 // $ = float 
$8986 = -186.305 // $ = float 
$8987 = -1075.039 // $ = float 
$8988 = 32.099 // $ = float 
$8989 = -193.016 // $ = float 
$8990 = -1232.925 // $ = float 
$8991 = 16.655 // $ = float 
$8992 = -164.456 // $ = float 
$8993 = -1402.917 // $ = float 
$8994 = 16.294 // $ = float 
$8995 = -115.326 // $ = float 
$8996 = -1512.663 // $ = float 
$8997 = 15.455 // $ = float 
$8998 = -11.818 // $ = float 
$8999 = -1576.647 // $ = float 
$9000 = 15.96 // $ = float 
$9001 = 110.56 // $ = float 
$9002 = -1588.121 // $ = float 
$9003 = 16.516 // $ = float 
$9004 = 174.464 // $ = float 
$9005 = -1527.732 // $ = float 
$9006 = 20.699 // $ = float 
$9007 = 259.539 // $ = float 
$9008 = -1234.819 // $ = float 
$9009 = 32.351 // $ = float 
$8853 = 316.0 // $ = float 
$8854 = 1238.332 // $ = float 
$8855 = 26.554 // $ = float 
$8856 = 319.0 // $ = float 
$8857 = 1238.332 // $ = float 
$8858 = 26.554 // $ = float 
$8859 = 322.0 // $ = float 
$8860 = 1238.332 // $ = float 
$8861 = 26.554 // $ = float 
$8838 = 182.29 // $ = float 
$8906 = 0 // $ = int 
$8902 = 0 // $ = int 
$8903 = 0 // $ = int 
$8904 = 0 // $ = int 
$8905 = 0 // $ = int 
$8842 = 4.0 // $ = float 
$8843 = 4.0 // $ = float 
$8844 = 4.0 // $ = float 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00DA: $8892 = player $PLAYER_CHAR car 
if 
   not Car.Wrecked($8892)
jf @RCPLNE1_1236 
020A: set_car $8892 door_status_to 2 

:RCPLNE1_1236
$9010 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
0395: clear_area 1 at $8920 $8921 $8922 range 80.0 
02A3: enable_widescreen 1 
Car.Create($8893, #RCBARON, $8853, $8854, $8855)
03AB: set_car $8893 strong 1 
03ED: set_car $8893 not_damaged_when_upside_down 1 
Car.Angle($8893) = $8838
Car.ImmuneToNonPlayer($8893, True)
Car.Create($8894, #RCBARON, $8856, $8857, $8858)
03AB: set_car $8894 strong 1 
03ED: set_car $8894 not_damaged_when_upside_down 1 
Car.Angle($8894) = $8838
Car.ImmuneToNonPlayer($8894, True)
Car.Create($8895, #RCBARON, $8859, $8860, $8861)
03AB: set_car $8895 strong 1 
03ED: set_car $8895 not_damaged_when_upside_down 1 
Car.Angle($8895) = $8838
Car.ImmuneToNonPlayer($8895, True)
046E: put_player $PLAYER_CHAR in_RC_mode_at $8920 $8921 $8922 angle 182.29 RC_model #RCBARON 
$8898 = Player.RC_car($PLAYER_CHAR)
04D6: enable_rc_car_detonation 0 
Camera.SetPosition(323.6173, 1239.22, 26.80053, 0.0, 0.0, 0.0)
Camera.PointAt(322.7087, 1238.807, 26.85948, 2)
fade 1 3000 

:RCPLNE1_1501
if 
fading 
jf @RCPLNE1_1525 
wait 0 
jump @RCPLNE1_1501 

:RCPLNE1_1525
TIMERA = 0 // @ = int 

:RCPLNE1_1532
if 
  5000 > TIMERA // int > @ 
jf @RCPLNE1_1601 
wait 0 
00BC: text_highpriority 'RCPL1_4' time 5000 2  // ~g~Compete in a CHECKPOINT RACE with 3 other RC Planes
if 
00E1:   player 0 pressed_button 16 
jf @RCPLNE1_1594 
jump @RCPLNE1_1907 

:RCPLNE1_1594
jump @RCPLNE1_1532 

:RCPLNE1_1601
TIMERA = 0 // @ = int 
Camera.SetAtPos(289.354, 789.471, 27.426)
Camera.SetPosition(307.078, 842.687, 33.651, 0.0, 0.0, 0.0)
Camera.PointAt(289.354, 789.471, 27.426, 2)

:RCPLNE1_1676
if 
  5000 > TIMERA // int > @ 
jf @RCPLNE1_1780 
wait 0 
00BC: text_highpriority 'RCPL1_5' time 5000 2  // ~g~Fly through the checkpoints scattered throughout Vice City.
04D5: create_corona_at 289.354 789.471 27.426 radius 7.0 type 6 flare 0 RGB 255 137 205 
if 
00E1:   player 0 pressed_button 16 
jf @RCPLNE1_1773 
jump @RCPLNE1_1907 

:RCPLNE1_1773
jump @RCPLNE1_1676 

:RCPLNE1_1780
TIMERA = 0 // @ = int 

:RCPLNE1_1787
if 
  5000 > TIMERA // int > @ 
jf @RCPLNE1_1907 
wait 0 
Camera.SetPosition(311.3789, 1236.672, 26.99365, 0.0, 0.0, 0.0)
Camera.PointAt(312.2311, 1237.193, 26.93967, 2)
00BC: text_highpriority 'RCPL1_6' time 5000 2  // ~g~If you wish to quit this mission tap ~h~::FIRE::~g~ to detonate your RC Plane.
if 
00E1:   player 0 pressed_button 16 
jf @RCPLNE1_1900 
jump @RCPLNE1_1907 

:RCPLNE1_1900
jump @RCPLNE1_1787 

:RCPLNE1_1907
if 
   not Car.Wrecked($8898)
jf @RCPLNE1_1951 
03EB: clear_small_messages_only 
Camera.OnVehicle($8898, 18, 2)
wait 0 
032A: set_behind_camera_mode_to 0 
wait 300 
02A3: enable_widescreen 0 

:RCPLNE1_1951
0084: $8916 = $8915 // $ = $ int 
$8916 -= 1 // $ -= int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0293: $319 = get_controller_mode 
if 
  $319 == 3 // $ == int 
jf @RCPLNE1_2193 
03E5: text_box 'PLANE_4'  // Use ~h~::ACCEL::~w~ to accelerate, Touch anywhere on the left side of the screen to control the plane.
jump @RCPLNE1_2203 

:RCPLNE1_2193
03E5: text_box 'PLANE_H'  // Use ~h~::ACCEL::~w~ to accelerate, Touch anywhere on the left side of the screen to control the plane.

:RCPLNE1_2203
if 
   Car.Wrecked($8893)
jf @RCPLNE1_2226 
jump @RCPLNE1_6348 

:RCPLNE1_2226
if 
   Car.Wrecked($8894)
jf @RCPLNE1_2249 
jump @RCPLNE1_6348 

:RCPLNE1_2249
if 
   Car.Wrecked($8895)
jf @RCPLNE1_2272 
jump @RCPLNE1_6348 

:RCPLNE1_2272
if 
   not Car.Wrecked($8893)
jf @RCPLNE1_2300 
Marker.TieToCar($8889, $8893, 0, 1)

:RCPLNE1_2300
if 
   not Car.Wrecked($8894)
jf @RCPLNE1_2328 
Marker.TieToCar($8890, $8894, 0, 1)

:RCPLNE1_2328
if 
   not Car.Wrecked($8895)
jf @RCPLNE1_2356 
Marker.TieToCar($8891, $8895, 0, 1)

:RCPLNE1_2356
gosub @RCPLNE1_4129 
0086: $8865 = $8880 // $ = $ float 
0086: $8866 = $8881 // $ = $ float 
0086: $8867 = $8882 // $ = $ float 
0086: $8868 = $8883 // $ = $ float 
0086: $8869 = $8884 // $ = $ float 
0086: $8870 = $8885 // $ = $ float 
0086: $8871 = $8880 // $ = $ float 
0086: $8872 = $8881 // $ = $ float 
0086: $8873 = $8882 // $ = $ float 
0086: $8874 = $8880 // $ = $ float 
0086: $8875 = $8881 // $ = $ float 
0086: $8876 = $8882 // $ = $ float 
0086: $8877 = $8880 // $ = $ float 
0086: $8878 = $8881 // $ = $ float 
0086: $8879 = $8882 // $ = $ float 
018A: $8887 = create_checkpoint_at $8865 $8866 $8867 
0167: $8888 = create_marker_at $8868 $8869 $8870 color 5 display 2 
0168: set_marker $8888 size 2 
0166: set_marker $8888 brightness_to 1 
04D2: set_plane $8893 fly_autopilot_around_point $8871 $8872 $8873 30 
04D2: set_plane $8894 fly_autopilot_around_point $8874 $8875 $8876 25 
04D2: set_plane $8895 fly_autopilot_around_point $8877 $8878 $8879 35 
$8908 = 0 // $ = int 
03C3: set_timer_with_text_to $8908 type 0 text 'RCH1_5'  // Time:
if 
   Car.Wrecked($8898)
jf @RCPLNE1_2622 
jump @RCPLNE1_6348 

:RCPLNE1_2622
if 
001C:   $8915 > $8902 // $ > $ int 
jf @RCPLNE1_4122 
wait 0 
0395: clear_area 0 at -447.8 1442.95 10.0 range 120.0 
$8907 = 0 // $ = int 
if 
   not Car.Wrecked($8898)
jf @RCPLNE1_2924 
if 
01AF:   car $8898 0 $8865 $8866 $8867 radius 7.5 7.5 7.5 
jf @RCPLNE1_2924 
$8902 += 1 // $ += int 
Marker.Disable($8887)
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8888)
0084: $8906 = $8902 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8865 = $8880 // $ = $ float 
0086: $8866 = $8881 // $ = $ float 
0086: $8867 = $8882 // $ = $ float 
0086: $8868 = $8883 // $ = $ float 
0086: $8869 = $8884 // $ = $ float 
0086: $8870 = $8885 // $ = $ float 
if 
003A:   $8902 == $8915 // $ == $ int 
jf @RCPLNE1_2859 
jump @RCPLNE1_6373 

:RCPLNE1_2859
018A: $8887 = create_checkpoint_at $8865 $8866 $8867 
if 
803A:   not  $8902 == $8916 // $ == $ int 
jf @RCPLNE1_2924 
0167: $8888 = create_marker_at $8868 $8869 $8870 color 5 display 2 
0166: set_marker $8888 brightness_to 1 
0168: set_marker $8888 size 2 

:RCPLNE1_2924
if 
   not Car.Wrecked($8893)
jf @RCPLNE1_3182 
0084: $8897 = $8893 // $ = $ int 
0084: $8906 = $8903 // $ = $ int 
0086: $8862 = $8853 // $ = $ float 
0086: $8863 = $8854 // $ = $ float 
0086: $8864 = $8855 // $ = $ float 
0084: $8913 = $8909 // $ = $ int 
gosub @RCPLNE1_6045 
0086: $8853 = $8862 // $ = $ float 
0086: $8854 = $8863 // $ = $ float 
0086: $8855 = $8864 // $ = $ float 
0084: $8909 = $8913 // $ = $ int 
if 
   not Car.Wrecked($8893)
jf @RCPLNE1_3182 
if 
01AF:   car $8893 0 $8871 $8872 $8873 radius $8842 $8842 $8842 
jf @RCPLNE1_3182 
$8903 += 1 // $ += int 
0084: $8906 = $8903 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8871 = $8880 // $ = $ float 
0086: $8872 = $8881 // $ = $ float 
0086: $8873 = $8882 // $ = $ float 
if 
003A:   $8903 == $8915 // $ == $ int 
jf @RCPLNE1_3166 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCPLNE1_6348 

:RCPLNE1_3166
04D2: set_plane $8893 fly_autopilot_around_point $8871 $8872 $8873 36 

:RCPLNE1_3182
if 
   not Car.Wrecked($8894)
jf @RCPLNE1_3440 
0084: $8897 = $8894 // $ = $ int 
0084: $8906 = $8904 // $ = $ int 
0086: $8862 = $8856 // $ = $ float 
0086: $8863 = $8857 // $ = $ float 
0086: $8864 = $8858 // $ = $ float 
0084: $8913 = $8910 // $ = $ int 
gosub @RCPLNE1_6045 
0086: $8856 = $8862 // $ = $ float 
0086: $8857 = $8863 // $ = $ float 
0086: $8858 = $8864 // $ = $ float 
0084: $8910 = $8913 // $ = $ int 
if 
   not Car.Wrecked($8894)
jf @RCPLNE1_3440 
if 
01AF:   car $8894 0 $8874 $8875 $8876 radius $8843 $8843 $8843 
jf @RCPLNE1_3440 
$8904 += 1 // $ += int 
0084: $8906 = $8904 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8874 = $8880 // $ = $ float 
0086: $8875 = $8881 // $ = $ float 
0086: $8876 = $8882 // $ = $ float 
if 
003A:   $8904 == $8915 // $ == $ int 
jf @RCPLNE1_3424 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCPLNE1_6348 

:RCPLNE1_3424
04D2: set_plane $8894 fly_autopilot_around_point $8874 $8875 $8876 27 

:RCPLNE1_3440
if 
   not Car.Wrecked($8895)
jf @RCPLNE1_3698 
0084: $8897 = $8895 // $ = $ int 
0084: $8906 = $8905 // $ = $ int 
0086: $8862 = $8859 // $ = $ float 
0086: $8863 = $8860 // $ = $ float 
0086: $8864 = $8861 // $ = $ float 
0084: $8913 = $8911 // $ = $ int 
gosub @RCPLNE1_6045 
0086: $8859 = $8862 // $ = $ float 
0086: $8860 = $8863 // $ = $ float 
0086: $8861 = $8864 // $ = $ float 
0084: $8911 = $8913 // $ = $ int 
if 
   not Car.Wrecked($8895)
jf @RCPLNE1_3698 
if 
01AF:   car $8895 0 $8877 $8878 $8879 radius $8844 $8844 $8844 
jf @RCPLNE1_3698 
$8905 += 1 // $ += int 
0084: $8906 = $8905 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8877 = $8880 // $ = $ float 
0086: $8878 = $8881 // $ = $ float 
0086: $8879 = $8882 // $ = $ float 
if 
003A:   $8905 == $8915 // $ == $ int 
jf @RCPLNE1_3682 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCPLNE1_6348 

:RCPLNE1_3682
04D2: set_plane $8895 fly_autopilot_around_point $8877 $8878 $8879 42 

:RCPLNE1_3698
if 
  $8907 == 0 // $ == int 
jf @RCPLNE1_3730 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:RCPLNE1_3730
if 
  $8907 == 1 // $ == int 
jf @RCPLNE1_3762 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:RCPLNE1_3762
if 
  $8907 == 2 // $ == int 
jf @RCPLNE1_3794 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:RCPLNE1_3794
if 
  $8907 == 3 // $ == int 
jf @RCPLNE1_3826 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:RCPLNE1_3826
if 
003A:   $8902 == $8916 // $ == $ int 
jf @RCPLNE1_3878 
04D5: create_corona_at $8865 $8866 $8867 radius 7.0 type 6 flare 0 RGB 100 0 100 
jump @RCPLNE1_3907 

:RCPLNE1_3878
04D5: create_corona_at $8865 $8866 $8867 radius 7.0 type 6 flare 0 RGB 255 137 205 

:RCPLNE1_3907
if 
   Car.Wrecked($8898)
jf @RCPLNE1_3930 
jump @RCPLNE1_6348 

:RCPLNE1_3930
if 
   not Car.Wrecked($8898)
jf @RCPLNE1_4037 
if 
80B0:   not car $8898 0 833.0 1340.0 -225.0 -1666.0 
jf @RCPLNE1_4037 
if 
00B0:   car $8898 0 940.212 1340.225 -253.15 -1700.0 
jf @RCPLNE1_4037 
00BC: text_highpriority 'RCPL1_8' time 3000 1  // ~g~Your RC Plane is going out of range!

:RCPLNE1_4037
if 
   not Car.Wrecked($8898)
jf @RCPLNE1_4115 
if 
80B0:   not car $8898 0 940.212 1340.225 -253.15 -1700.0 
jf @RCPLNE1_4115 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCPL1_9' time 5000 1  // ~r~Your RC Plane went out of range!
jump @RCPLNE1_6348 

:RCPLNE1_4115
jump @RCPLNE1_2622 

:RCPLNE1_4122
jump @RCPLNE1_6373 

:RCPLNE1_4129
if 
  $8906 == 0 // $ == int 
jf @RCPLNE1_4195 
0086: $8880 = $8923 // $ = $ float 
0086: $8881 = $8924 // $ = $ float 
0086: $8882 = $8925 // $ = $ float 
0086: $8883 = $8926 // $ = $ float 
0086: $8884 = $8927 // $ = $ float 
0086: $8885 = $8928 // $ = $ float 

:RCPLNE1_4195
if 
  $8906 == 1 // $ == int 
jf @RCPLNE1_4261 
0086: $8880 = $8926 // $ = $ float 
0086: $8881 = $8927 // $ = $ float 
0086: $8882 = $8928 // $ = $ float 
0086: $8883 = $8929 // $ = $ float 
0086: $8884 = $8930 // $ = $ float 
0086: $8885 = $8931 // $ = $ float 

:RCPLNE1_4261
if 
  $8906 == 2 // $ == int 
jf @RCPLNE1_4327 
0086: $8880 = $8929 // $ = $ float 
0086: $8881 = $8930 // $ = $ float 
0086: $8882 = $8931 // $ = $ float 
0086: $8883 = $8932 // $ = $ float 
0086: $8884 = $8933 // $ = $ float 
0086: $8885 = $8934 // $ = $ float 

:RCPLNE1_4327
if 
  $8906 == 3 // $ == int 
jf @RCPLNE1_4393 
0086: $8880 = $8932 // $ = $ float 
0086: $8881 = $8933 // $ = $ float 
0086: $8882 = $8934 // $ = $ float 
0086: $8883 = $8935 // $ = $ float 
0086: $8884 = $8936 // $ = $ float 
0086: $8885 = $8937 // $ = $ float 

:RCPLNE1_4393
if 
  $8906 == 4 // $ == int 
jf @RCPLNE1_4459 
0086: $8880 = $8935 // $ = $ float 
0086: $8881 = $8936 // $ = $ float 
0086: $8882 = $8937 // $ = $ float 
0086: $8883 = $8938 // $ = $ float 
0086: $8884 = $8939 // $ = $ float 
0086: $8885 = $8940 // $ = $ float 

:RCPLNE1_4459
if 
  $8906 == 5 // $ == int 
jf @RCPLNE1_4525 
0086: $8880 = $8938 // $ = $ float 
0086: $8881 = $8939 // $ = $ float 
0086: $8882 = $8940 // $ = $ float 
0086: $8883 = $8941 // $ = $ float 
0086: $8884 = $8942 // $ = $ float 
0086: $8885 = $8943 // $ = $ float 

:RCPLNE1_4525
if 
  $8906 == 6 // $ == int 
jf @RCPLNE1_4591 
0086: $8880 = $8941 // $ = $ float 
0086: $8881 = $8942 // $ = $ float 
0086: $8882 = $8943 // $ = $ float 
0086: $8883 = $8944 // $ = $ float 
0086: $8884 = $8945 // $ = $ float 
0086: $8885 = $8946 // $ = $ float 

:RCPLNE1_4591
if 
  $8906 == 7 // $ == int 
jf @RCPLNE1_4657 
0086: $8880 = $8944 // $ = $ float 
0086: $8881 = $8945 // $ = $ float 
0086: $8882 = $8946 // $ = $ float 
0086: $8883 = $8947 // $ = $ float 
0086: $8884 = $8948 // $ = $ float 
0086: $8885 = $8949 // $ = $ float 

:RCPLNE1_4657
if 
  $8906 == 8 // $ == int 
jf @RCPLNE1_4723 
0086: $8880 = $8947 // $ = $ float 
0086: $8881 = $8948 // $ = $ float 
0086: $8882 = $8949 // $ = $ float 
0086: $8883 = $8950 // $ = $ float 
0086: $8884 = $8951 // $ = $ float 
0086: $8885 = $8952 // $ = $ float 

:RCPLNE1_4723
if 
  $8906 == 9 // $ == int 
jf @RCPLNE1_4789 
0086: $8880 = $8950 // $ = $ float 
0086: $8881 = $8951 // $ = $ float 
0086: $8882 = $8952 // $ = $ float 
0086: $8883 = $8953 // $ = $ float 
0086: $8884 = $8954 // $ = $ float 
0086: $8885 = $8955 // $ = $ float 

:RCPLNE1_4789
if 
  $8906 == 10 // $ == int 
jf @RCPLNE1_4855 
0086: $8880 = $8953 // $ = $ float 
0086: $8881 = $8954 // $ = $ float 
0086: $8882 = $8955 // $ = $ float 
0086: $8883 = $8956 // $ = $ float 
0086: $8884 = $8957 // $ = $ float 
0086: $8885 = $8958 // $ = $ float 

:RCPLNE1_4855
if 
  $8906 == 11 // $ == int 
jf @RCPLNE1_4921 
0086: $8880 = $8956 // $ = $ float 
0086: $8881 = $8957 // $ = $ float 
0086: $8882 = $8958 // $ = $ float 
0086: $8883 = $8959 // $ = $ float 
0086: $8884 = $8960 // $ = $ float 
0086: $8885 = $8961 // $ = $ float 

:RCPLNE1_4921
if 
  $8906 == 12 // $ == int 
jf @RCPLNE1_4987 
0086: $8880 = $8959 // $ = $ float 
0086: $8881 = $8960 // $ = $ float 
0086: $8882 = $8961 // $ = $ float 
0086: $8883 = $8962 // $ = $ float 
0086: $8884 = $8963 // $ = $ float 
0086: $8885 = $8964 // $ = $ float 

:RCPLNE1_4987
if 
  $8906 == 13 // $ == int 
jf @RCPLNE1_5053 
0086: $8880 = $8962 // $ = $ float 
0086: $8881 = $8963 // $ = $ float 
0086: $8882 = $8964 // $ = $ float 
0086: $8883 = $8965 // $ = $ float 
0086: $8884 = $8966 // $ = $ float 
0086: $8885 = $8967 // $ = $ float 

:RCPLNE1_5053
if 
  $8906 == 14 // $ == int 
jf @RCPLNE1_5119 
0086: $8880 = $8965 // $ = $ float 
0086: $8881 = $8966 // $ = $ float 
0086: $8882 = $8967 // $ = $ float 
0086: $8883 = $8968 // $ = $ float 
0086: $8884 = $8969 // $ = $ float 
0086: $8885 = $8970 // $ = $ float 

:RCPLNE1_5119
if 
  $8906 == 15 // $ == int 
jf @RCPLNE1_5185 
0086: $8880 = $8968 // $ = $ float 
0086: $8881 = $8969 // $ = $ float 
0086: $8882 = $8970 // $ = $ float 
0086: $8883 = $8971 // $ = $ float 
0086: $8884 = $8972 // $ = $ float 
0086: $8885 = $8973 // $ = $ float 

:RCPLNE1_5185
if 
  $8906 == 16 // $ == int 
jf @RCPLNE1_5251 
0086: $8880 = $8971 // $ = $ float 
0086: $8881 = $8972 // $ = $ float 
0086: $8882 = $8973 // $ = $ float 
0086: $8883 = $8974 // $ = $ float 
0086: $8884 = $8975 // $ = $ float 
0086: $8885 = $8976 // $ = $ float 

:RCPLNE1_5251
if 
  $8906 == 17 // $ == int 
jf @RCPLNE1_5317 
0086: $8880 = $8974 // $ = $ float 
0086: $8881 = $8975 // $ = $ float 
0086: $8882 = $8976 // $ = $ float 
0086: $8883 = $8977 // $ = $ float 
0086: $8884 = $8978 // $ = $ float 
0086: $8885 = $8979 // $ = $ float 

:RCPLNE1_5317
if 
  $8906 == 18 // $ == int 
jf @RCPLNE1_5383 
0086: $8880 = $8977 // $ = $ float 
0086: $8881 = $8978 // $ = $ float 
0086: $8882 = $8979 // $ = $ float 
0086: $8883 = $8980 // $ = $ float 
0086: $8884 = $8981 // $ = $ float 
0086: $8885 = $8982 // $ = $ float 

:RCPLNE1_5383
if 
  $8906 == 19 // $ == int 
jf @RCPLNE1_5449 
0086: $8880 = $8980 // $ = $ float 
0086: $8881 = $8981 // $ = $ float 
0086: $8882 = $8982 // $ = $ float 
0086: $8883 = $8983 // $ = $ float 
0086: $8884 = $8984 // $ = $ float 
0086: $8885 = $8985 // $ = $ float 

:RCPLNE1_5449
if 
  $8906 == 20 // $ == int 
jf @RCPLNE1_5515 
0086: $8880 = $8983 // $ = $ float 
0086: $8881 = $8984 // $ = $ float 
0086: $8882 = $8985 // $ = $ float 
0086: $8883 = $8986 // $ = $ float 
0086: $8884 = $8987 // $ = $ float 
0086: $8885 = $8988 // $ = $ float 

:RCPLNE1_5515
if 
  $8906 == 21 // $ == int 
jf @RCPLNE1_5581 
0086: $8880 = $8986 // $ = $ float 
0086: $8881 = $8987 // $ = $ float 
0086: $8882 = $8988 // $ = $ float 
0086: $8883 = $8989 // $ = $ float 
0086: $8884 = $8990 // $ = $ float 
0086: $8885 = $8991 // $ = $ float 

:RCPLNE1_5581
if 
  $8906 == 22 // $ == int 
jf @RCPLNE1_5647 
0086: $8880 = $8989 // $ = $ float 
0086: $8881 = $8990 // $ = $ float 
0086: $8882 = $8991 // $ = $ float 
0086: $8883 = $8992 // $ = $ float 
0086: $8884 = $8993 // $ = $ float 
0086: $8885 = $8994 // $ = $ float 

:RCPLNE1_5647
if 
  $8906 == 23 // $ == int 
jf @RCPLNE1_5713 
0086: $8880 = $8992 // $ = $ float 
0086: $8881 = $8993 // $ = $ float 
0086: $8882 = $8994 // $ = $ float 
0086: $8883 = $8995 // $ = $ float 
0086: $8884 = $8996 // $ = $ float 
0086: $8885 = $8997 // $ = $ float 

:RCPLNE1_5713
if 
  $8906 == 24 // $ == int 
jf @RCPLNE1_5779 
0086: $8880 = $8995 // $ = $ float 
0086: $8881 = $8996 // $ = $ float 
0086: $8882 = $8997 // $ = $ float 
0086: $8883 = $8998 // $ = $ float 
0086: $8884 = $8999 // $ = $ float 
0086: $8885 = $9000 // $ = $ float 

:RCPLNE1_5779
if 
  $8906 == 25 // $ == int 
jf @RCPLNE1_5845 
0086: $8880 = $8998 // $ = $ float 
0086: $8881 = $8999 // $ = $ float 
0086: $8882 = $9000 // $ = $ float 
0086: $8883 = $9001 // $ = $ float 
0086: $8884 = $9002 // $ = $ float 
0086: $8885 = $9003 // $ = $ float 

:RCPLNE1_5845
if 
  $8906 == 26 // $ == int 
jf @RCPLNE1_5911 
0086: $8880 = $9001 // $ = $ float 
0086: $8881 = $9002 // $ = $ float 
0086: $8882 = $9003 // $ = $ float 
0086: $8883 = $9004 // $ = $ float 
0086: $8884 = $9005 // $ = $ float 
0086: $8885 = $9006 // $ = $ float 

:RCPLNE1_5911
if 
  $8906 == 27 // $ == int 
jf @RCPLNE1_5977 
0086: $8880 = $9004 // $ = $ float 
0086: $8881 = $9005 // $ = $ float 
0086: $8882 = $9006 // $ = $ float 
0086: $8883 = $9007 // $ = $ float 
0086: $8884 = $9008 // $ = $ float 
0086: $8885 = $9009 // $ = $ float 

:RCPLNE1_5977
if 
  $8906 == 28 // $ == int 
jf @RCPLNE1_6043 
0086: $8880 = $9007 // $ = $ float 
0086: $8881 = $9008 // $ = $ float 
0086: $8882 = $9009 // $ = $ float 
0086: $8883 = $9007 // $ = $ float 
0086: $8884 = $9008 // $ = $ float 
0086: $8885 = $9009 // $ = $ float 

:RCPLNE1_6043
return 

:RCPLNE1_6045
$8896 = Car.Health($8897)
if 
  500 > $8896 // int > $ 
jf @RCPLNE1_6080 
Car.Health($8897) = 1000

:RCPLNE1_6080
if 
   not Car.Wrecked($8898)
jf @RCPLNE1_6346 
if 
003A:   $8902 == $8906 // $ == $ int 
jf @RCPLNE1_6320 
Car.StorePos($8897, $8835, $8836, $8837)
0086: $8839 = $8835 // $ = $ float 
0061: $8839 -= $8865 // $ -= $ float 
0086: $8840 = $8836 // $ = $ float 
0061: $8840 -= $8866 // $ -= $ float 
0069: $8839 *= $8839 // $ *= $ float 
0069: $8840 *= $8840 // $ *= $ float 
0086: $8841 = $8839 // $ = $ float 
0059: $8841 += $8840 // $ += $ float 
01FB: $8845 = square_root $8841 
Car.StorePos($8898, $8835, $8836, $8837)
0086: $8839 = $8835 // $ = $ float 
0061: $8839 -= $8865 // $ -= $ float 
0086: $8840 = $8836 // $ = $ float 
0061: $8840 -= $8866 // $ -= $ float 
0069: $8839 *= $8839 // $ *= $ float 
0069: $8840 *= $8840 // $ *= $ float 
0086: $8841 = $8839 // $ = $ float 
0059: $8841 += $8840 // $ += $ float 
01FB: $8846 = square_root $8841 
if 
0024:   $8846 > $8845 // $ > $ float 
jf @RCPLNE1_6313 
$8907 += 1 // $ += int 

:RCPLNE1_6313
jump @RCPLNE1_6346 

:RCPLNE1_6320
if 
001C:   $8906 > $8902 // $ > $ int 
jf @RCPLNE1_6346 
$8907 += 1 // $ += int 

:RCPLNE1_6346
return 

:RCPLNE1_6348
00BA: text_styled 'M_FAIL' 5000 ms 1  // Mission Failed!
Player.WantedLevel($PLAYER_CHAR) = $9010
return 

:RCPLNE1_6373
0084: $9011 = $8908 // $ = $ int 
$9011 /= 1000 // $ /= int 
042E: register_lowest_int_stat 3 to $9011 
0084: $9013 = $9011 // $ = $ int 
$9013 /= 60 // $ /= int 
0084: $9012 = $9013 // $ = $ int 
$9012 *= 60 // $ *= int 
0060: $9011 -= $9012 // $ -= $ int 
if 
  $9011 >= 10 // $ >= int 
jf @RCPLNE1_6480 
02FD: text_2numbers_highpriority 'RCH1_9' $9013 $9011 time 7000 1  // ~b~TOTAL TIME: ~1~:~1~
jump @RCPLNE1_6501 

:RCPLNE1_6480
02FD: text_2numbers_highpriority 'RCH1_10' $9013 $9011 time 7000 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCPLNE1_6501
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 100
if 
  $8919 == 0 // $ == int 
jf @RCPLNE1_6561 
030C: progress_made += 1 
0595: mission_complete 
$8919 = 1 // $ = int 

:RCPLNE1_6561
0394: play_music 1 
return 

:RCPLNE1_6567
$ONMISSION = 0 // $ = int 
$1388 = 0 // $ = int 
014F: stop_timer $8908 
Marker.Disable($8887)
Marker.Disable($8888)
Marker.Disable($8889)
Marker.Disable($8890)
Marker.Disable($8891)
04DB: exit_rc_mode 
if 
   not Car.Wrecked($8892)
jf @RCPLNE1_6636 
020A: set_car $8892 door_status_to 1 

:RCPLNE1_6636
Car.RemoveReferences($8892)
Model.Destroy(#RCBARON)
Car.RemoveReferences($8893)
Car.RemoveReferences($8894)
Car.RemoveReferences($8895)
Car.Destroy($8893)
Car.Destroy($8894)
Car.Destroy($8895)
042E: register_lowest_int_stat 3 to $8908 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
$704 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 96---------------
// Originally: Checkpoint Charlie

:COKERUN
gosub @COKERUN_36 
if 
wasted_or_busted 
jf @COKERUN_27 
gosub @COKERUN_6981 

:COKERUN_27
gosub @COKERUN_7327 
terminate_this_script 

:COKERUN_36
$ONMISSION = 1 // $ = int 
script_name 'COKERUN' 
wait 0 
0@ = 0 // @ = int 
6@ = 0 // @ = int 
Model.Load(#MARQUIS)
if 
  $911 == 0 // $ == int 
jf @COKERUN_96 
increment_mission_attempts 

:COKERUN_96
if 
   not Model.Available(#MARQUIS)
jf @COKERUN_123 
wait 0 
jump @COKERUN_96 

:COKERUN_123
018A: 2@ = create_checkpoint_at -540.1 -1526.9 8.0 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_227 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -540.1, -1526.9, 8.0)
6@ = 1 // @ = int 

:COKERUN_227
Camera.SetAtPos(-569.272, -1503.455, 9.428)
Camera.SetPosition(-570.041, -1502.827, 9.547, 0.0, 0.0, 0.0)
Camera.PointAt(-569.272, -1503.455, 9.428, 2)
fade 1 1500 
$9014 = 181000 // $ = int 
00D9: 7@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
   not Car.Wrecked(7@)
jf @COKERUN_346 
Car.Angle(7@) = 250.0

:COKERUN_346
if 
  $9016 == 0 // $ == int 
jf @COKERUN_368 
set_weather 0 

:COKERUN_368
if 
  $9016 == 1 // $ == int 
jf @COKERUN_398 
$9014 -= 5000 // $ -= int 
set_weather 4 

:COKERUN_398
if 
  $9016 == 2 // $ == int 
jf @COKERUN_428 
$9014 -= 10000 // $ -= int 
set_weather 1 

:COKERUN_428
if 
  $9016 == 3 // $ == int 
jf @COKERUN_458 
$9014 -= 15000 // $ -= int 
set_weather 3 

:COKERUN_458
if 
  $9016 == 4 // $ == int 
jf @COKERUN_488 
$9014 -= 20000 // $ -= int 
set_weather 2 

:COKERUN_488
if 
  $9016 > 4 // $ > int 
jf @COKERUN_514 
$9014 -= 30000 // $ -= int 

:COKERUN_514
0084: $9017 = $9014 // $ = $ int 
Object.Create(3@, #WATERJUMPX2, -273.3, -1463.1, 5.5)
Object.CollisionDetection(3@, True)
Object.Create(4@, #WATERJUMPX2, -275.4, -1372.8, 5.5)
Object.CollisionDetection(4@, True)
Object.Create(5@, #WATERJUMPX2, -305.6, -1225.3, 5.5)
Object.CollisionDetection(5@, True)
TIMERA = 0 // @ = int 
00BC: text_highpriority 'BOAT_P' time 6000 1  // ~g~collect the packages before the time runs out.

:COKERUN_634
if 
   not TIMERA > 500 // @ > int 
jf @COKERUN_698 
wait 0 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
jump @COKERUN_634 

:COKERUN_698
if 
   not TIMERA > 5500 // @ > int 
jf @COKERUN_786 
wait 0 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
if 
00E1:   player 0 pressed_button 16 
jf @COKERUN_779 
jump @COKERUN_786 

:COKERUN_779
jump @COKERUN_698 

:COKERUN_786
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
014E: start_timer_at $9014 count_in_direction 1 

:COKERUN_802
if 
   not 0@ > 25 // @ > int 
jf @COKERUN_6395 
wait 0 
if 
  $9014 == 0 // $ == int 
jf @COKERUN_864 
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @COKERUN_6981 

:COKERUN_864
if 
  0@ == 0 // @ == int 
jf @COKERUN_1027 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -540.1 -1526.9 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1027 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -540.1 -1526.9 8.0 
018A: 2@ = create_checkpoint_at -458.2 -1575.2 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1027
if 
  0@ == 1 // @ == int 
jf @COKERUN_1240 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -458.2 -1575.2 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1129 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -458.2, -1575.2, 8.0)
6@ = 1 // @ = int 

:COKERUN_1129
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -458.2 -1575.2 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1240 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -458.2 -1575.2 8.0 
018A: 2@ = create_checkpoint_at -361.2 -1599.6 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1240
if 
  0@ == 2 // @ == int 
jf @COKERUN_1453 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -361.2 -1599.6 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1342 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -361.2, -1599.6, 8.0)
6@ = 1 // @ = int 

:COKERUN_1342
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -361.2 -1599.6 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1453 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -361.2 -1599.6 8.0 
018A: 2@ = create_checkpoint_at -333.0 -1678.1 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1453
if 
  0@ == 3 // @ == int 
jf @COKERUN_1666 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -333.0 -1678.1 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1555 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -333.0, -1678.1, 8.0)
6@ = 1 // @ = int 

:COKERUN_1555
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -333.0 -1678.1 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1666 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -333.0 -1678.1 8.0 
018A: 2@ = create_checkpoint_at -401.3 -1730.7 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1666
if 
  0@ == 4 // @ == int 
jf @COKERUN_1879 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -401.3 -1730.7 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1768 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -401.3, -1730.7, 8.0)
6@ = 1 // @ = int 

:COKERUN_1768
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -401.3 -1730.7 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1879 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -401.3 -1730.7 8.0 
018A: 2@ = create_checkpoint_at -312.3 -1715.6 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1879
if 
  0@ == 5 // @ == int 
jf @COKERUN_2092 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -312.3 -1715.6 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1981 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -312.3, -1715.6, 8.0)
6@ = 1 // @ = int 

:COKERUN_1981
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -312.3 -1715.6 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_2092 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -312.3 -1715.6 8.0 
018A: 2@ = create_checkpoint_at -273.3 -1556.2 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2092
if 
  0@ == 6 // @ == int 
jf @COKERUN_2305 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -273.3 -1556.2 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2194 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -273.3, -1556.2, 8.0)
6@ = 1 // @ = int 

:COKERUN_2194
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -273.3 -1556.2 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_2305 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -273.3 -1556.2 8.0 
018A: 2@ = create_checkpoint_at -272.4 -1449.7 13.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2305
if 
  0@ == 7 // @ == int 
jf @COKERUN_2518 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -272.4 -1449.7 13.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2407 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -272.4, -1449.7, 13.0)
6@ = 1 // @ = int 

:COKERUN_2407
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -272.4 -1449.7 13.0 radius 5.0 5.0 3.0 
jf @COKERUN_2518 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -272.4 -1449.7 13.0 
018A: 2@ = create_checkpoint_at -272.7 -1360.2 13.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2518
if 
  0@ == 8 // @ == int 
jf @COKERUN_2731 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -275.4 -1360.2 13.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2620 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -275.4, -1360.2, 13.0)
6@ = 1 // @ = int 

:COKERUN_2620
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -275.4 -1360.2 13.0 radius 5.0 5.0 3.0 
jf @COKERUN_2731 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -275.4 -1360.2 13.0 
018A: 2@ = create_checkpoint_at -305.6 -1214.4 13.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2731
if 
  0@ == 9 // @ == int 
jf @COKERUN_2944 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -305.6 -1214.4 13.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2833 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -305.6, -1214.4, 13.0)
6@ = 1 // @ = int 

:COKERUN_2833
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -305.6 -1214.4 13.0 radius 5.0 5.0 3.0 
jf @COKERUN_2944 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -305.6 -1214.4 13.0 
018A: 2@ = create_checkpoint_at -298.6 -1074.4 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2944
if 
  0@ == 10 // @ == int 
jf @COKERUN_3157 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -298.6 -1074.4 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3046 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -298.6, -1074.4, 8.0)
6@ = 1 // @ = int 

:COKERUN_3046
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -298.6 -1074.4 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3157 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -298.6 -1074.4 8.0 
018A: 2@ = create_checkpoint_at -252.0 -939.9 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3157
if 
  0@ == 11 // @ == int 
jf @COKERUN_3370 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -252.0 -939.9 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3259 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -252.0, -939.9, 8.0)
6@ = 1 // @ = int 

:COKERUN_3259
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -252.0 -939.9 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3370 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -252.0 -939.9 8.0 
018A: 2@ = create_checkpoint_at -85.0 -766.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3370
if 
  0@ == 12 // @ == int 
jf @COKERUN_3583 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -85.0 -766.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3472 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -85.0, -766.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_3472
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -85.0 -766.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3583 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -85.0 -766.0 8.0 
018A: 2@ = create_checkpoint_at 158.0 -634.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3583
if 
  0@ == 13 // @ == int 
jf @COKERUN_3796 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 158.0 -634.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3685 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 158.0, -634.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_3685
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 158.0 -634.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3796 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 158.0 -634.0 8.0 
018A: 2@ = create_checkpoint_at 279.0 -475.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3796
if 
  0@ == 14 // @ == int 
jf @COKERUN_4009 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 279.0 -475.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3898 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 279.0, -475.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_3898
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 279.0 -475.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4009 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 279.0 -475.0 8.0 
018A: 2@ = create_checkpoint_at 410.0 -269.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4009
if 
  0@ == 15 // @ == int 
jf @COKERUN_4222 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 410.0 -269.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4111 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 410.0, -269.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4111
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 410.0 -269.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4222 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 410.0 -269.0 8.0 
018A: 2@ = create_checkpoint_at 392.0 20.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4222
if 
  0@ == 16 // @ == int 
jf @COKERUN_4435 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 392.0 20.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4324 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 392.0, 20.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4324
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 392.0 20.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4435 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 392.0 20.0 8.0 
018A: 2@ = create_checkpoint_at 249.0 100.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4435
if 
  0@ == 17 // @ == int 
jf @COKERUN_4648 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 249.0 100.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4537 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 249.0, 100.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4537
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 249.0 100.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4648 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 249.0 100.0 8.0 
018A: 2@ = create_checkpoint_at 194.0 -170.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4648
if 
  0@ == 18 // @ == int 
jf @COKERUN_4861 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 194.0 -170.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4750 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 194.0, -170.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4750
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 194.0 -170.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4861 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 194.0 -170.0 8.0 
018A: 2@ = create_checkpoint_at 49.0 -150.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4861
if 
  0@ == 19 // @ == int 
jf @COKERUN_5074 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 49.0 -150.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4963 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 49.0, -150.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4963
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 49.0 -150.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5074 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 49.0 -150.0 8.0 
018A: 2@ = create_checkpoint_at -64.0 -156.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5074
if 
  0@ == 20 // @ == int 
jf @COKERUN_5287 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -64.0 -156.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5176 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -64.0, -156.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5176
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -64.0 -156.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5287 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -64.0 -156.0 8.0 
018A: 2@ = create_checkpoint_at -93.0 67.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5287
if 
  0@ == 21 // @ == int 
jf @COKERUN_5500 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -93.0 67.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5389 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -93.0, 67.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5389
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -93.0 67.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5500 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -93.0 67.0 8.0 
018A: 2@ = create_checkpoint_at -70.0 294.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5500
if 
  0@ == 22 // @ == int 
jf @COKERUN_5713 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at -70.0 294.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5602 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -70.0, 294.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5602
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -70.0 294.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5713 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -70.0 294.0 8.0 
018A: 2@ = create_checkpoint_at 25.0 394.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5713
if 
  0@ == 23 // @ == int 
jf @COKERUN_5959 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 25.0 394.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5815 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 25.0, 394.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5815
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 25.0 394.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5959 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 25.0 394.0 8.0 
018A: 2@ = create_checkpoint_at 196.0 403.0 8.0 
0@ += 1 // @ += int 
Car.Create(1@, #MARQUIS, 324.0, 604.0, 6.0)
Car.Angle(1@) = 60.0
6@ = 0 // @ = int 

:COKERUN_5959
if 
  0@ == 24 // @ == int 
jf @COKERUN_6172 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 0 200 200 at 196.0 403.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_6061 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 196.0, 403.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_6061
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 196.0 403.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_6172 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 196.0 403.0 8.0 
018A: 2@ = create_checkpoint_at 304.4 540.6 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_6172
if 
  0@ == 25 // @ == int 
jf @COKERUN_6388 
024F: create_corona_with_radius 5.0 type 5 lensflares 0 with_color 255 0 0 at 304.4 540.6 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_6273 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 304.4, 540.6, 8.0)
6@ = 1 // @ = int 

:COKERUN_6273
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 304.4 540.6 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_6388 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 304.4 540.6 8.0 
if 
   not Car.Wrecked(1@)
jf @COKERUN_6374 
Marker.CreateAboveCar(2@, 1@)

:COKERUN_6374
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_6388
jump @COKERUN_802 

:COKERUN_6395
014F: stop_timer $9014 
if 
  $9016 == 0 // $ == int 
jf @COKERUN_6974 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
04A6: $910 = create_asset_money_pickup_at $883 $884 $885 money $909 rate $909 
0169: set_fade_color 0 0 0 
fade 0 1000 

:COKERUN_6464
if 
fading 
jf @COKERUN_6488 
wait 0 
jump @COKERUN_6464 

:COKERUN_6488
03AF: set_streaming 0 
Model.Load(#B_HSE_PIER)
Model.Load(#B_HSE_EXT)
Model.Load(#DOCKS28)
Model.Load(#DOCKSPROPS12)
Model.Load(#DOCKS85)
Model.Load(#DK_DOCKROADS04)
Model.Load(#B_HSE_PIERFENCE)
Model.Load(#B_HSE_INTERIOR)
Model.Load(#DK_REEF)
Model.Load(#BOAT_KB2)
038B: load_requested_models 

:COKERUN_6544
if or
   not Model.Available(#B_HSE_PIER)
   not Model.Available(#B_HSE_EXT)
   not Model.Available(#DOCKS28)
   not Model.Available(#DOCKSPROPS12)
   not Model.Available(#DOCKS85)
   not Model.Available(#DK_DOCKROADS04)
jf @COKERUN_6596 
wait 0 
jump @COKERUN_6544 

:COKERUN_6596
if or
   not Model.Available(#B_HSE_PIERFENCE)
   not Model.Available(#B_HSE_INTERIOR)
   not Model.Available(#DK_REEF)
   not Model.Available(#BOAT_KB2)
jf @COKERUN_6638 
wait 0 
jump @COKERUN_6596 

:COKERUN_6638
03AF: set_streaming 1 
Camera.SetPosition(-631.643, -1495.598, 26.104, 0.0, 0.0, 0.0)
Camera.PointAt(-632.27, -1495.064, 25.537, 2)
wait 500 
0169: set_fade_color 0 0 0 
fade 1 1000 

:COKERUN_6713
if 
fading 
jf @COKERUN_6737 
wait 0 
jump @COKERUN_6713 

:COKERUN_6737
0394: play_music 1 
00BA: text_styled 'BOAT_A2' 5000 ms 6  // BOATYARD ASSET COMPLETED
wait 5000 
Camera.SetPosition(-636.797, -1497.307, 17.588, 0.0, 0.0, 0.0)
Camera.PointAt(-637.279, -1496.606, 17.062, 2)
01E5: text_1number_highpriority 'BOAT_AS' $909 time 6000 1  // ~g~The Boatyard will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
0169: set_fade_color 0 0 0 
fade 0 500 

:COKERUN_6850
if 
fading 
jf @COKERUN_6874 
wait 0 
jump @COKERUN_6850 

:COKERUN_6874
Model.Destroy(#B_HSE_PIER)
Model.Destroy(#B_HSE_EXT)
Model.Destroy(#DOCKS28)
Model.Destroy(#DOCKSPROPS12)
Model.Destroy(#DOCKS85)
Model.Destroy(#DK_DOCKROADS04)
Model.Destroy(#B_HSE_PIERFENCE)
Model.Destroy(#BOAT_KB2)
Model.Destroy(#DK_REEF)
Model.Destroy(#B_HSE_INTERIOR)
Camera.SetAtPos(324.0, 604.0, 7.0)
wait 500 
0169: set_fade_color 0 0 0 
fade 1 500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut

:COKERUN_6974
jump @COKERUN_6998 

:COKERUN_6981
00BA: text_styled 'M_FAIL' 2000 ms 1  // Mission Failed!
return 

:COKERUN_6998
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $9016 == 0 // $ == int 
jf @COKERUN_7067 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
$1479 += 1 // $ += int 
030C: progress_made += 1 
0595: mission_complete 
$911 = 1 // $ = int 

:COKERUN_7067
if 
  $9016 == 1 // $ == int 
jf @COKERUN_7111 
01E3: text_1number_styled 'M_PASS' number 6000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 6000

:COKERUN_7111
if 
  $9016 == 2 // $ == int 
jf @COKERUN_7155 
01E3: text_1number_styled 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 7000

:COKERUN_7155
if 
  $9016 == 3 // $ == int 
jf @COKERUN_7199 
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 8000

:COKERUN_7199
if 
  $9016 == 4 // $ == int 
jf @COKERUN_7243 
01E3: text_1number_styled 'M_PASS' number 9000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 9000

:COKERUN_7243
if 
  $9016 > 4 // $ > int 
jf @COKERUN_7287 
01E3: text_1number_styled 'M_PASS' number 15000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 15000

:COKERUN_7287
0060: $9017 -= $9014 // $ -= $ int 
0084: $9015 = $9017 // $ = $ int 
$9015 /= 1000 // $ /= int 
042E: register_lowest_int_stat 22 to $9015 
$9016 += 1 // $ += int 
return 

:COKERUN_7327
01B7: release_weather 
Marker.Disable(2@)
Object.Destroy(3@)
Object.Destroy(4@)
Object.Destroy(5@)
Pickup.Destroy(8@)
Model.Destroy(#MARQUIS)
Model.Destroy(#B_HSE_PIER)
Model.Destroy(#B_HSE_EXT)
Model.Destroy(#DOCKS28)
Model.Destroy(#DOCKSPROPS12)
Model.Destroy(#DOCKS85)
Model.Destroy(#DK_DOCKROADS04)
Model.Destroy(#B_HSE_PIERFENCE)
Model.Destroy(#BOAT_KB2)
Model.Destroy(#DK_REEF)
Model.Destroy(#B_HSE_INTERIOR)
Car.RemoveReferences(1@)
014F: stop_timer $9014 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 97---------------

:AIRPBUY
script_name 'AIRPBUY' 
$ONMISSION = 1 // $ = int 
$7877 = 1 // $ = int 
wait 0 
Marker.Disable($145)
030C: progress_made += 1 
014C: set_parked_car_generator $8239 cars_to_generate_to 101 
Pickup.Create($8599, #BODYARMOUR, 15, -1397.04, -864.59, 20.89)
032B: $8589 = create_weapon_pickup #TEARGAS 15 ammo 8 at -1402.27 -867.66 20.89 
Pickup.Create($8600, #ADRENALINE, 15, -1487.16, -866.88, 14.87)
Pickup.Create($8601, #HEALTH, 15, -1277.02, -1282.8, 14.86)
032B: $8602 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -1283.07 -1280.38 14.86 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:AIRPBUY_555
if 
fading 
jf @AIRPBUY_634 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @AIRPBUY_627 
0570: $145 = create_asset_radar_marker_with_icon 32 at -1436.7 -797.5 14.9 
018B: set_marker $145 display 2 
start_new_script @SAVE8 
terminate_this_script 

:AIRPBUY_627
jump @AIRPBUY_555 

:AIRPBUY_634
0570: $145 = create_asset_radar_marker_with_icon 32 at -1436.7 -797.5 14.9 
018B: set_marker $145 display 2 
start_new_script @SAVE8 
0395: clear_area 1 at -1436.7 -797.5 14.9 range 1.0 
0055: put_player $PLAYER_CHAR at -1436.7 -797.5 14.9 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-1436.7, -707.5, 14.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1436.7, -797.5, 14.9, 2)

:AIRPBUY_795
if 
fading 
jf @AIRPBUY_837 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @AIRPBUY_830 
terminate_this_script 

:AIRPBUY_830
jump @AIRPBUY_795 

:AIRPBUY_837
$8603 = 1 // $ = int 
$8604 = 1 // $ = int 
01E3: text_1number_styled 'AIRPBUY' number 250000 time 5000 style 6  // Escobar International Airport purchased: $~1~
0529: add 250000 to_money_spent_on_property_stats 
0542: add_property 15 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
Camera.SetPosition(-1308.7, -746.8, 16.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1338.7, -796.8, 14.9, 2)
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:AIRPBUY_1059
if 
fading 
jf @AIRPBUY_1105 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
jf @AIRPBUY_1098 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:AIRPBUY_1098
jump @AIRPBUY_1059 

:AIRPBUY_1105
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_3116()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 98---------------

:SPEDWAY
script_name 'SPEDWAY' 
SPEDWAY_46()
if 
wasted_or_busted 
jf @SPEDWAY_37 
SPEDWAY_4661()

:SPEDWAY_37
SPEDWAY_13090()
terminate_this_script 

:SPEDWAY_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'SPEDWAY' 
wait 2500 
00BE: text_clear_all 
00BC: text_highpriority 'SPED1_1' time 10000 2  // Find a PCJ600!
SPEDWAY_4635()
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#PCJ600)
Model.Load(#UZI)
03CF: load_wav 'BIKEREV' as 1 
03CF: load_wav 'BIKE1_1' as 2 

:SPEDWAY_140
if or
   not Model.Available(#SGA)
   not Model.Available(#SGB)
   not Model.Available(#PCJ600)
   not Model.Available(#UZI)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @SPEDWAY_188 
wait 0 
jump @SPEDWAY_140 

:SPEDWAY_188
03BA: clear_cars_from_cube -780.0 550.0 10.0 -790.0 570.0 12.0 
01E8: create_forbidden_for_cars_cube -780.0 550.0 10.0 -790.0 570.0 12.0 
Car.Create(0@, #PCJ600, -783.9, 562.1, 10.5)
0423: car 0@ improve_handling 2.0 
Car.Angle(0@) = 270.0
00AE: set_vehicle 0@ traffic_behavior_to 2 
Car.SetMaxSpeed(0@, 63.0)
Car.ImmuneToNonPlayer(0@, True)
0129: 3@ = create_actor 4 #SGA in_car 0@ driverseat 
0489: set_actor 3@ muted 1 
04D8: set_actor 3@ drown 0 
01ED: clear_actor 3@ threat_search 
011C: actor 3@ clear_objective 
02A9: set_actor 3@ immune_to_nonplayer 1 
Car.SetToNormalDriver(0@)
Car.Create(1@, #PCJ600, -783.9, 559.3, 10.5)
0423: car 1@ improve_handling 2.0 
Car.Angle(1@) = 270.0
00AE: set_vehicle 1@ traffic_behavior_to 2 
Car.SetMaxSpeed(1@, 63.0)
Car.ImmuneToNonPlayer(1@, True)
0129: 4@ = create_actor 4 #SGB in_car 1@ driverseat 
0489: set_actor 4@ muted 1 
04D8: set_actor 4@ drown 0 
01ED: clear_actor 4@ threat_search 
011C: actor 4@ clear_objective 
02A9: set_actor 4@ immune_to_nonplayer 1 
Car.SetToNormalDriver(1@)
Car.Create(2@, #PCJ600, -788.2, 562.1, 10.5)
0423: car 2@ improve_handling 2.0 
Car.Angle(2@) = 270.0
00AE: set_vehicle 2@ traffic_behavior_to 2 
Car.SetMaxSpeed(2@, 63.0)
Car.ImmuneToNonPlayer(2@, True)
0129: 5@ = create_actor 4 #SGA in_car 2@ driverseat 
0489: set_actor 5@ muted 1 
04D8: set_actor 5@ drown 0 
01ED: clear_actor 5@ threat_search 
011C: actor 5@ clear_objective 
02A9: set_actor 5@ immune_to_nonplayer 1 
Car.SetToNormalDriver(2@)
018A: 6@ = create_checkpoint_at -788.1 559.3 10.5 
00BC: text_highpriority 'SPED1_2' time 10000 2  // Ok, now go to the starting grid.

:SPEDWAY_632
if or
80F8:   not player $PLAYER_CHAR stopped 1 -788.1 559.3 10.5 radius 1.2 1.2 1.2 
  7@ == 0 // @ == int 
jf @SPEDWAY_1591 
wait 0 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @SPEDWAY_724 
7@ = 1 // @ = int 
jump @SPEDWAY_731 

:SPEDWAY_724
7@ = 0 // @ = int 

:SPEDWAY_731
if 
00F8:   player $PLAYER_CHAR stopped 1 -788.1 559.3 10.5 radius 1.2 1.2 1.2 
jf @SPEDWAY_845 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @SPEDWAY_838 
if 
  8@ == 0 // @ == int 
jf @SPEDWAY_838 
00BC: text_highpriority 'SPED1_3' time 5000 1  // ~g~You need a PCJ600 to compete!
8@ = 1 // @ = int 

:SPEDWAY_838
jump @SPEDWAY_852 

:SPEDWAY_845
8@ = 0 // @ = int 

:SPEDWAY_852
if 
   Car.Wrecked(0@)
jf @SPEDWAY_897 
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 
jump @SPEDWAY_930 

:SPEDWAY_897
if 
0546:   player $PLAYER_CHAR touching_car 0@ 
jf @SPEDWAY_930 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_930
if 
   Car.Wrecked(1@)
jf @SPEDWAY_975 
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 
jump @SPEDWAY_1008 

:SPEDWAY_975
if 
0546:   player $PLAYER_CHAR touching_car 1@ 
jf @SPEDWAY_1008 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1008
if 
   Car.Wrecked(2@)
jf @SPEDWAY_1053 
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 
jump @SPEDWAY_1086 

:SPEDWAY_1053
if 
0546:   player $PLAYER_CHAR touching_car 2@ 
jf @SPEDWAY_1086 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1086
10@ = Car.Health(0@)
if or
  999 >= 10@ // int >= @ 
0496:   vehicle 0@ tire 4 deflated 
jf @SPEDWAY_1134 
10@ = 9 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1134
if 
   not Actor.Dead(3@)
jf @SPEDWAY_1230 
13@ = Actor.Health(3@)
if 
  99 >= 13@ // int >= @ 
jf @SPEDWAY_1190 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1190
if 
   not Actor.InCar(3@, 0@)
jf @SPEDWAY_1223 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1223
jump @SPEDWAY_1252 

:SPEDWAY_1230
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_1252
11@ = Car.Health(1@)
if or
  999 >= 11@ // int >= @ 
0496:   vehicle 1@ tire 4 deflated 
jf @SPEDWAY_1300 
11@ = 9 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1300
if 
   not Actor.Dead(4@)
jf @SPEDWAY_1396 
13@ = Actor.Health(4@)
if 
  99 >= 13@ // int >= @ 
jf @SPEDWAY_1356 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1356
if 
   not Actor.InCar(4@, 1@)
jf @SPEDWAY_1389 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1389
jump @SPEDWAY_1418 

:SPEDWAY_1396
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_1418
12@ = Car.Health(2@)
if or
  999 >= 12@ // int >= @ 
0496:   vehicle 2@ tire 4 deflated 
jf @SPEDWAY_1466 
12@ = 9 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1466
if 
   not Actor.Dead(5@)
jf @SPEDWAY_1562 
13@ = Actor.Health(5@)
if 
  99 >= 13@ // int >= @ 
jf @SPEDWAY_1522 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1522
if 
   not Actor.InCar(5@, 2@)
jf @SPEDWAY_1555 
9@ = 1 // @ = int 
jump @SPEDWAY_1591 

:SPEDWAY_1555
jump @SPEDWAY_1584 

:SPEDWAY_1562
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_1584
jump @SPEDWAY_632 

:SPEDWAY_1591
03D1: play_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'PCJR1_1' time 5000 1  // All right, fancy clothes. Let's see what you can do.
if or
  10@ == 9 // @ == int 
  9@ == 1 // @ == int 
  11@ == 9 // @ == int 
  12@ == 9 // @ == int 
jf @SPEDWAY_1675 
00BA: text_styled 'RACE1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
jump @SPEDWAY_1944 

:SPEDWAY_1675
01EB: set_traffic_density_multiplier_to 0.5 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @SPEDWAY_1798 
03D5: remove_text 'PCJR1_1'  // All right, fancy clothes. Let's see what you can do.

:SPEDWAY_1798
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @SPEDWAY_1862 
03D5: remove_text 'PCJR1_1'  // All right, fancy clothes. Let's see what you can do.

:SPEDWAY_1862
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @SPEDWAY_1926 
03D5: remove_text 'PCJR1_1'  // All right, fancy clothes. Let's see what you can do.

:SPEDWAY_1926
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:SPEDWAY_1944
if 
03D2:   wav 2 ended 
jf @SPEDWAY_1969 
03D5: remove_text 'PCJR1_1'  // All right, fancy clothes. Let's see what you can do.

:SPEDWAY_1969
if 
   Car.Wrecked(0@)
jf @SPEDWAY_2014 
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 
jump @SPEDWAY_2027 

:SPEDWAY_2014
03CC: add_stuck_car_check 0@ distance 1.0 time 2000 

:SPEDWAY_2027
if 
   not Actor.Dead(3@)
jf @SPEDWAY_2057 
0489: set_actor 3@ muted 0 
jump @SPEDWAY_2079 

:SPEDWAY_2057
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_2079
if 
   Car.Wrecked(1@)
jf @SPEDWAY_2124 
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 
jump @SPEDWAY_2137 

:SPEDWAY_2124
03CC: add_stuck_car_check 1@ distance 1.0 time 2000 

:SPEDWAY_2137
if 
   not Actor.Dead(4@)
jf @SPEDWAY_2167 
0489: set_actor 4@ muted 0 
jump @SPEDWAY_2189 

:SPEDWAY_2167
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_2189
if 
   Car.Wrecked(2@)
jf @SPEDWAY_2234 
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 
jump @SPEDWAY_2247 

:SPEDWAY_2234
03CC: add_stuck_car_check 2@ distance 1.0 time 2000 

:SPEDWAY_2247
if 
   not Actor.Dead(5@)
jf @SPEDWAY_2277 
0489: set_actor 5@ muted 0 
jump @SPEDWAY_2299 

:SPEDWAY_2277
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_2299
Marker.Disable(6@)
0162: 6@ = create_marker_above_actor 3@ color 1 display 1 
0162: 7@ = create_marker_above_actor 4@ color 1 display 1 
0162: 8@ = create_marker_above_actor 5@ color 1 display 1 
$8638 = 0 // $ = int 
$8639 = 0 // $ = int 
$8640 = 0 // $ = int 
$8641 = 0 // $ = int 
$8642 = 64 // $ = int 
$8643 = 65 // $ = int 
$8644 = 0 // $ = int 
$8645 = 7.0 // $ = float 
$8646 = 7.0 // $ = float 
$8647 = 7.0 // $ = float 
$8648 = 0 // $ = int 
$8649 = 0 // $ = int 
$8650 = 0 // $ = int 
$8651 = 100 // $ = int 
SPEDWAY_4678()
0086: $8652 = $8653 // $ = $ float 
0086: $8654 = $8655 // $ = $ float 
0086: $8656 = $8657 // $ = $ float 
0086: $8658 = $8653 // $ = $ float 
0086: $8659 = $8655 // $ = $ float 
0086: $8660 = $8657 // $ = $ float 
0086: $8661 = $8653 // $ = $ float 
0086: $8662 = $8655 // $ = $ float 
0086: $8663 = $8657 // $ = $ float 
0086: $8664 = $8653 // $ = $ float 
0086: $8665 = $8655 // $ = $ float 
0086: $8666 = $8657 // $ = $ float 
0086: $8667 = $8668 // $ = $ float 
0086: $8669 = $8670 // $ = $ float 
0086: $8671 = $8672 // $ = $ float 
018A: 14@ = create_checkpoint_at $8652 $8654 $8656 
0167: 15@ = create_marker_at $8667 $8669 $8671 color 5 display 2 
0168: set_marker 15@ size 2 
0166: set_marker 15@ brightness_to 1 
if 
   not Actor.Dead(3@)
jf @SPEDWAY_2692 
if 
   not Car.Wrecked(0@)
jf @SPEDWAY_2685 
if 
   Actor.InCar(3@, 0@)
jf @SPEDWAY_2685 
Car.DriveTo(0@, $8658, $8659, $8660)

:SPEDWAY_2685
jump @SPEDWAY_2714 

:SPEDWAY_2692
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_2714
wait 70 
if 
   not Actor.Dead(4@)
jf @SPEDWAY_2790 
if 
   not Car.Wrecked(1@)
jf @SPEDWAY_2783 
if 
   Actor.InCar(4@, 1@)
jf @SPEDWAY_2783 
Car.DriveTo(1@, $8661, $8662, $8663)

:SPEDWAY_2783
jump @SPEDWAY_2812 

:SPEDWAY_2790
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_2812
wait 90 
if 
   not Actor.Dead(5@)
jf @SPEDWAY_2888 
if 
   not Car.Wrecked(2@)
jf @SPEDWAY_2881 
if 
   Actor.InCar(5@, 2@)
jf @SPEDWAY_2881 
Car.DriveTo(2@, $8664, $8665, $8666)

:SPEDWAY_2881
jump @SPEDWAY_2910 

:SPEDWAY_2888
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_2910
03C3: set_timer_with_text_to $8644 type 0 text 'ENDTIME'  // RACE TIME:

:SPEDWAY_2925
if 
001C:   $8643 > $8638 // $ > $ int 
jf @SPEDWAY_12730 
wait 0 
$8673 = 0 // $ = int 
if 
00F5:   player $PLAYER_CHAR 0 $8652 $8654 $8656 radius 6.0 6.0 6.0 
jf @SPEDWAY_3206 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @SPEDWAY_3206 
018C: play_sound 1 at 0.0 0.0 0.0 
$8638 += 1 // $ += int 
Marker.Disable(14@)
Marker.Disable(15@)
0004: $8674 = $8638 // $ = int  // Note: the incorrect math opcode was used here
SPEDWAY_4678()
0086: $8652 = $8653 // $ = $ float 
0086: $8654 = $8655 // $ = $ float 
0086: $8656 = $8657 // $ = $ float 
0086: $8667 = $8668 // $ = $ float 
0086: $8669 = $8670 // $ = $ float 
0086: $8671 = $8672 // $ = $ float 
if 
003A:   $8638 == $8643 // $ == $ int 
jf @SPEDWAY_3141 
jump @SPEDWAY_12750 

:SPEDWAY_3141
018A: 14@ = create_checkpoint_at $8652 $8654 $8656 
if 
001A:   $8642 > $8638 // int > $  // Note: the incorrect math opcode was used here
jf @SPEDWAY_3206 
0167: 15@ = create_marker_at $8667 $8669 $8671 color 5 display 2 
0166: set_marker 15@ brightness_to 1 
0168: set_marker 15@ size 2 

:SPEDWAY_3206
if 
   not Actor.Dead(3@)
jf @SPEDWAY_3588 
if 
   not Car.Wrecked(0@)
jf @SPEDWAY_3581 
0006: 13@ = 3@ // @ = int  // Note: the incorrect math opcode was used here
0084: $8675 = $8639 // $ = $ int 
0004: $8676 = 0@ // $ = int  // Note: the incorrect math opcode was used here
0086: $8677 = $8658 // $ = $ float 
0086: $8678 = $8659 // $ = $ float 
0086: $8679 = $8660 // $ = $ float 
0084: $8680 = $8648 // $ = $ int 
SPEDWAY_9828()
SPEDWAY_10080()
SPEDWAY_10908()
SPEDWAY_11690()
0084: $8648 = $8680 // $ = $ int 
0006: 3@ = 13@ // @ = int  // Note: the incorrect math opcode was used here
0006: 0@ = $8676 // @ = int  // Note: the incorrect math opcode was used here
if and
00FE:   actor 3@ 0 $8658 $8659 $8660 radius $8645 $8645 $8645 
   Actor.DrivingVehicleType(3@, #PCJ600)
jf @SPEDWAY_3581 
$8639 += 1 // $ += int 
0004: $8674 = $8639 // $ = int  // Note: the incorrect math opcode was used here
SPEDWAY_4678()
0086: $8658 = $8653 // $ = $ float 
0086: $8659 = $8655 // $ = $ float 
0086: $8660 = $8657 // $ = $ float 
if 
0038:   $8639 == $8642 // $ == int  // Note: the incorrect math opcode was used here
jf @SPEDWAY_3465 
$8645 = 6.0 // $ = float 

:SPEDWAY_3465
if 
003A:   $8639 == $8643 // $ == $ int 
jf @SPEDWAY_3506 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @SPEDWAY_4661 

:SPEDWAY_3506
if 
   Actor.InCar(3@, 0@)
jf @SPEDWAY_3581 
if 
  $8645 == 7.0 // $ == float 
jf @SPEDWAY_3567 
Car.DriveTo(0@, $8658, $8659, $8660)
jump @SPEDWAY_3581 

:SPEDWAY_3567
02C2: car 0@ drive_to_point $8658 $8659 $8660 

:SPEDWAY_3581
jump @SPEDWAY_3610 

:SPEDWAY_3588
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_3610
if 
   not Actor.Dead(4@)
jf @SPEDWAY_3992 
if 
   not Car.Wrecked(1@)
jf @SPEDWAY_3985 
0006: 13@ = 4@ // @ = int  // Note: the incorrect math opcode was used here
0084: $8675 = $8640 // $ = $ int 
0004: $8676 = 1@ // $ = int  // Note: the incorrect math opcode was used here
0086: $8677 = $8663 // $ = $ float 
0086: $8678 = $8662 // $ = $ float 
0086: $8679 = $8663 // $ = $ float 
0084: $8680 = $8649 // $ = $ int 
SPEDWAY_9828()
SPEDWAY_10080()
SPEDWAY_10908()
SPEDWAY_11690()
0084: $8649 = $8680 // $ = $ int 
0006: 4@ = 13@ // @ = int  // Note: the incorrect math opcode was used here
0006: 1@ = $8676 // @ = int  // Note: the incorrect math opcode was used here
if and
00FE:   actor 4@ 0 $8661 $8662 $8663 radius $8646 $8646 $8646 
   Actor.DrivingVehicleType(4@, #PCJ600)
jf @SPEDWAY_3985 
$8640 += 1 // $ += int 
0004: $8674 = $8640 // $ = int  // Note: the incorrect math opcode was used here
SPEDWAY_4678()
0086: $8661 = $8653 // $ = $ float 
0086: $8662 = $8655 // $ = $ float 
0086: $8663 = $8657 // $ = $ float 
if 
0038:   $8640 == $8642 // $ == int  // Note: the incorrect math opcode was used here
jf @SPEDWAY_3869 
$8646 = 6.0 // $ = float 

:SPEDWAY_3869
if 
003A:   $8640 == $8643 // $ == $ int 
jf @SPEDWAY_3910 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @SPEDWAY_4661 

:SPEDWAY_3910
if 
   Actor.InCar(4@, 1@)
jf @SPEDWAY_3985 
if 
  $8646 == 7.0 // $ == float 
jf @SPEDWAY_3971 
Car.DriveTo(1@, $8661, $8662, $8663)
jump @SPEDWAY_3985 

:SPEDWAY_3971
02C2: car 1@ drive_to_point $8661 $8662 $8663 

:SPEDWAY_3985
jump @SPEDWAY_4014 

:SPEDWAY_3992
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_4014
if 
   not Actor.Dead(5@)
jf @SPEDWAY_4396 
if 
   not Car.Wrecked(2@)
jf @SPEDWAY_4389 
0006: 13@ = 5@ // @ = int  // Note: the incorrect math opcode was used here
0084: $8675 = $8641 // $ = $ int 
0004: $8676 = 2@ // $ = int  // Note: the incorrect math opcode was used here
0086: $8677 = $8664 // $ = $ float 
0086: $8678 = $8665 // $ = $ float 
0086: $8679 = $8666 // $ = $ float 
0084: $8680 = $8650 // $ = $ int 
SPEDWAY_9828()
SPEDWAY_10080()
SPEDWAY_10908()
SPEDWAY_11690()
0084: $8650 = $8680 // $ = $ int 
0006: 5@ = 13@ // @ = int  // Note: the incorrect math opcode was used here
0006: 2@ = $8676 // @ = int  // Note: the incorrect math opcode was used here
if and
00FE:   actor 5@ 0 $8664 $8665 $8666 radius $8647 $8647 $8647 
   Actor.DrivingVehicleType(5@, #PCJ600)
jf @SPEDWAY_4389 
$8641 += 1 // $ += int 
0004: $8674 = $8641 // $ = int  // Note: the incorrect math opcode was used here
SPEDWAY_4678()
0086: $8664 = $8653 // $ = $ float 
0086: $8665 = $8655 // $ = $ float 
0086: $8666 = $8657 // $ = $ float 
if 
0038:   $8641 == $8642 // $ == int  // Note: the incorrect math opcode was used here
jf @SPEDWAY_4273 
$8647 = 6.0 // $ = float 

:SPEDWAY_4273
if 
003A:   $8641 == $8643 // $ == $ int 
jf @SPEDWAY_4314 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @SPEDWAY_4661 

:SPEDWAY_4314
if 
   Actor.InCar(5@, 2@)
jf @SPEDWAY_4389 
if 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_4375 
Car.DriveTo(2@, $8664, $8665, $8666)
jump @SPEDWAY_4389 

:SPEDWAY_4375
02C2: car 2@ drive_to_point $8664 $8665 $8666 

:SPEDWAY_4389
jump @SPEDWAY_4418 

:SPEDWAY_4396
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_4418
if 
  $8673 == 0 // $ == int 
jf @SPEDWAY_4450 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:SPEDWAY_4450
if 
  $8673 == 1 // $ == int 
jf @SPEDWAY_4482 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:SPEDWAY_4482
if 
  $8673 == 2 // $ == int 
jf @SPEDWAY_4514 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:SPEDWAY_4514
if 
  $8673 == 3 // $ == int 
jf @SPEDWAY_4546 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:SPEDWAY_4546
if 
0038:   $8638 == $8642 // $ == int  // Note: the incorrect math opcode was used here
jf @SPEDWAY_4599 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $8652 $8654 $8656 
jump @SPEDWAY_4628 

:SPEDWAY_4599
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $8652 $8654 $8656 

:SPEDWAY_4628
jump @SPEDWAY_2925 

:SPEDWAY_4635
wait 250 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @SPEDWAY_4635 
return 

:SPEDWAY_4661
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:SPEDWAY_4678
if 
  $8674 == 0 // $ == int 
jf @SPEDWAY_4756 
$8653 = -781.2 // $ = float 
$8655 = 560.8 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -718.8 // $ = float 
$8670 = 560.8 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_4756
if 
  $8674 == 1 // $ == int 
jf @SPEDWAY_4834 
$8653 = -718.8 // $ = float 
$8655 = 560.8 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -688.2 // $ = float 
$8670 = 532.6 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_4834
if 
  $8674 == 2 // $ == int 
jf @SPEDWAY_4912 
$8653 = -688.2 // $ = float 
$8655 = 532.6 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -700.0 // $ = float 
$8670 = 420.2 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_4912
if 
  $8674 == 3 // $ == int 
jf @SPEDWAY_4990 
$8653 = -700.0 // $ = float 
$8655 = 420.2 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -717.3 // $ = float 
$8670 = 292.8 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_4990
if 
  $8674 == 4 // $ == int 
jf @SPEDWAY_5068 
$8653 = -717.3 // $ = float 
$8655 = 292.8 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -736.0 // $ = float 
$8670 = 198.9 // $ = float 
$8672 = 10.74 // $ = float 

:SPEDWAY_5068
if 
  $8674 == 5 // $ == int 
jf @SPEDWAY_5146 
$8653 = -736.0 // $ = float 
$8655 = 198.9 // $ = float 
$8657 = 10.74 // $ = float 
$8668 = -766.5 // $ = float 
$8670 = 48.9 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5146
if 
  $8674 == 6 // $ == int 
jf @SPEDWAY_5224 
$8653 = -766.5 // $ = float 
$8655 = 48.9 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -815.1 // $ = float 
$8670 = -46.6 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5224
if 
  $8674 == 7 // $ == int 
jf @SPEDWAY_5302 
$8653 = -815.1 // $ = float 
$8655 = -46.6 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -857.6 // $ = float 
$8670 = -130.2 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5302
if 
  $8674 == 8 // $ == int 
jf @SPEDWAY_5380 
$8653 = -857.6 // $ = float 
$8655 = -130.2 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -861.8 // $ = float 
$8670 = -232.8 // $ = float 
$8672 = 10.24 // $ = float 

:SPEDWAY_5380
if 
  $8674 == 9 // $ == int 
jf @SPEDWAY_5458 
$8653 = -861.8 // $ = float 
$8655 = -232.8 // $ = float 
$8657 = 10.24 // $ = float 
$8668 = -864.6 // $ = float 
$8670 = -439.7 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5458
if 
  $8674 == 10 // $ == int 
jf @SPEDWAY_5536 
$8653 = -864.6 // $ = float 
$8655 = -439.7 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -833.1 // $ = float 
$8670 = -648.1 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5536
if 
  $8674 == 11 // $ == int 
jf @SPEDWAY_5614 
$8653 = -833.1 // $ = float 
$8655 = -648.1 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -819.3 // $ = float 
$8670 = -894.2 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5614
if 
  $8674 == 12 // $ == int 
jf @SPEDWAY_5692 
$8653 = -819.3 // $ = float 
$8655 = -894.2 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -823.7 // $ = float 
$8670 = -1051.1 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5692
if 
  $8674 == 13 // $ == int 
jf @SPEDWAY_5770 
$8653 = -823.7 // $ = float 
$8655 = -1051.1 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -773.9 // $ = float 
$8670 = -1215.0 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5770
if 
  $8674 == 14 // $ == int 
jf @SPEDWAY_5848 
$8653 = -773.9 // $ = float 
$8655 = -1215.0 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -749.9 // $ = float 
$8670 = -1251.4 // $ = float 
$8672 = 10.54 // $ = float 

:SPEDWAY_5848
if 
  $8674 == 15 // $ == int 
jf @SPEDWAY_5926 
$8653 = -749.9 // $ = float 
$8655 = -1251.4 // $ = float 
$8657 = 10.54 // $ = float 
$8668 = -754.0 // $ = float 
$8670 = -1212.7 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_5926
if 
  $8674 == 16 // $ == int 
jf @SPEDWAY_6004 
$8653 = -754.0 // $ = float 
$8655 = -1212.7 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -806.9 // $ = float 
$8670 = -962.3 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_6004
if 
  $8674 == 17 // $ == int 
jf @SPEDWAY_6082 
$8653 = -806.9 // $ = float 
$8655 = -962.3 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -775.9 // $ = float 
$8670 = -923.2 // $ = float 
$8672 = 9.94 // $ = float 

:SPEDWAY_6082
if 
  $8674 == 18 // $ == int 
jf @SPEDWAY_6160 
$8653 = -775.9 // $ = float 
$8655 = -923.2 // $ = float 
$8657 = 9.94 // $ = float 
$8668 = -595.3 // $ = float 
$8670 = -931.3 // $ = float 
$8672 = 20.34 // $ = float 

:SPEDWAY_6160
if 
  $8674 == 19 // $ == int 
jf @SPEDWAY_6238 
$8653 = -595.3 // $ = float 
$8655 = -931.3 // $ = float 
$8657 = 20.34 // $ = float 
$8668 = -379.2 // $ = float 
$8670 = -934.0 // $ = float 
$8672 = 22.04 // $ = float 

:SPEDWAY_6238
if 
  $8674 == 20 // $ == int 
jf @SPEDWAY_6316 
$8653 = -379.2 // $ = float 
$8655 = -934.0 // $ = float 
$8657 = 22.04 // $ = float 
$8668 = -225.2 // $ = float 
$8670 = -934.9 // $ = float 
$8672 = 13.24 // $ = float 

:SPEDWAY_6316
if 
  $8674 == 21 // $ == int 
jf @SPEDWAY_6394 
$8653 = -225.2 // $ = float 
$8655 = -934.9 // $ = float 
$8657 = 13.24 // $ = float 
$8668 = -107.0 // $ = float 
$8670 = -907.6 // $ = float 
$8672 = 9.84 // $ = float 

:SPEDWAY_6394
if 
  $8674 == 22 // $ == int 
jf @SPEDWAY_6472 
$8653 = -107.0 // $ = float 
$8655 = -907.6 // $ = float 
$8657 = 9.84 // $ = float 
$8668 = -80.5 // $ = float 
$8670 = -1033.9 // $ = float 
$8672 = 9.84 // $ = float 

:SPEDWAY_6472
if 
  $8674 == 23 // $ == int 
jf @SPEDWAY_6550 
$8653 = -80.5 // $ = float 
$8655 = -1033.9 // $ = float 
$8657 = 9.84 // $ = float 
$8668 = -49.9 // $ = float 
$8670 = -1187.2 // $ = float 
$8672 = 9.84 // $ = float 

:SPEDWAY_6550
if 
  $8674 == 24 // $ == int 
jf @SPEDWAY_6628 
$8653 = -49.9 // $ = float 
$8655 = -1187.2 // $ = float 
$8657 = 9.84 // $ = float 
$8668 = -34.7 // $ = float 
$8670 = -1271.6 // $ = float 
$8672 = 9.84 // $ = float 

:SPEDWAY_6628
if 
  $8674 == 25 // $ == int 
jf @SPEDWAY_6706 
$8653 = -34.7 // $ = float 
$8655 = -1271.6 // $ = float 
$8657 = 9.84 // $ = float 
$8668 = -37.1 // $ = float 
$8670 = -1343.8 // $ = float 
$8672 = 9.84 // $ = float 

:SPEDWAY_6706
if 
  $8674 == 26 // $ == int 
jf @SPEDWAY_6784 
$8653 = -37.1 // $ = float 
$8655 = -1343.8 // $ = float 
$8657 = 9.84 // $ = float 
$8668 = -53.7 // $ = float 
$8670 = -1526.7 // $ = float 
$8672 = 9.74 // $ = float 

:SPEDWAY_6784
if 
  $8674 == 27 // $ == int 
jf @SPEDWAY_6862 
$8653 = -53.7 // $ = float 
$8655 = -1526.7 // $ = float 
$8657 = 9.74 // $ = float 
$8668 = -37.7 // $ = float 
$8670 = -1578.1 // $ = float 
$8672 = 9.74 // $ = float 

:SPEDWAY_6862
if 
  $8674 == 28 // $ == int 
jf @SPEDWAY_6940 
$8653 = -37.7 // $ = float 
$8655 = -1578.1 // $ = float 
$8657 = 9.74 // $ = float 
$8668 = 99.2 // $ = float 
$8670 = -1593.1 // $ = float 
$8672 = 9.74 // $ = float 

:SPEDWAY_6940
if 
  $8674 == 29 // $ == int 
jf @SPEDWAY_7018 
$8653 = 99.2 // $ = float 
$8655 = -1593.1 // $ = float 
$8657 = 9.74 // $ = float 
$8668 = 204.5 // $ = float 
$8670 = -1475.8 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7018
if 
  $8674 == 30 // $ == int 
jf @SPEDWAY_7096 
$8653 = 204.5 // $ = float 
$8655 = -1475.8 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 254.9 // $ = float 
$8670 = -1283.9 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7096
if 
  $8674 == 31 // $ == int 
jf @SPEDWAY_7174 
$8653 = 254.9 // $ = float 
$8655 = -1283.9 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 281.3 // $ = float 
$8670 = -1141.8 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7174
if 
  $8674 == 32 // $ == int 
jf @SPEDWAY_7252 
$8653 = 281.3 // $ = float 
$8655 = -1141.8 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 331.0 // $ = float 
$8670 = -905.4 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7252
if 
  $8674 == 33 // $ == int 
jf @SPEDWAY_7330 
$8653 = 331.3 // $ = float 
$8655 = -905.4 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 412.1 // $ = float 
$8670 = -728.0 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7330
if 
  $8674 == 34 // $ == int 
jf @SPEDWAY_7408 
$8653 = 412.1 // $ = float 
$8655 = -728.0 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 504.0 // $ = float 
$8670 = -488.1 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7408
if 
  $8674 == 35 // $ == int 
jf @SPEDWAY_7486 
$8653 = 504.0 // $ = float 
$8655 = -488.1 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 456.8 // $ = float 
$8670 = -361.0 // $ = float 
$8672 = 9.54 // $ = float 

:SPEDWAY_7486
if 
  $8674 == 36 // $ == int 
jf @SPEDWAY_7564 
$8653 = 456.8 // $ = float 
$8655 = -361.0 // $ = float 
$8657 = 9.54 // $ = float 
$8668 = 480.0 // $ = float 
$8670 = -224.6 // $ = float 
$8672 = 11.74 // $ = float 

:SPEDWAY_7564
if 
  $8674 == 37 // $ == int 
jf @SPEDWAY_7642 
$8653 = 480.0 // $ = float 
$8655 = -224.6 // $ = float 
$8657 = 11.74 // $ = float 
$8668 = 513.5 // $ = float 
$8670 = -100.3 // $ = float 
$8672 = 10.04 // $ = float 

:SPEDWAY_7642
if 
  $8674 == 38 // $ == int 
jf @SPEDWAY_7720 
$8653 = 513.5 // $ = float 
$8655 = -100.3 // $ = float 
$8657 = 10.04 // $ = float 
$8668 = 502.7 // $ = float 
$8670 = 92.0 // $ = float 
$8672 = 10.64 // $ = float 

:SPEDWAY_7720
if 
  $8674 == 39 // $ == int 
jf @SPEDWAY_7798 
$8653 = 502.7 // $ = float 
$8655 = 92.0 // $ = float 
$8657 = 10.64 // $ = float 
$8668 = 515.3 // $ = float 
$8670 = 343.9 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7798
if 
  $8674 == 40 // $ == int 
jf @SPEDWAY_7876 
$8653 = 515.3 // $ = float 
$8655 = 343.9 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 544.3 // $ = float 
$8670 = 523.9 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7876
if 
  $8674 == 41 // $ == int 
jf @SPEDWAY_7954 
$8653 = 544.3 // $ = float 
$8655 = 523.9 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 543.8 // $ = float 
$8670 = 670.2 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_7954
if 
  $8674 == 42 // $ == int 
jf @SPEDWAY_8032 
$8653 = 543.8 // $ = float 
$8655 = 670.2 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = 569.3 // $ = float 
$8670 = 846.5 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_8032
if 
  $8674 == 43 // $ == int 
jf @SPEDWAY_8110 
$8653 = 569.3 // $ = float 
$8655 = 846.5 // $ = float 
$8657 = 12.94 // $ = float 
$8668 = 527.2 // $ = float 
$8670 = 977.5 // $ = float 
$8672 = 17.44 // $ = float 

:SPEDWAY_8110
if 
  $8674 == 44 // $ == int 
jf @SPEDWAY_8188 
$8653 = 527.2 // $ = float 
$8655 = 977.5 // $ = float 
$8657 = 17.44 // $ = float 
$8668 = 508.1 // $ = float 
$8670 = 1141.7 // $ = float 
$8672 = 16.24 // $ = float 

:SPEDWAY_8188
if 
  $8674 == 45 // $ == int 
jf @SPEDWAY_8266 
$8653 = 508.1 // $ = float 
$8655 = 1141.7 // $ = float 
$8657 = 16.24 // $ = float 
$8668 = 515.4 // $ = float 
$8670 = 1268.9 // $ = float 
$8672 = 16.24 // $ = float 

:SPEDWAY_8266
if 
  $8674 == 46 // $ == int 
jf @SPEDWAY_8344 
$8653 = 515.4 // $ = float 
$8655 = 1268.9 // $ = float 
$8657 = 16.24 // $ = float 
$8668 = 297.0 // $ = float 
$8670 = 1289.1 // $ = float 
$8672 = 16.74 // $ = float 

:SPEDWAY_8344
if 
  $8674 == 47 // $ == int 
jf @SPEDWAY_8422 
$8653 = 297.0 // $ = float 
$8655 = 1289.1 // $ = float 
$8657 = 16.74 // $ = float 
$8668 = 220.2 // $ = float 
$8670 = 1227.5 // $ = float 
$8672 = 16.74 // $ = float 

:SPEDWAY_8422
if 
  $8674 == 48 // $ == int 
jf @SPEDWAY_8500 
$8653 = 220.2 // $ = float 
$8655 = 1227.5 // $ = float 
$8657 = 16.74 // $ = float 
$8668 = 279.5 // $ = float 
$8670 = 1175.8 // $ = float 
$8672 = 17.34 // $ = float 

:SPEDWAY_8500
if 
  $8674 == 49 // $ == int 
jf @SPEDWAY_8578 
$8653 = 279.5 // $ = float 
$8655 = 1175.8 // $ = float 
$8657 = 17.34 // $ = float 
$8668 = 302.1 // $ = float 
$8670 = 1024.4 // $ = float 
$8672 = 12.54 // $ = float 

:SPEDWAY_8578
if 
  $8674 == 50 // $ == int 
jf @SPEDWAY_8656 
$8653 = 302.1 // $ = float 
$8655 = 1024.4 // $ = float 
$8657 = 12.54 // $ = float 
$8668 = 328.0 // $ = float 
$8670 = 866.6 // $ = float 
$8672 = 10.64 // $ = float 

:SPEDWAY_8656
if 
  $8674 == 51 // $ == int 
jf @SPEDWAY_8734 
$8653 = 328.0 // $ = float 
$8655 = 866.6 // $ = float 
$8657 = 10.64 // $ = float 
$8668 = 428.2 // $ = float 
$8670 = 852.1 // $ = float 
$8672 = 10.84 // $ = float 

:SPEDWAY_8734
if 
  $8674 == 52 // $ == int 
jf @SPEDWAY_8812 
$8653 = 428.2 // $ = float 
$8655 = 852.1 // $ = float 
$8657 = 10.84 // $ = float 
$8668 = 394.9 // $ = float 
$8670 = 952.1 // $ = float 
$8672 = 13.44 // $ = float 

:SPEDWAY_8812
if 
  $8674 == 53 // $ == int 
jf @SPEDWAY_8890 
$8653 = 394.9 // $ = float 
$8655 = 952.1 // $ = float 
$8657 = 13.44 // $ = float 
$8668 = 213.8 // $ = float 
$8670 = 978.8 // $ = float 
$8672 = 24.14 // $ = float 

:SPEDWAY_8890
if 
  $8674 == 54 // $ == int 
jf @SPEDWAY_8968 
$8653 = 213.8 // $ = float 
$8655 = 978.8 // $ = float 
$8657 = 24.14 // $ = float 
$8668 = -15.2 // $ = float 
$8670 = 1048.4 // $ = float 
$8672 = 10.34 // $ = float 

:SPEDWAY_8968
if 
  $8674 == 55 // $ == int 
jf @SPEDWAY_9046 
$8653 = -15.2 // $ = float 
$8655 = 1048.4 // $ = float 
$8657 = 10.34 // $ = float 
$8668 = -218.4 // $ = float 
$8670 = 1091.9 // $ = float 
$8672 = 19.24 // $ = float 

:SPEDWAY_9046
if 
  $8674 == 56 // $ == int 
jf @SPEDWAY_9124 
$8653 = -218.4 // $ = float 
$8655 = 1091.9 // $ = float 
$8657 = 19.24 // $ = float 
$8668 = -405.4 // $ = float 
$8670 = 1093.9 // $ = float 
$8672 = 11.64 // $ = float 

:SPEDWAY_9124
if 
  $8674 == 57 // $ == int 
jf @SPEDWAY_9202 
$8653 = -405.4 // $ = float 
$8655 = 1093.9 // $ = float 
$8657 = 11.64 // $ = float 
$8668 = -547.0 // $ = float 
$8670 = 1128.0 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9202
if 
  $8674 == 58 // $ == int 
jf @SPEDWAY_9280 
$8653 = -547.0 // $ = float 
$8655 = 1128.0 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -686.3 // $ = float 
$8670 = 1167.6 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9280
if 
  $8674 == 59 // $ == int 
jf @SPEDWAY_9358 
$8653 = -686.3 // $ = float 
$8655 = 1167.6 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -676.5 // $ = float 
$8670 = 976.6 // $ = float 
$8672 = 10.74 // $ = float 

:SPEDWAY_9358
if 
  $8674 == 60 // $ == int 
jf @SPEDWAY_9436 
$8653 = -676.5 // $ = float 
$8655 = 976.6 // $ = float 
$8657 = 10.74 // $ = float 
$8668 = -671.9 // $ = float 
$8670 = 776.0 // $ = float 
$8672 = 10.74 // $ = float 

:SPEDWAY_9436
if 
  $8674 == 61 // $ == int 
jf @SPEDWAY_9514 
$8653 = -671.9 // $ = float 
$8655 = 776.0 // $ = float 
$8657 = 10.74 // $ = float 
$8668 = -676.8 // $ = float 
$8670 = 653.2 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9514
if 
  $8674 == 62 // $ == int 
jf @SPEDWAY_9592 
$8653 = -676.8 // $ = float 
$8655 = 653.2 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -699.1 // $ = float 
$8670 = 575.7 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9592
if 
  $8674 == 63 // $ == int 
jf @SPEDWAY_9670 
$8653 = -699.1 // $ = float 
$8655 = 575.7 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -797.8 // $ = float 
$8670 = 563.6 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9670
if 
  $8674 == 64 // $ == int 
jf @SPEDWAY_9748 
$8653 = -797.8 // $ = float 
$8655 = 563.6 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -797.8 // $ = float 
$8670 = 563.6 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9748
if 
  $8674 == 65 // $ == int 
jf @SPEDWAY_9826 
$8653 = -797.8 // $ = float 
$8655 = 563.6 // $ = float 
$8657 = 10.44 // $ = float 
$8668 = -797.8 // $ = float 
$8670 = 563.6 // $ = float 
$8672 = 10.44 // $ = float 

:SPEDWAY_9826
return 

:SPEDWAY_9828
if 
003A:   $8638 == $8675 // $ == $ int 
jf @SPEDWAY_10052 
Actor.StorePos(13@, $8681, $8682, $8683)
0086: $8684 = $8681 // $ = $ float 
0061: $8684 -= $8652 // $ -= $ float 
0086: $8685 = $8682 // $ = $ float 
0061: $8685 -= $8654 // $ -= $ float 
0069: $8684 *= $8684 // $ *= $ float 
0069: $8685 *= $8685 // $ *= $ float 
0086: $8686 = $8684 // $ = $ float 
0059: $8686 += $8685 // $ += $ float 
01FB: $8687 = square_root $8686 
0054: store_player $PLAYER_CHAR position_to $8681 $8682 $8683 
0086: $8684 = $8681 // $ = $ float 
0061: $8684 -= $8652 // $ -= $ float 
0086: $8685 = $8682 // $ = $ float 
0061: $8685 -= $8654 // $ -= $ float 
0069: $8684 *= $8684 // $ *= $ float 
0069: $8685 *= $8685 // $ *= $ float 
0086: $8686 = $8684 // $ = $ float 
0059: $8686 += $8685 // $ += $ float 
01FB: $8688 = square_root $8686 
if 
0024:   $8688 > $8687 // $ > $ float 
jf @SPEDWAY_10045 
$8673 += 1 // $ += int 

:SPEDWAY_10045
jump @SPEDWAY_10078 

:SPEDWAY_10052
if 
001C:   $8675 > $8638 // $ > $ int 
jf @SPEDWAY_10078 
$8673 += 1 // $ += int 

:SPEDWAY_10078
return 

:SPEDWAY_10080
$8689 = Car.Health($8676)
if 
  500 > $8689 // int > $ 
jf @SPEDWAY_10115 
Car.Health($8676) = 1000

:SPEDWAY_10115
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_10706 
if 
   not Actor.Dead(13@)
jf @SPEDWAY_10706 
if 
03CE:   car $8676 stuck 
jf @SPEDWAY_10706 
if and
82CA:   not car $8676 bounding_sphere_visible 
80FB:   not player $PLAYER_CHAR 0 13@ radius 30.0 30.0 30.0 
jf @SPEDWAY_10706 
Car.StorePos($8676, $8681, $8682, $8683)
02C1: set $8681 $8682 $8683 to_car_path_coords_closest_to $8681 $8682 $8683 
if 
838A:   not car_in_cube $8681 $8682 $8683 4.0 4.0 3.0 
jf @SPEDWAY_10466 
if 
80C2:   not sphere_onscreen $8681 $8682 $8683 4.0 
jf @SPEDWAY_10459 
Car.PutAt($8676, $8681, $8682, $8683)
039F: car $8676 race_to $8677 $8678 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_10459 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_10428 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
jump @SPEDWAY_10459 

:SPEDWAY_10428
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_10459
jump @SPEDWAY_10706 

:SPEDWAY_10466
04D3: get_nearest_car_path_coords_from $8681 $8682 $8683 type 2 store_to $8681 $8682 $8683 
if 
838A:   not car_in_cube $8681 $8682 $8683 4.0 4.0 3.0 
jf @SPEDWAY_10706 
if 
80C2:   not sphere_onscreen $8681 $8682 $8683 4.0 
jf @SPEDWAY_10706 
Car.PutAt($8676, $8681, $8682, $8683)
039F: car $8676 race_to $8677 $8678 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_10706 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_10675 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8690, $8678, $8679)
jump @SPEDWAY_10706 

:SPEDWAY_10675
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8691, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_10706
0084: $8692 = $8638 // $ = $ int 
$8692 -= 2 // $ -= int 
if 
001C:   $8692 > $8675 // $ > $ int 
jf @SPEDWAY_10906 
if 
   not Car.Wrecked($8676)
jf @SPEDWAY_10906 
if 
   not Actor.Dead(13@)
jf @SPEDWAY_10906 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_10906 
if 
82CA:   not car $8676 bounding_sphere_visible 
jf @SPEDWAY_10906 
if 
838A:   not car_in_cube $8677 $8678 $8679 4.0 4.0 3.0 
jf @SPEDWAY_10906 
if 
80C2:   not sphere_onscreen $8677 $8678 $8679 4.0 
jf @SPEDWAY_10906 
Car.PutAt($8676, $8677, $8678, $8679)
039F: car $8676 race_to $8652 $8654 
04BA: set_car $8676 speed_instantly 30.0 

:SPEDWAY_10906
return 

:SPEDWAY_10908
if 
   not Actor.Dead(13@)
jf @SPEDWAY_11666 
if 
04AD:   actor 13@ in_water 
jf @SPEDWAY_11659 
if 
82CB:   not actor 13@ bounding_sphere_visible 
jf @SPEDWAY_11659 
if 
80FB:   not player $PLAYER_CHAR 0 13@ radius 10.0 10.0 10.0 
jf @SPEDWAY_11659 
Actor.StorePos(13@, $8681, $8682, $8683)
02C1: set $8693 $8694 $8695 to_car_path_coords_closest_to $8681 $8682 $8683 
if 
838A:   not car_in_cube $8693 $8694 $8695 4.0 4.0 3.0 
jf @SPEDWAY_11335 
if 
   not Actor.Dead(13@)
jf @SPEDWAY_11306 
if 
80C2:   not sphere_onscreen $8693 $8694 $8695 4.0 
jf @SPEDWAY_11299 
03CD: car $8676 remove_from_stuck_car_check 
Car.RemoveReferences($8676)
Car.Create($8676, #PCJ600, $8693, $8694, $8695)
03CC: add_stuck_car_check $8676 distance 1.0 time 2000 
011C: actor 13@ clear_objective 
036A: put_actor 13@ in_car $8676 
039F: car $8676 race_to $8677 $8678 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_11299 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_11268 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
jump @SPEDWAY_11299 

:SPEDWAY_11268
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_11299
jump @SPEDWAY_11328 

:SPEDWAY_11306
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_11328
jump @SPEDWAY_11659 

:SPEDWAY_11335
04D3: get_nearest_car_path_coords_from $8693 $8694 $8695 type 2 store_to $8693 $8694 $8695 
if 
838A:   not car_in_cube $8693 $8694 $8695 4.0 4.0 3.0 
jf @SPEDWAY_11659 
if 
   not Actor.Dead(13@)
jf @SPEDWAY_11637 
if 
80C2:   not sphere_onscreen $8693 $8694 $8695 4.0 
jf @SPEDWAY_11630 
03CD: car $8676 remove_from_stuck_car_check 
Car.RemoveReferences($8676)
Car.Create($8676, #PCJ600, $8693, $8694, $8695)
03CC: add_stuck_car_check $8676 distance 1.0 time 2000 
011C: actor 13@ clear_objective 
036A: put_actor 13@ in_car $8676 
039F: car $8676 race_to $8677 $8678 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_11630 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_11599 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
jump @SPEDWAY_11630 

:SPEDWAY_11599
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_11630
jump @SPEDWAY_11659 

:SPEDWAY_11637
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_11659
jump @SPEDWAY_11688 

:SPEDWAY_11666
00BC: text_highpriority 'SPED1_4' time 5000 1  // ~r~The racers have been attacked!
jump @SPEDWAY_4661 

:SPEDWAY_11688
return 

:SPEDWAY_11690
if 
   not Actor.Dead(13@)
jf @SPEDWAY_12728 
$8651 = Actor.Health(13@)
if 
   not Actor.Driving(13@)
jf @SPEDWAY_12567 
$8680 = 1 // $ = int 
if 
82CB:   not actor 13@ bounding_sphere_visible 
jf @SPEDWAY_12373 
if 
80FB:   not player $PLAYER_CHAR 0 13@ radius 20.0 20.0 10.0 
jf @SPEDWAY_12366 
Actor.StorePos(13@, $8681, $8682, $8683)
02C1: set $8693 $8694 $8695 to_car_path_coords_closest_to $8681 $8682 $8683 
if 
838A:   not car_in_cube $8693 $8694 $8695 4.0 4.0 3.0 
jf @SPEDWAY_12366 
if 
80C2:   not sphere_onscreen $8693 $8694 $8695 4.0 
jf @SPEDWAY_12087 
03CD: car $8676 remove_from_stuck_car_check 
Car.RemoveReferences($8676)
Car.Create($8676, #PCJ600, $8693, $8694, $8695)
03CC: add_stuck_car_check $8676 distance 1.0 time 2000 
011C: actor 13@ clear_objective 
036A: put_actor 13@ in_car $8676 
039F: car $8676 race_to $8677 $8678 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_12080 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_12049 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
jump @SPEDWAY_12080 

:SPEDWAY_12049
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_12080
jump @SPEDWAY_12366 

:SPEDWAY_12087
04D3: get_nearest_car_path_coords_from $8693 $8694 $8695 type 2 store_to $8693 $8694 $8695 
if 
838A:   not car_in_cube $8693 $8694 $8695 4.0 4.0 3.0 
jf @SPEDWAY_12366 
if 
80C2:   not sphere_onscreen $8693 $8694 $8695 4.0 
jf @SPEDWAY_12366 
03CD: car $8676 remove_from_stuck_car_check 
Car.RemoveReferences($8676)
Car.Create($8676, #PCJ600, $8693, $8694, $8695)
03CC: add_stuck_car_check $8676 distance 1.0 time 2000 
011C: actor 13@ clear_objective 
036A: put_actor 13@ in_car $8676 
039F: car $8676 race_to $8677 $8678 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_12366 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_12335 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
jump @SPEDWAY_12366 

:SPEDWAY_12335
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_12366
jump @SPEDWAY_12560 

:SPEDWAY_12373
if 
   not Car.Wrecked($8676)
jf @SPEDWAY_12540 
0319: set_actor 13@ running 1 
01D5: actor 13@ go_to_and_drive_car $8676 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_12533 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_12502 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
jump @SPEDWAY_12533 

:SPEDWAY_12502
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 

:SPEDWAY_12533
jump @SPEDWAY_12560 

:SPEDWAY_12540
01CA: actor 13@ kill_player $PLAYER_CHAR 
01B2: give_actor 13@ weapon 23 ammo 300000 // Load the weapon model before using this 

:SPEDWAY_12560
jump @SPEDWAY_12728 

:SPEDWAY_12567
if 
  $8680 == 1 // $ == int 
jf @SPEDWAY_12728 
if 
   Actor.InCar(13@, $8676)
jf @SPEDWAY_12728 
if or
  $8645 == 7.0 // $ == float 
  $8646 == 7.0 // $ == float 
  $8647 == 7.0 // $ == float 
jf @SPEDWAY_12690 
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
Car.DriveTo($8676, $8677, $8678, $8679)
$8680 = 0 // $ = int 
jump @SPEDWAY_12728 

:SPEDWAY_12690
00AE: set_vehicle $8676 traffic_behavior_to 2 
Car.SetMaxSpeed($8676, 63.0)
02C2: car $8676 drive_to_point $8677 $8678 $8679 
$8680 = 0 // $ = int 

:SPEDWAY_12728
return 

:SPEDWAY_12730
014F: stop_timer $8644 
03CD: car 0@ remove_from_stuck_car_check 
03CD: car 1@ remove_from_stuck_car_check 
03CD: car 2@ remove_from_stuck_car_check 

:SPEDWAY_12750
$8696 = 1 // $ = int 
0318: set_latest_mission_passed 'SPEDWAY'  // Speedway Race
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $1559 == 1 // $ == int 
jf @SPEDWAY_12810 
018E: stop_sound $1556 
$1559 = 0 // $ = int 

:SPEDWAY_12810
if 
  $1560 == 1 // $ == int 
jf @SPEDWAY_12840 
018E: stop_sound $1557 
$1560 = 0 // $ = int 

:SPEDWAY_12840
if 
  $1561 == 1 // $ == int 
jf @SPEDWAY_12870 
018E: stop_sound $1558 
$1561 = 0 // $ = int 

:SPEDWAY_12870
if 
  $1560 == 0 // $ == int 
jf @SPEDWAY_12917 
018D: $1557 = create_sound 37 at -596.018 640.916 12.0 
$1560 = 1 // $ = int 

:SPEDWAY_12917
0084: $8697 = $8644 // $ = $ int 
$8697 /= 1000 // $ /= int 
042E: register_lowest_int_stat 0 to $8697 
0084: $8698 = $8697 // $ = $ int 
$8698 /= 60 // $ /= int 
0084: $8699 = $8698 // $ = $ int 
$8699 *= 60 // $ *= int 
0060: $8697 -= $8699 // $ -= $ int 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 10000
0318: set_latest_mission_passed 'SPEDWAY'  // Speedway Race
$3455 = 1 // $ = int 
if 
  $8697 >= 10 // $ >= int 
jf @SPEDWAY_13067 
02FD: text_2numbers_highpriority 'RACETM' $8698 $8697 time 5000 1  // ~b~RACE TIME: ~1~:~1~
jump @SPEDWAY_13088 

:SPEDWAY_13067
02FD: text_2numbers_highpriority 'RACETM2' $8698 $8697 time 5000 1  // ~b~RACE TIME: ~1~:0~1~

:SPEDWAY_13088
return 

:SPEDWAY_13090
$ONMISSION = 0 // $ = int 
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(5@)
Marker.Disable(6@)
Marker.Disable(7@)
Marker.Disable(8@)
Marker.Disable(14@)
Marker.Disable(15@)
01E7: remove_forbidden_for_cars_cube -780.0 550.0 10.0 -790.0 570.0 12.0 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#PCJ600)
Model.Destroy(#UZI)
014F: stop_timer $8644 
mission_cleanup 
return 
