// This file was decompiled using VCSCM.ini published on 2021-05-25
DEFINE OBJECTS 9
DEFINE OBJECT SANNY BUILDER 3.8.0     
DEFINE OBJECT HEALTH                   // Object number -1
DEFINE OBJECT BODYARMOUR               // Object number -2
DEFINE OBJECT ADRENALINE               // Object number -3
DEFINE OBJECT MANSION_NEW_DOORS        // Object number -4
DEFINE OBJECT MAN_DOOROPEN             // Object number -5
DEFINE OBJECT PICKUPSAVE               // Object number -6
DEFINE OBJECT COP_DR_CLOSED            // Object number -7
DEFINE OBJECT KEYCARD                  // Object number -8

DEFINE MISSIONS 5
DEFINE MISSION 0 AT @REVENGE           // Initial
DEFINE MISSION 1 AT @AFTERUS           // Intro
DEFINE MISSION 2 AT @OLDF              // An Old Friend
DEFINE MISSION 3 AT @MARKET            // The Party
DEFINE MISSION 4 AT @TOOK              // Back Alley Brawl


//-------------MAIN---------------
script_name 'MAIN' 
fade 0 0 
042C: set_total_missions_to 1 
030D: set_total_mission_points_to 1 
01F0: set_max_wanted_level_to 0 
set_wb_check_to 0 
00C0: set_current_time 1 0 
04E4: request_collision_at 295.674 -301.068 
Camera.SetAtPos(244.375, -1273.58, 13.2661)
Player.Create($PLAYER_CHAR, #NULL, 231.908, -1278.13, 12.0712)
0171: set_player $PLAYER_CHAR z_angle_to -90.0 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0489: set_actor $PLAYER_ACTOR muted 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
016C: restart_if_wasted_at 234.112 -1272.41 12.0712 angle 180.0 
wait 0 
0180: set_on_mission_flag_to $ONMISSION 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @MAIN_199 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:MAIN_199
fade 1 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @MAIN_839 
fade 0 0 
044D: load_splash 'INTRO1' 
0169: set_fade_color 2 2 2 
Player.CanMove($PLAYER_CHAR, False)
wait 5000 
fade 1 1000 
wait 1000 
Player.CanMove($PLAYER_CHAR, True)
select_interior 0 
Model.Load(#INFERNUS)
Model.Load(#HMORI)
038B: load_requested_models 
Car.Create($INF, #INFERNUS, 242.2014, -1293.171, 10.719)
Car.Angle($INF) = 168.0775
Actor.Create($MAL, 4, #HMORI, 244.8163, -1294.446, 10.9015)
0321: kill_actor $MAL 
0169: set_fade_color 0 0 0 
Pickup.Create($1999, #BAT, 2, 206.7, -1254.4, 12.0)
Pickup.Create($ARMOUR, #BODYARMOUR, 2, 231.1179, -1286.328, 12.0712)
032B: $2001 = create_weapon_pickup #COLT45 15 ammo 80 at 234.65 -1270.4 12.0712 
032B: $2003 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 236.52 -1262.62 12.0712 
032B: $2004 = create_weapon_pickup #TEC9 15 ammo 900 at 235.406 -1265.01 12.0712 
032B: $2005 = create_weapon_pickup #MOLOTOV 15 ammo 10 at 235.121 -1267.72 12.0712 
032B: $2007 = create_weapon_pickup #RUGER 15 ammo 60 at 237.376 -1259.53 12.0712 
032B: $2007 = create_weapon_pickup #GOLFCLUB 15 ammo 60 at 234.112 -1272.41 12.0712 
Object.Init($MND, #MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.Init($MDO, #MAN_DOOROPEN, -378.542, -554.006, 21.96)
wait 100 
fade 1 10000 
054C: use_GXT_table 'LAWYER1' 
Camera.SetPosition(231.113, -1282.3, 12.0712, 0.0, 0.0, 1.1)
Camera.PointAt(303.824, -311.973, 11.4603, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'LAW1_T' time 10000 1 
wait 10000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
014B: $MAVERICK = init_car_generator #MAVERICK -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 5000 at -391.2684 -573.6949 40.0476 angle 270.5 
03CF: load_wav 'LAW4_1C' as 1 
start_new_script @INTE 
wait 500 
03D1: play_wav 1 
wait 500 
Actor.RemoveReferences($MAL)
Car.RemoveReferences($INF)
01B7: release_weather 
set_weather 2 

:MAIN_839
wait 100 
Model.Load(#ARMY)
Model.Load(#SWAT)
Model.Load(#M60)
Model.Load(#FLAME)
Model.Load(#CHNSAW)
Model.Load(#CHROMEGUN)
Model.Load(#MP5LNG)
038B: load_requested_models 

:MAIN_878
if or
   not Model.Available(#ARMY)
   not Model.Available(#M60)
   not Model.Available(#FLAME)
   not Model.Available(#CHNSAW)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#MP5LNG)
jf @MAIN_929 
wait 0 
jump @MAIN_878 

:MAIN_929
start_new_script @DOOR_1 
start_new_script @DOOR_2 
wait 1000 
$CANSKIP = 0 // $ = int 
script_name 'MARKER' 
$10 = 398.412 // $ = float 
$11 = -471.064 // $ = float 
$12 = 11.7534 // $ = float 
$13 = 229.0346 // $ = float 
$14 = -1277.429 // $ = float 
$15 = 12.0712 // $ = float 
$16 = 490.6143 // $ = float 
$17 = -77.0325 // $ = float 
$18 = 11.4837 // $ = float 
jump @MARKER_114 
$REVENGE_PASSED = 0 // $ = int 

:MARKER_114
03BC: $REVENGE_SPHERE = create_sphere $10 $11 $12 3.0 
02A8: $REVENGE_MARKER = create_marker 23 at $10 $11 $12 
jump @MARKER_242 

:MARKER_156
0000: NOP 
03BC: $AFTERUS_SPHERE = create_sphere $13 $14 $15 1.5 
02A8: $AFTERUS_MARKER = create_marker 23 at $13 $14 $15 
jump @MARKER_327 

:MARKER_200
03BC: $OLDF_SPHERE = create_sphere $16 $17 $18 2.5 
02A8: $OLDF_MARKER = create_marker 23 at $16 $17 $18 
jump @MARKER_412 

:MARKER_242
wait 100 
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $10 $11 $12 radius 3.0 3.0 1.5 sphere 0 
   not Actor.Dead($PLAYER_ACTOR)
jf @MARKER_242 
if 
  $ONMISSION == 0 // $ == int 
jf @MARKER_242 
03BD: destroy_sphere $REVENGE_SPHERE 
Marker.Disable($REVENGE_MARKER)
start_mission 0  // Initial
terminate_this_script 

:MARKER_327
wait 100 
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $13 $14 $15 radius 1.5 1.5 1.5 sphere 0 
   not Actor.Dead($PLAYER_ACTOR)
jf @MARKER_327 
if 
  $ONMISSION == 0 // $ == int 
jf @MARKER_327 
03BD: destroy_sphere $AFTERUS_SPHERE 
Marker.Disable($AFTERUS_MARKER)
start_mission 1  // Intro
terminate_this_script 

:MARKER_412
wait 100 
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $16 $17 $18 radius 2.5 2.5 1.5 sphere 0 
   not Actor.Dead($PLAYER_ACTOR)
jf @MARKER_412 
if 
  $ONMISSION == 0 // $ == int 
jf @MARKER_412 
03BD: destroy_sphere $OLDF_SPHERE 
Marker.Disable($OLDF_MARKER)
start_mission 2  // An Old Friend
terminate_this_script 

:MARKER_497
03BC: $MARKET_SPHERE = create_sphere $13 $14 $15 1.5 
02A8: $MARKET_MARKER = create_marker 23 at $13 $14 $15 
jump @MARKER_539 

:MARKER_539
wait 100 
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $13 $14 $15 radius 1.5 1.5 1.5 sphere 0 
   not Actor.Dead($PLAYER_ACTOR)
jf @MARKER_539 
if 
  $ONMISSION == 0 // $ == int 
jf @MARKER_539 
03BD: destroy_sphere $MARKET_SPHERE 
Marker.Disable($MARKET_MARKER)
start_mission 3  // The Party
terminate_this_script 

:MARKER_624
0000: NOP 
03BC: $TOOK_SPHERE = create_sphere $13 $14 $15 1.5 
02A8: $TOOK_MARKER = create_marker 23 at $13 $14 $15 
jump @MARKER_668 

:MARKER_668
wait 100 
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $13 $14 $15 radius 1.5 1.5 1.5 sphere 0 
   not Actor.Dead($PLAYER_ACTOR)
jf @MARKER_668 
if 
  $ONMISSION == 0 // $ == int 
jf @MARKER_668 
03BD: destroy_sphere $TOOK_SPHERE 
Marker.Disable($TOOK_MARKER)
start_mission 4  // Back Alley Brawl
terminate_this_script 
terminate_this_script 
script_name 'SAVE' 
Pickup.Create($HOTEL, #PICKUPSAVE, 3, 219.9252, -1273.775, 12.0856)
jump @SAVE_123 

:SAVE_41
Pickup.Create($HOTEL, #PICKUPSAVE, 3, 219.9252, -1273.775, 12.0856)
03E5: text_box 'CUNTY'  // New clothes delivered to the Vercetti Estate!
Actor.Angle($PLAYER_ACTOR) = 257.0
Actor.PutAt($PLAYER_ACTOR, 218.9671, -1276.396, 11.0861)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
jump @SAVE_123 

:SAVE_123
wait 1 
if 
   Pickup.Picked_up($HOTEL)
jf @SAVE_123 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE_41 
Player.CanMove($PLAYER_CHAR, False)
0253: save_current_time 
03D8: show_save_screen 
Actor.Angle($PLAYER_ACTOR) = 257.0
Actor.PutAt($PLAYER_ACTOR, 218.9671, -1276.396, 11.0861)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
Pickup.Create($HOTEL, #PICKUPSAVE, 3, 219.9252, -1273.775, 12.0856)
jump @SAVE_123 

:INTE
script_name 'INTE' 
jump @INTE_17 

:INTE_17
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 226.9602 -1277.803 12.0727 radius 1.1 1.1 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_153 
select_interior 1 
jump @INTE_85 

:INTE_85
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 229.1317 -1277.396 12.0712 radius 1.1 1.1 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_85 
select_interior 0 
jump @INTE_17 

:INTE_153
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 489.2861 -75.893 11.4837 radius 0.8 0.8 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_289 
select_interior 17 
jump @INTE_221 

:INTE_221
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 490.9536 -77.5499 11.4837 radius 1.1 1.1 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_221 
select_interior 0 
jump @INTE_153 

:INTE_289
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 395.4246 -474.1426 12.3432 radius 0.8 0.8 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_425 
select_interior 12 
jump @INTE_357 

:INTE_357
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 397.1174 -472.1343 12.3272 radius 1.1 1.1 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_357 
select_interior 0 
jump @INTE_289 

:INTE_425
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 -378.4061 -556.3264 19.5742 radius 0.8 0.8 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_17 
select_interior 2 
jump @INTE_493 

:INTE_493
wait 1 
if and
00F5:   player $PLAYER_CHAR 0 -378.5098 -553.1436 19.5739 radius 1.1 1.1 3.0 
   not Actor.Dead($PLAYER_ACTOR)
jf @INTE_493 
select_interior 0 
jump @INTE_425 
script_name 'EXTRA' 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
$POLICES = 20.0 // $ = float 
$BARRAS = 50.0 // $ = float 
$EXPT = 3 // $ = int 
Model.Load(#ARMY)
Model.Load(#BARRACKS)
Model.Load(#POLICE)
Model.Load(#COP)
038B: load_requested_models 
Car.Create($BARRACKS, #BARRACKS, 498.6272, -11.9029, 10.7188)
Car.Angle($BARRACKS) = 205.4504
Car.Health($BARRACKS) = 300.0
Car.Create($POLICE, #POLICE, 357.9989, -541.6058, 9.648)
Car.Angle($POLICE) = 237.4526
Car.Health($POLICE) = 300.0
Car.Create($POLICE2, #POLICE, 342.5361, -531.7686, 9.6595)
Car.Angle($POLICE2) = 237.4526
Car.Health($BARRACKS) = 300.0
0129: $ARMY = create_actor 4 #ARMY in_car $BARRACKS driverseat 
Car.SetToPsychoDriver($BARRACKS)
Car.SetMaxSpeed($BARRACKS, $BARRAS)
0129: $COP = create_actor 4 #COP in_car $POLICE driverseat 
Car.SetToPsychoDriver($POLICE)
Car.SetMaxSpeed($POLICE, $POLICES)
0129: $COP2 = create_actor 4 #COP in_car $POLICE2 driverseat 
Car.SetToPsychoDriver($POLICE2)
Car.SetMaxSpeed($POLICE2, $POLICES)
00AE: set_vehicle $POLICE traffic_behavior_to 2 
00AE: set_vehicle $POLICE2 traffic_behavior_to 2 
00AE: set_vehicle $BARRACKS traffic_behavior_to 2 
020C: create_explosion $EXPT at 117.9996 -1315.942 3.907 
020C: create_explosion $EXPT at 206.1636 -1395.896 11.5345 
020C: create_explosion $EXPT at 120.0095 -827.6177 10.6253 
020C: create_explosion $EXPT at 338.8872 -708.6938 9.6091 
020C: create_explosion $EXPT at 226.748 -1139.304 10.2437 
020C: create_explosion $EXPT at 96.7399 -1470.542 10.4318 
0209: $EXP = random_int_in_ranges 1 7 

:EXTRA_425
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
wait 2000 
if 
   not Car.Wrecked($BARRACKS)
jf @EXTRA_482 
Car.StorePos($BARRACKS, $X1, $Y1, $Z1)
04E4: request_collision_at $X1 $Y1 

:EXTRA_482
if 
   not Car.Wrecked($POLICE)
jf @EXTRA_520 
Car.StorePos($POLICE, $X1, $Y1, $Z1)
04E4: request_collision_at $X1 $Y1 

:EXTRA_520
if 
   not Car.Wrecked($POLICE2)
jf @EXTRA_558 
Car.StorePos($POLICE2, $X1, $Y1, $Z1)
04E4: request_collision_at $X1 $Y1 

:EXTRA_558
wait 3000 
jump @EXTRA_425 
wait 5 
if 
  $EXP == 1 // $ == int 
jf @EXTRA_619 
020C: create_explosion $EXPT at 117.9996 -1315.942 3.907 
jump @EXTRA_619 

:EXTRA_619
wait 5 
if 
  $EXP == 2 // $ == int 
jf @EXTRA_668 
020C: create_explosion $EXPT at 206.1636 -1395.896 11.5345 
jump @EXTRA_668 

:EXTRA_668
wait 5 
if 
  $EXP == 3 // $ == int 
jf @EXTRA_717 
020C: create_explosion $EXPT at 120.0095 -827.6177 10.6253 
jump @EXTRA_717 

:EXTRA_717
wait 5 
if 
  $EXP == 4 // $ == int 
jf @EXTRA_766 
020C: create_explosion $EXPT at 338.8872 -708.6938 9.6091 
jump @EXTRA_766 

:EXTRA_766
wait 5 
if 
  $EXP == 5 // $ == int 
jf @EXTRA_815 
020C: create_explosion $EXPT at 226.748 -1139.304 10.2437 
jump @EXTRA_815 

:EXTRA_815
wait 5 
if 
  $EXP == 6 // $ == int 
jf @EXTRA_864 
020C: create_explosion $EXPT at 96.7399 -1470.542 10.4318 
jump @EXTRA_864 

:EXTRA_864
wait 5 
if 
  $EXP == 7 // $ == int 
jf @EXTRA_425 
020C: create_explosion $EXPT at 259.2997 -1228.083 10.9015 
jump @EXTRA_425 
script_name 'ZOMBIE5' 
$ZC = 0 // $ = int 
$ZA = 1 // $ = int 
Model.Load(#BMOTR)
Model.Load(#BMYBB)
Model.Load(#BMYBE)
Model.Load(#BMYBU)
Model.Load(#BMYCR)
Model.Load(#HFOBE)
Model.Load(#HFOTR)
Model.Load(#HFYBE)
Model.Load(#HFYPR)
Model.Load(#HMOTR)
Model.Load(#HMYBE)
Model.Load(#WFOTR)
Model.Load(#WMYCR)
Model.Load(#WFYPR)
Model.Load(#WFOBE)
Model.Load(#WMYSK)
Model.Load(#BMYPI)
Model.Load(#BMYRI)
Model.Load(#BMODK)
Model.Load(#HMOCA)
Model.Load(#WMYCW)
Model.Load(#WMOGO)
Model.Load(#HFYMD)
Model.Load(#HMYAP)
Model.Load(#HMORI)
Model.Load(#HMYRI)
Model.Load(#JMOTO)
Model.Load(#WFORI)
Model.Load(#WFOST)
Model.Load(#WFYBE)
Model.Load(#WFYBU)
Model.Load(#WFYJG)
Model.Load(#BMYST)
Model.Load(#WFYLG)
Model.Load(#WFYRI)
Model.Load(#WFYSK)
Model.Load(#WFYST)
Model.Load(#WMOBE)
Model.Load(#WMOBU)
Model.Load(#WMORI)
Model.Load(#WMOST)
Model.Load(#WMOTR)
Model.Load(#WMYBE)
Model.Load(#WMYBU)
Model.Load(#WMYLG)
Model.Load(#WMYPI)
Model.Load(#HFORI)
Model.Load(#CBA)
Model.Load(#HFYBU)
Model.Load(#KNIFECUR)
Model.Load(#SWAT)
Model.Load(#RUGER)
038B: load_requested_models 

:ZOMBIE5_236
if or
   not Model.Available(#BMOTR)
   not Model.Available(#BMYBB)
   not Model.Available(#BMYBE)
   not Model.Available(#BMYBU)
   not Model.Available(#BMYCR)
   not Model.Available(#HFOBE)
   not Model.Available(#BMODK)
   not Model.Available(#HMOCA)
jf @ZOMBIE5_291 
wait 250 
jump @ZOMBIE5_236 

:ZOMBIE5_291
if or
   not Model.Available(#WMYCR)
   not Model.Available(#WFYPR)
   not Model.Available(#WFOBE)
   not Model.Available(#WMYSK)
   not Model.Available(#BMYPI)
   not Model.Available(#BMYRI)
   not Model.Available(#WMYCW)
   not Model.Available(#WMOGO)
jf @ZOMBIE5_346 
wait 250 
jump @ZOMBIE5_291 

:ZOMBIE5_346
if or
   not Model.Available(#HFOTR)
   not Model.Available(#HFYBE)
   not Model.Available(#HFYPR)
   not Model.Available(#HMOTR)
   not Model.Available(#HMYBE)
   not Model.Available(#WFOTR)
   not Model.Available(#KNIFECUR)
jf @ZOMBIE5_398 
wait 250 
jump @ZOMBIE5_346 

:ZOMBIE5_398
if or
   not Model.Available(#HFYMD)
   not Model.Available(#HMYAP)
   not Model.Available(#HMORI)
   not Model.Available(#HMYRI)
   not Model.Available(#JMOTO)
   not Model.Available(#WFORI)
   not Model.Available(#WFOST)
   not Model.Available(#WFYBE)
jf @ZOMBIE5_453 
wait 250 
jump @ZOMBIE5_398 

:ZOMBIE5_453
if or
   not Model.Available(#WFYBU)
   not Model.Available(#WFYJG)
   not Model.Available(#BMYST)
   not Model.Available(#WFYLG)
   not Model.Available(#WFYRI)
   not Model.Available(#WFYSK)
   not Model.Available(#WFYST)
   not Model.Available(#WMOBE)
jf @ZOMBIE5_508 
wait 250 
jump @ZOMBIE5_453 

:ZOMBIE5_508
if or
   not Model.Available(#WMOBU)
   not Model.Available(#WMORI)
   not Model.Available(#WMOST)
   not Model.Available(#WMOTR)
   not Model.Available(#WMYBE)
   not Model.Available(#WMYBU)
   not Model.Available(#WMYLG)
   not Model.Available(#WMYPI)
jf @ZOMBIE5_563 
wait 250 
jump @ZOMBIE5_508 

:ZOMBIE5_563
if or
   not Model.Available(#HFORI)
   not Model.Available(#CBA)
   not Model.Available(#HFYBU)
   not Model.Available(#SWAT)
   not Model.Available(#RUGER)
jf @ZOMBIE5_607 
wait 250 
jump @ZOMBIE5_563 

:ZOMBIE5_607
wait 10 
if 
  $ZA == 1 // $ == int 
jf @ZOMBIE5_607 
04C4: create_coordinate $S25COORDX $S25COORDY $S25COORDZ from_actor $PLAYER_ACTOR offset -4.0 100.0 -1.0 
04C4: create_coordinate $S26COORDX $S26COORDY $S26COORDZ from_actor $PLAYER_ACTOR offset -5.0 100.0 -1.0 
04C4: create_coordinate $S27COORDX $S27COORDY $S27COORDZ from_actor $PLAYER_ACTOR offset -6.0 100.0 -1.0 
04C4: create_coordinate $S28COORDX $S28COORDY $S28COORDZ from_actor $PLAYER_ACTOR offset -8.0 100.0 -1.0 
04C4: create_coordinate $S29COORDX $S29COORDY $S29COORDZ from_actor $PLAYER_ACTOR offset -7.0 100.0 -1.0 
04C4: create_coordinate $S30COORDX $S30COORDY $S30COORDZ from_actor $PLAYER_ACTOR offset 5.0 100.0 -1.0 
04C4: create_coordinate $S31COORDX $S31COORDY $S31COORDZ from_actor $PLAYER_ACTOR offset 2.0 100.0 -1.0 
04C4: create_coordinate $S32COORDX $S32COORDY $S32COORDZ from_actor $PLAYER_ACTOR offset 6.0 100.0 -1.0 
04C4: create_coordinate $S33COORDX $S33COORDY $S33COORDZ from_actor $PLAYER_ACTOR offset -2.0 100.0 -1.0 
04C4: create_coordinate $S34COORDX $S34COORDY $S34COORDZ from_actor $PLAYER_ACTOR offset 7.0 100.0 -1.0 
04C4: create_coordinate $S35COORDX $S35COORDY $S35COORDZ from_actor $PLAYER_ACTOR offset 4.0 100.0 -1.0 
04C4: create_coordinate $S36COORDX $S36COORDY $S36COORDZ from_actor $PLAYER_ACTOR offset 9.0 100.0 -1.0 
04C4: create_coordinate $S40COORDX $S40COORDY $S40COORDZ from_actor $PLAYER_ACTOR offset 9.0 100.0 -1.0 
04C4: create_coordinate $S41COORDX $S41COORDY $S41COORDZ from_actor $PLAYER_ACTOR offset 9.0 100.0 -1.0 
04C4: create_coordinate $S42COORDX $S42COORDY $S42COORDZ from_actor $PLAYER_ACTOR offset 9.0 100.0 -1.0 
04C4: create_coordinate $S43COORDX $S43COORDY $S43COORDZ from_actor $PLAYER_ACTOR offset 9.0 100.0 -1.0 
04C4: create_coordinate $S44COORDX $S44COORDY $S44COORDZ from_actor $PLAYER_ACTOR offset 15.0 100.0 -1.0 
04C4: create_coordinate $S45COORDX $S45COORDY $S45COORDZ from_actor $PLAYER_ACTOR offset 12.0 100.0 -1.0 
04C4: create_coordinate $S46COORDX $S46COORDY $S46COORDZ from_actor $PLAYER_ACTOR offset 5.0 90.0 -1.0 
04C4: create_coordinate $S47COORDX $S47COORDY $S47COORDZ from_actor $PLAYER_ACTOR offset 7.0 90.0 -1.0 
wait 100 
Actor.Create($S25, 7, #BMOTR, $S25COORDX, $S25COORDY, $S25COORDZ)
Actor.Create($S26, 7, #BMYBB, $S26COORDX, $S26COORDY, $S26COORDZ)
Actor.Create($S27, 7, #BMYBE, $S27COORDX, $S27COORDY, $S27COORDZ)
Actor.Create($S28, 7, #BMYBU, $S28COORDX, $S28COORDY, $S28COORDZ)
Actor.Create($S29, 7, #BMYCR, $S29COORDX, $S29COORDY, $S29COORDZ)
Actor.Create($S30, 7, #HFOBE, $S30COORDX, $S30COORDY, $S30COORDZ)
Actor.Create($S31, 7, #HFOTR, $S31COORDX, $S31COORDY, $S31COORDZ)
Actor.Create($S32, 7, #HFYBE, $S32COORDX, $S32COORDY, $S32COORDZ)
Actor.Create($S33, 7, #HFYPR, $S33COORDX, $S33COORDY, $S33COORDZ)
Actor.Create($S34, 7, #HMOTR, $S34COORDX, $S34COORDY, $S34COORDZ)
Actor.Create($S35, 7, #HMYBE, $S35COORDX, $S35COORDY, $S35COORDZ)
Actor.Create($S36, 7, #WFOTR, $S36COORDX, $S36COORDY, $S36COORDZ)
Actor.Create($S40, 7, #WMYCR, $S40COORDX, $S40COORDY, $S40COORDZ)
Actor.Create($S41, 7, #WFYPR, $S41COORDX, $S41COORDY, $S41COORDZ)
Actor.Create($S42, 7, #WFOBE, $S42COORDX, $S42COORDY, $S42COORDZ)
Actor.Create($S43, 7, #WMYSK, $S43COORDX, $S43COORDY, $S43COORDZ)
Actor.Create($S44, 7, #BMYPI, $S44COORDX, $S44COORDY, $S44COORDZ)
Actor.Create($S45, 7, #BMYRI, $S45COORDX, $S45COORDY, $S45COORDZ)
Actor.Create($S46, 7, #BMODK, $S46COORDX, $S46COORDY, $S46COORDZ)
Actor.Create($S47, 7, #HMOCA, $S47COORDX, $S47COORDY, $S47COORDZ)
$ZC += 20 // $ += int 
wait 100 
0332: set_actor $S25 bleeding_to 1 
0332: set_actor $S26 bleeding_to 1 
0332: set_actor $S27 bleeding_to 1 
0332: set_actor $S28 bleeding_to 1 
0332: set_actor $S29 bleeding_to 1 
0332: set_actor $S30 bleeding_to 1 
0332: set_actor $S31 bleeding_to 1 
0332: set_actor $S32 bleeding_to 1 
0332: set_actor $S33 bleeding_to 1 
0332: set_actor $S34 bleeding_to 1 
0332: set_actor $S35 bleeding_to 1 
0332: set_actor $S36 bleeding_to 1 
0332: set_actor $S40 bleeding_to 1 
0332: set_actor $S41 bleeding_to 1 
0332: set_actor $S42 bleeding_to 1 
0332: set_actor $S43 bleeding_to 1 
0332: set_actor $S44 bleeding_to 1 
0332: set_actor $S45 bleeding_to 1 
0332: set_actor $S46 bleeding_to 1 
0332: set_actor $S47 bleeding_to 1 
wait 100 
01CA: actor $S25 kill_player $PLAYER_CHAR 
01CA: actor $S26 kill_player $PLAYER_CHAR 
01CA: actor $S27 kill_player $PLAYER_CHAR 
01CA: actor $S28 kill_player $PLAYER_CHAR 
01CA: actor $S29 kill_player $PLAYER_CHAR 
01CA: actor $S30 kill_player $PLAYER_CHAR 
01CA: actor $S31 kill_player $PLAYER_CHAR 
01CA: actor $S32 kill_player $PLAYER_CHAR 
01CA: actor $S33 kill_player $PLAYER_CHAR 
01CA: actor $S34 kill_player $PLAYER_CHAR 
01CA: actor $S35 kill_player $PLAYER_CHAR 
01CA: actor $S36 kill_player $PLAYER_CHAR 
01CA: actor $S40 kill_player $PLAYER_CHAR 
01CA: actor $S41 kill_player $PLAYER_CHAR 
01CA: actor $S42 kill_player $PLAYER_CHAR 
01CA: actor $S43 kill_player $PLAYER_CHAR 
01CA: actor $S44 kill_player $PLAYER_CHAR 
01CA: actor $S45 kill_player $PLAYER_CHAR 
01CA: actor $S46 kill_player $PLAYER_CHAR 
01CA: actor $S47 kill_player $PLAYER_CHAR 
wait 100 
0489: set_actor $S25 muted 1 
0489: set_actor $S26 muted 1 
0489: set_actor $S27 muted 1 
0489: set_actor $S28 muted 1 
0489: set_actor $S29 muted 1 
0489: set_actor $S30 muted 1 
0489: set_actor $S31 muted 1 
0489: set_actor $S32 muted 1 
0489: set_actor $S33 muted 1 
0489: set_actor $S34 muted 1 
0489: set_actor $S35 muted 1 
0489: set_actor $S36 muted 1 
0489: set_actor $S40 muted 1 
0489: set_actor $S41 muted 1 
0489: set_actor $S42 muted 1 
0489: set_actor $S43 muted 1 
0489: set_actor $S44 muted 1 
0489: set_actor $S45 muted 1 
0489: set_actor $S46 muted 1 
0489: set_actor $S47 muted 1 
wait 100 
Actor.Health($S25) = 300
Actor.Health($S26) = 300
Actor.Health($S27) = 300
Actor.Health($S28) = 300
Actor.Health($S29) = 300
Actor.Health($S30) = 300
Actor.Health($S31) = 300
Actor.Health($S32) = 300
Actor.Health($S33) = 300
Actor.Health($S34) = 300
Actor.Health($S35) = 300
Actor.Health($S36) = 300
Actor.Health($S40) = 300
Actor.Health($S41) = 300
Actor.Health($S42) = 300
Actor.Health($S43) = 300
Actor.Health($S44) = 300
Actor.Health($S45) = 300
Actor.Health($S46) = 300
Actor.Health($S47) = 300
wait 12000 
0054: store_player $PLAYER_CHAR position_to $PX $PY $PZ 
jump @ZOMBIE5_2222 

:ZOMBIE5_2222
wait 10 
if 
  $ZA == 1 // $ == int 
jf @ZOMBIE5_2222 
Actor.RemoveReferences($S25)
Actor.RemoveReferences($S26)
Actor.RemoveReferences($S27)
Actor.RemoveReferences($S28)
Actor.RemoveReferences($S29)
Actor.RemoveReferences($S30)
Actor.RemoveReferences($S31)
Actor.RemoveReferences($S32)
Actor.RemoveReferences($S33)
Actor.RemoveReferences($S34)
Actor.RemoveReferences($S35)
Actor.RemoveReferences($S36)
Actor.RemoveReferences($S40)
Actor.RemoveReferences($S38)
Actor.RemoveReferences($S39)
Actor.RemoveReferences($S40)
Actor.RemoveReferences($S41)
Actor.RemoveReferences($S42)
Actor.RemoveReferences($S43)
Actor.RemoveReferences($S44)
Actor.RemoveReferences($S45)
Actor.RemoveReferences($S46)
Actor.RemoveReferences($S47)
$ZC -= 20 // $ -= int 
wait 1000 
jump @ZOMBIE5_607 
terminate_this_script 

:DOOR_1
script_name 'DOOR_1' 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @DOOR_1 
if 
00FE:   actor $PLAYER_ACTOR 0 300.385 -293.866 5.29226 radius 1.0 1.0 1.0 
jf @DOOR_1 
Player.CanMove($PLAYER_CHAR, False)
fade 0 1000 
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @DOOR_1 
0055: put_player $PLAYER_CHAR at 294.574 -293.666 11.4 
Camera.Restore_WithJumpCut
fade 1 1000 
Player.CanMove($PLAYER_CHAR, True)
wait 1000 
jump @DOOR_1 

:DOOR_2
script_name 'DOOR_2' 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @DOOR_2 
if 
00FE:   actor $PLAYER_ACTOR 0 300.385 -293.866 5.29226 radius 1.0 1.0 1.0 
jf @DOOR_2 
Player.CanMove($PLAYER_CHAR, False)
fade 0 1000 
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
jf @DOOR_2 
0055: put_player $PLAYER_CHAR at 294.474 -299.566 11.4 
Camera.Restore_WithJumpCut
fade 1 1000 
Player.CanMove($PLAYER_CHAR, True)
wait 1000 
jump @DOOR_2 
script_name 'SAVE1' 
0A95: 
4@ = 297.37 // @ = float 
5@ = -297.466 // @ = float 
6@ = 11.3 // @ = float 

:SAVE1_42
Pickup.Create(1@, 411, 3, 297.37, -297.466, 11.3)
0570: 15@ = create_asset_radar_marker_with_icon 19 at 297.37 -297.466 11.3 
018B: set_marker 15@ display 2 

:SAVE1_96
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
jf @SAVE1_96 
if 
   Pickup.Picked_up(1@)
jf @SAVE1_96 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE1_96 
wait 100 
03D8: show_save_screen 

:SAVE1_156
if or
83D9:   not save_done 
wait 0 
jf @SAVE1_180 
jump @SAVE1_156 

:SAVE1_180
wait 100 
Actor.PutAt($PLAYER_ACTOR, 297.37, -299.966, 11.3)
Actor.Angle($PLAYER_ACTOR) = 90
Player.CanMove($PLAYER_CHAR, True)
jump @SAVE1_42 
script_name 'CARPA' 
Model.Load(#TEC9)
Model.Load(#CBA)
Model.Load(#PONY)
038B: load_requested_models 

:CARPA_26
if or
   not Model.Available(#TEC9)
   not Model.Available(#CBA)
   not Model.Available(#PONY)
jf @CARPA_63 
wait 250 
jump @CARPA_26 

:CARPA_63
04C4: create_coordinate $CS1COORDX $CS1COORDY $CS1COORDZ from_actor $PLAYER_ACTOR offset -4.0 100.0 -1.0 
wait 100 
Car.Create($4428, #PONY, $CS1COORDX, $CS1COORDY, $CS1COORDZ)
020A: set_car $4428 door_status_to 3 
Car.ImmuneToNonPlayer($4428, True)
0129: $3650 = create_actor 4 #CBA in_car $4428 driverseat 
0243: set_actor $3650 ped_stats_to 16 
01ED: clear_actor $3650 threat_search 
01B2: give_actor $3650 weapon 22 ammo 999999 // Load the weapon model before using this 
01C8: $3658 = create_actor_pedtype 4 model #CBA in_car $4428 passenger_seat 0 
0243: set_actor $3658 ped_stats_to 16 
01ED: clear_actor $3658 threat_search 
01B2: give_actor $3658 weapon 22 ammo 999999 // Load the weapon model before using this 
00AE: set_vehicle $4428 traffic_behavior_to 3 
04E0: car $4428 abandon_path_radius 255 
04BA: set_car $4428 speed_instantly 10.0 
Model.Destroy(#TEC9)
Model.Destroy(#CBA)
Model.Destroy(#PONY)
wait 100 
jump @CARPA_63 

//-------------Mission 0---------------
// Originally: Initial

:REVENGE
increment_mission_attempts 
script_name 'REVENGE' 
00BA: text_styled 'BNK1_4' 2000 ms 2 
  $ONMISSION == 1 // $ == int 
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
fade 1 1000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
00BC: text_highpriority 'BNK1_1' time 5000 1 
Camera.SetPosition(391.4321, -479.4714, 12.3432, 0.0, 0.0, 1.1)
Camera.PointAt(383.3213, -489.596, 12.3432, 2)
Model.Load(#SWAT)
038B: load_requested_models 
Actor.Create($SWZ1, 6, #SWAT, 383.5436, -490.0164, 11.3432)
Actor.Angle($SWZ1) = 320.2636
Actor.Create($SWZ2, 6, #SWAT, 381.5172, -489.2475, 11.3432)
Actor.Angle($SWZ2) = 320.2636
wait 2500 
Player.CanMove($PLAYER_CHAR, True)
set_wb_check_to 1 
032A: set_behind_camera_mode_to 1 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Marker.CreateAboveActor($MARKER1, $SWZ1)
0165: set_marker $MARKER1 color_to 4 
0168: set_marker $MARKER1 size 2 
018B: set_marker $MARKER1 display 3 
Marker.CreateAboveActor($MARKER2, $SWZ2)
0165: set_marker $MARKER2 color_to 4 
0168: set_marker $MARKER2 size 2 
018B: set_marker $MARKER2 display 3 
01CB: actor $SWZ1 kill_actor $PLAYER_ACTOR 
01CB: actor $SWZ2 kill_actor $PLAYER_ACTOR 

:REVENGE_312
wait 0 
Player.WantedLevel($PLAYER_CHAR) = 0
if and
   Actor.Dead($SWZ1)
   Actor.Dead($SWZ2)
jf @REVENGE_418 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 10 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($MARKER1)
Marker.Disable($MARKER2)
Actor.DestroyWithFade($SWZ1)
Actor.DestroyWithFade($SWZ2)
  $ONMISSION == 0 // $ == int 
jump @MARKER_156 
0318: set_latest_mission_passed 'BNK1_4' 
terminate_this_script 

:REVENGE_418
wait 0 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
   Actor.Dead($PLAYER_ACTOR)
jf @REVENGE_312 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Marker.Disable($MARKER1)
Marker.Disable($MARKER2)
Actor.DestroyWithFade($SWZ1)
Actor.DestroyWithFade($SWZ2)
  $ONMISSION == 0 // $ == int 
jump @MARKER_114 
terminate_this_script 
terminate_this_script 

//-------------Mission 1---------------
// Originally: Intro

:AFTERUS
script_name 'AFTERUS' 
$ZA = 0 // $ = int 
00BA: text_styled 'BNK1_3' 2000 ms 2 
  $ONMISSION == 1 // $ == int 
$STAGE2 = 0 // $ = int 
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
fade 1 1000 
Actor.PutAt($PLAYER_ACTOR, 234.377, -1278.648, 11.0712)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(235.3102, -1274.149, 12.0712, 0.0, 0.0, 1.1)
Camera.PointAt(230.2095, -1279.625, 12.0712, 2)
0211: actor $PLAYER_ACTOR walk_to 229.5333 -1277.522 
wait 6800 
Model.Load(#FBI)
Model.Load(#FBIRANCH)
038B: load_requested_models 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 245.1321 -1277.434 10.7188 range 150.0 
Car.Create($FCAR, #FBIRANCH, 259.7254, -1207.755, 10.7193)
Car.Angle($FCAR) = 167.7018
0129: $FDRIVER = create_actor 19 #FBI in_car $FCAR driverseat 
Car.SetMaxSpeed($FCAR, 90.0)
01C8: $FPASS = create_actor_pedtype 19 model #FBI in_car $FCAR passenger_seat 0 
Car.DriveTo($FCAR, 245.1321, -1277.434, 10.7188)
Actor.Create($F1, 6, #FBI, 236.7691, -1293.103, 11.0712)
Actor.Create($F2, 6, #FBI, 240.5683, -1272.512, 11.0712)
Actor.Create($F3, 6, #FBI, 262.9865, -1273.226, 11.0712)
Actor.Create($F4, 6, #FBI, 259.9923, -1295.999, 11.0712)
Actor.Create($F5, 6, #FBI, 228.2552, -1303.832, 11.0712)
Actor.Angle($F5) = 348.7433
Actor.Create($F6, 6, #FBI, 238.8539, -1252.811, 11.0712)
Actor.Angle($F6) = 167.9717
0239: actor $F1 run_to 236.6991 -1279.329 
0239: actor $F2 run_to 236.6991 -1279.329 
Actor.Angle($PLAYER_ACTOR) = 259.4687
Camera.SetPosition(256.0428, -1283.394, 10.9015, 0.0, 0.0, 1.1)
Camera.PointAt(229.5333, -1277.522, 12.0712, 2)
wait 5000 
Player.WantedLevel($PLAYER_CHAR) = 3
045F: set_car $FCAR everyone_exit 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Marker.CreateAboveActor($MARKER1, $FDRIVER)
0165: set_marker $MARKER1 color_to 4 
0168: set_marker $MARKER1 size 2 
018B: set_marker $MARKER1 display 3 
Marker.CreateAboveActor($MARKER2, $FPASS)
0165: set_marker $MARKER2 color_to 4 
0168: set_marker $MARKER2 size 2 
018B: set_marker $MARKER2 display 3 
Marker.CreateAboveActor($MARKER3, $F1)
0165: set_marker $MARKER3 color_to 4 
0168: set_marker $MARKER3 size 2 
018B: set_marker $MARKER3 display 3 
Marker.CreateAboveActor($MARKER4, $F2)
0165: set_marker $MARKER4 color_to 4 
0168: set_marker $MARKER4 size 2 
018B: set_marker $MARKER4 display 3 
Marker.CreateAboveActor($MARKER5, $F3)
0165: set_marker $MARKER5 color_to 4 
0168: set_marker $MARKER5 size 2 
018B: set_marker $MARKER5 display 3 
Marker.CreateAboveActor($MARKER6, $F4)
0165: set_marker $MARKER6 color_to 4 
0168: set_marker $MARKER6 size 2 
018B: set_marker $MARKER6 display 3 
Marker.CreateAboveActor($MARKER7, $F5)
0165: set_marker $MARKER7 color_to 4 
0168: set_marker $MARKER7 size 2 
018B: set_marker $MARKER7 display 3 
Marker.CreateAboveActor($MARKER8, $F6)
0165: set_marker $MARKER8 color_to 4 
0168: set_marker $MARKER8 size 2 
018B: set_marker $MARKER8 display 3 
Model.Load(#MP5LNG)
038B: load_requested_models 
01B2: give_actor $FDRIVER weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $FPASS weapon 25 ammo 9999 // Load the weapon model before using this 
01CA: actor $FDRIVER kill_player $PLAYER_CHAR 
01CA: actor $FPASS kill_player $PLAYER_CHAR 
01CA: actor $F1 kill_player $PLAYER_CHAR 
01CA: actor $F2 kill_player $PLAYER_CHAR 
01CA: actor $F3 kill_player $PLAYER_CHAR 
01CA: actor $F4 kill_player $PLAYER_CHAR 
01CA: actor $F5 kill_player $PLAYER_CHAR 
01CA: actor $F6 kill_player $PLAYER_CHAR 
$HASKC = 0 // $ = int 
$150 = 395.3227 // $ = float 
$151 = -474.2478 // $ = float 
$152 = 12.3432 // $ = float 
jump @AFTERUS_2275 

:AFTERUS_965
wait 5 
jump @AFTERUS_2275 

:AFTERUS_976
wait 10 
if and
   Pickup.Picked_up($KEYC)
  $HASKC == 0 // $ == int 
jf @AFTERUS_1350 
$HASKC = 1 // $ = int 
03BC: $KCSPH = create_sphere $150 $151 $152 1.0 
00BC: text_highpriority 'BNK1_5' time 5000 1 
jump @AFTERUS_1051 

:AFTERUS_1051
wait 10 
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $150 $151 $152 radius 1.0 1.0 1.5 sphere 0 
  $HASKC == 1 // $ == int 
jf @AFTERUS_976 
Object.Destroy($PSCLOSE)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $KCSPH 
fade 0 200 
wait 250 
fade 1 500 
Model.Load(#INFERNUS)
Model.Load(#MALE01)
038B: load_requested_models 
Car.Create($INF, #INFERNUS, 432.5987, -439.797, 10.0177)
Car.Angle($INF) = 353.6779
Actor.Create($MAL, 4, #MALE01, 422.5987, -439.797, 11.0177)
0321: kill_actor $MAL 
select_interior 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Actor.PutAt($PLAYER_ACTOR, 398.2888, -470.2797, 11.7534)
Actor.Angle($PLAYER_ACTOR) = 323.6511
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 100
Object.Init($PSCLOSE, #COP_DR_CLOSED, 396.545, -472.883, 12.6)
Player.WantedLevel($PLAYER_CHAR) = 0
0318: set_latest_mission_passed 'BNK1_3' 
Actor.RemoveReferences($MAL)
$ZA = 1 // $ = int 
jump @MARKER_200 
terminate_this_script 

:AFTERUS_1350
wait 10 
Player.WantedLevel($PLAYER_CHAR) = 0
if and
00FB:   player $PLAYER_CHAR 0 $SW1 radius 2.0 2.0 6.0 
0123:   actor $SW1 spotted_player $PLAYER_CHAR 
00FB:   player $PLAYER_CHAR 0 $SW2 radius 2.0 2.0 6.0 
0123:   actor $SW2 spotted_player $PLAYER_CHAR 
jf @AFTERUS_2154 
01CA: actor $SW1 kill_player $PLAYER_CHAR 
01CA: actor $SW2 kill_player $PLAYER_CHAR 
01CA: actor $SW3 kill_player $PLAYER_CHAR 
01CA: actor $SW4 kill_player $PLAYER_CHAR 
jump @AFTERUS_2154 

:AFTERUS_1477
wait 1800 
00BC: text_highpriority 'BNK1_2' time 5000 1 
jump @AFTERUS_976 

:AFTERUS_1504
$STAGE2 = 1 // $ = int 
Player.WantedLevel($PLAYER_CHAR) = 0
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
04C4: create_coordinate $50 $51 $52 from_actor $PLAYER_ACTOR offset 1.2 1.2 1.2 
04C4: create_coordinate $60 $61 $62 from_actor $PLAYER_ACTOR offset 0 -1.2 -1.0 
0054: store_player $PLAYER_CHAR position_to $53 $54 $55 
Camera.SetPosition($50, $51, $52, 0.0, 0.0, 1.1)
Camera.PointAt($53, $54, $55, 2)
Actor.Create($SWAT, 1, #FBI, $60, $61, $62)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 0 
wait 2000 
fade 1 1500 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
select_interior 12 
Model.Load(#COP_DR_CLOSED)
Model.Load(#GRENADE)
Model.Load(#SWAT)
Model.Load(#KEYCARD)
038B: load_requested_models 
Object.Init($PSCLOSE, #COP_DR_CLOSED, 396.545, -472.883, 12.6)
0566: object $PSCLOSE set_interior 12 
Object.Angle($PSCLOSE) = 179.8205
Pickup.Create($KEYC, #KEYCARD, 3, 364.99, -472.46, 14.1)
032B: $TEAR = create_weapon_pickup #GRENADE 15 ammo 12 at 380.498 -492.0595 12.3409 
Camera.Restore_WithJumpCut
Actor.PutAt($PLAYER_ACTOR, 388.7231, -510.7348, 7.3956)
Actor.Angle($PLAYER_ACTOR) = 338.4756
Actor.DestroyInstantly($SWAT)
Actor.Create($SW1, 6, #SWAT, 376.869, -486.4082, 12.8172)
Actor.Create($SW2, 6, #SWAT, 377.8444, -484.9394, 12.8172)
Actor.Create($SW3, 6, #SWAT, 375.1761, -478.3102, 13.8172)
Actor.Create($SW4, 6, #SWAT, 373.1486, -489.808, 13.8172)
Actor.Angle($SW2) = 149.3499
Actor.Angle($SW1) = 337.9783
Actor.Angle($SW3) = 107.3863
Actor.Angle($SW4) = 320.4551
Player.WantedLevel($PLAYER_CHAR) = 0
03F9: make_actors $SW1 $SW2 converse_in 999999999 ms 
Marker.Disable($MARKER1)
Marker.Disable($MARKER2)
Marker.Disable($MARKER3)
Marker.Disable($MARKER4)
Marker.Disable($MARKER5)
Marker.Disable($MARKER6)
Actor.DestroyWithFade($FDRIVER)
Actor.DestroyWithFade($FPASS)
Actor.DestroyWithFade($F1)
Actor.DestroyWithFade($F2)
Actor.DestroyWithFade($F3)
Actor.DestroyWithFade($F4)
Actor.DestroyWithFade($F5)
Actor.DestroyWithFade($F6)
jump @AFTERUS_1477 

:AFTERUS_2079
wait 10 
if and
   Actor.Dead($FDRIVER)
   Actor.Dead($FPASS)
   Actor.Dead($F1)
   Actor.Dead($F2)
   Actor.Dead($F3)
   Actor.Dead($F4)
   Actor.Dead($F5)
jf @AFTERUS_965 
if 
  $STAGE2 == 0 // $ == int 
jf @AFTERUS_965 
jump @AFTERUS_1504 

:AFTERUS_2154
wait 10 
if 
   Actor.Dead($PLAYER_ACTOR)
jf @AFTERUS_1051 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Actor.DestroyWithFade($FDRIVER)
Actor.DestroyWithFade($FPASS)
Actor.DestroyWithFade($F1)
Actor.DestroyWithFade($F2)
Actor.DestroyWithFade($F3)
Actor.DestroyWithFade($F4)
Actor.DestroyWithFade($F5)
Actor.DestroyWithFade($F6)
Actor.DestroyWithFade($SW1)
Actor.DestroyWithFade($SW2)
Actor.DestroyWithFade($SW3)
Actor.DestroyWithFade($SW4)
03BD: destroy_sphere $KCSPH 
Object.Destroy($PSCLOSE)
  $ONMISSION == 0 // $ == int 
jump @MARKER_156 
terminate_this_script 

:AFTERUS_2275
wait 10 
01CA: actor $FDRIVER kill_player $PLAYER_CHAR 
01CA: actor $FPASS kill_player $PLAYER_CHAR 
if 
   Actor.Dead($PLAYER_ACTOR)
jf @AFTERUS_2079 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Marker.Disable($MARKER1)
Marker.Disable($MARKER2)
Marker.Disable($MARKER3)
Marker.Disable($MARKER4)
Marker.Disable($MARKER5)
Marker.Disable($MARKER6)
Actor.DestroyWithFade($FDRIVER)
Actor.DestroyWithFade($FPASS)
Actor.DestroyWithFade($F1)
Actor.DestroyWithFade($F2)
Actor.DestroyWithFade($F3)
Actor.DestroyWithFade($F4)
Actor.DestroyWithFade($F5)
Actor.DestroyWithFade($F6)
  $ONMISSION == 0 // $ == int 
jump @MARKER_156 
terminate_this_script 
terminate_this_script 

//-------------Mission 2---------------
// Originally: An Old Friend

:OLDF
script_name 'OLDF' 
00BA: text_styled 'BNK3_2' 2000 ms 2 
  $ONMISSION == 1 // $ == int 
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
fade 1 1000 
select_interior 17 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
023C: load_special_actor 10 'IGKEN' 
023C: load_special_actor 5 'IGPHIL' 
023C: load_special_actor 2 'IGMERC' 
038B: load_requested_models 
Actor.Create($KEN, 4, #SPECIAL10, 464.8491, -52.736, 14.7038)
Actor.Angle($KEN) = 226.86
Actor.Create($PHILL, 4, #SPECIAL05, 465.9752, -54.4547, 14.7038)
Actor.Angle($PHILL) = 51.9247
Actor.Create($MERCE, 4, #SPECIAL02, 467.3527, -51.8254, 14.7038)
Actor.Angle($MERCE) = 6.9247
Camera.SetPosition(465.5878, -59.2891, 15.7038, 0.0, 0.0, 1.1)
Camera.PointAt(464.3176, -48.8305, 15.7038, 2)
Camera.SetAtPos(484.2, -72.5, 9.5)
0362: put_actor $PLAYER_ACTOR at 457.674 -59.5756 14.269 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 318.6679 
0395: clear_area 1 at 491.0 -77.7 10.4 range 90.0 
0239: actor $PLAYER_ACTOR run_to 462.1351 -54.8587 
wait 4000 
Actor.Angle($KEN) = 141.9247
Actor.Angle($PHILL) = 141.9247
Actor.Angle($MERCE) = 141.9247
00BB: text_lowpriority 'ASS_1' time 2500 1  // Rub Out
wait 2500 
03D5: remove_text 'ASS_1'  // Rub Out
00BB: text_lowpriority 'ASS_3' time 2000 1 
wait 2000 
03D5: remove_text 'ASS_3' 
00BB: text_lowpriority 'ASS_4' time 3400 1 
wait 3400 
03D5: remove_text 'ASS_4' 
00BB: text_lowpriority 'ASS_5' time 2000 1 
wait 2000 
03D5: remove_text 'ASS_5' 
00BB: text_lowpriority 'ASS_6' time 3000 1 
wait 3000 
03D5: remove_text 'ASS_6' 
00BB: text_lowpriority 'ASS_7' time 2000 1 
wait 1000 
03D5: remove_text 'ASS_7' 
020C: create_explosion 1 at 498.1807 -86.4178 10.0311 
00BB: text_lowpriority 'ASS_8' time 1000 1 
wait 1000 
03D5: remove_text 'ASS_8' 
00BB: text_lowpriority 'ASS_9' time 4000 1 
wait 4000 
03D5: remove_text 'ASS_9' 
00BB: text_lowpriority 'ASS_10' time 5000 1 
wait 1000 
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
select_interior 0 
0055: put_player $PLAYER_CHAR at 493.1978 -80.4969 10.2409 
fade 1 1000 
Actor.PutAt($KEN, 492.3844, -79.0259, 10.4838)
Actor.PutAt($PHILL, 491.7057, -79.4949, 10.4838)
Actor.PutAt($MERCE, 493.4982, -78.166, 10.4838)
03D5: remove_text 'ASS_10' 
00BB: text_lowpriority 'ASS_11' time 5000 1 
02A3: enable_widescreen 0 
Model.Load(#ADMIRAL)
038B: load_requested_models 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
Car.Create($LCAR, #ADMIRAL, 511.0531, -86.0331, 9.9825)
0229: set_car $LCAR color_to 84 84 
Car.Angle($LCAR) = 1.3549
Marker.TieToCar($LCAR_M, $LCAR, 4, 3)
0165: set_marker $LCAR_M color_to 4 
0168: set_marker $LCAR_M size 2 
018B: set_marker $LCAR_M display 3 
01ED: clear_actor $KEN threat_search 
04F5: set_actor $KEN as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $PHILL threat_search 
04F5: set_actor $PHILL as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $MERCE threat_search 
04F5: set_actor $MERCE as_player_friend $PLAYER_CHAR flag 1 
01D2: actor $KEN follow_player $PLAYER_CHAR 
01D2: actor $PHILL follow_player $PLAYER_CHAR 
01D2: actor $MERCE follow_player $PLAYER_CHAR 
Model.Load(#M4)
038B: load_requested_models 
01B2: give_actor $KEN weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $PHILL weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $MERCE weapon 26 ammo 9999 // Load the weapon model before using this 
$95 = 240.6271 // $ = float 
$96 = -1280.251 // $ = float 
$97 = 10.6647 // $ = float 
$98 = 5 // $ = int 
03BC: $DEST = create_sphere $95 $96 $97 3.0 
0167: $DESTM = create_marker_at $95 $96 $97 color $98 display 3 
Model.Load(#FBICAR)
Model.Load(#FBI)
038B: load_requested_models 
0395: clear_area 1 at 455.0 -341.0 9.0 range 4.0 
Car.Create($FBIC, #FBICAR, 455.8422, -341.3087, 9.7158)
Car.Create($FBIC2, #FBICAR, 454.8422, -341.3087, 9.7158)
Car.Angle($FBIC) = 347.9357
Car.Angle($FBIC2) = 347.9357
0129: $FBI1 = create_actor 4 #FBI in_car $FBIC driverseat 
0129: $FBI2 = create_actor 4 #FBI in_car $FBIC2 driverseat 
Model.Load(#UZI)
038B: load_requested_models 
01B2: give_actor $FBI1 weapon 23 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $FBI2 weapon 23 ammo 9999 // Load the weapon model before using this 
Actor.Angle($FBI1) = 347.9357
Actor.Angle($FBI2) = 347.9357
Car.SetMaxSpeed($FBIC, 75.0)
Car.SetMaxSpeed($FBIC2, 75.0)
Car.SetToPsychoDriver($FBIC)
Car.SetToPsychoDriver($FBIC2)

:OLDF_1279
wait 10 
if 
   not Actor.InCar($PLAYER_ACTOR, $LCAR)
jf @OLDF_2444 
0165: set_marker $LCAR_M color_to 4 
0168: set_marker $LCAR_M size 2 
018B: set_marker $LCAR_M display 3 
0165: set_marker $DESTM color_to 0 
0168: set_marker $DESTM size 0 
018B: set_marker $DESTM display 0 
jump @OLDF_2444 

:OLDF_1351
wait 10 
if 
   Actor.InCar($PLAYER_ACTOR, $LCAR)
jf @OLDF_1279 
0165: set_marker $LCAR_M color_to 0 
0168: set_marker $LCAR_M size 0 
018B: set_marker $LCAR_M display 0 
0165: set_marker $DESTM color_to $98 
0168: set_marker $DESTM size 2 
018B: set_marker $DESTM display 3 
jump @OLDF_1279 

:OLDF_1424
wait 10 
if and
056D:   actor $FBI1 defined 
   not Actor.Dead($FBI1)
00F2:   actor $PLAYER_ACTOR near_actor $FBI1 radius 20.0 20.0 0 
jf @OLDF_1492 
01D3: actor $FBI1 leave_car $FBIC 
01C9: actor $FBI1 kill_actor $PLAYER_ACTOR 
jump @OLDF_1526 

:OLDF_1492
if 
   not Actor.InCar($FBI1, $FBIC)
jf @OLDF_1526 
0319: set_actor $FBI1 running 1 
01D5: actor $FBI1 go_to_and_drive_car $FBIC 

:OLDF_1526
if and
056D:   actor $FBI2 defined 
   not Actor.Dead($FBI2)
00F2:   actor $PLAYER_ACTOR near_actor $FBI2 radius 20.0 20.0 0 
jf @OLDF_1590 
01D3: actor $FBI2 leave_car $FBIC2 
01C9: actor $FBI2 kill_actor $PLAYER_ACTOR 
jump @OLDF_1624 

:OLDF_1590
if 
   not Actor.InCar($FBI2, $FBIC2)
jf @OLDF_1624 
0319: set_actor $FBI2 running 1 
01D5: actor $FBI2 go_to_and_drive_car $FBIC2 

:OLDF_1624
0054: store_player $PLAYER_CHAR position_to $PX $PY $PZ 
if and
056D:   actor $FBI1 defined 
   not Actor.Dead($FBI1)
   Actor.InCar($FBI1, $FBIC)
jf @OLDF_1681 
Car.DriveTo($FBIC, $PX, $PY, $PZ)

:OLDF_1681
if and
056D:   actor $FBI2 defined 
   not Actor.Dead($FBI2)
   Actor.InCar($FBI2, $FBIC2)
jf @OLDF_1724 
Car.DriveTo($FBIC2, $PX, $PY, $PZ)

:OLDF_1724
if 
   Actor.Dead($PLAYER_ACTOR)
jf @OLDF_1351 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Car.RemoveReferences($LCAR)
Car.RemoveReferences($FBIC)
Car.RemoveReferences($FBIC2)
0193: set_actor $FBI1 objective_to_act_like_ped 
0193: set_actor $FBI2 objective_to_act_like_ped 
Actor.RemoveReferences($FBI1)
Actor.RemoveReferences($FBI2)
Marker.Disable($LCAR_M)
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 
Actor.DestroyWithFade($PHILL)
Actor.DestroyWithFade($KEN)
Actor.DestroyWithFade($MERCE)
  $ONMISSION == 0 // $ == int 
jump @MARKER_200 
terminate_this_script 

:OLDF_1836
wait 10 
if or
   Actor.Dead($PHILL)
   Actor.Dead($KEN)
   Actor.Dead($MERCE)
jf @OLDF_1424 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Car.RemoveReferences($LCAR)
Car.RemoveReferences($FBIC)
Actor.RemoveReferences($FBI1)
Actor.RemoveReferences($FBI2)
Marker.Disable($LCAR_M)
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 
Actor.DestroyWithFade($PHILL)
Actor.DestroyWithFade($KEN)
Actor.DestroyWithFade($MERCE)
  $ONMISSION == 0 // $ == int 
jump @MARKER_200 
terminate_this_script 

:OLDF_1947
wait 10 
if 
   Car.Wrecked($LCAR)
jf @OLDF_1836 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Car.RemoveReferences($LCAR)
Car.RemoveReferences($FBIC)
Actor.RemoveReferences($FBI1)
Actor.RemoveReferences($FBI2)
Marker.Disable($LCAR_M)
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 
Actor.DestroyWithFade($PHILL)
Actor.DestroyWithFade($KEN)
Actor.DestroyWithFade($MERCE)
  $ONMISSION == 0 // $ == int 
jump @MARKER_200 
terminate_this_script 

:OLDF_2048
if and
   Actor.InCar($PLAYER_ACTOR, $LCAR)
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $95 $96 $97 radius 3.0 3.0 3.0 
jf @OLDF_1947 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
fade 1 1000 
02A3: enable_widescreen 1 
Camera.SetPosition(235.329, -1274.929, 12.0712, 0.0, 0.0, 1.1)
Camera.PointAt(227.1503, -1277.67, 12.0724, 2)
0362: put_actor $PHILL at 233.5905 -1281.098 11.0712 and_remove_from_car 
0362: put_actor $KEN at 234.01 -1278.739 11.0712 and_remove_from_car 
0362: put_actor $MERCE at 234.4912 -1276.032 11.0712 and_remove_from_car 
Actor.Angle($PHILL) = 76.3752
Actor.Angle($KEN) = 76.3752
Actor.Angle($MERCE) = 76.3752
0211: actor $PHILL walk_to 228.5871 -1277.136 
0211: actor $KEN walk_to 228.5871 -1277.136 
0211: actor $MERCE walk_to 228.5871 -1277.136 
wait 5000 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0318: set_latest_mission_passed 'BNK3_2' 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 120 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 120
Car.RemoveReferences($LCAR)
Car.RemoveReferences($FBIC)
Actor.RemoveReferences($FBI1)
Actor.RemoveReferences($FBI2)
Marker.Disable($LCAR_M)
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 
Camera.Restore_WithJumpCut
Actor.DestroyWithFade($PHILL)
Actor.DestroyWithFade($KEN)
Actor.DestroyWithFade($MERCE)
  $ONMISSION == 0 // $ == int 
jump @MARKER_497 
terminate_this_script 

:OLDF_2444
wait 10 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @OLDF_2048 
$CV = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not Actor.InCar($KEN, $CV)
jf @OLDF_2048 
0319: set_actor $KEN running 1 
01D4: actor $KEN go_to_car $CV and_enter_it_as_a_passenger 
if 
   not Actor.InCar($PHILL, $CV)
jf @OLDF_2048 
0319: set_actor $PHILL running 1 
01D4: actor $PHILL go_to_car $CV and_enter_it_as_a_passenger 
if 
   not Actor.InCar($MERCE, $CV)
jf @OLDF_2048 
0319: set_actor $MERCE running 1 
01D4: actor $MERCE go_to_car $CV and_enter_it_as_a_passenger 
jump @OLDF_2048 
terminate_this_script 

//-------------Mission 3---------------
// Originally: The Party

:MARKET
script_name 'MARKET' 
  $ONMISSION == 1 // $ == int 
00BA: text_styled 'BIKE3' 2000 ms 2  // BIKER MISSION 3
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
fade 1 1000 
023C: load_special_actor 10 'IGKEN' 
023C: load_special_actor 5 'IGPHIL' 
023C: load_special_actor 2 'IGMERC' 
Model.Load(#ADMIRAL)
038B: load_requested_models 
Actor.Create($KEN, 0, #SPECIAL10, 233.0332, -1282.146, 12.0712)
Actor.Angle($KEN) = 260.6829
Actor.Create($PHILL, 0, #SPECIAL05, 233.5655, -1279.378, 12.0712)
Actor.Angle($PHILL) = 260.6829
Actor.Create($MERCE, 0, #SPECIAL02, 234.0681, -1277.088, 12.0712)
Actor.Angle($MERCE) = 260.6829
01D2: actor $KEN follow_player $PLAYER_CHAR 
01D2: actor $PHILL follow_player $PLAYER_CHAR 
01D2: actor $MERCE follow_player $PLAYER_CHAR 
039E: set_actor $KEN locked_while_in_vehicle 1 
039E: set_actor $PHILL locked_while_in_vehicle 1 
039E: set_actor $MERCE locked_while_in_vehicle 1 
$95 = 430.5858 // $ = float 
$96 = 790.8306 // $ = float 
$97 = 11.051 // $ = float 
$98 = 5 // $ = int 
03BC: $DEST = create_sphere $95 $96 $97 3.0 
0167: $DESTM = create_marker_at $95 $96 $97 color $98 display 3 
Car.Create($LCAR, #ADMIRAL, 241.5903, -1281.22, 10.7191)
0229: set_car $LCAR color_to 84 84 
Car.Angle($LCAR) = 348.8964
Marker.TieToCar($LCAR_M, $LCAR, 4, 3)
0165: set_marker $LCAR_M color_to 4 
0168: set_marker $LCAR_M size 2 
018B: set_marker $LCAR_M display 3 
00BB: text_lowpriority 'BANK' time 5000 1  // BANKJOB MISSIONS
jump @MARKET_421 

:MARKET_421
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @MARKET_468 
jump @MARKET_789 

:MARKET_468
if 
   not Actor.InCar($PLAYER_ACTOR, $LCAR)
jf @MARKET_652 
0165: set_marker $LCAR_M color_to 4 
0168: set_marker $LCAR_M size 2 
018B: set_marker $LCAR_M display 3 
0165: set_marker $DESTM color_to 0 
0168: set_marker $DESTM size 0 
018B: set_marker $DESTM display 0 
jump @MARKET_652 

:MARKET_536
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @MARKET_583 
jump @MARKET_789 

:MARKET_583
if 
   Actor.InCar($PLAYER_ACTOR, $LCAR)
jf @MARKET_421 
0165: set_marker $LCAR_M color_to 0 
0168: set_marker $LCAR_M size 0 
018B: set_marker $LCAR_M display 0 
0165: set_marker $DESTM color_to $98 
0168: set_marker $DESTM size 2 
018B: set_marker $DESTM display 3 
jump @MARKET_421 

:MARKET_652
wait 10 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @MARKET_958 
$CV = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not Actor.InCar($KEN, $CV)
jf @MARKET_958 
01D4: actor $KEN go_to_car $CV and_enter_it_as_a_passenger 
0319: set_actor $KEN running 1 
if 
   not Actor.InCar($PHILL, $CV)
jf @MARKET_958 
01D4: actor $PHILL go_to_car $CV and_enter_it_as_a_passenger 
0319: set_actor $PHILL running 1 
if 
   not Actor.InCar($MERCE, $CV)
jf @MARKET_958 
01D4: actor $MERCE go_to_car $CV and_enter_it_as_a_passenger 
0319: set_actor $MERCE running 1 
jump @MARKET_958 

:MARKET_789
wait 5 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Car.LockInCurrentPosition($LCAR, False)
01EC: make_car $LCAR very_heavy 0 
Car.RemoveReferences($LCAR)
Marker.Disable($LCAR_M)
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 
03BD: destroy_sphere $SS1 
Marker.Disable($SM1)
03BD: destroy_sphere $SS2 
Marker.Disable($SM2)
03BD: destroy_sphere $SS3 
Marker.Disable($SM3)
03BD: destroy_sphere $SS4 
Marker.Disable($SM4)
03BD: destroy_sphere $SS5 
Marker.Disable($SM5)
03BD: destroy_sphere $SS6 
Marker.Disable($SM6)
03BD: destroy_sphere $TM 
0193: set_actor $PHILL objective_to_act_like_ped 
0193: set_actor $KEN objective_to_act_like_ped 
0193: set_actor $MERCE objective_to_act_like_ped 
Actor.RemoveReferences($PHILL)
Actor.RemoveReferences($KEN)
Actor.RemoveReferences($MERCE)
014F: stop_timer $TIME 
  $ONMISSION == 0 // $ == int 
jump @MARKER_497 
terminate_this_script 

:MARKET_958
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @MARKET_1005 
jump @MARKET_789 

:MARKET_1005
if and
   Actor.InCar($PLAYER_ACTOR, $LCAR)
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $95 $96 $97 radius 3.0 3.0 3.0 
jf @MARKET_536 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 
wait 600 
fade 1 1000 
02A3: enable_widescreen 1 
Camera.SetPosition(426.4545, 801.139, 12.9827, 0.0, 0.0, 1.1)
Camera.PointAt(436.1775, 790.9211, 11.4033, 2)
Car.PutAt($LCAR, 430.8997, 790.3176, 10.1)
Car.Angle($LCAR) = 180.0
03BD: destroy_sphere $DEST 
Marker.Disable($DESTM)
Car.LockInCurrentPosition($LCAR, True)
$TX = 430.8715 // $ = float 
$TY = 793.7111 // $ = float 
$TZ = 11.2336 // $ = float 
01D3: actor $PLAYER_ACTOR leave_car $LCAR 
wait 100 
01D3: actor $PHILL leave_car $LCAR 
01D3: actor $KEN leave_car $LCAR 
01D3: actor $MERCE leave_car $LCAR 
wait 3000 
$SM = 6 // $ = int 
$ST = 0 // $ = int 
$SC = 0 // $ = int 
$SITC = 0 // $ = int 
$SMCC = 1 // $ = int 
$S1 = 464.0582 // $ = float 
$S2 = 788.0736 // $ = float 
$S3 = 12.954 // $ = float 
$S4 = 455.578 // $ = float 
$S5 = 797.9219 // $ = float 
$S6 = 12.954 // $ = float 
$S7 = 468.1747 // $ = float 
$S8 = 785.249 // $ = float 
$S9 = 12.954 // $ = float 
$S10 = 459.2501 // $ = float 
$S11 = 785.8828 // $ = float 
$S12 = 12.954 // $ = float 
$S13 = 455.54 // $ = float 
$S14 = 790.5284 // $ = float 
$S15 = 12.954 // $ = float 
$S16 = 456.6191 // $ = float 
$S17 = 785.8885 // $ = float 
$S18 = 12.954 // $ = float 
$SMC = 3 // $ = int 
03BC: $TM = create_sphere $TX $TY $TZ 1.0 
03BC: $SS1 = create_sphere $S1 $S2 $S3 1.0 
0167: $SM1 = create_marker_at $S1 $S2 $S3 color $SMC display 3 
$SIT1 = 0 // $ = int 
03BC: $SS2 = create_sphere $S4 $S5 $S6 1.0 
0167: $SM2 = create_marker_at $S4 $S5 $S6 color $SMC display 3 
$SIT2 = 0 // $ = int 
03BC: $SS3 = create_sphere $S7 $S8 $S9 1.0 
0167: $SM3 = create_marker_at $S7 $S8 $S9 color $SMC display 3 
$SIT3 = 0 // $ = int 
03BC: $SS4 = create_sphere $S10 $S11 $S12 1.0 
0167: $SM4 = create_marker_at $S10 $S11 $S12 color $SMC display 3 
$SIT4 = 0 // $ = int 
03BC: $SS5 = create_sphere $S13 $S14 $S15 1.0 
0167: $SM5 = create_marker_at $S13 $S14 $S15 color $SMC display 3 
$SIT5 = 0 // $ = int 
03BC: $SS6 = create_sphere $S16 $S17 $S18 1.0 
0167: $SM6 = create_marker_at $S16 $S17 $S18 color $SMC display 3 
$SIT6 = 0 // $ = int 
02A3: enable_widescreen 0 
04E1: open_trunk_of_car_fully $LCAR 
020A: set_car $LCAR door_status_to 1 
02D4: car $LCAR turn_off_engine 
Model.Load(#M4)
038B: load_requested_models 
01B2: give_actor $KEN weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $PHILL weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $MERCE weapon 26 ammo 9999 // Load the weapon model before using this 
04F5: set_actor $KEN as_player_friend $PLAYER_CHAR flag 1 
04F5: set_actor $PHILL as_player_friend $PLAYER_CHAR flag 1 
04F5: set_actor $MERCE as_player_friend $PLAYER_CHAR flag 1 
0239: actor $PHILL run_to 443.2631 789.5317 
0239: actor $KEN run_to 443.3372 787.7255 
0239: actor $MERCE run_to 443.3871 790.9514 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Player.WantedLevel($PLAYER_CHAR) = 0
01F0: set_max_wanted_level_to 0 
wait 1000 
00BB: text_lowpriority 'BANK1' time 7000 1  // BANKJOB MISSION 1
$TIME = 180000 // $ = int 
014E: start_timer_at $TIME count_in_direction 1 
03C3: set_timer_with_text_to $TIME type 1 text 'BIKE2'  // BIKER MISSION 2

:MARKET_1970
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_2024 
jump @MARKET_789 

:MARKET_2024
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $S1 $S2 $S3 radius 1.0 1.0 1.5 sphere 0 
  $SIT1 == 0 // $ == int 
jf @MARKET_2319 
if 
0028:   $SC >= $SMCC // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_2121 
00BC: text_highpriority 'BANK3' time 10000 1  // BANKJOB MISSION 3
jump @MARKET_2319 
jump @MARKET_2319 

:MARKET_2121
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $SS1 
Marker.Disable($SM1)
00BC: text_highpriority 'BANK2' time 5000 1  // BANKJOB MISSION 2
018C: play_sound 370 at $S1 $S2 $S3 
wait 1000 
018C: play_sound 370 at $S1 $S2 $S3 
wait 1000 
018C: play_sound 370 at $S1 $S2 $S3 
wait 1000 
018C: play_sound 370 at $S1 $S2 $S3 
wait 1000 
018C: play_sound 370 at $S1 $S2 $S3 
wait 1000 
018C: play_sound 370 at $S1 $S2 $S3 
Player.CanMove($PLAYER_CHAR, True)
$SC += 1 // $ += int 
$SIT1 = 1 // $ = int 
018C: play_sound 356 at $S1 $S2 $S3 
00BB: text_lowpriority 'BIKE1' time 2000 1  // BIKER MISSION 1
jump @MARKET_2319 

:MARKET_2319
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_2373 
jump @MARKET_789 

:MARKET_2373
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $S4 $S5 $S6 radius 1.0 1.0 1.5 sphere 0 
  $SIT2 == 0 // $ == int 
jf @MARKET_2668 
if 
0028:   $SC >= $SMCC // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_2470 
00BC: text_highpriority 'BANK3' time 2000 1  // BANKJOB MISSION 3
jump @MARKET_2668 
jump @MARKET_2668 

:MARKET_2470
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $SS2 
Marker.Disable($SM2)
00BC: text_highpriority 'BANK2' time 5000 1  // BANKJOB MISSION 2
018C: play_sound 370 at $S4 $S5 $S6 
wait 1000 
018C: play_sound 370 at $S4 $S5 $S6 
wait 1000 
018C: play_sound 370 at $S4 $S5 $S6 
wait 1000 
018C: play_sound 370 at $S4 $S5 $S6 
wait 1000 
018C: play_sound 370 at $S4 $S5 $S6 
wait 1000 
018C: play_sound 370 at $S4 $S5 $S6 
Player.CanMove($PLAYER_CHAR, True)
$SC += 1 // $ += int 
$SIT2 = 1 // $ = int 
018C: play_sound 356 at $S4 $S5 $S6 
00BB: text_lowpriority 'BIKE1' time 2000 1  // BIKER MISSION 1
jump @MARKET_2668 

:MARKET_2668
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_2722 
jump @MARKET_789 

:MARKET_2722
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $TX $TY $TZ radius 1.0 1.0 1.5 sphere 0 
  $SC > 0 // $ > int 
jf @MARKET_3004 
0008: $SITC += $SC // $ += int  // Note: the incorrect math opcode was used here
$SC = 0 // $ = int 
03D5: remove_text 'BIKE1'  // BIKER MISSION 1
03D5: remove_text 'BANK3'  // BANKJOB MISSION 3
if 
0028:   $SITC >= $SM // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_2982 
03BD: destroy_sphere $TM 
0508: vehicle $LCAR close_all_doors 
01EC: make_car $LCAR very_heavy 0 
Car.LockInCurrentPosition($LCAR, False)
01D4: actor $KEN go_to_car $LCAR and_enter_it_as_a_passenger 
01D4: actor $PHILL go_to_car $LCAR and_enter_it_as_a_passenger 
01D4: actor $MERCE go_to_car $LCAR and_enter_it_as_a_passenger 
014F: stop_timer $TIME 
$95 = 241.9686 // $ = float 
$96 = -1281.206 // $ = float 
$97 = 10.7191 // $ = float 
$98 = 5 // $ = int 
00BB: text_lowpriority 'BIKE_1' time 2000 1  // Alloy Wheels of Steel
03BC: $DEST = create_sphere $95 $96 $97 3.0 
0167: $DESTM = create_marker_at $95 $96 $97 color $98 display 3 
jump @MARKET_4400 
jump @MARKET_2997 

:MARKET_2982
00BB: text_lowpriority 'BIKE' time 2000 1  // THE BIKER GANG MISSIONS

:MARKET_2997
jump @MARKET_3004 

:MARKET_3004
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_3058 
jump @MARKET_789 

:MARKET_3058
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $S7 $S8 $S9 radius 1.0 1.0 1.5 sphere 0 
  $SIT3 == 0 // $ == int 
jf @MARKET_3353 
if 
0028:   $SC >= $SMCC // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_3155 
00BC: text_highpriority 'BANK3' time 2000 1  // BANKJOB MISSION 3
jump @MARKET_3353 
jump @MARKET_3353 

:MARKET_3155
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $SS3 
Marker.Disable($SM3)
00BC: text_highpriority 'BANK2' time 5000 1  // BANKJOB MISSION 2
018C: play_sound 370 at $S7 $S8 $S9 
wait 1000 
018C: play_sound 370 at $S7 $S8 $S9 
wait 1000 
018C: play_sound 370 at $S7 $S8 $S9 
wait 1000 
018C: play_sound 370 at $S7 $S8 $S9 
wait 1000 
018C: play_sound 370 at $S7 $S8 $S9 
wait 1000 
018C: play_sound 370 at $S7 $S8 $S9 
Player.CanMove($PLAYER_CHAR, True)
$SC += 1 // $ += int 
$SIT3 = 1 // $ = int 
018C: play_sound 356 at $S7 $S8 $S9 
00BB: text_lowpriority 'BIKE1' time 2000 1  // BIKER MISSION 1
jump @MARKET_3353 

:MARKET_3353
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_3407 
jump @MARKET_789 

:MARKET_3407
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $S10 $S11 $S12 radius 1.0 1.0 1.5 sphere 0 
  $SIT4 == 0 // $ == int 
jf @MARKET_3702 
if 
0028:   $SC >= $SMCC // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_3504 
00BC: text_highpriority 'BANK3' time 2000 1  // BANKJOB MISSION 3
jump @MARKET_3702 
jump @MARKET_3702 

:MARKET_3504
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $SS4 
Marker.Disable($SM4)
00BC: text_highpriority 'BANK2' time 5000 1  // BANKJOB MISSION 2
018C: play_sound 370 at $S10 $S11 $S12 
wait 1000 
018C: play_sound 370 at $S10 $S11 $S12 
wait 1000 
018C: play_sound 370 at $S10 $S11 $S12 
wait 1000 
018C: play_sound 370 at $S10 $S11 $S12 
wait 1000 
018C: play_sound 370 at $S10 $S11 $S12 
wait 1000 
018C: play_sound 370 at $S10 $S11 $S12 
Player.CanMove($PLAYER_CHAR, True)
$SC += 1 // $ += int 
$SIT4 = 1 // $ = int 
018C: play_sound 356 at $S10 $S11 $S12 
00BB: text_lowpriority 'BIKE1' time 2000 1  // BIKER MISSION 1
jump @MARKET_3702 

:MARKET_3702
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_3756 
jump @MARKET_789 

:MARKET_3756
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $S13 $S14 $S15 radius 1.0 1.0 1.5 sphere 0 
  $SIT5 == 0 // $ == int 
jf @MARKET_4051 
if 
0028:   $SC >= $SMCC // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_3853 
00BC: text_highpriority 'BANK3' time 2000 1  // BANKJOB MISSION 3
jump @MARKET_4051 
jump @MARKET_4051 

:MARKET_3853
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $SS5 
Marker.Disable($SM5)
00BC: text_highpriority 'BANK2' time 5000 1  // BANKJOB MISSION 2
018C: play_sound 370 at $S13 $S14 $S15 
wait 1000 
018C: play_sound 370 at $S13 $S14 $S15 
wait 1000 
018C: play_sound 370 at $S13 $S14 $S15 
wait 1000 
018C: play_sound 370 at $S13 $S14 $S15 
wait 1000 
018C: play_sound 370 at $S13 $S14 $S15 
wait 1000 
018C: play_sound 370 at $S13 $S14 $S15 
Player.CanMove($PLAYER_CHAR, True)
$SC += 1 // $ += int 
$SIT5 = 1 // $ = int 
018C: play_sound 356 at $S13 $S14 $S15 
00BB: text_lowpriority 'BIKE1' time 2000 1  // BIKER MISSION 1
jump @MARKET_4051 

:MARKET_4051
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_4105 
jump @MARKET_789 

:MARKET_4105
if and
0101:   actor $PLAYER_ACTOR stopped_near_point $S16 $S17 $S18 radius 1.0 1.0 1.5 sphere 0 
  $SIT6 == 0 // $ == int 
jf @MARKET_1970 
if 
0028:   $SC >= $SMCC // $ >= int  // Note: the incorrect math opcode was used here
jf @MARKET_4202 
00BC: text_highpriority 'BANK3' time 2000 1  // BANKJOB MISSION 3
jump @MARKET_1970 
jump @MARKET_4400 

:MARKET_4202
Player.CanMove($PLAYER_CHAR, False)
03BD: destroy_sphere $SS6 
Marker.Disable($SM6)
00BC: text_highpriority 'BANK2' time 5000 1  // BANKJOB MISSION 2
018C: play_sound 370 at $S16 $S17 $S18 
wait 1000 
018C: play_sound 370 at $S16 $S17 $S18 
wait 1000 
018C: play_sound 370 at $S16 $S17 $S18 
wait 1000 
018C: play_sound 370 at $S16 $S17 $S18 
wait 1000 
018C: play_sound 370 at $S16 $S17 $S18 
wait 1000 
018C: play_sound 370 at $S16 $S17 $S18 
Player.CanMove($PLAYER_CHAR, True)
$SC += 1 // $ += int 
$SIT6 = 1 // $ = int 
018C: play_sound 356 at $S16 $S17 $S18 
00BB: text_lowpriority 'BIKE1' time 2000 1  // BIKER MISSION 1
jump @MARKET_1970 

:MARKET_4400
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_4454 
jump @MARKET_789 

:MARKET_4454
if 
   not Actor.InCar($PLAYER_ACTOR, $LCAR)
jf @MARKET_4522 
0165: set_marker $LCAR_M color_to 4 
0168: set_marker $LCAR_M size 2 
018B: set_marker $LCAR_M display 3 
0165: set_marker $DESTM color_to 0 
0168: set_marker $DESTM size 0 
018B: set_marker $DESTM display 0 
jump @MARKET_4522 

:MARKET_4522
wait 10 
if or
   Car.Wrecked($LCAR)
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
   not $TIME > 0 // $ > int 
jf @MARKET_4576 
jump @MARKET_789 

:MARKET_4576
if 
   Actor.InCar($PLAYER_ACTOR, $LCAR)
jf @MARKET_4645 
0165: set_marker $LCAR_M color_to 0 
0168: set_marker $LCAR_M size 0 
018B: set_marker $LCAR_M display 0 
0165: set_marker $DESTM color_to $98 
0168: set_marker $DESTM size 2 
018B: set_marker $DESTM display 3 
jump @MARKET_4645 

:MARKET_4645
wait 10 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @MARKET_4754 
$CV = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not Actor.InCar($KEN, $CV)
jf @MARKET_4700 
01D4: actor $KEN go_to_car $CV and_enter_it_as_a_passenger 

:MARKET_4700
if 
   not Actor.InCar($PHILL, $CV)
jf @MARKET_4727 
01D4: actor $PHILL go_to_car $CV and_enter_it_as_a_passenger 

:MARKET_4727
if 
   not Actor.InCar($MERCE, $CV)
jf @MARKET_4754 
01D4: actor $MERCE go_to_car $CV and_enter_it_as_a_passenger 

:MARKET_4754
if and
   Actor.InCar($PLAYER_ACTOR, $LCAR)
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $95 $96 $97 radius 3.0 3.0 3.0 
jf @MARKET_4400 
03BD: destroy_sphere $DEST 
Marker.Disable($DESTM)
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 
Actor.DestroyInstantly($KEN)
Actor.DestroyInstantly($MERCE)
Actor.DestroyInstantly($PHILL)
wait 600 
fade 1 1000 
01EC: make_car $LCAR very_heavy 0 
Player.CanMove($PLAYER_CHAR, True)
wait 500 
0318: set_latest_mission_passed 'BIKE3'  // BIKER MISSION 3
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 120 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 120
jump @MARKER_624 
terminate_this_script 
terminate_this_script 

//-------------Mission 4---------------
// Originally: Back Alley Brawl

:TOOK
script_name 'TOOK' 
  $ONMISSION == 1 // $ == int 
00BA: text_styled 'BIKE_2' 2000 ms 2  // Messing with the Man
0169: set_fade_color 0 0 0 
fade 0 500 
wait 600 
fade 1 1000 
select_interior 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
$CANSKIP = 1 // $ = int 
Camera.SetPosition(239.6473, -1280.939, 11.5798, 0.0, 0.0, 1.1)
Camera.PointAt(228.919, -1277.28, 12.0712, 2)
023C: load_special_actor 10 'IGKEN' 
023C: load_special_actor 5 'IGPHIL' 
023C: load_special_actor 2 'IGMERC' 
Model.Load(#ADMIRAL)
038B: load_requested_models 
Actor.Create($KEN, 0, #SPECIAL10, 232.748, -1281.276, 11.0712)
Actor.Angle($KEN) = 41.1431
Actor.Create($PHILL, 0, #SPECIAL05, 233.8028, -1279.16, 11.0712)
Actor.Angle($PHILL) = 71.2235
Actor.Create($MERCE, 0, #SPECIAL02, 232.7943, -1281.163, 11.0712)
Actor.Angle($MERCE) = 89.1304
04EB: actor $KEN crouch 1 9999999 ms 
04EB: actor $PHILL crouch 1 9999999 ms 
04EB: actor $MERCE crouch 1 9999999 ms 
Car.Create($LCAR, #ADMIRAL, 241.5903, -1281.22, 10.7191)
0229: set_car $LCAR color_to 84 84 
Car.Angle($LCAR) = 348.8964
Actor.PutAt($PLAYER_ACTOR, 242.8811, -1272.113, 9.9015)
Actor.Angle($PLAYER_ACTOR) = 116.3438
wait 400 
0239: actor $PLAYER_ACTOR run_to 233.9758 -1277.815 
00BC: text_highpriority 'BUL_FIR' time 5000 1  // Bullets fired
wait 4000 
fade 0 500 
wait 600 
fade 1 1000 
select_interior 1 
Camera.SetPosition(225.8446, -1275.958, 12.894, 0.0, 0.0, 1.1)
Camera.PointAt(213.1486, -1285.941, 12.0916, 2)
Model.Load(#BMYST)
Model.Load(#BMOBE)
Model.Load(#BMYST)
038B: load_requested_models 
Actor.Create($Z1, 4, #BMYST, 217.4925, -1277.349, 11.0881)
Actor.Angle($Z1) = 120.7773
Actor.Create($Z2, 4, #BMOBE, 218.0376, -1275.14, 11.0881)
Actor.Angle($Z2) = 120.7773
Actor.Create($Z3, 4, #BMYST, 219.4876, -1276.284, 11.0853)
Actor.Angle($Z3) = 120.7773
Actor.Create($Z4, 4, #BMYST, 221.4859, -1282.101, 11.0798)
Actor.Angle($Z4) = 120.7773
Actor.Create($Z5, 4, #BMOBE, 223.7703, -1286.631, 11.0743)
Actor.Angle($Z5) = 120.7773
Actor.Create($Z6, 4, #BMYST, 217.3919, -1288.745, 11.0837)
Actor.Angle($Z6) = 120.7773
Actor.Create($Z7, 4, #BMYST, 210.0131, -1288.091, 11.0958)
Actor.Angle($Z7) = 264.262
Actor.Create($Z8, 4, #BMOBE, 209.718, -1289.682, 11.0957)
Actor.Angle($Z8) = 264.262
Actor.Create($Z9, 4, #BMYST, 209.4989, -1290.966, 11.0955)
Actor.Angle($Z9) = 264.262
00BC: text_highpriority 'BUL_HIT' time 6000 1  // Bullets that hit
wait 5000 
fade 0 500 
wait 600 
fade 1 1000 
Actor.RemoveReferences($Z1)
Actor.RemoveReferences($Z2)
Actor.RemoveReferences($Z3)
Actor.RemoveReferences($Z4)
Actor.RemoveReferences($Z5)
Actor.RemoveReferences($Z6)
Actor.RemoveReferences($Z7)
Actor.RemoveReferences($Z8)
Actor.RemoveReferences($Z9)
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
select_interior 0 
$95 = -378.94 // $ = float 
$96 = -521.6997 // $ = float 
$97 = 12.4627 // $ = float 
$98 = 5 // $ = int 
03BC: $DEST = create_sphere $95 $96 $97 3.0 
0167: $DESTM = create_marker_at $95 $96 $97 color $98 display 3 
0168: set_marker $DESTM size 2 
01D2: actor $KEN follow_player $PLAYER_CHAR 
01D2: actor $PHILL follow_player $PLAYER_CHAR 
01D2: actor $MERCE follow_player $PLAYER_CHAR 
wait 500 
jump @TOOK_1094 

:TOOK_1045
wait 5 
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
Actor.DestroyWithFade($PHILL)
Actor.DestroyWithFade($MERCE)
Actor.DestroyWithFade($KEN)
Actor.RemoveReferences($LCAR)
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 

:TOOK_1094
wait 10 
if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @TOOK_1136 
jump @TOOK_1045 

:TOOK_1136
if 
   Actor.Driving($PLAYER_ACTOR)
jf @TOOK_1262 
$CV = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not Actor.InCar($KEN, $CV)
jf @TOOK_1194 
0319: set_actor $KEN running 1 
01D4: actor $KEN go_to_car $CV and_enter_it_as_a_passenger 

:TOOK_1194
if 
   not Actor.InCar($PHILL, $CV)
jf @TOOK_1228 
0319: set_actor $PHILL running 1 
01D4: actor $PHILL go_to_car $CV and_enter_it_as_a_passenger 

:TOOK_1228
if 
   not Actor.InCar($MERCE, $CV)
jf @TOOK_1262 
0319: set_actor $MERCE running 1 
01D4: actor $MERCE go_to_car $CV and_enter_it_as_a_passenger 

:TOOK_1262
if 
00E3:   player $PLAYER_CHAR 0 -272.8173 -494.9437 radius 20.0 20.0 
jf @TOOK_1094 
fade 0 500 
wait 600 
select_interior 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
04C7: toggle_camera_green_scanlines 1 
Camera.SetPosition(-365.0503, -533.2768, 16.9879, 0.0, 0.0, 1.1)
Camera.PointAt(-331.2276, -515.3719, 12.8102, 2)
fade 1 500 
if 
   Actor.Driving($PLAYER_ACTOR)
jf @TOOK_1453 
$CCAR = Actor.CurrentCar($PLAYER_ACTOR)
Car.PutAt($CCAR, -324.7895, -517.0826, 11.7973)
Car.Angle($CCAR) = 92.722
04BA: set_car $CCAR speed_instantly 70.0 

:TOOK_1453
wait 2400 
fade 0 500 
wait 600 
fade 1 500 
$CCAR = Actor.CurrentCar($PLAYER_ACTOR)
Car.PutAt($CCAR, -379.3585, -521.5443, 12.4628)
Car.Angle($CCAR) = 92.722
01D3: actor $PLAYER_ACTOR leave_car $CCAR 
Camera.Restore_WithJumpCut
03BD: destroy_sphere $DEST 
Marker.Disable($DESTM)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, False)
04C7: toggle_camera_green_scanlines 0 
wait 100 
01D3: actor $PHILL leave_car $CCAR 
01D3: actor $MERCE leave_car $CCAR 
01D3: actor $KEN leave_car $CCAR 
00BC: text_highpriority 'BUD_1' time 6000 1  // Shakedown
wait 3000 
Player.CanMove($PLAYER_CHAR, False)
Actor.Angle($PLAYER_ACTOR) = 183.9352
0239: actor $PLAYER_ACTOR run_to -378.7106 -546.8614 
02A3: enable_widescreen 1 
wait 2400 
fade 0 500 
wait 600 
fade 1 500 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.Angle($PLAYER_ACTOR) = 183.0
Actor.PutAt($PLAYER_ACTOR, -378.6088, -561.3242, 18.5742)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
select_interior 2 
$95 = -378.5758 // $ = float 
$96 = -583.3423 // $ = float 
$97 = 25.3198 // $ = float 
$98 = 5 // $ = int 
03BC: $DEST = create_sphere $95 $96 $97 3.0 
0167: $DESTM = create_marker_at $95 $96 $97 color $98 display 3 
0168: set_marker $DESTM size 2 
jump @TOOK_1801 

:TOOK_1801
wait 10 
if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @TOOK_1843 
jump @TOOK_1045 

:TOOK_1843
if 
00E3:   player $PLAYER_CHAR 0 $95 $96 radius 3.0 3.0 
jf @TOOK_1801 
fade 0 500 
wait 600 
fade 1 500 
03BD: destroy_sphere $DEST 
Marker.Disable($DESTM)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Actor.PutAt($PLAYER_ACTOR, -378.8411, -586.5711, 24.3192)
Actor.Angle($PLAYER_ACTOR) = 151.9798
Model.Load(#VICE4)
038B: load_requested_models 
Actor.Create($BANDIT1, 19, #VICE4, -381.8526, -595.7892, 24.8263)
Actor.Angle($BANDIT1) = 348.215
Camera.SetPosition(-377.7741, -598.8055, 26.6472, 0.0, 0.0, 1.1)
Camera.PointAt(-381.8503, -590.6078, 25.3263, 2)
wait 1000 
0502: set_actor $BANDIT1 sprint_to -376.6235 -575.2217 
wait 3000 
00BC: text_highpriority 'BUD_2' time 2000 1  // Bar Brawl
Actor.Angle($BANDIT1) = 281.1611
Actor.PutAt($BANDIT1, -361.55, -559.5275, 19.5742)
0162: $BANDIT1_M = create_marker_above_actor $BANDIT1 color 4 display 2 
0165: set_marker $BANDIT1_M color_to 4 
0168: set_marker $BANDIT1_M size 2 
018B: set_marker $BANDIT1_M display 3 
Actor.Angle($PLAYER_ACTOR) = 359.2052
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0502: set_actor $BANDIT1 sprint_to -353.9857 -559.1259 
jump @TOOK_2188 

:TOOK_2188
wait 10 
if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @TOOK_2230 
jump @TOOK_1045 

:TOOK_2230
if 
00EC:   actor $BANDIT1 0 -353.9857 -559.1259 radius 1.0 1.0 
jf @TOOK_2188 
0502: set_actor $BANDIT1 sprint_to -335.7532 -559.23 
jump @TOOK_2290 

:TOOK_2290
wait 10 
if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @TOOK_2332 
jump @TOOK_1045 

:TOOK_2332
if 
00EC:   actor $BANDIT1 0 -335.7532 -559.23 radius 1.0 1.0 
jf @TOOK_2290 
011C: actor $BANDIT1 clear_objective 
0502: set_actor $BANDIT1 sprint_to -335.9187 -578.9008 
jump @TOOK_2397 

:TOOK_2397
wait 10 
if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @TOOK_2439 
jump @TOOK_1045 

:TOOK_2439
if 
00EC:   actor $BANDIT1 0 -335.9408 -563.7155 radius 1.0 1.0 
jf @TOOK_2397 
Marker.Disable($BANDIT1_M)
Object.Destroy($MND)
00BC: text_highpriority 'BUD_3' time 2000 1  // Cop Land
011C: actor $BANDIT1 clear_objective 
Model.Load(#VICE7)
Model.Load(#VICE1)
Model.Load(#VICE2)
Model.Load(#VICE3)
Model.Load(#COLT45)
Model.Load(#PYTHON)
Model.Load(#INGRAMSL)
038B: load_requested_models 
Actor.Create($GOON1, 19, #VICE7, -316.5172, -582.9922, 16.6022)
Actor.Angle($GOON1) = 71.9459
Actor.Create($GOON2, 19, #VICE3, -321.5329, -573.2798, 20.3225)
Actor.Angle($GOON2) = 127.0697
Actor.Create($GOON3, 19, #VICE2, -335.5912, -578.7019, 27.5422)
Actor.Angle($GOON3) = 268.3376
01B2: give_actor $GOON1 weapon 17 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $GOON2 weapon 18 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $GOON3 weapon 24 ammo 9999 // Load the weapon model before using this 
$95 = -327.9378 // $ = float 
$96 = -582.4484 // $ = float 
$97 = 35.56 // $ = float 
$98 = 5 // $ = int 
03BC: $DEST = create_sphere $95 $96 $97 3.0 
0167: $DESTM = create_marker_at $95 $96 $97 color $98 display 3 
0168: set_marker $DESTM size 2 
jump @TOOK_2761 

:TOOK_2761
Actor.PutAt($BANDIT1, -346.5833, -582.8832, 36.9407)
Actor.Angle($BANDIT1) = 329.7745
jump @TOOK_2798 

:TOOK_2798
wait 10 
if or
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($PHILL)
   Actor.Dead($MERCE)
   Actor.Dead($KEN)
jf @TOOK_2840 
jump @TOOK_1045 

:TOOK_2840
if and
00FB:   player $PLAYER_CHAR 0 $GOON1 radius 15.0 15.0 6.0 
0123:   actor $GOON1 spotted_player $PLAYER_CHAR 
jf @TOOK_2892 
01C9: actor $GOON1 kill_actor $PLAYER_ACTOR 

:TOOK_2892
if and
00FB:   player $PLAYER_CHAR 0 $GOON2 radius 15.0 15.0 6.0 
0123:   actor $GOON2 spotted_player $PLAYER_CHAR 
jf @TOOK_2944 
01C9: actor $GOON2 kill_actor $PLAYER_ACTOR 

:TOOK_2944
if 
0123:   actor $GOON3 spotted_player $PLAYER_CHAR 
jf @TOOK_2971 
01C9: actor $GOON3 kill_actor $PLAYER_ACTOR 

:TOOK_2971
if 
00F5:   player $PLAYER_CHAR 0 $95 $96 $97 radius 3.0 3.0 1.0 
jf @TOOK_3020 
jump @TOOK_3027 

:TOOK_3020
jump @TOOK_2798 

:TOOK_3027
fade 0 500 
wait 600 
fade 1 500 
Marker.Disable($DESTM)
03BD: destroy_sphere $DEST 
00BC: text_highpriority 'USJ' time 6000 1  // UNIQUE STUNT BONUS!
Player.CanMove($PLAYER_CHAR, False)
Actor.PutAt($PLAYER_ACTOR, -342.6616, -572.79, 35.9435)
Actor.Angle($PLAYER_ACTOR) = 166.5266
select_interior 0 
02A3: enable_widescreen 1 
Actor.DestroyInstantly($GOON1)
Actor.DestroyInstantly($GOON2)
Actor.DestroyInstantly($GOON3)
Camera.SetPosition(-348.632, -571.3026, 36.9391, 0.0, 0.0, 1.1)
Camera.PointAt(-341.814, -573.8757, 36.9441, 2)
wait 6000 
fade 0 500 
wait 600 
fade 1 500 
Actor.DestroyInstantly($KEN)
Actor.DestroyInstantly($PHILL)
Actor.DestroyInstantly($MERCE)
Car.RemoveReferences($LCAR)
Actor.DestroyInstantly($BANDIT1)
Actor.PutAt($PLAYER_ACTOR, 232.1163, -1278.326, 11.0712)
Actor.Angle($PLAYER_ACTOR) = 258.285
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
$ONMISSION = 0 // $ = int 
02A3: enable_widescreen 0 
wait 1000 
00BC: text_highpriority 'USJ_ALL' time 6000 1  // ALL UNIQUE STUNTS COMPLETED!
terminate_this_script 
